/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-/*
-=============================== NOTES ==============================
-NOTE: Things starting with TODO are sometimes only suggestions.
-
-NOTE: iostream.imbue(std::locale("C")) is very slow
-NOTE: Global locale is now set at initialization
-
-NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the
- hardware buffer (it is not freed automatically)
-
-NOTE: A random to-do list saved here as documentation:
-A list of "active blocks" in which stuff happens. (+=done)
- + Add a never-resetted game timer to the server
- + Add a timestamp value to blocks
- + The simple rule: All blocks near some player are "active"
- - Do stuff in real time in active blocks
- + Handle objects
- - Grow grass, delete leaves without a tree
- - Spawn some mobs based on some rules
- - Transform cobble to mossy cobble near water
- - Run a custom script
- - ...And all kinds of other dynamic stuff
- + Keep track of when a block becomes active and becomes inactive
- + When a block goes inactive:
- + Store objects statically to block
- + Store timer value as the timestamp
- + When a block goes active:
- + Create active objects out of static objects
- - Simulate the results of what would have happened if it would have
- been active for all the time
- - Grow a lot of grass and so on
- + Initially it is fine to send information about every active object
- to every player. Eventually it should be modified to only send info
- about the nearest ones.
- + This was left to be done by the old system and it sends only the
- nearest ones.
-
-NOTE: Seeds in 1260:6c77e7dbfd29:
-5721858502589302589:
- Spawns you on a small sand island with a surface dungeon
-2983455799928051958:
- Enormous jungle + a surface dungeon at ~(250,0,0)
-
-Old, wild and random suggestions that probably won't be done:
--------------------------------------------------------------
-
-SUGG: If player is on ground, mainly fetch ground-level blocks
-
-SUGG: Expose Connection's seqnums and ACKs to server and client.
- - This enables saving many packets and making a faster connection
- - This also enables server to check if client has received the
- most recent block sent, for example.
-SUGG: Add a sane bandwidth throttling system to Connection
-
-SUGG: More fine-grained control of client's dumping of blocks from
- memory
- - ...What does this mean in the first place?
-
-SUGG: A map editing mode (similar to dedicated server mode)
-
-SUGG: Transfer more blocks in a single packet
-SUGG: A blockdata combiner class, to which blocks are added and at
- destruction it sends all the stuff in as few packets as possible.
-SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
- it by sending more stuff in a single packet.
- - Add a packet queue to RemoteClient, from which packets will be
- combined with object data packets
- - This is not exactly trivial: the object data packets are
- sometimes very big by themselves
- - This might not give much network performance gain though.
-
-SUGG: Precalculate lighting translation table at runtime (at startup)
- - This is not doable because it is currently hand-made and not
- based on some mathematical function.
- - Note: This has been changing lately
-
-SUGG: A version number to blocks, which increments when the block is
- modified (node add/remove, water update, lighting update)
- - This can then be used to make sure the most recent version of
- a block has been sent to client, for example
-
-SUGG: Make the amount of blocks sending to client and the total
- amount of blocks dynamically limited. Transferring blocks is the
- main network eater of this system, so it is the one that has
- to be throttled so that RTTs stay low.
-
-SUGG: Meshes of blocks could be split into 6 meshes facing into
- different directions and then only those drawn that need to be
-
-SUGG: Background music based on cellular automata?
- http://www.earslap.com/projectslab/otomata
-
-SUGG: Simple light color information to air
-
-SUGG: Server-side objects could be moved based on nodes to enable very
- lightweight operation and simple AI
- - Not practical; client would still need to show smooth movement.
-
-SUGG: Make a system for pregenerating quick information for mapblocks, so
- that the client can show them as cubes before they are actually sent
- or even generated.
-
-SUGG: Erosion simulation at map generation time
- - This might be plausible if larger areas of map were pregenerated
- without lighting (which is slow)
- - Simulate water flows, which would carve out dirt fast and
- then turn stone into gravel and sand and relocate it.
- - How about relocating minerals, too? Coal and gold in
- downstream sand and gravel would be kind of cool
- - This would need a better way of handling minerals, mainly
- to have mineral content as a separate field. the first
- parameter field is free for this.
- - Simulate rock falling from cliffs when water has removed
- enough solid rock from the bottom
-
-SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface
- stuff as simple flags/values
- - Light?
- - A building?
- And at some point make the server send this data to the client too,
- instead of referring to the noise functions
- - Ground height
- - Surface ground type
- - Trees?
-
-Gaming ideas:
--------------
-
-- Aim for something like controlling a single dwarf in Dwarf Fortress
-- The player could go faster by a crafting a boat, or riding an animal
-- Random NPC traders. what else?
-
-Game content:
--------------
-
-- When furnace is destroyed, move items to player's inventory
-- Add lots of stuff
-- Glass blocks
-- Growing grass, decaying leaves
- - This can be done in the active blocks I guess.
- - Lots of stuff can be done in the active blocks.
- - Uh, is there an active block list somewhere? I think not. Add it.
-- Breaking weak structures
- - This can probably be accomplished in the same way as grass
-- Player health points
- - When player dies, throw items on map (needs better item-on-map
- implementation)
-- Cobble to get mossy if near water
-- More slots in furnace source list, so that multiple ingredients
- are possible.
-- Keys to chests?
-
-- The Treasure Guard; a big monster with a hammer
- - The hammer does great damage, shakes the ground and removes a block
- - You can drop on top of it, and have some time to attack there
- before he shakes you off
-
-- Maybe the difficulty could come from monsters getting tougher in
- far-away places, and the player starting to need something from
- there when time goes by.
- - The player would have some of that stuff at the beginning, and
- would need new supplies of it when it runs out
-
-- A bomb
-- A spread-items-on-map routine for the bomb, and for dying players
-
-- Fighting:
- - Proper sword swing simulation
- - Player should get damage from colliding to a wall at high speed
-
-Documentation:
---------------
-
-Build system / running:
------------------------
-
-Networking and serialization:
------------------------------
-
-SUGG: Fix address to be ipv6 compatible
-
-User Interface:
----------------
-
-Graphics:
----------
-
-SUGG: Combine MapBlock's face caches to so big pieces that VBO
- can be used
- - That is >500 vertices
- - This is not easy; all the MapBlocks close to the player would
- still need to be drawn separately and combining the blocks
- would have to happen in a background thread
-
-SUGG: Make fetching sector's blocks more efficient when rendering
- sectors that have very large amounts of blocks (on client)
- - Is this necessary at all?
-
-SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
- animating them is easier.
-
-SUGG: Option for enabling proper alpha channel for textures
-
-TODO: Flowing water animation
-
-TODO: A setting for enabling bilinear filtering for textures
-
-TODO: Better control of draw_control.wanted_max_blocks
-
-TODO: Further investigate the use of GPU lighting in addition to the
- current one
-
-TODO: Artificial (night) light could be more yellow colored than sunlight.
- - This is technically doable.
- - Also the actual colors of the textures could be made less colorful
- in the dark but it's a bit more difficult.
-
-SUGG: Somehow make the night less colorful
-
-TODO: Occlusion culling
- - At the same time, move some of the renderMap() block choosing code
- to the same place as where the new culling happens.
- - Shoot some rays per frame and when ready, make a new list of
- blocks for usage of renderMap and give it a new pointer to it.
-
-Configuration:
---------------
-
-Client:
--------
-
-TODO: Untie client network operations from framerate
- - Needs some input queues or something
- - This won't give much performance boost because calculating block
- meshes takes so long
-
-SUGG: Make morning and evening transition more smooth and maybe shorter
-
-TODO: Don't update all meshes always on single node changes, but
- check which ones should be updated
- - implement Map::updateNodeMeshes() and the usage of it
- - It will give almost always a 4x boost in mesh update performance.
-
-- A weapon engine
-
-- Tool/weapon visualization
-
-FIXME: When disconnected to the menu, memory is not freed properly
-
-TODO: Investigate how much the mesh generator thread gets used when
- transferring map data
-
-Server:
--------
-
-SUGG: Make an option to the server to disable building and digging near
- the starting position
-
-FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
-
-* Fix the problem with the server constantly saving one or a few
- blocks? List the first saved block, maybe it explains.
- - It is probably caused by oscillating water
- - TODO: Investigate if this still happens (this is a very old one)
-* Make a small history check to transformLiquids to detect and log
- continuous oscillations, in such detail that they can be fixed.
-
-FIXME: The new optimized map sending doesn't sometimes send enough blocks
- from big caves and such
-FIXME: Block send distance configuration does not take effect for some reason
-
-Environment:
-------------
-
-TODO: Add proper hooks to when adding and removing active blocks
-
-TODO: Finish the ActiveBlockModifier stuff and use it for something
-
-Objects:
---------
-
-TODO: Get rid of MapBlockObjects and use only ActiveObjects
- - Skipping the MapBlockObject data is nasty - there is no "total
- length" stored; have to make a SkipMBOs function which contains
- enough of the current code to skip them properly.
-
-SUGG: MovingObject::move and Player::move are basically the same.
- combine them.
- - NOTE: This is a bit tricky because player has the sneaking ability
- - NOTE: Player::move is more up-to-date.
- - NOTE: There is a simple move implementation now in collision.{h,cpp}
- - NOTE: MovingObject will be deleted (MapBlockObject)
-
-TODO: Add a long step function to objects that is called with the time
- difference when block activates
-
-Map:
-----
-
-TODO: Flowing water to actually contain flow direction information
- - There is a space for this - it just has to be implemented.
-
-TODO: Consider smoothening cave floors after generating them
-
-TODO: Fix make_tree, make_* to use seed-position-consistent pseudorandom
- - delta also
-
-Misc. stuff:
-------------
-TODO: Make sure server handles removing grass when a block is placed (etc)
- - The client should not do it by itself
- - NOTE: I think nobody does it currently...
-TODO: Block cube placement around player's head
-TODO: Protocol version field
-TODO: Think about using same bits for material for fences and doors, for
- example
-
-SUGG: Restart irrlicht completely when coming back to main menu from game.
- - This gets rid of everything that is stored in irrlicht's caches.
- - This might be needed for texture pack selection in menu
-
-TODO: Merge bahamada's audio stuff (clean patch available)
-
-Making it more portable:
-------------------------
-
-Stuff to do before release:
----------------------------
-
-Fixes to the current release:
------------------------------
-
-Stuff to do after release:
----------------------------
-
-Doing currently:
-----------------
-
-======================================================================
-
-*/
-
#ifdef NDEBUG
/*#ifdef _WIN32
#pragma message ("Disabling unit tests")
#include <iostream>
#include <fstream>
#include <locale.h>
-#include "common_irrlicht.h"
+#include "irrlichttypes_extrabloated.h"
#include "debug.h"
#include "test.h"
+#include "clouds.h"
#include "server.h"
#include "constants.h"
#include "porting.h"
#include "profiler.h"
#include "log.h"
#include "mods.h"
+#if USE_FREETYPE
+#include "xCGUITTFont.h"
+#endif
+#include "util/string.h"
+#include "subgame.h"
+#include "quicktune.h"
+#include "serverlist.h"
+#include "sound.h"
+#include "sound_openal.h"
/*
Settings.
Profiler main_profiler;
Profiler *g_profiler = &main_profiler;
+// Menu clouds are created later
+Clouds *g_menuclouds = 0;
+irr::scene::ISceneManager *g_menucloudsmgr = 0;
+
/*
Debug streams
*/
// Connection
std::ostream *dout_con_ptr = &dummyout;
std::ostream *derr_con_ptr = &verbosestream;
-//std::ostream *dout_con_ptr = &infostream;
-//std::ostream *derr_con_ptr = &errorstream;
// Server
std::ostream *dout_server_ptr = &infostream;
u32 getTimeMs()
{
/* Use imprecise system calls directly (from porting.h) */
- return porting::getTimeMs();
+ return porting::getTime(PRECISION_MILLI);
+}
+
+u32 getTime(TimePrecision prec)
+{
+ return porting::getTime(prec);
}
#else
class TimeGetter
{
public:
- virtual u32 getTime() = 0;
+ virtual u32 getTime(TimePrecision prec) = 0;
};
// A precise irrlicht one
IrrlichtTimeGetter(IrrlichtDevice *device):
m_device(device)
{}
- u32 getTime()
+ u32 getTime(TimePrecision prec)
{
- if(m_device == NULL)
- return 0;
- return m_device->getTimer()->getRealTime();
+ if (prec == PRECISION_MILLI) {
+ if(m_device == NULL)
+ return 0;
+ return m_device->getTimer()->getRealTime();
+ } else {
+ return porting::getTime(prec);
+ }
}
private:
IrrlichtDevice *m_device;
class SimpleTimeGetter: public TimeGetter
{
public:
- u32 getTime()
+ u32 getTime(TimePrecision prec)
{
- return porting::getTimeMs();
+ return porting::getTime(prec);
}
};
{
if(g_timegetter == NULL)
return 0;
- return g_timegetter->getTime();
+ return g_timegetter->getTime(PRECISION_MILLI);
}
+u32 getTime(TimePrecision prec) {
+ if (g_timegetter == NULL)
+ return 0;
+ return g_timegetter->getTime(prec);
+}
+#endif
+
+//Client side main menu music fetcher
+#ifndef SERVER
+class MenuMusicFetcher: public OnDemandSoundFetcher
+{
+ std::set<std::string> m_fetched;
+public:
+
+ void fetchSounds(const std::string &name,
+ std::set<std::string> &dst_paths,
+ std::set<std::string> &dst_datas)
+ {
+ if(m_fetched.count(name))
+ return;
+ m_fetched.insert(name);
+ std::string base;
+ base = porting::path_share + DIR_DELIM + "sounds";
+ dst_paths.insert(base + DIR_DELIM + name + ".ogg");
+ dst_paths.insert(base + DIR_DELIM + name + ".0.ogg");
+ dst_paths.insert(base + DIR_DELIM + name + ".1.ogg");
+ dst_paths.insert(base + DIR_DELIM + name + ".2.ogg");
+ dst_paths.insert(base + DIR_DELIM + name + ".3.ogg");
+ dst_paths.insert(base + DIR_DELIM + name + ".4.ogg");
+ dst_paths.insert(base + DIR_DELIM + name + ".5.ogg");
+ dst_paths.insert(base + DIR_DELIM + name + ".6.ogg");
+ dst_paths.insert(base + DIR_DELIM + name + ".7.ogg");
+ dst_paths.insert(base + DIR_DELIM + name + ".8.ogg");
+ dst_paths.insert(base + DIR_DELIM + name + ".9.ogg");
+ base = porting::path_user + DIR_DELIM + "sounds";
+ dst_paths.insert(base + DIR_DELIM + name + ".ogg");
+ dst_paths.insert(base + DIR_DELIM + name + ".0.ogg");
+ dst_paths.insert(base + DIR_DELIM + name + ".1.ogg");
+ dst_paths.insert(base + DIR_DELIM + name + ".2.ogg");
+ dst_paths.insert(base + DIR_DELIM + name + ".3.ogg");
+ dst_paths.insert(base + DIR_DELIM + name + ".4.ogg");
+ dst_paths.insert(base + DIR_DELIM + name + ".5.ogg");
+ dst_paths.insert(base + DIR_DELIM + name + ".6.ogg");
+ dst_paths.insert(base + DIR_DELIM + name + ".7.ogg");
+ dst_paths.insert(base + DIR_DELIM + name + ".8.ogg");
+ dst_paths.insert(base + DIR_DELIM + name + ".9.ogg");
+ }
+};
#endif
class StderrLogOutput: public ILogOutput
bool rightreleased;
};
-void drawMenuBackground(video::IVideoDriver* driver)
+struct MenuTextures
{
- core::dimension2d<u32> screensize = driver->getScreenSize();
-
- video::ITexture *bgtexture =
- driver->getTexture(getTexturePath("menubg.png").c_str());
- if(bgtexture)
+ std::string current_gameid;
+ bool global_textures;
+ video::ITexture *background;
+ video::ITexture *overlay;
+ video::ITexture *header;
+ video::ITexture *footer;
+
+ MenuTextures():
+ global_textures(false),
+ background(NULL),
+ overlay(NULL),
+ header(NULL),
+ footer(NULL)
+ {}
+
+ static video::ITexture* getMenuTexture(const std::string &tname,
+ video::IVideoDriver* driver, const SubgameSpec *spec)
{
- s32 scaledsize = 128;
-
- // The important difference between destsize and screensize is
- // that destsize is rounded to whole scaled pixels.
- // These formulas use component-wise multiplication and division of v2u32.
- v2u32 texturesize = bgtexture->getSize();
- v2u32 sourcesize = texturesize * screensize / scaledsize + v2u32(1,1);
- v2u32 destsize = scaledsize * sourcesize / texturesize;
-
- // Default texture wrapping mode in Irrlicht is ETC_REPEAT.
- driver->draw2DImage(bgtexture,
- core::rect<s32>(0, 0, destsize.X, destsize.Y),
- core::rect<s32>(0, 0, sourcesize.X, sourcesize.Y),
- NULL, NULL, true);
+ if(spec){
+ std::string path;
+ // eg. minetest_menu_background.png (for texture packs)
+ std::string pack_tname = spec->id + "_menu_" + tname + ".png";
+ path = getTexturePath(pack_tname);
+ if(path != "")
+ return driver->getTexture(path.c_str());
+ // eg. games/minetest_game/menu/background.png
+ path = getImagePath(spec->path + DIR_DELIM + "menu" + DIR_DELIM + tname + ".png");
+ if(path != "")
+ return driver->getTexture(path.c_str());
+ } else {
+ std::string path;
+ // eg. menu_background.png
+ std::string pack_tname = "menu_" + tname + ".png";
+ path = getTexturePath(pack_tname);
+ if(path != "")
+ return driver->getTexture(path.c_str());
+ }
+ return NULL;
}
-
- video::ITexture *logotexture =
- driver->getTexture(getTexturePath("menulogo.png").c_str());
- if(logotexture)
+
+ void update(video::IVideoDriver* driver, const SubgameSpec *spec, int tab)
{
- v2s32 logosize(logotexture->getOriginalSize().Width,
- logotexture->getOriginalSize().Height);
- logosize *= 4;
+ if(tab == TAB_SINGLEPLAYER){
+ if(spec->id == current_gameid)
+ return;
+ current_gameid = spec->id;
+ global_textures = false;
+ background = getMenuTexture("background", driver, spec);
+ overlay = getMenuTexture("overlay", driver, spec);
+ header = getMenuTexture("header", driver, spec);
+ footer = getMenuTexture("footer", driver, spec);
+ } else {
+ if(global_textures)
+ return;
+ current_gameid = "";
+ global_textures = true;
+ background = getMenuTexture("background", driver, NULL);
+ overlay = getMenuTexture("overlay", driver, NULL);
+ header = getMenuTexture("header", driver, NULL);
+ footer = getMenuTexture("footer", driver, NULL);
+ }
+ }
+};
+
+void drawMenuBackground(video::IVideoDriver* driver, const MenuTextures &menutextures)
+{
+ v2u32 screensize = driver->getScreenSize();
+ video::ITexture *texture = menutextures.background;
+
+ /* If no texture, draw background of solid color */
+ if(!texture){
+ video::SColor color(255,80,58,37);
+ core::rect<s32> rect(0, 0, screensize.X, screensize.Y);
+ driver->draw2DRectangle(color, rect, NULL);
+ return;
+ }
+
+ /* Draw background texture */
+ v2u32 sourcesize = texture->getSize();
+ driver->draw2DImage(texture,
+ core::rect<s32>(0, 0, screensize.X, screensize.Y),
+ core::rect<s32>(0, 0, sourcesize.X, sourcesize.Y),
+ NULL, NULL, true);
+}
+
+void drawMenuOverlay(video::IVideoDriver* driver, const MenuTextures &menutextures)
+{
+ v2u32 screensize = driver->getScreenSize();
+ video::ITexture *texture = menutextures.overlay;
+
+ /* If no texture, draw nothing */
+ if(!texture)
+ return;
+
+ /* Draw overlay texture */
+ v2u32 sourcesize = texture->getSize();
+ driver->draw2DImage(texture,
+ core::rect<s32>(0, 0, screensize.X, screensize.Y),
+ core::rect<s32>(0, 0, sourcesize.X, sourcesize.Y),
+ NULL, NULL, true);
+}
+
+void drawMenuHeader(video::IVideoDriver* driver, const MenuTextures &menutextures)
+{
+ core::dimension2d<u32> screensize = driver->getScreenSize();
+ video::ITexture *texture = menutextures.header;
+
+ /* If no texture, draw nothing */
+ if(!texture)
+ return;
+
+ f32 mult = (((f32)screensize.Width / 2)) /
+ ((f32)texture->getOriginalSize().Width);
+
+ v2s32 splashsize(((f32)texture->getOriginalSize().Width) * mult,
+ ((f32)texture->getOriginalSize().Height) * mult);
+
+ // Don't draw the header is there isn't enough room
+ s32 free_space = (((s32)screensize.Height)-320)/2;
+ if (free_space > splashsize.Y) {
+ core::rect<s32> splashrect(0, 0, splashsize.X, splashsize.Y);
+ splashrect += v2s32((screensize.Width/2)-(splashsize.X/2),
+ ((free_space/2)-splashsize.Y/2)+10);
video::SColor bgcolor(255,50,50,50);
- core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
- screensize.Width, screensize.Height);
- driver->draw2DRectangle(bgcolor, bgrect, NULL);
-
- core::rect<s32> rect(0,0,logosize.X,logosize.Y);
- rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
- rect -= v2s32(logosize.X/2, 0);
- driver->draw2DImage(logotexture, rect,
+
+ driver->draw2DImage(texture, splashrect,
core::rect<s32>(core::position2d<s32>(0,0),
- core::dimension2di(logotexture->getSize())),
+ core::dimension2di(texture->getSize())),
NULL, NULL, true);
}
}
-#endif
+void drawMenuFooter(video::IVideoDriver* driver, const MenuTextures &menutextures)
+{
+ core::dimension2d<u32> screensize = driver->getScreenSize();
+ video::ITexture *texture = menutextures.footer;
+
+ /* If no texture, draw nothing */
+ if(!texture)
+ return;
+
+ f32 mult = (((f32)screensize.Width)) /
+ ((f32)texture->getOriginalSize().Width);
+
+ v2s32 footersize(((f32)texture->getOriginalSize().Width) * mult,
+ ((f32)texture->getOriginalSize().Height) * mult);
+
+ // Don't draw the footer if there isn't enough room
+ s32 free_space = (((s32)screensize.Height)-320)/2;
+ if (free_space > footersize.Y) {
+ core::rect<s32> rect(0,0,footersize.X,footersize.Y);
+ rect += v2s32(screensize.Width/2,screensize.Height-footersize.Y);
+ rect -= v2s32(footersize.X/2, 0);
+
+ driver->draw2DImage(texture, rect,
+ core::rect<s32>(core::position2d<s32>(0,0),
+ core::dimension2di(texture->getSize())),
+ NULL, NULL, true);
+ }
+}
+
+static const SubgameSpec* getMenuGame(const MainMenuData &menudata)
+{
+ for(size_t i=0; i<menudata.games.size(); i++){
+ if(menudata.games[i].id == menudata.selected_game){
+ return &menudata.games[i];
+ }
+ }
+ return NULL;
+}
+
+#endif // !SERVER
// These are defined global so that they're not optimized too much.
// Can't change them to volatile.
}
{
- TimeTaker timer("Testing core::map speed");
+ TimeTaker timer("Testing std::map speed");
- core::map<v2s16, f32> map1;
+ std::map<v2s16, f32> map1;
tempf = -324;
const s16 ii=300;
for(s16 y=0; y<ii; y++){
for(s16 x=0; x<ii; x++){
- map1.insert(v2s16(x,y), tempf);
+ map1[v2s16(x,y)] = tempf;
tempf += 1;
}
}
}
}
// Do at least 10ms
- while(timer.getTime() < 10);
+ while(timer.getTimerTime() < 10);
u32 dtime = timer.stop();
u32 per_ms = n / dtime;
}
}
+static void print_worldspecs(const std::vector<WorldSpec> &worldspecs,
+ std::ostream &os)
+{
+ for(u32 i=0; i<worldspecs.size(); i++){
+ std::string name = worldspecs[i].name;
+ std::string path = worldspecs[i].path;
+ if(name.find(" ") != std::string::npos)
+ name = std::string("'") + name + "'";
+ path = std::string("'") + path + "'";
+ name = padStringRight(name, 14);
+ os<<" "<<name<<" "<<path<<std::endl;
+ }
+}
+
int main(int argc, char *argv[])
{
+ int retval = 0;
+
/*
Initialization
*/
log_register_thread("main");
- // Set locale. This is for forcing '.' as the decimal point.
- std::locale::global(std::locale("C"));
- // This enables printing all characters in bitmap font
- setlocale(LC_CTYPE, "en_US");
+ // This enables internatonal characters input
+ if( setlocale(LC_ALL, "") == NULL )
+ {
+ fprintf( stderr, "%s: warning: could not set default locale\n", argv[0] );
+ }
+ // Set locale. This is for forcing '.' as the decimal point.
+ try {
+ std::locale::global(std::locale(std::locale(""), "C", std::locale::numeric));
+ setlocale(LC_NUMERIC, "C");
+ } catch (const std::exception& ex) {
+ errorstream<<"Could not set numeric locale to C"<<std::endl;
+ }
/*
Parse command line
*/
// List all allowed options
- core::map<std::string, ValueSpec> allowed_options;
- allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG,
- "Show allowed options"));
- allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
- "Load configuration from specified file"));
- allowed_options.insert("port", ValueSpec(VALUETYPE_STRING,
- "Set network port (UDP) to use"));
- allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG,
- "Disable unit tests"));
- allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG,
- "Enable unit tests"));
- allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING,
- "Map directory (where everything in the world is stored)"));
- allowed_options.insert("info-on-stderr", ValueSpec(VALUETYPE_FLAG,
- "Print debug information to console"));
+ std::map<std::string, ValueSpec> allowed_options;
+ allowed_options.insert(std::make_pair("help", ValueSpec(VALUETYPE_FLAG,
+ _("Show allowed options"))));
+ allowed_options.insert(std::make_pair("config", ValueSpec(VALUETYPE_STRING,
+ _("Load configuration from specified file"))));
+ allowed_options.insert(std::make_pair("port", ValueSpec(VALUETYPE_STRING,
+ _("Set network port (UDP)"))));
+ allowed_options.insert(std::make_pair("disable-unittests", ValueSpec(VALUETYPE_FLAG,
+ _("Disable unit tests"))));
+ allowed_options.insert(std::make_pair("enable-unittests", ValueSpec(VALUETYPE_FLAG,
+ _("Enable unit tests"))));
+ allowed_options.insert(std::make_pair("map-dir", ValueSpec(VALUETYPE_STRING,
+ _("Same as --world (deprecated)"))));
+ allowed_options.insert(std::make_pair("world", ValueSpec(VALUETYPE_STRING,
+ _("Set world path (implies local game) ('list' lists all)"))));
+ allowed_options.insert(std::make_pair("worldname", ValueSpec(VALUETYPE_STRING,
+ _("Set world by name (implies local game)"))));
+ allowed_options.insert(std::make_pair("info", ValueSpec(VALUETYPE_FLAG,
+ _("Print more information to console"))));
+ allowed_options.insert(std::make_pair("verbose", ValueSpec(VALUETYPE_FLAG,
+ _("Print even more information to console"))));
+ allowed_options.insert(std::make_pair("trace", ValueSpec(VALUETYPE_FLAG,
+ _("Print enormous amounts of information to log and console"))));
+ allowed_options.insert(std::make_pair("logfile", ValueSpec(VALUETYPE_STRING,
+ _("Set logfile path ('' = no logging)"))));
+ allowed_options.insert(std::make_pair("gameid", ValueSpec(VALUETYPE_STRING,
+ _("Set gameid (\"--gameid list\" prints available ones)"))));
#ifndef SERVER
- allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG,
- "Run speed tests"));
- allowed_options.insert("address", ValueSpec(VALUETYPE_STRING,
- "Address to connect to"));
- allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG,
- "Enable random user input, for testing"));
- allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
- "Run server directly"));
+ allowed_options.insert(std::make_pair("videomodes", ValueSpec(VALUETYPE_FLAG,
+ _("Show available video modes"))));
+ allowed_options.insert(std::make_pair("speedtests", ValueSpec(VALUETYPE_FLAG,
+ _("Run speed tests"))));
+ allowed_options.insert(std::make_pair("address", ValueSpec(VALUETYPE_STRING,
+ _("Address to connect to. ('' = local game)"))));
+ allowed_options.insert(std::make_pair("random-input", ValueSpec(VALUETYPE_FLAG,
+ _("Enable random user input, for testing"))));
+ allowed_options.insert(std::make_pair("server", ValueSpec(VALUETYPE_FLAG,
+ _("Run dedicated server"))));
+ allowed_options.insert(std::make_pair("name", ValueSpec(VALUETYPE_STRING,
+ _("Set player name"))));
+ allowed_options.insert(std::make_pair("password", ValueSpec(VALUETYPE_STRING,
+ _("Set password"))));
+ allowed_options.insert(std::make_pair("go", ValueSpec(VALUETYPE_FLAG,
+ _("Disable main menu"))));
#endif
Settings cmd_args;
bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
- if(ret == false || cmd_args.getFlag("help"))
+ if(ret == false || cmd_args.getFlag("help") || cmd_args.exists("nonopt1"))
{
- dstream<<"Allowed options:"<<std::endl;
- for(core::map<std::string, ValueSpec>::Iterator
- i = allowed_options.getIterator();
- i.atEnd() == false; i++)
+ dstream<<_("Allowed options:")<<std::endl;
+ for(std::map<std::string, ValueSpec>::iterator
+ i = allowed_options.begin();
+ i != allowed_options.end(); ++i)
{
- dstream<<" --"<<i.getNode()->getKey();
- if(i.getNode()->getValue().type == VALUETYPE_FLAG)
- {
- }
+ std::ostringstream os1(std::ios::binary);
+ os1<<" --"<<i->first;
+ if(i->second.type == VALUETYPE_FLAG)
+ {}
else
- {
- dstream<<" <value>";
- }
- dstream<<std::endl;
+ os1<<_(" <value>");
+ dstream<<padStringRight(os1.str(), 24);
- if(i.getNode()->getValue().help != NULL)
- {
- dstream<<" "<<i.getNode()->getValue().help
- <<std::endl;
- }
+ if(i->second.help != NULL)
+ dstream<<i->second.help;
+ dstream<<std::endl;
}
return cmd_args.getFlag("help") ? 0 : 1;
/*
Low-level initialization
*/
-
- if(cmd_args.getFlag("info-on-stderr") || cmd_args.getFlag("speedtests"))
+
+ // If trace is enabled, enable logging of certain things
+ if(cmd_args.getFlag("trace")){
+ dstream<<_("Enabling trace level debug output")<<std::endl;
+ log_trace_level_enabled = true;
+ dout_con_ptr = &verbosestream; // this is somewhat old crap
+ socket_enable_debug_output = true; // socket doesn't use log.h
+ }
+ // In certain cases, output info level on stderr
+ if(cmd_args.getFlag("info") || cmd_args.getFlag("verbose") ||
+ cmd_args.getFlag("trace") || cmd_args.getFlag("speedtests"))
log_add_output(&main_stderr_log_out, LMT_INFO);
+ // In certain cases, output verbose level on stderr
+ if(cmd_args.getFlag("verbose") || cmd_args.getFlag("trace"))
+ log_add_output(&main_stderr_log_out, LMT_VERBOSE);
porting::signal_handler_init();
bool &kill = *porting::signal_handler_killstatus();
// Create user data directory
fs::CreateDir(porting::path_user);
- init_gettext((porting::path_share+DIR_DELIM+".."+DIR_DELIM+"locale").c_str());
-
- // Initialize debug streams
-#ifdef RUN_IN_PLACE
- std::string debugfile = DEBUGFILE;
-#else
- std::string debugfile = porting::path_user+DIR_DELIM+DEBUGFILE;
-#endif
- bool disable_stderr = false;
- debugstreams_init(disable_stderr, debugfile.c_str());
+ init_gettext((porting::path_share + DIR_DELIM + "locale").c_str());
+
+ infostream<<"path_share = "<<porting::path_share<<std::endl;
+ infostream<<"path_user = "<<porting::path_user<<std::endl;
+
// Initialize debug stacks
debug_stacks_init();
-
DSTACK(__FUNCTION_NAME);
- // Init material properties table
- //initializeMaterialProperties();
-
// Debug handler
BEGIN_DEBUG_EXCEPTION_HANDLER
+
+ // List gameids if requested
+ if(cmd_args.exists("gameid") && cmd_args.get("gameid") == "list")
+ {
+ std::set<std::string> gameids = getAvailableGameIds();
+ for(std::set<std::string>::const_iterator i = gameids.begin();
+ i != gameids.end(); i++)
+ dstream<<(*i)<<std::endl;
+ return 0;
+ }
+
+ // List worlds if requested
+ if(cmd_args.exists("world") && cmd_args.get("world") == "list"){
+ dstream<<_("Available worlds:")<<std::endl;
+ std::vector<WorldSpec> worldspecs = getAvailableWorlds();
+ print_worldspecs(worldspecs, dstream);
+ return 0;
+ }
// Print startup message
- actionstream<<PROJECT_NAME<<
- " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
+ infostream<<PROJECT_NAME<<
+ " "<<_("with")<<" SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
<<", "<<BUILD_INFO
<<std::endl;
}
else
{
- core::array<std::string> filenames;
+ std::vector<std::string> filenames;
filenames.push_back(porting::path_user +
DIR_DELIM + "minetest.conf");
// Legacy configuration file location
filenames.push_back(porting::path_user +
DIR_DELIM + ".." + DIR_DELIM + "minetest.conf");
-#ifdef RUN_IN_PLACE
+#if RUN_IN_PLACE
// Try also from a lower level (to aid having the same configuration
// for many RUN_IN_PLACE installs)
filenames.push_back(porting::path_user +
if(configpath == "")
configpath = filenames[0];
}
+
+ // Initialize debug streams
+#define DEBUGFILE "debug.txt"
+#if RUN_IN_PLACE
+ std::string logfile = DEBUGFILE;
+#else
+ std::string logfile = porting::path_user+DIR_DELIM+DEBUGFILE;
+#endif
+ if(cmd_args.exists("logfile"))
+ logfile = cmd_args.get("logfile");
+
+ log_remove_output(&main_dstream_no_stderr_log_out);
+ int loglevel = g_settings->getS32("debug_log_level");
+
+ if (loglevel == 0) //no logging
+ logfile = "";
+ else if (loglevel > 0 && loglevel <= LMT_NUM_VALUES)
+ log_add_output_maxlev(&main_dstream_no_stderr_log_out, (LogMessageLevel)(loglevel - 1));
+
+ if(logfile != "")
+ debugstreams_init(false, logfile.c_str());
+ else
+ debugstreams_init(false, NULL);
+
+ infostream<<"logfile = "<<logfile<<std::endl;
// Initialize random seed
srand(time(0));
if(port == 0)
port = 30000;
- // Map directory
- std::string map_dir = porting::path_user + DIR_DELIM + "server" + DIR_DELIM + "worlds" + DIR_DELIM + "world";
- if(cmd_args.exists("map-dir"))
- map_dir = cmd_args.get("map-dir");
+ // World directory
+ std::string commanded_world = "";
+ if(cmd_args.exists("world"))
+ commanded_world = cmd_args.get("world");
+ else if(cmd_args.exists("map-dir"))
+ commanded_world = cmd_args.get("map-dir");
+ else if(cmd_args.exists("nonopt0")) // First nameless argument
+ commanded_world = cmd_args.get("nonopt0");
else if(g_settings->exists("map-dir"))
- map_dir = g_settings->get("map-dir");
- else{
- // No map-dir option was specified.
- // Check if the world is found from the default directory, and if
- // not, see if the legacy world directory exists.
- std::string legacy_map_dir = porting::path_user+DIR_DELIM+".."+DIR_DELIM+"world";
- if(!fs::PathExists(map_dir) && fs::PathExists(legacy_map_dir)){
- errorstream<<"Warning: Using legacy world directory \""
- <<legacy_map_dir<<"\""<<std::endl;
- map_dir = legacy_map_dir;
+ commanded_world = g_settings->get("map-dir");
+
+ // World name
+ std::string commanded_worldname = "";
+ if(cmd_args.exists("worldname"))
+ commanded_worldname = cmd_args.get("worldname");
+
+ // Strip world.mt from commanded_world
+ {
+ std::string worldmt = "world.mt";
+ if(commanded_world.size() > worldmt.size() &&
+ commanded_world.substr(commanded_world.size()-worldmt.size())
+ == worldmt){
+ dstream<<_("Supplied world.mt file - stripping it off.")<<std::endl;
+ commanded_world = commanded_world.substr(
+ 0, commanded_world.size()-worldmt.size());
+ }
+ }
+
+ // If a world name was specified, convert it to a path
+ if(commanded_worldname != ""){
+ // Get information about available worlds
+ std::vector<WorldSpec> worldspecs = getAvailableWorlds();
+ bool found = false;
+ for(u32 i=0; i<worldspecs.size(); i++){
+ std::string name = worldspecs[i].name;
+ if(name == commanded_worldname){
+ if(commanded_world != ""){
+ dstream<<_("--worldname takes precedence over previously "
+ "selected world.")<<std::endl;
+ }
+ commanded_world = worldspecs[i].path;
+ found = true;
+ break;
+ }
+ }
+ if(!found){
+ dstream<<_("World")<<" '"<<commanded_worldname<<_("' not "
+ "available. Available worlds:")<<std::endl;
+ print_worldspecs(worldspecs, dstream);
+ return 1;
}
}
- // Run dedicated server if asked to or no other option
+ // Gamespec
+ SubgameSpec commanded_gamespec;
+ if(cmd_args.exists("gameid")){
+ std::string gameid = cmd_args.get("gameid");
+ commanded_gamespec = findSubgame(gameid);
+ if(!commanded_gamespec.isValid()){
+ errorstream<<"Game \""<<gameid<<"\" not found"<<std::endl;
+ return 1;
+ }
+ }
+
+ /*
+ Run dedicated server if asked to or no other option
+ */
#ifdef SERVER
bool run_dedicated_server = true;
#else
bool run_dedicated_server = cmd_args.getFlag("server");
#endif
+ g_settings->set("server_dedicated", run_dedicated_server ? "true" : "false");
if(run_dedicated_server)
{
DSTACK("Dedicated server branch");
-
// Create time getter if built with Irrlicht
#ifndef SERVER
g_timegetter = new SimpleTimeGetter();
#endif
-
+
+ // World directory
+ std::string world_path;
+ verbosestream<<_("Determining world path")<<std::endl;
+ bool is_legacy_world = false;
+ // If a world was commanded, use it
+ if(commanded_world != ""){
+ world_path = commanded_world;
+ infostream<<"Using commanded world path ["<<world_path<<"]"
+ <<std::endl;
+ }
+ // No world was specified; try to select it automatically
+ else
+ {
+ // Get information about available worlds
+ std::vector<WorldSpec> worldspecs = getAvailableWorlds();
+ // If a world name was specified, select it
+ if(commanded_worldname != ""){
+ world_path = "";
+ for(u32 i=0; i<worldspecs.size(); i++){
+ std::string name = worldspecs[i].name;
+ if(name == commanded_worldname){
+ world_path = worldspecs[i].path;
+ break;
+ }
+ }
+ if(world_path == ""){
+ dstream<<_("World")<<" '"<<commanded_worldname<<"' "<<_("not "
+ "available. Available worlds:")<<std::endl;
+ print_worldspecs(worldspecs, dstream);
+ return 1;
+ }
+ }
+ // If there is only a single world, use it
+ if(worldspecs.size() == 1){
+ world_path = worldspecs[0].path;
+ dstream<<_("Automatically selecting world at")<<" ["
+ <<world_path<<"]"<<std::endl;
+ // If there are multiple worlds, list them
+ } else if(worldspecs.size() > 1){
+ dstream<<_("Multiple worlds are available.")<<std::endl;
+ dstream<<_("Please select one using --worldname <name>"
+ " or --world <path>")<<std::endl;
+ print_worldspecs(worldspecs, dstream);
+ return 1;
+ // If there are no worlds, automatically create a new one
+ } else {
+ // This is the ultimate default world path
+ world_path = porting::path_user + DIR_DELIM + "worlds" +
+ DIR_DELIM + "world";
+ infostream<<"Creating default world at ["
+ <<world_path<<"]"<<std::endl;
+ }
+ }
+
+ if(world_path == ""){
+ errorstream<<"No world path specified or found."<<std::endl;
+ return 1;
+ }
+ verbosestream<<_("Using world path")<<" ["<<world_path<<"]"<<std::endl;
+
+ // We need a gamespec.
+ SubgameSpec gamespec;
+ verbosestream<<_("Determining gameid/gamespec")<<std::endl;
+ // If world doesn't exist
+ if(!getWorldExists(world_path))
+ {
+ // Try to take gamespec from command line
+ if(commanded_gamespec.isValid()){
+ gamespec = commanded_gamespec;
+ infostream<<"Using commanded gameid ["<<gamespec.id<<"]"<<std::endl;
+ }
+ // Otherwise we will be using "minetest"
+ else{
+ gamespec = findSubgame(g_settings->get("default_game"));
+ infostream<<"Using default gameid ["<<gamespec.id<<"]"<<std::endl;
+ }
+ }
+ // World exists
+ else
+ {
+ std::string world_gameid = getWorldGameId(world_path, is_legacy_world);
+ // If commanded to use a gameid, do so
+ if(commanded_gamespec.isValid()){
+ gamespec = commanded_gamespec;
+ if(commanded_gamespec.id != world_gameid){
+ errorstream<<"WARNING: Using commanded gameid ["
+ <<gamespec.id<<"]"<<" instead of world gameid ["
+ <<world_gameid<<"]"<<std::endl;
+ }
+ } else{
+ // If world contains an embedded game, use it;
+ // Otherwise find world from local system.
+ gamespec = findWorldSubgame(world_path);
+ infostream<<"Using world gameid ["<<gamespec.id<<"]"<<std::endl;
+ }
+ }
+ if(!gamespec.isValid()){
+ errorstream<<"Subgame ["<<gamespec.id<<"] could not be found."
+ <<std::endl;
+ return 1;
+ }
+ verbosestream<<_("Using gameid")<<" ["<<gamespec.id<<"]"<<std::endl;
+
// Create server
- Server server(map_dir, configpath, "mesetint");
+ Server server(world_path, configpath, gamespec, false);
server.start(port);
- // ASCII art for the win!
- actionstream
- <<" .__ __ __ "<<std::endl
- <<" _____ |__| ____ _____/ |_ ____ _______/ |_ "<<std::endl
- <<" / \\| |/ \\_/ __ \\ __\\/ __ \\ / ___/\\ __\\"<<std::endl
- <<"| Y Y \\ | | \\ ___/| | \\ ___/ \\___ \\ | | "<<std::endl
- <<"|__|_| /__|___| /\\___ >__| \\___ >____ > |__| "<<std::endl
- <<" \\/ \\/ \\/ \\/ \\/ "<<std::endl;
- actionstream<<"Listening at port "<<port<<"."<<std::endl;
-
// Run server
dedicated_server_loop(server, kill);
More parameters
*/
- // Address to connect to
- std::string address = "";
-
- if(cmd_args.exists("address"))
- {
+ std::string address = g_settings->get("address");
+ if(commanded_world != "")
+ address = "";
+ else if(cmd_args.exists("address"))
address = cmd_args.get("address");
- }
- else
- {
- address = g_settings->get("address");
- }
std::string playername = g_settings->get("name");
+ if(cmd_args.exists("name"))
+ playername = cmd_args.get("name");
+
+ bool skip_main_menu = cmd_args.getFlag("go");
/*
Device initialization
// Resolution selection
- bool fullscreen = false;
+ bool fullscreen = g_settings->getBool("fullscreen");
u16 screenW = g_settings->getU16("screenW");
u16 screenH = g_settings->getU16("screenH");
+ // bpp, fsaa, vsync
+
+ bool vsync = g_settings->getBool("vsync");
+ u16 bits = g_settings->getU16("fullscreen_bpp");
+ u16 fsaa = g_settings->getU16("fsaa");
+
// Determine driver
video::E_DRIVER_TYPE driverType;
driverType = video::EDT_DIRECT3D9;
else if(driverstring == "opengl")
driverType = video::EDT_OPENGL;
+#ifdef _IRR_COMPILE_WITH_OGLES1_
+ else if(driverstring == "ogles1")
+ driverType = video::EDT_OGLES1;
+#endif
+#ifdef _IRR_COMPILE_WITH_OGLES2_
+ else if(driverstring == "ogles2")
+ driverType = video::EDT_OGLES2;
+#endif
else
{
errorstream<<"WARNING: Invalid video_driver specified; defaulting "
}
/*
- Create device and exit if creation failed
+ List video modes if requested
*/
MyEventReceiver receiver;
+ if(cmd_args.getFlag("videomodes")){
+ IrrlichtDevice *nulldevice;
+
+ SIrrlichtCreationParameters params = SIrrlichtCreationParameters();
+ params.DriverType = video::EDT_NULL;
+ params.WindowSize = core::dimension2d<u32>(640, 480);
+ params.Bits = 24;
+ params.AntiAlias = fsaa;
+ params.Fullscreen = false;
+ params.Stencilbuffer = false;
+ params.Vsync = vsync;
+ params.EventReceiver = &receiver;
+
+ nulldevice = createDeviceEx(params);
+
+ if(nulldevice == 0)
+ return 1;
+
+ dstream<<_("Available video modes (WxHxD):")<<std::endl;
+
+ video::IVideoModeList *videomode_list =
+ nulldevice->getVideoModeList();
+
+ if(videomode_list == 0){
+ nulldevice->drop();
+ return 1;
+ }
+
+ s32 videomode_count = videomode_list->getVideoModeCount();
+ core::dimension2d<u32> videomode_res;
+ s32 videomode_depth;
+ for (s32 i = 0; i < videomode_count; ++i){
+ videomode_res = videomode_list->getVideoModeResolution(i);
+ videomode_depth = videomode_list->getVideoModeDepth(i);
+ dstream<<videomode_res.Width<<"x"<<videomode_res.Height
+ <<"x"<<videomode_depth<<std::endl;
+ }
+
+ dstream<<_("Active video mode (WxHxD):")<<std::endl;
+ videomode_res = videomode_list->getDesktopResolution();
+ videomode_depth = videomode_list->getDesktopDepth();
+ dstream<<videomode_res.Width<<"x"<<videomode_res.Height
+ <<"x"<<videomode_depth<<std::endl;
+
+ nulldevice->drop();
+
+ return 0;
+ }
+
+ /*
+ Create device and exit if creation failed
+ */
+
IrrlichtDevice *device;
- device = createDevice(driverType,
- core::dimension2d<u32>(screenW, screenH),
- 16, fullscreen, false, false, &receiver);
+
+ SIrrlichtCreationParameters params = SIrrlichtCreationParameters();
+ params.DriverType = driverType;
+ params.WindowSize = core::dimension2d<u32>(screenW, screenH);
+ params.Bits = bits;
+ params.AntiAlias = fsaa;
+ params.Fullscreen = fullscreen;
+ params.Stencilbuffer = false;
+ params.Vsync = vsync;
+ params.EventReceiver = &receiver;
+
+ device = createDeviceEx(params);
if (device == 0)
return 1; // could not create selected driver.
video::IVideoDriver* driver = device->getVideoDriver();
- // Disable mipmaps (because some of them look ugly)
- driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
-
/*
This changes the minimum allowed number of vertices in a VBO.
Default is 500.
*/
//driver->setMinHardwareBufferVertexCount(50);
- // Set the window caption
- device->setWindowCaption(L"Minetest [Main Menu]");
-
// Create time getter
g_timegetter = new IrrlichtTimeGetter(device);
{
dstream<<"Running speed tests"<<std::endl;
SpeedTests();
+ device->drop();
return 0;
}
guienv = device->getGUIEnvironment();
gui::IGUISkin* skin = guienv->getSkin();
+ #if USE_FREETYPE
+ std::string font_path = g_settings->get("font_path");
+ u16 font_size = g_settings->getU16("font_size");
+ gui::IGUIFont *font = gui::CGUITTFont::createTTFont(guienv, font_path.c_str(), font_size);
+ #else
gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
+ #endif
if(font)
skin->setFont(font);
else
//skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
-
+ skin->setColor(gui::EGDC_HIGH_LIGHT, video::SColor(255,70,100,50));
+ skin->setColor(gui::EGDC_HIGH_LIGHT_TEXT, video::SColor(255,255,255,255));
+
+#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
+ // Irrlicht 1.8 input colours
+ skin->setColor(gui::EGDC_EDITABLE, video::SColor(255,128,128,128));
+ skin->setColor(gui::EGDC_FOCUSED_EDITABLE, video::SColor(255,96,134,49));
+#endif
+
+
+ // Create the menu clouds
+ if (!g_menucloudsmgr)
+ g_menucloudsmgr = smgr->createNewSceneManager();
+ if (!g_menuclouds)
+ g_menuclouds = new Clouds(g_menucloudsmgr->getRootSceneNode(),
+ g_menucloudsmgr, -1, rand(), 100);
+ g_menuclouds->update(v2f(0, 0), video::SColor(255,200,200,255));
+ scene::ICameraSceneNode* camera;
+ camera = g_menucloudsmgr->addCameraSceneNode(0,
+ v3f(0,0,0), v3f(0, 60, 100));
+ camera->setFarValue(10000);
+
/*
GUI stuff
*/
// The password entered during the menu screen,
std::string password;
+ bool first_loop = true;
+
/*
Menu-game loop
*/
while(device->run() && kill == false)
{
+ // Set the window caption
+ wchar_t* text = wgettext("Main Menu");
+ device->setWindowCaption((std::wstring(L"Minetest [")+text+L"]").c_str());
+ delete[] text;
// This is used for catching disconnects
try
guiroot = guienv->addStaticText(L"",
core::rect<s32>(0, 0, 10000, 10000));
+ SubgameSpec gamespec;
+ WorldSpec worldspec;
+ bool simple_singleplayer_mode = false;
+
+ // These are set up based on the menu and other things
+ std::string current_playername = "inv£lid";
+ std::string current_password = "";
+ std::string current_address = "does-not-exist";
+ int current_port = 0;
+
/*
Out-of-game menu loop.
*/
while(kill == false)
{
+ // If skip_main_menu, only go through here once
+ if(skip_main_menu && !first_loop){
+ kill = true;
+ break;
+ }
+ first_loop = false;
+
// Cursor can be non-visible when coming from the game
device->getCursorControl()->setVisible(true);
// Some stuff are left to scene manager when coming from the game
// (map at least?)
smgr->clear();
- // Reset or hide the debug gui texts
- /*guitext->setText(L"Minetest-c55");
- guitext2->setVisible(false);
- guitext_info->setVisible(false);
- guitext_chat->setVisible(false);*/
// Initialize menu data
MainMenuData menudata;
+ if(g_settings->exists("selected_mainmenu_tab"))
+ menudata.selected_tab = g_settings->getS32("selected_mainmenu_tab");
+ if(g_settings->exists("selected_serverlist"))
+ menudata.selected_serverlist = g_settings->getS32("selected_serverlist");
+ if(g_settings->exists("selected_mainmenu_game")){
+ menudata.selected_game = g_settings->get("selected_mainmenu_game");
+ menudata.selected_game_name = findSubgame(menudata.selected_game).name;
+ }
menudata.address = narrow_to_wide(address);
menudata.name = narrow_to_wide(playername);
menudata.port = narrow_to_wide(itos(port));
+ if(cmd_args.exists("password"))
+ menudata.password = narrow_to_wide(cmd_args.get("password"));
menudata.fancy_trees = g_settings->getBool("new_style_leaves");
menudata.smooth_lighting = g_settings->getBool("smooth_lighting");
menudata.clouds_3d = g_settings->getBool("enable_3d_clouds");
menudata.opaque_water = g_settings->getBool("opaque_water");
+ menudata.mip_map = g_settings->getBool("mip_map");
+ menudata.anisotropic_filter = g_settings->getBool("anisotropic_filter");
+ menudata.bilinear_filter = g_settings->getBool("bilinear_filter");
+ menudata.trilinear_filter = g_settings->getBool("trilinear_filter");
+ menudata.enable_shaders = g_settings->getS32("enable_shaders");
+ menudata.preload_item_visuals = g_settings->getBool("preload_item_visuals");
+ menudata.enable_particles = g_settings->getBool("enable_particles");
+ menudata.liquid_finite = g_settings->getBool("liquid_finite");
+ driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, menudata.mip_map);
menudata.creative_mode = g_settings->getBool("creative_mode");
menudata.enable_damage = g_settings->getBool("enable_damage");
-
- GUIMainMenu *menu =
- new GUIMainMenu(guienv, guiroot, -1,
- &g_menumgr, &menudata, g_gamecallback);
- menu->allowFocusRemoval(true);
-
- if(error_message != L"")
- {
- errorstream<<"error_message = "
- <<wide_to_narrow(error_message)<<std::endl;
-
- GUIMessageMenu *menu2 =
- new GUIMessageMenu(guienv, guiroot, -1,
- &g_menumgr, error_message.c_str());
- menu2->drop();
- error_message = L"";
+ menudata.enable_public = g_settings->getBool("server_announce");
+ // Default to selecting nothing
+ menudata.selected_world = -1;
+ // Get world listing for the menu
+ std::vector<WorldSpec> worldspecs = getAvailableWorlds();
+ // If there is only one world, select it
+ if(worldspecs.size() == 1){
+ menudata.selected_world = 0;
}
-
- video::IVideoDriver* driver = device->getVideoDriver();
-
- infostream<<"Created main menu"<<std::endl;
-
- while(device->run() && kill == false)
- {
- if(menu->getStatus() == true)
- break;
-
- //driver->beginScene(true, true, video::SColor(255,0,0,0));
- driver->beginScene(true, true, video::SColor(255,128,128,128));
-
- drawMenuBackground(driver);
-
- guienv->drawAll();
-
- driver->endScene();
-
- // On some computers framerate doesn't seem to be
- // automatically limited
- sleep_ms(25);
+ // Otherwise try to select according to selected_world_path
+ else if(g_settings->exists("selected_world_path")){
+ std::string trypath = g_settings->get("selected_world_path");
+ for(u32 i=0; i<worldspecs.size(); i++){
+ if(worldspecs[i].path == trypath){
+ menudata.selected_world = i;
+ break;
+ }
+ }
}
-
- // Break out of menu-game loop to shut down cleanly
- if(device->run() == false || kill == true)
- break;
-
- infostream<<"Dropping main menu"<<std::endl;
+ // If a world was commanded, append and select it
+ if(commanded_world != ""){
+ std::string gameid = getWorldGameId(commanded_world, true);
+ std::string name = _("[--world parameter]");
+ if(gameid == ""){
+ gameid = g_settings->get("default_game");
+ name += " [new]";
+ }
+ WorldSpec spec(commanded_world, name, gameid);
+ worldspecs.push_back(spec);
+ menudata.selected_world = worldspecs.size()-1;
+ }
+ // Copy worldspecs to menu
+ menudata.worlds = worldspecs;
+ // Get game listing
+ menudata.games = getAvailableGames();
+ // If selected game doesn't exist, take first from list
+ if(findSubgame(menudata.selected_game).id == "" &&
+ !menudata.games.empty()){
+ menudata.selected_game = menudata.games[0].id;
+ }
+ const SubgameSpec *menugame = getMenuGame(menudata);
- menu->drop();
-
- // Delete map if requested
- if(menudata.delete_map)
+ MenuTextures menutextures;
+ menutextures.update(driver, menugame, menudata.selected_tab);
+
+ if(skip_main_menu == false)
{
- bool r = fs::RecursiveDeleteContent(map_dir);
- if(r == false)
- error_message = L"Delete failed";
- continue;
+ video::IVideoDriver* driver = device->getVideoDriver();
+ float fps_max = g_settings->getFloat("fps_max");
+ infostream<<"Waiting for other menus"<<std::endl;
+ while(device->run() && kill == false)
+ {
+ if(noMenuActive())
+ break;
+ driver->beginScene(true, true,
+ video::SColor(255,128,128,128));
+ drawMenuBackground(driver, menutextures);
+ guienv->drawAll();
+ driver->endScene();
+ // On some computers framerate doesn't seem to be
+ // automatically limited
+ sleep_ms(25);
+ }
+ infostream<<"Waited for other menus"<<std::endl;
+
+ GUIMainMenu *menu =
+ new GUIMainMenu(guienv, guiroot, -1,
+ &g_menumgr, &menudata, g_gamecallback);
+ menu->allowFocusRemoval(true);
+
+ if(error_message != L"")
+ {
+ verbosestream<<"error_message = "
+ <<wide_to_narrow(error_message)<<std::endl;
+
+ GUIMessageMenu *menu2 =
+ new GUIMessageMenu(guienv, guiroot, -1,
+ &g_menumgr, error_message.c_str());
+ menu2->drop();
+ error_message = L"";
+ }
+
+ // Time is in milliseconds, for clouds
+ u32 lasttime = device->getTimer()->getTime();
+
+ MenuMusicFetcher soundfetcher;
+ ISoundManager *sound = NULL;
+#if USE_SOUND
+ sound = createOpenALSoundManager(&soundfetcher);
+#endif
+ if(!sound)
+ sound = &dummySoundManager;
+ SimpleSoundSpec spec;
+ spec.name = "main_menu";
+ spec.gain = 1;
+ s32 handle = sound->playSound(spec, true);
+
+ infostream<<"Created main menu"<<std::endl;
+
+ while(device->run() && kill == false)
+ {
+ if(menu->getStatus() == true)
+ break;
+
+ // Game can be selected in the menu
+ menugame = getMenuGame(menudata);
+ menutextures.update(driver, menugame, menu->getTab());
+ // Clouds for the main menu
+ bool cloud_menu_background = g_settings->getBool("menu_clouds");
+ if(menugame){
+ // If game has regular background and no overlay, don't use clouds
+ if(cloud_menu_background && menutextures.background &&
+ !menutextures.overlay){
+ cloud_menu_background = false;
+ }
+ // If game game has overlay and no regular background, always draw clouds
+ else if(menutextures.overlay && !menutextures.background){
+ cloud_menu_background = true;
+ }
+ }
+
+ // Time calc for the clouds
+ f32 dtime=0; // in seconds
+ if (cloud_menu_background) {
+ u32 time = device->getTimer()->getTime();
+ if(time > lasttime)
+ dtime = (time - lasttime) / 1000.0;
+ else
+ dtime = 0;
+ lasttime = time;
+ }
+
+ //driver->beginScene(true, true, video::SColor(255,0,0,0));
+ driver->beginScene(true, true, video::SColor(255,140,186,250));
+
+ if (cloud_menu_background) {
+ // *3 otherwise the clouds would move very slowly
+ g_menuclouds->step(dtime*3);
+ g_menuclouds->render();
+ g_menucloudsmgr->drawAll();
+ drawMenuOverlay(driver, menutextures);
+ drawMenuHeader(driver, menutextures);
+ drawMenuFooter(driver, menutextures);
+ } else {
+ drawMenuBackground(driver, menutextures);
+ drawMenuHeader(driver, menutextures);
+ drawMenuFooter(driver, menutextures);
+ }
+
+ guienv->drawAll();
+
+ driver->endScene();
+
+ // On some computers framerate doesn't seem to be
+ // automatically limited
+ if (cloud_menu_background) {
+ // Time of frame without fps limit
+ float busytime;
+ u32 busytime_u32;
+ // not using getRealTime is necessary for wine
+ u32 time = device->getTimer()->getTime();
+ if(time > lasttime)
+ busytime_u32 = time - lasttime;
+ else
+ busytime_u32 = 0;
+ busytime = busytime_u32 / 1000.0;
+
+ // FPS limiter
+ u32 frametime_min = 1000./fps_max;
+
+ if(busytime_u32 < frametime_min) {
+ u32 sleeptime = frametime_min - busytime_u32;
+ device->sleep(sleeptime);
+ }
+ } else {
+ sleep_ms(25);
+ }
+ }
+ sound->stopSound(handle);
+ if(sound != &dummySoundManager){
+ delete sound;
+ sound = NULL;
+ }
+
+ infostream<<"Dropping main menu"<<std::endl;
+
+ menu->drop();
}
playername = wide_to_narrow(menudata.name);
-
+ if (playername == "")
+ playername = std::string("Guest") + itos(myrand_range(1000,9999));
password = translatePassword(playername, menudata.password);
-
//infostream<<"Main: password hash: '"<<password<<"'"<<std::endl;
address = wide_to_narrow(menudata.address);
int newport = stoi(wide_to_narrow(menudata.port));
if(newport != 0)
port = newport;
+ simple_singleplayer_mode = menudata.simple_singleplayer_mode;
+ // Save settings
+ g_settings->setS32("selected_mainmenu_tab", menudata.selected_tab);
+ g_settings->setS32("selected_serverlist", menudata.selected_serverlist);
+ g_settings->set("selected_mainmenu_game", menudata.selected_game);
g_settings->set("new_style_leaves", itos(menudata.fancy_trees));
g_settings->set("smooth_lighting", itos(menudata.smooth_lighting));
g_settings->set("enable_3d_clouds", itos(menudata.clouds_3d));
g_settings->set("opaque_water", itos(menudata.opaque_water));
+
+ g_settings->set("mip_map", itos(menudata.mip_map));
+ g_settings->set("anisotropic_filter", itos(menudata.anisotropic_filter));
+ g_settings->set("bilinear_filter", itos(menudata.bilinear_filter));
+ g_settings->set("trilinear_filter", itos(menudata.trilinear_filter));
+
+ g_settings->setS32("enable_shaders", menudata.enable_shaders);
+ g_settings->set("preload_item_visuals", itos(menudata.preload_item_visuals));
+ g_settings->set("enable_particles", itos(menudata.enable_particles));
+ g_settings->set("liquid_finite", itos(menudata.liquid_finite));
+
g_settings->set("creative_mode", itos(menudata.creative_mode));
g_settings->set("enable_damage", itos(menudata.enable_damage));
+ g_settings->set("server_announce", itos(menudata.enable_public));
+ g_settings->set("name", playername);
+ g_settings->set("address", address);
+ g_settings->set("port", itos(port));
+ if(menudata.selected_world != -1)
+ g_settings->set("selected_world_path",
+ worldspecs[menudata.selected_world].path);
+
+ // Break out of menu-game loop to shut down cleanly
+ if(device->run() == false || kill == true)
+ break;
- // NOTE: These are now checked server side; no need to do it
- // here, so let's not do it here.
- /*// Check for valid parameters, restart menu if invalid.
- if(playername == "")
+ current_playername = playername;
+ current_password = password;
+ current_address = address;
+ current_port = port;
+
+ // If using simple singleplayer mode, override
+ if(simple_singleplayer_mode){
+ current_playername = "singleplayer";
+ current_password = "";
+ current_address = "";
+ current_port = 30011;
+ }
+ else if (address != "")
{
- error_message = L"Name required.";
+ ServerListSpec server;
+ server["name"] = menudata.servername;
+ server["address"] = wide_to_narrow(menudata.address);
+ server["port"] = wide_to_narrow(menudata.port);
+ server["description"] = menudata.serverdescription;
+ ServerList::insert(server);
+ }
+
+ // Set world path to selected one
+ if(menudata.selected_world != -1){
+ worldspec = worldspecs[menudata.selected_world];
+ infostream<<"Selected world: "<<worldspec.name
+ <<" ["<<worldspec.path<<"]"<<std::endl;
+ }
+
+ // Only refresh if so requested
+ if(menudata.only_refresh){
+ infostream<<"Refreshing menu"<<std::endl;
continue;
}
- // Check that name has only valid chars
- if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
+
+ // Create new world if requested
+ if(menudata.create_world_name != L"")
{
- error_message = L"Characters allowed: "
- +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
+ std::string path = porting::path_user + DIR_DELIM
+ "worlds" + DIR_DELIM
+ + wide_to_narrow(menudata.create_world_name);
+ // Create world if it doesn't exist
+ if(!initializeWorld(path, menudata.create_world_gameid)){
+ error_message = wgettext("Failed to initialize world");
+ errorstream<<wide_to_narrow(error_message)<<std::endl;
+ continue;
+ }
+ g_settings->set("selected_world_path", path);
+ g_settings->set("selected_mainmenu_game", menudata.create_world_gameid);
continue;
- }*/
+ }
+
+ // If local game
+ if(current_address == "")
+ {
+ if(menudata.selected_world == -1){
+ error_message = wgettext("No world selected and no address "
+ "provided. Nothing to do.");
+ errorstream<<wide_to_narrow(error_message)<<std::endl;
+ continue;
+ }
+ // Load gamespec for required game
+ gamespec = findWorldSubgame(worldspec.path);
+ if(!gamespec.isValid() && !commanded_gamespec.isValid()){
+ error_message = wgettext("Could not find or load game \"")
+ + narrow_to_wide(worldspec.gameid) + L"\"";
+ errorstream<<wide_to_narrow(error_message)<<std::endl;
+ continue;
+ }
+ if(commanded_gamespec.isValid() &&
+ commanded_gamespec.id != worldspec.gameid){
+ errorstream<<"WARNING: Overriding gamespec from \""
+ <<worldspec.gameid<<"\" to \""
+ <<commanded_gamespec.id<<"\""<<std::endl;
+ gamespec = commanded_gamespec;
+ }
+
+ if(!gamespec.isValid()){
+ error_message = wgettext("Invalid gamespec.");
+ error_message += L" (world_gameid="
+ +narrow_to_wide(worldspec.gameid)+L")";
+ errorstream<<wide_to_narrow(error_message)<<std::endl;
+ continue;
+ }
+ }
- // Save settings
- g_settings->set("name", playername);
- g_settings->set("address", address);
- g_settings->set("port", itos(port));
- // Update configuration file
- if(configpath != "")
- g_settings->updateConfigFile(configpath.c_str());
-
// Continue to game
break;
}
// Break out of menu-game loop to shut down cleanly
if(device->run() == false || kill == true)
break;
-
+
/*
Run game
*/
input,
device,
font,
- map_dir,
- playername,
- password,
- address,
- port,
+ worldspec.path,
+ current_playername,
+ current_password,
+ current_address,
+ current_port,
error_message,
configpath,
- chat_backend
+ chat_backend,
+ gamespec,
+ simple_singleplayer_mode
);
+ smgr->clear();
} //try
catch(con::PeerNotFoundException &e)
{
- errorstream<<"Connection error (timed out?)"<<std::endl;
- error_message = L"Connection error (timed out?)";
- }
- catch(SocketException &e)
- {
- errorstream<<"Socket error (port already in use?)"<<std::endl;
- error_message = L"Socket error (port already in use?)";
- }
- catch(ModError &e)
- {
- errorstream<<e.what()<<std::endl;
- error_message = narrow_to_wide(e.what()) + L"\nCheck debug.txt for details.";
+ error_message = wgettext("Connection error (timed out?)");
+ errorstream<<wide_to_narrow(error_message)<<std::endl;
}
#ifdef NDEBUG
catch(std::exception &e)
{
- std::string narrow_message = "Some exception, what()=\"";
+ std::string narrow_message = "Some exception: \"";
narrow_message += e.what();
narrow_message += "\"";
errorstream<<narrow_message<<std::endl;
}
#endif
+ // If no main menu, show error and exit
+ if(skip_main_menu)
+ {
+ if(error_message != L""){
+ verbosestream<<"error_message = "
+ <<wide_to_narrow(error_message)<<std::endl;
+ retval = 1;
+ }
+ break;
+ }
} // Menu-game loop
+
+ g_menuclouds->drop();
+ g_menucloudsmgr->drop();
+
delete input;
/*
*/
device->drop();
+#if USE_FREETYPE
+ font->drop();
+#endif
+
#endif // !SERVER
// Update configuration file
if(configpath != "")
g_settings->updateConfigFile(configpath.c_str());
+
+ // Print modified quicktune values
+ {
+ bool header_printed = false;
+ std::vector<std::string> names = getQuicktuneNames();
+ for(u32 i=0; i<names.size(); i++){
+ QuicktuneValue val = getQuicktuneValue(names[i]);
+ if(!val.modified)
+ continue;
+ if(!header_printed){
+ dstream<<"Modified quicktune values:"<<std::endl;
+ header_printed = true;
+ }
+ dstream<<names[i]<<" = "<<val.getString()<<std::endl;
+ }
+ }
END_DEBUG_EXCEPTION_HANDLER(errorstream)
debugstreams_deinit();
- return 0;
+ return retval;
}
//END