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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 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 SUGG: Erosion simulation at map generation time\r
93         - Simulate water flows, which would carve out dirt fast and\r
94           then turn stone into gravel and sand and relocate it.\r
95         - How about relocating minerals, too? Coal and gold in\r
96           downstream sand and gravel would be kind of cool\r
97           - This would need a better way of handling minerals, mainly\r
98                 to have mineral content as a separate field. the first\r
99                 parameter field is free for this.\r
100         - Simulate rock falling from cliffs when water has removed\r
101           enough solid rock from the bottom\r
102 \r
103 Gaming ideas:\r
104 -------------\r
105 \r
106 - Aim for something like controlling a single dwarf in Dwarf Fortress\r
107 - The player could go faster by a crafting a boat, or riding an animal\r
108 - Random NPC traders. what else?\r
109 \r
110 Game content:\r
111 -------------\r
112 \r
113 - When furnace is destroyed, move items to player's inventory\r
114 - Add lots of stuff\r
115 - Glass blocks\r
116 - Growing grass, decaying leaves\r
117         - This can be done in the active blocks I guess.\r
118         - Lots of stuff can be done in the active blocks.\r
119         - Uh, is there an active block list somewhere? I think not. Add it.\r
120 - Breaking weak structures\r
121         - This can probably be accomplished in the same way as grass\r
122 - Player health points\r
123         - When player dies, throw items on map (needs better item-on-map\r
124           implementation)\r
125 - Cobble to get mossy if near water\r
126 - More slots in furnace source list, so that multiple ingredients\r
127   are possible.\r
128 - Keys to chests?\r
129 \r
130 - The Treasure Guard; a big monster with a hammer\r
131         - The hammer does great damage, shakes the ground and removes a block\r
132         - You can drop on top of it, and have some time to attack there\r
133           before he shakes you off\r
134 \r
135 - Maybe the difficulty could come from monsters getting tougher in\r
136   far-away places, and the player starting to need something from\r
137   there when time goes by.\r
138   - The player would have some of that stuff at the beginning, and\r
139     would need new supplies of it when it runs out\r
140 \r
141 - A bomb\r
142 - A spread-items-on-map routine for the bomb, and for dying players\r
143 \r
144 - Fighting:\r
145   - Proper sword swing simulation\r
146   - Player should get damage from colliding to a wall at high speed\r
147 \r
148 Documentation:\r
149 --------------\r
150 \r
151 Build system / running:\r
152 -----------------------\r
153 \r
154 Networking and serialization:\r
155 -----------------------------\r
156 \r
157 SUGG: Fix address to be ipv6 compatible\r
158 \r
159 User Interface:\r
160 ---------------\r
161 \r
162 Graphics:\r
163 ---------\r
164 \r
165 SUGG: Combine MapBlock's face caches to so big pieces that VBO\r
166       can be used\r
167       - That is >500 vertices\r
168           - This is not easy; all the MapBlocks close to the player would\r
169             still need to be drawn separately and combining the blocks\r
170                 would have to happen in a background thread\r
171 \r
172 SUGG: Make fetching sector's blocks more efficient when rendering\r
173       sectors that have very large amounts of blocks (on client)\r
174           - Is this necessary at all?\r
175 \r
176 TODO: Flowing water animation\r
177 \r
178 SUGG: Draw cubes in inventory directly with 3D drawing commands, so that\r
179       animating them is easier.\r
180 \r
181 SUGG: Option for enabling proper alpha channel for textures\r
182 TODO: A setting for enabling bilinear filtering for textures\r
183 \r
184 TODO: Better control of draw_control.wanted_max_blocks\r
185 \r
186 TODO: Further investigate the use of GPU lighting in addition to the\r
187       current one\r
188 \r
189 TODO: Artificial (night) light could be more yellow colored than sunlight.\r
190       - This is technically doable.\r
191           - Also the actual colors of the textures could be made less colorful\r
192             in the dark but it's a bit more difficult.\r
193 \r
194 SUGG: Somehow make the night less colorful\r
195 \r
196 Configuration:\r
197 --------------\r
198 \r
199 Client:\r
200 -------\r
201 \r
202 TODO: Untie client network operations from framerate\r
203       - Needs some input queues or something\r
204           - This won't give much performance boost because calculating block\r
205             meshes takes so long\r
206 \r
207 SUGG: Make morning and evening transition more smooth and maybe shorter\r
208 \r
209 TODO: Don't update all meshes always on single node changes, but\r
210       check which ones should be updated\r
211           - implement Map::updateNodeMeshes() and the usage of it\r
212           - It will give almost always a 4x boost in mesh update performance.\r
213 \r
214 - A weapon engine\r
215 \r
216 - Tool/weapon visualization\r
217 \r
218 FIXME: When disconnected to the menu, memory is not freed properly\r
219 \r
220 TODO: Investigate how much the mesh generator thread gets used when\r
221       transferring map data\r
222 \r
223 Server:\r
224 -------\r
225 \r
226 SUGG: Make an option to the server to disable building and digging near\r
227       the starting position\r
228 \r
229 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop\r
230 \r
231 * Fix the problem with the server constantly saving one or a few\r
232   blocks? List the first saved block, maybe it explains.\r
233   - It is probably caused by oscillating water\r
234 * Make a small history check to transformLiquids to detect and log\r
235   continuous oscillations, in such detail that they can be fixed.\r
236 \r
237 FIXME: The new optimized map sending doesn't sometimes send enough blocks\r
238        from big caves and such\r
239 FIXME: Block send distance configuration does not take effect for some reason\r
240 \r
241 TODO: Map saving should be done by EmergeThread\r
242 \r
243 SUGG: Map unloading based on sector reference is not very good, it keeps\r
244         unnecessary stuff in memory. I guess. Investigate this.\r
245 \r
246 TODO: When block is placed and it has param_type==CPT_FACEDIR_SIMPLE, set\r
247       the direction accordingly.\r
248 \r
249 Environment:\r
250 ------------\r
251 \r
252 TODO: A list of "active blocks" in which stuff happens. (+=done)\r
253         + Add a never-resetted game timer to the server\r
254         + Add a timestamp value to blocks\r
255         + The simple rule: All blocks near some player are "active"\r
256         - Do stuff in real time in active blocks\r
257                 + Handle objects\r
258                 TODO: Make proper hooks in here\r
259                 - Grow grass, delete leaves without a tree\r
260                 - Spawn some mobs based on some rules\r
261                 - Transform cobble to mossy cobble near water\r
262                 - Run a custom script\r
263                 - ...And all kinds of other dynamic stuff\r
264         + Keep track of when a block becomes active and becomes inactive\r
265         + When a block goes inactive:\r
266                 + Store objects statically to block\r
267                 + Store timer value as the timestamp\r
268         + When a block goes active:\r
269                 + Create active objects out of static objects\r
270                 TODO: Make proper hooks in here\r
271                 - Simulate the results of what would have happened if it would have\r
272                   been active for all the time\r
273                         - Grow a lot of grass and so on\r
274         + Initially it is fine to send information about every active object\r
275           to every player. Eventually it should be modified to only send info\r
276           about the nearest ones.\r
277                 + This was left to be done by the old system and it sends only the\r
278                   nearest ones.\r
279 \r
280 Objects:\r
281 --------\r
282 \r
283 TODO: Get rid of MapBlockObjects and use only ActiveObjects\r
284         - Skipping the MapBlockObject data is nasty - there is no "total\r
285           length" stored; have to make a SkipMBOs function which contains\r
286           enough of the current code to skip them properly.\r
287 \r
288 SUGG: MovingObject::move and Player::move are basically the same.\r
289       combine them.\r
290         - NOTE: Player::move is more up-to-date.\r
291         - NOTE: There is a simple move implementation now in collision.{h,cpp}\r
292         - NOTE: MovingObject will be deleted (MapBlockObject)\r
293 \r
294 TODO: Add a long step function to objects that is called with the time\r
295       difference when block activates\r
296 \r
297 Map:\r
298 ----\r
299 \r
300 TODO: Mineral and ground material properties\r
301       - This way mineral ground toughness can be calculated with just\r
302             some formula, as well as tool strengths\r
303           - There are TODOs in appropriate files: material.h, content_mapnode.h\r
304 \r
305 TODO: Flowing water to actually contain flow direction information\r
306       - There is a space for this - it just has to be implemented.\r
307 \r
308 SUGG: Try out the notch way of generating maps, that is, make bunches\r
309       of low-res 3d noise and interpolate linearly.\r
310 \r
311 Mapgen v2 (the current one):\r
312 * Possibly add some kind of erosion and other stuff\r
313 * Better water generation (spread it to underwater caverns but don't\r
314   fill dungeons that don't touch big water masses)\r
315 * When generating a chunk and the neighboring chunk doesn't have mud\r
316   and stuff yet and the ground is fairly flat, the mud will flow to\r
317   the other chunk making nasty straight walls when the other chunk\r
318   is generated. Fix it. Maybe just a special case if the ground is\r
319   flat?\r
320 * Consider not updating this one and make a good mainly block-based\r
321   generator\r
322 \r
323 SUGG: Make two "modified states", one that forces the block to be saved at\r
324         the next save event, and one that makes the block to be saved at exit\r
325         time.\r
326 \r
327 TODO: Add a not_fully_generated flag to MapBlock, which would be set for\r
328         blocks that contain eg. trees from neighboring generations but haven't\r
329         been generated itself. This is required for the future generator.\r
330 \r
331 Misc. stuff:\r
332 ------------\r
333 - Make sure server handles removing grass when a block is placed (etc)\r
334     - The client should not do it by itself\r
335 - Block cube placement around player's head\r
336 - Protocol version field\r
337 - Consider getting some textures from cisoun's texture pack\r
338         - Ask from Cisoun\r
339 - Make sure the fence implementation and data format is good\r
340         - Think about using same bits for material for fences and doors, for\r
341         example\r
342 - Finish the ActiveBlockModifier stuff and use it for something\r
343 - Move mineral to param2, increment map serialization version, add conversion\r
344 \r
345 TODO: Add a per-sector database to store surface stuff as simple flags/values\r
346       - Light?\r
347           - A building?\r
348           And at some point make the server send this data to the client too,\r
349           instead of referring to the noise functions\r
350           - Ground height\r
351           - Surface ground type\r
352           - Trees?\r
353 \r
354 TODO: Restart irrlicht completely when coming back to main menu from game.\r
355         - This gets rid of everything that is stored in irrlicht's caches.\r
356 \r
357 TODO: Merge bahamada's audio stuff (clean patch available)\r
358 \r
359 TODO: Merge spongie's chest/furnace direction (by hand)\r
360 \r
361 TODO: Merge key configuration menu (no clean patch available)\r
362 \r
363 Making it more portable:\r
364 ------------------------\r
365  \r
366 Stuff to do before release:\r
367 ---------------------------\r
368 \r
369 Fixes to the current release:\r
370 -----------------------------\r
371 \r
372 Stuff to do after release:\r
373 ---------------------------\r
374 \r
375 Doing currently:\r
376 ----------------\r
377 \r
378 TODO: Use MapBlock::resetUsageTimer() in appropriate places\r
379       (on client and server)\r
380 \r
381 ======================================================================\r
382 \r
383 */\r
384 \r
385 #ifdef NDEBUG\r
386         #ifdef _WIN32\r
387                 #pragma message ("Disabling unit tests")\r
388         #else\r
389                 #warning "Disabling unit tests"\r
390         #endif\r
391         // Disable unit tests\r
392         #define ENABLE_TESTS 0\r
393 #else\r
394         // Enable unit tests\r
395         #define ENABLE_TESTS 1\r
396 #endif\r
397 \r
398 #ifdef _MSC_VER\r
399         #pragma comment(lib, "Irrlicht.lib")\r
400         //#pragma comment(lib, "jthread.lib")\r
401         #pragma comment(lib, "zlibwapi.lib")\r
402         #pragma comment(lib, "Shell32.lib")\r
403         // This would get rid of the console window\r
404         //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
405 #endif\r
406 \r
407 #include <iostream>\r
408 #include <fstream>\r
409 //#include <jmutexautolock.h>\r
410 #include <locale.h>\r
411 #include "main.h"\r
412 #include "common_irrlicht.h"\r
413 #include "debug.h"\r
414 //#include "map.h"\r
415 //#include "player.h"\r
416 #include "test.h"\r
417 #include "server.h"\r
418 //#include "client.h"\r
419 #include "constants.h"\r
420 #include "porting.h"\r
421 #include "gettime.h"\r
422 #include "guiMessageMenu.h"\r
423 #include "filesys.h"\r
424 #include "config.h"\r
425 #include "guiMainMenu.h"\r
426 #include "mineral.h"\r
427 //#include "noise.h"\r
428 //#include "tile.h"\r
429 #include "materials.h"\r
430 #include "game.h"\r
431 #include "keycode.h"\r
432 \r
433 // This makes textures\r
434 ITextureSource *g_texturesource = NULL;\r
435 \r
436 /*\r
437         Settings.\r
438         These are loaded from the config file.\r
439 */\r
440 \r
441 Settings g_settings;\r
442 // This is located in defaultsettings.cpp\r
443 extern void set_default_settings();\r
444 \r
445 // Global profiler\r
446 Profiler g_profiler;\r
447 \r
448 /*\r
449         Random stuff\r
450 */\r
451 \r
452 /*\r
453         GUI Stuff\r
454 */\r
455 \r
456 gui::IGUIEnvironment* guienv = NULL;\r
457 gui::IGUIStaticText *guiroot = NULL;\r
458 \r
459 MainMenuManager g_menumgr;\r
460 \r
461 bool noMenuActive()\r
462 {\r
463         return (g_menumgr.menuCount() == 0);\r
464 }\r
465 \r
466 // Passed to menus to allow disconnecting and exiting\r
467 \r
468 MainGameCallback *g_gamecallback = NULL;\r
469 \r
470 /*\r
471         Debug streams\r
472 */\r
473 \r
474 // Connection\r
475 std::ostream *dout_con_ptr = &dummyout;\r
476 std::ostream *derr_con_ptr = &dstream_no_stderr;\r
477 //std::ostream *dout_con_ptr = &dstream_no_stderr;\r
478 //std::ostream *derr_con_ptr = &dstream_no_stderr;\r
479 //std::ostream *dout_con_ptr = &dstream;\r
480 //std::ostream *derr_con_ptr = &dstream;\r
481 \r
482 // Server\r
483 std::ostream *dout_server_ptr = &dstream;\r
484 std::ostream *derr_server_ptr = &dstream;\r
485 \r
486 // Client\r
487 std::ostream *dout_client_ptr = &dstream;\r
488 std::ostream *derr_client_ptr = &dstream;\r
489 \r
490 /*\r
491         gettime.h implementation\r
492 */\r
493 \r
494 // A small helper class\r
495 class TimeGetter\r
496 {\r
497 public:\r
498         virtual u32 getTime() = 0;\r
499 };\r
500 \r
501 // A precise irrlicht one\r
502 class IrrlichtTimeGetter: public TimeGetter\r
503 {\r
504 public:\r
505         IrrlichtTimeGetter(IrrlichtDevice *device):\r
506                 m_device(device)\r
507         {}\r
508         u32 getTime()\r
509         {\r
510                 if(m_device == NULL)\r
511                         return 0;\r
512                 return m_device->getTimer()->getRealTime();\r
513         }\r
514 private:\r
515         IrrlichtDevice *m_device;\r
516 };\r
517 // Not so precise one which works without irrlicht\r
518 class SimpleTimeGetter: public TimeGetter\r
519 {\r
520 public:\r
521         u32 getTime()\r
522         {\r
523                 return porting::getTimeMs();\r
524         }\r
525 };\r
526 \r
527 // A pointer to a global instance of the time getter\r
528 // TODO: why?\r
529 TimeGetter *g_timegetter = NULL;\r
530 \r
531 u32 getTimeMs()\r
532 {\r
533         if(g_timegetter == NULL)\r
534                 return 0;\r
535         return g_timegetter->getTime();\r
536 }\r
537 \r
538 /*\r
539         Event handler for Irrlicht\r
540 \r
541         NOTE: Everything possible should be moved out from here,\r
542               probably to InputHandler and the_game\r
543 */\r
544 \r
545 class MyEventReceiver : public IEventReceiver\r
546 {\r
547 public:\r
548         // This is the one method that we have to implement\r
549         virtual bool OnEvent(const SEvent& event)\r
550         {\r
551                 /*\r
552                         React to nothing here if a menu is active\r
553                 */\r
554                 if(noMenuActive() == false)\r
555                 {\r
556                         return false;\r
557                 }\r
558 \r
559                 // Remember whether each key is down or up\r
560                 if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
561                 {\r
562                         keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;\r
563 \r
564                         if(event.KeyInput.PressedDown)\r
565                                 keyWasDown[event.KeyInput.Key] = true;\r
566                 }\r
567 \r
568                 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
569                 {\r
570                         if(noMenuActive() == false)\r
571                         {\r
572                                 left_active = false;\r
573                                 middle_active = false;\r
574                                 right_active = false;\r
575                         }\r
576                         else\r
577                         {\r
578                                 //dstream<<"MyEventReceiver: mouse input"<<std::endl;\r
579                                 left_active = event.MouseInput.isLeftPressed();\r
580                                 middle_active = event.MouseInput.isMiddlePressed();\r
581                                 right_active = event.MouseInput.isRightPressed();\r
582 \r
583                                 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
584                                 {\r
585                                         leftclicked = true;\r
586                                 }\r
587                                 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
588                                 {\r
589                                         rightclicked = true;\r
590                                 }\r
591                                 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)\r
592                                 {\r
593                                         leftreleased = true;\r
594                                 }\r
595                                 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)\r
596                                 {\r
597                                         rightreleased = true;\r
598                                 }\r
599                                 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
600                                 {\r
601                                         mouse_wheel += event.MouseInput.Wheel;\r
602                                 }\r
603                         }\r
604                 }\r
605 \r
606                 return false;\r
607         }\r
608 \r
609         bool IsKeyDown(EKEY_CODE keyCode) const\r
610         {\r
611                 return keyIsDown[keyCode];\r
612         }\r
613         \r
614         // Checks whether a key was down and resets the state\r
615         bool WasKeyDown(EKEY_CODE keyCode)\r
616         {\r
617                 bool b = keyWasDown[keyCode];\r
618                 keyWasDown[keyCode] = false;\r
619                 return b;\r
620         }\r
621 \r
622         s32 getMouseWheel()\r
623         {\r
624                 s32 a = mouse_wheel;\r
625                 mouse_wheel = 0;\r
626                 return a;\r
627         }\r
628 \r
629         void clearInput()\r
630         {\r
631                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)\r
632                 {\r
633                         keyIsDown[i] = false;\r
634                         keyWasDown[i] = false;\r
635                 }\r
636                 \r
637                 leftclicked = false;\r
638                 rightclicked = false;\r
639                 leftreleased = false;\r
640                 rightreleased = false;\r
641 \r
642                 left_active = false;\r
643                 middle_active = false;\r
644                 right_active = false;\r
645 \r
646                 mouse_wheel = 0;\r
647         }\r
648 \r
649         MyEventReceiver()\r
650         {\r
651                 clearInput();\r
652         }\r
653 \r
654         bool leftclicked;\r
655         bool rightclicked;\r
656         bool leftreleased;\r
657         bool rightreleased;\r
658 \r
659         bool left_active;\r
660         bool middle_active;\r
661         bool right_active;\r
662 \r
663         s32 mouse_wheel;\r
664 \r
665 private:\r
666         IrrlichtDevice *m_device;\r
667         \r
668         // The current state of keys\r
669         bool keyIsDown[KEY_KEY_CODES_COUNT];\r
670         // Whether a key has been pressed or not\r
671         bool keyWasDown[KEY_KEY_CODES_COUNT];\r
672 };\r
673 \r
674 /*\r
675         Separated input handler\r
676 */\r
677 \r
678 class RealInputHandler : public InputHandler\r
679 {\r
680 public:\r
681         RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):\r
682                 m_device(device),\r
683                 m_receiver(receiver)\r
684         {\r
685         }\r
686         virtual bool isKeyDown(EKEY_CODE keyCode)\r
687         {\r
688                 return m_receiver->IsKeyDown(keyCode);\r
689         }\r
690         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
691         {\r
692                 return m_receiver->WasKeyDown(keyCode);\r
693         }\r
694         virtual v2s32 getMousePos()\r
695         {\r
696                 return m_device->getCursorControl()->getPosition();\r
697         }\r
698         virtual void setMousePos(s32 x, s32 y)\r
699         {\r
700                 m_device->getCursorControl()->setPosition(x, y);\r
701         }\r
702 \r
703         virtual bool getLeftState()\r
704         {\r
705                 return m_receiver->left_active;\r
706         }\r
707         virtual bool getRightState()\r
708         {\r
709                 return m_receiver->right_active;\r
710         }\r
711         \r
712         virtual bool getLeftClicked()\r
713         {\r
714                 return m_receiver->leftclicked;\r
715         }\r
716         virtual bool getRightClicked()\r
717         {\r
718                 return m_receiver->rightclicked;\r
719         }\r
720         virtual void resetLeftClicked()\r
721         {\r
722                 m_receiver->leftclicked = false;\r
723         }\r
724         virtual void resetRightClicked()\r
725         {\r
726                 m_receiver->rightclicked = false;\r
727         }\r
728 \r
729         virtual bool getLeftReleased()\r
730         {\r
731                 return m_receiver->leftreleased;\r
732         }\r
733         virtual bool getRightReleased()\r
734         {\r
735                 return m_receiver->rightreleased;\r
736         }\r
737         virtual void resetLeftReleased()\r
738         {\r
739                 m_receiver->leftreleased = false;\r
740         }\r
741         virtual void resetRightReleased()\r
742         {\r
743                 m_receiver->rightreleased = false;\r
744         }\r
745 \r
746         virtual s32 getMouseWheel()\r
747         {\r
748                 return m_receiver->getMouseWheel();\r
749         }\r
750 \r
751         void clear()\r
752         {\r
753                 m_receiver->clearInput();\r
754         }\r
755 private:\r
756         IrrlichtDevice *m_device;\r
757         MyEventReceiver *m_receiver;\r
758 };\r
759 \r
760 class RandomInputHandler : public InputHandler\r
761 {\r
762 public:\r
763         RandomInputHandler()\r
764         {\r
765                 leftdown = false;\r
766                 rightdown = false;\r
767                 leftclicked = false;\r
768                 rightclicked = false;\r
769                 leftreleased = false;\r
770                 rightreleased = false;\r
771                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
772                         keydown[i] = false;\r
773         }\r
774         virtual bool isKeyDown(EKEY_CODE keyCode)\r
775         {\r
776                 return keydown[keyCode];\r
777         }\r
778         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
779         {\r
780                 return false;\r
781         }\r
782         virtual v2s32 getMousePos()\r
783         {\r
784                 return mousepos;\r
785         }\r
786         virtual void setMousePos(s32 x, s32 y)\r
787         {\r
788                 mousepos = v2s32(x,y);\r
789         }\r
790 \r
791         virtual bool getLeftState()\r
792         {\r
793                 return leftdown;\r
794         }\r
795         virtual bool getRightState()\r
796         {\r
797                 return rightdown;\r
798         }\r
799 \r
800         virtual bool getLeftClicked()\r
801         {\r
802                 return leftclicked;\r
803         }\r
804         virtual bool getRightClicked()\r
805         {\r
806                 return rightclicked;\r
807         }\r
808         virtual void resetLeftClicked()\r
809         {\r
810                 leftclicked = false;\r
811         }\r
812         virtual void resetRightClicked()\r
813         {\r
814                 rightclicked = false;\r
815         }\r
816 \r
817         virtual bool getLeftReleased()\r
818         {\r
819                 return leftreleased;\r
820         }\r
821         virtual bool getRightReleased()\r
822         {\r
823                 return rightreleased;\r
824         }\r
825         virtual void resetLeftReleased()\r
826         {\r
827                 leftreleased = false;\r
828         }\r
829         virtual void resetRightReleased()\r
830         {\r
831                 rightreleased = false;\r
832         }\r
833 \r
834         virtual s32 getMouseWheel()\r
835         {\r
836                 return 0;\r
837         }\r
838 \r
839         virtual void step(float dtime)\r
840         {\r
841                 {\r
842                         static float counter1 = 0;\r
843                         counter1 -= dtime;\r
844                         if(counter1 < 0.0)\r
845                         {\r
846                                 counter1 = 0.1*Rand(1, 40);\r
847                                 keydown[getKeySetting("keymap_jump")] =\r
848                                                 !keydown[getKeySetting("keymap_jump")];\r
849                         }\r
850                 }\r
851                 {\r
852                         static float counter1 = 0;\r
853                         counter1 -= dtime;\r
854                         if(counter1 < 0.0)\r
855                         {\r
856                                 counter1 = 0.1*Rand(1, 40);\r
857                                 keydown[getKeySetting("keymap_special1")] =\r
858                                                 !keydown[getKeySetting("keymap_special1")];\r
859                         }\r
860                 }\r
861                 {\r
862                         static float counter1 = 0;\r
863                         counter1 -= dtime;\r
864                         if(counter1 < 0.0)\r
865                         {\r
866                                 counter1 = 0.1*Rand(1, 40);\r
867                                 keydown[getKeySetting("keymap_forward")] =\r
868                                                 !keydown[getKeySetting("keymap_forward")];\r
869                         }\r
870                 }\r
871                 {\r
872                         static float counter1 = 0;\r
873                         counter1 -= dtime;\r
874                         if(counter1 < 0.0)\r
875                         {\r
876                                 counter1 = 0.1*Rand(1, 40);\r
877                                 keydown[getKeySetting("keymap_left")] =\r
878                                                 !keydown[getKeySetting("keymap_left")];\r
879                         }\r
880                 }\r
881                 {\r
882                         static float counter1 = 0;\r
883                         counter1 -= dtime;\r
884                         if(counter1 < 0.0)\r
885                         {\r
886                                 counter1 = 0.1*Rand(1, 20);\r
887                                 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));\r
888                         }\r
889                 }\r
890                 {\r
891                         static float counter1 = 0;\r
892                         counter1 -= dtime;\r
893                         if(counter1 < 0.0)\r
894                         {\r
895                                 counter1 = 0.1*Rand(1, 30);\r
896                                 leftdown = !leftdown;\r
897                                 if(leftdown)\r
898                                         leftclicked = true;\r
899                                 if(!leftdown)\r
900                                         leftreleased = true;\r
901                         }\r
902                 }\r
903                 {\r
904                         static float counter1 = 0;\r
905                         counter1 -= dtime;\r
906                         if(counter1 < 0.0)\r
907                         {\r
908                                 counter1 = 0.1*Rand(1, 15);\r
909                                 rightdown = !rightdown;\r
910                                 if(rightdown)\r
911                                         rightclicked = true;\r
912                                 if(!rightdown)\r
913                                         rightreleased = true;\r
914                         }\r
915                 }\r
916                 mousepos += mousespeed;\r
917         }\r
918 \r
919         s32 Rand(s32 min, s32 max)\r
920         {\r
921                 return (myrand()%(max-min+1))+min;\r
922         }\r
923 private:\r
924         bool keydown[KEY_KEY_CODES_COUNT];\r
925         v2s32 mousepos;\r
926         v2s32 mousespeed;\r
927         bool leftdown;\r
928         bool rightdown;\r
929         bool leftclicked;\r
930         bool rightclicked;\r
931         bool leftreleased;\r
932         bool rightreleased;\r
933 };\r
934 \r
935 // These are defined global so that they're not optimized too much.\r
936 // Can't change them to volatile.\r
937 s16 temp16;\r
938 f32 tempf;\r
939 v3f tempv3f1;\r
940 v3f tempv3f2;\r
941 std::string tempstring;\r
942 std::string tempstring2;\r
943 \r
944 void SpeedTests()\r
945 {\r
946         {\r
947                 dstream<<"The following test should take around 20ms."<<std::endl;\r
948                 TimeTaker timer("Testing std::string speed");\r
949                 const u32 jj = 10000;\r
950                 for(u32 j=0; j<jj; j++)\r
951                 {\r
952                         tempstring = "";\r
953                         tempstring2 = "";\r
954                         const u32 ii = 10;\r
955                         for(u32 i=0; i<ii; i++){\r
956                                 tempstring2 += "asd";\r
957                         }\r
958                         for(u32 i=0; i<ii+1; i++){\r
959                                 tempstring += "asd";\r
960                                 if(tempstring == tempstring2)\r
961                                         break;\r
962                         }\r
963                 }\r
964         }\r
965         \r
966         dstream<<"All of the following tests should take around 100ms each."\r
967                         <<std::endl;\r
968 \r
969         {\r
970                 TimeTaker timer("Testing floating-point conversion speed");\r
971                 tempf = 0.001;\r
972                 for(u32 i=0; i<4000000; i++){\r
973                         temp16 += tempf;\r
974                         tempf += 0.001;\r
975                 }\r
976         }\r
977         \r
978         {\r
979                 TimeTaker timer("Testing floating-point vector speed");\r
980 \r
981                 tempv3f1 = v3f(1,2,3);\r
982                 tempv3f2 = v3f(4,5,6);\r
983                 for(u32 i=0; i<10000000; i++){\r
984                         tempf += tempv3f1.dotProduct(tempv3f2);\r
985                         tempv3f2 += v3f(7,8,9);\r
986                 }\r
987         }\r
988 \r
989         {\r
990                 TimeTaker timer("Testing core::map speed");\r
991                 \r
992                 core::map<v2s16, f32> map1;\r
993                 tempf = -324;\r
994                 const s16 ii=300;\r
995                 for(s16 y=0; y<ii; y++){\r
996                         for(s16 x=0; x<ii; x++){\r
997                                 map1.insert(v2s16(x,y), tempf);\r
998                                 tempf += 1;\r
999                         }\r
1000                 }\r
1001                 for(s16 y=ii-1; y>=0; y--){\r
1002                         for(s16 x=0; x<ii; x++){\r
1003                                 tempf = map1[v2s16(x,y)];\r
1004                         }\r
1005                 }\r
1006         }\r
1007 \r
1008         {\r
1009                 dstream<<"Around 5000/ms should do well here."<<std::endl;\r
1010                 TimeTaker timer("Testing mutex speed");\r
1011                 \r
1012                 JMutex m;\r
1013                 m.Init();\r
1014                 u32 n = 0;\r
1015                 u32 i = 0;\r
1016                 do{\r
1017                         n += 10000;\r
1018                         for(; i<n; i++){\r
1019                                 m.Lock();\r
1020                                 m.Unlock();\r
1021                         }\r
1022                 }\r
1023                 // Do at least 10ms\r
1024                 while(timer.getTime() < 10);\r
1025 \r
1026                 u32 dtime = timer.stop();\r
1027                 u32 per_ms = n / dtime;\r
1028                 std::cout<<"Done. "<<dtime<<"ms, "\r
1029                                 <<per_ms<<"/ms"<<std::endl;\r
1030         }\r
1031 }\r
1032 \r
1033 void drawMenuBackground(video::IVideoDriver* driver)\r
1034 {\r
1035         core::dimension2d<u32> screensize = driver->getScreenSize();\r
1036                 \r
1037         video::ITexture *bgtexture =\r
1038                         driver->getTexture(getTexturePath("mud.png").c_str());\r
1039         if(bgtexture)\r
1040         {\r
1041                 s32 texturesize = 128;\r
1042                 s32 tiled_y = screensize.Height / texturesize + 1;\r
1043                 s32 tiled_x = screensize.Width / texturesize + 1;\r
1044                 \r
1045                 for(s32 y=0; y<tiled_y; y++)\r
1046                 for(s32 x=0; x<tiled_x; x++)\r
1047                 {\r
1048                         core::rect<s32> rect(0,0,texturesize,texturesize);\r
1049                         rect += v2s32(x*texturesize, y*texturesize);\r
1050                         driver->draw2DImage(bgtexture, rect,\r
1051                                 core::rect<s32>(core::position2d<s32>(0,0),\r
1052                                 core::dimension2di(bgtexture->getSize())),\r
1053                                 NULL, NULL, true);\r
1054                 }\r
1055         }\r
1056         \r
1057         video::ITexture *logotexture =\r
1058                         driver->getTexture(getTexturePath("menulogo.png").c_str());\r
1059         if(logotexture)\r
1060         {\r
1061                 v2s32 logosize(logotexture->getOriginalSize().Width,\r
1062                                 logotexture->getOriginalSize().Height);\r
1063                 logosize *= 4;\r
1064 \r
1065                 video::SColor bgcolor(255,50,50,50);\r
1066                 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,\r
1067                                 screensize.Width, screensize.Height);\r
1068                 driver->draw2DRectangle(bgcolor, bgrect, NULL);\r
1069 \r
1070                 core::rect<s32> rect(0,0,logosize.X,logosize.Y);\r
1071                 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);\r
1072                 rect -= v2s32(logosize.X/2, 0);\r
1073                 driver->draw2DImage(logotexture, rect,\r
1074                         core::rect<s32>(core::position2d<s32>(0,0),\r
1075                         core::dimension2di(logotexture->getSize())),\r
1076                         NULL, NULL, true);\r
1077         }\r
1078 }\r
1079 \r
1080 int main(int argc, char *argv[])\r
1081 {\r
1082         /*\r
1083                 Initialization\r
1084         */\r
1085 \r
1086         // Set locale. This is for forcing '.' as the decimal point.\r
1087         std::locale::global(std::locale("C"));\r
1088         // This enables printing all characters in bitmap font\r
1089         setlocale(LC_CTYPE, "en_US");\r
1090 \r
1091         /*\r
1092                 Parse command line\r
1093         */\r
1094         \r
1095         // List all allowed options\r
1096         core::map<std::string, ValueSpec> allowed_options;\r
1097         allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));\r
1098         allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,\r
1099                         "Run server directly"));\r
1100         allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,\r
1101                         "Load configuration from specified file"));\r
1102         allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));\r
1103         allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));\r
1104         allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));\r
1105         allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1106         allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1107         allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));\r
1108 #ifdef _WIN32\r
1109         allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));\r
1110 #endif\r
1111         allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));\r
1112 \r
1113         Settings cmd_args;\r
1114         \r
1115         bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);\r
1116 \r
1117         if(ret == false || cmd_args.getFlag("help"))\r
1118         {\r
1119                 dstream<<"Allowed options:"<<std::endl;\r
1120                 for(core::map<std::string, ValueSpec>::Iterator\r
1121                                 i = allowed_options.getIterator();\r
1122                                 i.atEnd() == false; i++)\r
1123                 {\r
1124                         dstream<<"  --"<<i.getNode()->getKey();\r
1125                         if(i.getNode()->getValue().type == VALUETYPE_FLAG)\r
1126                         {\r
1127                         }\r
1128                         else\r
1129                         {\r
1130                                 dstream<<" <value>";\r
1131                         }\r
1132                         dstream<<std::endl;\r
1133 \r
1134                         if(i.getNode()->getValue().help != NULL)\r
1135                         {\r
1136                                 dstream<<"      "<<i.getNode()->getValue().help\r
1137                                                 <<std::endl;\r
1138                         }\r
1139                 }\r
1140 \r
1141                 return cmd_args.getFlag("help") ? 0 : 1;\r
1142         }\r
1143         \r
1144         /*\r
1145                 Low-level initialization\r
1146         */\r
1147 \r
1148         bool disable_stderr = false;\r
1149 #ifdef _WIN32\r
1150         if(cmd_args.getFlag("dstream-on-stderr") == false)\r
1151                 disable_stderr = true;\r
1152 #endif\r
1153 \r
1154         porting::signal_handler_init();\r
1155         bool &kill = *porting::signal_handler_killstatus();\r
1156         \r
1157         // Initialize porting::path_data and porting::path_userdata\r
1158         porting::initializePaths();\r
1159 \r
1160         // Create user data directory\r
1161         fs::CreateDir(porting::path_userdata);\r
1162         \r
1163         // Initialize debug streams\r
1164 #ifdef RUN_IN_PLACE\r
1165         std::string debugfile = DEBUGFILE;\r
1166 #else\r
1167         std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;\r
1168 #endif\r
1169         debugstreams_init(disable_stderr, debugfile.c_str());\r
1170         // Initialize debug stacks\r
1171         debug_stacks_init();\r
1172 \r
1173         DSTACK(__FUNCTION_NAME);\r
1174 \r
1175         // Init material properties table\r
1176         //initializeMaterialProperties();\r
1177 \r
1178         // Debug handler\r
1179         BEGIN_DEBUG_EXCEPTION_HANDLER\r
1180 \r
1181         // Print startup message\r
1182         dstream<<DTIME<<"minetest-c55"\r
1183                         " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
1184                         <<", "<<BUILD_INFO\r
1185                         <<std::endl;\r
1186         \r
1187         /*\r
1188                 Basic initialization\r
1189         */\r
1190 \r
1191         // Initialize default settings\r
1192         set_default_settings();\r
1193         \r
1194         // Initialize sockets\r
1195         sockets_init();\r
1196         atexit(sockets_cleanup);\r
1197         \r
1198         /*\r
1199                 Read config file\r
1200         */\r
1201         \r
1202         // Path of configuration file in use\r
1203         std::string configpath = "";\r
1204         \r
1205         if(cmd_args.exists("config"))\r
1206         {\r
1207                 bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());\r
1208                 if(r == false)\r
1209                 {\r
1210                         dstream<<"Could not read configuration from \""\r
1211                                         <<cmd_args.get("config")<<"\""<<std::endl;\r
1212                         return 1;\r
1213                 }\r
1214                 configpath = cmd_args.get("config");\r
1215         }\r
1216         else\r
1217         {\r
1218                 core::array<std::string> filenames;\r
1219                 filenames.push_back(porting::path_userdata + "/minetest.conf");\r
1220 #ifdef RUN_IN_PLACE\r
1221                 filenames.push_back(porting::path_userdata + "/../minetest.conf");\r
1222 #endif\r
1223 \r
1224                 for(u32 i=0; i<filenames.size(); i++)\r
1225                 {\r
1226                         bool r = g_settings.readConfigFile(filenames[i].c_str());\r
1227                         if(r)\r
1228                         {\r
1229                                 configpath = filenames[i];\r
1230                                 break;\r
1231                         }\r
1232                 }\r
1233                 \r
1234                 // If no path found, use the first one (menu creates the file)\r
1235                 if(configpath == "")\r
1236                         configpath = filenames[0];\r
1237         }\r
1238 \r
1239         // Initialize random seed\r
1240         srand(time(0));\r
1241         mysrand(time(0));\r
1242 \r
1243         /*\r
1244                 Pre-initialize some stuff with a dummy irrlicht wrapper.\r
1245 \r
1246                 These are needed for unit tests at least.\r
1247         */\r
1248         \r
1249         // Initial call with g_texturesource not set.\r
1250         init_mapnode();\r
1251 \r
1252         /*\r
1253                 Run unit tests\r
1254         */\r
1255 \r
1256         if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)\r
1257                         || cmd_args.getFlag("enable-unittests") == true)\r
1258         {\r
1259                 run_tests();\r
1260         }\r
1261         \r
1262         /*for(s16 y=-100; y<100; y++)\r
1263         for(s16 x=-100; x<100; x++)\r
1264         {\r
1265                 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;\r
1266         }\r
1267         return 0;*/\r
1268         \r
1269         /*\r
1270                 Game parameters\r
1271         */\r
1272 \r
1273         // Port\r
1274         u16 port = 30000;\r
1275         if(cmd_args.exists("port"))\r
1276                 port = cmd_args.getU16("port");\r
1277         else if(g_settings.exists("port"))\r
1278                 port = g_settings.getU16("port");\r
1279         if(port == 0)\r
1280                 port = 30000;\r
1281         \r
1282         // Map directory\r
1283         std::string map_dir = porting::path_userdata+"/world";\r
1284         if(cmd_args.exists("map-dir"))\r
1285                 map_dir = cmd_args.get("map-dir");\r
1286         else if(g_settings.exists("map-dir"))\r
1287                 map_dir = g_settings.get("map-dir");\r
1288         \r
1289         // Run dedicated server if asked to\r
1290         if(cmd_args.getFlag("server"))\r
1291         {\r
1292                 DSTACK("Dedicated server branch");\r
1293 \r
1294                 // Create time getter\r
1295                 g_timegetter = new SimpleTimeGetter();\r
1296                 \r
1297                 // Create server\r
1298                 Server server(map_dir.c_str());\r
1299                 server.start(port);\r
1300                 \r
1301                 // Run server\r
1302                 dedicated_server_loop(server, kill);\r
1303 \r
1304                 return 0;\r
1305         }\r
1306 \r
1307 \r
1308         /*\r
1309                 More parameters\r
1310         */\r
1311         \r
1312         // Address to connect to\r
1313         std::string address = "";\r
1314         \r
1315         if(cmd_args.exists("address"))\r
1316         {\r
1317                 address = cmd_args.get("address");\r
1318         }\r
1319         else\r
1320         {\r
1321                 address = g_settings.get("address");\r
1322         }\r
1323         \r
1324         std::string playername = g_settings.get("name");\r
1325 \r
1326         /*\r
1327                 Device initialization\r
1328         */\r
1329 \r
1330         // Resolution selection\r
1331         \r
1332         bool fullscreen = false;\r
1333         u16 screenW = g_settings.getU16("screenW");\r
1334         u16 screenH = g_settings.getU16("screenH");\r
1335 \r
1336         // Determine driver\r
1337 \r
1338         video::E_DRIVER_TYPE driverType;\r
1339         \r
1340         std::string driverstring = g_settings.get("video_driver");\r
1341 \r
1342         if(driverstring == "null")\r
1343                 driverType = video::EDT_NULL;\r
1344         else if(driverstring == "software")\r
1345                 driverType = video::EDT_SOFTWARE;\r
1346         else if(driverstring == "burningsvideo")\r
1347                 driverType = video::EDT_BURNINGSVIDEO;\r
1348         else if(driverstring == "direct3d8")\r
1349                 driverType = video::EDT_DIRECT3D8;\r
1350         else if(driverstring == "direct3d9")\r
1351                 driverType = video::EDT_DIRECT3D9;\r
1352         else if(driverstring == "opengl")\r
1353                 driverType = video::EDT_OPENGL;\r
1354         else\r
1355         {\r
1356                 dstream<<"WARNING: Invalid video_driver specified; defaulting "\r
1357                                 "to opengl"<<std::endl;\r
1358                 driverType = video::EDT_OPENGL;\r
1359         }\r
1360 \r
1361         /*\r
1362                 Create device and exit if creation failed\r
1363         */\r
1364 \r
1365         MyEventReceiver receiver;\r
1366 \r
1367         IrrlichtDevice *device;\r
1368         device = createDevice(driverType,\r
1369                         core::dimension2d<u32>(screenW, screenH),\r
1370                         16, fullscreen, false, false, &receiver);\r
1371 \r
1372         if (device == 0)\r
1373                 return 1; // could not create selected driver.\r
1374         \r
1375         // Set device in game parameters\r
1376         device = device;\r
1377         \r
1378         // Create time getter\r
1379         g_timegetter = new IrrlichtTimeGetter(device);\r
1380         \r
1381         // Create game callback for menus\r
1382         g_gamecallback = new MainGameCallback(device);\r
1383         \r
1384         // Create texture source\r
1385         g_texturesource = new TextureSource(device);\r
1386 \r
1387         /*\r
1388                 Speed tests (done after irrlicht is loaded to get timer)\r
1389         */\r
1390         if(cmd_args.getFlag("speedtests"))\r
1391         {\r
1392                 dstream<<"Running speed tests"<<std::endl;\r
1393                 SpeedTests();\r
1394                 return 0;\r
1395         }\r
1396         \r
1397         device->setResizable(true);\r
1398 \r
1399         bool random_input = g_settings.getBool("random_input")\r
1400                         || cmd_args.getFlag("random-input");\r
1401         InputHandler *input = NULL;\r
1402         if(random_input)\r
1403                 input = new RandomInputHandler();\r
1404         else\r
1405                 input = new RealInputHandler(device, &receiver);\r
1406         \r
1407         /*\r
1408                 Continue initialization\r
1409         */\r
1410 \r
1411         //video::IVideoDriver* driver = device->getVideoDriver();\r
1412 \r
1413         /*\r
1414                 This changes the minimum allowed number of vertices in a VBO.\r
1415                 Default is 500.\r
1416         */\r
1417         //driver->setMinHardwareBufferVertexCount(50);\r
1418 \r
1419         scene::ISceneManager* smgr = device->getSceneManager();\r
1420 \r
1421         guienv = device->getGUIEnvironment();\r
1422         gui::IGUISkin* skin = guienv->getSkin();\r
1423         gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());\r
1424         if(font)\r
1425                 skin->setFont(font);\r
1426         else\r
1427                 dstream<<"WARNING: Font file was not found."\r
1428                                 " Using default font."<<std::endl;\r
1429         // If font was not found, this will get us one\r
1430         font = skin->getFont();\r
1431         assert(font);\r
1432         \r
1433         u32 text_height = font->getDimension(L"Hello, world!").Height;\r
1434         dstream<<"text_height="<<text_height<<std::endl;\r
1435 \r
1436         //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));\r
1437         skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));\r
1438         //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));\r
1439         //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));\r
1440         skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
1441         skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
1442         \r
1443         /*\r
1444                 Preload some textures and stuff\r
1445         */\r
1446 \r
1447         init_mapnode(); // Second call with g_texturesource set\r
1448         init_mineral();\r
1449 \r
1450         /*\r
1451                 GUI stuff\r
1452         */\r
1453 \r
1454         /*\r
1455                 If an error occurs, this is set to something and the\r
1456                 menu-game loop is restarted. It is then displayed before\r
1457                 the menu.\r
1458         */\r
1459         std::wstring error_message = L"";\r
1460 \r
1461         // The password entered during the menu screen,\r
1462         std::string password;\r
1463 \r
1464         /*\r
1465                 Menu-game loop\r
1466         */\r
1467         while(device->run() && kill == false)\r
1468         {\r
1469 \r
1470                 // This is used for catching disconnects\r
1471                 try\r
1472                 {\r
1473 \r
1474                         /*\r
1475                                 Clear everything from the GUIEnvironment\r
1476                         */\r
1477                         guienv->clear();\r
1478                         \r
1479                         /*\r
1480                                 We need some kind of a root node to be able to add\r
1481                                 custom gui elements directly on the screen.\r
1482                                 Otherwise they won't be automatically drawn.\r
1483                         */\r
1484                         guiroot = guienv->addStaticText(L"",\r
1485                                         core::rect<s32>(0, 0, 10000, 10000));\r
1486                         \r
1487                         /*\r
1488                                 Out-of-game menu loop.\r
1489 \r
1490                                 Loop quits when menu returns proper parameters.\r
1491                         */\r
1492                         while(kill == false)\r
1493                         {\r
1494                                 // Cursor can be non-visible when coming from the game\r
1495                                 device->getCursorControl()->setVisible(true);\r
1496                                 // Some stuff are left to scene manager when coming from the game\r
1497                                 // (map at least?)\r
1498                                 smgr->clear();\r
1499                                 // Reset or hide the debug gui texts\r
1500                                 /*guitext->setText(L"Minetest-c55");\r
1501                                 guitext2->setVisible(false);\r
1502                                 guitext_info->setVisible(false);\r
1503                                 guitext_chat->setVisible(false);*/\r
1504                                 \r
1505                                 // Initialize menu data\r
1506                                 MainMenuData menudata;\r
1507                                 menudata.address = narrow_to_wide(address);\r
1508                                 menudata.name = narrow_to_wide(playername);\r
1509                                 menudata.port = narrow_to_wide(itos(port));\r
1510                                 menudata.fancy_trees = g_settings.getBool("new_style_leaves");\r
1511                                 menudata.smooth_lighting = g_settings.getBool("smooth_lighting");\r
1512                                 menudata.creative_mode = g_settings.getBool("creative_mode");\r
1513                                 menudata.enable_damage = g_settings.getBool("enable_damage");\r
1514 \r
1515                                 GUIMainMenu *menu =\r
1516                                                 new GUIMainMenu(guienv, guiroot, -1, \r
1517                                                         &g_menumgr, &menudata, g_gamecallback);\r
1518                                 menu->allowFocusRemoval(true);\r
1519 \r
1520                                 if(error_message != L"")\r
1521                                 {\r
1522                                         dstream<<"WARNING: error_message = "\r
1523                                                         <<wide_to_narrow(error_message)<<std::endl;\r
1524 \r
1525                                         GUIMessageMenu *menu2 =\r
1526                                                         new GUIMessageMenu(guienv, guiroot, -1, \r
1527                                                                 &g_menumgr, error_message.c_str());\r
1528                                         menu2->drop();\r
1529                                         error_message = L"";\r
1530                                 }\r
1531 \r
1532                                 video::IVideoDriver* driver = device->getVideoDriver();\r
1533                                 \r
1534                                 dstream<<"Created main menu"<<std::endl;\r
1535 \r
1536                                 while(device->run() && kill == false)\r
1537                                 {\r
1538                                         if(menu->getStatus() == true)\r
1539                                                 break;\r
1540 \r
1541                                         //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
1542                                         driver->beginScene(true, true, video::SColor(255,128,128,128));\r
1543 \r
1544                                         drawMenuBackground(driver);\r
1545 \r
1546                                         guienv->drawAll();\r
1547                                         \r
1548                                         driver->endScene();\r
1549                                         \r
1550                                         // On some computers framerate doesn't seem to be\r
1551                                         // automatically limited\r
1552                                         sleep_ms(25);\r
1553                                 }\r
1554                                 \r
1555                                 // Break out of menu-game loop to shut down cleanly\r
1556                                 if(device->run() == false || kill == true)\r
1557                                         break;\r
1558                                 \r
1559                                 dstream<<"Dropping main menu"<<std::endl;\r
1560 \r
1561                                 menu->drop();\r
1562                                 \r
1563                                 // Delete map if requested\r
1564                                 if(menudata.delete_map)\r
1565                                 {\r
1566                                         bool r = fs::RecursiveDeleteContent(map_dir);\r
1567                                         if(r == false)\r
1568                                                 error_message = L"Delete failed";\r
1569                                         continue;\r
1570                                 }\r
1571 \r
1572                                 playername = wide_to_narrow(menudata.name);\r
1573 \r
1574                                 password = translatePassword(playername, menudata.password);\r
1575 \r
1576                                 address = wide_to_narrow(menudata.address);\r
1577                                 int newport = stoi(wide_to_narrow(menudata.port));\r
1578                                 if(newport != 0)\r
1579                                         port = newport;\r
1580                                 g_settings.set("new_style_leaves", itos(menudata.fancy_trees));\r
1581                                 g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));\r
1582                                 g_settings.set("creative_mode", itos(menudata.creative_mode));\r
1583                                 g_settings.set("enable_damage", itos(menudata.enable_damage));\r
1584                                 \r
1585                                 // NOTE: These are now checked server side; no need to do it\r
1586                                 //       here, so let's not do it here.\r
1587                                 /*// Check for valid parameters, restart menu if invalid.\r
1588                                 if(playername == "")\r
1589                                 {\r
1590                                         error_message = L"Name required.";\r
1591                                         continue;\r
1592                                 }\r
1593                                 // Check that name has only valid chars\r
1594                                 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)\r
1595                                 {\r
1596                                         error_message = L"Characters allowed: "\r
1597                                                         +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);\r
1598                                         continue;\r
1599                                 }*/\r
1600 \r
1601                                 // Save settings\r
1602                                 g_settings.set("name", playername);\r
1603                                 g_settings.set("address", address);\r
1604                                 g_settings.set("port", itos(port));\r
1605                                 // Update configuration file\r
1606                                 if(configpath != "")\r
1607                                         g_settings.updateConfigFile(configpath.c_str());\r
1608                         \r
1609                                 // Continue to game\r
1610                                 break;\r
1611                         }\r
1612                         \r
1613                         // Break out of menu-game loop to shut down cleanly\r
1614                         if(device->run() == false)\r
1615                                 break;\r
1616                         \r
1617                         // Initialize mapnode again to enable changed graphics settings\r
1618                         init_mapnode();\r
1619 \r
1620                         /*\r
1621                                 Run game\r
1622                         */\r
1623                         the_game(\r
1624                                 kill,\r
1625                                 random_input,\r
1626                                 input,\r
1627                                 device,\r
1628                                 font,\r
1629                                 map_dir,\r
1630                                 playername,\r
1631                                 password,\r
1632                                 address,\r
1633                                 port,\r
1634                                 error_message\r
1635                         );\r
1636 \r
1637                 } //try\r
1638                 catch(con::PeerNotFoundException &e)\r
1639                 {\r
1640                         dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;\r
1641                         error_message = L"Connection error (timed out?)";\r
1642                 }\r
1643                 catch(SocketException &e)\r
1644                 {\r
1645                         dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;\r
1646                         error_message = L"Socket error (port already in use?)";\r
1647                 }\r
1648 #ifdef NDEBUG\r
1649                 catch(std::exception &e)\r
1650                 {\r
1651                         std::string narrow_message = "Some exception, what()=\"";\r
1652                         narrow_message += e.what();\r
1653                         narrow_message += "\"";\r
1654                         dstream<<DTIME<<narrow_message<<std::endl;\r
1655                         error_message = narrow_to_wide(narrow_message);\r
1656                 }\r
1657 #endif\r
1658 \r
1659         } // Menu-game loop\r
1660         \r
1661         delete input;\r
1662 \r
1663         /*\r
1664                 In the end, delete the Irrlicht device.\r
1665         */\r
1666         device->drop();\r
1667         \r
1668         END_DEBUG_EXCEPTION_HANDLER\r
1669         \r
1670         debugstreams_deinit();\r
1671         \r
1672         return 0;\r
1673 }\r
1674 \r
1675 //END\r