commit before content-tile separation
[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 \r
27 NOTE: iostream.imbue(std::locale("C")) is very slow\r
28 NOTE: Global locale is now set at initialization\r
29 \r
30 SUGGESTION: add a second lighting value to the MS nibble of param of\r
31         air to tell how bright the air node is when there is no sunlight.\r
32         When day changes to night, these two values can be interpolated.\r
33 \r
34 TODO: Fix address to be ipv6 compatible\r
35 \r
36 TODO: ESC Pause mode in which the cursor is not kept at the center of window.\r
37 TODO: Stop player if focus of window is taken away (go to pause mode)\r
38 TODO: Optimize and fix makeFastFace or whatever it's called\r
39       - Face calculation is the source of CPU usage on the client\r
40 SUGGESTION: The client will calculate and send lighting changes and\r
41   the server will randomly check some of them and kick the client out\r
42   if it fails to calculate them right.\r
43   - Actually, it could just start ignoring them and calculate them\r
44     itself.\r
45 SUGGESTION: Combine MapBlock's face caches to so big pieces that VBO\r
46             gets used\r
47             - That is >500 vertices\r
48 \r
49 TODO: Better dungeons\r
50 TODO: There should be very slight natural caves also, starting from\r
51       only a straightened-up cliff\r
52 \r
53 TODO: Changing of block with mouse wheel or something\r
54 TODO: Menus\r
55 \r
56 TODO: Mobs\r
57       - Server:\r
58         - One single map container with ids as keys\r
59       - Client:\r
60             - ?\r
61 TODO: - Keep track of the place of the mob in the last few hundreth's\r
62         of a second - then, if a player hits it, take the value that is\r
63                 avg_rtt/2 before the moment the packet is received.\r
64 TODO: - Scripting\r
65 \r
66 SUGGESTION: Modify client to calculate single changes asynchronously\r
67 \r
68 TODO: Moving players more smoothly. Calculate moving animation\r
69       in a way that doesn't make the player jump to the right place\r
70           immediately when the server sends a new position\r
71 \r
72 TODO: There are some lighting-related todos and fixmes in\r
73       ServerMap::emergeBlock\r
74 \r
75 FIXME: When a new sector is generated, it may change the ground level\r
76        of it's and it's neighbors border that two blocks that are\r
77            above and below each other and that are generated before and\r
78            after the sector heightmap generation (order doesn't matter),\r
79            can have a small gap between each other at the border.\r
80 SUGGESTION: Use same technique for sector heightmaps as what we're\r
81             using for UnlimitedHeightmap? (getting all neighbors\r
82                         when generating)\r
83 \r
84 TODO: Proper handling of spawning place (try to find something that\r
85       is not in the middle of an ocean (some land to stand on at\r
86           least) and save it in map config.\r
87 SUGG: Set server to automatically find a good spawning place in some\r
88       place where there is water and land.\r
89           - Map to have a getWalkableNear(p)\r
90           - Is this a good idea? It's part of the game to find a good place.\r
91 \r
92 TODO: Transfer more blocks in a single packet\r
93 SUGG: A blockdata combiner class, to which blocks are added and at\r
94       destruction it sends all the stuff in as few packets as possible.\r
95 \r
96 SUGG: If player is on ground, mainly fetch ground-level blocks\r
97 SUGG: Fetch stuff mainly from the viewing direction\r
98 \r
99 SUGG: Expose Connection's seqnums and ACKs to server and client.\r
100       - This enables saving many packets and making a faster connection\r
101           - This also enables server to check if client has received the\r
102             most recent block sent, for example.\r
103 TODO: Add a sane bandwidth throttling system to Connection\r
104 \r
105 SUGG: More fine-grained control of client's dumping of blocks from\r
106       memory\r
107           - ...What does this mean in the first place?\r
108 \r
109 TODO: Make the amount of blocks sending to client and the total\r
110           amount of blocks dynamically limited. Transferring blocks is the\r
111           main network eater of this system, so it is the one that has\r
112           to be throttled so that RTTs stay low.\r
113 \r
114 TODO: Server to load starting inventory from disk\r
115 \r
116 TODO: PLayers to only be hidden when the client quits.\r
117 TODO: - Players to be saved on disk, with inventory\r
118 TODO: Players to be saved as text in map/players/<name>\r
119 \r
120 SUGG: A map editing mode (similar to dedicated server mode)\r
121 \r
122 TODO: Make fetching sector's blocks more efficient when rendering\r
123       sectors that have very large amounts of blocks (on client)\r
124 \r
125 TODO: Make the video backend selectable\r
126 \r
127 Block object server side:\r
128       - A "near blocks" buffer, in which some nearby blocks are stored.\r
129           - For all blocks in the buffer, objects are stepped(). This\r
130             means they are active.\r
131           - TODO: A global active buffer is needed for the server\r
132       - TODO: All blocks going in and out of the buffer are recorded.\r
133             - TODO: For outgoing blocks, a timestamp is written.\r
134             - TODO: For incoming blocks, the time difference is calculated and\r
135               objects are stepped according to it.\r
136 TODO: A timestamp to blocks\r
137 \r
138 SUGG: Add a time value to the param of footstepped grass and check it\r
139       against a global timer when a block is accessed, to make old\r
140           steps fade away.\r
141 \r
142 TODO: Add config parameters for server's sending and generating distance\r
143 \r
144 TODO: Copy the text of the last picked sign to inventory in creative\r
145       mode\r
146 \r
147 TODO: Untie client network operations from framerate\r
148       - Needs some input queues or something\r
149 \r
150 SUGG: Make a copy of close-range environment on client for showing\r
151       on screen, with minimal mutexes to slow down the main loop\r
152 \r
153 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize\r
154       it by sending more stuff in a single packet.\r
155           - Add a packet queue to RemoteClient, from which packets will be\r
156             combined with object data packets\r
157                 - This is not exactly trivial: the object data packets are\r
158                   sometimes very big by themselves\r
159 \r
160 SUGG: Split MapBlockObject serialization to to-client and to-disk\r
161       - This will allow saving ages of rats on disk but not sending\r
162             them to clients\r
163 \r
164 TODO: Get rid of GotSplitPacketException\r
165 \r
166 SUGG: Implement lighting using VoxelManipulator\r
167       - Would it be significantly faster?\r
168 \r
169 TODO: Check what goes wrong with caching map to disk (Kray)\r
170 \r
171 TODO: Remove LazyMeshUpdater. It is not used as supposed.\r
172 \r
173 FIXME: Rats somehow go underground sometimes (you can see it in water)\r
174        - Does their position get saved to a border value or something?\r
175            - Does this happen anymore?\r
176 \r
177 SUGG: MovingObject::move and Player::move are basically the same.\r
178       combine them.\r
179 \r
180 SUGG: Implement a "Fast check queue" (a queue with a map for checking\r
181       if something is already in it)\r
182       - Use it in active block queue in water flowing\r
183 \r
184 SUGG: Signs could be done in the same way as torches. For this, blocks\r
185       need an additional metadata field for the texts\r
186 \r
187 Doing now:\r
188 ======================================================================\r
189 \r
190 TODO: A mapper to map contents to tile names (for each side)\r
191 \r
192 ======================================================================\r
193 \r
194 */\r
195 \r
196 /*\r
197         Setting this to 1 enables a special camera mode that forces\r
198         the renderers to think that the camera statically points from\r
199         the starting place to a static direction.\r
200 \r
201         This allows one to move around with the player and see what\r
202         is actually drawn behind solid things and behind the player.\r
203 */\r
204 #define FIELD_OF_VIEW_TEST 0\r
205 \r
206 #ifdef UNITTEST_DISABLE\r
207         #ifdef _WIN32\r
208                 #pragma message ("Disabling unit tests")\r
209         #else\r
210                 #warning "Disabling unit tests"\r
211         #endif\r
212         // Disable unit tests\r
213         #define ENABLE_TESTS 0\r
214 #else\r
215         // Enable unit tests\r
216         #define ENABLE_TESTS 1\r
217 #endif\r
218 \r
219 #ifdef _MSC_VER\r
220 #pragma comment(lib, "Irrlicht.lib")\r
221 #pragma comment(lib, "jthread.lib")\r
222 // This would get rid of the console window\r
223 //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
224 #endif\r
225 \r
226 #ifdef _WIN32\r
227         #define WIN32_LEAN_AND_MEAN\r
228         #include <windows.h>\r
229         #define sleep_ms(x) Sleep(x)\r
230 #else\r
231         #include <unistd.h>\r
232         #define sleep_ms(x) usleep(x*1000)\r
233 #endif\r
234 \r
235 #include <iostream>\r
236 #include <fstream>\r
237 #include <time.h>\r
238 #include <jmutexautolock.h>\r
239 #include "common_irrlicht.h"\r
240 #include "debug.h"\r
241 #include "map.h"\r
242 #include "player.h"\r
243 #include "main.h"\r
244 #include "test.h"\r
245 #include "environment.h"\r
246 #include "server.h"\r
247 #include "client.h"\r
248 #include "serialization.h"\r
249 #include "constants.h"\r
250 #include "strfnd.h"\r
251 #include "porting.h"\r
252 #include <locale.h>\r
253 \r
254 IrrlichtDevice *g_device = NULL;\r
255 \r
256 const char *g_content_filenames[MATERIALS_COUNT] =\r
257 {\r
258         "../data/stone.png",\r
259         "../data/grass.png",\r
260         "../data/water.png",\r
261         "../data/torch_on_floor.png",\r
262         "../data/tree.png",\r
263         "../data/leaves.png",\r
264         "../data/grass_footsteps.png",\r
265         "../data/mese.png",\r
266         "../data/mud.png",\r
267         "../data/water.png", // CONTENT_OCEAN\r
268 };\r
269 \r
270 // Material cache\r
271 video::SMaterial g_materials[MATERIALS_COUNT];\r
272 \r
273 // Texture cache\r
274 TextureCache g_texturecache;\r
275 \r
276 \r
277 // All range-related stuff below is locked behind this\r
278 JMutex g_range_mutex;\r
279 \r
280 // Blocks are viewed in this range from the player\r
281 s16 g_viewing_range_nodes = 60;\r
282 \r
283 // This is updated by the client's fetchBlocks routine\r
284 //s16 g_actual_viewing_range_nodes = VIEWING_RANGE_NODES_DEFAULT;\r
285 \r
286 // If true, the preceding value has no meaning and all blocks\r
287 // already existing in memory are drawn\r
288 bool g_viewing_range_all = false;\r
289 \r
290 // This is the freetime ratio imposed by the dynamic viewing\r
291 // range changing code.\r
292 // It is controlled by the main loop to the smallest value that\r
293 // inhibits glitches (dtime jitter) in the main loop.\r
294 //float g_freetime_ratio = FREETIME_RATIO_MAX;\r
295 \r
296 \r
297 /*\r
298         Settings.\r
299         These are loaded from the config file.\r
300 */\r
301 \r
302 Settings g_settings;\r
303 \r
304 // Sets default settings\r
305 void set_default_settings()\r
306 {\r
307         g_settings.set("dedicated_server", "");\r
308 \r
309         // Client stuff\r
310         g_settings.set("wanted_fps", "30");\r
311         g_settings.set("fps_max", "60");\r
312         g_settings.set("viewing_range_nodes_max", "300");\r
313         g_settings.set("viewing_range_nodes_min", "20");\r
314         g_settings.set("screenW", "");\r
315         g_settings.set("screenH", "");\r
316         g_settings.set("host_game", "");\r
317         g_settings.set("port", "");\r
318         g_settings.set("address", "");\r
319         g_settings.set("name", "");\r
320         g_settings.set("random_input", "false");\r
321         g_settings.set("client_delete_unused_sectors_timeout", "1200");\r
322         g_settings.set("max_block_send_distance", "8");\r
323         g_settings.set("max_block_generate_distance", "6");\r
324 \r
325         // Server stuff\r
326         g_settings.set("creative_mode", "false");\r
327         g_settings.set("heightmap_blocksize", "32");\r
328         g_settings.set("height_randmax", "constant 50.0");\r
329         g_settings.set("height_randfactor", "constant 0.6");\r
330         g_settings.set("height_base", "linear 0 0 0");\r
331         g_settings.set("plants_amount", "1.0");\r
332         g_settings.set("ravines_amount", "1.0");\r
333         g_settings.set("objectdata_interval", "0.2");\r
334         g_settings.set("active_object_range", "2");\r
335         g_settings.set("max_simultaneous_block_sends_per_client", "1");\r
336         g_settings.set("max_simultaneous_block_sends_server_total", "4");\r
337         g_settings.set("disable_water_climb", "true");\r
338         g_settings.set("endless_water", "true");\r
339 }\r
340 \r
341 /*\r
342         Random stuff\r
343 */\r
344 \r
345 //u16 g_selected_material = 0;\r
346 u16 g_selected_item = 0;\r
347 \r
348 bool g_esc_pressed = false;\r
349 \r
350 std::wstring g_text_buffer;\r
351 bool g_text_buffer_accepted = false;\r
352 \r
353 // When true, the mouse and keyboard are grabbed\r
354 bool g_game_focused = true;\r
355 \r
356 /*\r
357         Debug streams\r
358 */\r
359 \r
360 // Connection\r
361 std::ostream *dout_con_ptr = &dummyout;\r
362 std::ostream *derr_con_ptr = &dstream_no_stderr;\r
363 //std::ostream *dout_con_ptr = &dstream_no_stderr;\r
364 //std::ostream *derr_con_ptr = &dstream_no_stderr;\r
365 //std::ostream *dout_con_ptr = &dstream;\r
366 //std::ostream *derr_con_ptr = &dstream;\r
367 \r
368 // Server\r
369 std::ostream *dout_server_ptr = &dstream;\r
370 std::ostream *derr_server_ptr = &dstream;\r
371 \r
372 // Client\r
373 std::ostream *dout_client_ptr = &dstream;\r
374 std::ostream *derr_client_ptr = &dstream;\r
375 \r
376 \r
377 /*\r
378         Timestamp stuff\r
379 */\r
380 \r
381 JMutex g_timestamp_mutex;\r
382 //std::string g_timestamp;\r
383 \r
384 std::string getTimestamp()\r
385 {\r
386         if(g_timestamp_mutex.IsInitialized()==false)\r
387                 return "";\r
388         JMutexAutoLock lock(g_timestamp_mutex);\r
389         //return g_timestamp;\r
390         time_t t = time(NULL);\r
391         struct tm *tm = localtime(&t);\r
392         char cs[20];\r
393         strftime(cs, 20, "%H:%M:%S", tm);\r
394         return cs;\r
395 }\r
396 \r
397 class MyEventReceiver : public IEventReceiver\r
398 {\r
399 public:\r
400         // This is the one method that we have to implement\r
401         virtual bool OnEvent(const SEvent& event)\r
402         {\r
403                 // Remember whether each key is down or up\r
404                 if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
405                 {\r
406                         keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;\r
407 \r
408                         if(event.KeyInput.PressedDown)\r
409                         {\r
410                                 //dstream<<"Pressed key: "<<(char)event.KeyInput.Key<<std::endl;\r
411                                 if(g_game_focused == false)\r
412                                 {\r
413                                         s16 key = event.KeyInput.Key;\r
414                                         if(key == irr::KEY_RETURN || key == irr::KEY_ESCAPE)\r
415                                         {\r
416                                                 g_text_buffer_accepted = true;\r
417                                         }\r
418                                         else if(key == irr::KEY_BACK)\r
419                                         {\r
420                                                 if(g_text_buffer.size() > 0)\r
421                                                         g_text_buffer = g_text_buffer.substr\r
422                                                                         (0, g_text_buffer.size()-1);\r
423                                         }\r
424                                         else\r
425                                         {\r
426                                                 wchar_t wc = event.KeyInput.Char;\r
427                                                 if(wc != 0)\r
428                                                         g_text_buffer += wc;\r
429                                         }\r
430                                 }\r
431                                 \r
432                                 if(event.KeyInput.Key == irr::KEY_ESCAPE)\r
433                                 {\r
434                                         if(g_game_focused == true)\r
435                                         {\r
436                                                 dstream<<DTIME<<"ESC pressed"<<std::endl;\r
437                                                 g_esc_pressed = true;\r
438                                         }\r
439                                 }\r
440 \r
441                                 // Material selection\r
442                                 if(event.KeyInput.Key == irr::KEY_KEY_F)\r
443                                 {\r
444                                         if(g_game_focused == true)\r
445                                         {\r
446                                                 if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
447                                                         g_selected_item++;\r
448                                                 else\r
449                                                         g_selected_item = 0;\r
450                                                 dstream<<DTIME<<"Selected item: "\r
451                                                                 <<g_selected_item<<std::endl;\r
452                                         }\r
453                                 }\r
454 \r
455                                 // Viewing range selection\r
456                                 if(event.KeyInput.Key == irr::KEY_KEY_R\r
457                                                 && g_game_focused)\r
458                                 {\r
459                                         JMutexAutoLock lock(g_range_mutex);\r
460                                         if(g_viewing_range_all)\r
461                                         {\r
462                                                 g_viewing_range_all = false;\r
463                                                 dstream<<DTIME<<"Disabled full viewing range"<<std::endl;\r
464                                         }\r
465                                         else\r
466                                         {\r
467                                                 g_viewing_range_all = true;\r
468                                                 dstream<<DTIME<<"Enabled full viewing range"<<std::endl;\r
469                                         }\r
470                                 }\r
471 \r
472                                 // Print debug stacks\r
473                                 if(event.KeyInput.Key == irr::KEY_KEY_P\r
474                                                 && g_game_focused)\r
475                                 {\r
476                                         dstream<<"-----------------------------------------"\r
477                                                         <<std::endl;\r
478                                         dstream<<DTIME<<"Printing debug stacks:"<<std::endl;\r
479                                         dstream<<"-----------------------------------------"\r
480                                                         <<std::endl;\r
481                                         debug_stacks_print();\r
482                                 }\r
483                         }\r
484                 }\r
485 \r
486                 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
487                 {\r
488                         if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
489                         {\r
490                                 leftclicked = true;\r
491                         }\r
492                         if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
493                         {\r
494                                 rightclicked = true;\r
495                         }\r
496                         if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
497                         {\r
498                                 /*dstream<<"event.MouseInput.Wheel="\r
499                                                 <<event.MouseInput.Wheel<<std::endl;*/\r
500                                 if(event.MouseInput.Wheel < 0)\r
501                                 {\r
502                                         if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
503                                                 g_selected_item++;\r
504                                         else\r
505                                                 g_selected_item = 0;\r
506                                 }\r
507                                 else if(event.MouseInput.Wheel > 0)\r
508                                 {\r
509                                         if(g_selected_item > 0)\r
510                                                 g_selected_item--;\r
511                                         else\r
512                                                 g_selected_item = PLAYER_INVENTORY_SIZE-1;\r
513                                 }\r
514                         }\r
515                 }\r
516 \r
517                 return false;\r
518         }\r
519 \r
520         // This is used to check whether a key is being held down\r
521         virtual bool IsKeyDown(EKEY_CODE keyCode) const\r
522         {\r
523                 return keyIsDown[keyCode];\r
524         }\r
525 \r
526         MyEventReceiver()\r
527         {\r
528                 for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
529                                 keyIsDown[i] = false;\r
530                 leftclicked = false;\r
531                 rightclicked = false;\r
532         }\r
533 \r
534         bool leftclicked;\r
535         bool rightclicked;\r
536 private:\r
537         // We use this array to store the current state of each key\r
538         bool keyIsDown[KEY_KEY_CODES_COUNT];\r
539         //s32 mouseX;\r
540         //s32 mouseY;\r
541 };\r
542 \r
543 class InputHandler\r
544 {\r
545 public:\r
546         InputHandler()\r
547         {\r
548         }\r
549         virtual ~InputHandler()\r
550         {\r
551         }\r
552         virtual bool isKeyDown(EKEY_CODE keyCode) = 0;\r
553         virtual v2s32 getMousePos() = 0;\r
554         virtual void setMousePos(s32 x, s32 y) = 0;\r
555         virtual bool getLeftClicked() = 0;\r
556         virtual bool getRightClicked() = 0;\r
557         virtual void resetLeftClicked() = 0;\r
558         virtual void resetRightClicked() = 0;\r
559         \r
560         virtual void step(float dtime) {};\r
561 \r
562         virtual void clear() {};\r
563 };\r
564 \r
565 InputHandler *g_input = NULL;\r
566 \r
567 void focusGame()\r
568 {\r
569         g_input->clear();\r
570         g_game_focused = true;\r
571 }\r
572 \r
573 void unFocusGame()\r
574 {\r
575         g_game_focused = false;\r
576 }\r
577 \r
578 class RealInputHandler : public InputHandler\r
579 {\r
580 public:\r
581         RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):\r
582                 m_device(device),\r
583                 m_receiver(receiver)\r
584         {\r
585         }\r
586         virtual bool isKeyDown(EKEY_CODE keyCode)\r
587         {\r
588                 return m_receiver->IsKeyDown(keyCode);\r
589         }\r
590         virtual v2s32 getMousePos()\r
591         {\r
592                 return m_device->getCursorControl()->getPosition();\r
593         }\r
594         virtual void setMousePos(s32 x, s32 y)\r
595         {\r
596                 m_device->getCursorControl()->setPosition(x, y);\r
597         }\r
598 \r
599         virtual bool getLeftClicked()\r
600         {\r
601                 if(g_game_focused == false)\r
602                         return false;\r
603                 return m_receiver->leftclicked;\r
604         }\r
605         virtual bool getRightClicked()\r
606         {\r
607                 if(g_game_focused == false)\r
608                         return false;\r
609                 return m_receiver->rightclicked;\r
610         }\r
611         virtual void resetLeftClicked()\r
612         {\r
613                 m_receiver->leftclicked = false;\r
614         }\r
615         virtual void resetRightClicked()\r
616         {\r
617                 m_receiver->rightclicked = false;\r
618         }\r
619 \r
620         void clear()\r
621         {\r
622                 resetRightClicked();\r
623                 resetLeftClicked();\r
624         }\r
625 private:\r
626         IrrlichtDevice *m_device;\r
627         MyEventReceiver *m_receiver;\r
628 };\r
629 \r
630 class RandomInputHandler : public InputHandler\r
631 {\r
632 public:\r
633         RandomInputHandler()\r
634         {\r
635                 leftclicked = false;\r
636                 rightclicked = false;\r
637                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
638                         keydown[i] = false;\r
639         }\r
640         virtual bool isKeyDown(EKEY_CODE keyCode)\r
641         {\r
642                 return keydown[keyCode];\r
643         }\r
644         virtual v2s32 getMousePos()\r
645         {\r
646                 return mousepos;\r
647         }\r
648         virtual void setMousePos(s32 x, s32 y)\r
649         {\r
650                 mousepos = v2s32(x,y);\r
651         }\r
652 \r
653         virtual bool getLeftClicked()\r
654         {\r
655                 return leftclicked;\r
656         }\r
657         virtual bool getRightClicked()\r
658         {\r
659                 return rightclicked;\r
660         }\r
661         virtual void resetLeftClicked()\r
662         {\r
663                 leftclicked = false;\r
664         }\r
665         virtual void resetRightClicked()\r
666         {\r
667                 rightclicked = false;\r
668         }\r
669 \r
670         virtual void step(float dtime)\r
671         {\r
672                 {\r
673                         static float counter1 = 0;\r
674                         counter1 -= dtime;\r
675                         if(counter1 < 0.0)\r
676                         {\r
677                                 counter1 = 0.1*Rand(1,10);\r
678                                 /*if(g_selected_material < USEFUL_CONTENT_COUNT-1)\r
679                                         g_selected_material++;\r
680                                 else\r
681                                         g_selected_material = 0;*/\r
682                                 if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
683                                         g_selected_item++;\r
684                                 else\r
685                                         g_selected_item = 0;\r
686                         }\r
687                 }\r
688                 {\r
689                         static float counter1 = 0;\r
690                         counter1 -= dtime;\r
691                         if(counter1 < 0.0)\r
692                         {\r
693                                 counter1 = 0.1*Rand(1, 40);\r
694                                 keydown[irr::KEY_SPACE] = !keydown[irr::KEY_SPACE];\r
695                         }\r
696                 }\r
697                 {\r
698                         static float counter1 = 0;\r
699                         counter1 -= dtime;\r
700                         if(counter1 < 0.0)\r
701                         {\r
702                                 counter1 = 0.1*Rand(1, 40);\r
703                                 keydown[irr::KEY_KEY_2] = !keydown[irr::KEY_KEY_2];\r
704                         }\r
705                 }\r
706                 {\r
707                         static float counter1 = 0;\r
708                         counter1 -= dtime;\r
709                         if(counter1 < 0.0)\r
710                         {\r
711                                 counter1 = 0.1*Rand(1, 40);\r
712                                 keydown[irr::KEY_KEY_W] = !keydown[irr::KEY_KEY_W];\r
713                         }\r
714                 }\r
715                 {\r
716                         static float counter1 = 0;\r
717                         counter1 -= dtime;\r
718                         if(counter1 < 0.0)\r
719                         {\r
720                                 counter1 = 0.1*Rand(1, 40);\r
721                                 keydown[irr::KEY_KEY_A] = !keydown[irr::KEY_KEY_A];\r
722                         }\r
723                 }\r
724                 {\r
725                         static float counter1 = 0;\r
726                         counter1 -= dtime;\r
727                         if(counter1 < 0.0)\r
728                         {\r
729                                 counter1 = 0.1*Rand(1, 20);\r
730                                 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));\r
731                         }\r
732                 }\r
733                 {\r
734                         static float counter1 = 0;\r
735                         counter1 -= dtime;\r
736                         if(counter1 < 0.0)\r
737                         {\r
738                                 counter1 = 0.1*Rand(1, 30);\r
739                                 leftclicked = true;\r
740                         }\r
741                 }\r
742                 {\r
743                         static float counter1 = 0;\r
744                         counter1 -= dtime;\r
745                         if(counter1 < 0.0)\r
746                         {\r
747                                 counter1 = 0.1*Rand(1, 20);\r
748                                 rightclicked = true;\r
749                         }\r
750                 }\r
751                 mousepos += mousespeed;\r
752         }\r
753 \r
754         s32 Rand(s32 min, s32 max)\r
755         {\r
756                 return (rand()%(max-min+1))+min;\r
757         }\r
758 private:\r
759         bool keydown[KEY_KEY_CODES_COUNT];\r
760         v2s32 mousepos;\r
761         v2s32 mousespeed;\r
762         bool leftclicked;\r
763         bool rightclicked;\r
764 };\r
765 \r
766 void updateViewingRange(f32 frametime, Client *client)\r
767 {\r
768         // Range_all messes up frametime_avg\r
769         if(g_viewing_range_all == true)\r
770                 return;\r
771 \r
772         float wanted_fps = g_settings.getFloat("wanted_fps");\r
773         \r
774         // Initialize to the target value\r
775         static float frametime_avg = 1.0/wanted_fps;\r
776         frametime_avg = frametime_avg * 0.9 + frametime * 0.1;\r
777 \r
778         static f32 counter = 0;\r
779         if(counter > 0){\r
780                 counter -= frametime;\r
781                 return;\r
782         }\r
783         //counter = 1.0; //seconds\r
784         counter = 0.5; //seconds\r
785 \r
786         //float freetime_ratio = 0.2;\r
787         //float freetime_ratio = 0.4;\r
788         float freetime_ratio = FREETIME_RATIO;\r
789 \r
790         float frametime_wanted = (1.0/(wanted_fps/(1.0-freetime_ratio)));\r
791 \r
792         float fraction = sqrt(frametime_avg / frametime_wanted);\r
793 \r
794         static bool fraction_is_good = false;\r
795         \r
796         float fraction_good_threshold = 0.1;\r
797         float fraction_bad_threshold = 0.25;\r
798         float fraction_limit;\r
799         // Use high limit if fraction is good AND the fraction would\r
800         // lower the range. We want to keep the range fairly high.\r
801         if(fraction_is_good && fraction > 1.0)\r
802                 fraction_limit = fraction_bad_threshold;\r
803         else\r
804                 fraction_limit = fraction_good_threshold;\r
805 \r
806         if(fabs(fraction - 1.0) < fraction_limit)\r
807         {\r
808                 fraction_is_good = true;\r
809                 return;\r
810         }\r
811         else\r
812         {\r
813                 fraction_is_good = false;\r
814         }\r
815 \r
816         //dstream<<"frametime_avg="<<frametime_avg<<std::endl;\r
817         //dstream<<"frametime_wanted="<<frametime_wanted<<std::endl;\r
818         /*dstream<<"fetching="<<client->isFetchingBlocks()\r
819                         <<" faction = "<<fraction<<std::endl;*/\r
820 \r
821         JMutexAutoLock lock(g_range_mutex);\r
822         \r
823         s16 viewing_range_nodes_min = g_settings.getS16("viewing_range_nodes_min");\r
824         s16 viewing_range_nodes_max = g_settings.getS16("viewing_range_nodes_max");\r
825 \r
826         s16 n = (float)g_viewing_range_nodes / fraction;\r
827         if(n < viewing_range_nodes_min)\r
828                 n = viewing_range_nodes_min;\r
829         if(n > viewing_range_nodes_max)\r
830                 n = viewing_range_nodes_max;\r
831 \r
832         bool can_change = true;\r
833 \r
834         if(client->isFetchingBlocks() == true && n > g_viewing_range_nodes)\r
835                 can_change = false;\r
836         \r
837         if(can_change)\r
838                 g_viewing_range_nodes = n;\r
839 \r
840         /*dstream<<"g_viewing_range_nodes = "\r
841                         <<g_viewing_range_nodes<<std::endl;*/\r
842 }\r
843 \r
844 class GUIQuickInventory : public IEventReceiver\r
845 {\r
846 public:\r
847         GUIQuickInventory(\r
848                         gui::IGUIEnvironment* env,\r
849                         gui::IGUIElement* parent,\r
850                         v2s32 pos,\r
851                         s32 itemcount,\r
852                         Inventory *inventory):\r
853                 m_itemcount(itemcount),\r
854                 m_inventory(inventory)\r
855         {\r
856                 core::rect<s32> imgsize(0,0,48,48);\r
857                 core::rect<s32> textsize(0,0,48,16);\r
858                 v2s32 spacing(0, 64);\r
859                 for(s32 i=0; i<m_itemcount; i++)\r
860                 {\r
861                         m_images.push_back(env->addImage(\r
862                                 imgsize + pos + spacing*i\r
863                         ));\r
864                         m_images[i]->setScaleImage(true);\r
865                         m_texts.push_back(env->addStaticText(\r
866                                 L"",\r
867                                 textsize + pos + spacing*i,\r
868                                 false, false\r
869                         ));\r
870                         m_texts[i]->setBackgroundColor(\r
871                                         video::SColor(128,0,0,0));\r
872                         m_texts[i]->setTextAlignment(\r
873                                         gui::EGUIA_CENTER,\r
874                                         gui::EGUIA_UPPERLEFT);\r
875                 }\r
876         }\r
877 \r
878         virtual bool OnEvent(const SEvent& event)\r
879         {\r
880                 return false;\r
881         }\r
882 \r
883         void setSelection(s32 i)\r
884         {\r
885                 m_selection = i;\r
886         }\r
887 \r
888         void update()\r
889         {\r
890                 s32 start = 0;\r
891 \r
892                 start = m_selection - m_itemcount / 2;\r
893 \r
894                 for(s32 i=0; i<m_itemcount; i++)\r
895                 {\r
896                         s32 j = i + start;\r
897 \r
898                         if(j > (s32)m_inventory->getSize() - 1)\r
899                                 j -= m_inventory->getSize();\r
900                         if(j < 0)\r
901                                 j += m_inventory->getSize();\r
902                         \r
903                         InventoryItem *item = m_inventory->getItem(j);\r
904                         // Null items\r
905                         if(item == NULL)\r
906                         {\r
907                                 m_images[i]->setImage(NULL);\r
908 \r
909                                 wchar_t t[10];\r
910                                 if(m_selection == j)\r
911                                         swprintf(t, 10, L"<-");\r
912                                 else\r
913                                         swprintf(t, 10, L"");\r
914                                 m_texts[i]->setText(t);\r
915 \r
916                                 // The next ifs will segfault with a NULL pointer\r
917                                 continue;\r
918                         }\r
919                         \r
920                         \r
921                         m_images[i]->setImage(item->getImage());\r
922                         \r
923                         wchar_t t[10];\r
924                         if(m_selection == j)\r
925                                 swprintf(t, 10, SWPRINTF_CHARSTRING L" <-", item->getText().c_str());\r
926                         else\r
927                                 swprintf(t, 10, SWPRINTF_CHARSTRING, item->getText().c_str());\r
928                         m_texts[i]->setText(t);\r
929                 }\r
930         }\r
931 \r
932 private:\r
933         s32 m_itemcount;\r
934         core::array<gui::IGUIStaticText*> m_texts;\r
935         core::array<gui::IGUIImage*> m_images;\r
936         Inventory *m_inventory;\r
937         s32 m_selection;\r
938 };\r
939 \r
940 int main(int argc, char *argv[])\r
941 {\r
942         /*\r
943                 Low-level initialization\r
944         */\r
945 \r
946         bool disable_stderr = false;\r
947 #ifdef _WIN32\r
948         disable_stderr = true;\r
949 #endif\r
950 \r
951         // Initialize debug streams\r
952         debugstreams_init(disable_stderr, DEBUGFILE);\r
953         // Initialize debug stacks\r
954         debug_stacks_init();\r
955 \r
956         DSTACK(__FUNCTION_NAME);\r
957 \r
958         try\r
959         {\r
960         \r
961         /*\r
962                 Basic initialization\r
963         */\r
964 \r
965         // Initialize default settings\r
966         set_default_settings();\r
967         \r
968         // Print startup message\r
969         dstream<<DTIME<<"minetest-c55"\r
970                         " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
971                         <<", ENABLE_TESTS="<<ENABLE_TESTS\r
972                         <<std::endl;\r
973         \r
974         // Set locale. This is for forcing '.' as the decimal point.\r
975         std::locale::global(std::locale("C"));\r
976         // This enables printing all characters in bitmap font\r
977         setlocale(LC_CTYPE, "en_US");\r
978 \r
979         // Initialize sockets\r
980         sockets_init();\r
981         atexit(sockets_cleanup);\r
982         \r
983         // Initialize timestamp mutex\r
984         g_timestamp_mutex.Init();\r
985 \r
986         /*\r
987                 Run unit tests\r
988         */\r
989         if(ENABLE_TESTS)\r
990         {\r
991                 run_tests();\r
992         }\r
993         \r
994         /*\r
995                 Initialization\r
996         */\r
997 \r
998         // Read config file\r
999         \r
1000         if(argc >= 2)\r
1001         {\r
1002                 g_settings.readConfigFile(argv[1]);\r
1003         }\r
1004         else\r
1005         {\r
1006                 const char *filenames[2] =\r
1007                 {\r
1008                         "../minetest.conf",\r
1009                         "../../minetest.conf"\r
1010                 };\r
1011 \r
1012                 for(u32 i=0; i<2; i++)\r
1013                 {\r
1014                         bool r = g_settings.readConfigFile(filenames[i]);\r
1015                         if(r)\r
1016                                 break;\r
1017                 }\r
1018         }\r
1019 \r
1020         // Initialize random seed\r
1021         srand(time(0));\r
1022 \r
1023         g_range_mutex.Init();\r
1024         assert(g_range_mutex.IsInitialized());\r
1025 \r
1026         // Read map parameters from settings\r
1027 \r
1028         HMParams hm_params;\r
1029         hm_params.blocksize = g_settings.getU16("heightmap_blocksize");\r
1030         hm_params.randmax = g_settings.get("height_randmax");\r
1031         hm_params.randfactor = g_settings.get("height_randfactor");\r
1032         hm_params.base = g_settings.get("height_base");\r
1033 \r
1034         MapParams map_params;\r
1035         map_params.plants_amount = g_settings.getFloat("plants_amount");\r
1036         map_params.ravines_amount = g_settings.getFloat("ravines_amount");\r
1037 \r
1038         /*\r
1039                 Ask some stuff\r
1040         */\r
1041 \r
1042         std::cout<<std::endl<<std::endl;\r
1043         \r
1044         std::cout\r
1045         <<"        .__               __                   __   "<<std::endl\r
1046         <<"  _____ |__| ____   _____/  |_  ____   _______/  |_ "<<std::endl\r
1047         <<" /     \\|  |/    \\_/ __ \\   __\\/ __ \\ /  ___/\\   __\\"<<std::endl\r
1048         <<"|  Y Y  \\  |   |  \\  ___/|  | \\  ___/ \\___ \\  |  |  "<<std::endl\r
1049         <<"|__|_|  /__|___|  /\\___  >__|  \\___  >____  > |__|  "<<std::endl\r
1050         <<"      \\/        \\/     \\/          \\/     \\/        "<<std::endl\r
1051         <<std::endl\r
1052         <<"Now with more waterish water!"\r
1053         <<std::endl;\r
1054 \r
1055         std::cout<<std::endl;\r
1056         char templine[100];\r
1057         \r
1058         // Dedicated?\r
1059         bool dedicated = g_settings.getBoolAsk\r
1060                         ("dedicated_server", "Dedicated server?", false);\r
1061         std::cout<<"dedicated = "<<dedicated<<std::endl;\r
1062         \r
1063         // Port?\r
1064         u16 port = g_settings.getU16Ask("port", "Port", 30000);\r
1065         std::cout<<"-> "<<port<<std::endl;\r
1066         \r
1067         if(dedicated)\r
1068         {\r
1069                 DSTACK("Dedicated server branch");\r
1070                 \r
1071                 std::cout<<std::endl;\r
1072                 std::cout<<"========================"<<std::endl;\r
1073                 std::cout<<"Running dedicated server"<<std::endl;\r
1074                 std::cout<<"========================"<<std::endl;\r
1075                 std::cout<<std::endl;\r
1076 \r
1077                 Server server("../map", hm_params, map_params);\r
1078                 server.start(port);\r
1079         \r
1080                 for(;;)\r
1081                 {\r
1082                         // This is kind of a hack but can be done like this\r
1083                         // because server.step() is very light\r
1084                         sleep_ms(30);\r
1085                         server.step(0.030);\r
1086 \r
1087                         static int counter = 0;\r
1088                         counter--;\r
1089                         if(counter <= 0)\r
1090                         {\r
1091                                 counter = 10;\r
1092 \r
1093                                 core::list<PlayerInfo> list = server.getPlayerInfo();\r
1094                                 core::list<PlayerInfo>::Iterator i;\r
1095                                 static u32 sum_old = 0;\r
1096                                 u32 sum = PIChecksum(list);\r
1097                                 if(sum != sum_old)\r
1098                                 {\r
1099                                         std::cout<<DTIME<<"Player info:"<<std::endl;\r
1100                                         for(i=list.begin(); i!=list.end(); i++)\r
1101                                         {\r
1102                                                 i->PrintLine(&std::cout);\r
1103                                         }\r
1104                                 }\r
1105                                 sum_old = sum;\r
1106                         }\r
1107                 }\r
1108 \r
1109                 return 0;\r
1110         }\r
1111 \r
1112         bool hosting = false;\r
1113         char connect_name[100] = "";\r
1114 \r
1115         std::cout<<"Address to connect to [empty = host a game]: ";\r
1116         if(g_settings.get("address") != "" && is_yes(g_settings.get("host_game")) == false)\r
1117         {\r
1118                 std::cout<<g_settings.get("address")<<std::endl;\r
1119                 snprintf(connect_name, 100, "%s", g_settings.get("address").c_str());\r
1120         }\r
1121         else\r
1122         {\r
1123                 std::cin.getline(connect_name, 100);\r
1124         }\r
1125         \r
1126         if(connect_name[0] == 0){\r
1127                 snprintf(connect_name, 100, "127.0.0.1");\r
1128                 hosting = true;\r
1129         }\r
1130         \r
1131         if(hosting)\r
1132                 std::cout<<"-> hosting"<<std::endl;\r
1133         else\r
1134                 std::cout<<"-> "<<connect_name<<std::endl;\r
1135         \r
1136         char playername[PLAYERNAME_SIZE] = "";\r
1137         if(g_settings.get("name") != "")\r
1138         {\r
1139                 snprintf(playername, PLAYERNAME_SIZE, "%s", g_settings.get("name").c_str());\r
1140         }\r
1141         else\r
1142         {\r
1143                 std::cout<<"Name of player: ";\r
1144                 std::cin.getline(playername, PLAYERNAME_SIZE);\r
1145         }\r
1146         std::cout<<"-> \""<<playername<<"\""<<std::endl;\r
1147 \r
1148         /*\r
1149                 Resolution selection\r
1150         */\r
1151 \r
1152         u16 screenW;\r
1153         u16 screenH;\r
1154         bool fullscreen = false;\r
1155         \r
1156         if(g_settings.get("screenW") != "" && g_settings.get("screenH") != "")\r
1157         {\r
1158                 screenW = atoi(g_settings.get("screenW").c_str());\r
1159                 screenH = atoi(g_settings.get("screenH").c_str());\r
1160         }\r
1161         else\r
1162         {\r
1163                 u16 resolutions[][3] = {\r
1164                         //W, H, fullscreen\r
1165                         {640,480, 0},\r
1166                         {800,600, 0},\r
1167                         {1024,768, 0},\r
1168                         {1280,1024, 0},\r
1169                         /*{640,480, 1},\r
1170                         {800,600, 1},\r
1171                         {1024,768, 1},\r
1172                         {1280,1024, 1},*/\r
1173                 };\r
1174 \r
1175                 u16 res_count = sizeof(resolutions)/sizeof(resolutions[0]);\r
1176                 \r
1177                 for(u16 i=0; i<res_count; i++)\r
1178                 {\r
1179                         std::cout<<(i+1)<<": "<<resolutions[i][0]<<"x"\r
1180                                         <<resolutions[i][1];\r
1181                         if(resolutions[i][2])\r
1182                                 std::cout<<" fullscreen"<<std::endl;\r
1183                         else\r
1184                                 std::cout<<" windowed"<<std::endl;\r
1185                 }\r
1186                 std::cout<<"Select a window resolution number [empty = 2]: ";\r
1187                 std::cin.getline(templine, 100);\r
1188 \r
1189                 u16 r0;\r
1190                 if(templine[0] == 0)\r
1191                         r0 = 2;\r
1192                 else\r
1193                         r0 = atoi(templine);\r
1194 \r
1195                 if(r0 > res_count || r0 == 0)\r
1196                         r0 = 2;\r
1197                 \r
1198                 {\r
1199                         u16 i = r0-1;\r
1200                         std::cout<<"-> ";\r
1201                         std::cout<<(i+1)<<": "<<resolutions[i][0]<<"x"\r
1202                                         <<resolutions[i][1];\r
1203                         if(resolutions[i][2])\r
1204                                 std::cout<<" fullscreen"<<std::endl;\r
1205                         else\r
1206                                 std::cout<<" windowed"<<std::endl;\r
1207                 }\r
1208 \r
1209                 screenW = resolutions[r0-1][0];\r
1210                 screenH = resolutions[r0-1][1];\r
1211                 fullscreen = resolutions[r0-1][2];\r
1212         }\r
1213 \r
1214         //\r
1215 \r
1216         MyEventReceiver receiver;\r
1217 \r
1218         video::E_DRIVER_TYPE driverType;\r
1219 \r
1220 #ifdef _WIN32\r
1221         //driverType = video::EDT_DIRECT3D9; // Doesn't seem to work\r
1222         driverType = video::EDT_OPENGL;\r
1223 #else\r
1224         driverType = video::EDT_OPENGL;\r
1225 #endif\r
1226 \r
1227         // create device and exit if creation failed\r
1228 \r
1229         IrrlichtDevice *device;\r
1230         device = createDevice(driverType,\r
1231                         core::dimension2d<u32>(screenW, screenH),\r
1232                         16, fullscreen, false, false, &receiver);\r
1233         // With vsync\r
1234         /*device = createDevice(driverType,\r
1235                         core::dimension2d<u32>(screenW, screenH),\r
1236                         16, fullscreen, false, true, &receiver);*/\r
1237 \r
1238         if (device == 0)\r
1239                 return 1; // could not create selected driver.\r
1240 \r
1241         g_device = device;\r
1242         \r
1243         device->setResizable(true);\r
1244 \r
1245         if(g_settings.getBool("random_input"))\r
1246                 g_input = new RandomInputHandler();\r
1247         else\r
1248                 g_input = new RealInputHandler(device, &receiver);\r
1249         \r
1250         /*\r
1251                 Continue initialization\r
1252         */\r
1253 \r
1254         video::IVideoDriver* driver = device->getVideoDriver();\r
1255         // These make the textures not to show at all\r
1256         //driver->setTextureCreationFlag(video::ETCF_ALWAYS_16_BIT);\r
1257         //driver->setTextureCreationFlag(video::ETCF_OPTIMIZED_FOR_SPEED );\r
1258 \r
1259         //driver->setMinHardwareBufferVertexCount(1);\r
1260 \r
1261         scene::ISceneManager* smgr = device->getSceneManager();\r
1262 \r
1263         gui::IGUIEnvironment* guienv = device->getGUIEnvironment();\r
1264         gui::IGUISkin* skin = guienv->getSkin();\r
1265         gui::IGUIFont* font = guienv->getFont("../data/fontlucida.png");\r
1266         if(font)\r
1267                 skin->setFont(font);\r
1268         //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));\r
1269         skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));\r
1270         //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));\r
1271         //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));\r
1272         skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
1273         skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
1274         \r
1275         const wchar_t *text = L"Loading and connecting...";\r
1276         core::vector2d<s32> center(screenW/2, screenH/2);\r
1277         core::dimension2d<u32> textd = font->getDimension(text);\r
1278         std::cout<<DTIME<<"Text w="<<textd.Width<<" h="<<textd.Height<<std::endl;\r
1279         // Have to add a bit to disable the text from word wrapping\r
1280         //core::vector2d<s32> textsize(textd.Width+4, textd.Height);\r
1281         core::vector2d<s32> textsize(300, textd.Height);\r
1282         core::rect<s32> textrect(center - textsize/2, center + textsize/2);\r
1283 \r
1284         gui::IGUIStaticText *gui_loadingtext = guienv->addStaticText(\r
1285                         text, textrect, false, false);\r
1286         gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);\r
1287 \r
1288         driver->beginScene(true, true, video::SColor(255,0,0,0));\r
1289         guienv->drawAll();\r
1290         driver->endScene();\r
1291 \r
1292         /*\r
1293                 Initialize material array\r
1294         */\r
1295 \r
1296         //video::SMaterial g_materials[MATERIALS_COUNT];\r
1297         for(u16 i=0; i<MATERIALS_COUNT; i++)\r
1298         {\r
1299                 g_materials[i].Lighting = false;\r
1300                 g_materials[i].BackfaceCulling = false;\r
1301 \r
1302                 const char *filename = g_content_filenames[i];\r
1303                 if(filename != NULL){\r
1304                         video::ITexture *t = driver->getTexture(filename);\r
1305                         if(t == NULL){\r
1306                                 std::cout<<DTIME<<"Texture could not be loaded: \""\r
1307                                                 <<filename<<"\""<<std::endl;\r
1308                                 return 1;\r
1309                         }\r
1310                         g_materials[i].setTexture(0, driver->getTexture(filename));\r
1311                 }\r
1312                 //g_materials[i].setFlag(video::EMF_TEXTURE_WRAP, video::ETC_REPEAT);\r
1313                 g_materials[i].setFlag(video::EMF_BILINEAR_FILTER, false);\r
1314                 //g_materials[i].setFlag(video::EMF_ANISOTROPIC_FILTER, false);\r
1315                 //g_materials[i].setFlag(video::EMF_FOG_ENABLE, true);\r
1316         }\r
1317 \r
1318         g_materials[CONTENT_WATER].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;\r
1319         //g_materials[CONTENT_WATER].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;\r
1320         g_materials[CONTENT_OCEAN].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;\r
1321 \r
1322         /*g_mesh_materials[0].setTexture(0, driver->getTexture("../data/water.png"));\r
1323         g_mesh_materials[1].setTexture(0, driver->getTexture("../data/grass.png"));\r
1324         g_mesh_materials[2].setTexture(0, driver->getTexture("../data/stone.png"));\r
1325         for(u32 i=0; i<3; i++)\r
1326         {\r
1327                 g_mesh_materials[i].Lighting = false;\r
1328                 g_mesh_materials[i].BackfaceCulling = false;\r
1329                 g_mesh_materials[i].setFlag(video::EMF_BILINEAR_FILTER, false);\r
1330                 g_mesh_materials[i].setFlag(video::EMF_FOG_ENABLE, true);\r
1331         }*/\r
1332 \r
1333         /*\r
1334                 Preload some random textures that are used in threads\r
1335         */\r
1336         \r
1337         g_texturecache.set("torch", driver->getTexture("../data/torch.png"));\r
1338         g_texturecache.set("torch_on_floor", driver->getTexture("../data/torch_on_floor.png"));\r
1339         g_texturecache.set("torch_on_ceiling", driver->getTexture("../data/torch_on_ceiling.png"));\r
1340 \r
1341         /*\r
1342                 Make a scope here for the client so that it gets removed\r
1343                 before the irrlicht device\r
1344         */\r
1345         {\r
1346 \r
1347         std::cout<<DTIME<<"Creating server and client"<<std::endl;\r
1348         \r
1349         /*\r
1350                 Create server\r
1351         */\r
1352         SharedPtr<Server> server;\r
1353         if(hosting){\r
1354                 server = new Server("../map", hm_params, map_params);\r
1355                 server->start(port);\r
1356         }\r
1357         \r
1358         /*\r
1359                 Create client\r
1360         */\r
1361 \r
1362         // TODO: Get rid of the g_materials parameter or it's globalness\r
1363         Client client(device, g_materials,\r
1364                         g_settings.getFloat("client_delete_unused_sectors_timeout"),\r
1365                         playername);\r
1366         \r
1367         Address connect_address(0,0,0,0, port);\r
1368         try{\r
1369                 connect_address.Resolve(connect_name);\r
1370         }\r
1371         catch(ResolveError &e)\r
1372         {\r
1373                 std::cout<<DTIME<<"Couldn't resolve address"<<std::endl;\r
1374                 return 0;\r
1375         }\r
1376         \r
1377         std::cout<<DTIME<<"Connecting to server..."<<std::endl;\r
1378         client.connect(connect_address);\r
1379         \r
1380         try{\r
1381                 while(client.connectedAndInitialized() == false)\r
1382                 {\r
1383                         client.step(0.1);\r
1384                         if(server != NULL){\r
1385                                 server->step(0.1);\r
1386                         }\r
1387                         sleep_ms(100);\r
1388                 }\r
1389         }\r
1390         catch(con::PeerNotFoundException &e)\r
1391         {\r
1392                 std::cout<<DTIME<<"Timed out."<<std::endl;\r
1393                 return 0;\r
1394         }\r
1395 \r
1396         /*\r
1397                 Create skybox\r
1398         */\r
1399         scene::ISceneNode* skybox = smgr->addSkyBoxSceneNode(\r
1400                 driver->getTexture("../data/skybox2.png"),\r
1401                 driver->getTexture("../data/skybox3.png"),\r
1402                 driver->getTexture("../data/skybox1.png"),\r
1403                 driver->getTexture("../data/skybox1.png"),\r
1404                 driver->getTexture("../data/skybox1.png"),\r
1405                 driver->getTexture("../data/skybox1.png"));\r
1406         /*      driver->getTexture("../data/irrlicht2_up.jpg"),\r
1407                 driver->getTexture("../data/irrlicht2_dn.jpg"),\r
1408                 driver->getTexture("../data/irrlicht2_lf.jpg"),\r
1409                 driver->getTexture("../data/irrlicht2_rt.jpg"),\r
1410                 driver->getTexture("../data/irrlicht2_ft.jpg"),\r
1411                 driver->getTexture("../data/irrlicht2_bk.jpg"));*/\r
1412         \r
1413         /*\r
1414                 Create the camera node\r
1415         */\r
1416 \r
1417         scene::ICameraSceneNode* camera = smgr->addCameraSceneNode(\r
1418                 0, // Camera parent\r
1419                 v3f(BS*100, BS*2, BS*100), // Look from\r
1420                 v3f(BS*100+1, BS*2, BS*100), // Look to\r
1421                 -1 // Camera ID\r
1422         );\r
1423 \r
1424         if(camera == NULL)\r
1425                 return 1;\r
1426         \r
1427         video::SColor skycolor = video::SColor(255,90,140,200);\r
1428 \r
1429         camera->setFOV(FOV_ANGLE);\r
1430 \r
1431         // Just so big a value that everything rendered is visible\r
1432         camera->setFarValue(100000*BS);\r
1433 \r
1434         /*//f32 range = BS*HEIGHTMAP_RANGE_NODES*0.9;\r
1435         f32 range = BS*HEIGHTMAP_RANGE_NODES*0.9;\r
1436         \r
1437         camera->setFarValue(range);\r
1438         \r
1439         driver->setFog(\r
1440                 skycolor,\r
1441                 video::EFT_FOG_LINEAR,\r
1442                 range*0.8,\r
1443                 range,\r
1444                 0.01,\r
1445                 false,\r
1446                 false\r
1447                 );*/\r
1448         \r
1449         f32 camera_yaw = 0; // "right/left"\r
1450         f32 camera_pitch = 0; // "up/down"\r
1451         \r
1452         gui_loadingtext->remove();\r
1453 \r
1454         /*\r
1455                 Add some gui stuff\r
1456         */\r
1457         \r
1458         // First line of debug text\r
1459         gui::IGUIStaticText *guitext = guienv->addStaticText(\r
1460                         L"Minetest-c55",\r
1461                         core::rect<s32>(5, 5, 5+600, 5+textsize.Y),\r
1462                         false, false);\r
1463         // Second line of debug text\r
1464         gui::IGUIStaticText *guitext2 = guienv->addStaticText(\r
1465                         L"",\r
1466                         core::rect<s32>(5, 5+(textsize.Y+5)*1, 5+600, (5+textsize.Y)*2),\r
1467                         false, false);\r
1468         \r
1469         // At the middle of the screen\r
1470         // Object infos are shown in this\r
1471         gui::IGUIStaticText *guitext_info = guienv->addStaticText(\r
1472                         L"test",\r
1473                         core::rect<s32>(100, 70, 100+400, 70+(textsize.Y+5)),\r
1474                         false, false);\r
1475         \r
1476         // This is a copy of the inventory that the client's environment has\r
1477         Inventory local_inventory(PLAYER_INVENTORY_SIZE);\r
1478         \r
1479         GUIQuickInventory *quick_inventory = new GUIQuickInventory\r
1480                         (guienv, NULL, v2s32(10, 70), 5, &local_inventory);\r
1481         \r
1482         /*\r
1483                 Some statistics are collected in these\r
1484         */\r
1485         u32 drawtime = 0;\r
1486         u32 scenetime = 0;\r
1487         u32 endscenetime = 0;\r
1488 \r
1489         /*\r
1490                 Text input system\r
1491         */\r
1492         \r
1493         struct TextDest\r
1494         {\r
1495                 virtual void sendText(std::string text) = 0;\r
1496         };\r
1497         \r
1498         struct TextDestSign : public TextDest\r
1499         {\r
1500                 TextDestSign(v3s16 blockpos, s16 id, Client *client)\r
1501                 {\r
1502                         m_blockpos = blockpos;\r
1503                         m_id = id;\r
1504                         m_client = client;\r
1505                 }\r
1506                 void sendText(std::string text)\r
1507                 {\r
1508                         dstream<<"Changing text of a sign object: "\r
1509                                         <<text<<std::endl;\r
1510                         m_client->sendSignText(m_blockpos, m_id, text);\r
1511                 }\r
1512 \r
1513                 v3s16 m_blockpos;\r
1514                 s16 m_id;\r
1515                 Client *m_client;\r
1516         };\r
1517 \r
1518         TextDest *textbuf_dest = NULL;\r
1519         \r
1520         //gui::IGUIWindow* input_window = NULL;\r
1521         gui::IGUIStaticText* input_guitext = NULL;\r
1522 \r
1523         /*\r
1524                 Main loop\r
1525         */\r
1526 \r
1527         bool first_loop_after_window_activation = true;\r
1528 \r
1529         // Time is in milliseconds\r
1530         // NOTE: getRealTime() without run()s causes strange problems in wine\r
1531         // NOTE: Have to call run() between calls of this to update the timer\r
1532         u32 lasttime = device->getTimer()->getTime();\r
1533 \r
1534         while(device->run())\r
1535         {\r
1536                 // Hilight boxes collected during the loop and displayed\r
1537                 core::list< core::aabbox3d<f32> > hilightboxes;\r
1538                 \r
1539                 // Info text\r
1540                 std::wstring infotext;\r
1541 \r
1542                 //TimeTaker //timer1("//timer1", device);\r
1543                 \r
1544                 // Time of frame without fps limit\r
1545                 float busytime;\r
1546                 u32 busytime_u32;\r
1547                 {\r
1548                         // not using getRealTime is necessary for wine\r
1549                         u32 time = device->getTimer()->getTime();\r
1550                         if(time > lasttime)\r
1551                                 busytime_u32 = time - lasttime;\r
1552                         else\r
1553                                 busytime_u32 = 0;\r
1554                         busytime = busytime_u32 / 1000.0;\r
1555                 }\r
1556 \r
1557                 //std::cout<<"busytime_u32="<<busytime_u32<<std::endl;\r
1558         \r
1559                 // Absolutelu necessary for wine!\r
1560                 device->run();\r
1561 \r
1562                 /*\r
1563                         Viewing range\r
1564                 */\r
1565                 \r
1566                 //updateViewingRange(dtime, &client);\r
1567                 updateViewingRange(busytime, &client);\r
1568                 \r
1569                 /*\r
1570                         FPS limiter\r
1571                 */\r
1572 \r
1573                 {\r
1574                         float fps_max = g_settings.getFloat("fps_max");\r
1575                         u32 frametime_min = 1000./fps_max;\r
1576                         \r
1577                         if(busytime_u32 < frametime_min)\r
1578                         {\r
1579                                 u32 sleeptime = frametime_min - busytime_u32;\r
1580                                 device->sleep(sleeptime);\r
1581                         }\r
1582                 }\r
1583 \r
1584                 // Absolutelu necessary for wine!\r
1585                 device->run();\r
1586 \r
1587                 /*\r
1588                         Time difference calculation\r
1589                 */\r
1590                 f32 dtime; // in seconds\r
1591                 \r
1592                 u32 time = device->getTimer()->getTime();\r
1593                 if(time > lasttime)\r
1594                         dtime = (time - lasttime) / 1000.0;\r
1595                 else\r
1596                         dtime = 0;\r
1597                 lasttime = time;\r
1598 \r
1599                 /*\r
1600                         Time average and jitter calculation\r
1601                 */\r
1602 \r
1603                 static f32 dtime_avg1 = 0.0;\r
1604                 dtime_avg1 = dtime_avg1 * 0.98 + dtime * 0.02;\r
1605                 f32 dtime_jitter1 = dtime - dtime_avg1;\r
1606 \r
1607                 static f32 dtime_jitter1_max_sample = 0.0;\r
1608                 static f32 dtime_jitter1_max_fraction = 0.0;\r
1609                 {\r
1610                         static f32 jitter1_max = 0.0;\r
1611                         static f32 counter = 0.0;\r
1612                         if(dtime_jitter1 > jitter1_max)\r
1613                                 jitter1_max = dtime_jitter1;\r
1614                         counter += dtime;\r
1615                         if(counter > 0.0)\r
1616                         {\r
1617                                 counter -= 3.0;\r
1618                                 dtime_jitter1_max_sample = jitter1_max;\r
1619                                 dtime_jitter1_max_fraction\r
1620                                                 = dtime_jitter1_max_sample / (dtime_avg1+0.001);\r
1621                                 jitter1_max = 0.0;\r
1622                                 \r
1623                                 /*\r
1624                                         Control freetime ratio\r
1625                                 */\r
1626                                 /*if(dtime_jitter1_max_fraction > DTIME_JITTER_MAX_FRACTION)\r
1627                                 {\r
1628                                         if(g_freetime_ratio < FREETIME_RATIO_MAX)\r
1629                                                 g_freetime_ratio += 0.01;\r
1630                                 }\r
1631                                 else\r
1632                                 {\r
1633                                         if(g_freetime_ratio > FREETIME_RATIO_MIN)\r
1634                                                 g_freetime_ratio -= 0.01;\r
1635                                 }*/\r
1636                         }\r
1637                 }\r
1638                 \r
1639                 /*\r
1640                         Busytime average and jitter calculation\r
1641                 */\r
1642 \r
1643                 static f32 busytime_avg1 = 0.0;\r
1644                 busytime_avg1 = busytime_avg1 * 0.98 + busytime * 0.02;\r
1645                 f32 busytime_jitter1 = busytime - busytime_avg1;\r
1646                 \r
1647                 static f32 busytime_jitter1_max_sample = 0.0;\r
1648                 static f32 busytime_jitter1_min_sample = 0.0;\r
1649                 {\r
1650                         static f32 jitter1_max = 0.0;\r
1651                         static f32 jitter1_min = 0.0;\r
1652                         static f32 counter = 0.0;\r
1653                         if(busytime_jitter1 > jitter1_max)\r
1654                                 jitter1_max = busytime_jitter1;\r
1655                         if(busytime_jitter1 < jitter1_min)\r
1656                                 jitter1_min = busytime_jitter1;\r
1657                         counter += dtime;\r
1658                         if(counter > 0.0){\r
1659                                 counter -= 3.0;\r
1660                                 busytime_jitter1_max_sample = jitter1_max;\r
1661                                 busytime_jitter1_min_sample = jitter1_min;\r
1662                                 jitter1_max = 0.0;\r
1663                                 jitter1_min = 0.0;\r
1664                         }\r
1665                 }\r
1666                 \r
1667                 /*\r
1668                         Debug info for client\r
1669                 */\r
1670                 {\r
1671                         static float counter = 0.0;\r
1672                         counter -= dtime;\r
1673                         if(counter < 0)\r
1674                         {\r
1675                                 counter = 30.0;\r
1676                                 client.printDebugInfo(std::cout);\r
1677                         }\r
1678                 }\r
1679 \r
1680                 /*\r
1681                         Input handler step()\r
1682                 */\r
1683                 g_input->step(dtime);\r
1684 \r
1685                 /*\r
1686                         Special keys\r
1687                 */\r
1688                 if(g_esc_pressed)\r
1689                 {\r
1690                         break;\r
1691                 }\r
1692 \r
1693                 /*\r
1694                         Player speed control\r
1695                 */\r
1696                 \r
1697                 if(g_game_focused)\r
1698                 {\r
1699                         /*bool a_up,\r
1700                         bool a_down,\r
1701                         bool a_left,\r
1702                         bool a_right,\r
1703                         bool a_jump,\r
1704                         bool a_superspeed,\r
1705                         float a_pitch,\r
1706                         float a_yaw*/\r
1707                         PlayerControl control(\r
1708                                 g_input->isKeyDown(irr::KEY_KEY_W),\r
1709                                 g_input->isKeyDown(irr::KEY_KEY_S),\r
1710                                 g_input->isKeyDown(irr::KEY_KEY_A),\r
1711                                 g_input->isKeyDown(irr::KEY_KEY_D),\r
1712                                 g_input->isKeyDown(irr::KEY_SPACE),\r
1713                                 g_input->isKeyDown(irr::KEY_KEY_2),\r
1714                                 camera_pitch,\r
1715                                 camera_yaw\r
1716                         );\r
1717                         client.setPlayerControl(control);\r
1718                 }\r
1719                 else\r
1720                 {\r
1721                         // Set every key to inactive\r
1722                         PlayerControl control;\r
1723                         client.setPlayerControl(control);\r
1724                 }\r
1725 \r
1726                 //timer1.stop();\r
1727                 /*\r
1728                         Process environment\r
1729                 */\r
1730                 \r
1731                 {\r
1732                         //TimeTaker timer("client.step(dtime)", device);\r
1733                         client.step(dtime);\r
1734                         //client.step(dtime_avg1);\r
1735                 }\r
1736 \r
1737                 if(server != NULL)\r
1738                 {\r
1739                         //TimeTaker timer("server->step(dtime)", device);\r
1740                         server->step(dtime);\r
1741                 }\r
1742 \r
1743                 v3f player_position = client.getPlayerPosition();\r
1744                 \r
1745                 //TimeTaker //timer2("//timer2", device);\r
1746 \r
1747                 /*\r
1748                         Mouse and camera control\r
1749                 */\r
1750                 \r
1751                 if(device->isWindowActive() && g_game_focused)\r
1752                 {\r
1753                         device->getCursorControl()->setVisible(false);\r
1754 \r
1755                         if(first_loop_after_window_activation){\r
1756                                 //std::cout<<"window active, first loop"<<std::endl;\r
1757                                 first_loop_after_window_activation = false;\r
1758                         }\r
1759                         else{\r
1760                                 s32 dx = g_input->getMousePos().X - 320;\r
1761                                 s32 dy = g_input->getMousePos().Y - 240;\r
1762                                 //std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;\r
1763                                 camera_yaw -= dx*0.2;\r
1764                                 camera_pitch += dy*0.2;\r
1765                                 if(camera_pitch < -89.5) camera_pitch = -89.5;\r
1766                                 if(camera_pitch > 89.5) camera_pitch = 89.5;\r
1767                         }\r
1768                         g_input->setMousePos(320, 240);\r
1769                 }\r
1770                 else{\r
1771                         device->getCursorControl()->setVisible(true);\r
1772 \r
1773                         //std::cout<<"window inactive"<<std::endl;\r
1774                         first_loop_after_window_activation = true;\r
1775                 }\r
1776 \r
1777                 camera_yaw = wrapDegrees(camera_yaw);\r
1778                 camera_pitch = wrapDegrees(camera_pitch);\r
1779                 \r
1780                 v3f camera_direction = v3f(0,0,1);\r
1781                 camera_direction.rotateYZBy(camera_pitch);\r
1782                 camera_direction.rotateXZBy(camera_yaw);\r
1783 \r
1784                 v3f camera_position =\r
1785                                 player_position + v3f(0, BS+BS/2, 0);\r
1786 \r
1787                 camera->setPosition(camera_position);\r
1788                 // *100.0 helps in large map coordinates\r
1789                 camera->setTarget(camera_position + camera_direction * 100.0);\r
1790 \r
1791                 if(FIELD_OF_VIEW_TEST){\r
1792                         //client.m_env.getMap().updateCamera(v3f(0,0,0), v3f(0,0,1));\r
1793                         client.updateCamera(v3f(0,0,0), v3f(0,0,1));\r
1794                 }\r
1795                 else{\r
1796                         //client.m_env.getMap().updateCamera(camera_position, camera_direction);\r
1797                         //TimeTaker timer("client.updateCamera", device);\r
1798                         client.updateCamera(camera_position, camera_direction);\r
1799                 }\r
1800                 \r
1801                 //timer2.stop();\r
1802                 //TimeTaker //timer3("//timer3", device);\r
1803 \r
1804                 /*\r
1805                         Calculate what block is the crosshair pointing to\r
1806                 */\r
1807                 \r
1808                 //u32 t1 = device->getTimer()->getRealTime();\r
1809                 \r
1810                 //f32 d = 4; // max. distance\r
1811                 f32 d = 4; // max. distance\r
1812                 core::line3d<f32> shootline(camera_position,\r
1813                                 camera_position + camera_direction * BS * (d+1));\r
1814 \r
1815                 MapBlockObject *selected_object = client.getSelectedObject\r
1816                                 (d*BS, camera_position, shootline);\r
1817 \r
1818                 if(selected_object != NULL)\r
1819                 {\r
1820                         //dstream<<"Client returned selected_object != NULL"<<std::endl;\r
1821 \r
1822                         core::aabbox3d<f32> box_on_map\r
1823                                         = selected_object->getSelectionBoxOnMap();\r
1824 \r
1825                         hilightboxes.push_back(box_on_map);\r
1826 \r
1827                         infotext = narrow_to_wide(selected_object->infoText());\r
1828 \r
1829                         if(g_input->getLeftClicked())\r
1830                         {\r
1831                                 std::cout<<DTIME<<"Left-clicked object"<<std::endl;\r
1832                                 client.clickObject(0, selected_object->getBlock()->getPos(),\r
1833                                                 selected_object->getId(), g_selected_item);\r
1834                         }\r
1835                         else if(g_input->getRightClicked())\r
1836                         {\r
1837                                 std::cout<<DTIME<<"Right-clicked object"<<std::endl;\r
1838                                 /*\r
1839                                         Check if we want to modify the object ourselves\r
1840                                 */\r
1841                                 if(selected_object->getTypeId() == MAPBLOCKOBJECT_TYPE_SIGN)\r
1842                                 {\r
1843                                         dstream<<"Sign object right-clicked"<<std::endl;\r
1844 \r
1845                                         unFocusGame();\r
1846 \r
1847                                         input_guitext = guienv->addStaticText(L"",\r
1848                                                         core::rect<s32>(150,100,350,120),\r
1849                                                         true, // border?\r
1850                                                         false, // wordwrap?\r
1851                                                         NULL);\r
1852 \r
1853                                         input_guitext->setDrawBackground(true);\r
1854 \r
1855                                         g_text_buffer = L"";\r
1856                                         g_text_buffer_accepted = false;\r
1857                                         textbuf_dest = new TextDestSign(\r
1858                                                         selected_object->getBlock()->getPos(),\r
1859                                                         selected_object->getId(),\r
1860                                                         &client);\r
1861                                 }\r
1862                                 /*\r
1863                                         Otherwise pass the event to the server as-is\r
1864                                 */\r
1865                                 else\r
1866                                 {\r
1867                                         client.clickObject(1, selected_object->getBlock()->getPos(),\r
1868                                                         selected_object->getId(), g_selected_item);\r
1869                                 }\r
1870                         }\r
1871                 }\r
1872                 else // selected_object == NULL\r
1873                 {\r
1874                 \r
1875                 bool nodefound = false;\r
1876                 v3s16 nodepos;\r
1877                 v3s16 neighbourpos;\r
1878                 core::aabbox3d<f32> nodefacebox;\r
1879                 f32 mindistance = BS * 1001;\r
1880                 \r
1881                 v3s16 pos_i = floatToInt(player_position);\r
1882 \r
1883                 /*std::cout<<"pos_i=("<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z<<")"\r
1884                                 <<std::endl;*/\r
1885 \r
1886                 s16 a = d;\r
1887                 s16 ystart = pos_i.Y + 0 - (camera_direction.Y<0 ? a : 1);\r
1888                 s16 zstart = pos_i.Z - (camera_direction.Z<0 ? a : 1);\r
1889                 s16 xstart = pos_i.X - (camera_direction.X<0 ? a : 1);\r
1890                 s16 yend = pos_i.Y + 1 + (camera_direction.Y>0 ? a : 1);\r
1891                 s16 zend = pos_i.Z + (camera_direction.Z>0 ? a : 1);\r
1892                 s16 xend = pos_i.X + (camera_direction.X>0 ? a : 1);\r
1893                 \r
1894                 for(s16 y = ystart; y <= yend; y++)\r
1895                 for(s16 z = zstart; z <= zend; z++)\r
1896                 for(s16 x = xstart; x <= xend; x++)\r
1897                 {\r
1898                         MapNode n;\r
1899                         try\r
1900                         {\r
1901                                 n = client.getNode(v3s16(x,y,z));\r
1902                                 if(content_pointable(n.d) == false)\r
1903                                         continue;\r
1904                         }\r
1905                         catch(InvalidPositionException &e)\r
1906                         {\r
1907                                 continue;\r
1908                         }\r
1909 \r
1910                         v3s16 np(x,y,z);\r
1911                         v3f npf = intToFloat(np);\r
1912                         \r
1913                         f32 d = 0.01;\r
1914                         \r
1915                         v3s16 dirs[6] = {\r
1916                                 v3s16(0,0,1), // back\r
1917                                 v3s16(0,1,0), // top\r
1918                                 v3s16(1,0,0), // right\r
1919                                 v3s16(0,0,-1), // front\r
1920                                 v3s16(0,-1,0), // bottom\r
1921                                 v3s16(-1,0,0), // left\r
1922                         };\r
1923                         \r
1924                         /*\r
1925                                 Meta-objects\r
1926                         */\r
1927                         if(n.d == CONTENT_LIGHT)\r
1928                         {\r
1929                                 v3s16 dir = unpackDir(n.dir);\r
1930                                 v3f dir_f = v3f(dir.X, dir.Y, dir.Z);\r
1931                                 dir_f *= BS/2 - BS/6 - BS/20;\r
1932                                 v3f cpf = npf + dir_f;\r
1933                                 f32 distance = (cpf - camera_position).getLength();\r
1934 \r
1935                                 core::aabbox3d<f32> box;\r
1936                                 \r
1937                                 // bottom\r
1938                                 if(dir == v3s16(0,-1,0))\r
1939                                 {\r
1940                                         box = core::aabbox3d<f32>(\r
1941                                                 npf - v3f(BS/6, BS/2, BS/6),\r
1942                                                 npf + v3f(BS/6, -BS/2+BS/3*2, BS/6)\r
1943                                         );\r
1944                                 }\r
1945                                 // top\r
1946                                 else if(dir == v3s16(0,1,0))\r
1947                                 {\r
1948                                         box = core::aabbox3d<f32>(\r
1949                                                 npf - v3f(BS/6, -BS/2+BS/3*2, BS/6),\r
1950                                                 npf + v3f(BS/6, BS/2, BS/6)\r
1951                                         );\r
1952                                 }\r
1953                                 // side\r
1954                                 else\r
1955                                 {\r
1956                                         box = core::aabbox3d<f32>(\r
1957                                                 cpf - v3f(BS/6, BS/3, BS/6),\r
1958                                                 cpf + v3f(BS/6, BS/3, BS/6)\r
1959                                         );\r
1960                                 }\r
1961 \r
1962                                 if(distance < mindistance)\r
1963                                 {\r
1964                                         if(box.intersectsWithLine(shootline))\r
1965                                         {\r
1966                                                 nodefound = true;\r
1967                                                 nodepos = np;\r
1968                                                 neighbourpos = np;\r
1969                                                 mindistance = distance;\r
1970                                                 nodefacebox = box;\r
1971                                         }\r
1972                                 }\r
1973                         }\r
1974                         /*\r
1975                                 Regular blocks\r
1976                         */\r
1977                         else\r
1978                         {\r
1979                                 for(u16 i=0; i<6; i++)\r
1980                                 {\r
1981                                         v3f dir_f = v3f(dirs[i].X,\r
1982                                                         dirs[i].Y, dirs[i].Z);\r
1983                                         v3f centerpoint = npf + dir_f * BS/2;\r
1984                                         f32 distance =\r
1985                                                         (centerpoint - camera_position).getLength();\r
1986                                         \r
1987                                         if(distance < mindistance)\r
1988                                         {\r
1989                                                 core::CMatrix4<f32> m;\r
1990                                                 m.buildRotateFromTo(v3f(0,0,1), dir_f);\r
1991 \r
1992                                                 // This is the back face\r
1993                                                 v3f corners[2] = {\r
1994                                                         v3f(BS/2, BS/2, BS/2),\r
1995                                                         v3f(-BS/2, -BS/2, BS/2+d)\r
1996                                                 };\r
1997                                                 \r
1998                                                 for(u16 j=0; j<2; j++)\r
1999                                                 {\r
2000                                                         m.rotateVect(corners[j]);\r
2001                                                         corners[j] += npf;\r
2002                                                 }\r
2003 \r
2004                                                 core::aabbox3d<f32> facebox(corners[0]);\r
2005                                                 facebox.addInternalPoint(corners[1]);\r
2006 \r
2007                                                 if(facebox.intersectsWithLine(shootline))\r
2008                                                 {\r
2009                                                         nodefound = true;\r
2010                                                         nodepos = np;\r
2011                                                         neighbourpos = np + dirs[i];\r
2012                                                         mindistance = distance;\r
2013                                                         nodefacebox = facebox;\r
2014                                                 }\r
2015                                         } // if distance < mindistance\r
2016                                 } // for dirs\r
2017                         } // regular block\r
2018                 } // for coords\r
2019 \r
2020                 if(nodefound)\r
2021                 {\r
2022                         //std::cout<<DTIME<<"nodefound == true"<<std::endl;\r
2023                         //std::cout<<DTIME<<"nodepos=("<<nodepos.X<<","<<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;\r
2024                         //std::cout<<DTIME<<"neighbourpos=("<<neighbourpos.X<<","<<neighbourpos.Y<<","<<neighbourpos.Z<<")"<<std::endl;\r
2025 \r
2026                         static v3s16 nodepos_old(-1,-1,-1);\r
2027                         if(nodepos != nodepos_old){\r
2028                                 std::cout<<DTIME<<"Pointing at ("<<nodepos.X<<","\r
2029                                                 <<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;\r
2030                                 nodepos_old = nodepos;\r
2031 \r
2032                                 /*wchar_t positiontext[20];\r
2033                                 swprintf(positiontext, 20, L"(%i,%i,%i)",\r
2034                                                 nodepos.X, nodepos.Y, nodepos.Z);\r
2035                                 positiontextgui->setText(positiontext);*/\r
2036                         }\r
2037 \r
2038                         hilightboxes.push_back(nodefacebox);\r
2039                         \r
2040                         if(g_input->getLeftClicked())\r
2041                         {\r
2042                                 //std::cout<<DTIME<<"Removing node"<<std::endl;\r
2043                                 //client.removeNode(nodepos);\r
2044                                 std::cout<<DTIME<<"Ground left-clicked"<<std::endl;\r
2045                                 client.clickGround(0, nodepos, neighbourpos, g_selected_item);\r
2046                         }\r
2047                         if(g_input->getRightClicked())\r
2048                         {\r
2049                                 //std::cout<<DTIME<<"Placing node"<<std::endl;\r
2050                                 //client.addNodeFromInventory(neighbourpos, g_selected_item);\r
2051                                 std::cout<<DTIME<<"Ground right-clicked"<<std::endl;\r
2052                                 client.clickGround(1, nodepos, neighbourpos, g_selected_item);\r
2053                         }\r
2054                 }\r
2055                 else{\r
2056                         //std::cout<<DTIME<<"nodefound == false"<<std::endl;\r
2057                         //positiontextgui->setText(L"");\r
2058                 }\r
2059 \r
2060                 } // selected_object == NULL\r
2061                 \r
2062                 g_input->resetLeftClicked();\r
2063                 g_input->resetRightClicked();\r
2064                 \r
2065                 /*\r
2066                         Calculate stuff for drawing\r
2067                 */\r
2068 \r
2069                 v2u32 screensize = driver->getScreenSize();\r
2070                 core::vector2d<s32> displaycenter(screensize.X/2,screensize.Y/2);\r
2071 \r
2072                 camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);\r
2073 \r
2074                 /*\r
2075                         Update gui stuff (0ms)\r
2076                 */\r
2077 \r
2078                 //TimeTaker guiupdatetimer("Gui updating", device);\r
2079                 \r
2080                 {\r
2081                         wchar_t temptext[100];\r
2082 \r
2083                         static float drawtime_avg = 0;\r
2084                         drawtime_avg = drawtime_avg * 0.98 + (float)drawtime*0.02;\r
2085                         static float scenetime_avg = 0;\r
2086                         scenetime_avg = scenetime_avg * 0.98 + (float)scenetime*0.02;\r
2087                         static float endscenetime_avg = 0;\r
2088                         endscenetime_avg = endscenetime_avg * 0.98 + (float)endscenetime*0.02;\r
2089                         \r
2090                         swprintf(temptext, 100, L"Minetest-c55 ("\r
2091                                         L"F: item=%i"\r
2092                                         L", R: range_all=%i"\r
2093                                         L")"\r
2094                                         L" drawtime=%.0f, scenetime=%.0f, endscenetime=%.0f",\r
2095                                         g_selected_item,\r
2096                                         g_viewing_range_all,\r
2097                                         drawtime_avg,\r
2098                                         scenetime_avg,\r
2099                                         endscenetime_avg\r
2100                                         );\r
2101                         \r
2102                         guitext->setText(temptext);\r
2103                 }\r
2104                 \r
2105                 {\r
2106                         wchar_t temptext[100];\r
2107                         /*swprintf(temptext, 100,\r
2108                                         L"("\r
2109                                         L"% .3f < btime_jitter < % .3f"\r
2110                                         L", dtime_jitter = % .1f %%"\r
2111                                         //L", ftime_ratio = % .3f"\r
2112                                         L")",\r
2113                                         busytime_jitter1_min_sample,\r
2114                                         busytime_jitter1_max_sample,\r
2115                                         dtime_jitter1_max_fraction * 100.0\r
2116                                         //g_freetime_ratio\r
2117                                         );*/\r
2118                         swprintf(temptext, 100,\r
2119                                         L"(% .1f, % .1f, % .1f)"\r
2120                                         L" (% .3f < btime_jitter < % .3f"\r
2121                                         L", dtime_jitter = % .1f %%)",\r
2122                                         player_position.X/BS,\r
2123                                         player_position.Y/BS,\r
2124                                         player_position.Z/BS,\r
2125                                         busytime_jitter1_min_sample,\r
2126                                         busytime_jitter1_max_sample,\r
2127                                         dtime_jitter1_max_fraction * 100.0\r
2128                                         );\r
2129 \r
2130                         guitext2->setText(temptext);\r
2131                 }\r
2132                 \r
2133                 {\r
2134                         /*wchar_t temptext[100];\r
2135                         swprintf(temptext, 100,\r
2136                                         SWPRINTF_CHARSTRING,\r
2137                                         infotext.substr(0,99).c_str()\r
2138                                         );\r
2139 \r
2140                         guitext_info->setText(temptext);*/\r
2141 \r
2142                         guitext_info->setText(infotext.c_str());\r
2143                 }\r
2144 \r
2145                 /*\r
2146                         Inventory\r
2147                 */\r
2148                 \r
2149                 static u16 old_selected_item = 65535;\r
2150                 if(client.getLocalInventoryUpdated()\r
2151                                 || g_selected_item != old_selected_item)\r
2152                 {\r
2153                         old_selected_item = g_selected_item;\r
2154                         //std::cout<<"Updating local inventory"<<std::endl;\r
2155                         client.getLocalInventory(local_inventory);\r
2156                         quick_inventory->setSelection(g_selected_item);\r
2157                         quick_inventory->update();\r
2158                 }\r
2159 \r
2160                 if(input_guitext != NULL)\r
2161                 {\r
2162                         /*wchar_t temptext[100];\r
2163                         swprintf(temptext, 100,\r
2164                                         SWPRINTF_CHARSTRING,\r
2165                                         g_text_buffer.substr(0,99).c_str()\r
2166                                         );*/\r
2167                         input_guitext->setText(g_text_buffer.c_str());\r
2168                 }\r
2169 \r
2170                 /*\r
2171                         Text input stuff\r
2172                 */\r
2173                 if(input_guitext != NULL && g_text_buffer_accepted)\r
2174                 {\r
2175                         input_guitext->remove();\r
2176                         input_guitext = NULL;\r
2177                         \r
2178                         if(textbuf_dest != NULL)\r
2179                         {\r
2180                                 std::string text = wide_to_narrow(g_text_buffer);\r
2181                                 dstream<<"Sending text: "<<text<<std::endl;\r
2182                                 textbuf_dest->sendText(text);\r
2183                                 delete textbuf_dest;\r
2184                                 textbuf_dest = NULL;\r
2185                         }\r
2186 \r
2187                         focusGame();\r
2188                 }\r
2189 \r
2190                 //guiupdatetimer.stop();\r
2191 \r
2192                 /*\r
2193                         Drawing begins\r
2194                 */\r
2195 \r
2196                 TimeTaker drawtimer("Drawing", device);\r
2197 \r
2198                 /*\r
2199                         Background color is choosen based on whether the player is\r
2200                         much beyond the initial ground level\r
2201                 */\r
2202                 /*video::SColor bgcolor;\r
2203                 v3s16 p0 = Map::floatToInt(player_position);\r
2204                 // Does this make short random delays?\r
2205                 // NOTE: no need for this, sky doesn't show underground with\r
2206                 // enough range\r
2207                 bool is_underground = client.isNodeUnderground(p0);\r
2208                 //bool is_underground = false;\r
2209                 if(is_underground == false)\r
2210                         bgcolor = video::SColor(255,90,140,200);\r
2211                 else\r
2212                         bgcolor = video::SColor(255,0,0,0);*/\r
2213                         \r
2214                 //video::SColor bgcolor = video::SColor(255,90,140,200);\r
2215                 video::SColor bgcolor = skycolor;\r
2216                 \r
2217                 // 0ms\r
2218                 driver->beginScene(true, true, bgcolor);\r
2219 \r
2220                 //timer3.stop();\r
2221                 \r
2222                 //std::cout<<DTIME<<"smgr->drawAll()"<<std::endl;\r
2223                 \r
2224                 {\r
2225                 TimeTaker timer("smgr", device);\r
2226                 smgr->drawAll();\r
2227                 scenetime = timer.stop(true);\r
2228                 }\r
2229                 \r
2230                 {\r
2231                 //TimeTaker timer9("auxiliary drawings", device);\r
2232                 // 0ms\r
2233 \r
2234                 driver->draw2DLine(displaycenter - core::vector2d<s32>(10,0),\r
2235                                 displaycenter + core::vector2d<s32>(10,0),\r
2236                                 video::SColor(255,255,255,255));\r
2237                 driver->draw2DLine(displaycenter - core::vector2d<s32>(0,10),\r
2238                                 displaycenter + core::vector2d<s32>(0,10),\r
2239                                 video::SColor(255,255,255,255));\r
2240 \r
2241                 //timer9.stop();\r
2242                 //TimeTaker //timer10("//timer10", device);\r
2243                 \r
2244                 video::SMaterial m;\r
2245                 m.Thickness = 10;\r
2246                 m.Lighting = false;\r
2247                 driver->setMaterial(m);\r
2248 \r
2249                 driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);\r
2250 \r
2251                 for(core::list< core::aabbox3d<f32> >::Iterator i=hilightboxes.begin();\r
2252                                 i != hilightboxes.end(); i++)\r
2253                 {\r
2254                         /*std::cout<<"hilightbox min="\r
2255                                         <<"("<<i->MinEdge.X<<","<<i->MinEdge.Y<<","<<i->MinEdge.Z<<")"\r
2256                                         <<" max="\r
2257                                         <<"("<<i->MaxEdge.X<<","<<i->MaxEdge.Y<<","<<i->MaxEdge.Z<<")"\r
2258                                         <<std::endl;*/\r
2259                         driver->draw3DBox(*i, video::SColor(255,0,0,0));\r
2260                 }\r
2261 \r
2262                 }\r
2263 \r
2264                 //timer10.stop();\r
2265                 //TimeTaker //timer11("//timer11", device);\r
2266 \r
2267                 /*\r
2268                         Draw gui\r
2269                 */\r
2270                 // 0-1ms\r
2271                 guienv->drawAll();\r
2272                 \r
2273                 // End drawing\r
2274                 {\r
2275                 TimeTaker timer("endScene", device);\r
2276                 driver->endScene();\r
2277                 endscenetime = timer.stop(true);\r
2278                 }\r
2279 \r
2280                 drawtime = drawtimer.stop(true);\r
2281 \r
2282                 /*\r
2283                         Drawing ends\r
2284                 */\r
2285                 \r
2286                 static s16 lastFPS = 0;\r
2287                 //u16 fps = driver->getFPS();\r
2288                 u16 fps = (1.0/dtime_avg1);\r
2289 \r
2290                 if (lastFPS != fps)\r
2291                 {\r
2292                         core::stringw str = L"Minetest [";\r
2293                         str += driver->getName();\r
2294                         str += "] FPS:";\r
2295                         str += fps;\r
2296 \r
2297                         device->setWindowCaption(str.c_str());\r
2298                         lastFPS = fps;\r
2299                 }\r
2300                 \r
2301                 /*}\r
2302                 else\r
2303                         device->yield();*/\r
2304         }\r
2305 \r
2306         } // client is deleted at this point\r
2307         \r
2308         delete g_input;\r
2309 \r
2310         /*\r
2311                 In the end, delete the Irrlicht device.\r
2312         */\r
2313         device->drop();\r
2314 \r
2315         } //try\r
2316         catch(con::PeerNotFoundException &e)\r
2317         {\r
2318                 dstream<<DTIME<<"Connection timed out."<<std::endl;\r
2319         }\r
2320 #if CATCH_UNHANDLED_EXCEPTIONS\r
2321         /*\r
2322                 This is what has to be done in every thread to get suitable debug info\r
2323         */\r
2324         catch(std::exception &e)\r
2325         {\r
2326                 dstream<<std::endl<<DTIME<<"An unhandled exception occurred: "\r
2327                                 <<e.what()<<std::endl;\r
2328                 assert(0);\r
2329         }\r
2330 #endif\r
2331 \r
2332         debugstreams_deinit();\r
2333         \r
2334         return 0;\r
2335 }\r
2336 \r
2337 //END\r