Use random-generated fallback textures when real textures are not found
[oweals/minetest.git] / src / main.cpp
1 /*\r
2 Minetest-c55\r
3 Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>\r
4 \r
5 This program is free software; you can redistribute it and/or modify\r
6 it under the terms of the GNU General Public License as published by\r
7 the Free Software Foundation; either version 2 of the License, or\r
8 (at your option) any later version.\r
9 \r
10 This program is distributed in the hope that it will be useful,\r
11 but WITHOUT ANY WARRANTY; without even the implied warranty of\r
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
13 GNU General Public License for more details.\r
14 \r
15 You should have received a copy of the GNU General Public License along\r
16 with this program; if not, write to the Free Software Foundation, Inc.,\r
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.\r
18 */\r
19 \r
20 /*\r
21 =============================== NOTES ==============================\r
22 NOTE: Things starting with TODO are sometimes only suggestions.\r
23 \r
24 NOTE: VBO cannot be turned on for fast-changing stuff because there\r
25       is an apparanet memory leak in irrlicht when using it (not sure)\r
26           - It is not a memory leak but some kind of a buffer.\r
27 \r
28 NOTE: iostream.imbue(std::locale("C")) is very slow\r
29 NOTE: Global locale is now set at initialization\r
30 \r
31 SUGG: Fix address to be ipv6 compatible\r
32 \r
33 NOTE: When a new sector is generated, it may change the ground level\r
34       of it's and it's neighbors border that two blocks that are\r
35           above and below each other and that are generated before and\r
36           after the sector heightmap generation (order doesn't matter),\r
37           can have a small gap between each other at the border.\r
38 SUGG: Use same technique for sector heightmaps as what we're\r
39       using for UnlimitedHeightmap? (getting all neighbors\r
40           when generating)\r
41 \r
42 SUGG: Transfer more blocks in a single packet\r
43 SUGG: A blockdata combiner class, to which blocks are added and at\r
44       destruction it sends all the stuff in as few packets as possible.\r
45 \r
46 SUGG: If player is on ground, mainly fetch ground-level blocks\r
47 SUGG: Fetch stuff mainly from the viewing direction\r
48 \r
49 SUGG: Expose Connection's seqnums and ACKs to server and client.\r
50       - This enables saving many packets and making a faster connection\r
51           - This also enables server to check if client has received the\r
52             most recent block sent, for example.\r
53 SUGG: Add a sane bandwidth throttling system to Connection\r
54 \r
55 SUGG: More fine-grained control of client's dumping of blocks from\r
56       memory\r
57           - ...What does this mean in the first place?\r
58 \r
59 SUGG: A map editing mode (similar to dedicated server mode)\r
60 \r
61 SUGG: Add a time value to the param of footstepped grass and check it\r
62       against a global timer when a block is accessed, to make old\r
63           steps fade away.\r
64 \r
65 SUGG: Make a copy of close-range environment on client for showing\r
66       on screen, with minimal mutexes to slow down the main loop\r
67 \r
68 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize\r
69       it by sending more stuff in a single packet.\r
70           - Add a packet queue to RemoteClient, from which packets will be\r
71             combined with object data packets\r
72                 - This is not exactly trivial: the object data packets are\r
73                   sometimes very big by themselves\r
74 \r
75 SUGG: Split MapBlockObject serialization to to-client and to-disk\r
76       - This will allow saving ages of rats on disk but not sending\r
77             them to clients\r
78 \r
79 SUGG: MovingObject::move and Player::move are basically the same.\r
80       combine them.\r
81 \r
82 SUGG: Precalculate lighting translation table at runtime (at startup)\r
83       - This is not doable because it is currently hand-made and not\r
84             based on some mathematical function. Now it is not.\r
85 \r
86 SUGG: A version number to blocks, which increments when the block is\r
87       modified (node add/remove, water update, lighting update)\r
88           - This can then be used to make sure the most recent version of\r
89             a block has been sent to client\r
90 \r
91 SUGG: Make the amount of blocks sending to client and the total\r
92           amount of blocks dynamically limited. Transferring blocks is the\r
93           main network eater of this system, so it is the one that has\r
94           to be throttled so that RTTs stay low.\r
95 \r
96 SUGG: Meshes of blocks could be split into 6 meshes facing into\r
97       different directions and then only those drawn that need to be\r
98           - Also an 1-dimensional tile map would be nice probably\r
99 \r
100 SUGG: Calculate lighting per vertex to get a lighting effect like in\r
101       bartwe's game\r
102 \r
103 Gaming ideas:\r
104 -------------\r
105 \r
106 - Aim for something like controlling a single dwarf in Dwarf Fortress\r
107 \r
108 - The player could go faster by a crafting a boat, or riding an animal\r
109 \r
110 - Random NPC traders. what else?\r
111 \r
112 Documentation:\r
113 --------------\r
114 \r
115 Build system / running:\r
116 -----------------------\r
117 \r
118 FIXME: Some network errors on Windows that cause local game to not work\r
119        - See siggjen's emails.\r
120            - Is this the famous "windows 7 problem"?\r
121        - Apparently there might be other errors too\r
122 \r
123 Networking and serialization:\r
124 -----------------------------\r
125 \r
126 TODO: Get rid of GotSplitPacketException\r
127 \r
128 GUI:\r
129 ----\r
130 \r
131 TODO: Add gui option to remove map\r
132 \r
133 TODO: Configuration menu, at least for keys\r
134 \r
135 Graphics:\r
136 ---------\r
137 \r
138 TODO: Optimize day/night mesh updating somehow\r
139       - create copies of all textures for all lighting values and only\r
140             change texture for material?\r
141           - Umm... the collecting of the faces is the slow part\r
142             -> what about just changing the color values of the existing\r
143                    meshbuffers? It should go quite fast.\r
144                    - This is not easy; There'd need to be a buffer somewhere\r
145                      that would contain the night and day lighting values.\r
146                          - Actually if FastFaces would be stored, they could\r
147                            hold both values\r
148 \r
149 FEATURE: Combine MapBlock's face caches to so big pieces that VBO\r
150       gets used\r
151       - That is >500 vertices\r
152           - This is not easy; all the MapBlocks close to the player would\r
153             still need to be drawn separately and combining the blocks\r
154                 would have to happen in a background thread\r
155 \r
156 TODO: Make fetching sector's blocks more efficient when rendering\r
157       sectors that have very large amounts of blocks (on client)\r
158           - Is this necessary at all?\r
159 \r
160 TODO: Flowing water animation\r
161 \r
162 NOTE(FIXED): A lock condition is possible:\r
163         1) MapBlock::updateMesh() is called from client asynchronously:\r
164            - AsyncProcessData() -> Map::updateMeshes()\r
165         2) Asynchronous locks m_temp_mods_mutex\r
166         3) MapBlock::updateMesh() is called from client synchronously:\r
167            - Client::step() -> Environment::step()\r
168         4) Synchronous starts waiting for m_temp_mods_mutex\r
169         5) Asynchronous calls getTexture, which starts waiting for main thread\r
170 \r
171 Configuration:\r
172 --------------\r
173 \r
174 TODO: Make the video backend selectable\r
175 \r
176 Client:\r
177 -------\r
178 \r
179 TODO: Untie client network operations from framerate\r
180       - Needs some input queues or something\r
181 \r
182 TODO: Make morning and evening transition more smooth and maybe shorter\r
183 \r
184 TODO: Don't update all meshes always on single node changes, but\r
185       check which ones should be updated\r
186           - implement Map::updateNodeMeshes()\r
187 \r
188 Server:\r
189 -------\r
190 \r
191 TODO: When player dies, throw items on map\r
192 \r
193 TODO: Make an option to the server to disable building and digging near\r
194       the starting position\r
195 \r
196 TODO: Save players with inventories to disk\r
197 TODO: Players to be saved as text in map/players/<name>\r
198 \r
199 TODO: Copy the text of the last picked sign to inventory in creative\r
200       mode\r
201 \r
202 TODO: Check what goes wrong with caching map to disk (Kray)\r
203       - Nothing?\r
204 \r
205 TODO: When server sees that client is removing an inexistent block to\r
206       an existent position, resend the MapBlock.\r
207 \r
208 FIXME: Server went into some infinite PeerNotFoundException loop\r
209 \r
210 Objects:\r
211 --------\r
212 \r
213 TODO: Better handling of objects and mobs\r
214       - Scripting?\r
215       - There has to be some way to do it with less messy code\r
216           - Make separate classes for client and server\r
217             - Client should not discriminate between blocks, server should\r
218             - Make other players utilize the same framework\r
219                 - This is also needed for objects that don't get sent to client\r
220                   but are used for triggers etc\r
221 \r
222 TODO: There has to be some better way to handle static objects than to\r
223       send them all the time. This affects signs and item objects.\r
224 SUGG: Signs could be done in the same way as torches. For this, blocks\r
225       need an additional metadata field for the texts\r
226           - This is also needed for item container chests\r
227 \r
228 Block object server side:\r
229       - A "near blocks" buffer, in which some nearby blocks are stored.\r
230           - For all blocks in the buffer, objects are stepped(). This\r
231             means they are active.\r
232           - TODO: A global active buffer is needed for the server\r
233           - TODO: A timestamp to blocks\r
234       - TODO: All blocks going in and out of the buffer are recorded.\r
235             - TODO: For outgoing blocks, timestamp is written.\r
236             - TODO: For incoming blocks, time difference is calculated and\r
237               objects are stepped according to it.\r
238 \r
239 Map:\r
240 ----\r
241 \r
242 TODO: Mineral and ground material properties\r
243       - This way mineral ground toughness can be calculated with just\r
244             some formula, as well as tool strengths\r
245 \r
246 TODO: Flowing water to actually contain flow direction information\r
247 \r
248 TODO: Remove duplicate lighting implementation from Map (leave\r
249       VoxelManipulator, which is faster)\r
250 \r
251 FEATURE: Create a system that allows a huge amount of different "map\r
252              generator modules/filters"\r
253 \r
254 FEATURE: Erosion simulation at map generation time\r
255                 - Simulate water flows, which would carve out dirt fast and\r
256                   then turn stone into gravel and sand and relocate it.\r
257                 - How about relocating minerals, too? Coal and gold in\r
258                   downstream sand and gravel would be kind of cool\r
259                   - This would need a better way of handling minerals, mainly\r
260                     to have mineral content as a separate field. the first\r
261                         parameter field is free for this.\r
262                 - Simulate rock falling from cliffs when water has removed\r
263                   enough solid rock from the bottom\r
264 \r
265 Doing now (most important at the top):\r
266 --------------------------------------\r
267 # maybe done\r
268 * not done\r
269 \r
270 === Stuff to do before release\r
271 * Save the new mapgen stuff\r
272   - map/meta.txt, which should contain only plain text, something like this:\r
273       seed = 7ff1bafcd7118800\r
274       chunksize = 8\r
275   - map/chunks.dat: chunk positions and flags in binary format\r
276 * Make server find the spawning place from the real map data, not from\r
277   the heightmap\r
278   - But the changing borders of chunk have to be avoided, because\r
279     there is time to generate only one chunk.\r
280 * Make the generator to run in background and not blocking block\r
281   placement and transfer\r
282 * only_from_disk might not work anymore - check and fix it.\r
283 * Check the fixmes in the list above\r
284 \r
285 === Making it more portable\r
286 * MinGW: Switch away from swprintf; mingw has a bad version of it.\r
287   Use snprintf + narrow_to_wide or (w)ostringstream\r
288 * Some MSVC: std::sto* are defined without a namespace and collide\r
289   with the ones in utility.h\r
290 \r
291 === Stuff to do after release\r
292 * Make an "environment metafile" to store at least time of day\r
293 * Move digging property stuff from material.{h,cpp} to mapnode.cpp...\r
294   - Or maybe move content_features to material.{h,cpp}?\r
295 * Add some kind of erosion and other stuff that now is possible\r
296 * Make client to fetch stuff asynchronously\r
297   - Needs method SyncProcessData\r
298 * Fix the problem with the server constantly saving one or a few\r
299   blocks? List the first saved block, maybe it explains.\r
300   - It is probably caused by oscillating water\r
301 * Water doesn't start flowing after map generation like it should\r
302   - Are there still problems?\r
303 * Better water generation (spread it to underwater caverns but don't\r
304   fill dungeons that don't touch big water masses)\r
305 * When generating a chunk and the neighboring chunk doesn't have mud\r
306   and stuff yet and the ground is fairly flat, the mud will flow to\r
307   the other chunk making nasty straight walls when the other chunk\r
308   is generated. Fix it.\r
309 * Make a small history check to transformLiquids to detect and log\r
310   continuous oscillations, in such detail that they can be fixed.\r
311 * Combine meshes to bigger ones in ClientMap and set them EHM_STATIC\r
312 \r
313 ======================================================================\r
314 \r
315 */\r
316 \r
317 /*\r
318         Setting this to 1 enables a special camera mode that forces\r
319         the renderers to think that the camera statically points from\r
320         the starting place to a static direction.\r
321 \r
322         This allows one to move around with the player and see what\r
323         is actually drawn behind solid things and behind the player.\r
324 */\r
325 #define FIELD_OF_VIEW_TEST 0\r
326 \r
327 #ifdef NDEBUG\r
328         #ifdef _WIN32\r
329                 #pragma message ("Disabling unit tests")\r
330         #else\r
331                 #warning "Disabling unit tests"\r
332         #endif\r
333         // Disable unit tests\r
334         #define ENABLE_TESTS 0\r
335 #else\r
336         // Enable unit tests\r
337         #define ENABLE_TESTS 1\r
338 #endif\r
339 \r
340 #ifdef _MSC_VER\r
341         #pragma comment(lib, "Irrlicht.lib")\r
342         //#pragma comment(lib, "jthread.lib")\r
343         #pragma comment(lib, "zlibwapi.lib")\r
344         #pragma comment(lib, "Shell32.lib")\r
345         // This would get rid of the console window\r
346         //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
347 #endif\r
348 \r
349 #include <iostream>\r
350 #include <fstream>\r
351 #include <jmutexautolock.h>\r
352 #include <locale.h>\r
353 #include "common_irrlicht.h"\r
354 #include "debug.h"\r
355 #include "map.h"\r
356 #include "player.h"\r
357 #include "main.h"\r
358 #include "test.h"\r
359 #include "environment.h"\r
360 #include "server.h"\r
361 #include "client.h"\r
362 #include "serialization.h"\r
363 #include "constants.h"\r
364 #include "strfnd.h"\r
365 #include "porting.h"\r
366 #include "irrlichtwrapper.h"\r
367 #include "gettime.h"\r
368 #include "porting.h"\r
369 #include "guiPauseMenu.h"\r
370 #include "guiInventoryMenu.h"\r
371 #include "guiTextInputMenu.h"\r
372 #include "materials.h"\r
373 #include "guiMessageMenu.h"\r
374 #include "filesys.h"\r
375 #include "config.h"\r
376 #include "guiMainMenu.h"\r
377 #include "mineral.h"\r
378 #include "noise.h"\r
379 #include "tile.h"\r
380 \r
381 // TODO: Remove this\r
382 IrrlichtWrapper *g_irrlicht = NULL;\r
383 \r
384 // This makes textures\r
385 ITextureSource *g_texturesource = NULL;\r
386 \r
387 MapDrawControl draw_control;\r
388 \r
389 /*\r
390         Settings.\r
391         These are loaded from the config file.\r
392 */\r
393 \r
394 Settings g_settings;\r
395 \r
396 extern void set_default_settings();\r
397 \r
398 /*\r
399         Random stuff\r
400 */\r
401 \r
402 IrrlichtDevice *g_device = NULL;\r
403 Client *g_client = NULL;\r
404 \r
405 /*\r
406         GUI Stuff\r
407 */\r
408 \r
409 gui::IGUIEnvironment* guienv = NULL;\r
410 gui::IGUIStaticText *guiroot = NULL;\r
411 \r
412 class MainMenuManager : public IMenuManager\r
413 {\r
414 public:\r
415         virtual void createdMenu(GUIModalMenu *menu)\r
416         {\r
417                 for(core::list<GUIModalMenu*>::Iterator\r
418                                 i = m_stack.begin();\r
419                                 i != m_stack.end(); i++)\r
420                 {\r
421                         assert(*i != menu);\r
422                 }\r
423 \r
424                 if(m_stack.size() != 0)\r
425                         (*m_stack.getLast())->setVisible(false);\r
426                 m_stack.push_back(menu);\r
427         }\r
428 \r
429         virtual void deletingMenu(GUIModalMenu *menu)\r
430         {\r
431                 // Remove all entries if there are duplicates\r
432                 bool removed_entry;\r
433                 do{\r
434                         removed_entry = false;\r
435                         for(core::list<GUIModalMenu*>::Iterator\r
436                                         i = m_stack.begin();\r
437                                         i != m_stack.end(); i++)\r
438                         {\r
439                                 if(*i == menu)\r
440                                 {\r
441                                         m_stack.erase(i);\r
442                                         removed_entry = true;\r
443                                         break;\r
444                                 }\r
445                         }\r
446                 }while(removed_entry);\r
447 \r
448                 /*core::list<GUIModalMenu*>::Iterator i = m_stack.getLast();\r
449                 assert(*i == menu);\r
450                 m_stack.erase(i);*/\r
451                 \r
452                 if(m_stack.size() != 0)\r
453                         (*m_stack.getLast())->setVisible(true);\r
454         }\r
455 \r
456         u32 menuCount()\r
457         {\r
458                 return m_stack.size();\r
459         }\r
460 \r
461         core::list<GUIModalMenu*> m_stack;\r
462 };\r
463 \r
464 MainMenuManager g_menumgr;\r
465 \r
466 bool noMenuActive()\r
467 {\r
468         return (g_menumgr.menuCount() == 0);\r
469 }\r
470 \r
471 bool g_disconnect_requested = false;\r
472 \r
473 class MainGameCallback : public IGameCallback\r
474 {\r
475 public:\r
476         virtual void exitToOS()\r
477         {\r
478                 g_device->closeDevice();\r
479         }\r
480 \r
481         virtual void disconnect()\r
482         {\r
483                 g_disconnect_requested = true;\r
484         }\r
485 };\r
486 \r
487 MainGameCallback g_gamecallback;\r
488 \r
489 // Inventory actions from the menu are buffered here before sending\r
490 Queue<InventoryAction*> inventory_action_queue;\r
491 // This is a copy of the inventory that the client's environment has\r
492 Inventory local_inventory;\r
493 \r
494 u16 g_selected_item = 0;\r
495 \r
496 /*\r
497         Debug streams\r
498 */\r
499 \r
500 // Connection\r
501 std::ostream *dout_con_ptr = &dummyout;\r
502 std::ostream *derr_con_ptr = &dstream_no_stderr;\r
503 //std::ostream *dout_con_ptr = &dstream_no_stderr;\r
504 //std::ostream *derr_con_ptr = &dstream_no_stderr;\r
505 //std::ostream *dout_con_ptr = &dstream;\r
506 //std::ostream *derr_con_ptr = &dstream;\r
507 \r
508 // Server\r
509 std::ostream *dout_server_ptr = &dstream;\r
510 std::ostream *derr_server_ptr = &dstream;\r
511 \r
512 // Client\r
513 std::ostream *dout_client_ptr = &dstream;\r
514 std::ostream *derr_client_ptr = &dstream;\r
515 \r
516 /*\r
517         gettime.h implementation\r
518 */\r
519 \r
520 u32 getTimeMs()\r
521 {\r
522         /*\r
523                 Use irrlicht because it is more precise than porting.h's\r
524                 getTimeMs()\r
525         */\r
526         if(g_irrlicht == NULL)\r
527                 return 0;\r
528         return g_irrlicht->getTime();\r
529 }\r
530 \r
531 /*\r
532         Text input system\r
533 */\r
534 \r
535 struct TextDestSign : public TextDest\r
536 {\r
537         TextDestSign(v3s16 blockpos, s16 id, Client *client)\r
538         {\r
539                 m_blockpos = blockpos;\r
540                 m_id = id;\r
541                 m_client = client;\r
542         }\r
543         void gotText(std::wstring text)\r
544         {\r
545                 std::string ntext = wide_to_narrow(text);\r
546                 dstream<<"Changing text of a sign object: "\r
547                                 <<ntext<<std::endl;\r
548                 m_client->sendSignText(m_blockpos, m_id, ntext);\r
549         }\r
550 \r
551         v3s16 m_blockpos;\r
552         s16 m_id;\r
553         Client *m_client;\r
554 };\r
555 \r
556 struct TextDestChat : public TextDest\r
557 {\r
558         TextDestChat(Client *client)\r
559         {\r
560                 m_client = client;\r
561         }\r
562         void gotText(std::wstring text)\r
563         {\r
564                 m_client->sendChatMessage(text);\r
565                 m_client->addChatMessage(text);\r
566         }\r
567 \r
568         Client *m_client;\r
569 };\r
570 \r
571 class MyEventReceiver : public IEventReceiver\r
572 {\r
573 public:\r
574         // This is the one method that we have to implement\r
575         virtual bool OnEvent(const SEvent& event)\r
576         {\r
577                 /*\r
578                         React to nothing here if a menu is active\r
579                 */\r
580                 if(noMenuActive() == false)\r
581                 {\r
582                         clearInput();\r
583                         return false;\r
584                 }\r
585 \r
586                 // Remember whether each key is down or up\r
587                 if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
588                 {\r
589                         keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;\r
590 \r
591                         if(event.KeyInput.PressedDown)\r
592                         {\r
593                                 //dstream<<"Pressed key: "<<(char)event.KeyInput.Key<<std::endl;\r
594                                 \r
595                                 /*\r
596                                         Launch menus\r
597                                 */\r
598 \r
599                                 if(guienv != NULL && guiroot != NULL && g_device != NULL)\r
600                                 {\r
601                                         if(event.KeyInput.Key == irr::KEY_ESCAPE)\r
602                                         {\r
603                                                 dstream<<DTIME<<"MyEventReceiver: "\r
604                                                                 <<"Launching pause menu"<<std::endl;\r
605                                                 // It will delete itself by itself\r
606                                                 (new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback,\r
607                                                                 &g_menumgr))->drop();\r
608                                                 return true;\r
609                                         }\r
610                                         if(event.KeyInput.Key == irr::KEY_KEY_I)\r
611                                         {\r
612                                                 dstream<<DTIME<<"MyEventReceiver: "\r
613                                                                 <<"Launching inventory"<<std::endl;\r
614                                                 (new GUIInventoryMenu(guienv, guiroot, -1,\r
615                                                                 &local_inventory, &inventory_action_queue,\r
616                                                                 &g_menumgr))->drop();\r
617                                                 return true;\r
618                                         }\r
619                                         if(event.KeyInput.Key == irr::KEY_KEY_T)\r
620                                         {\r
621                                                 TextDest *dest = new TextDestChat(g_client);\r
622 \r
623                                                 (new GUITextInputMenu(guienv, guiroot, -1,\r
624                                                                 &g_menumgr, dest,\r
625                                                                 L""))->drop();\r
626                                         }\r
627                                 }\r
628 \r
629                                 // Material selection\r
630                                 /*if(event.KeyInput.Key == irr::KEY_KEY_F)\r
631                                 {\r
632                                         if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
633                                                 g_selected_item++;\r
634                                         else\r
635                                                 g_selected_item = 0;\r
636                                         dstream<<DTIME<<"Selected item: "\r
637                                                         <<g_selected_item<<std::endl;\r
638                                 }*/\r
639 \r
640                                 if(event.KeyInput.Key >= irr::KEY_KEY_0\r
641                                                 && event.KeyInput.Key <= irr::KEY_KEY_9)\r
642                                 {\r
643                                         u16 s1 = event.KeyInput.Key - irr::KEY_KEY_0;\r
644                                         if(event.KeyInput.Key == irr::KEY_KEY_0)\r
645                                                 s1 = 10;\r
646                                         if(s1 < PLAYER_INVENTORY_SIZE)\r
647                                                 g_selected_item = s1-1;\r
648                                         dstream<<DTIME<<"Selected item: "\r
649                                                         <<g_selected_item<<std::endl;\r
650                                 }\r
651 \r
652                                 // Viewing range selection\r
653                                 if(event.KeyInput.Key == irr::KEY_KEY_R)\r
654                                 {\r
655                                         if(draw_control.range_all)\r
656                                         {\r
657                                                 draw_control.range_all = false;\r
658                                                 dstream<<DTIME<<"Disabled full viewing range"<<std::endl;\r
659                                         }\r
660                                         else\r
661                                         {\r
662                                                 draw_control.range_all = true;\r
663                                                 dstream<<DTIME<<"Enabled full viewing range"<<std::endl;\r
664                                         }\r
665                                 }\r
666 \r
667                                 // Print debug stacks\r
668                                 if(event.KeyInput.Key == irr::KEY_KEY_P)\r
669                                 {\r
670                                         dstream<<"-----------------------------------------"\r
671                                                         <<std::endl;\r
672                                         dstream<<DTIME<<"Printing debug stacks:"<<std::endl;\r
673                                         dstream<<"-----------------------------------------"\r
674                                                         <<std::endl;\r
675                                         debug_stacks_print();\r
676                                 }\r
677                         }\r
678                 }\r
679 \r
680                 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
681                 {\r
682                         if(noMenuActive() == false)\r
683                         {\r
684                                 left_active = false;\r
685                                 middle_active = false;\r
686                                 right_active = false;\r
687                         }\r
688                         else\r
689                         {\r
690                                 //dstream<<"MyEventReceiver: mouse input"<<std::endl;\r
691                                 left_active = event.MouseInput.isLeftPressed();\r
692                                 middle_active = event.MouseInput.isMiddlePressed();\r
693                                 right_active = event.MouseInput.isRightPressed();\r
694 \r
695                                 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
696                                 {\r
697                                         leftclicked = true;\r
698                                 }\r
699                                 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
700                                 {\r
701                                         rightclicked = true;\r
702                                 }\r
703                                 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)\r
704                                 {\r
705                                         leftreleased = true;\r
706                                 }\r
707                                 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)\r
708                                 {\r
709                                         rightreleased = true;\r
710                                 }\r
711                                 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
712                                 {\r
713                                         /*dstream<<"event.MouseInput.Wheel="\r
714                                                         <<event.MouseInput.Wheel<<std::endl;*/\r
715                                         if(event.MouseInput.Wheel < 0)\r
716                                         {\r
717                                                 if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
718                                                         g_selected_item++;\r
719                                                 else\r
720                                                         g_selected_item = 0;\r
721                                         }\r
722                                         else if(event.MouseInput.Wheel > 0)\r
723                                         {\r
724                                                 if(g_selected_item > 0)\r
725                                                         g_selected_item--;\r
726                                                 else\r
727                                                         g_selected_item = PLAYER_INVENTORY_SIZE-1;\r
728                                         }\r
729                                 }\r
730                         }\r
731                 }\r
732 \r
733                 return false;\r
734         }\r
735 \r
736         // This is used to check whether a key is being held down\r
737         virtual bool IsKeyDown(EKEY_CODE keyCode) const\r
738         {\r
739                 return keyIsDown[keyCode];\r
740         }\r
741 \r
742         void clearInput()\r
743         {\r
744                 for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
745                                 keyIsDown[i] = false;\r
746                 \r
747                 leftclicked = false;\r
748                 rightclicked = false;\r
749                 leftreleased = false;\r
750                 rightreleased = false;\r
751 \r
752                 left_active = false;\r
753                 middle_active = false;\r
754                 right_active = false;\r
755         }\r
756 \r
757         MyEventReceiver()\r
758         {\r
759                 clearInput();\r
760         }\r
761 \r
762         bool leftclicked;\r
763         bool rightclicked;\r
764         bool leftreleased;\r
765         bool rightreleased;\r
766 \r
767         bool left_active;\r
768         bool middle_active;\r
769         bool right_active;\r
770 \r
771 private:\r
772         // We use this array to store the current state of each key\r
773         bool keyIsDown[KEY_KEY_CODES_COUNT];\r
774         //s32 mouseX;\r
775         //s32 mouseY;\r
776         IrrlichtDevice *m_device;\r
777 };\r
778 \r
779 class InputHandler\r
780 {\r
781 public:\r
782         InputHandler()\r
783         {\r
784         }\r
785         virtual ~InputHandler()\r
786         {\r
787         }\r
788 \r
789         virtual bool isKeyDown(EKEY_CODE keyCode) = 0;\r
790 \r
791         virtual v2s32 getMousePos() = 0;\r
792         virtual void setMousePos(s32 x, s32 y) = 0;\r
793 \r
794         virtual bool getLeftState() = 0;\r
795         virtual bool getRightState() = 0;\r
796 \r
797         virtual bool getLeftClicked() = 0;\r
798         virtual bool getRightClicked() = 0;\r
799         virtual void resetLeftClicked() = 0;\r
800         virtual void resetRightClicked() = 0;\r
801 \r
802         virtual bool getLeftReleased() = 0;\r
803         virtual bool getRightReleased() = 0;\r
804         virtual void resetLeftReleased() = 0;\r
805         virtual void resetRightReleased() = 0;\r
806         \r
807         virtual void step(float dtime) {};\r
808 \r
809         virtual void clear() {};\r
810 };\r
811 \r
812 InputHandler *g_input = NULL;\r
813 \r
814 class RealInputHandler : public InputHandler\r
815 {\r
816 public:\r
817         RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):\r
818                 m_device(device),\r
819                 m_receiver(receiver)\r
820         {\r
821         }\r
822         virtual bool isKeyDown(EKEY_CODE keyCode)\r
823         {\r
824                 return m_receiver->IsKeyDown(keyCode);\r
825         }\r
826         virtual v2s32 getMousePos()\r
827         {\r
828                 return m_device->getCursorControl()->getPosition();\r
829         }\r
830         virtual void setMousePos(s32 x, s32 y)\r
831         {\r
832                 m_device->getCursorControl()->setPosition(x, y);\r
833         }\r
834 \r
835         virtual bool getLeftState()\r
836         {\r
837                 return m_receiver->left_active;\r
838         }\r
839         virtual bool getRightState()\r
840         {\r
841                 return m_receiver->right_active;\r
842         }\r
843         \r
844         virtual bool getLeftClicked()\r
845         {\r
846                 return m_receiver->leftclicked;\r
847         }\r
848         virtual bool getRightClicked()\r
849         {\r
850                 return m_receiver->rightclicked;\r
851         }\r
852         virtual void resetLeftClicked()\r
853         {\r
854                 m_receiver->leftclicked = false;\r
855         }\r
856         virtual void resetRightClicked()\r
857         {\r
858                 m_receiver->rightclicked = false;\r
859         }\r
860 \r
861         virtual bool getLeftReleased()\r
862         {\r
863                 return m_receiver->leftreleased;\r
864         }\r
865         virtual bool getRightReleased()\r
866         {\r
867                 return m_receiver->rightreleased;\r
868         }\r
869         virtual void resetLeftReleased()\r
870         {\r
871                 m_receiver->leftreleased = false;\r
872         }\r
873         virtual void resetRightReleased()\r
874         {\r
875                 m_receiver->rightreleased = false;\r
876         }\r
877 \r
878         void clear()\r
879         {\r
880                 resetRightClicked();\r
881                 resetLeftClicked();\r
882         }\r
883 private:\r
884         IrrlichtDevice *m_device;\r
885         MyEventReceiver *m_receiver;\r
886 };\r
887 \r
888 class RandomInputHandler : public InputHandler\r
889 {\r
890 public:\r
891         RandomInputHandler()\r
892         {\r
893                 leftclicked = false;\r
894                 rightclicked = false;\r
895                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
896                         keydown[i] = false;\r
897         }\r
898         virtual bool isKeyDown(EKEY_CODE keyCode)\r
899         {\r
900                 return keydown[keyCode];\r
901         }\r
902         virtual v2s32 getMousePos()\r
903         {\r
904                 return mousepos;\r
905         }\r
906         virtual void setMousePos(s32 x, s32 y)\r
907         {\r
908                 mousepos = v2s32(x,y);\r
909         }\r
910 \r
911         virtual bool getLeftState()\r
912         {\r
913                 return false;\r
914         }\r
915         virtual bool getRightState()\r
916         {\r
917                 return false;\r
918         }\r
919 \r
920         virtual bool getLeftClicked()\r
921         {\r
922                 return leftclicked;\r
923         }\r
924         virtual bool getRightClicked()\r
925         {\r
926                 return rightclicked;\r
927         }\r
928         virtual void resetLeftClicked()\r
929         {\r
930                 leftclicked = false;\r
931         }\r
932         virtual void resetRightClicked()\r
933         {\r
934                 rightclicked = false;\r
935         }\r
936 \r
937         virtual bool getLeftReleased()\r
938         {\r
939                 return false;\r
940         }\r
941         virtual bool getRightReleased()\r
942         {\r
943                 return false;\r
944         }\r
945         virtual void resetLeftReleased()\r
946         {\r
947         }\r
948         virtual void resetRightReleased()\r
949         {\r
950         }\r
951 \r
952         virtual void step(float dtime)\r
953         {\r
954                 {\r
955                         static float counter1 = 0;\r
956                         counter1 -= dtime;\r
957                         if(counter1 < 0.0)\r
958                         {\r
959                                 counter1 = 0.1*Rand(1,10);\r
960                                 /*if(g_selected_material < USEFUL_CONTENT_COUNT-1)\r
961                                         g_selected_material++;\r
962                                 else\r
963                                         g_selected_material = 0;*/\r
964                                 if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
965                                         g_selected_item++;\r
966                                 else\r
967                                         g_selected_item = 0;\r
968                         }\r
969                 }\r
970                 {\r
971                         static float counter1 = 0;\r
972                         counter1 -= dtime;\r
973                         if(counter1 < 0.0)\r
974                         {\r
975                                 counter1 = 0.1*Rand(1, 40);\r
976                                 keydown[irr::KEY_SPACE] = !keydown[irr::KEY_SPACE];\r
977                         }\r
978                 }\r
979                 {\r
980                         static float counter1 = 0;\r
981                         counter1 -= dtime;\r
982                         if(counter1 < 0.0)\r
983                         {\r
984                                 counter1 = 0.1*Rand(1, 40);\r
985                                 keydown[irr::KEY_KEY_E] = !keydown[irr::KEY_KEY_E];\r
986                         }\r
987                 }\r
988                 {\r
989                         static float counter1 = 0;\r
990                         counter1 -= dtime;\r
991                         if(counter1 < 0.0)\r
992                         {\r
993                                 counter1 = 0.1*Rand(1, 40);\r
994                                 keydown[irr::KEY_KEY_W] = !keydown[irr::KEY_KEY_W];\r
995                         }\r
996                 }\r
997                 {\r
998                         static float counter1 = 0;\r
999                         counter1 -= dtime;\r
1000                         if(counter1 < 0.0)\r
1001                         {\r
1002                                 counter1 = 0.1*Rand(1, 40);\r
1003                                 keydown[irr::KEY_KEY_A] = !keydown[irr::KEY_KEY_A];\r
1004                         }\r
1005                 }\r
1006                 {\r
1007                         static float counter1 = 0;\r
1008                         counter1 -= dtime;\r
1009                         if(counter1 < 0.0)\r
1010                         {\r
1011                                 counter1 = 0.1*Rand(1, 20);\r
1012                                 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));\r
1013                         }\r
1014                 }\r
1015                 {\r
1016                         static float counter1 = 0;\r
1017                         counter1 -= dtime;\r
1018                         if(counter1 < 0.0)\r
1019                         {\r
1020                                 counter1 = 0.1*Rand(1, 30);\r
1021                                 leftclicked = true;\r
1022                         }\r
1023                 }\r
1024                 {\r
1025                         static float counter1 = 0;\r
1026                         counter1 -= dtime;\r
1027                         if(counter1 < 0.0)\r
1028                         {\r
1029                                 counter1 = 0.1*Rand(1, 20);\r
1030                                 rightclicked = true;\r
1031                         }\r
1032                 }\r
1033                 mousepos += mousespeed;\r
1034         }\r
1035 \r
1036         s32 Rand(s32 min, s32 max)\r
1037         {\r
1038                 return (myrand()%(max-min+1))+min;\r
1039         }\r
1040 private:\r
1041         bool keydown[KEY_KEY_CODES_COUNT];\r
1042         v2s32 mousepos;\r
1043         v2s32 mousespeed;\r
1044         bool leftclicked;\r
1045         bool rightclicked;\r
1046 };\r
1047 \r
1048 void updateViewingRange(f32 frametime_in, Client *client)\r
1049 {\r
1050         if(draw_control.range_all == true)\r
1051                 return;\r
1052         \r
1053         static f32 added_frametime = 0;\r
1054         static s16 added_frames = 0;\r
1055 \r
1056         added_frametime += frametime_in;\r
1057         added_frames += 1;\r
1058 \r
1059         // Actually this counter kind of sucks because frametime is busytime\r
1060         static f32 counter = 0;\r
1061         counter -= frametime_in;\r
1062         if(counter > 0)\r
1063                 return;\r
1064         //counter = 0.1;\r
1065         counter = 0.2;\r
1066 \r
1067         /*dstream<<__FUNCTION_NAME\r
1068                         <<": Collected "<<added_frames<<" frames, total of "\r
1069                         <<added_frametime<<"s."<<std::endl;*/\r
1070         \r
1071         /*dstream<<"draw_control.blocks_drawn="\r
1072                         <<draw_control.blocks_drawn\r
1073                         <<", draw_control.blocks_would_have_drawn="\r
1074                         <<draw_control.blocks_would_have_drawn\r
1075                         <<std::endl;*/\r
1076         \r
1077         float range_min = g_settings.getS16("viewing_range_nodes_min");\r
1078         float range_max = g_settings.getS16("viewing_range_nodes_max");\r
1079         \r
1080         draw_control.wanted_min_range = range_min;\r
1081         draw_control.wanted_max_blocks = (1.2*draw_control.blocks_drawn)+1;\r
1082         \r
1083         float block_draw_ratio = 1.0;\r
1084         if(draw_control.blocks_would_have_drawn != 0)\r
1085         {\r
1086                 block_draw_ratio = (float)draw_control.blocks_drawn\r
1087                         / (float)draw_control.blocks_would_have_drawn;\r
1088         }\r
1089 \r
1090         // Calculate the average frametime in the case that all wanted\r
1091         // blocks had been drawn\r
1092         f32 frametime = added_frametime / added_frames / block_draw_ratio;\r
1093         \r
1094         added_frametime = 0.0;\r
1095         added_frames = 0;\r
1096         \r
1097         float wanted_fps = g_settings.getFloat("wanted_fps");\r
1098         float wanted_frametime = 1.0 / wanted_fps;\r
1099         \r
1100         f32 wanted_frametime_change = wanted_frametime - frametime;\r
1101         //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;\r
1102         \r
1103         // If needed frametime change is very small, just return\r
1104         if(fabs(wanted_frametime_change) < wanted_frametime*0.2)\r
1105         {\r
1106                 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;\r
1107                 return;\r
1108         }\r
1109 \r
1110         float range = draw_control.wanted_range;\r
1111         float new_range = range;\r
1112 \r
1113         static s16 range_old = 0;\r
1114         static f32 frametime_old = 0;\r
1115         \r
1116         float d_range = range - range_old;\r
1117         f32 d_frametime = frametime - frametime_old;\r
1118         // A sane default of 30ms per 50 nodes of range\r
1119         static f32 time_per_range = 30. / 50;\r
1120         if(d_range != 0)\r
1121         {\r
1122                 time_per_range = d_frametime / d_range;\r
1123         }\r
1124         \r
1125         // The minimum allowed calculated frametime-range derivative:\r
1126         // Practically this sets the maximum speed of changing the range.\r
1127         // The lower this value, the higher the maximum changing speed.\r
1128         // A low value here results in wobbly range (0.001)\r
1129         // A high value here results in slow changing range (0.0025)\r
1130         // SUGG: This could be dynamically adjusted so that when\r
1131         //       the camera is turning, this is lower\r
1132         //float min_time_per_range = 0.0015;\r
1133         float min_time_per_range = 0.0010;\r
1134         //float min_time_per_range = 0.05 / range;\r
1135         if(time_per_range < min_time_per_range)\r
1136         {\r
1137                 time_per_range = min_time_per_range;\r
1138                 //dstream<<"time_per_range="<<time_per_range<<" (min)"<<std::endl;\r
1139         }\r
1140         else\r
1141         {\r
1142                 //dstream<<"time_per_range="<<time_per_range<<std::endl;\r
1143         }\r
1144 \r
1145         f32 wanted_range_change = wanted_frametime_change / time_per_range;\r
1146         // Dampen the change a bit to kill oscillations\r
1147         //wanted_range_change *= 0.9;\r
1148         //wanted_range_change *= 0.75;\r
1149         wanted_range_change *= 0.5;\r
1150         //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;\r
1151 \r
1152         // If needed range change is very small, just return\r
1153         if(fabs(wanted_range_change) < 0.001)\r
1154         {\r
1155                 //dstream<<"ignoring small wanted_range_change"<<std::endl;\r
1156                 return;\r
1157         }\r
1158 \r
1159         new_range += wanted_range_change;\r
1160         //dstream<<"new_range="<<new_range/*<<std::endl*/;\r
1161         \r
1162         //float new_range_unclamped = new_range;\r
1163         if(new_range < range_min)\r
1164                 new_range = range_min;\r
1165         if(new_range > range_max)\r
1166                 new_range = range_max;\r
1167         \r
1168         /*if(new_range != new_range_unclamped)\r
1169                 dstream<<", clamped to "<<new_range<<std::endl;\r
1170         else\r
1171                 dstream<<std::endl;*/\r
1172 \r
1173         draw_control.wanted_range = new_range;\r
1174 \r
1175         range_old = new_range;\r
1176         frametime_old = frametime;\r
1177 }\r
1178 \r
1179 class GUIQuickInventory : public IEventReceiver\r
1180 {\r
1181 public:\r
1182         GUIQuickInventory(\r
1183                         gui::IGUIEnvironment* env,\r
1184                         gui::IGUIElement* parent,\r
1185                         v2s32 pos,\r
1186                         s32 itemcount,\r
1187                         Inventory *inventory):\r
1188                 m_itemcount(itemcount),\r
1189                 m_inventory(inventory)\r
1190         {\r
1191                 core::rect<s32> imgsize(0,0,48,48);\r
1192                 core::rect<s32> textsize(0,0,48,16);\r
1193                 v2s32 spacing(0, 64);\r
1194                 for(s32 i=0; i<m_itemcount; i++)\r
1195                 {\r
1196                         m_images.push_back(env->addImage(\r
1197                                 imgsize + pos + spacing*i\r
1198                         ));\r
1199                         m_images[i]->setScaleImage(true);\r
1200                         m_texts.push_back(env->addStaticText(\r
1201                                 L"",\r
1202                                 textsize + pos + spacing*i,\r
1203                                 false, false\r
1204                         ));\r
1205                         m_texts[i]->setBackgroundColor(\r
1206                                         video::SColor(128,0,0,0));\r
1207                         m_texts[i]->setTextAlignment(\r
1208                                         gui::EGUIA_CENTER,\r
1209                                         gui::EGUIA_UPPERLEFT);\r
1210                 }\r
1211         }\r
1212 \r
1213         ~GUIQuickInventory()\r
1214         {\r
1215                 for(u32 i=0; i<m_texts.size(); i++)\r
1216                 {\r
1217                         m_texts[i]->remove();\r
1218                 }\r
1219                 for(u32 i=0; i<m_images.size(); i++)\r
1220                 {\r
1221                         m_images[i]->remove();\r
1222                 }\r
1223         }\r
1224 \r
1225         virtual bool OnEvent(const SEvent& event)\r
1226         {\r
1227                 return false;\r
1228         }\r
1229 \r
1230         void setSelection(s32 i)\r
1231         {\r
1232                 m_selection = i;\r
1233         }\r
1234 \r
1235         void update()\r
1236         {\r
1237                 s32 start = 0;\r
1238 \r
1239                 start = m_selection - m_itemcount / 2;\r
1240 \r
1241                 InventoryList *mainlist = m_inventory->getList("main");\r
1242 \r
1243                 for(s32 i=0; i<m_itemcount; i++)\r
1244                 {\r
1245                         s32 j = i + start;\r
1246 \r
1247                         if(j > (s32)mainlist->getSize() - 1)\r
1248                                 j -= mainlist->getSize();\r
1249                         if(j < 0)\r
1250                                 j += mainlist->getSize();\r
1251                         \r
1252                         InventoryItem *item = mainlist->getItem(j);\r
1253                         // Null items\r
1254                         if(item == NULL)\r
1255                         {\r
1256                                 m_images[i]->setImage(NULL);\r
1257 \r
1258                                 wchar_t t[10];\r
1259                                 if(m_selection == j)\r
1260                                         swprintf(t, 10, L"<-");\r
1261                                 else\r
1262                                         swprintf(t, 10, L"");\r
1263                                 m_texts[i]->setText(t);\r
1264 \r
1265                                 // The next ifs will segfault with a NULL pointer\r
1266                                 continue;\r
1267                         }\r
1268                         \r
1269                         \r
1270                         m_images[i]->setImage(item->getImage());\r
1271                         \r
1272                         wchar_t t[10];\r
1273                         if(m_selection == j)\r
1274                                 swprintf(t, 10, SWPRINTF_CHARSTRING L" <-", item->getText().c_str());\r
1275                         else\r
1276                                 swprintf(t, 10, SWPRINTF_CHARSTRING, item->getText().c_str());\r
1277                         m_texts[i]->setText(t);\r
1278                 }\r
1279         }\r
1280 \r
1281 private:\r
1282         s32 m_itemcount;\r
1283         core::array<gui::IGUIStaticText*> m_texts;\r
1284         core::array<gui::IGUIImage*> m_images;\r
1285         Inventory *m_inventory;\r
1286         s32 m_selection;\r
1287 };\r
1288 \r
1289 // Chat data\r
1290 struct ChatLine\r
1291 {\r
1292         ChatLine():\r
1293                 age(0.0)\r
1294         {\r
1295         }\r
1296         ChatLine(const std::wstring &a_text):\r
1297                 age(0.0),\r
1298                 text(a_text)\r
1299         {\r
1300         }\r
1301         float age;\r
1302         std::wstring text;\r
1303 };\r
1304 \r
1305 // These are defined global so that they're not optimized too much.\r
1306 // Can't change them to volatile.\r
1307 s16 temp16;\r
1308 f32 tempf;\r
1309 v3f tempv3f1;\r
1310 v3f tempv3f2;\r
1311 std::string tempstring;\r
1312 std::string tempstring2;\r
1313 \r
1314 void SpeedTests()\r
1315 {\r
1316         {\r
1317                 dstream<<"The following test should take around 20ms."<<std::endl;\r
1318                 TimeTaker timer("Testing std::string speed");\r
1319                 const u32 jj = 10000;\r
1320                 for(u32 j=0; j<jj; j++)\r
1321                 {\r
1322                         tempstring = "";\r
1323                         tempstring2 = "";\r
1324                         const u32 ii = 10;\r
1325                         for(u32 i=0; i<ii; i++){\r
1326                                 tempstring2 += "asd";\r
1327                         }\r
1328                         for(u32 i=0; i<ii+1; i++){\r
1329                                 tempstring += "asd";\r
1330                                 if(tempstring == tempstring2)\r
1331                                         break;\r
1332                         }\r
1333                 }\r
1334         }\r
1335         \r
1336         dstream<<"All of the following tests should take around 100ms each."\r
1337                         <<std::endl;\r
1338 \r
1339         {\r
1340                 TimeTaker timer("Testing floating-point conversion speed");\r
1341                 tempf = 0.001;\r
1342                 for(u32 i=0; i<4000000; i++){\r
1343                         temp16 += tempf;\r
1344                         tempf += 0.001;\r
1345                 }\r
1346         }\r
1347         \r
1348         {\r
1349                 TimeTaker timer("Testing floating-point vector speed");\r
1350 \r
1351                 tempv3f1 = v3f(1,2,3);\r
1352                 tempv3f2 = v3f(4,5,6);\r
1353                 for(u32 i=0; i<10000000; i++){\r
1354                         tempf += tempv3f1.dotProduct(tempv3f2);\r
1355                         tempv3f2 += v3f(7,8,9);\r
1356                 }\r
1357         }\r
1358 \r
1359         {\r
1360                 TimeTaker timer("Testing core::map speed");\r
1361                 \r
1362                 core::map<v2s16, f32> map1;\r
1363                 tempf = -324;\r
1364                 const s16 ii=300;\r
1365                 for(s16 y=0; y<ii; y++){\r
1366                         for(s16 x=0; x<ii; x++){\r
1367                                 map1.insert(v2s16(x,y), tempf);\r
1368                                 tempf += 1;\r
1369                         }\r
1370                 }\r
1371                 for(s16 y=ii-1; y>=0; y--){\r
1372                         for(s16 x=0; x<ii; x++){\r
1373                                 tempf = map1[v2s16(x,y)];\r
1374                         }\r
1375                 }\r
1376         }\r
1377 \r
1378         {\r
1379                 dstream<<"Around 5000/ms should do well here."<<std::endl;\r
1380                 TimeTaker timer("Testing mutex speed");\r
1381                 \r
1382                 JMutex m;\r
1383                 m.Init();\r
1384                 u32 n = 0;\r
1385                 u32 i = 0;\r
1386                 do{\r
1387                         n += 10000;\r
1388                         for(; i<n; i++){\r
1389                                 m.Lock();\r
1390                                 m.Unlock();\r
1391                         }\r
1392                 }\r
1393                 // Do at least 10ms\r
1394                 while(timer.getTime() < 10);\r
1395 \r
1396                 u32 dtime = timer.stop();\r
1397                 u32 per_ms = n / dtime;\r
1398                 std::cout<<"Done. "<<dtime<<"ms, "\r
1399                                 <<per_ms<<"/ms"<<std::endl;\r
1400         }\r
1401 }\r
1402 \r
1403 int main(int argc, char *argv[])\r
1404 {\r
1405         /*\r
1406                 Parse command line\r
1407         */\r
1408         \r
1409         // List all allowed options\r
1410         core::map<std::string, ValueSpec> allowed_options;\r
1411         allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));\r
1412         allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,\r
1413                         "Run server directly"));\r
1414         allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,\r
1415                         "Load configuration from specified file"));\r
1416         allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));\r
1417         allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));\r
1418         allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));\r
1419         allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1420         allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1421         allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));\r
1422 #ifdef _WIN32\r
1423         allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));\r
1424 #endif\r
1425         allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));\r
1426 \r
1427         Settings cmd_args;\r
1428         \r
1429         bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);\r
1430 \r
1431         if(ret == false || cmd_args.getFlag("help"))\r
1432         {\r
1433                 dstream<<"Allowed options:"<<std::endl;\r
1434                 for(core::map<std::string, ValueSpec>::Iterator\r
1435                                 i = allowed_options.getIterator();\r
1436                                 i.atEnd() == false; i++)\r
1437                 {\r
1438                         dstream<<"  --"<<i.getNode()->getKey();\r
1439                         if(i.getNode()->getValue().type == VALUETYPE_FLAG)\r
1440                         {\r
1441                         }\r
1442                         else\r
1443                         {\r
1444                                 dstream<<" <value>";\r
1445                         }\r
1446                         dstream<<std::endl;\r
1447 \r
1448                         if(i.getNode()->getValue().help != NULL)\r
1449                         {\r
1450                                 dstream<<"      "<<i.getNode()->getValue().help\r
1451                                                 <<std::endl;\r
1452                         }\r
1453                 }\r
1454 \r
1455                 return cmd_args.getFlag("help") ? 0 : 1;\r
1456         }\r
1457         \r
1458         /*\r
1459                 Low-level initialization\r
1460         */\r
1461 \r
1462         bool disable_stderr = false;\r
1463 #ifdef _WIN32\r
1464         if(cmd_args.getFlag("dstream-on-stderr") == false)\r
1465                 disable_stderr = true;\r
1466 #endif\r
1467 \r
1468         // Initialize debug streams\r
1469         debugstreams_init(disable_stderr, DEBUGFILE);\r
1470         // Initialize debug stacks\r
1471         debug_stacks_init();\r
1472 \r
1473         DSTACK(__FUNCTION_NAME);\r
1474 \r
1475         porting::initializePaths();\r
1476         // Create user data directory\r
1477         fs::CreateDir(porting::path_userdata);\r
1478         \r
1479         // C-style stuff initialization\r
1480         initializeMaterialProperties();\r
1481 \r
1482         // Debug handler\r
1483         BEGIN_DEBUG_EXCEPTION_HANDLER\r
1484 \r
1485         // Print startup message\r
1486         dstream<<DTIME<<"minetest-c55"\r
1487                         " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
1488                         <<", "<<BUILD_INFO\r
1489                         <<std::endl;\r
1490         \r
1491         /*\r
1492                 Basic initialization\r
1493         */\r
1494 \r
1495         // Initialize default settings\r
1496         set_default_settings();\r
1497         \r
1498         // Set locale. This is for forcing '.' as the decimal point.\r
1499         std::locale::global(std::locale("C"));\r
1500         // This enables printing all characters in bitmap font\r
1501         setlocale(LC_CTYPE, "en_US");\r
1502 \r
1503         // Initialize sockets\r
1504         sockets_init();\r
1505         atexit(sockets_cleanup);\r
1506         \r
1507         /*\r
1508                 Initialization\r
1509         */\r
1510 \r
1511         /*\r
1512                 Read config file\r
1513         */\r
1514         \r
1515         // Path of configuration file in use\r
1516         std::string configpath = "";\r
1517         \r
1518         if(cmd_args.exists("config"))\r
1519         {\r
1520                 bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());\r
1521                 if(r == false)\r
1522                 {\r
1523                         dstream<<"Could not read configuration from \""\r
1524                                         <<cmd_args.get("config")<<"\""<<std::endl;\r
1525                         return 1;\r
1526                 }\r
1527                 configpath = cmd_args.get("config");\r
1528         }\r
1529         else\r
1530         {\r
1531                 core::array<std::string> filenames;\r
1532                 filenames.push_back(porting::path_userdata + "/minetest.conf");\r
1533 #ifdef RUN_IN_PLACE\r
1534                 filenames.push_back(porting::path_userdata + "/../minetest.conf");\r
1535 #endif\r
1536 \r
1537                 for(u32 i=0; i<filenames.size(); i++)\r
1538                 {\r
1539                         bool r = g_settings.readConfigFile(filenames[i].c_str());\r
1540                         if(r)\r
1541                         {\r
1542                                 configpath = filenames[i];\r
1543                                 break;\r
1544                         }\r
1545                 }\r
1546                 \r
1547                 // If no path found, use the first one (menu creates the file)\r
1548                 if(configpath == "")\r
1549                         configpath = filenames[0];\r
1550         }\r
1551 \r
1552         // Initialize random seed\r
1553         srand(time(0));\r
1554         mysrand(time(0));\r
1555 \r
1556         /*\r
1557                 Pre-initialize some stuff with a dummy irrlicht wrapper.\r
1558 \r
1559                 These are needed for unit tests at least.\r
1560         */\r
1561         \r
1562         // Initial call with g_texturesource not set.\r
1563         init_mapnode();\r
1564 \r
1565         /*\r
1566                 Run unit tests\r
1567         */\r
1568 \r
1569         if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)\r
1570                         || cmd_args.getFlag("enable-unittests") == true)\r
1571         {\r
1572                 run_tests();\r
1573         }\r
1574         \r
1575         /*for(s16 y=-100; y<100; y++)\r
1576         for(s16 x=-100; x<100; x++)\r
1577         {\r
1578                 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;\r
1579         }\r
1580         return 0;*/\r
1581         \r
1582         /*\r
1583                 Some parameters\r
1584         */\r
1585 \r
1586         // Port\r
1587         u16 port = 30000;\r
1588         if(cmd_args.exists("port"))\r
1589                 port = cmd_args.getU16("port");\r
1590         else if(cmd_args.exists("port"))\r
1591                 port = g_settings.getU16("port");\r
1592         \r
1593         // Map directory\r
1594         std::string map_dir = porting::path_userdata+"/map";\r
1595         if(cmd_args.exists("map-dir"))\r
1596                 map_dir = cmd_args.get("map-dir");\r
1597         else if(g_settings.exists("map-dir"))\r
1598                 map_dir = g_settings.get("map-dir");\r
1599         \r
1600         // Run dedicated server if asked to\r
1601         if(cmd_args.getFlag("server"))\r
1602         {\r
1603                 DSTACK("Dedicated server branch");\r
1604 \r
1605                 // Create server\r
1606                 Server server(map_dir.c_str());\r
1607                 server.start(port);\r
1608                 \r
1609                 // Run server\r
1610                 dedicated_server_loop(server);\r
1611 \r
1612                 return 0;\r
1613         }\r
1614 \r
1615         /*\r
1616                 More parameters\r
1617         */\r
1618         \r
1619         // Address to connect to\r
1620         std::string address = "";\r
1621         \r
1622         if(cmd_args.exists("address"))\r
1623         {\r
1624                 address = cmd_args.get("address");\r
1625         }\r
1626         else\r
1627         {\r
1628                 address = g_settings.get("address");\r
1629         }\r
1630         \r
1631         std::string playername = g_settings.get("name");\r
1632 \r
1633         /*\r
1634                 Resolution selection\r
1635         */\r
1636         \r
1637         bool fullscreen = false;\r
1638         u16 screenW = g_settings.getU16("screenW");\r
1639         u16 screenH = g_settings.getU16("screenH");\r
1640 \r
1641         //\r
1642 \r
1643         MyEventReceiver receiver;\r
1644 \r
1645         video::E_DRIVER_TYPE driverType;\r
1646 \r
1647 #ifdef _WIN32\r
1648         //driverType = video::EDT_DIRECT3D9;\r
1649         driverType = video::EDT_OPENGL;\r
1650 #else\r
1651         driverType = video::EDT_OPENGL;\r
1652         //driverType = video::EDT_BURNINGSVIDEO; // Best software renderer\r
1653 #endif\r
1654 \r
1655         // create device and exit if creation failed\r
1656 \r
1657         IrrlichtDevice *device;\r
1658         device = createDevice(driverType,\r
1659                         core::dimension2d<u32>(screenW, screenH),\r
1660                         16, fullscreen, false, false, &receiver);\r
1661 \r
1662         if (device == 0)\r
1663                 return 1; // could not create selected driver.\r
1664         \r
1665         g_device = device;\r
1666         g_irrlicht = new IrrlichtWrapper(device);\r
1667         TextureSource *texturesource = new TextureSource(device);\r
1668         g_texturesource = texturesource;\r
1669 \r
1670         /*\r
1671                 Speed tests (done after irrlicht is loaded to get timer)\r
1672         */\r
1673         if(cmd_args.getFlag("speedtests"))\r
1674         {\r
1675                 dstream<<"Running speed tests"<<std::endl;\r
1676                 SpeedTests();\r
1677                 return 0;\r
1678         }\r
1679         \r
1680         device->setResizable(true);\r
1681 \r
1682         bool random_input = g_settings.getBool("random_input")\r
1683                         || cmd_args.getFlag("random-input");\r
1684         if(random_input)\r
1685                 g_input = new RandomInputHandler();\r
1686         else\r
1687                 g_input = new RealInputHandler(device, &receiver);\r
1688         \r
1689         /*\r
1690                 Continue initialization\r
1691         */\r
1692 \r
1693         video::IVideoDriver* driver = device->getVideoDriver();\r
1694 \r
1695         /*\r
1696                 This changes the minimum allowed number of vertices in a VBO.\r
1697                 Default is 500.\r
1698         */\r
1699         //driver->setMinHardwareBufferVertexCount(50);\r
1700 \r
1701         scene::ISceneManager* smgr = device->getSceneManager();\r
1702         \r
1703         guienv = device->getGUIEnvironment();\r
1704         gui::IGUISkin* skin = guienv->getSkin();\r
1705         gui::IGUIFont* font = guienv->getFont(porting::getDataPath("fontlucida.png").c_str());\r
1706         if(font)\r
1707                 skin->setFont(font);\r
1708         else\r
1709                 dstream<<"WARNING: Font file was not found."\r
1710                                 " Using default font."<<std::endl;\r
1711         // If font was not found, this will get us one\r
1712         font = skin->getFont();\r
1713         assert(font);\r
1714 \r
1715         u32 text_height = font->getDimension(L"Hello, world!").Height;\r
1716         dstream<<"text_height="<<text_height<<std::endl;\r
1717 \r
1718         //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));\r
1719         skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));\r
1720         //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));\r
1721         //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));\r
1722         skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
1723         skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
1724         \r
1725         /*\r
1726                 Preload some textures and stuff\r
1727         */\r
1728 \r
1729         init_content_inventory_texture_paths();\r
1730         init_mapnode(); // Second call with g_texturesource set\r
1731         init_mineral();\r
1732 \r
1733         /*\r
1734                 GUI stuff\r
1735         */\r
1736 \r
1737         /*\r
1738                 We need some kind of a root node to be able to add\r
1739                 custom gui elements directly on the screen.\r
1740                 Otherwise they won't be automatically drawn.\r
1741         */\r
1742         guiroot = guienv->addStaticText(L"",\r
1743                         core::rect<s32>(0, 0, 10000, 10000));\r
1744         \r
1745         // First line of debug text\r
1746         gui::IGUIStaticText *guitext = guienv->addStaticText(\r
1747                         L"",\r
1748                         core::rect<s32>(5, 5, 795, 5+text_height),\r
1749                         false, false);\r
1750         // Second line of debug text\r
1751         gui::IGUIStaticText *guitext2 = guienv->addStaticText(\r
1752                         L"",\r
1753                         core::rect<s32>(5, 5+(text_height+5)*1, 795, (5+text_height)*2),\r
1754                         false, false);\r
1755         \r
1756         // At the middle of the screen\r
1757         // Object infos are shown in this\r
1758         gui::IGUIStaticText *guitext_info = guienv->addStaticText(\r
1759                         L"",\r
1760                         core::rect<s32>(100, 70, 100+400, 70+(text_height+5)),\r
1761                         false, false);\r
1762         \r
1763         // Chat text\r
1764         gui::IGUIStaticText *guitext_chat = guienv->addStaticText(\r
1765                         L"",\r
1766                         core::rect<s32>(0,0,0,0),\r
1767                         false, false); // Disable word wrap as of now\r
1768                         //false, true);\r
1769         guitext_chat->setBackgroundColor(video::SColor(96,0,0,0));\r
1770         core::list<ChatLine> chat_lines;\r
1771         \r
1772         /*\r
1773                 If an error occurs, this is set to something and the\r
1774                 menu-game loop is restarted. It is then displayed before\r
1775                 the menu.\r
1776         */\r
1777         std::wstring error_message = L"";\r
1778         \r
1779         /*\r
1780                 Menu-game loop\r
1781         */\r
1782         while(g_device->run())\r
1783         {\r
1784         \r
1785         // This is used for catching disconnects\r
1786         try\r
1787         {\r
1788         \r
1789         /*\r
1790                 Out-of-game menu loop.\r
1791 \r
1792                 Loop quits when menu returns proper parameters.\r
1793         */\r
1794         for(;;)\r
1795         {\r
1796                 // Cursor can be non-visible when coming from the game\r
1797                 device->getCursorControl()->setVisible(true);\r
1798                 // Some stuff are left to scene manager when coming from the game\r
1799                 // (map at least?)\r
1800                 smgr->clear();\r
1801                 // Reset or hide the debug gui texts\r
1802                 guitext->setText(L"Minetest-c55");\r
1803                 guitext2->setVisible(false);\r
1804                 guitext_info->setVisible(false);\r
1805                 guitext_chat->setVisible(false);\r
1806                 \r
1807                 // Initialize menu data\r
1808                 MainMenuData menudata;\r
1809                 menudata.address = narrow_to_wide(address);\r
1810                 menudata.name = narrow_to_wide(playername);\r
1811                 menudata.port = narrow_to_wide(itos(port));\r
1812                 menudata.creative_mode = g_settings.getBool("creative_mode");\r
1813 \r
1814                 GUIMainMenu *menu =\r
1815                                 new GUIMainMenu(guienv, guiroot, -1, \r
1816                                         &g_menumgr, &menudata, &g_gamecallback);\r
1817                 menu->allowFocusRemoval(true);\r
1818 \r
1819                 if(error_message != L"")\r
1820                 {\r
1821                         GUIMessageMenu *menu2 =\r
1822                                         new GUIMessageMenu(guienv, guiroot, -1, \r
1823                                                 &g_menumgr, error_message.c_str());\r
1824                         menu2->drop();\r
1825                         error_message = L"";\r
1826                 }\r
1827 \r
1828                 video::IVideoDriver* driver = g_device->getVideoDriver();\r
1829                 \r
1830                 dstream<<"Created main menu"<<std::endl;\r
1831 \r
1832                 while(g_device->run())\r
1833                 {\r
1834                         // Run global IrrlichtWrapper's main thread processing stuff\r
1835                         g_irrlicht->Run();\r
1836                         \r
1837                         if(menu->getStatus() == true)\r
1838                                 break;\r
1839 \r
1840                         //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
1841                         driver->beginScene(true, true, video::SColor(255,128,128,128));\r
1842                         guienv->drawAll();\r
1843                         driver->endScene();\r
1844                 }\r
1845                 \r
1846                 // Break out of menu-game loop to shut down cleanly\r
1847                 if(g_device->run() == false)\r
1848                         break;\r
1849                 \r
1850                 dstream<<"Dropping main menu"<<std::endl;\r
1851 \r
1852                 menu->drop();\r
1853                 \r
1854                 // Delete map if requested\r
1855                 if(menudata.delete_map)\r
1856                 {\r
1857                         bool r = fs::RecursiveDeleteContent(map_dir);\r
1858                         if(r == false)\r
1859                                 error_message = L"Delete failed";\r
1860                         continue;\r
1861                 }\r
1862 \r
1863                 playername = wide_to_narrow(menudata.name);\r
1864                 address = wide_to_narrow(menudata.address);\r
1865                 port = stoi(wide_to_narrow(menudata.port));\r
1866                 g_settings.set("creative_mode", itos(menudata.creative_mode));\r
1867                 \r
1868                 // Check for valid parameters, restart menu if invalid.\r
1869                 if(playername == "")\r
1870                 {\r
1871                         error_message = L"Name required.";\r
1872                         continue;\r
1873                 }\r
1874                 \r
1875                 // Save settings\r
1876                 g_settings.set("name", playername);\r
1877                 g_settings.set("address", address);\r
1878                 g_settings.set("port", itos(port));\r
1879                 // Update configuration file\r
1880                 if(configpath != "")\r
1881                         g_settings.updateConfigFile(configpath.c_str());\r
1882         \r
1883                 // Continue to game\r
1884                 break;\r
1885         }\r
1886         \r
1887         // Break out of menu-game loop to shut down cleanly\r
1888         if(g_device->run() == false)\r
1889                 break;\r
1890 \r
1891         /*\r
1892                 Make a scope here so that the client and the server and other\r
1893                 stuff gets removed when disconnected or the irrlicht device\r
1894                 is removed.\r
1895         */\r
1896         {\r
1897 \r
1898         // This is set to true at the end of the scope\r
1899         g_irrlicht->Shutdown(false);\r
1900 \r
1901         /*\r
1902                 Draw "Loading" screen\r
1903         */\r
1904         const wchar_t *text = L"Loading and connecting...";\r
1905         core::vector2d<s32> center(screenW/2, screenH/2);\r
1906         core::vector2d<s32> textsize(300, text_height);\r
1907         core::rect<s32> textrect(center - textsize/2, center + textsize/2);\r
1908 \r
1909         gui::IGUIStaticText *gui_loadingtext = guienv->addStaticText(\r
1910                         text, textrect, false, false);\r
1911         gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);\r
1912 \r
1913         driver->beginScene(true, true, video::SColor(255,0,0,0));\r
1914         guienv->drawAll();\r
1915         driver->endScene();\r
1916 \r
1917         std::cout<<DTIME<<"Creating server and client"<<std::endl;\r
1918         \r
1919         /*\r
1920                 Create server.\r
1921                 SharedPtr will delete it when it goes out of scope.\r
1922         */\r
1923         SharedPtr<Server> server;\r
1924         if(address == ""){\r
1925                 server = new Server(map_dir);\r
1926                 server->start(port);\r
1927         }\r
1928         \r
1929         /*\r
1930                 Create client\r
1931         */\r
1932 \r
1933         Client client(device, playername.c_str(), draw_control);\r
1934                         \r
1935         g_client = &client;\r
1936         \r
1937         Address connect_address(0,0,0,0, port);\r
1938         try{\r
1939                 if(address == "")\r
1940                         //connect_address.Resolve("localhost");\r
1941                         connect_address.setAddress(127,0,0,1);\r
1942                 else\r
1943                         connect_address.Resolve(address.c_str());\r
1944         }\r
1945         catch(ResolveError &e)\r
1946         {\r
1947                 std::cout<<DTIME<<"Couldn't resolve address"<<std::endl;\r
1948                 //return 0;\r
1949                 error_message = L"Couldn't resolve address";\r
1950                 gui_loadingtext->remove();\r
1951                 continue;\r
1952         }\r
1953         \r
1954         dstream<<DTIME<<"Connecting to server at ";\r
1955         connect_address.print(&dstream);\r
1956         dstream<<std::endl;\r
1957         client.connect(connect_address);\r
1958         \r
1959         try{\r
1960                 while(client.connectedAndInitialized() == false)\r
1961                 {\r
1962                         // Update screen\r
1963                         driver->beginScene(true, true, video::SColor(255,0,0,0));\r
1964                         guienv->drawAll();\r
1965                         driver->endScene();\r
1966 \r
1967                         // Update client and server\r
1968 \r
1969                         client.step(0.1);\r
1970 \r
1971                         if(server != NULL)\r
1972                                 server->step(0.1);\r
1973                         \r
1974                         // Delay a bit\r
1975                         sleep_ms(100);\r
1976                 }\r
1977         }\r
1978         catch(con::PeerNotFoundException &e)\r
1979         {\r
1980                 std::cout<<DTIME<<"Timed out."<<std::endl;\r
1981                 //return 0;\r
1982                 error_message = L"Connection timed out.";\r
1983                 gui_loadingtext->remove();\r
1984                 continue;\r
1985         }\r
1986 \r
1987         /*\r
1988                 Create skybox\r
1989         */\r
1990         /*scene::ISceneNode* skybox;\r
1991         skybox = smgr->addSkyBoxSceneNode(\r
1992                 driver->getTexture(porting::getDataPath("skybox2.png").c_str()),\r
1993                 driver->getTexture(porting::getDataPath("skybox3.png").c_str()),\r
1994                 driver->getTexture(porting::getDataPath("skybox1.png").c_str()),\r
1995                 driver->getTexture(porting::getDataPath("skybox1.png").c_str()),\r
1996                 driver->getTexture(porting::getDataPath("skybox1.png").c_str()),\r
1997                 driver->getTexture(porting::getDataPath("skybox1.png").c_str()));*/\r
1998         \r
1999         /*\r
2000                 Create the camera node\r
2001         */\r
2002 \r
2003         scene::ICameraSceneNode* camera = smgr->addCameraSceneNode(\r
2004                 0, // Camera parent\r
2005                 v3f(BS*100, BS*2, BS*100), // Look from\r
2006                 v3f(BS*100+1, BS*2, BS*100), // Look to\r
2007                 -1 // Camera ID\r
2008         );\r
2009 \r
2010         if(camera == NULL)\r
2011                 return 1;\r
2012         \r
2013         video::SColor skycolor = video::SColor(255,90,140,200);\r
2014 \r
2015         camera->setFOV(FOV_ANGLE);\r
2016 \r
2017         // Just so big a value that everything rendered is visible\r
2018         camera->setFarValue(100000*BS);\r
2019 \r
2020         f32 camera_yaw = 0; // "right/left"\r
2021         f32 camera_pitch = 0; // "up/down"\r
2022 \r
2023         /*\r
2024                 Move into game\r
2025         */\r
2026         \r
2027         gui_loadingtext->remove();\r
2028 \r
2029         /*\r
2030                 Add some gui stuff\r
2031         */\r
2032 \r
2033         GUIQuickInventory *quick_inventory = new GUIQuickInventory\r
2034                         (guienv, NULL, v2s32(10, 70), 5, &local_inventory);\r
2035         \r
2036         // Test the text input system\r
2037         /*(new GUITextInputMenu(guienv, guiroot, -1, &g_menumgr,\r
2038                         NULL))->drop();*/\r
2039         /*GUIMessageMenu *menu =\r
2040                         new GUIMessageMenu(guienv, guiroot, -1, \r
2041                                 &g_menumgr,\r
2042                                 L"Asd");\r
2043         menu->drop();*/\r
2044         \r
2045         // Launch pause menu\r
2046         (new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback,\r
2047                         &g_menumgr))->drop();\r
2048         \r
2049         // Enable texts\r
2050         guitext2->setVisible(true);\r
2051         guitext_info->setVisible(true);\r
2052         guitext_chat->setVisible(true);\r
2053         \r
2054         /*\r
2055                 Some statistics are collected in these\r
2056         */\r
2057         u32 drawtime = 0;\r
2058         u32 beginscenetime = 0;\r
2059         u32 scenetime = 0;\r
2060         u32 endscenetime = 0;\r
2061         \r
2062         // A test\r
2063         //throw con::PeerNotFoundException("lol");\r
2064 \r
2065         core::list<float> frametime_log;\r
2066 \r
2067         /*\r
2068                 Main loop\r
2069         */\r
2070 \r
2071         bool first_loop_after_window_activation = true;\r
2072 \r
2073         // Time is in milliseconds\r
2074         // NOTE: getRealTime() causes strange problems in wine (imprecision?)\r
2075         // NOTE: So we have to use getTime() and call run()s between them\r
2076         u32 lasttime = device->getTimer()->getTime();\r
2077 \r
2078         while(device->run())\r
2079         {\r
2080                 if(g_disconnect_requested)\r
2081                 {\r
2082                         g_disconnect_requested = false;\r
2083                         break;\r
2084                 }\r
2085 \r
2086                 /*\r
2087                         Run global IrrlichtWrapper's main thread processing stuff\r
2088                 */\r
2089                 g_irrlicht->Run();\r
2090 \r
2091                 /*\r
2092                         Process TextureSource's queue\r
2093                 */\r
2094                 texturesource->processQueue();\r
2095 \r
2096                 /*\r
2097                         Random calculations\r
2098                 */\r
2099                 v2u32 screensize = driver->getScreenSize();\r
2100                 core::vector2d<s32> displaycenter(screensize.X/2,screensize.Y/2);\r
2101                 \r
2102                 // Hilight boxes collected during the loop and displayed\r
2103                 core::list< core::aabbox3d<f32> > hilightboxes;\r
2104                 \r
2105                 // Info text\r
2106                 std::wstring infotext;\r
2107 \r
2108                 //TimeTaker //timer1("//timer1");\r
2109                 \r
2110                 // Time of frame without fps limit\r
2111                 float busytime;\r
2112                 u32 busytime_u32;\r
2113                 {\r
2114                         // not using getRealTime is necessary for wine\r
2115                         u32 time = device->getTimer()->getTime();\r
2116                         if(time > lasttime)\r
2117                                 busytime_u32 = time - lasttime;\r
2118                         else\r
2119                                 busytime_u32 = 0;\r
2120                         busytime = busytime_u32 / 1000.0;\r
2121                 }\r
2122 \r
2123                 //std::cout<<"busytime_u32="<<busytime_u32<<std::endl;\r
2124         \r
2125                 // Absolutelu necessary for wine!\r
2126                 device->run();\r
2127 \r
2128                 /*\r
2129                         Viewing range\r
2130                 */\r
2131                 \r
2132                 updateViewingRange(busytime, &client);\r
2133                 \r
2134                 /*\r
2135                         FPS limiter\r
2136                 */\r
2137 \r
2138                 {\r
2139                         float fps_max = g_settings.getFloat("fps_max");\r
2140                         u32 frametime_min = 1000./fps_max;\r
2141                         \r
2142                         if(busytime_u32 < frametime_min)\r
2143                         {\r
2144                                 u32 sleeptime = frametime_min - busytime_u32;\r
2145                                 device->sleep(sleeptime);\r
2146                         }\r
2147                 }\r
2148 \r
2149                 // Absolutelu necessary for wine!\r
2150                 device->run();\r
2151 \r
2152                 /*\r
2153                         Time difference calculation\r
2154                 */\r
2155                 f32 dtime; // in seconds\r
2156                 \r
2157                 u32 time = device->getTimer()->getTime();\r
2158                 if(time > lasttime)\r
2159                         dtime = (time - lasttime) / 1000.0;\r
2160                 else\r
2161                         dtime = 0;\r
2162                 lasttime = time;\r
2163 \r
2164                 /*\r
2165                         Log frametime for visualization\r
2166                 */\r
2167                 frametime_log.push_back(dtime);\r
2168                 if(frametime_log.size() > 100)\r
2169                 {\r
2170                         core::list<float>::Iterator i = frametime_log.begin();\r
2171                         frametime_log.erase(i);\r
2172                 }\r
2173 \r
2174                 /*\r
2175                         Visualize frametime in terminal\r
2176                 */\r
2177                 /*for(u32 i=0; i<dtime*400; i++)\r
2178                         std::cout<<"X";\r
2179                 std::cout<<std::endl;*/\r
2180 \r
2181                 /*\r
2182                         Time average and jitter calculation\r
2183                 */\r
2184 \r
2185                 static f32 dtime_avg1 = 0.0;\r
2186                 dtime_avg1 = dtime_avg1 * 0.98 + dtime * 0.02;\r
2187                 f32 dtime_jitter1 = dtime - dtime_avg1;\r
2188 \r
2189                 static f32 dtime_jitter1_max_sample = 0.0;\r
2190                 static f32 dtime_jitter1_max_fraction = 0.0;\r
2191                 {\r
2192                         static f32 jitter1_max = 0.0;\r
2193                         static f32 counter = 0.0;\r
2194                         if(dtime_jitter1 > jitter1_max)\r
2195                                 jitter1_max = dtime_jitter1;\r
2196                         counter += dtime;\r
2197                         if(counter > 0.0)\r
2198                         {\r
2199                                 counter -= 3.0;\r
2200                                 dtime_jitter1_max_sample = jitter1_max;\r
2201                                 dtime_jitter1_max_fraction\r
2202                                                 = dtime_jitter1_max_sample / (dtime_avg1+0.001);\r
2203                                 jitter1_max = 0.0;\r
2204                         }\r
2205                 }\r
2206                 \r
2207                 /*\r
2208                         Busytime average and jitter calculation\r
2209                 */\r
2210 \r
2211                 static f32 busytime_avg1 = 0.0;\r
2212                 busytime_avg1 = busytime_avg1 * 0.98 + busytime * 0.02;\r
2213                 f32 busytime_jitter1 = busytime - busytime_avg1;\r
2214                 \r
2215                 static f32 busytime_jitter1_max_sample = 0.0;\r
2216                 static f32 busytime_jitter1_min_sample = 0.0;\r
2217                 {\r
2218                         static f32 jitter1_max = 0.0;\r
2219                         static f32 jitter1_min = 0.0;\r
2220                         static f32 counter = 0.0;\r
2221                         if(busytime_jitter1 > jitter1_max)\r
2222                                 jitter1_max = busytime_jitter1;\r
2223                         if(busytime_jitter1 < jitter1_min)\r
2224                                 jitter1_min = busytime_jitter1;\r
2225                         counter += dtime;\r
2226                         if(counter > 0.0){\r
2227                                 counter -= 3.0;\r
2228                                 busytime_jitter1_max_sample = jitter1_max;\r
2229                                 busytime_jitter1_min_sample = jitter1_min;\r
2230                                 jitter1_max = 0.0;\r
2231                                 jitter1_min = 0.0;\r
2232                         }\r
2233                 }\r
2234                 \r
2235                 /*\r
2236                         Debug info for client\r
2237                 */\r
2238                 {\r
2239                         static float counter = 0.0;\r
2240                         counter -= dtime;\r
2241                         if(counter < 0)\r
2242                         {\r
2243                                 counter = 30.0;\r
2244                                 client.printDebugInfo(std::cout);\r
2245                         }\r
2246                 }\r
2247 \r
2248                 /*\r
2249                         Input handler step()\r
2250                 */\r
2251                 g_input->step(dtime);\r
2252 \r
2253                 /*\r
2254                         Player speed control\r
2255                 */\r
2256                 \r
2257                 {\r
2258                         /*bool a_up,\r
2259                         bool a_down,\r
2260                         bool a_left,\r
2261                         bool a_right,\r
2262                         bool a_jump,\r
2263                         bool a_superspeed,\r
2264                         float a_pitch,\r
2265                         float a_yaw*/\r
2266                         PlayerControl control(\r
2267                                 g_input->isKeyDown(irr::KEY_KEY_W),\r
2268                                 g_input->isKeyDown(irr::KEY_KEY_S),\r
2269                                 g_input->isKeyDown(irr::KEY_KEY_A),\r
2270                                 g_input->isKeyDown(irr::KEY_KEY_D),\r
2271                                 g_input->isKeyDown(irr::KEY_SPACE),\r
2272                                 g_input->isKeyDown(irr::KEY_KEY_E),\r
2273                                 camera_pitch,\r
2274                                 camera_yaw\r
2275                         );\r
2276                         client.setPlayerControl(control);\r
2277                 }\r
2278 \r
2279                 /*\r
2280                         Process environment\r
2281                 */\r
2282                 \r
2283                 {\r
2284                         //TimeTaker timer("client.step(dtime)");\r
2285                         client.step(dtime);\r
2286                         //client.step(dtime_avg1);\r
2287                 }\r
2288 \r
2289                 if(server != NULL)\r
2290                 {\r
2291                         //TimeTaker timer("server->step(dtime)");\r
2292                         server->step(dtime);\r
2293                 }\r
2294 \r
2295                 v3f player_position = client.getPlayerPosition();\r
2296                 \r
2297                 //TimeTaker //timer2("//timer2");\r
2298 \r
2299                 /*\r
2300                         Mouse and camera control\r
2301                 */\r
2302                 \r
2303                 if((device->isWindowActive() && noMenuActive()) || random_input)\r
2304                 {\r
2305                         if(!random_input)\r
2306                                 device->getCursorControl()->setVisible(false);\r
2307 \r
2308                         if(first_loop_after_window_activation){\r
2309                                 //std::cout<<"window active, first loop"<<std::endl;\r
2310                                 first_loop_after_window_activation = false;\r
2311                         }\r
2312                         else{\r
2313                                 s32 dx = g_input->getMousePos().X - displaycenter.X;\r
2314                                 s32 dy = g_input->getMousePos().Y - displaycenter.Y;\r
2315                                 //std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;\r
2316                                 camera_yaw -= dx*0.2;\r
2317                                 camera_pitch += dy*0.2;\r
2318                                 if(camera_pitch < -89.5) camera_pitch = -89.5;\r
2319                                 if(camera_pitch > 89.5) camera_pitch = 89.5;\r
2320                         }\r
2321                         g_input->setMousePos(displaycenter.X, displaycenter.Y);\r
2322                 }\r
2323                 else{\r
2324                         device->getCursorControl()->setVisible(true);\r
2325 \r
2326                         //std::cout<<"window inactive"<<std::endl;\r
2327                         first_loop_after_window_activation = true;\r
2328                 }\r
2329 \r
2330                 camera_yaw = wrapDegrees(camera_yaw);\r
2331                 camera_pitch = wrapDegrees(camera_pitch);\r
2332                 \r
2333                 v3f camera_direction = v3f(0,0,1);\r
2334                 camera_direction.rotateYZBy(camera_pitch);\r
2335                 camera_direction.rotateXZBy(camera_yaw);\r
2336                 \r
2337                 // This is at the height of the eyes of the current figure\r
2338                 //v3f camera_position = player_position + v3f(0, BS+BS/2, 0);\r
2339                 // This is more like in minecraft\r
2340                 v3f camera_position = player_position + v3f(0, BS+BS*0.625, 0);\r
2341 \r
2342                 camera->setPosition(camera_position);\r
2343                 // *100.0 helps in large map coordinates\r
2344                 camera->setTarget(camera_position + camera_direction * 100.0);\r
2345 \r
2346                 if(FIELD_OF_VIEW_TEST){\r
2347                         //client.m_env.getMap().updateCamera(v3f(0,0,0), v3f(0,0,1));\r
2348                         client.updateCamera(v3f(0,0,0), v3f(0,0,1));\r
2349                 }\r
2350                 else{\r
2351                         //client.m_env.getMap().updateCamera(camera_position, camera_direction);\r
2352                         //TimeTaker timer("client.updateCamera");\r
2353                         client.updateCamera(camera_position, camera_direction);\r
2354                 }\r
2355                 \r
2356                 //timer2.stop();\r
2357                 //TimeTaker //timer3("//timer3");\r
2358 \r
2359                 /*\r
2360                         Calculate what block is the crosshair pointing to\r
2361                 */\r
2362                 \r
2363                 //u32 t1 = device->getTimer()->getRealTime();\r
2364                 \r
2365                 //f32 d = 4; // max. distance\r
2366                 f32 d = 4; // max. distance\r
2367                 core::line3d<f32> shootline(camera_position,\r
2368                                 camera_position + camera_direction * BS * (d+1));\r
2369 \r
2370                 MapBlockObject *selected_object = client.getSelectedObject\r
2371                                 (d*BS, camera_position, shootline);\r
2372 \r
2373                 /*\r
2374                         If it's pointing to a MapBlockObject\r
2375                 */\r
2376 \r
2377                 if(selected_object != NULL)\r
2378                 {\r
2379                         //dstream<<"Client returned selected_object != NULL"<<std::endl;\r
2380 \r
2381                         core::aabbox3d<f32> box_on_map\r
2382                                         = selected_object->getSelectionBoxOnMap();\r
2383 \r
2384                         hilightboxes.push_back(box_on_map);\r
2385 \r
2386                         infotext = narrow_to_wide(selected_object->infoText());\r
2387 \r
2388                         if(g_input->getLeftClicked())\r
2389                         {\r
2390                                 std::cout<<DTIME<<"Left-clicked object"<<std::endl;\r
2391                                 client.clickObject(0, selected_object->getBlock()->getPos(),\r
2392                                                 selected_object->getId(), g_selected_item);\r
2393                         }\r
2394                         else if(g_input->getRightClicked())\r
2395                         {\r
2396                                 std::cout<<DTIME<<"Right-clicked object"<<std::endl;\r
2397                                 /*\r
2398                                         Check if we want to modify the object ourselves\r
2399                                 */\r
2400                                 if(selected_object->getTypeId() == MAPBLOCKOBJECT_TYPE_SIGN)\r
2401                                 {\r
2402                                         dstream<<"Sign object right-clicked"<<std::endl;\r
2403                                         \r
2404                                         if(random_input == false)\r
2405                                         {\r
2406                                                 // Get a new text for it\r
2407 \r
2408                                                 TextDest *dest = new TextDestSign(\r
2409                                                                 selected_object->getBlock()->getPos(),\r
2410                                                                 selected_object->getId(),\r
2411                                                                 &client);\r
2412 \r
2413                                                 SignObject *sign_object = (SignObject*)selected_object;\r
2414 \r
2415                                                 std::wstring wtext =\r
2416                                                                 narrow_to_wide(sign_object->getText());\r
2417 \r
2418                                                 (new GUITextInputMenu(guienv, guiroot, -1,\r
2419                                                                 &g_menumgr, dest,\r
2420                                                                 wtext))->drop();\r
2421                                         }\r
2422                                 }\r
2423                                 /*\r
2424                                         Otherwise pass the event to the server as-is\r
2425                                 */\r
2426                                 else\r
2427                                 {\r
2428                                         client.clickObject(1, selected_object->getBlock()->getPos(),\r
2429                                                         selected_object->getId(), g_selected_item);\r
2430                                 }\r
2431                         }\r
2432                 }\r
2433                 else // selected_object == NULL\r
2434                 {\r
2435 \r
2436                 /*\r
2437                         Find out which node we are pointing at\r
2438                 */\r
2439                 \r
2440                 bool nodefound = false;\r
2441                 v3s16 nodepos;\r
2442                 v3s16 neighbourpos;\r
2443                 core::aabbox3d<f32> nodehilightbox;\r
2444                 f32 mindistance = BS * 1001;\r
2445                 \r
2446                 v3s16 pos_i = floatToInt(player_position);\r
2447 \r
2448                 /*std::cout<<"pos_i=("<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z<<")"\r
2449                                 <<std::endl;*/\r
2450 \r
2451                 s16 a = d;\r
2452                 s16 ystart = pos_i.Y + 0 - (camera_direction.Y<0 ? a : 1);\r
2453                 s16 zstart = pos_i.Z - (camera_direction.Z<0 ? a : 1);\r
2454                 s16 xstart = pos_i.X - (camera_direction.X<0 ? a : 1);\r
2455                 s16 yend = pos_i.Y + 1 + (camera_direction.Y>0 ? a : 1);\r
2456                 s16 zend = pos_i.Z + (camera_direction.Z>0 ? a : 1);\r
2457                 s16 xend = pos_i.X + (camera_direction.X>0 ? a : 1);\r
2458                 \r
2459                 for(s16 y = ystart; y <= yend; y++)\r
2460                 for(s16 z = zstart; z <= zend; z++)\r
2461                 for(s16 x = xstart; x <= xend; x++)\r
2462                 {\r
2463                         MapNode n;\r
2464                         try\r
2465                         {\r
2466                                 n = client.getNode(v3s16(x,y,z));\r
2467                                 if(content_pointable(n.d) == false)\r
2468                                         continue;\r
2469                         }\r
2470                         catch(InvalidPositionException &e)\r
2471                         {\r
2472                                 continue;\r
2473                         }\r
2474 \r
2475                         v3s16 np(x,y,z);\r
2476                         v3f npf = intToFloat(np);\r
2477                         \r
2478                         f32 d = 0.01;\r
2479                         \r
2480                         v3s16 dirs[6] = {\r
2481                                 v3s16(0,0,1), // back\r
2482                                 v3s16(0,1,0), // top\r
2483                                 v3s16(1,0,0), // right\r
2484                                 v3s16(0,0,-1), // front\r
2485                                 v3s16(0,-1,0), // bottom\r
2486                                 v3s16(-1,0,0), // left\r
2487                         };\r
2488                         \r
2489                         /*\r
2490                                 Meta-objects\r
2491                         */\r
2492                         if(n.d == CONTENT_TORCH)\r
2493                         {\r
2494                                 v3s16 dir = unpackDir(n.dir);\r
2495                                 v3f dir_f = v3f(dir.X, dir.Y, dir.Z);\r
2496                                 dir_f *= BS/2 - BS/6 - BS/20;\r
2497                                 v3f cpf = npf + dir_f;\r
2498                                 f32 distance = (cpf - camera_position).getLength();\r
2499 \r
2500                                 core::aabbox3d<f32> box;\r
2501                                 \r
2502                                 // bottom\r
2503                                 if(dir == v3s16(0,-1,0))\r
2504                                 {\r
2505                                         box = core::aabbox3d<f32>(\r
2506                                                 npf - v3f(BS/6, BS/2, BS/6),\r
2507                                                 npf + v3f(BS/6, -BS/2+BS/3*2, BS/6)\r
2508                                         );\r
2509                                 }\r
2510                                 // top\r
2511                                 else if(dir == v3s16(0,1,0))\r
2512                                 {\r
2513                                         box = core::aabbox3d<f32>(\r
2514                                                 npf - v3f(BS/6, -BS/2+BS/3*2, BS/6),\r
2515                                                 npf + v3f(BS/6, BS/2, BS/6)\r
2516                                         );\r
2517                                 }\r
2518                                 // side\r
2519                                 else\r
2520                                 {\r
2521                                         box = core::aabbox3d<f32>(\r
2522                                                 cpf - v3f(BS/6, BS/3, BS/6),\r
2523                                                 cpf + v3f(BS/6, BS/3, BS/6)\r
2524                                         );\r
2525                                 }\r
2526 \r
2527                                 if(distance < mindistance)\r
2528                                 {\r
2529                                         if(box.intersectsWithLine(shootline))\r
2530                                         {\r
2531                                                 nodefound = true;\r
2532                                                 nodepos = np;\r
2533                                                 neighbourpos = np;\r
2534                                                 mindistance = distance;\r
2535                                                 nodehilightbox = box;\r
2536                                         }\r
2537                                 }\r
2538                         }\r
2539                         /*\r
2540                                 Regular blocks\r
2541                         */\r
2542                         else\r
2543                         {\r
2544                                 for(u16 i=0; i<6; i++)\r
2545                                 {\r
2546                                         v3f dir_f = v3f(dirs[i].X,\r
2547                                                         dirs[i].Y, dirs[i].Z);\r
2548                                         v3f centerpoint = npf + dir_f * BS/2;\r
2549                                         f32 distance =\r
2550                                                         (centerpoint - camera_position).getLength();\r
2551                                         \r
2552                                         if(distance < mindistance)\r
2553                                         {\r
2554                                                 core::CMatrix4<f32> m;\r
2555                                                 m.buildRotateFromTo(v3f(0,0,1), dir_f);\r
2556 \r
2557                                                 // This is the back face\r
2558                                                 v3f corners[2] = {\r
2559                                                         v3f(BS/2, BS/2, BS/2),\r
2560                                                         v3f(-BS/2, -BS/2, BS/2+d)\r
2561                                                 };\r
2562                                                 \r
2563                                                 for(u16 j=0; j<2; j++)\r
2564                                                 {\r
2565                                                         m.rotateVect(corners[j]);\r
2566                                                         corners[j] += npf;\r
2567                                                 }\r
2568 \r
2569                                                 core::aabbox3d<f32> facebox(corners[0]);\r
2570                                                 facebox.addInternalPoint(corners[1]);\r
2571 \r
2572                                                 if(facebox.intersectsWithLine(shootline))\r
2573                                                 {\r
2574                                                         nodefound = true;\r
2575                                                         nodepos = np;\r
2576                                                         neighbourpos = np + dirs[i];\r
2577                                                         mindistance = distance;\r
2578 \r
2579                                                         //nodehilightbox = facebox;\r
2580 \r
2581                                                         const float d = 0.502;\r
2582                                                         core::aabbox3d<f32> nodebox\r
2583                                                                         (-BS*d, -BS*d, -BS*d, BS*d, BS*d, BS*d);\r
2584                                                         v3f nodepos_f = intToFloat(nodepos);\r
2585                                                         nodebox.MinEdge += nodepos_f;\r
2586                                                         nodebox.MaxEdge += nodepos_f;\r
2587                                                         nodehilightbox = nodebox;\r
2588                                                 }\r
2589                                         } // if distance < mindistance\r
2590                                 } // for dirs\r
2591                         } // regular block\r
2592                 } // for coords\r
2593 \r
2594                 static float nodig_delay_counter = 0.0;\r
2595 \r
2596                 if(nodefound)\r
2597                 {\r
2598                         static v3s16 nodepos_old(-32768,-32768,-32768);\r
2599 \r
2600                         static float dig_time = 0.0;\r
2601                         static u16 dig_index = 0;\r
2602                         \r
2603                         // Visualize selection\r
2604 \r
2605                         hilightboxes.push_back(nodehilightbox);\r
2606 \r
2607                         // Handle digging\r
2608                         \r
2609                         if(g_input->getLeftReleased())\r
2610                         {\r
2611                                 client.clearTempMod(nodepos);\r
2612                                 dig_time = 0.0;\r
2613                         }\r
2614                         \r
2615                         if(nodig_delay_counter > 0.0)\r
2616                         {\r
2617                                 nodig_delay_counter -= dtime;\r
2618                         }\r
2619                         else\r
2620                         {\r
2621                                 if(nodepos != nodepos_old)\r
2622                                 {\r
2623                                         std::cout<<DTIME<<"Pointing at ("<<nodepos.X<<","\r
2624                                                         <<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;\r
2625 \r
2626                                         if(nodepos_old != v3s16(-32768,-32768,-32768))\r
2627                                         {\r
2628                                                 client.clearTempMod(nodepos_old);\r
2629                                                 dig_time = 0.0;\r
2630                                         }\r
2631                                 }\r
2632 \r
2633                                 if(g_input->getLeftClicked() ||\r
2634                                                 (g_input->getLeftState() && nodepos != nodepos_old))\r
2635                                 {\r
2636                                         dstream<<DTIME<<"Started digging"<<std::endl;\r
2637                                         client.groundAction(0, nodepos, neighbourpos, g_selected_item);\r
2638                                 }\r
2639                                 if(g_input->getLeftClicked())\r
2640                                 {\r
2641                                         client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, 0));\r
2642                                 }\r
2643                                 if(g_input->getLeftState())\r
2644                                 {\r
2645                                         MapNode n = client.getNode(nodepos);\r
2646                                 \r
2647                                         // Get tool name. Default is "" = bare hands\r
2648                                         std::string toolname = "";\r
2649                                         InventoryList *mlist = local_inventory.getList("main");\r
2650                                         if(mlist != NULL)\r
2651                                         {\r
2652                                                 InventoryItem *item = mlist->getItem(g_selected_item);\r
2653                                                 if(item && (std::string)item->getName() == "ToolItem")\r
2654                                                 {\r
2655                                                         ToolItem *titem = (ToolItem*)item;\r
2656                                                         toolname = titem->getToolName();\r
2657                                                 }\r
2658                                         }\r
2659 \r
2660                                         // Get digging properties for material and tool\r
2661                                         u8 material = n.d;\r
2662                                         DiggingProperties prop =\r
2663                                                         getDiggingProperties(material, toolname);\r
2664                                         \r
2665                                         float dig_time_complete = 0.0;\r
2666 \r
2667                                         if(prop.diggable == false)\r
2668                                         {\r
2669                                                 /*dstream<<"Material "<<(int)material\r
2670                                                                 <<" not diggable with \""\r
2671                                                                 <<toolname<<"\""<<std::endl;*/\r
2672                                                 // I guess nobody will wait for this long\r
2673                                                 dig_time_complete = 10000000.0;\r
2674                                         }\r
2675                                         else\r
2676                                         {\r
2677                                                 dig_time_complete = prop.time;\r
2678                                         }\r
2679                                         \r
2680                                         if(dig_time_complete >= 0.001)\r
2681                                         {\r
2682                                                 dig_index = (u16)((float)CRACK_ANIMATION_LENGTH\r
2683                                                                 * dig_time/dig_time_complete);\r
2684                                         }\r
2685                                         // This is for torches\r
2686                                         else\r
2687                                         {\r
2688                                                 dig_index = CRACK_ANIMATION_LENGTH;\r
2689                                         }\r
2690 \r
2691                                         if(dig_index < CRACK_ANIMATION_LENGTH)\r
2692                                         {\r
2693                                                 //TimeTaker timer("client.setTempMod");\r
2694                                                 //dstream<<"dig_index="<<dig_index<<std::endl;\r
2695                                                 client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, dig_index));\r
2696                                         }\r
2697                                         else\r
2698                                         {\r
2699                                                 dstream<<DTIME<<"Digging completed"<<std::endl;\r
2700                                                 client.groundAction(3, nodepos, neighbourpos, g_selected_item);\r
2701                                                 client.clearTempMod(nodepos);\r
2702                                                 client.removeNode(nodepos);\r
2703 \r
2704                                                 dig_time = 0;\r
2705 \r
2706                                                 nodig_delay_counter = dig_time_complete\r
2707                                                                 / (float)CRACK_ANIMATION_LENGTH;\r
2708 \r
2709                                                 // We don't want a corresponding delay to\r
2710                                                 // very time consuming nodes\r
2711                                                 if(nodig_delay_counter > 0.5)\r
2712                                                 {\r
2713                                                         nodig_delay_counter = 0.5;\r
2714                                                 }\r
2715                                                 // We want a slight delay to very little\r
2716                                                 // time consuming nodes\r
2717                                                 float mindelay = 0.15;\r
2718                                                 if(nodig_delay_counter < mindelay)\r
2719                                                 {\r
2720                                                         nodig_delay_counter = mindelay;\r
2721                                                 }\r
2722                                         }\r
2723 \r
2724                                         dig_time += dtime;\r
2725                                 }\r
2726                         }\r
2727                         \r
2728                         if(g_input->getRightClicked())\r
2729                         {\r
2730                                 std::cout<<DTIME<<"Ground right-clicked"<<std::endl;\r
2731                                 client.groundAction(1, nodepos, neighbourpos, g_selected_item);\r
2732                         }\r
2733                         \r
2734                         nodepos_old = nodepos;\r
2735                 }\r
2736                 else{\r
2737                 }\r
2738 \r
2739                 } // selected_object == NULL\r
2740                 \r
2741                 g_input->resetLeftClicked();\r
2742                 g_input->resetRightClicked();\r
2743                 \r
2744                 if(g_input->getLeftReleased())\r
2745                 {\r
2746                         std::cout<<DTIME<<"Left button released (stopped digging)"\r
2747                                         <<std::endl;\r
2748                         client.groundAction(2, v3s16(0,0,0), v3s16(0,0,0), 0);\r
2749                 }\r
2750                 if(g_input->getRightReleased())\r
2751                 {\r
2752                         //std::cout<<DTIME<<"Right released"<<std::endl;\r
2753                         // Nothing here\r
2754                 }\r
2755                 \r
2756                 g_input->resetLeftReleased();\r
2757                 g_input->resetRightReleased();\r
2758                 \r
2759                 /*\r
2760                         Calculate stuff for drawing\r
2761                 */\r
2762 \r
2763                 camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);\r
2764                 \r
2765                 u32 daynight_ratio = client.getDayNightRatio();\r
2766                 /*video::SColor bgcolor = video::SColor(\r
2767                                 255,\r
2768                                 skycolor.getRed() * daynight_ratio / 1000,\r
2769                                 skycolor.getGreen() * daynight_ratio / 1000,\r
2770                                 skycolor.getBlue() * daynight_ratio / 1000);*/\r
2771 \r
2772                 u8 l = decode_light((daynight_ratio * LIGHT_SUN) / 1000);\r
2773                 video::SColor bgcolor = video::SColor(\r
2774                                 255,\r
2775                                 skycolor.getRed() * l / 255,\r
2776                                 skycolor.getGreen() * l / 255,\r
2777                                 skycolor.getBlue() * l / 255);\r
2778 \r
2779                 /*\r
2780                         Fog\r
2781                 */\r
2782                 \r
2783                 if(g_settings.getBool("enable_fog") == true)\r
2784                 {\r
2785                         //f32 range = draw_control.wanted_range * BS + MAP_BLOCKSIZE/2*BS;\r
2786                         f32 range = draw_control.wanted_range * BS + MAP_BLOCKSIZE/3*BS;\r
2787                         if(draw_control.range_all)\r
2788                                 range = 100000*BS;\r
2789 \r
2790                         driver->setFog(\r
2791                                 bgcolor,\r
2792                                 video::EFT_FOG_LINEAR,\r
2793                                 range*0.6,\r
2794                                 range,\r
2795                                 0.01,\r
2796                                 false, // pixel fog\r
2797                                 false // range fog\r
2798                                 );\r
2799                 }\r
2800 \r
2801 \r
2802                 /*\r
2803                         Update gui stuff (0ms)\r
2804                 */\r
2805 \r
2806                 //TimeTaker guiupdatetimer("Gui updating");\r
2807                 \r
2808                 {\r
2809                         wchar_t temptext[150];\r
2810 \r
2811                         static float drawtime_avg = 0;\r
2812                         drawtime_avg = drawtime_avg * 0.95 + (float)drawtime*0.05;\r
2813                         static float beginscenetime_avg = 0;\r
2814                         beginscenetime_avg = beginscenetime_avg * 0.95 + (float)beginscenetime*0.05;\r
2815                         static float scenetime_avg = 0;\r
2816                         scenetime_avg = scenetime_avg * 0.95 + (float)scenetime*0.05;\r
2817                         static float endscenetime_avg = 0;\r
2818                         endscenetime_avg = endscenetime_avg * 0.95 + (float)endscenetime*0.05;\r
2819                         \r
2820                         swprintf(temptext, 150, L"Minetest-c55 ("\r
2821                                         L"F: item=%i"\r
2822                                         L", R: range_all=%i"\r
2823                                         L")"\r
2824                                         L" drawtime=%.0f, beginscenetime=%.0f, scenetime=%.0f, endscenetime=%.0f",\r
2825                                         g_selected_item,\r
2826                                         draw_control.range_all,\r
2827                                         drawtime_avg,\r
2828                                         beginscenetime_avg,\r
2829                                         scenetime_avg,\r
2830                                         endscenetime_avg\r
2831                                         );\r
2832                         \r
2833                         guitext->setText(temptext);\r
2834                 }\r
2835                 \r
2836                 {\r
2837                         wchar_t temptext[150];\r
2838                         swprintf(temptext, 150,\r
2839                                         L"(% .1f, % .1f, % .1f)"\r
2840                                         L" (% .3f < btime_jitter < % .3f"\r
2841                                         L", dtime_jitter = % .1f %%"\r
2842                                         L", v_range = %.1f)",\r
2843                                         player_position.X/BS,\r
2844                                         player_position.Y/BS,\r
2845                                         player_position.Z/BS,\r
2846                                         busytime_jitter1_min_sample,\r
2847                                         busytime_jitter1_max_sample,\r
2848                                         dtime_jitter1_max_fraction * 100.0,\r
2849                                         draw_control.wanted_range\r
2850                                         );\r
2851 \r
2852                         guitext2->setText(temptext);\r
2853                 }\r
2854                 \r
2855                 {\r
2856                         guitext_info->setText(infotext.c_str());\r
2857                 }\r
2858                 \r
2859                 /*\r
2860                         Get chat messages from client\r
2861                 */\r
2862                 {\r
2863                         // Get new messages\r
2864                         std::wstring message;\r
2865                         while(client.getChatMessage(message))\r
2866                         {\r
2867                                 chat_lines.push_back(ChatLine(message));\r
2868                                 /*if(chat_lines.size() > 6)\r
2869                                 {\r
2870                                         core::list<ChatLine>::Iterator\r
2871                                                         i = chat_lines.begin();\r
2872                                         chat_lines.erase(i);\r
2873                                 }*/\r
2874                         }\r
2875                         // Append them to form the whole static text and throw\r
2876                         // it to the gui element\r
2877                         std::wstring whole;\r
2878                         // This will correspond to the line number counted from\r
2879                         // top to bottom, from size-1 to 0\r
2880                         s16 line_number = chat_lines.size();\r
2881                         // Count of messages to be removed from the top\r
2882                         u16 to_be_removed_count = 0;\r
2883                         for(core::list<ChatLine>::Iterator\r
2884                                         i = chat_lines.begin();\r
2885                                         i != chat_lines.end(); i++)\r
2886                         {\r
2887                                 // After this, line number is valid for this loop\r
2888                                 line_number--;\r
2889                                 // Increment age\r
2890                                 (*i).age += dtime;\r
2891                                 /*\r
2892                                         This results in a maximum age of 60*6 to the\r
2893                                         lowermost line and a maximum of 6 lines\r
2894                                 */\r
2895                                 float allowed_age = (6-line_number) * 60.0;\r
2896 \r
2897                                 if((*i).age > allowed_age)\r
2898                                 {\r
2899                                         to_be_removed_count++;\r
2900                                         continue;\r
2901                                 }\r
2902                                 whole += (*i).text + L'\n';\r
2903                         }\r
2904                         for(u16 i=0; i<to_be_removed_count; i++)\r
2905                         {\r
2906                                 core::list<ChatLine>::Iterator\r
2907                                                 it = chat_lines.begin();\r
2908                                 chat_lines.erase(it);\r
2909                         }\r
2910                         guitext_chat->setText(whole.c_str());\r
2911                         // Update gui element size and position\r
2912                         core::rect<s32> rect(\r
2913                                         10,\r
2914                                         screensize.Y - 10 - text_height*chat_lines.size(),\r
2915                                         screensize.X - 10,\r
2916                                         screensize.Y - 10\r
2917                         );\r
2918                         guitext_chat->setRelativePosition(rect);\r
2919 \r
2920                         if(chat_lines.size() == 0)\r
2921                                 guitext_chat->setVisible(false);\r
2922                         else\r
2923                                 guitext_chat->setVisible(true);\r
2924                 }\r
2925 \r
2926                 /*\r
2927                         Inventory\r
2928                 */\r
2929                 \r
2930                 static u16 old_selected_item = 65535;\r
2931                 if(client.getLocalInventoryUpdated()\r
2932                                 || g_selected_item != old_selected_item)\r
2933                 {\r
2934                         old_selected_item = g_selected_item;\r
2935                         //std::cout<<"Updating local inventory"<<std::endl;\r
2936                         client.getLocalInventory(local_inventory);\r
2937                         quick_inventory->setSelection(g_selected_item);\r
2938                         quick_inventory->update();\r
2939                 }\r
2940                 \r
2941                 /*\r
2942                         Send actions returned by the inventory menu\r
2943                 */\r
2944                 while(inventory_action_queue.size() != 0)\r
2945                 {\r
2946                         InventoryAction *a = inventory_action_queue.pop_front();\r
2947 \r
2948                         client.sendInventoryAction(a);\r
2949                         // Eat it\r
2950                         delete a;\r
2951                 }\r
2952 \r
2953                 /*\r
2954                         Drawing begins\r
2955                 */\r
2956 \r
2957                 TimeTaker drawtimer("Drawing");\r
2958 \r
2959                 \r
2960                 {\r
2961                         TimeTaker timer("beginScene");\r
2962                         driver->beginScene(true, true, bgcolor);\r
2963                         //driver->beginScene(false, true, bgcolor);\r
2964                         beginscenetime = timer.stop(true);\r
2965                 }\r
2966 \r
2967                 //timer3.stop();\r
2968                 \r
2969                 //std::cout<<DTIME<<"smgr->drawAll()"<<std::endl;\r
2970                 \r
2971                 {\r
2972                         TimeTaker timer("smgr");\r
2973                         smgr->drawAll();\r
2974                         scenetime = timer.stop(true);\r
2975                 }\r
2976                 \r
2977                 {\r
2978                 //TimeTaker timer9("auxiliary drawings");\r
2979                 // 0ms\r
2980                 \r
2981                 //timer9.stop();\r
2982                 //TimeTaker //timer10("//timer10");\r
2983                 \r
2984                 video::SMaterial m;\r
2985                 //m.Thickness = 10;\r
2986                 m.Thickness = 3;\r
2987                 m.Lighting = false;\r
2988                 driver->setMaterial(m);\r
2989 \r
2990                 driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);\r
2991 \r
2992                 for(core::list< core::aabbox3d<f32> >::Iterator i=hilightboxes.begin();\r
2993                                 i != hilightboxes.end(); i++)\r
2994                 {\r
2995                         /*std::cout<<"hilightbox min="\r
2996                                         <<"("<<i->MinEdge.X<<","<<i->MinEdge.Y<<","<<i->MinEdge.Z<<")"\r
2997                                         <<" max="\r
2998                                         <<"("<<i->MaxEdge.X<<","<<i->MaxEdge.Y<<","<<i->MaxEdge.Z<<")"\r
2999                                         <<std::endl;*/\r
3000                         driver->draw3DBox(*i, video::SColor(255,0,0,0));\r
3001                 }\r
3002 \r
3003                 /*\r
3004                         Draw crosshair\r
3005                 */\r
3006                 driver->draw2DLine(displaycenter - core::vector2d<s32>(10,0),\r
3007                                 displaycenter + core::vector2d<s32>(10,0),\r
3008                                 video::SColor(255,255,255,255));\r
3009                 driver->draw2DLine(displaycenter - core::vector2d<s32>(0,10),\r
3010                                 displaycenter + core::vector2d<s32>(0,10),\r
3011                                 video::SColor(255,255,255,255));\r
3012 \r
3013                 /*\r
3014                         Frametime log\r
3015                 */\r
3016                 if(g_settings.getBool("frametime_graph") == true)\r
3017                 {\r
3018                         s32 x = 10;\r
3019                         for(core::list<float>::Iterator\r
3020                                         i = frametime_log.begin();\r
3021                                         i != frametime_log.end();\r
3022                                         i++)\r
3023                         {\r
3024                                 driver->draw2DLine(v2s32(x,50),\r
3025                                                 v2s32(x,50+(*i)*1000),\r
3026                                                 video::SColor(255,255,255,255));\r
3027                                 x++;\r
3028                         }\r
3029                 }\r
3030 \r
3031                 } // timer\r
3032 \r
3033                 //timer10.stop();\r
3034                 //TimeTaker //timer11("//timer11");\r
3035 \r
3036                 /*\r
3037                         Draw gui\r
3038                 */\r
3039                 // 0-1ms\r
3040                 guienv->drawAll();\r
3041                 \r
3042                 // End drawing\r
3043                 {\r
3044                         TimeTaker timer("endScene");\r
3045                         driver->endScene();\r
3046                         endscenetime = timer.stop(true);\r
3047                 }\r
3048 \r
3049                 drawtime = drawtimer.stop(true);\r
3050 \r
3051                 /*\r
3052                         Drawing ends\r
3053                 */\r
3054                 \r
3055                 static s16 lastFPS = 0;\r
3056                 //u16 fps = driver->getFPS();\r
3057                 u16 fps = (1.0/dtime_avg1);\r
3058 \r
3059                 if (lastFPS != fps)\r
3060                 {\r
3061                         core::stringw str = L"Minetest [";\r
3062                         str += driver->getName();\r
3063                         str += "] FPS:";\r
3064                         str += fps;\r
3065 \r
3066                         device->setWindowCaption(str.c_str());\r
3067                         lastFPS = fps;\r
3068                 }\r
3069                 \r
3070                 /*}\r
3071                 else\r
3072                         device->yield();*/\r
3073         }\r
3074 \r
3075         delete quick_inventory;\r
3076 \r
3077         /*\r
3078                 Disable texture fetches and other stuff that is queued\r
3079                 to be processed by the main loop.\r
3080 \r
3081                 This has to be done before client goes out of scope.\r
3082         */\r
3083         g_irrlicht->Shutdown(true);\r
3084 \r
3085         } // client and server are deleted at this point\r
3086 \r
3087         } //try\r
3088         catch(con::PeerNotFoundException &e)\r
3089         {\r
3090                 dstream<<DTIME<<"Connection timed out."<<std::endl;\r
3091                 error_message = L"Connection timed out.";\r
3092         }\r
3093 \r
3094         } // Menu-game loop\r
3095         \r
3096         delete g_input;\r
3097 \r
3098         /*\r
3099                 In the end, delete the Irrlicht device.\r
3100         */\r
3101         device->drop();\r
3102         \r
3103         /*\r
3104                 Update configuration file\r
3105         */\r
3106         /*if(configpath != "")\r
3107         {\r
3108                 g_settings.updateConfigFile(configpath.c_str());\r
3109         }*/\r
3110 \r
3111         END_DEBUG_EXCEPTION_HANDLER\r
3112         \r
3113         debugstreams_deinit();\r
3114         \r
3115         return 0;\r
3116 }\r
3117 \r
3118 //END\r