X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmain.cpp;h=f67d53475ad234fbc5105dc07a7bca343c471849;hb=b65a5aceb0d6552d8ba4878bed5326c614dd3046;hp=df5bca21ee24ba944d65f4b431b2216ba6bf916e;hpb=042834b09d8d2d814204244e3a64f5fb1cb7582c;p=dragonfireclient.git diff --git a/src/main.cpp b/src/main.cpp index df5bca21e..02cae0317 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,3468 +1,1707 @@ -/* -Minetest-c55 -Copyright (C) 2010 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 -the Free Software Foundation; either version 2 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. - -You should have received a copy of the GNU 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: 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) - -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: 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 - - 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: 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: 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. - -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 - -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: Calculate lighting per vertex to get a lighting effect like in - bartwe's game - -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? - -Documentation: --------------- - -Build system / running: ------------------------ - -Networking and serialization: ------------------------------ - -TODO: Get rid of GotSplitPacketException - -GUI: ----- - -TODO: Add gui option to remove map - -TODO: Configuration menu, at least for keys - -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 - - 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 - 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. - -Configuration: --------------- - -Client: -------- - -TODO: Untie client network operations from framerate - - Needs some input queues or something - -SUGG: Make morning and evening transition more smooth and maybe shorter - -SUGG: Don't update all meshes always on single node changes, but - check which ones should be updated - - implement Map::updateNodeMeshes() - -TODO: Remove IrrlichtWrapper - -Server: -------- - -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 - blocks? List the first saved block, maybe it explains. - - It is probably caused by oscillating water -* 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: If something is removed from craftresult with a right click, - it is only possible to get one item from it should give 4 - -Objects: --------- - -TODO: Get rid of MapBlockObjects - -Map: ----- - -TODO: Mineral and ground material properties - - This way mineral ground toughness can be calculated with just - some formula, as well as tool strengths - -TODO: Flowing water to actually contain flow direction information - -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 -* 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. - -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? - -Making it more portable: ------------------------- -* Some MSVC: std::sto* are defined without a namespace and collide - with the ones in utility.h - -====================================================================== - -*/ - -/* - 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. - - 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 - #pragma message ("Disabling unit tests") - #else - #warning "Disabling unit tests" - #endif - // Disable unit tests - #define ENABLE_TESTS 0 -#else - // Enable unit tests - #define ENABLE_TESTS 1 -#endif - -#ifdef _MSC_VER - #pragma comment(lib, "Irrlicht.lib") - //#pragma comment(lib, "jthread.lib") - #pragma comment(lib, "zlibwapi.lib") - #pragma comment(lib, "Shell32.lib") - // This would get rid of the console window - //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup") -#endif - -#include -#include -#include -#include -#include "main.h" -#include "common_irrlicht.h" -#include "debug.h" -#include "map.h" -#include "player.h" -#include "test.h" -//#include "environment.h" -#include "server.h" -#include "client.h" -//#include "serialization.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" - -// TODO: Remove this -IrrlichtWrapper *g_irrlicht = NULL; - -// This makes textures -ITextureSource *g_texturesource = NULL; - -MapDrawControl draw_control; - -/* - Settings. - These are loaded from the config file. -*/ - -Settings g_settings; - -extern void set_default_settings(); - -/* - 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 -*/ - -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() -{ - 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; - -u16 g_selected_item = 0; - -/*bool g_show_map_plot = false; -bool g_refresh_map_plot = false;*/ - -/* - Debug streams -*/ - -// Connection -std::ostream *dout_con_ptr = &dummyout; -std::ostream *derr_con_ptr = &dstream_no_stderr; -//std::ostream *dout_con_ptr = &dstream_no_stderr; -//std::ostream *derr_con_ptr = &dstream_no_stderr; -//std::ostream *dout_con_ptr = &dstream; -//std::ostream *derr_con_ptr = &dstream; - -// Server -std::ostream *dout_server_ptr = &dstream; -std::ostream *derr_server_ptr = &dstream; - -// Client -std::ostream *dout_client_ptr = &dstream; -std::ostream *derr_client_ptr = &dstream; - -/* - gettime.h implementation -*/ - -u32 getTimeMs() -{ - /* - 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 -*/ - -struct TextDestSign : public TextDest -{ - TextDestSign(v3s16 blockpos, s16 id, Client *client) - { - m_blockpos = blockpos; - m_id = id; - m_client = client; - } - void gotText(std::wstring text) - { - std::string ntext = wide_to_narrow(text); - dstream<<"Changing text of a sign object: " - <sendSignText(m_blockpos, m_id, ntext); - } - - v3s16 m_blockpos; - s16 m_id; - Client *m_client; -}; - -struct TextDestChat : public TextDest -{ - TextDestChat(Client *client) - { - m_client = client; - } - void gotText(std::wstring text) - { - // 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); - } - - Client *m_client; -}; - -struct TextDestSignNode : public TextDest -{ - 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); - } - - v3s16 m_p; - Client *m_client; -}; - -class MyEventReceiver : public IEventReceiver -{ -public: - // This is the one method that we have to implement - virtual bool OnEvent(const SEvent& event) - { - /* - React to nothing here if a menu is active - */ - if(noMenuActive() == false) - { - clearInput(); - return false; - } - - // Remember whether each key is down or up - if(event.EventType == irr::EET_KEY_INPUT_EVENT) - { - 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< 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))); - - GUIInventoryMenu *menu = - new GUIInventoryMenu(guienv, guiroot, -1, - &g_menumgr, v2s16(8,7), draw_spec, - g_client->getInventoryContext(), - g_client); - - 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<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."< map1; - tempf = -324; - const s16 ii=300; - for(s16 y=0; y=0; y--){ - for(s16 x=0; x allowed_options; - allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG)); - allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG, - "Run server directly")); - allowed_options.insert("config", ValueSpec(VALUETYPE_STRING, - "Load configuration from specified file")); - allowed_options.insert("port", ValueSpec(VALUETYPE_STRING)); - allowed_options.insert("address", ValueSpec(VALUETYPE_STRING)); - allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG)); - allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG)); - allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG)); - allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING)); -#ifdef _WIN32 - allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG)); -#endif - allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG)); - - Settings cmd_args; - - bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options); - - if(ret == false || cmd_args.getFlag("help")) - { - dstream<<"Allowed options:"<::Iterator - i = allowed_options.getIterator(); - i.atEnd() == false; i++) - { - dstream<<" --"<getKey(); - if(i.getNode()->getValue().type == VALUETYPE_FLAG) - { - } - else - { - dstream<<" "; - } - dstream<getValue().help != NULL) - { - dstream<<" "<getValue().help - < filenames; - filenames.push_back(porting::path_userdata + "/minetest.conf"); -#ifdef RUN_IN_PLACE - filenames.push_back(porting::path_userdata + "/../minetest.conf"); -#endif - - for(u32 i=0; i(screenW, screenH), - 16, fullscreen, false, false, &receiver); - - 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; - - /* - Speed tests (done after irrlicht is loaded to get timer) - */ - if(cmd_args.getFlag("speedtests")) - { - dstream<<"Running speed tests"<setResizable(true); - - bool random_input = g_settings.getBool("random_input") - || cmd_args.getFlag("random-input"); - if(random_input) - g_input = new RandomInputHandler(); - else - g_input = new RealInputHandler(device, &receiver); - - /* - Continue initialization - */ - - video::IVideoDriver* driver = device->getVideoDriver(); - - /* - This changes the minimum allowed number of vertices in a VBO. - Default is 500. - */ - //driver->setMinHardwareBufferVertexCount(50); - - scene::ISceneManager* smgr = device->getSceneManager(); - - guienv = device->getGUIEnvironment(); - gui::IGUISkin* skin = guienv->getSkin(); - gui::IGUIFont* font = guienv->getFont(porting::getDataPath("fontlucida.png").c_str()); - if(font) - skin->setFont(font); - else - dstream<<"WARNING: Font file was not found." - " Using default font."<getFont(); - assert(font); - - u32 text_height = font->getDimension(L"Hello, world!").Height; - dstream<<"text_height="<setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0)); - skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255)); - //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0)); - //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)); - - /* - Preload some textures and stuff - */ - - init_content_inventory_texture_paths(); - init_mapnode(); // Second call with g_texturesource set - init_mineral(); - - /* - GUI stuff - */ - - /* - 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)); - - // 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""; - - /* - Menu-game loop - */ - while(g_device->run() && kill == false) - { - - // This is used for catching disconnects - try - { - - /* - 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"") - { - 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(); - - 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)); - 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"<drop(); - - // Delete map if requested - if(menudata.delete_map) - { - bool r = fs::RecursiveDeleteContent(map_dir); - if(r == false) - error_message = L"Delete failed"; - continue; - } - - playername = wide_to_narrow(menudata.name); - address = wide_to_narrow(menudata.address); - port = stoi(wide_to_narrow(menudata.port)); - g_settings.set("creative_mode", itos(menudata.creative_mode)); - - // Check for valid parameters, restart menu if invalid. - if(playername == "") - { - error_message = L"Name required."; - 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(g_device->run() == false) - 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. - */ - { - - // This is set to true at the end of the scope - g_irrlicht->Shutdown(false); - - /* - 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); - - gui::IGUIStaticText *gui_loadingtext = guienv->addStaticText( - text, textrect, false, false); - gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT); - - driver->beginScene(true, true, video::SColor(255,0,0,0)); - guienv->drawAll(); - driver->endScene(); - - std::cout< server; - if(address == ""){ - server = new Server(map_dir); - server->start(port); - } - - /* - Create client - */ - - Client client(device, playername.c_str(), draw_control); - - 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; - } - } - } - /* - 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()); - } - - //MapNode node = client.getNode(nodepos); - - /* - Handle digging - */ - - 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"< draw_spec; - - std::string chest_inv_id; - chest_inv_id += "nodemeta:"; - chest_inv_id += itos(nodepos.X); - chest_inv_id += ","; - chest_inv_id += itos(nodepos.Y); - chest_inv_id += ","; - chest_inv_id += itos(nodepos.Z); - - 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))); - - GUIInventoryMenu *menu = - new GUIInventoryMenu(guienv, guiroot, -1, - &g_menumgr, v2s16(8,9), draw_spec, - g_client->getInventoryContext(), - g_client); - - menu->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 - ); - 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 - */ - { - draw_hotbar(driver, font, v2s32(displaycenter.X, screensize.Y), - hotbar_imagesize, hotbar_itemcount, &local_inventory); - } - - // End drawing - { - TimeTaker timer("endScene"); - driver->endScene(); - endscenetime = timer.stop(true); - } - - drawtime = drawtimer.stop(true); - - /* - End of drawing - */ - -#if 0 - /* - Refresh map plot if player has moved considerably - */ - if(g_refresh_map_plot) - { - static v3f old_player_pos = v3f(1,1,1) * 10000000; - v3f p = client.getPlayerPosition() / BS; - if(old_player_pos.getDistanceFrom(p) > 4 * g_map_plot_texture_scale) - { - updateMapPlotTexture(v2f(p.X,p.Z), driver, &client); - old_player_pos = p; - } - g_refresh_map_plot = false; - } -#endif - - static s16 lastFPS = 0; - //u16 fps = driver->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(); - - return 0; -} - -//END +/* +Minetest-c55 +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 +the Free Software Foundation; either version 2 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. + +You should have received a copy of the GNU 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. + +Vim conversion regexpes for moving to extended content type storage: +%s/\(\.\|->\)d \([!=]=\)/\1getContent() \2/g +%s/content_features(\([^.]*\)\.d)/content_features(\1)/g +%s/\(\.\|->\)d = \([^;]*\);/\1setContent(\2);/g +%s/\(getNodeNoExNoEmerge([^)]*)\)\.d/\1.getContent()/g +%s/\(getNodeNoExNoEmerge(.*)\)\.d/\1.getContent()/g +%s/\.d;/.getContent();/g +%s/\(content_liquid\|content_flowing_liquid\|make_liquid_flowing\|content_pointable\)(\([^.]*\).d)/\1(\2.getContent())/g +Other things to note: +- node.d = node.param0 (only in raw serialization; use getContent() otherwise) +- node.param = node.param1 +- node.dir = node.param2 +- content_walkable(node.d) etc should be changed to + content_features(node).walkable etc +- Also check for lines that store the result of getContent to a 8-bit + variable and fix them (result of getContent() must be stored in + content_t, which is 16-bit) + +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: Mineral and ground material properties + - This way mineral ground toughness can be calculated with just + some formula, as well as tool strengths. Sounds too. + - 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. + +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 +TODO: Move mineral to param2, increment map serialization version, add + conversion + +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) + +TODO: Move content_features to mapnode_content_features.{h,cpp} or so + +TODO: Fix item use() stuff; dropping a stack of cooked rats and eating + it gives 3 hearts and consumes all the rats. + +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") + #else + #warning "Disabling unit tests" + #endif + // Disable unit tests + #define ENABLE_TESTS 0 +#else + // Enable unit tests + #define ENABLE_TESTS 1 +#endif + +#ifdef _MSC_VER + #pragma comment(lib, "Irrlicht.lib") + //#pragma comment(lib, "jthread.lib") + #pragma comment(lib, "zlibwapi.lib") + #pragma comment(lib, "Shell32.lib") + // This would get rid of the console window + //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup") +#endif + +#include "irrlicht.h" // createDevice + +#include "main.h" +#include "mainmenumanager.h" +#include +#include +#include +#include "common_irrlicht.h" +#include "debug.h" +#include "test.h" +#include "server.h" +#include "constants.h" +#include "porting.h" +#include "gettime.h" +#include "guiMessageMenu.h" +#include "filesys.h" +#include "config.h" +#include "guiMainMenu.h" +#include "mineral.h" +#include "materials.h" +#include "game.h" +#include "keycode.h" +#include "tile.h" +#include "defaultsettings.h" +#include "gettext.h" +#include "settings.h" +#include "profiler.h" +#include "log.h" + +// This makes textures +ITextureSource *g_texturesource = NULL; + +/* + Settings. + These are loaded from the config file. +*/ +Settings main_settings; +Settings *g_settings = &main_settings; + +// Global profiler +Profiler main_profiler; +Profiler *g_profiler = &main_profiler; + +/* + Random stuff +*/ + +/* + mainmenumanager.h +*/ + +gui::IGUIEnvironment* guienv = NULL; +gui::IGUIStaticText *guiroot = NULL; +MainMenuManager g_menumgr; + +bool noMenuActive() +{ + return (g_menumgr.menuCount() == 0); +} + +// Passed to menus to allow disconnecting and exiting +MainGameCallback *g_gamecallback = NULL; + +/* + Debug streams +*/ + +// Connection +std::ostream *dout_con_ptr = &dummyout; +std::ostream *derr_con_ptr = &verbosestream; + +// Server +std::ostream *dout_server_ptr = &infostream; +std::ostream *derr_server_ptr = &errorstream; + +// Client +std::ostream *dout_client_ptr = &infostream; +std::ostream *derr_client_ptr = &errorstream; + +/* + gettime.h implementation +*/ + +// A small helper class +class TimeGetter +{ +public: + virtual u32 getTime() = 0; +}; + +// A precise irrlicht one +class IrrlichtTimeGetter: public TimeGetter +{ +public: + IrrlichtTimeGetter(IrrlichtDevice *device): + m_device(device) + {} + u32 getTime() + { + if(m_device == NULL) + return 0; + return m_device->getTimer()->getRealTime(); + } +private: + IrrlichtDevice *m_device; +}; +// Not so precise one which works without irrlicht +class SimpleTimeGetter: public TimeGetter +{ +public: + u32 getTime() + { + return porting::getTimeMs(); + } +}; + +// A pointer to a global instance of the time getter +// TODO: why? +TimeGetter *g_timegetter = NULL; + +u32 getTimeMs() +{ + if(g_timegetter == NULL) + return 0; + return g_timegetter->getTime(); +} + +/* + Event handler for Irrlicht + + NOTE: Everything possible should be moved out from here, + probably to InputHandler and the_game +*/ + +class MyEventReceiver : public IEventReceiver +{ +public: + // This is the one method that we have to implement + virtual bool OnEvent(const SEvent& event) + { + /* + React to nothing here if a menu is active + */ + if(noMenuActive() == false) + { + return false; + } + + // Remember whether each key is down or up + if(event.EventType == irr::EET_KEY_INPUT_EVENT) + { + if(event.KeyInput.PressedDown) { + keyIsDown.set(event.KeyInput); + keyWasDown.set(event.KeyInput); + } else { + keyIsDown.unset(event.KeyInput); + } + } + + if(event.EventType == irr::EET_MOUSE_INPUT_EVENT) + { + if(noMenuActive() == false) + { + left_active = false; + middle_active = false; + right_active = false; + } + else + { + left_active = event.MouseInput.isLeftPressed(); + middle_active = event.MouseInput.isMiddlePressed(); + right_active = event.MouseInput.isRightPressed(); + + if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN) + { + leftclicked = true; + } + if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN) + { + rightclicked = true; + } + if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP) + { + leftreleased = true; + } + if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP) + { + rightreleased = true; + } + if(event.MouseInput.Event == EMIE_MOUSE_WHEEL) + { + mouse_wheel += event.MouseInput.Wheel; + } + } + } + + return false; + } + + bool IsKeyDown(const KeyPress &keyCode) const + { + return keyIsDown[keyCode]; + } + + // Checks whether a key was down and resets the state + bool WasKeyDown(const KeyPress &keyCode) + { + bool b = keyWasDown[keyCode]; + if (b) + keyWasDown.unset(keyCode); + return b; + } + + s32 getMouseWheel() + { + s32 a = mouse_wheel; + mouse_wheel = 0; + return a; + } + + void clearInput() + { + keyIsDown.clear(); + keyWasDown.clear(); + + leftclicked = false; + rightclicked = false; + leftreleased = false; + rightreleased = false; + + left_active = false; + middle_active = false; + right_active = false; + + mouse_wheel = 0; + } + + MyEventReceiver() + { + clearInput(); + } + + bool leftclicked; + bool rightclicked; + bool leftreleased; + bool rightreleased; + + bool left_active; + bool middle_active; + bool right_active; + + s32 mouse_wheel; + +private: + IrrlichtDevice *m_device; + + // The current state of keys + KeyList keyIsDown; + // Whether a key has been pressed or not + KeyList keyWasDown; +}; + +/* + Separated input handler +*/ + +class RealInputHandler : public InputHandler +{ +public: + RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver): + m_device(device), + m_receiver(receiver) + { + } + virtual bool isKeyDown(const KeyPress &keyCode) + { + return m_receiver->IsKeyDown(keyCode); + } + virtual bool wasKeyDown(const KeyPress &keyCode) + { + return m_receiver->WasKeyDown(keyCode); + } + virtual v2s32 getMousePos() + { + return m_device->getCursorControl()->getPosition(); + } + virtual void setMousePos(s32 x, s32 y) + { + m_device->getCursorControl()->setPosition(x, y); + } + + virtual bool getLeftState() + { + return m_receiver->left_active; + } + virtual bool getRightState() + { + return m_receiver->right_active; + } + + virtual bool getLeftClicked() + { + return m_receiver->leftclicked; + } + virtual bool getRightClicked() + { + return m_receiver->rightclicked; + } + virtual void resetLeftClicked() + { + m_receiver->leftclicked = false; + } + virtual void resetRightClicked() + { + m_receiver->rightclicked = false; + } + + virtual bool getLeftReleased() + { + return m_receiver->leftreleased; + } + virtual bool getRightReleased() + { + return m_receiver->rightreleased; + } + virtual void resetLeftReleased() + { + m_receiver->leftreleased = false; + } + virtual void resetRightReleased() + { + m_receiver->rightreleased = false; + } + + virtual s32 getMouseWheel() + { + return m_receiver->getMouseWheel(); + } + + void clear() + { + m_receiver->clearInput(); + } +private: + IrrlichtDevice *m_device; + MyEventReceiver *m_receiver; +}; + +class RandomInputHandler : public InputHandler +{ +public: + RandomInputHandler() + { + leftdown = false; + rightdown = false; + leftclicked = false; + rightclicked = false; + leftreleased = false; + rightreleased = false; + keydown.clear(); + } + virtual bool isKeyDown(const KeyPress &keyCode) + { + return keydown[keyCode]; + } + virtual bool wasKeyDown(const KeyPress &keyCode) + { + return false; + } + virtual v2s32 getMousePos() + { + return mousepos; + } + virtual void setMousePos(s32 x, s32 y) + { + mousepos = v2s32(x,y); + } + + virtual bool getLeftState() + { + return leftdown; + } + virtual bool getRightState() + { + return rightdown; + } + + virtual bool getLeftClicked() + { + return leftclicked; + } + virtual bool getRightClicked() + { + return rightclicked; + } + virtual void resetLeftClicked() + { + leftclicked = false; + } + virtual void resetRightClicked() + { + rightclicked = false; + } + + virtual bool getLeftReleased() + { + return leftreleased; + } + virtual bool getRightReleased() + { + return rightreleased; + } + virtual void resetLeftReleased() + { + leftreleased = false; + } + virtual void resetRightReleased() + { + rightreleased = false; + } + + virtual s32 getMouseWheel() + { + return 0; + } + + virtual void step(float dtime) + { + { + static float counter1 = 0; + counter1 -= dtime; + if(counter1 < 0.0) + { + counter1 = 0.1*Rand(1, 40); + keydown.toggle(getKeySetting("keymap_jump")); + } + } + { + static float counter1 = 0; + counter1 -= dtime; + if(counter1 < 0.0) + { + counter1 = 0.1*Rand(1, 40); + keydown.toggle(getKeySetting("keymap_special1")); + } + } + { + static float counter1 = 0; + counter1 -= dtime; + if(counter1 < 0.0) + { + counter1 = 0.1*Rand(1, 40); + keydown.toggle(getKeySetting("keymap_forward")); + } + } + { + static float counter1 = 0; + counter1 -= dtime; + if(counter1 < 0.0) + { + counter1 = 0.1*Rand(1, 40); + keydown.toggle(getKeySetting("keymap_left")); + } + } + { + static float counter1 = 0; + counter1 -= dtime; + if(counter1 < 0.0) + { + counter1 = 0.1*Rand(1, 20); + mousespeed = v2s32(Rand(-20,20), Rand(-15,20)); + } + } + { + static float counter1 = 0; + counter1 -= dtime; + if(counter1 < 0.0) + { + counter1 = 0.1*Rand(1, 30); + leftdown = !leftdown; + if(leftdown) + leftclicked = true; + if(!leftdown) + leftreleased = true; + } + } + { + static float counter1 = 0; + counter1 -= dtime; + if(counter1 < 0.0) + { + counter1 = 0.1*Rand(1, 15); + rightdown = !rightdown; + if(rightdown) + rightclicked = true; + if(!rightdown) + rightreleased = true; + } + } + mousepos += mousespeed; + } + + s32 Rand(s32 min, s32 max) + { + return (myrand()%(max-min+1))+min; + } +private: + KeyList keydown; + v2s32 mousepos; + v2s32 mousespeed; + bool leftdown; + bool rightdown; + bool leftclicked; + bool rightclicked; + bool leftreleased; + bool rightreleased; +}; + +// 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."< map1; + tempf = -324; + const s16 ii=300; + for(s16 y=0; y=0; y--){ + for(s16 x=0; x 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); + } +} + +class DstreamLogOutput: public ILogOutput +{ +public: + /* line: Full line with timestamp, level and thread */ + void printLog(const std::string &line) + { + dstream< allowed_options; + allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG)); + allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG, + "Run server directly")); + allowed_options.insert("config", ValueSpec(VALUETYPE_STRING, + "Load configuration from specified file")); + allowed_options.insert("port", ValueSpec(VALUETYPE_STRING)); + allowed_options.insert("address", ValueSpec(VALUETYPE_STRING)); + allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG)); + allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG)); + allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG)); + allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING)); +#ifdef _WIN32 + allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG)); +#endif + allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG)); + allowed_options.insert("info-on-stderr", ValueSpec(VALUETYPE_FLAG)); + + Settings cmd_args; + + bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options); + + if(ret == false || cmd_args.getFlag("help")) + { + dstream<<"Allowed options:"<::Iterator + i = allowed_options.getIterator(); + i.atEnd() == false; i++) + { + dstream<<" --"<getKey(); + if(i.getNode()->getValue().type == VALUETYPE_FLAG) + { + } + else + { + dstream<<" "; + } + dstream<getValue().help != NULL) + { + dstream<<" "<getValue().help + <readConfigFile(cmd_args.get("config").c_str()); + if(r == false) + { + errorstream<<"Could not read configuration from \"" + < filenames; + filenames.push_back(porting::path_userdata + "/minetest.conf"); +#ifdef RUN_IN_PLACE + filenames.push_back(porting::path_userdata + "/../minetest.conf"); +#endif + + for(u32 i=0; ireadConfigFile(filenames[i].c_str()); + if(r) + { + configpath = filenames[i]; + break; + } + } + + // If no path found, use the first one (menu creates the file) + if(configpath == "") + configpath = filenames[0]; + } + + // Initialize random seed + srand(time(0)); + mysrand(time(0)); + + /* + Pre-initialize some stuff with a dummy irrlicht wrapper. + + These are needed for unit tests at least. + */ + + // Initial call with g_texturesource not set. + init_mapnode(); + + /* + Run unit tests + */ + + if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false) + || cmd_args.getFlag("enable-unittests") == true) + { + run_tests(); + } + + /*for(s16 y=-100; y<100; y++) + for(s16 x=-100; x<100; x++) + { + std::cout<exists("port")) + port = g_settings->getU16("port"); + if(port == 0) + port = 30000; + + // Map directory + 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")) + map_dir = g_settings->get("map-dir"); + + // Run dedicated server if asked to + if(cmd_args.getFlag("server")) + { + DSTACK("Dedicated server branch"); + + // Create time getter + g_timegetter = new SimpleTimeGetter(); + + // Create server + Server server(map_dir.c_str(), configpath); + server.start(port); + + // Run server + dedicated_server_loop(server, kill); + + return 0; + } + + + /* + More parameters + */ + + // Address to connect to + std::string address = ""; + + if(cmd_args.exists("address")) + { + address = cmd_args.get("address"); + } + else + { + address = g_settings->get("address"); + } + + std::string playername = g_settings->get("name"); + + /* + Device initialization + */ + + // Resolution selection + + bool fullscreen = false; + u16 screenW = g_settings->getU16("screenW"); + u16 screenH = g_settings->getU16("screenH"); + + // Determine driver + + video::E_DRIVER_TYPE driverType; + + std::string driverstring = g_settings->get("video_driver"); + + if(driverstring == "null") + driverType = video::EDT_NULL; + else if(driverstring == "software") + driverType = video::EDT_SOFTWARE; + else if(driverstring == "burningsvideo") + driverType = video::EDT_BURNINGSVIDEO; + else if(driverstring == "direct3d8") + driverType = video::EDT_DIRECT3D8; + else if(driverstring == "direct3d9") + driverType = video::EDT_DIRECT3D9; + else if(driverstring == "opengl") + driverType = video::EDT_OPENGL; + else + { + errorstream<<"WARNING: Invalid video_driver specified; defaulting " + "to opengl"<(screenW, screenH), + 16, fullscreen, false, false, &receiver); + + if (device == 0) + return 1; // could not create selected driver. + + // Set the window caption + device->setWindowCaption(L"Minetest [Main Menu]"); + + // 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) + */ + if(cmd_args.getFlag("speedtests")) + { + dstream<<"Running speed tests"<setResizable(true); + + bool random_input = g_settings->getBool("random_input") + || cmd_args.getFlag("random-input"); + InputHandler *input = NULL; + if(random_input) + input = new RandomInputHandler(); + else + input = new RealInputHandler(device, &receiver); + + /* + Continue initialization + */ + + //video::IVideoDriver* driver = device->getVideoDriver(); + + /* + This changes the minimum allowed number of vertices in a VBO. + Default is 500. + */ + //driver->setMinHardwareBufferVertexCount(50); + + scene::ISceneManager* smgr = device->getSceneManager(); + + guienv = device->getGUIEnvironment(); + gui::IGUISkin* skin = guienv->getSkin(); + gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str()); + if(font) + skin->setFont(font); + else + errorstream<<"WARNING: Font file was not found." + " Using default font."<getFont(); + assert(font); + + u32 text_height = font->getDimension(L"Hello, world!").Height; + infostream<<"text_height="<setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0)); + skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255)); + //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0)); + //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)); + + /* + Preload some textures and stuff + */ + + init_mapnode(); // Second call with g_texturesource set + init_mineral(); + + /* + GUI stuff + */ + + /* + 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(device->run() && kill == false) + { + + // This is used for catching disconnects + try + { + + /* + Clear everything from the GUIEnvironment + */ + guienv->clear(); + + /* + 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. + + 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.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"") + { + errorstream<<"error_message = " + <drop(); + error_message = L""; + } + + video::IVideoDriver* driver = device->getVideoDriver(); + + infostream<<"Created main menu"<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); + } + + // Break out of menu-game loop to shut down cleanly + if(device->run() == false || kill == true) + break; + + infostream<<"Dropping main 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; + } + + playername = wide_to_narrow(menudata.name); + + password = translatePassword(playername, menudata.password); + + //infostream<<"Main: password hash: '"<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; + }*/ + + // 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) + break; + + // Initialize mapnode again to enable changed graphics settings + init_mapnode(); + + /* + Run game + */ + the_game( + kill, + random_input, + input, + device, + font, + map_dir, + playername, + password, + address, + port, + error_message, + configpath + ); + + } //try + catch(con::PeerNotFoundException &e) + { + errorstream<<"Connection error (timed out?)"<drop(); + + END_DEBUG_EXCEPTION_HANDLER(errorstream) + + debugstreams_deinit(); + + return 0; +} + +//END +