X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmain.cpp;h=41da310f450344af0c99b48f3ad6c32c8cc31e76;hb=f37a3a84fafb91bcfc109fed95aa6d42726f1bf7;hp=7ec542533782efdfd09c9e1977ab0641e793cbf9;hpb=389fe31ace38a8f53c210ff5ae823eae1780dfc8;p=minetest.git diff --git a/src/main.cpp b/src/main.cpp index 7ec542533..41da310f4 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,6 +1,6 @@ /* Minetest-c55 -Copyright (C) 2010 celeron55, Perttu Ahola +Copyright (C) 2010-2011 celeron55, Perttu Ahola 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 @@ -21,33 +21,16 @@ with this program; if not, write to the Free Software Foundation, Inc., =============================== NOTES ============================== NOTE: Things starting with TODO are sometimes only suggestions. -NOTE: VBO cannot be turned on for fast-changing stuff because there - is an apparanet memory leak in irrlicht when using it (not sure) - - It is not a memory leak but some kind of a buffer. - NOTE: iostream.imbue(std::locale("C")) is very slow NOTE: Global locale is now set at initialization -Random suggeestions: --------------------- - -SUGG: Fix address to be ipv6 compatible - -NOTE: When a new sector is generated, it may change the ground level - of it's and it's neighbors border that two blocks that are - above and below each other and that are generated before and - after the sector heightmap generation (order doesn't matter), - can have a small gap between each other at the border. -SUGG: Use same technique for sector heightmaps as what we're - using for UnlimitedHeightmap? (getting all neighbors - when generating) +NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the + hardware buffer (it is not freed automatically) -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. +Old, wild and random suggestions that probably won't be done: +------------------------------------------------------------- SUGG: If player is on ground, mainly fetch ground-level blocks -SUGG: Fetch stuff mainly from the viewing direction SUGG: Expose Connection's seqnums and ACKs to server and client. - This enables saving many packets and making a faster connection @@ -61,27 +44,16 @@ SUGG: More fine-grained control of client's dumping of blocks from SUGG: A map editing mode (similar to dedicated server mode) -SUGG: Add a time value to the param of footstepped grass and check it - against a global timer when a block is accessed, to make old - steps fade away. - -SUGG: Make a copy of close-range environment on client for showing - on screen, with minimal mutexes to slow down the main loop - +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 - -SUGG: Split MapBlockObject serialization to to-client and to-disk - - This will allow saving ages of rats on disk but not sending - them to clients - -SUGG: MovingObject::move and Player::move are basically the same. - combine them. - - NOTE: Player::move is more up-to-date. + - 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 @@ -91,7 +63,7 @@ SUGG: Precalculate lighting translation table at runtime (at startup) 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 + 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 @@ -104,15 +76,75 @@ SUGG: Meshes of blocks could be split into 6 meshes facing into SUGG: Calculate lighting per vertex to get a lighting effect like in bartwe's game +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 + - 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 + 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: -------------- @@ -122,47 +154,45 @@ Build system / running: Networking and serialization: ----------------------------- -TODO: Get rid of GotSplitPacketException - -GUI: ----- - -TODO: Add gui option to remove map +SUGG: Fix address to be ipv6 compatible -TODO: Configuration menu, at least for keys +User Interface: +--------------- Graphics: --------- -TODO: Optimize day/night mesh updating somehow - - create copies of all textures for all lighting values and only - change texture for material? - - Umm... the collecting of the faces is the slow part - -> what about just changing the color values of the existing - meshbuffers? It should go quite fast. - - This is not easy; There'd need to be a buffer somewhere - that would contain the night and day lighting values. - - Actually if FastFaces would be stored, they could - hold both values - -FEATURE: Combine MapBlock's face caches to so big pieces that VBO - gets used +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 -TODO: Make fetching sector's blocks more efficient when rendering +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? TODO: Flowing water animation -* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC - 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: 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 + Configuration: -------------- @@ -171,18 +201,24 @@ SUGG: Draw cubes in inventory directly with 3D drawing commands, so that 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 -SUGG: Don't update all meshes always on single node changes, but +TODO: Don't update all meshes always on single node changes, but check which ones should be updated - - implement Map::updateNodeMeshes() + - implement Map::updateNodeMeshes() and the usage of it + - It will give almost always a 4x boost in mesh update performance. -TODO: Remove IrrlichtWrapper +- A weapon engine -SUGG: Add a "description" field to InventoryList and show it in - GUIInventoryMenu - - If separate menus are made for everything, this is not needed +- 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: ------- @@ -190,12 +226,6 @@ SUGG: Add a "description" field to InventoryList and show it in SUGG: Make an option to the server to disable building and digging near the starting position -TODO: Copy the text of the last picked sign to inventory in creative - mode - -TODO: Check what goes wrong with caching map to disk (Kray) - - Nothing? - FIXME: Server sometimes goes into some infinite PeerNotFoundException loop * Fix the problem with the server constantly saving one or a few @@ -204,16 +234,65 @@ FIXME: Server sometimes goes into some infinite PeerNotFoundException loop * Make a small history check to transformLiquids to detect and log continuous oscillations, in such detail that they can be fixed. -TODO: Player health points - - When player dies, throw items on map +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 -FIXME: If something is removed from craftresult with a right click, - it is only possible to get one item from it should give 4 +TODO: Map saving should be done by EmergeThread + +SUGG: Map unloading based on sector reference is not very good, it keeps + unnecessary stuff in memory. I guess. Investigate this. + +TODO: When block is placed and it has param_type==CPT_FACEDIR_SIMPLE, set + the direction accordingly. + +Environment: +------------ + +TODO: 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 + TODO: Make proper hooks in here + - 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 + TODO: Make proper hooks in here + - 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. Objects: -------- -TODO: Get rid of MapBlockObjects +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: 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: ---- @@ -221,67 +300,87 @@ TODO: Get rid of MapBlockObjects TODO: Mineral and ground material properties - This way mineral ground toughness can be calculated with just some formula, as well as tool strengths + - There are TODOs in appropriate files: material.h, content_mapnode.h TODO: Flowing water to actually contain flow direction information + - There is a space for this - it just has to be implemented. + +SUGG: Try out the notch way of generating maps, that is, make bunches + of low-res 3d noise and interpolate linearly. -FEATURE: Create a system that allows a huge amount of different "map - generator modules/filters" - -FEATURE: Erosion simulation at map generation time - - 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 - -Mapgen v2: -* only_from_disk might not work anymore - check and fix it. -* Make the generator to run in background and not blocking block - placement and transfer +Mapgen v2 (the current one): * Possibly add some kind of erosion and other stuff -* Make client to fetch stuff asynchronously - - Needs method SyncProcessData * Better water generation (spread it to underwater caverns but don't fill dungeons that don't touch big water masses) * When generating a chunk and the neighboring chunk doesn't have mud and stuff yet and the ground is fairly flat, the mud will flow to the other chunk making nasty straight walls when the other chunk - is generated. Fix it. + is generated. Fix it. Maybe just a special case if the ground is + flat? +* Consider not updating this one and make a good mainly block-based + generator + +SUGG: Make two "modified states", one that forces the block to be saved at + the next save event, and one that makes the block to be saved at exit + time. + +TODO: Add a not_fully_generated flag to MapBlock, which would be set for + blocks that contain eg. trees from neighboring generations but haven't + been generated itself. This is required for the future generator. Misc. stuff: ------------ -* Make an "environment metafile" to store at least time of day -* Move digging property stuff from material.{h,cpp} to mapnode.cpp... - - Or maybe move content_features to material.{h,cpp}? -* Maybe: - 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. -* Optimize VoxelManipulator lighting implementation by using indices - in place of coordinates? +- Make sure server handles removing grass when a block is placed (etc) + - The client should not do it by itself +- Block cube placement around player's head +- Protocol version field +- Consider getting some textures from cisoun's texture pack + - Ask from Cisoun +- Make sure the fence implementation and data format is good + - Think about using same bits for material for fences and doors, for + example +- Finish the ActiveBlockModifier stuff and use it for something +- Move mineral to param2, increment map serialization version, add conversion + +TODO: 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? + +TODO: Restart irrlicht completely when coming back to main menu from game. + - This gets rid of everything that is stored in irrlicht's caches. + +TODO: Merge bahamada's audio stuff (clean patch available) + +TODO: Merge spongie's chest/furnace direction (by hand) + +TODO: Merge key configuration menu (no clean patch available) Making it more portable: ------------------------ -* Some MSVC: std::sto* are defined without a namespace and collide - with the ones in utility.h + +Stuff to do before release: +--------------------------- -====================================================================== +Fixes to the current release: +----------------------------- -*/ +Stuff to do after release: +--------------------------- -/* - Setting this to 1 enables a special camera mode that forces - the renderers to think that the camera statically points from - the starting place to a static direction. +Doing currently: +---------------- + +TODO: Use MapBlock::resetUsageTimer() in appropriate places + (on client and server) + +====================================================================== - This allows one to move around with the player and see what - is actually drawn behind solid things and behind the player. */ -#define FIELD_OF_VIEW_TEST 0 #ifdef NDEBUG #ifdef _WIN32 @@ -307,70 +406,49 @@ Making it more portable: #include #include -#include +//#include #include #include "main.h" #include "common_irrlicht.h" #include "debug.h" -#include "map.h" -#include "player.h" +//#include "map.h" +//#include "player.h" #include "test.h" -//#include "environment.h" #include "server.h" -#include "client.h" -//#include "serialization.h" +//#include "client.h" #include "constants.h" -//#include "strfnd.h" #include "porting.h" -#include "irrlichtwrapper.h" #include "gettime.h" -#include "porting.h" -#include "guiPauseMenu.h" -#include "guiInventoryMenu.h" -#include "guiTextInputMenu.h" -#include "materials.h" #include "guiMessageMenu.h" #include "filesys.h" #include "config.h" #include "guiMainMenu.h" #include "mineral.h" -#include "noise.h" -#include "tile.h" -#include "guiFurnaceMenu.h" - -// TODO: Remove this -IrrlichtWrapper *g_irrlicht = NULL; +//#include "noise.h" +//#include "tile.h" +#include "materials.h" +#include "game.h" +#include "keycode.h" // This makes textures ITextureSource *g_texturesource = NULL; -MapDrawControl draw_control; - /* Settings. These are loaded from the config file. */ Settings g_settings; - +// This is located in defaultsettings.cpp extern void set_default_settings(); +// Global profiler +Profiler g_profiler; + /* Random stuff */ -IrrlichtDevice *g_device = NULL; -Client *g_client = NULL; - -/*const s16 quickinv_size = 40; -const s16 quickinv_padding = 8; -const s16 quickinv_spacing = quickinv_size + quickinv_padding; -const s16 quickinv_outer_padding = 4; -const s16 quickinv_itemcount = 8;*/ - -const s32 hotbar_itemcount = 8; -const s32 hotbar_imagesize = 36; - /* GUI Stuff */ @@ -378,58 +456,6 @@ const s32 hotbar_imagesize = 36; gui::IGUIEnvironment* guienv = NULL; gui::IGUIStaticText *guiroot = NULL; -class MainMenuManager : public IMenuManager -{ -public: - virtual void createdMenu(GUIModalMenu *menu) - { - for(core::list::Iterator - i = m_stack.begin(); - i != m_stack.end(); i++) - { - assert(*i != menu); - } - - if(m_stack.size() != 0) - (*m_stack.getLast())->setVisible(false); - m_stack.push_back(menu); - } - - virtual void deletingMenu(GUIModalMenu *menu) - { - // Remove all entries if there are duplicates - bool removed_entry; - do{ - removed_entry = false; - for(core::list::Iterator - i = m_stack.begin(); - i != m_stack.end(); i++) - { - if(*i == menu) - { - m_stack.erase(i); - removed_entry = true; - break; - } - } - }while(removed_entry); - - /*core::list::Iterator i = m_stack.getLast(); - assert(*i == menu); - m_stack.erase(i);*/ - - if(m_stack.size() != 0) - (*m_stack.getLast())->setVisible(true); - } - - u32 menuCount() - { - return m_stack.size(); - } - - core::list m_stack; -}; - MainMenuManager g_menumgr; bool noMenuActive() @@ -437,34 +463,9 @@ bool noMenuActive() return (g_menumgr.menuCount() == 0); } -bool g_disconnect_requested = false; - -class MainGameCallback : public IGameCallback -{ -public: - virtual void exitToOS() - { - g_device->closeDevice(); - } - - virtual void disconnect() - { - g_disconnect_requested = true; - } -}; - -MainGameCallback g_gamecallback; - -// Inventory actions from the menu are buffered here before sending -// TODO: Get rid of this -Queue inventory_action_queue; -// This is a copy of the inventory that the client's environment has -Inventory local_inventory; +// Passed to menus to allow disconnecting and exiting -u16 g_selected_item = 0; - -/*bool g_show_map_plot = false; -bool g_refresh_map_plot = false;*/ +MainGameCallback *g_gamecallback = NULL; /* Debug streams @@ -490,93 +491,56 @@ std::ostream *derr_client_ptr = &dstream; gettime.h implementation */ -u32 getTimeMs() +// A small helper class +class TimeGetter { - /* - Use irrlicht because it is more precise than porting.h's - getTimeMs() - */ - if(g_irrlicht == NULL) - return 0; - return g_irrlicht->getTime(); -} - -/* - Text input system -*/ +public: + virtual u32 getTime() = 0; +}; -struct TextDestSign : public TextDest +// A precise irrlicht one +class IrrlichtTimeGetter: public TimeGetter { - TextDestSign(v3s16 blockpos, s16 id, Client *client) - { - m_blockpos = blockpos; - m_id = id; - m_client = client; - } - void gotText(std::wstring text) +public: + IrrlichtTimeGetter(IrrlichtDevice *device): + m_device(device) + {} + u32 getTime() { - std::string ntext = wide_to_narrow(text); - dstream<<"Changing text of a sign object: " - <sendSignText(m_blockpos, m_id, ntext); + if(m_device == NULL) + return 0; + return m_device->getTimer()->getRealTime(); } - - v3s16 m_blockpos; - s16 m_id; - Client *m_client; +private: + IrrlichtDevice *m_device; }; - -struct TextDestChat : public TextDest +// Not so precise one which works without irrlicht +class SimpleTimeGetter: public TimeGetter { - TextDestChat(Client *client) - { - m_client = client; - } - void gotText(std::wstring text) +public: + u32 getTime() { - // Discard empty line - if(text == L"") - return; - - // Parse command (server command starts with "/#") - if(text[0] == L'/' && text[1] != L'#') - { - std::wstring reply = L"Local: "; - - reply += L"Local commands not yet supported. " - L"Server prefix is \"/#\"."; - - m_client->addChatMessage(reply); - return; - } - - // Send to others - m_client->sendChatMessage(text); - // Show locally - m_client->addChatMessage(text); + return porting::getTimeMs(); } - - Client *m_client; }; -struct TextDestSignNode : public TextDest +// A pointer to a global instance of the time getter +// TODO: why? +TimeGetter *g_timegetter = NULL; + +u32 getTimeMs() { - TextDestSignNode(v3s16 p, Client *client) - { - m_p = p; - m_client = client; - } - void gotText(std::wstring text) - { - std::string ntext = wide_to_narrow(text); - dstream<<"Changing text of a sign node: " - <sendSignNodeText(m_p, ntext); - } + if(g_timegetter == NULL) + return 0; + return g_timegetter->getTime(); +} - v3s16 m_p; - Client *m_client; -}; +/* + Event handler for Irrlicht + + NOTE: Everything possible should be moved out from here, + probably to InputHandler and the_game +*/ class MyEventReceiver : public IEventReceiver { @@ -589,7 +553,6 @@ class MyEventReceiver : public IEventReceiver */ if(noMenuActive() == false) { - clearInput(); return false; } @@ -599,120 +562,7 @@ class MyEventReceiver : public IEventReceiver keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown; if(event.KeyInput.PressedDown) - { - //dstream<<"Pressed key: "<<(char)event.KeyInput.Key<drop(); - return true; - } - if(event.KeyInput.Key == irr::KEY_KEY_I) - { - dstream<getInventoryContext(), - g_client); - - core::array draw_spec; - draw_spec.push_back(GUIInventoryMenu::DrawSpec( - "list", "current_player", "main", - v2s32(0, 3), v2s32(8, 4))); - draw_spec.push_back(GUIInventoryMenu::DrawSpec( - "list", "current_player", "craft", - v2s32(3, 0), v2s32(3, 3))); - draw_spec.push_back(GUIInventoryMenu::DrawSpec( - "list", "current_player", "craftresult", - v2s32(7, 1), v2s32(1, 1))); - - menu->setDrawSpec(draw_spec); - - menu->drop(); - - return true; - } - if(event.KeyInput.Key == irr::KEY_KEY_T) - { - TextDest *dest = new TextDestChat(g_client); - - (new GUITextInputMenu(guienv, guiroot, -1, - &g_menumgr, dest, - L""))->drop(); - } - } - - // Item selection - if(event.KeyInput.Key >= irr::KEY_KEY_0 - && event.KeyInput.Key <= irr::KEY_KEY_9) - { - u16 s1 = event.KeyInput.Key - irr::KEY_KEY_0; - if(event.KeyInput.Key == irr::KEY_KEY_0) - s1 = 10; - if(s1 < PLAYER_INVENTORY_SIZE && s1 < hotbar_itemcount) - g_selected_item = s1-1; - dstream< 0) - return; - //counter = 0.1; - counter = 0.2; - - /*dstream<<__FUNCTION_NAME - <<": Collected "<getList("main"); - if(mainlist == NULL) - { - dstream<<"WARNING: draw_hotbar(): mainlist == NULL"< barrect(0,0,width,height); - barrect += pos; - video::SColor bgcolor(255,128,128,128); - driver->draw2DRectangle(bgcolor, barrect, NULL);*/ - - core::rect imgrect(0,0,imgsize,imgsize); - - for(s32 i=0; igetItem(i); - - core::rect rect = imgrect + pos - + v2s32(padding+i*(imgsize+padding*2), padding); - - if(g_selected_item == i) - { - driver->draw2DRectangle(video::SColor(255,255,0,0), - core::rect(rect.UpperLeftCorner - v2s32(1,1)*padding, - rect.LowerRightCorner + v2s32(1,1)*padding), - NULL); - } - else - { - video::SColor bgcolor2(128,0,0,0); - driver->draw2DRectangle(bgcolor2, rect, NULL); - } - - if(item != NULL) - { - drawInventoryItem(driver, font, item, rect, NULL); - } - } -} - -#if 0 -video::ITexture *g_map_plot_texture = NULL; -float g_map_plot_texture_scale = 4; - -void updateMapPlotTexture(v2f centerpos, video::IVideoDriver* driver, - Client *client) -{ - assert(driver); - assert(client); - - core::dimension2d dim(640,480); - video::IImage *img = driver->createImage(video::ECF_A8R8G8B8, dim); - assert(img); - for(u32 y=0; ygetMapSeed(), pf); - video::SColor c; - //double d1 = 50; - /*s32 ux = x - centerpos.X / g_map_plot_texture_scale; - s32 uy = y - centerpos.Y / g_map_plot_texture_scale;*/ - - // Screen coordinates that are based on multiples of - // 1000/g_map_plot_texture_scale and never negative - u32 ux = x + (u32)(1000/g_map_plot_texture_scale) * 10; - u32 uy = y + (u32)(1000/g_map_plot_texture_scale) * 10; - // Offset to center of image - ux -= dim.Width/2; - uy -= dim.Height/2; - - if(uy % (u32)(1000/g_map_plot_texture_scale) == 0 - || ux % (u32)(1000/g_map_plot_texture_scale) == 0) - c.set(255, 255, 255, 255); - else if(uy % (u32)(100/g_map_plot_texture_scale) == 0 - || ux % (u32)(100/g_map_plot_texture_scale) == 0) - c.set(255, 160, 160, 160); - else if(h < WATER_LEVEL - 0.5) // Water - c.set(255, 50, 50, 255); -#if 0 - else if(get_have_sand_ground(client->getMapSeed(), pf) - || (h < WATER_LEVEL + 2 - && get_have_sand_coast(client->getMapSeed(), pf))) - { - h -= WATER_LEVEL; - h /= 50.0; - h = 1.0 - exp(-h); - - video::SColor c1(255,237,201,175); - //video::SColor c2(255,20,20,20); - video::SColor c2(255,150,0,0); - c = c2.getInterpolated(c1, h); - } - else - { - h -= WATER_LEVEL; - h /= 50.0; - h = 1.0 - exp(-h); - - video::SColor c1(255,110,185,90); - //video::SColor c2(255,20,20,20); - video::SColor c2(255,150,0,0); - c = c2.getInterpolated(c1, h); - } -#endif -#if 1 -#if 0 - else if(get_have_sand_ground(client->getMapSeed(), pf)) - { - h -= WATER_LEVEL; - h /= 20.0; - h = 1.0 - exp(-h); - - video::SColor c1(255,237,201,175); - //video::SColor c2(255,20,20,20); - video::SColor c2(255,150,0,0); - c = c2.getInterpolated(c1, h); - } -#endif - // Sand - else if(h < WATER_LEVEL + 2 - && get_have_sand_coast(client->getMapSeed(), pf)) - c.set(255, 237, 201, 175); -#if 1 - else if(h < WATER_LEVEL + 10) - c.set(255, 50, 150, 50); // Green - else if(h < WATER_LEVEL + 20) - c.set(255, 110, 185, 50); // Yellowish green - else if(h < WATER_LEVEL + 40) - c.set(255, 180, 210, 50); // Greenish yellow - else if(h < WATER_LEVEL + 60) - c.set(255, 220, 220, 50); // Yellow - else if(h < WATER_LEVEL + 80) - c.set(255, 200, 200, 110); // Yellowish white - else if(h < WATER_LEVEL + 100) - c.set(255, 190, 190, 190); // Grey - else - c.set(255, 255, 255, 255); // White -#endif -#endif -#if 0 - else - { - h -= WATER_LEVEL; - h /= 20.0; - h = 1.0 - exp(-h); - - video::SColor c1(255,200,200,50); - video::SColor c2(255,0,150,0); - c = c1.getInterpolated(c2, h); - - /*u32 a = (u32)(h*255); - if(a > 255) - a = 255; - a = 255-a; - c.set(255, a, a, a);*/ - } -#endif -#if 1 - if(h >= WATER_LEVEL - 0.5 - && get_have_sand_ground(client->getMapSeed(), pf)) - { - video::SColor c1(255,237,201,175); - c = c.getInterpolated(c1, 0.5); - } -#endif -#if 1 - double tf = get_turbulence_factor_2d(client->getMapSeed(), pf); - if(tf > 0.001) - { - video::SColor c1(255,255,0,0); - c = c.getInterpolated(c1, 1.0-(0.5*tf)); - } -#endif - img->setPixel(x, y, c); - } - g_map_plot_texture = driver->addTexture("map_plot", img); - img->drop(); - assert(g_map_plot_texture); -} -#endif - -// Chat data -struct ChatLine -{ - ChatLine(): - age(0.0) - { - } - ChatLine(const std::wstring &a_text): - age(0.0), - text(a_text) - { - } - float age; - std::wstring text; -}; - -// These are defined global so that they're not optimized too much. -// Can't change them to volatile. -s16 temp16; -f32 tempf; -v3f tempv3f1; -v3f tempv3f2; -std::string tempstring; -std::string tempstring2; - -void SpeedTests() -{ - { - dstream<<"The following test should take around 20ms."< screensize = driver->getScreenSize(); + + video::ITexture *bgtexture = + driver->getTexture(getTexturePath("mud.png").c_str()); + if(bgtexture) + { + s32 texturesize = 128; + s32 tiled_y = screensize.Height / texturesize + 1; + s32 tiled_x = screensize.Width / texturesize + 1; + + for(s32 y=0; y rect(0,0,texturesize,texturesize); + rect += v2s32(x*texturesize, y*texturesize); + driver->draw2DImage(bgtexture, rect, + core::rect(core::position2d(0,0), + core::dimension2di(bgtexture->getSize())), + NULL, NULL, true); + } + } + + video::ITexture *logotexture = + driver->getTexture(getTexturePath("menulogo.png").c_str()); + if(logotexture) + { + v2s32 logosize(logotexture->getOriginalSize().Width, + logotexture->getOriginalSize().Height); + logosize *= 4; + + video::SColor bgcolor(255,50,50,50); + core::rect bgrect(0, screensize.Height-logosize.Y-20, + screensize.Width, screensize.Height); + driver->draw2DRectangle(bgcolor, bgrect, NULL); + + core::rect 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, + core::rect(core::position2d(0,0), + core::dimension2di(logotexture->getSize())), + NULL, NULL, true); + } +} + int main(int argc, char *argv[]) { + /* + Initialization + */ + + // 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"); + /* Parse command line */ @@ -1595,22 +1151,29 @@ int main(int argc, char *argv[]) disable_stderr = true; #endif - // Initialize debug streams - debugstreams_init(disable_stderr, DEBUGFILE); - // Initialize debug stacks - debug_stacks_init(); - - DSTACK(__FUNCTION_NAME); - porting::signal_handler_init(); bool &kill = *porting::signal_handler_killstatus(); + // Initialize porting::path_data and porting::path_userdata porting::initializePaths(); + // Create user data directory fs::CreateDir(porting::path_userdata); - // C-style stuff initialization - initializeMaterialProperties(); + // Initialize debug streams +#ifdef RUN_IN_PLACE + std::string debugfile = DEBUGFILE; +#else + std::string debugfile = porting::path_userdata+"/"+DEBUGFILE; +#endif + debugstreams_init(disable_stderr, debugfile.c_str()); + // Initialize debug stacks + debug_stacks_init(); + + DSTACK(__FUNCTION_NAME); + + // Init material properties table + //initializeMaterialProperties(); // Debug handler BEGIN_DEBUG_EXCEPTION_HANDLER @@ -1628,19 +1191,10 @@ int main(int argc, char *argv[]) // Initialize default settings set_default_settings(); - // 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"); - // Initialize sockets sockets_init(); atexit(sockets_cleanup); - /* - Initialization - */ - /* Read config file */ @@ -1713,18 +1267,20 @@ int main(int argc, char *argv[]) return 0;*/ /* - Some parameters + Game parameters */ // Port u16 port = 30000; if(cmd_args.exists("port")) port = cmd_args.getU16("port"); - else if(cmd_args.exists("port")) + else if(g_settings.exists("port")) port = g_settings.getU16("port"); + if(port == 0) + port = 30000; // Map directory - std::string map_dir = porting::path_userdata+"/map"; + std::string map_dir = porting::path_userdata+"/world"; if(cmd_args.exists("map-dir")) map_dir = cmd_args.get("map-dir"); else if(g_settings.exists("map-dir")) @@ -1735,6 +1291,9 @@ int main(int argc, char *argv[]) { DSTACK("Dedicated server branch"); + // Create time getter + g_timegetter = new SimpleTimeGetter(); + // Create server Server server(map_dir.c_str()); server.start(port); @@ -1745,6 +1304,7 @@ int main(int argc, char *argv[]) return 0; } + /* More parameters */ @@ -1763,6 +1323,10 @@ int main(int argc, char *argv[]) std::string playername = g_settings.get("name"); + /* + Device initialization + */ + // Resolution selection bool fullscreen = false; @@ -1794,7 +1358,9 @@ int main(int argc, char *argv[]) driverType = video::EDT_OPENGL; } - // create device and exit if creation failed + /* + Create device and exit if creation failed + */ MyEventReceiver receiver; @@ -1806,10 +1372,17 @@ int main(int argc, char *argv[]) if (device == 0) return 1; // could not create selected driver. - g_device = device; - g_irrlicht = new IrrlichtWrapper(device); - TextureSource *texturesource = new TextureSource(device); - g_texturesource = texturesource; + // Set device in game parameters + device = device; + + // Create time getter + g_timegetter = new IrrlichtTimeGetter(device); + + // Create game callback for menus + g_gamecallback = new MainGameCallback(device); + + // Create texture source + g_texturesource = new TextureSource(device); /* Speed tests (done after irrlicht is loaded to get timer) @@ -1825,16 +1398,17 @@ int main(int argc, char *argv[]) bool random_input = g_settings.getBool("random_input") || cmd_args.getFlag("random-input"); + InputHandler *input = NULL; if(random_input) - g_input = new RandomInputHandler(); + input = new RandomInputHandler(); else - g_input = new RealInputHandler(device, &receiver); + input = new RealInputHandler(device, &receiver); /* Continue initialization */ - video::IVideoDriver* driver = device->getVideoDriver(); + //video::IVideoDriver* driver = device->getVideoDriver(); /* This changes the minimum allowed number of vertices in a VBO. @@ -1846,7 +1420,7 @@ int main(int argc, char *argv[]) guienv = device->getGUIEnvironment(); gui::IGUISkin* skin = guienv->getSkin(); - gui::IGUIFont* font = guienv->getFont(porting::getDataPath("fontlucida.png").c_str()); + gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str()); if(font) skin->setFont(font); else @@ -1855,7 +1429,7 @@ int main(int argc, char *argv[]) // If font was not found, this will get us one font = skin->getFont(); assert(font); - + u32 text_height = font->getDimension(L"Hello, world!").Height; dstream<<"text_height="<addStaticText(L"", - core::rect(0, 0, 10000, 10000)); - - // First line of debug text - gui::IGUIStaticText *guitext = guienv->addStaticText( - L"", - core::rect(5, 5, 795, 5+text_height), - false, false); - // Second line of debug text - gui::IGUIStaticText *guitext2 = guienv->addStaticText( - L"", - core::rect(5, 5+(text_height+5)*1, 795, (5+text_height)*2), - false, false); - - // At the middle of the screen - // Object infos are shown in this - gui::IGUIStaticText *guitext_info = guienv->addStaticText( - L"", - core::rect(0,0,400,text_height+5) + v2s32(100,200), - false, false); - - // Chat text - gui::IGUIStaticText *guitext_chat = guienv->addStaticText( - L"", - core::rect(0,0,0,0), - false, false); // Disable word wrap as of now - //false, true); - //guitext_chat->setBackgroundColor(video::SColor(96,0,0,0)); - core::list chat_lines; - /* If an error occurs, this is set to something and the menu-game loop is restarted. It is then displayed before the menu. */ std::wstring error_message = L""; - + + // The password entered during the menu screen, + std::string password; + /* Menu-game loop */ - while(g_device->run() && kill == false) - { - - // This is used for catching disconnects - try + while(device->run() && kill == false) { - - /* - Out-of-game menu loop. - Loop quits when menu returns proper parameters. - */ - while(kill == 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; - menudata.address = narrow_to_wide(address); - menudata.name = narrow_to_wide(playername); - menudata.port = narrow_to_wide(itos(port)); - menudata.creative_mode = g_settings.getBool("creative_mode"); - - GUIMainMenu *menu = - new GUIMainMenu(guienv, guiroot, -1, - &g_menumgr, &menudata, &g_gamecallback); - menu->allowFocusRemoval(true); - - if(error_message != L"") + // This is used for catching disconnects + try { - GUIMessageMenu *menu2 = - new GUIMessageMenu(guienv, guiroot, -1, - &g_menumgr, error_message.c_str()); - menu2->drop(); - error_message = L""; - } - - video::IVideoDriver* driver = g_device->getVideoDriver(); - - dstream<<"Created main menu"<run() && kill == false) - { - // Run global IrrlichtWrapper's main thread processing stuff - g_irrlicht->Run(); + /* + Clear everything from the GUIEnvironment + */ + guienv->clear(); - if(menu->getStatus() == true) - break; + /* + We need some kind of a root node to be able to add + custom gui elements directly on the screen. + Otherwise they won't be automatically drawn. + */ + guiroot = guienv->addStaticText(L"", + core::rect(0, 0, 10000, 10000)); + + /* + Out-of-game menu loop. - //driver->beginScene(true, true, video::SColor(255,0,0,0)); - driver->beginScene(true, true, video::SColor(255,128,128,128)); - guienv->drawAll(); - driver->endScene(); - } - - // Break out of menu-game loop to shut down cleanly - if(g_device->run() == false || kill == true) - break; - - dstream<<"Dropping main menu"<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; + menudata.address = narrow_to_wide(address); + menudata.name = narrow_to_wide(playername); + menudata.port = narrow_to_wide(itos(port)); + menudata.fancy_trees = g_settings.getBool("new_style_leaves"); + menudata.smooth_lighting = g_settings.getBool("smooth_lighting"); + 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"") + { + dstream<<"WARNING: error_message = " + <drop(); + error_message = L""; + } - menu->drop(); - - // Delete map if requested - if(menudata.delete_map) - { - bool r = fs::RecursiveDeleteContent(map_dir); - if(r == false) - error_message = L"Delete failed"; - continue; - } + video::IVideoDriver* driver = device->getVideoDriver(); + + dstream<<"Created main menu"<run() == false) - break; + while(device->run() && kill == false) + { + if(menu->getStatus() == true) + break; - /* - Make a scope here so that the client and the server and other - stuff gets removed when disconnected or the irrlicht device - is removed. - */ - { + //driver->beginScene(true, true, video::SColor(255,0,0,0)); + driver->beginScene(true, true, video::SColor(255,128,128,128)); - // This is set to true at the end of the scope - g_irrlicht->Shutdown(false); + drawMenuBackground(driver); - /* - Draw "Loading" screen - */ - const wchar_t *text = L"Loading and connecting..."; - core::vector2d center(screenW/2, screenH/2); - core::vector2d textsize(300, text_height); - core::rect textrect(center - textsize/2, center + textsize/2); + guienv->drawAll(); + + driver->endScene(); + + // On some computers framerate doesn't seem to be + // automatically limited + sleep_ms(25); + } + + // Break out of menu-game loop to shut down cleanly + if(device->run() == false || kill == true) + break; + + dstream<<"Dropping main menu"<addStaticText( - text, textrect, false, false); - gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT); + menu->drop(); + + // Delete map if requested + if(menudata.delete_map) + { + bool r = fs::RecursiveDeleteContent(map_dir); + if(r == false) + error_message = L"Delete failed"; + continue; + } - driver->beginScene(true, true, video::SColor(255,0,0,0)); - guienv->drawAll(); - driver->endScene(); + playername = wide_to_narrow(menudata.name); - std::cout< server; - if(address == ""){ - server = new Server(map_dir); - server->start(port); - } - - /* - Create client - */ + password = translatePassword(playername, menudata.password); + + address = wide_to_narrow(menudata.address); + int newport = stoi(wide_to_narrow(menudata.port)); + if(newport != 0) + port = newport; + g_settings.set("new_style_leaves", itos(menudata.fancy_trees)); + g_settings.set("smooth_lighting", itos(menudata.smooth_lighting)); + g_settings.set("creative_mode", itos(menudata.creative_mode)); + g_settings.set("enable_damage", itos(menudata.enable_damage)); + + // 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 == "") + { + error_message = L"Name required."; + continue; + } + // Check that name has only valid chars + if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false) + { + error_message = L"Characters allowed: " + +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS); + continue; + }*/ - Client client(device, playername.c_str(), draw_control); + // 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()); - g_client = &client; - - Address connect_address(0,0,0,0, port); - try{ - if(address == "") - //connect_address.Resolve("localhost"); - connect_address.setAddress(127,0,0,1); - else - connect_address.Resolve(address.c_str()); - } - catch(ResolveError &e) - { - std::cout<remove(); - continue; - } - - dstream<beginScene(true, true, video::SColor(255,0,0,0)); - guienv->drawAll(); - driver->endScene(); - - // Update client and server - - client.step(0.1); - - if(server != NULL) - server->step(0.1); - - // Delay a bit - sleep_ms(100); - } - } - catch(con::PeerNotFoundException &e) - { - std::cout<remove(); - continue; - } - - /* - Create skybox - */ - /*scene::ISceneNode* skybox; - skybox = smgr->addSkyBoxSceneNode( - driver->getTexture(porting::getDataPath("skybox2.png").c_str()), - driver->getTexture(porting::getDataPath("skybox3.png").c_str()), - driver->getTexture(porting::getDataPath("skybox1.png").c_str()), - driver->getTexture(porting::getDataPath("skybox1.png").c_str()), - driver->getTexture(porting::getDataPath("skybox1.png").c_str()), - driver->getTexture(porting::getDataPath("skybox1.png").c_str()));*/ - - /* - Create the camera node - */ - - scene::ICameraSceneNode* camera = smgr->addCameraSceneNode( - 0, // Camera parent - v3f(BS*100, BS*2, BS*100), // Look from - v3f(BS*100+1, BS*2, BS*100), // Look to - -1 // Camera ID - ); - - if(camera == NULL) - return 1; - - //video::SColor skycolor = video::SColor(255,90,140,200); - //video::SColor skycolor = video::SColor(255,166,202,244); - video::SColor skycolor = video::SColor(255,120,185,244); - - camera->setFOV(FOV_ANGLE); - - // Just so big a value that everything rendered is visible - camera->setFarValue(100000*BS); - - /* - Lighting test code. Doesn't quite work this way. - The CPU-computed lighting is good. - */ - - /* - smgr->addLightSceneNode(NULL, - v3f(0, BS*1000000, 0), - video::SColorf(0.3,0.3,0.3), - BS*10000000); - - smgr->setAmbientLight(video::SColorf(0.0, 0.0, 0.0)); - - scene::ILightSceneNode *light = smgr->addLightSceneNode(camera, - v3f(0, 0, 0), video::SColorf(0.5,0.5,0.5), BS*4); - */ - - f32 camera_yaw = 0; // "right/left" - f32 camera_pitch = 0; // "up/down" - - /* - Move into game - */ - - gui_loadingtext->remove(); - - /* - Add some gui stuff - */ - - /*GUIQuickInventory *quick_inventory = new GUIQuickInventory - (guienv, NULL, v2s32(10, 70), 5, &local_inventory);*/ - /*GUIQuickInventory *quick_inventory = new GUIQuickInventory - (guienv, NULL, v2s32(0, 0), quickinv_itemcount, &local_inventory);*/ - - // Test the text input system - /*(new GUITextInputMenu(guienv, guiroot, -1, &g_menumgr, - NULL))->drop();*/ - /*GUIMessageMenu *menu = - new GUIMessageMenu(guienv, guiroot, -1, - &g_menumgr, - L"Asd"); - menu->drop();*/ - - // Launch pause menu - (new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback, - &g_menumgr))->drop(); - - // Enable texts - guitext2->setVisible(true); - guitext_info->setVisible(true); - guitext_chat->setVisible(true); - - //s32 guitext_chat_pad_bottom = 70; - - v2u32 screensize(0,0); - v2u32 last_screensize(0,0); - - /* - Some statistics are collected in these - */ - u32 drawtime = 0; - u32 beginscenetime = 0; - u32 scenetime = 0; - u32 endscenetime = 0; - - // A test - //throw con::PeerNotFoundException("lol"); - - core::list frametime_log; - - /* - Main loop - */ - - bool first_loop_after_window_activation = true; - - // Time is in milliseconds - // NOTE: getRealTime() causes strange problems in wine (imprecision?) - // NOTE: So we have to use getTime() and call run()s between them - u32 lasttime = device->getTimer()->getTime(); - - while(device->run() && kill == false) - { - if(g_disconnect_requested) - { - g_disconnect_requested = false; - break; - } - - /* - Run global IrrlichtWrapper's main thread processing stuff - */ - g_irrlicht->Run(); - - /* - Process TextureSource's queue - */ - texturesource->processQueue(); - - /* - Random calculations - */ - last_screensize = screensize; - screensize = driver->getScreenSize(); - v2s32 displaycenter(screensize.X/2,screensize.Y/2); - //bool screensize_changed = screensize != last_screensize; - - // Hilight boxes collected during the loop and displayed - core::list< core::aabbox3d > hilightboxes; - - // Info text - std::wstring infotext; - - // When screen size changes, update positions and sizes of stuff - /*if(screensize_changed) - { - v2s32 pos(displaycenter.X-((quickinv_itemcount-1)*quickinv_spacing+quickinv_size)/2, screensize.Y-quickinv_spacing); - quick_inventory->updatePosition(pos); - }*/ - - //TimeTaker //timer1("//timer1"); - - // 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; - } - - //std::cout<<"busytime_u32="<getTimer()->getTime() - device->run(); - - /* - Viewing range - */ - - updateViewingRange(busytime, &client); - - /* - FPS limiter - */ - - { - float fps_max = g_settings.getFloat("fps_max"); - u32 frametime_min = 1000./fps_max; - - if(busytime_u32 < frametime_min) - { - u32 sleeptime = frametime_min - busytime_u32; - device->sleep(sleeptime); - } - } - - // Necessary for device->getTimer()->getTime() - device->run(); - - /* - Time difference calculation - */ - f32 dtime; // in seconds - - u32 time = device->getTimer()->getTime(); - if(time > lasttime) - dtime = (time - lasttime) / 1000.0; - else - dtime = 0; - lasttime = time; - - /* - Log frametime for visualization - */ - frametime_log.push_back(dtime); - if(frametime_log.size() > 100) - { - core::list::Iterator i = frametime_log.begin(); - frametime_log.erase(i); - } - - /* - Visualize frametime in terminal - */ - /*for(u32 i=0; i jitter1_max) - jitter1_max = dtime_jitter1; - counter += dtime; - if(counter > 0.0) - { - counter -= 3.0; - dtime_jitter1_max_sample = jitter1_max; - dtime_jitter1_max_fraction - = dtime_jitter1_max_sample / (dtime_avg1+0.001); - jitter1_max = 0.0; - } - } - - /* - Busytime average and jitter calculation - */ - - static f32 busytime_avg1 = 0.0; - busytime_avg1 = busytime_avg1 * 0.98 + busytime * 0.02; - f32 busytime_jitter1 = busytime - busytime_avg1; - - static f32 busytime_jitter1_max_sample = 0.0; - static f32 busytime_jitter1_min_sample = 0.0; - { - static f32 jitter1_max = 0.0; - static f32 jitter1_min = 0.0; - static f32 counter = 0.0; - if(busytime_jitter1 > jitter1_max) - jitter1_max = busytime_jitter1; - if(busytime_jitter1 < jitter1_min) - jitter1_min = busytime_jitter1; - counter += dtime; - if(counter > 0.0){ - counter -= 3.0; - busytime_jitter1_max_sample = jitter1_max; - busytime_jitter1_min_sample = jitter1_min; - jitter1_max = 0.0; - jitter1_min = 0.0; - } - } - - /* - Debug info for client - */ - { - static float counter = 0.0; - counter -= dtime; - if(counter < 0) - { - counter = 30.0; - client.printDebugInfo(std::cout); - } - } - - /* - Input handler step() - */ - g_input->step(dtime); - - /* - Misc. stuff - */ - - /* - Player speed control - */ - - { - /*bool a_up, - bool a_down, - bool a_left, - bool a_right, - bool a_jump, - bool a_superspeed, - bool a_sneak, - float a_pitch, - float a_yaw*/ - PlayerControl control( - g_input->isKeyDown(irr::KEY_KEY_W), - g_input->isKeyDown(irr::KEY_KEY_S), - g_input->isKeyDown(irr::KEY_KEY_A), - g_input->isKeyDown(irr::KEY_KEY_D), - g_input->isKeyDown(irr::KEY_SPACE), - g_input->isKeyDown(irr::KEY_KEY_E), - g_input->isKeyDown(irr::KEY_LSHIFT) - || g_input->isKeyDown(irr::KEY_RSHIFT), - camera_pitch, - camera_yaw - ); - client.setPlayerControl(control); - } - - /* - Process environment - */ - - { - //TimeTaker timer("client.step(dtime)"); - client.step(dtime); - //client.step(dtime_avg1); - } - - if(server != NULL) - { - //TimeTaker timer("server->step(dtime)"); - server->step(dtime); - } - - v3f player_position = client.getPlayerPosition(); - - //TimeTaker //timer2("//timer2"); - - /* - Mouse and camera control - */ - - if((device->isWindowActive() && noMenuActive()) || random_input) - { - if(!random_input) - device->getCursorControl()->setVisible(false); - - if(first_loop_after_window_activation){ - //std::cout<<"window active, first loop"<getMousePos().X - displaycenter.X; - s32 dy = g_input->getMousePos().Y - displaycenter.Y; - //std::cout<<"window active, pos difference "< 89.5) camera_pitch = 89.5; - } - g_input->setMousePos(displaycenter.X, displaycenter.Y); - } - else{ - device->getCursorControl()->setVisible(true); - - //std::cout<<"window inactive"<setPosition(camera_position); - // *100.0 helps in large map coordinates - camera->setTarget(camera_position + camera_direction * 100.0); - - if(FIELD_OF_VIEW_TEST){ - client.updateCamera(v3f(0,0,0), v3f(0,0,1)); - } - else{ - //TimeTaker timer("client.updateCamera"); - client.updateCamera(camera_position, camera_direction); - } - - //timer2.stop(); - //TimeTaker //timer3("//timer3"); - - /* - Calculate what block is the crosshair pointing to - */ - - //u32 t1 = device->getTimer()->getRealTime(); - - //f32 d = 4; // max. distance - f32 d = 4; // max. distance - core::line3d shootline(camera_position, - camera_position + camera_direction * BS * (d+1)); - - MapBlockObject *selected_object = client.getSelectedObject - (d*BS, camera_position, shootline); - - /* - If it's pointing to a MapBlockObject - */ - - if(selected_object != NULL) - { - //dstream<<"Client returned selected_object != NULL"< box_on_map - = selected_object->getSelectionBoxOnMap(); - - hilightboxes.push_back(box_on_map); - - infotext = narrow_to_wide(selected_object->infoText()); - - if(g_input->getLeftClicked()) - { - std::cout<getBlock()->getPos(), - selected_object->getId(), g_selected_item); - } - else if(g_input->getRightClicked()) - { - std::cout<getTypeId() == MAPBLOCKOBJECT_TYPE_SIGN) - { - dstream<<"Sign object right-clicked"<getBlock()->getPos(), - selected_object->getId(), - &client); - - SignObject *sign_object = (SignObject*)selected_object; - - std::wstring wtext = - narrow_to_wide(sign_object->getText()); - - (new GUITextInputMenu(guienv, guiroot, -1, - &g_menumgr, dest, - wtext))->drop(); - } - } - /* - Otherwise pass the event to the server as-is - */ - else - { - client.clickObject(1, selected_object->getBlock()->getPos(), - selected_object->getId(), g_selected_item); - } - } - } - else // selected_object == NULL - { - - /* - Find out which node we are pointing at - */ - - bool nodefound = false; - v3s16 nodepos; - v3s16 neighbourpos; - core::aabbox3d nodehilightbox; - f32 mindistance = BS * 1001; - - v3s16 pos_i = floatToInt(player_position, BS); - - /*std::cout<<"pos_i=("<0 ? a : 1); - s16 zend = pos_i.Z + (camera_direction.Z>0 ? a : 1); - s16 xend = pos_i.X + (camera_direction.X>0 ? a : 1); - - for(s16 y = ystart; y <= yend; y++) - for(s16 z = zstart; z <= zend; z++) - for(s16 x = xstart; x <= xend; x++) - { - MapNode n; - try - { - n = client.getNode(v3s16(x,y,z)); - if(content_pointable(n.d) == false) - continue; - } - catch(InvalidPositionException &e) - { - continue; - } - - v3s16 np(x,y,z); - v3f npf = intToFloat(np, BS); - - f32 d = 0.01; - - v3s16 dirs[6] = { - v3s16(0,0,1), // back - v3s16(0,1,0), // top - v3s16(1,0,0), // right - v3s16(0,0,-1), // front - v3s16(0,-1,0), // bottom - v3s16(-1,0,0), // left - }; - - /* - Meta-objects - */ - if(n.d == CONTENT_TORCH) - { - v3s16 dir = unpackDir(n.dir); - v3f dir_f = v3f(dir.X, dir.Y, dir.Z); - dir_f *= BS/2 - BS/6 - BS/20; - v3f cpf = npf + dir_f; - f32 distance = (cpf - camera_position).getLength(); - - core::aabbox3d box; - - // bottom - if(dir == v3s16(0,-1,0)) - { - box = core::aabbox3d( - npf - v3f(BS/6, BS/2, BS/6), - npf + v3f(BS/6, -BS/2+BS/3*2, BS/6) - ); - } - // top - else if(dir == v3s16(0,1,0)) - { - box = core::aabbox3d( - npf - v3f(BS/6, -BS/2+BS/3*2, BS/6), - npf + v3f(BS/6, BS/2, BS/6) - ); - } - // side - else - { - box = core::aabbox3d( - cpf - v3f(BS/6, BS/3, BS/6), - cpf + v3f(BS/6, BS/3, BS/6) - ); - } - - if(distance < mindistance) - { - if(box.intersectsWithLine(shootline)) - { - nodefound = true; - nodepos = np; - neighbourpos = np; - mindistance = distance; - nodehilightbox = box; - } - } - } - else if(n.d == CONTENT_SIGN_WALL) - { - v3s16 dir = unpackDir(n.dir); - v3f dir_f = v3f(dir.X, dir.Y, dir.Z); - dir_f *= BS/2 - BS/6 - BS/20; - v3f cpf = npf + dir_f; - f32 distance = (cpf - camera_position).getLength(); - - v3f vertices[4] = - { - v3f(BS*0.42,-BS*0.35,-BS*0.4), - v3f(BS*0.49, BS*0.35, BS*0.4), - }; - - for(s32 i=0; i<2; i++) - { - if(dir == v3s16(1,0,0)) - vertices[i].rotateXZBy(0); - if(dir == v3s16(-1,0,0)) - vertices[i].rotateXZBy(180); - if(dir == v3s16(0,0,1)) - vertices[i].rotateXZBy(90); - if(dir == v3s16(0,0,-1)) - vertices[i].rotateXZBy(-90); - if(dir == v3s16(0,-1,0)) - vertices[i].rotateXYBy(-90); - if(dir == v3s16(0,1,0)) - vertices[i].rotateXYBy(90); - - vertices[i] += npf; - } - - core::aabbox3d box; - - box = core::aabbox3d(vertices[0]); - box.addInternalPoint(vertices[1]); - - if(distance < mindistance) - { - if(box.intersectsWithLine(shootline)) - { - nodefound = true; - nodepos = np; - neighbourpos = np; - mindistance = distance; - nodehilightbox = box; - } - } + // Continue to game + break; } - /* - Regular blocks - */ - else - { - for(u16 i=0; i<6; i++) - { - v3f dir_f = v3f(dirs[i].X, - dirs[i].Y, dirs[i].Z); - v3f centerpoint = npf + dir_f * BS/2; - f32 distance = - (centerpoint - camera_position).getLength(); - - if(distance < mindistance) - { - core::CMatrix4 m; - m.buildRotateFromTo(v3f(0,0,1), dir_f); - - // This is the back face - v3f corners[2] = { - v3f(BS/2, BS/2, BS/2), - v3f(-BS/2, -BS/2, BS/2+d) - }; - - for(u16 j=0; j<2; j++) - { - m.rotateVect(corners[j]); - corners[j] += npf; - } - - core::aabbox3d facebox(corners[0]); - facebox.addInternalPoint(corners[1]); - - if(facebox.intersectsWithLine(shootline)) - { - nodefound = true; - nodepos = np; - neighbourpos = np + dirs[i]; - mindistance = distance; - - //nodehilightbox = facebox; - - const float d = 0.502; - core::aabbox3d nodebox - (-BS*d, -BS*d, -BS*d, BS*d, BS*d, BS*d); - v3f nodepos_f = intToFloat(nodepos, BS); - nodebox.MinEdge += nodepos_f; - nodebox.MaxEdge += nodepos_f; - nodehilightbox = nodebox; - } - } // if distance < mindistance - } // for dirs - } // regular block - } // for coords - - static float nodig_delay_counter = 0.0; - - if(nodefound) - { - static v3s16 nodepos_old(-32768,-32768,-32768); - - static float dig_time = 0.0; - static u16 dig_index = 0; - /* - Visualize selection - */ - - hilightboxes.push_back(nodehilightbox); - - /* - Check information text of node - */ - - NodeMetadata *meta = client.getNodeMetadata(nodepos); - if(meta) - { - infotext = narrow_to_wide(meta->infoText()); - } + // Break out of menu-game loop to shut down cleanly + if(device->run() == false) + break; - //MapNode node = client.getNode(nodepos); + // Initialize mapnode again to enable changed graphics settings + init_mapnode(); /* - Handle digging + Run game */ - - if(g_input->getLeftReleased()) - { - client.clearTempMod(nodepos); - dig_time = 0.0; - } - - if(nodig_delay_counter > 0.0) - { - nodig_delay_counter -= dtime; - } - else - { - if(nodepos != nodepos_old) - { - std::cout<getLeftClicked() || - (g_input->getLeftState() && nodepos != nodepos_old)) - { - dstream<getLeftClicked()) - { - client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, 0)); - } - if(g_input->getLeftState()) - { - MapNode n = client.getNode(nodepos); - - // Get tool name. Default is "" = bare hands - std::string toolname = ""; - InventoryList *mlist = local_inventory.getList("main"); - if(mlist != NULL) - { - InventoryItem *item = mlist->getItem(g_selected_item); - if(item && (std::string)item->getName() == "ToolItem") - { - ToolItem *titem = (ToolItem*)item; - toolname = titem->getToolName(); - } - } - - // Get digging properties for material and tool - u8 material = n.d; - DiggingProperties prop = - getDiggingProperties(material, toolname); - - float dig_time_complete = 0.0; - - if(prop.diggable == false) - { - /*dstream<<"Material "<<(int)material - <<" not diggable with \"" - <= 0.001) - { - dig_index = (u16)((float)CRACK_ANIMATION_LENGTH - * dig_time/dig_time_complete); - } - // This is for torches - else - { - dig_index = CRACK_ANIMATION_LENGTH; - } - - if(dig_index < CRACK_ANIMATION_LENGTH) - { - //TimeTaker timer("client.setTempMod"); - //dstream<<"dig_index="< 0.5) - { - nodig_delay_counter = 0.5; - } - // We want a slight delay to very little - // time consuming nodes - float mindelay = 0.15; - if(nodig_delay_counter < mindelay) - { - nodig_delay_counter = mindelay; - } - } - - dig_time += dtime; - } - } - - if(g_input->getRightClicked()) - { - std::cout<typeId() == CONTENT_SIGN_WALL && !random_input) - { - dstream<<"Sign node right-clicked"<getText()); - - (new GUITextInputMenu(guienv, guiroot, -1, - &g_menumgr, dest, - wtext))->drop(); - } - else if(meta && meta->typeId() == CONTENT_CHEST && !random_input) - { - dstream<<"Chest node right-clicked"<getInventoryContext(), - g_client); - - core::array draw_spec; - - draw_spec.push_back(GUIInventoryMenu::DrawSpec( - "list", chest_inv_id, "0", - v2s32(0, 0), v2s32(8, 4))); - draw_spec.push_back(GUIInventoryMenu::DrawSpec( - "list", "current_player", "main", - v2s32(0, 5), v2s32(8, 4))); - - menu->setDrawSpec(draw_spec); - - menu->drop(); - - } - else if(meta && meta->typeId() == CONTENT_FURNACE && !random_input) - { - dstream<<"Furnace node right-clicked"<drop(); - - } - else - { - client.groundAction(1, nodepos, neighbourpos, g_selected_item); - } - } - - nodepos_old = nodepos; - } - else{ - } - - } // selected_object == NULL - - g_input->resetLeftClicked(); - g_input->resetRightClicked(); - - if(g_input->getLeftReleased()) - { - std::cout<getRightReleased()) - { - //std::cout<resetLeftReleased(); - g_input->resetRightReleased(); - - /* - Calculate stuff for drawing - */ - - camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y); - - u32 daynight_ratio = client.getDayNightRatio(); - u8 l = decode_light((daynight_ratio * LIGHT_SUN) / 1000); - video::SColor bgcolor = video::SColor( - 255, - skycolor.getRed() * l / 255, - skycolor.getGreen() * l / 255, - skycolor.getBlue() * l / 255); - - /* - Fog - */ - - if(g_settings.getBool("enable_fog") == true) - { - //f32 range = draw_control.wanted_range * BS + MAP_BLOCKSIZE/2*BS; - f32 range = draw_control.wanted_range * BS + 0.8*MAP_BLOCKSIZE*BS; - //f32 range = draw_control.wanted_range * BS + 0.0*MAP_BLOCKSIZE*BS; - if(draw_control.range_all) - range = 100000*BS; - - driver->setFog( - bgcolor, - video::EFT_FOG_LINEAR, - range*0.4, - range*1.0, - 0.01, - false, // pixel fog - false // range fog - ); - } - else - { - driver->setFog( - bgcolor, - video::EFT_FOG_LINEAR, - 100000*BS, - 110000*BS, - 0.01, - false, // pixel fog - false // range fog - ); - } - - - /* - Update gui stuff (0ms) - */ - - //TimeTaker guiupdatetimer("Gui updating"); - - { - static float drawtime_avg = 0; - drawtime_avg = drawtime_avg * 0.95 + (float)drawtime*0.05; - static float beginscenetime_avg = 0; - beginscenetime_avg = beginscenetime_avg * 0.95 + (float)beginscenetime*0.05; - static float scenetime_avg = 0; - scenetime_avg = scenetime_avg * 0.95 + (float)scenetime*0.05; - static float endscenetime_avg = 0; - endscenetime_avg = endscenetime_avg * 0.95 + (float)endscenetime*0.05; - - char temptext[300]; - snprintf(temptext, 300, "Minetest-c55 (" - "F: item=%i" - ", R: range_all=%i" - ")" - " drawtime=%.0f, beginscenetime=%.0f" - ", scenetime=%.0f, endscenetime=%.0f", - g_selected_item, - draw_control.range_all, - drawtime_avg, - beginscenetime_avg, - scenetime_avg, - endscenetime_avg - ); - - guitext->setText(narrow_to_wide(temptext).c_str()); - } - - { - char temptext[300]; - snprintf(temptext, 300, - "(% .1f, % .1f, % .1f)" - " (% .3f < btime_jitter < % .3f" - ", dtime_jitter = % .1f %%" - ", v_range = %.1f)", - player_position.X/BS, - player_position.Y/BS, - player_position.Z/BS, - busytime_jitter1_min_sample, - busytime_jitter1_max_sample, - dtime_jitter1_max_fraction * 100.0, - draw_control.wanted_range - ); - - guitext2->setText(narrow_to_wide(temptext).c_str()); - } - - { - guitext_info->setText(infotext.c_str()); - } - - /* - Get chat messages from client - */ - { - // Get new messages - std::wstring message; - while(client.getChatMessage(message)) - { - chat_lines.push_back(ChatLine(message)); - /*if(chat_lines.size() > 6) - { - core::list::Iterator - i = chat_lines.begin(); - chat_lines.erase(i); - }*/ - } - // Append them to form the whole static text and throw - // it to the gui element - std::wstring whole; - // This will correspond to the line number counted from - // top to bottom, from size-1 to 0 - s16 line_number = chat_lines.size(); - // Count of messages to be removed from the top - u16 to_be_removed_count = 0; - for(core::list::Iterator - i = chat_lines.begin(); - i != chat_lines.end(); i++) - { - // After this, line number is valid for this loop - line_number--; - // Increment age - (*i).age += dtime; - /* - This results in a maximum age of 60*6 to the - lowermost line and a maximum of 6 lines - */ - float allowed_age = (6-line_number) * 60.0; - - if((*i).age > allowed_age) - { - to_be_removed_count++; - continue; - } - whole += (*i).text + L'\n'; - } - for(u16 i=0; i::Iterator - it = chat_lines.begin(); - chat_lines.erase(it); - } - guitext_chat->setText(whole.c_str()); - - // Update gui element size and position - - /*core::rect rect( - 10, - screensize.Y - guitext_chat_pad_bottom - - text_height*chat_lines.size(), - screensize.X - 10, - screensize.Y - guitext_chat_pad_bottom - );*/ - core::rect rect( - 10, - 50, - screensize.X - 10, - 50 + text_height*chat_lines.size() - ); - - guitext_chat->setRelativePosition(rect); - - if(chat_lines.size() == 0) - guitext_chat->setVisible(false); - else - guitext_chat->setVisible(true); - } - - /* - Inventory - */ - - static u16 old_selected_item = 65535; - if(client.getLocalInventoryUpdated() - || g_selected_item != old_selected_item) - { - old_selected_item = g_selected_item; - //std::cout<<"Updating local inventory"<beginScene(true, true, bgcolor); - //driver->beginScene(false, true, bgcolor); - beginscenetime = timer.stop(true); - } - - //timer3.stop(); - - //std::cout<drawAll()"<drawAll(); - scenetime = timer.stop(true); - } - - { - //TimeTaker timer9("auxiliary drawings"); - // 0ms - - //timer9.stop(); - //TimeTaker //timer10("//timer10"); - - video::SMaterial m; - //m.Thickness = 10; - m.Thickness = 3; - m.Lighting = false; - driver->setMaterial(m); - - driver->setTransform(video::ETS_WORLD, core::IdentityMatrix); - - for(core::list< core::aabbox3d >::Iterator i=hilightboxes.begin(); - i != hilightboxes.end(); i++) - { - /*std::cout<<"hilightbox min=" - <<"("<MinEdge.X<<","<MinEdge.Y<<","<MinEdge.Z<<")" - <<" max=" - <<"("<MaxEdge.X<<","<MaxEdge.Y<<","<MaxEdge.Z<<")" - <draw3DBox(*i, video::SColor(255,0,0,0)); - } - - /* - Frametime log - */ - if(g_settings.getBool("frametime_graph") == true) - { - s32 x = 10; - for(core::list::Iterator - i = frametime_log.begin(); - i != frametime_log.end(); - i++) - { - driver->draw2DLine(v2s32(x,50), - v2s32(x,50+(*i)*1000), - video::SColor(255,255,255,255)); - x++; - } - } -#if 0 - /* - Draw map plot - */ - if(g_show_map_plot && g_map_plot_texture) - { - core::dimension2d drawdim(640,480); - core::rect dest(v2s32(0,0), drawdim); - dest += v2s32( - (screensize.X-drawdim.Width)/2, - (screensize.Y-drawdim.Height)/2 + the_game( + kill, + random_input, + input, + device, + font, + map_dir, + playername, + password, + address, + port, + error_message ); - core::rect source(v2s32(0,0), g_map_plot_texture->getSize()); - driver->draw2DImage(g_map_plot_texture, dest, source); - } -#endif - /* - Draw crosshair - */ - driver->draw2DLine(displaycenter - core::vector2d(10,0), - displaycenter + core::vector2d(10,0), - video::SColor(255,255,255,255)); - driver->draw2DLine(displaycenter - core::vector2d(0,10), - displaycenter + core::vector2d(0,10), - video::SColor(255,255,255,255)); - - } // timer - - //timer10.stop(); - //TimeTaker //timer11("//timer11"); - - /* - Draw gui - */ - // 0-1ms - guienv->drawAll(); - /* - Draw hotbar - */ + } //try + catch(con::PeerNotFoundException &e) { - draw_hotbar(driver, font, v2s32(displaycenter.X, screensize.Y), - hotbar_imagesize, hotbar_itemcount, &local_inventory); + dstream<endScene(); - endscenetime = timer.stop(true); + dstream< 4 * g_map_plot_texture_scale) - { - updateMapPlotTexture(v2f(p.X,p.Z), driver, &client); - old_player_pos = p; - } - g_refresh_map_plot = false; + std::string narrow_message = "Some exception, what()=\""; + narrow_message += e.what(); + narrow_message += "\""; + dstream<getFPS(); - u16 fps = (1.0/dtime_avg1); - - if (lastFPS != fps) - { - core::stringw str = L"Minetest ["; - str += driver->getName(); - str += "] FPS:"; - str += fps; - - device->setWindowCaption(str.c_str()); - lastFPS = fps; - } - - /*} - else - device->yield();*/ - } - - //delete quick_inventory; - - /* - Disable texture fetches and other stuff that is queued - to be processed by the main loop. - - This has to be done before client goes out of scope. - */ - g_irrlicht->Shutdown(true); - - } // client and server are deleted at this point - - } //try - catch(con::PeerNotFoundException &e) - { - dstream<drop(); - /* - Update configuration file - */ - /*if(configpath != "") - { - g_settings.updateConfigFile(configpath.c_str()); - }*/ - END_DEBUG_EXCEPTION_HANDLER debugstreams_deinit();