698c5fc712d416b8c1317d80ba84561e98118243
[oweals/minetest.git] / src / main.cpp
1 /*\r
2 Minetest-c55\r
3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>\r
4 \r
5 This program is free software; you can redistribute it and/or modify\r
6 it under the terms of the GNU General Public License as published by\r
7 the Free Software Foundation; either version 2 of the License, or\r
8 (at your option) any later version.\r
9 \r
10 This program is distributed in the hope that it will be useful,\r
11 but WITHOUT ANY WARRANTY; without even the implied warranty of\r
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
13 GNU General Public License for more details.\r
14 \r
15 You should have received a copy of the GNU General Public License along\r
16 with this program; if not, write to the Free Software Foundation, Inc.,\r
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.\r
18 */\r
19 \r
20 /*\r
21 =============================== NOTES ==============================\r
22 NOTE: Things starting with TODO are sometimes only suggestions.\r
23 \r
24 NOTE: iostream.imbue(std::locale("C")) is very slow\r
25 NOTE: Global locale is now set at initialization\r
26 \r
27 NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the\r
28       hardware buffer (it is not freed automatically)\r
29 \r
30 NOTE: A random to-do list saved here as documentation:\r
31 A list of "active blocks" in which stuff happens. (+=done)\r
32         + Add a never-resetted game timer to the server\r
33         + Add a timestamp value to blocks\r
34         + The simple rule: All blocks near some player are "active"\r
35         - Do stuff in real time in active blocks\r
36                 + Handle objects\r
37                 - Grow grass, delete leaves without a tree\r
38                 - Spawn some mobs based on some rules\r
39                 - Transform cobble to mossy cobble near water\r
40                 - Run a custom script\r
41                 - ...And all kinds of other dynamic stuff\r
42         + Keep track of when a block becomes active and becomes inactive\r
43         + When a block goes inactive:\r
44                 + Store objects statically to block\r
45                 + Store timer value as the timestamp\r
46         + When a block goes active:\r
47                 + Create active objects out of static objects\r
48                 - Simulate the results of what would have happened if it would have\r
49                   been active for all the time\r
50                         - Grow a lot of grass and so on\r
51         + Initially it is fine to send information about every active object\r
52           to every player. Eventually it should be modified to only send info\r
53           about the nearest ones.\r
54                 + This was left to be done by the old system and it sends only the\r
55                   nearest ones.\r
56 \r
57 Old, wild and random suggestions that probably won't be done:\r
58 -------------------------------------------------------------\r
59 \r
60 SUGG: If player is on ground, mainly fetch ground-level blocks\r
61 \r
62 SUGG: Expose Connection's seqnums and ACKs to server and client.\r
63       - This enables saving many packets and making a faster connection\r
64           - This also enables server to check if client has received the\r
65             most recent block sent, for example.\r
66 SUGG: Add a sane bandwidth throttling system to Connection\r
67 \r
68 SUGG: More fine-grained control of client's dumping of blocks from\r
69       memory\r
70           - ...What does this mean in the first place?\r
71 \r
72 SUGG: A map editing mode (similar to dedicated server mode)\r
73 \r
74 SUGG: Transfer more blocks in a single packet\r
75 SUGG: A blockdata combiner class, to which blocks are added and at\r
76       destruction it sends all the stuff in as few packets as possible.\r
77 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize\r
78       it by sending more stuff in a single packet.\r
79           - Add a packet queue to RemoteClient, from which packets will be\r
80             combined with object data packets\r
81                 - This is not exactly trivial: the object data packets are\r
82                   sometimes very big by themselves\r
83           - This might not give much network performance gain though.\r
84 \r
85 SUGG: Precalculate lighting translation table at runtime (at startup)\r
86       - This is not doable because it is currently hand-made and not\r
87             based on some mathematical function.\r
88                 - Note: This has been changing lately\r
89 \r
90 SUGG: A version number to blocks, which increments when the block is\r
91       modified (node add/remove, water update, lighting update)\r
92           - This can then be used to make sure the most recent version of\r
93             a block has been sent to client, for example\r
94 \r
95 SUGG: Make the amount of blocks sending to client and the total\r
96           amount of blocks dynamically limited. Transferring blocks is the\r
97           main network eater of this system, so it is the one that has\r
98           to be throttled so that RTTs stay low.\r
99 \r
100 SUGG: Meshes of blocks could be split into 6 meshes facing into\r
101       different directions and then only those drawn that need to be\r
102 \r
103 SUGG: Background music based on cellular automata?\r
104       http://www.earslap.com/projectslab/otomata\r
105 \r
106 SUGG: Simple light color information to air\r
107 \r
108 SUGG: Server-side objects could be moved based on nodes to enable very\r
109       lightweight operation and simple AI\r
110         - Not practical; client would still need to show smooth movement.\r
111 \r
112 SUGG: Make a system for pregenerating quick information for mapblocks, so\r
113           that the client can show them as cubes before they are actually sent\r
114           or even generated.\r
115 \r
116 SUGG: Erosion simulation at map generation time\r
117     - This might be plausible if larger areas of map were pregenerated\r
118           without lighting (which is slow)\r
119         - Simulate water flows, which would carve out dirt fast and\r
120           then turn stone into gravel and sand and relocate it.\r
121         - How about relocating minerals, too? Coal and gold in\r
122           downstream sand and gravel would be kind of cool\r
123           - This would need a better way of handling minerals, mainly\r
124                 to have mineral content as a separate field. the first\r
125                 parameter field is free for this.\r
126         - Simulate rock falling from cliffs when water has removed\r
127           enough solid rock from the bottom\r
128 \r
129 SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface\r
130       stuff as simple flags/values\r
131       - Light?\r
132           - A building?\r
133           And at some point make the server send this data to the client too,\r
134           instead of referring to the noise functions\r
135           - Ground height\r
136           - Surface ground type\r
137           - Trees?\r
138 \r
139 Gaming ideas:\r
140 -------------\r
141 \r
142 - Aim for something like controlling a single dwarf in Dwarf Fortress\r
143 - The player could go faster by a crafting a boat, or riding an animal\r
144 - Random NPC traders. what else?\r
145 \r
146 Game content:\r
147 -------------\r
148 \r
149 - When furnace is destroyed, move items to player's inventory\r
150 - Add lots of stuff\r
151 - Glass blocks\r
152 - Growing grass, decaying leaves\r
153         - This can be done in the active blocks I guess.\r
154         - Lots of stuff can be done in the active blocks.\r
155         - Uh, is there an active block list somewhere? I think not. Add it.\r
156 - Breaking weak structures\r
157         - This can probably be accomplished in the same way as grass\r
158 - Player health points\r
159         - When player dies, throw items on map (needs better item-on-map\r
160           implementation)\r
161 - Cobble to get mossy if near water\r
162 - More slots in furnace source list, so that multiple ingredients\r
163   are possible.\r
164 - Keys to chests?\r
165 \r
166 - The Treasure Guard; a big monster with a hammer\r
167         - The hammer does great damage, shakes the ground and removes a block\r
168         - You can drop on top of it, and have some time to attack there\r
169           before he shakes you off\r
170 \r
171 - Maybe the difficulty could come from monsters getting tougher in\r
172   far-away places, and the player starting to need something from\r
173   there when time goes by.\r
174   - The player would have some of that stuff at the beginning, and\r
175     would need new supplies of it when it runs out\r
176 \r
177 - A bomb\r
178 - A spread-items-on-map routine for the bomb, and for dying players\r
179 \r
180 - Fighting:\r
181   - Proper sword swing simulation\r
182   - Player should get damage from colliding to a wall at high speed\r
183 \r
184 Documentation:\r
185 --------------\r
186 \r
187 Build system / running:\r
188 -----------------------\r
189 \r
190 Networking and serialization:\r
191 -----------------------------\r
192 \r
193 SUGG: Fix address to be ipv6 compatible\r
194 \r
195 User Interface:\r
196 ---------------\r
197 \r
198 Graphics:\r
199 ---------\r
200 \r
201 SUGG: Combine MapBlock's face caches to so big pieces that VBO\r
202       can be used\r
203       - That is >500 vertices\r
204           - This is not easy; all the MapBlocks close to the player would\r
205             still need to be drawn separately and combining the blocks\r
206                 would have to happen in a background thread\r
207 \r
208 SUGG: Make fetching sector's blocks more efficient when rendering\r
209       sectors that have very large amounts of blocks (on client)\r
210           - Is this necessary at all?\r
211 \r
212 SUGG: Draw cubes in inventory directly with 3D drawing commands, so that\r
213       animating them is easier.\r
214 \r
215 SUGG: Option for enabling proper alpha channel for textures\r
216 \r
217 TODO: Flowing water animation\r
218 \r
219 TODO: A setting for enabling bilinear filtering for textures\r
220 \r
221 TODO: Better control of draw_control.wanted_max_blocks\r
222 \r
223 TODO: Further investigate the use of GPU lighting in addition to the\r
224       current one\r
225 \r
226 TODO: Artificial (night) light could be more yellow colored than sunlight.\r
227       - This is technically doable.\r
228           - Also the actual colors of the textures could be made less colorful\r
229             in the dark but it's a bit more difficult.\r
230 \r
231 SUGG: Somehow make the night less colorful\r
232 \r
233 TODO: Occlusion culling\r
234       - At the same time, move some of the renderMap() block choosing code\r
235         to the same place as where the new culling happens.\r
236       - Shoot some rays per frame and when ready, make a new list of\r
237             blocks for usage of renderMap and give it a new pointer to it.\r
238 \r
239 Configuration:\r
240 --------------\r
241 \r
242 Client:\r
243 -------\r
244 \r
245 TODO: Untie client network operations from framerate\r
246       - Needs some input queues or something\r
247           - This won't give much performance boost because calculating block\r
248             meshes takes so long\r
249 \r
250 SUGG: Make morning and evening transition more smooth and maybe shorter\r
251 \r
252 TODO: Don't update all meshes always on single node changes, but\r
253       check which ones should be updated\r
254           - implement Map::updateNodeMeshes() and the usage of it\r
255           - It will give almost always a 4x boost in mesh update performance.\r
256 \r
257 - A weapon engine\r
258 \r
259 - Tool/weapon visualization\r
260 \r
261 FIXME: When disconnected to the menu, memory is not freed properly\r
262 \r
263 TODO: Investigate how much the mesh generator thread gets used when\r
264       transferring map data\r
265 \r
266 Server:\r
267 -------\r
268 \r
269 SUGG: Make an option to the server to disable building and digging near\r
270       the starting position\r
271 \r
272 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop\r
273 \r
274 * Fix the problem with the server constantly saving one or a few\r
275   blocks? List the first saved block, maybe it explains.\r
276   - It is probably caused by oscillating water\r
277   - TODO: Investigate if this still happens (this is a very old one)\r
278 * Make a small history check to transformLiquids to detect and log\r
279   continuous oscillations, in such detail that they can be fixed.\r
280 \r
281 FIXME: The new optimized map sending doesn't sometimes send enough blocks\r
282        from big caves and such\r
283 FIXME: Block send distance configuration does not take effect for some reason\r
284 \r
285 Environment:\r
286 ------------\r
287 \r
288 TODO: Add proper hooks to when adding and removing active blocks\r
289 \r
290 TODO: Finish the ActiveBlockModifier stuff and use it for something\r
291 \r
292 Objects:\r
293 --------\r
294 \r
295 TODO: Get rid of MapBlockObjects and use only ActiveObjects\r
296         - Skipping the MapBlockObject data is nasty - there is no "total\r
297           length" stored; have to make a SkipMBOs function which contains\r
298           enough of the current code to skip them properly.\r
299 \r
300 SUGG: MovingObject::move and Player::move are basically the same.\r
301       combine them.\r
302         - NOTE: This is a bit tricky because player has the sneaking ability\r
303         - NOTE: Player::move is more up-to-date.\r
304         - NOTE: There is a simple move implementation now in collision.{h,cpp}\r
305         - NOTE: MovingObject will be deleted (MapBlockObject)\r
306 \r
307 TODO: Add a long step function to objects that is called with the time\r
308       difference when block activates\r
309 \r
310 Map:\r
311 ----\r
312 \r
313 TODO: Mineral and ground material properties\r
314       - This way mineral ground toughness can be calculated with just\r
315             some formula, as well as tool strengths\r
316           - There are TODOs in appropriate files: material.h, content_mapnode.h\r
317 \r
318 TODO: Flowing water to actually contain flow direction information\r
319       - There is a space for this - it just has to be implemented.\r
320 \r
321 TODO: Consider smoothening cave floors after generating them\r
322 \r
323 Misc. stuff:\r
324 ------------\r
325 TODO: Make sure server handles removing grass when a block is placed (etc)\r
326       - The client should not do it by itself\r
327           - NOTE: I think nobody does it currently...\r
328 TODO: Block cube placement around player's head\r
329 TODO: Protocol version field\r
330 TODO: Think about using same bits for material for fences and doors, for\r
331           example\r
332 TODO: Move mineral to param2, increment map serialization version, add\r
333       conversion\r
334 \r
335 TODO: Restart irrlicht completely when coming back to main menu from game.\r
336         - This gets rid of everything that is stored in irrlicht's caches.\r
337 \r
338 TODO: Merge bahamada's audio stuff (clean patch available)\r
339 \r
340 TODO: Merge key configuration menu (no clean patch available)\r
341 \r
342 Making it more portable:\r
343 ------------------------\r
344  \r
345 Stuff to do before release:\r
346 ---------------------------\r
347 \r
348 Fixes to the current release:\r
349 -----------------------------\r
350 \r
351 Stuff to do after release:\r
352 ---------------------------\r
353 \r
354 Doing currently:\r
355 ----------------\r
356 \r
357 ======================================================================\r
358 \r
359 */\r
360 \r
361 #ifdef NDEBUG\r
362         #ifdef _WIN32\r
363                 #pragma message ("Disabling unit tests")\r
364         #else\r
365                 #warning "Disabling unit tests"\r
366         #endif\r
367         // Disable unit tests\r
368         #define ENABLE_TESTS 0\r
369 #else\r
370         // Enable unit tests\r
371         #define ENABLE_TESTS 1\r
372 #endif\r
373 \r
374 #ifdef _MSC_VER\r
375         #pragma comment(lib, "Irrlicht.lib")\r
376         //#pragma comment(lib, "jthread.lib")\r
377         #pragma comment(lib, "zlibwapi.lib")\r
378         #pragma comment(lib, "Shell32.lib")\r
379         // This would get rid of the console window\r
380         //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
381 #endif\r
382 \r
383 #include <iostream>\r
384 #include <fstream>\r
385 #include <locale.h>\r
386 #include "main.h"\r
387 #include "common_irrlicht.h"\r
388 #include "debug.h"\r
389 #include "test.h"\r
390 #include "server.h"\r
391 #include "constants.h"\r
392 #include "porting.h"\r
393 #include "gettime.h"\r
394 #include "guiMessageMenu.h"\r
395 #include "filesys.h"\r
396 #include "config.h"\r
397 #include "guiMainMenu.h"\r
398 #include "mineral.h"\r
399 #include "materials.h"\r
400 #include "game.h"\r
401 #include "keycode.h"\r
402 #include "tile.h"\r
403 \r
404 // This makes textures\r
405 ITextureSource *g_texturesource = NULL;\r
406 \r
407 /*\r
408         Settings.\r
409         These are loaded from the config file.\r
410 */\r
411 \r
412 Settings g_settings;\r
413 // This is located in defaultsettings.cpp\r
414 extern void set_default_settings();\r
415 \r
416 // Global profiler\r
417 Profiler g_profiler;\r
418 \r
419 /*\r
420         Random stuff\r
421 */\r
422 \r
423 /*\r
424         GUI Stuff\r
425 */\r
426 \r
427 gui::IGUIEnvironment* guienv = NULL;\r
428 gui::IGUIStaticText *guiroot = NULL;\r
429 \r
430 MainMenuManager g_menumgr;\r
431 \r
432 bool noMenuActive()\r
433 {\r
434         return (g_menumgr.menuCount() == 0);\r
435 }\r
436 \r
437 // Passed to menus to allow disconnecting and exiting\r
438 \r
439 MainGameCallback *g_gamecallback = NULL;\r
440 \r
441 /*\r
442         Debug streams\r
443 */\r
444 \r
445 // Connection\r
446 std::ostream *dout_con_ptr = &dummyout;\r
447 std::ostream *derr_con_ptr = &dstream_no_stderr;\r
448 //std::ostream *dout_con_ptr = &dstream_no_stderr;\r
449 //std::ostream *derr_con_ptr = &dstream_no_stderr;\r
450 //std::ostream *dout_con_ptr = &dstream;\r
451 //std::ostream *derr_con_ptr = &dstream;\r
452 \r
453 // Server\r
454 std::ostream *dout_server_ptr = &dstream;\r
455 std::ostream *derr_server_ptr = &dstream;\r
456 \r
457 // Client\r
458 std::ostream *dout_client_ptr = &dstream;\r
459 std::ostream *derr_client_ptr = &dstream;\r
460 \r
461 /*\r
462         gettime.h implementation\r
463 */\r
464 \r
465 // A small helper class\r
466 class TimeGetter\r
467 {\r
468 public:\r
469         virtual u32 getTime() = 0;\r
470 };\r
471 \r
472 // A precise irrlicht one\r
473 class IrrlichtTimeGetter: public TimeGetter\r
474 {\r
475 public:\r
476         IrrlichtTimeGetter(IrrlichtDevice *device):\r
477                 m_device(device)\r
478         {}\r
479         u32 getTime()\r
480         {\r
481                 if(m_device == NULL)\r
482                         return 0;\r
483                 return m_device->getTimer()->getRealTime();\r
484         }\r
485 private:\r
486         IrrlichtDevice *m_device;\r
487 };\r
488 // Not so precise one which works without irrlicht\r
489 class SimpleTimeGetter: public TimeGetter\r
490 {\r
491 public:\r
492         u32 getTime()\r
493         {\r
494                 return porting::getTimeMs();\r
495         }\r
496 };\r
497 \r
498 // A pointer to a global instance of the time getter\r
499 // TODO: why?\r
500 TimeGetter *g_timegetter = NULL;\r
501 \r
502 u32 getTimeMs()\r
503 {\r
504         if(g_timegetter == NULL)\r
505                 return 0;\r
506         return g_timegetter->getTime();\r
507 }\r
508 \r
509 /*\r
510         Event handler for Irrlicht\r
511 \r
512         NOTE: Everything possible should be moved out from here,\r
513               probably to InputHandler and the_game\r
514 */\r
515 \r
516 class MyEventReceiver : public IEventReceiver\r
517 {\r
518 public:\r
519         // This is the one method that we have to implement\r
520         virtual bool OnEvent(const SEvent& event)\r
521         {\r
522                 /*\r
523                         React to nothing here if a menu is active\r
524                 */\r
525                 if(noMenuActive() == false)\r
526                 {\r
527                         return false;\r
528                 }\r
529 \r
530                 // Remember whether each key is down or up\r
531                 if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
532                 {\r
533                         keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;\r
534 \r
535                         if(event.KeyInput.PressedDown)\r
536                                 keyWasDown[event.KeyInput.Key] = true;\r
537                 }\r
538 \r
539                 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
540                 {\r
541                         if(noMenuActive() == false)\r
542                         {\r
543                                 left_active = false;\r
544                                 middle_active = false;\r
545                                 right_active = false;\r
546                         }\r
547                         else\r
548                         {\r
549                                 //dstream<<"MyEventReceiver: mouse input"<<std::endl;\r
550                                 left_active = event.MouseInput.isLeftPressed();\r
551                                 middle_active = event.MouseInput.isMiddlePressed();\r
552                                 right_active = event.MouseInput.isRightPressed();\r
553 \r
554                                 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
555                                 {\r
556                                         leftclicked = true;\r
557                                 }\r
558                                 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
559                                 {\r
560                                         rightclicked = true;\r
561                                 }\r
562                                 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)\r
563                                 {\r
564                                         leftreleased = true;\r
565                                 }\r
566                                 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)\r
567                                 {\r
568                                         rightreleased = true;\r
569                                 }\r
570                                 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
571                                 {\r
572                                         mouse_wheel += event.MouseInput.Wheel;\r
573                                 }\r
574                         }\r
575                 }\r
576 \r
577                 return false;\r
578         }\r
579 \r
580         bool IsKeyDown(EKEY_CODE keyCode) const\r
581         {\r
582                 return keyIsDown[keyCode];\r
583         }\r
584         \r
585         // Checks whether a key was down and resets the state\r
586         bool WasKeyDown(EKEY_CODE keyCode)\r
587         {\r
588                 bool b = keyWasDown[keyCode];\r
589                 keyWasDown[keyCode] = false;\r
590                 return b;\r
591         }\r
592 \r
593         s32 getMouseWheel()\r
594         {\r
595                 s32 a = mouse_wheel;\r
596                 mouse_wheel = 0;\r
597                 return a;\r
598         }\r
599 \r
600         void clearInput()\r
601         {\r
602                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)\r
603                 {\r
604                         keyIsDown[i] = false;\r
605                         keyWasDown[i] = false;\r
606                 }\r
607                 \r
608                 leftclicked = false;\r
609                 rightclicked = false;\r
610                 leftreleased = false;\r
611                 rightreleased = false;\r
612 \r
613                 left_active = false;\r
614                 middle_active = false;\r
615                 right_active = false;\r
616 \r
617                 mouse_wheel = 0;\r
618         }\r
619 \r
620         MyEventReceiver()\r
621         {\r
622                 clearInput();\r
623         }\r
624 \r
625         bool leftclicked;\r
626         bool rightclicked;\r
627         bool leftreleased;\r
628         bool rightreleased;\r
629 \r
630         bool left_active;\r
631         bool middle_active;\r
632         bool right_active;\r
633 \r
634         s32 mouse_wheel;\r
635 \r
636 private:\r
637         IrrlichtDevice *m_device;\r
638         \r
639         // The current state of keys\r
640         bool keyIsDown[KEY_KEY_CODES_COUNT];\r
641         // Whether a key has been pressed or not\r
642         bool keyWasDown[KEY_KEY_CODES_COUNT];\r
643 };\r
644 \r
645 /*\r
646         Separated input handler\r
647 */\r
648 \r
649 class RealInputHandler : public InputHandler\r
650 {\r
651 public:\r
652         RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):\r
653                 m_device(device),\r
654                 m_receiver(receiver)\r
655         {\r
656         }\r
657         virtual bool isKeyDown(EKEY_CODE keyCode)\r
658         {\r
659                 return m_receiver->IsKeyDown(keyCode);\r
660         }\r
661         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
662         {\r
663                 return m_receiver->WasKeyDown(keyCode);\r
664         }\r
665         virtual v2s32 getMousePos()\r
666         {\r
667                 return m_device->getCursorControl()->getPosition();\r
668         }\r
669         virtual void setMousePos(s32 x, s32 y)\r
670         {\r
671                 m_device->getCursorControl()->setPosition(x, y);\r
672         }\r
673 \r
674         virtual bool getLeftState()\r
675         {\r
676                 return m_receiver->left_active;\r
677         }\r
678         virtual bool getRightState()\r
679         {\r
680                 return m_receiver->right_active;\r
681         }\r
682         \r
683         virtual bool getLeftClicked()\r
684         {\r
685                 return m_receiver->leftclicked;\r
686         }\r
687         virtual bool getRightClicked()\r
688         {\r
689                 return m_receiver->rightclicked;\r
690         }\r
691         virtual void resetLeftClicked()\r
692         {\r
693                 m_receiver->leftclicked = false;\r
694         }\r
695         virtual void resetRightClicked()\r
696         {\r
697                 m_receiver->rightclicked = false;\r
698         }\r
699 \r
700         virtual bool getLeftReleased()\r
701         {\r
702                 return m_receiver->leftreleased;\r
703         }\r
704         virtual bool getRightReleased()\r
705         {\r
706                 return m_receiver->rightreleased;\r
707         }\r
708         virtual void resetLeftReleased()\r
709         {\r
710                 m_receiver->leftreleased = false;\r
711         }\r
712         virtual void resetRightReleased()\r
713         {\r
714                 m_receiver->rightreleased = false;\r
715         }\r
716 \r
717         virtual s32 getMouseWheel()\r
718         {\r
719                 return m_receiver->getMouseWheel();\r
720         }\r
721 \r
722         void clear()\r
723         {\r
724                 m_receiver->clearInput();\r
725         }\r
726 private:\r
727         IrrlichtDevice *m_device;\r
728         MyEventReceiver *m_receiver;\r
729 };\r
730 \r
731 class RandomInputHandler : public InputHandler\r
732 {\r
733 public:\r
734         RandomInputHandler()\r
735         {\r
736                 leftdown = false;\r
737                 rightdown = false;\r
738                 leftclicked = false;\r
739                 rightclicked = false;\r
740                 leftreleased = false;\r
741                 rightreleased = false;\r
742                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
743                         keydown[i] = false;\r
744         }\r
745         virtual bool isKeyDown(EKEY_CODE keyCode)\r
746         {\r
747                 return keydown[keyCode];\r
748         }\r
749         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
750         {\r
751                 return false;\r
752         }\r
753         virtual v2s32 getMousePos()\r
754         {\r
755                 return mousepos;\r
756         }\r
757         virtual void setMousePos(s32 x, s32 y)\r
758         {\r
759                 mousepos = v2s32(x,y);\r
760         }\r
761 \r
762         virtual bool getLeftState()\r
763         {\r
764                 return leftdown;\r
765         }\r
766         virtual bool getRightState()\r
767         {\r
768                 return rightdown;\r
769         }\r
770 \r
771         virtual bool getLeftClicked()\r
772         {\r
773                 return leftclicked;\r
774         }\r
775         virtual bool getRightClicked()\r
776         {\r
777                 return rightclicked;\r
778         }\r
779         virtual void resetLeftClicked()\r
780         {\r
781                 leftclicked = false;\r
782         }\r
783         virtual void resetRightClicked()\r
784         {\r
785                 rightclicked = false;\r
786         }\r
787 \r
788         virtual bool getLeftReleased()\r
789         {\r
790                 return leftreleased;\r
791         }\r
792         virtual bool getRightReleased()\r
793         {\r
794                 return rightreleased;\r
795         }\r
796         virtual void resetLeftReleased()\r
797         {\r
798                 leftreleased = false;\r
799         }\r
800         virtual void resetRightReleased()\r
801         {\r
802                 rightreleased = false;\r
803         }\r
804 \r
805         virtual s32 getMouseWheel()\r
806         {\r
807                 return 0;\r
808         }\r
809 \r
810         virtual void step(float dtime)\r
811         {\r
812                 {\r
813                         static float counter1 = 0;\r
814                         counter1 -= dtime;\r
815                         if(counter1 < 0.0)\r
816                         {\r
817                                 counter1 = 0.1*Rand(1, 40);\r
818                                 keydown[getKeySetting("keymap_jump")] =\r
819                                                 !keydown[getKeySetting("keymap_jump")];\r
820                         }\r
821                 }\r
822                 {\r
823                         static float counter1 = 0;\r
824                         counter1 -= dtime;\r
825                         if(counter1 < 0.0)\r
826                         {\r
827                                 counter1 = 0.1*Rand(1, 40);\r
828                                 keydown[getKeySetting("keymap_special1")] =\r
829                                                 !keydown[getKeySetting("keymap_special1")];\r
830                         }\r
831                 }\r
832                 {\r
833                         static float counter1 = 0;\r
834                         counter1 -= dtime;\r
835                         if(counter1 < 0.0)\r
836                         {\r
837                                 counter1 = 0.1*Rand(1, 40);\r
838                                 keydown[getKeySetting("keymap_forward")] =\r
839                                                 !keydown[getKeySetting("keymap_forward")];\r
840                         }\r
841                 }\r
842                 {\r
843                         static float counter1 = 0;\r
844                         counter1 -= dtime;\r
845                         if(counter1 < 0.0)\r
846                         {\r
847                                 counter1 = 0.1*Rand(1, 40);\r
848                                 keydown[getKeySetting("keymap_left")] =\r
849                                                 !keydown[getKeySetting("keymap_left")];\r
850                         }\r
851                 }\r
852                 {\r
853                         static float counter1 = 0;\r
854                         counter1 -= dtime;\r
855                         if(counter1 < 0.0)\r
856                         {\r
857                                 counter1 = 0.1*Rand(1, 20);\r
858                                 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));\r
859                         }\r
860                 }\r
861                 {\r
862                         static float counter1 = 0;\r
863                         counter1 -= dtime;\r
864                         if(counter1 < 0.0)\r
865                         {\r
866                                 counter1 = 0.1*Rand(1, 30);\r
867                                 leftdown = !leftdown;\r
868                                 if(leftdown)\r
869                                         leftclicked = true;\r
870                                 if(!leftdown)\r
871                                         leftreleased = true;\r
872                         }\r
873                 }\r
874                 {\r
875                         static float counter1 = 0;\r
876                         counter1 -= dtime;\r
877                         if(counter1 < 0.0)\r
878                         {\r
879                                 counter1 = 0.1*Rand(1, 15);\r
880                                 rightdown = !rightdown;\r
881                                 if(rightdown)\r
882                                         rightclicked = true;\r
883                                 if(!rightdown)\r
884                                         rightreleased = true;\r
885                         }\r
886                 }\r
887                 mousepos += mousespeed;\r
888         }\r
889 \r
890         s32 Rand(s32 min, s32 max)\r
891         {\r
892                 return (myrand()%(max-min+1))+min;\r
893         }\r
894 private:\r
895         bool keydown[KEY_KEY_CODES_COUNT];\r
896         v2s32 mousepos;\r
897         v2s32 mousespeed;\r
898         bool leftdown;\r
899         bool rightdown;\r
900         bool leftclicked;\r
901         bool rightclicked;\r
902         bool leftreleased;\r
903         bool rightreleased;\r
904 };\r
905 \r
906 // These are defined global so that they're not optimized too much.\r
907 // Can't change them to volatile.\r
908 s16 temp16;\r
909 f32 tempf;\r
910 v3f tempv3f1;\r
911 v3f tempv3f2;\r
912 std::string tempstring;\r
913 std::string tempstring2;\r
914 \r
915 void SpeedTests()\r
916 {\r
917         {\r
918                 dstream<<"The following test should take around 20ms."<<std::endl;\r
919                 TimeTaker timer("Testing std::string speed");\r
920                 const u32 jj = 10000;\r
921                 for(u32 j=0; j<jj; j++)\r
922                 {\r
923                         tempstring = "";\r
924                         tempstring2 = "";\r
925                         const u32 ii = 10;\r
926                         for(u32 i=0; i<ii; i++){\r
927                                 tempstring2 += "asd";\r
928                         }\r
929                         for(u32 i=0; i<ii+1; i++){\r
930                                 tempstring += "asd";\r
931                                 if(tempstring == tempstring2)\r
932                                         break;\r
933                         }\r
934                 }\r
935         }\r
936         \r
937         dstream<<"All of the following tests should take around 100ms each."\r
938                         <<std::endl;\r
939 \r
940         {\r
941                 TimeTaker timer("Testing floating-point conversion speed");\r
942                 tempf = 0.001;\r
943                 for(u32 i=0; i<4000000; i++){\r
944                         temp16 += tempf;\r
945                         tempf += 0.001;\r
946                 }\r
947         }\r
948         \r
949         {\r
950                 TimeTaker timer("Testing floating-point vector speed");\r
951 \r
952                 tempv3f1 = v3f(1,2,3);\r
953                 tempv3f2 = v3f(4,5,6);\r
954                 for(u32 i=0; i<10000000; i++){\r
955                         tempf += tempv3f1.dotProduct(tempv3f2);\r
956                         tempv3f2 += v3f(7,8,9);\r
957                 }\r
958         }\r
959 \r
960         {\r
961                 TimeTaker timer("Testing core::map speed");\r
962                 \r
963                 core::map<v2s16, f32> map1;\r
964                 tempf = -324;\r
965                 const s16 ii=300;\r
966                 for(s16 y=0; y<ii; y++){\r
967                         for(s16 x=0; x<ii; x++){\r
968                                 map1.insert(v2s16(x,y), tempf);\r
969                                 tempf += 1;\r
970                         }\r
971                 }\r
972                 for(s16 y=ii-1; y>=0; y--){\r
973                         for(s16 x=0; x<ii; x++){\r
974                                 tempf = map1[v2s16(x,y)];\r
975                         }\r
976                 }\r
977         }\r
978 \r
979         {\r
980                 dstream<<"Around 5000/ms should do well here."<<std::endl;\r
981                 TimeTaker timer("Testing mutex speed");\r
982                 \r
983                 JMutex m;\r
984                 m.Init();\r
985                 u32 n = 0;\r
986                 u32 i = 0;\r
987                 do{\r
988                         n += 10000;\r
989                         for(; i<n; i++){\r
990                                 m.Lock();\r
991                                 m.Unlock();\r
992                         }\r
993                 }\r
994                 // Do at least 10ms\r
995                 while(timer.getTime() < 10);\r
996 \r
997                 u32 dtime = timer.stop();\r
998                 u32 per_ms = n / dtime;\r
999                 std::cout<<"Done. "<<dtime<<"ms, "\r
1000                                 <<per_ms<<"/ms"<<std::endl;\r
1001         }\r
1002 }\r
1003 \r
1004 void drawMenuBackground(video::IVideoDriver* driver)\r
1005 {\r
1006         core::dimension2d<u32> screensize = driver->getScreenSize();\r
1007                 \r
1008         video::ITexture *bgtexture =\r
1009                         driver->getTexture(getTexturePath("mud.png").c_str());\r
1010         if(bgtexture)\r
1011         {\r
1012                 s32 texturesize = 128;\r
1013                 s32 tiled_y = screensize.Height / texturesize + 1;\r
1014                 s32 tiled_x = screensize.Width / texturesize + 1;\r
1015                 \r
1016                 for(s32 y=0; y<tiled_y; y++)\r
1017                 for(s32 x=0; x<tiled_x; x++)\r
1018                 {\r
1019                         core::rect<s32> rect(0,0,texturesize,texturesize);\r
1020                         rect += v2s32(x*texturesize, y*texturesize);\r
1021                         driver->draw2DImage(bgtexture, rect,\r
1022                                 core::rect<s32>(core::position2d<s32>(0,0),\r
1023                                 core::dimension2di(bgtexture->getSize())),\r
1024                                 NULL, NULL, true);\r
1025                 }\r
1026         }\r
1027         \r
1028         video::ITexture *logotexture =\r
1029                         driver->getTexture(getTexturePath("menulogo.png").c_str());\r
1030         if(logotexture)\r
1031         {\r
1032                 v2s32 logosize(logotexture->getOriginalSize().Width,\r
1033                                 logotexture->getOriginalSize().Height);\r
1034                 logosize *= 4;\r
1035 \r
1036                 video::SColor bgcolor(255,50,50,50);\r
1037                 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,\r
1038                                 screensize.Width, screensize.Height);\r
1039                 driver->draw2DRectangle(bgcolor, bgrect, NULL);\r
1040 \r
1041                 core::rect<s32> rect(0,0,logosize.X,logosize.Y);\r
1042                 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);\r
1043                 rect -= v2s32(logosize.X/2, 0);\r
1044                 driver->draw2DImage(logotexture, rect,\r
1045                         core::rect<s32>(core::position2d<s32>(0,0),\r
1046                         core::dimension2di(logotexture->getSize())),\r
1047                         NULL, NULL, true);\r
1048         }\r
1049 }\r
1050 \r
1051 int main(int argc, char *argv[])\r
1052 {\r
1053         /*\r
1054                 Initialization\r
1055         */\r
1056 \r
1057         // Set locale. This is for forcing '.' as the decimal point.\r
1058         std::locale::global(std::locale("C"));\r
1059         // This enables printing all characters in bitmap font\r
1060         setlocale(LC_CTYPE, "en_US");\r
1061 \r
1062         /*\r
1063                 Parse command line\r
1064         */\r
1065         \r
1066         // List all allowed options\r
1067         core::map<std::string, ValueSpec> allowed_options;\r
1068         allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));\r
1069         allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,\r
1070                         "Run server directly"));\r
1071         allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,\r
1072                         "Load configuration from specified file"));\r
1073         allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));\r
1074         allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));\r
1075         allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));\r
1076         allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1077         allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1078         allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));\r
1079 #ifdef _WIN32\r
1080         allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));\r
1081 #endif\r
1082         allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));\r
1083 \r
1084         Settings cmd_args;\r
1085         \r
1086         bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);\r
1087 \r
1088         if(ret == false || cmd_args.getFlag("help"))\r
1089         {\r
1090                 dstream<<"Allowed options:"<<std::endl;\r
1091                 for(core::map<std::string, ValueSpec>::Iterator\r
1092                                 i = allowed_options.getIterator();\r
1093                                 i.atEnd() == false; i++)\r
1094                 {\r
1095                         dstream<<"  --"<<i.getNode()->getKey();\r
1096                         if(i.getNode()->getValue().type == VALUETYPE_FLAG)\r
1097                         {\r
1098                         }\r
1099                         else\r
1100                         {\r
1101                                 dstream<<" <value>";\r
1102                         }\r
1103                         dstream<<std::endl;\r
1104 \r
1105                         if(i.getNode()->getValue().help != NULL)\r
1106                         {\r
1107                                 dstream<<"      "<<i.getNode()->getValue().help\r
1108                                                 <<std::endl;\r
1109                         }\r
1110                 }\r
1111 \r
1112                 return cmd_args.getFlag("help") ? 0 : 1;\r
1113         }\r
1114         \r
1115         /*\r
1116                 Low-level initialization\r
1117         */\r
1118 \r
1119         bool disable_stderr = false;\r
1120 #ifdef _WIN32\r
1121         if(cmd_args.getFlag("dstream-on-stderr") == false)\r
1122                 disable_stderr = true;\r
1123 #endif\r
1124 \r
1125         porting::signal_handler_init();\r
1126         bool &kill = *porting::signal_handler_killstatus();\r
1127         \r
1128         // Initialize porting::path_data and porting::path_userdata\r
1129         porting::initializePaths();\r
1130 \r
1131         // Create user data directory\r
1132         fs::CreateDir(porting::path_userdata);\r
1133         \r
1134         // Initialize debug streams\r
1135 #ifdef RUN_IN_PLACE\r
1136         std::string debugfile = DEBUGFILE;\r
1137 #else\r
1138         std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;\r
1139 #endif\r
1140         debugstreams_init(disable_stderr, debugfile.c_str());\r
1141         // Initialize debug stacks\r
1142         debug_stacks_init();\r
1143 \r
1144         DSTACK(__FUNCTION_NAME);\r
1145 \r
1146         // Init material properties table\r
1147         //initializeMaterialProperties();\r
1148 \r
1149         // Debug handler\r
1150         BEGIN_DEBUG_EXCEPTION_HANDLER\r
1151 \r
1152         // Print startup message\r
1153         dstream<<DTIME<<"minetest-c55"\r
1154                         " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
1155                         <<", "<<BUILD_INFO\r
1156                         <<std::endl;\r
1157         \r
1158         /*\r
1159                 Basic initialization\r
1160         */\r
1161 \r
1162         // Initialize default settings\r
1163         set_default_settings();\r
1164         \r
1165         // Initialize sockets\r
1166         sockets_init();\r
1167         atexit(sockets_cleanup);\r
1168         \r
1169         /*\r
1170                 Read config file\r
1171         */\r
1172         \r
1173         // Path of configuration file in use\r
1174         std::string configpath = "";\r
1175         \r
1176         if(cmd_args.exists("config"))\r
1177         {\r
1178                 bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());\r
1179                 if(r == false)\r
1180                 {\r
1181                         dstream<<"Could not read configuration from \""\r
1182                                         <<cmd_args.get("config")<<"\""<<std::endl;\r
1183                         return 1;\r
1184                 }\r
1185                 configpath = cmd_args.get("config");\r
1186         }\r
1187         else\r
1188         {\r
1189                 core::array<std::string> filenames;\r
1190                 filenames.push_back(porting::path_userdata + "/minetest.conf");\r
1191 #ifdef RUN_IN_PLACE\r
1192                 filenames.push_back(porting::path_userdata + "/../minetest.conf");\r
1193 #endif\r
1194 \r
1195                 for(u32 i=0; i<filenames.size(); i++)\r
1196                 {\r
1197                         bool r = g_settings.readConfigFile(filenames[i].c_str());\r
1198                         if(r)\r
1199                         {\r
1200                                 configpath = filenames[i];\r
1201                                 break;\r
1202                         }\r
1203                 }\r
1204                 \r
1205                 // If no path found, use the first one (menu creates the file)\r
1206                 if(configpath == "")\r
1207                         configpath = filenames[0];\r
1208         }\r
1209 \r
1210         // Initialize random seed\r
1211         srand(time(0));\r
1212         mysrand(time(0));\r
1213 \r
1214         /*\r
1215                 Pre-initialize some stuff with a dummy irrlicht wrapper.\r
1216 \r
1217                 These are needed for unit tests at least.\r
1218         */\r
1219         \r
1220         // Initial call with g_texturesource not set.\r
1221         init_mapnode();\r
1222 \r
1223         /*\r
1224                 Run unit tests\r
1225         */\r
1226 \r
1227         if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)\r
1228                         || cmd_args.getFlag("enable-unittests") == true)\r
1229         {\r
1230                 run_tests();\r
1231         }\r
1232         \r
1233         /*for(s16 y=-100; y<100; y++)\r
1234         for(s16 x=-100; x<100; x++)\r
1235         {\r
1236                 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;\r
1237         }\r
1238         return 0;*/\r
1239         \r
1240         /*\r
1241                 Game parameters\r
1242         */\r
1243 \r
1244         // Port\r
1245         u16 port = 30000;\r
1246         if(cmd_args.exists("port"))\r
1247                 port = cmd_args.getU16("port");\r
1248         else if(g_settings.exists("port"))\r
1249                 port = g_settings.getU16("port");\r
1250         if(port == 0)\r
1251                 port = 30000;\r
1252         \r
1253         // Map directory\r
1254         std::string map_dir = porting::path_userdata+"/world";\r
1255         if(cmd_args.exists("map-dir"))\r
1256                 map_dir = cmd_args.get("map-dir");\r
1257         else if(g_settings.exists("map-dir"))\r
1258                 map_dir = g_settings.get("map-dir");\r
1259         \r
1260         // Run dedicated server if asked to\r
1261         if(cmd_args.getFlag("server"))\r
1262         {\r
1263                 DSTACK("Dedicated server branch");\r
1264 \r
1265                 // Create time getter\r
1266                 g_timegetter = new SimpleTimeGetter();\r
1267                 \r
1268                 // Create server\r
1269                 Server server(map_dir.c_str());\r
1270                 server.start(port);\r
1271                 \r
1272                 // Run server\r
1273                 dedicated_server_loop(server, kill);\r
1274 \r
1275                 return 0;\r
1276         }\r
1277 \r
1278 \r
1279         /*\r
1280                 More parameters\r
1281         */\r
1282         \r
1283         // Address to connect to\r
1284         std::string address = "";\r
1285         \r
1286         if(cmd_args.exists("address"))\r
1287         {\r
1288                 address = cmd_args.get("address");\r
1289         }\r
1290         else\r
1291         {\r
1292                 address = g_settings.get("address");\r
1293         }\r
1294         \r
1295         std::string playername = g_settings.get("name");\r
1296 \r
1297         /*\r
1298                 Device initialization\r
1299         */\r
1300 \r
1301         // Resolution selection\r
1302         \r
1303         bool fullscreen = false;\r
1304         u16 screenW = g_settings.getU16("screenW");\r
1305         u16 screenH = g_settings.getU16("screenH");\r
1306 \r
1307         // Determine driver\r
1308 \r
1309         video::E_DRIVER_TYPE driverType;\r
1310         \r
1311         std::string driverstring = g_settings.get("video_driver");\r
1312 \r
1313         if(driverstring == "null")\r
1314                 driverType = video::EDT_NULL;\r
1315         else if(driverstring == "software")\r
1316                 driverType = video::EDT_SOFTWARE;\r
1317         else if(driverstring == "burningsvideo")\r
1318                 driverType = video::EDT_BURNINGSVIDEO;\r
1319         else if(driverstring == "direct3d8")\r
1320                 driverType = video::EDT_DIRECT3D8;\r
1321         else if(driverstring == "direct3d9")\r
1322                 driverType = video::EDT_DIRECT3D9;\r
1323         else if(driverstring == "opengl")\r
1324                 driverType = video::EDT_OPENGL;\r
1325         else\r
1326         {\r
1327                 dstream<<"WARNING: Invalid video_driver specified; defaulting "\r
1328                                 "to opengl"<<std::endl;\r
1329                 driverType = video::EDT_OPENGL;\r
1330         }\r
1331 \r
1332         /*\r
1333                 Create device and exit if creation failed\r
1334         */\r
1335 \r
1336         MyEventReceiver receiver;\r
1337 \r
1338         IrrlichtDevice *device;\r
1339         device = createDevice(driverType,\r
1340                         core::dimension2d<u32>(screenW, screenH),\r
1341                         16, fullscreen, false, false, &receiver);\r
1342 \r
1343         if (device == 0)\r
1344                 return 1; // could not create selected driver.\r
1345         \r
1346         // Set device in game parameters\r
1347         device = device;\r
1348         \r
1349         // Create time getter\r
1350         g_timegetter = new IrrlichtTimeGetter(device);\r
1351         \r
1352         // Create game callback for menus\r
1353         g_gamecallback = new MainGameCallback(device);\r
1354         \r
1355         // Create texture source\r
1356         g_texturesource = new TextureSource(device);\r
1357 \r
1358         /*\r
1359                 Speed tests (done after irrlicht is loaded to get timer)\r
1360         */\r
1361         if(cmd_args.getFlag("speedtests"))\r
1362         {\r
1363                 dstream<<"Running speed tests"<<std::endl;\r
1364                 SpeedTests();\r
1365                 return 0;\r
1366         }\r
1367         \r
1368         device->setResizable(true);\r
1369 \r
1370         bool random_input = g_settings.getBool("random_input")\r
1371                         || cmd_args.getFlag("random-input");\r
1372         InputHandler *input = NULL;\r
1373         if(random_input)\r
1374                 input = new RandomInputHandler();\r
1375         else\r
1376                 input = new RealInputHandler(device, &receiver);\r
1377         \r
1378         /*\r
1379                 Continue initialization\r
1380         */\r
1381 \r
1382         //video::IVideoDriver* driver = device->getVideoDriver();\r
1383 \r
1384         /*\r
1385                 This changes the minimum allowed number of vertices in a VBO.\r
1386                 Default is 500.\r
1387         */\r
1388         //driver->setMinHardwareBufferVertexCount(50);\r
1389 \r
1390         scene::ISceneManager* smgr = device->getSceneManager();\r
1391 \r
1392         guienv = device->getGUIEnvironment();\r
1393         gui::IGUISkin* skin = guienv->getSkin();\r
1394         gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());\r
1395         if(font)\r
1396                 skin->setFont(font);\r
1397         else\r
1398                 dstream<<"WARNING: Font file was not found."\r
1399                                 " Using default font."<<std::endl;\r
1400         // If font was not found, this will get us one\r
1401         font = skin->getFont();\r
1402         assert(font);\r
1403         \r
1404         u32 text_height = font->getDimension(L"Hello, world!").Height;\r
1405         dstream<<"text_height="<<text_height<<std::endl;\r
1406 \r
1407         //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));\r
1408         skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));\r
1409         //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));\r
1410         //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));\r
1411         skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
1412         skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
1413         \r
1414         /*\r
1415                 Preload some textures and stuff\r
1416         */\r
1417 \r
1418         init_mapnode(); // Second call with g_texturesource set\r
1419         init_mineral();\r
1420 \r
1421         /*\r
1422                 GUI stuff\r
1423         */\r
1424 \r
1425         /*\r
1426                 If an error occurs, this is set to something and the\r
1427                 menu-game loop is restarted. It is then displayed before\r
1428                 the menu.\r
1429         */\r
1430         std::wstring error_message = L"";\r
1431 \r
1432         // The password entered during the menu screen,\r
1433         std::string password;\r
1434 \r
1435         /*\r
1436                 Menu-game loop\r
1437         */\r
1438         while(device->run() && kill == false)\r
1439         {\r
1440 \r
1441                 // This is used for catching disconnects\r
1442                 try\r
1443                 {\r
1444 \r
1445                         /*\r
1446                                 Clear everything from the GUIEnvironment\r
1447                         */\r
1448                         guienv->clear();\r
1449                         \r
1450                         /*\r
1451                                 We need some kind of a root node to be able to add\r
1452                                 custom gui elements directly on the screen.\r
1453                                 Otherwise they won't be automatically drawn.\r
1454                         */\r
1455                         guiroot = guienv->addStaticText(L"",\r
1456                                         core::rect<s32>(0, 0, 10000, 10000));\r
1457                         \r
1458                         /*\r
1459                                 Out-of-game menu loop.\r
1460 \r
1461                                 Loop quits when menu returns proper parameters.\r
1462                         */\r
1463                         while(kill == false)\r
1464                         {\r
1465                                 // Cursor can be non-visible when coming from the game\r
1466                                 device->getCursorControl()->setVisible(true);\r
1467                                 // Some stuff are left to scene manager when coming from the game\r
1468                                 // (map at least?)\r
1469                                 smgr->clear();\r
1470                                 // Reset or hide the debug gui texts\r
1471                                 /*guitext->setText(L"Minetest-c55");\r
1472                                 guitext2->setVisible(false);\r
1473                                 guitext_info->setVisible(false);\r
1474                                 guitext_chat->setVisible(false);*/\r
1475                                 \r
1476                                 // Initialize menu data\r
1477                                 MainMenuData menudata;\r
1478                                 menudata.address = narrow_to_wide(address);\r
1479                                 menudata.name = narrow_to_wide(playername);\r
1480                                 menudata.port = narrow_to_wide(itos(port));\r
1481                                 menudata.fancy_trees = g_settings.getBool("new_style_leaves");\r
1482                                 menudata.smooth_lighting = g_settings.getBool("smooth_lighting");\r
1483                                 menudata.creative_mode = g_settings.getBool("creative_mode");\r
1484                                 menudata.enable_damage = g_settings.getBool("enable_damage");\r
1485 \r
1486                                 GUIMainMenu *menu =\r
1487                                                 new GUIMainMenu(guienv, guiroot, -1, \r
1488                                                         &g_menumgr, &menudata, g_gamecallback);\r
1489                                 menu->allowFocusRemoval(true);\r
1490 \r
1491                                 if(error_message != L"")\r
1492                                 {\r
1493                                         dstream<<"WARNING: error_message = "\r
1494                                                         <<wide_to_narrow(error_message)<<std::endl;\r
1495 \r
1496                                         GUIMessageMenu *menu2 =\r
1497                                                         new GUIMessageMenu(guienv, guiroot, -1, \r
1498                                                                 &g_menumgr, error_message.c_str());\r
1499                                         menu2->drop();\r
1500                                         error_message = L"";\r
1501                                 }\r
1502 \r
1503                                 video::IVideoDriver* driver = device->getVideoDriver();\r
1504                                 \r
1505                                 dstream<<"Created main menu"<<std::endl;\r
1506 \r
1507                                 while(device->run() && kill == false)\r
1508                                 {\r
1509                                         if(menu->getStatus() == true)\r
1510                                                 break;\r
1511 \r
1512                                         //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
1513                                         driver->beginScene(true, true, video::SColor(255,128,128,128));\r
1514 \r
1515                                         drawMenuBackground(driver);\r
1516 \r
1517                                         guienv->drawAll();\r
1518                                         \r
1519                                         driver->endScene();\r
1520                                         \r
1521                                         // On some computers framerate doesn't seem to be\r
1522                                         // automatically limited\r
1523                                         sleep_ms(25);\r
1524                                 }\r
1525                                 \r
1526                                 // Break out of menu-game loop to shut down cleanly\r
1527                                 if(device->run() == false || kill == true)\r
1528                                         break;\r
1529                                 \r
1530                                 dstream<<"Dropping main menu"<<std::endl;\r
1531 \r
1532                                 menu->drop();\r
1533                                 \r
1534                                 // Delete map if requested\r
1535                                 if(menudata.delete_map)\r
1536                                 {\r
1537                                         bool r = fs::RecursiveDeleteContent(map_dir);\r
1538                                         if(r == false)\r
1539                                                 error_message = L"Delete failed";\r
1540                                         continue;\r
1541                                 }\r
1542 \r
1543                                 playername = wide_to_narrow(menudata.name);\r
1544 \r
1545                                 password = translatePassword(playername, menudata.password);\r
1546 \r
1547                                 address = wide_to_narrow(menudata.address);\r
1548                                 int newport = stoi(wide_to_narrow(menudata.port));\r
1549                                 if(newport != 0)\r
1550                                         port = newport;\r
1551                                 g_settings.set("new_style_leaves", itos(menudata.fancy_trees));\r
1552                                 g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));\r
1553                                 g_settings.set("creative_mode", itos(menudata.creative_mode));\r
1554                                 g_settings.set("enable_damage", itos(menudata.enable_damage));\r
1555                                 \r
1556                                 // NOTE: These are now checked server side; no need to do it\r
1557                                 //       here, so let's not do it here.\r
1558                                 /*// Check for valid parameters, restart menu if invalid.\r
1559                                 if(playername == "")\r
1560                                 {\r
1561                                         error_message = L"Name required.";\r
1562                                         continue;\r
1563                                 }\r
1564                                 // Check that name has only valid chars\r
1565                                 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)\r
1566                                 {\r
1567                                         error_message = L"Characters allowed: "\r
1568                                                         +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);\r
1569                                         continue;\r
1570                                 }*/\r
1571 \r
1572                                 // Save settings\r
1573                                 g_settings.set("name", playername);\r
1574                                 g_settings.set("address", address);\r
1575                                 g_settings.set("port", itos(port));\r
1576                                 // Update configuration file\r
1577                                 if(configpath != "")\r
1578                                         g_settings.updateConfigFile(configpath.c_str());\r
1579                         \r
1580                                 // Continue to game\r
1581                                 break;\r
1582                         }\r
1583                         \r
1584                         // Break out of menu-game loop to shut down cleanly\r
1585                         if(device->run() == false)\r
1586                                 break;\r
1587                         \r
1588                         // Initialize mapnode again to enable changed graphics settings\r
1589                         init_mapnode();\r
1590 \r
1591                         /*\r
1592                                 Run game\r
1593                         */\r
1594                         the_game(\r
1595                                 kill,\r
1596                                 random_input,\r
1597                                 input,\r
1598                                 device,\r
1599                                 font,\r
1600                                 map_dir,\r
1601                                 playername,\r
1602                                 password,\r
1603                                 address,\r
1604                                 port,\r
1605                                 error_message\r
1606                         );\r
1607 \r
1608                 } //try\r
1609                 catch(con::PeerNotFoundException &e)\r
1610                 {\r
1611                         dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;\r
1612                         error_message = L"Connection error (timed out?)";\r
1613                 }\r
1614                 catch(SocketException &e)\r
1615                 {\r
1616                         dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;\r
1617                         error_message = L"Socket error (port already in use?)";\r
1618                 }\r
1619 #ifdef NDEBUG\r
1620                 catch(std::exception &e)\r
1621                 {\r
1622                         std::string narrow_message = "Some exception, what()=\"";\r
1623                         narrow_message += e.what();\r
1624                         narrow_message += "\"";\r
1625                         dstream<<DTIME<<narrow_message<<std::endl;\r
1626                         error_message = narrow_to_wide(narrow_message);\r
1627                 }\r
1628 #endif\r
1629 \r
1630         } // Menu-game loop\r
1631         \r
1632         delete input;\r
1633 \r
1634         /*\r
1635                 In the end, delete the Irrlicht device.\r
1636         */\r
1637         device->drop();\r
1638         \r
1639         END_DEBUG_EXCEPTION_HANDLER\r
1640         \r
1641         debugstreams_deinit();\r
1642         \r
1643         return 0;\r
1644 }\r
1645 \r
1646 //END\r