3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
21 =============================== NOTES ==============================
22 NOTE: Things starting with TODO are sometimes only suggestions.
24 NOTE: iostream.imbue(std::locale("C")) is very slow
25 NOTE: Global locale is now set at initialization
27 NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the
28 hardware buffer (it is not freed automatically)
30 NOTE: A random to-do list saved here as documentation:
31 A list of "active blocks" in which stuff happens. (+=done)
32 + Add a never-resetted game timer to the server
33 + Add a timestamp value to blocks
34 + The simple rule: All blocks near some player are "active"
35 - Do stuff in real time in active blocks
37 - Grow grass, delete leaves without a tree
38 - Spawn some mobs based on some rules
39 - Transform cobble to mossy cobble near water
41 - ...And all kinds of other dynamic stuff
42 + Keep track of when a block becomes active and becomes inactive
43 + When a block goes inactive:
44 + Store objects statically to block
45 + Store timer value as the timestamp
46 + When a block goes active:
47 + Create active objects out of static objects
48 - Simulate the results of what would have happened if it would have
49 been active for all the time
50 - Grow a lot of grass and so on
51 + Initially it is fine to send information about every active object
52 to every player. Eventually it should be modified to only send info
53 about the nearest ones.
54 + This was left to be done by the old system and it sends only the
57 Vim conversion regexpes for moving to extended content type storage:
58 %s/\(\.\|->\)d \([!=]=\)/\1getContent() \2/g
59 %s/content_features(\([^.]*\)\.d)/content_features(\1)/g
60 %s/\(\.\|->\)d = \([^;]*\);/\1setContent(\2);/g
61 %s/\(getNodeNoExNoEmerge([^)]*)\)\.d/\1.getContent()/g
62 %s/\(getNodeNoExNoEmerge(.*)\)\.d/\1.getContent()/g
63 %s/\.d;/.getContent();/g
64 %s/\(content_liquid\|content_flowing_liquid\|make_liquid_flowing\|content_pointable\)(\([^.]*\).d)/\1(\2.getContent())/g
66 - node.d = node.param0 (only in raw serialization; use getContent() otherwise)
67 - node.param = node.param1
68 - node.dir = node.param2
69 - content_walkable(node.d) etc should be changed to
70 content_features(node).walkable etc
71 - Also check for lines that store the result of getContent to a 8-bit
72 variable and fix them (result of getContent() must be stored in
73 content_t, which is 16-bit)
75 NOTE: Seeds in 1260:6c77e7dbfd29:
77 Spawns you on a small sand island with a surface dungeon
79 Enormous jungle + a surface dungeon at ~(250,0,0)
81 Old, wild and random suggestions that probably won't be done:
82 -------------------------------------------------------------
84 SUGG: If player is on ground, mainly fetch ground-level blocks
86 SUGG: Expose Connection's seqnums and ACKs to server and client.
87 - This enables saving many packets and making a faster connection
88 - This also enables server to check if client has received the
89 most recent block sent, for example.
90 SUGG: Add a sane bandwidth throttling system to Connection
92 SUGG: More fine-grained control of client's dumping of blocks from
94 - ...What does this mean in the first place?
96 SUGG: A map editing mode (similar to dedicated server mode)
98 SUGG: Transfer more blocks in a single packet
99 SUGG: A blockdata combiner class, to which blocks are added and at
100 destruction it sends all the stuff in as few packets as possible.
101 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
102 it by sending more stuff in a single packet.
103 - Add a packet queue to RemoteClient, from which packets will be
104 combined with object data packets
105 - This is not exactly trivial: the object data packets are
106 sometimes very big by themselves
107 - This might not give much network performance gain though.
109 SUGG: Precalculate lighting translation table at runtime (at startup)
110 - This is not doable because it is currently hand-made and not
111 based on some mathematical function.
112 - Note: This has been changing lately
114 SUGG: A version number to blocks, which increments when the block is
115 modified (node add/remove, water update, lighting update)
116 - This can then be used to make sure the most recent version of
117 a block has been sent to client, for example
119 SUGG: Make the amount of blocks sending to client and the total
120 amount of blocks dynamically limited. Transferring blocks is the
121 main network eater of this system, so it is the one that has
122 to be throttled so that RTTs stay low.
124 SUGG: Meshes of blocks could be split into 6 meshes facing into
125 different directions and then only those drawn that need to be
127 SUGG: Background music based on cellular automata?
128 http://www.earslap.com/projectslab/otomata
130 SUGG: Simple light color information to air
132 SUGG: Server-side objects could be moved based on nodes to enable very
133 lightweight operation and simple AI
134 - Not practical; client would still need to show smooth movement.
136 SUGG: Make a system for pregenerating quick information for mapblocks, so
137 that the client can show them as cubes before they are actually sent
140 SUGG: Erosion simulation at map generation time
141 - This might be plausible if larger areas of map were pregenerated
142 without lighting (which is slow)
143 - Simulate water flows, which would carve out dirt fast and
144 then turn stone into gravel and sand and relocate it.
145 - How about relocating minerals, too? Coal and gold in
146 downstream sand and gravel would be kind of cool
147 - This would need a better way of handling minerals, mainly
148 to have mineral content as a separate field. the first
149 parameter field is free for this.
150 - Simulate rock falling from cliffs when water has removed
151 enough solid rock from the bottom
153 SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface
154 stuff as simple flags/values
157 And at some point make the server send this data to the client too,
158 instead of referring to the noise functions
160 - Surface ground type
166 - Aim for something like controlling a single dwarf in Dwarf Fortress
167 - The player could go faster by a crafting a boat, or riding an animal
168 - Random NPC traders. what else?
173 - When furnace is destroyed, move items to player's inventory
176 - Growing grass, decaying leaves
177 - This can be done in the active blocks I guess.
178 - Lots of stuff can be done in the active blocks.
179 - Uh, is there an active block list somewhere? I think not. Add it.
180 - Breaking weak structures
181 - This can probably be accomplished in the same way as grass
182 - Player health points
183 - When player dies, throw items on map (needs better item-on-map
185 - Cobble to get mossy if near water
186 - More slots in furnace source list, so that multiple ingredients
190 - The Treasure Guard; a big monster with a hammer
191 - The hammer does great damage, shakes the ground and removes a block
192 - You can drop on top of it, and have some time to attack there
193 before he shakes you off
195 - Maybe the difficulty could come from monsters getting tougher in
196 far-away places, and the player starting to need something from
197 there when time goes by.
198 - The player would have some of that stuff at the beginning, and
199 would need new supplies of it when it runs out
202 - A spread-items-on-map routine for the bomb, and for dying players
205 - Proper sword swing simulation
206 - Player should get damage from colliding to a wall at high speed
211 Build system / running:
212 -----------------------
214 Networking and serialization:
215 -----------------------------
217 SUGG: Fix address to be ipv6 compatible
225 SUGG: Combine MapBlock's face caches to so big pieces that VBO
227 - That is >500 vertices
228 - This is not easy; all the MapBlocks close to the player would
229 still need to be drawn separately and combining the blocks
230 would have to happen in a background thread
232 SUGG: Make fetching sector's blocks more efficient when rendering
233 sectors that have very large amounts of blocks (on client)
234 - Is this necessary at all?
236 SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
237 animating them is easier.
239 SUGG: Option for enabling proper alpha channel for textures
241 TODO: Flowing water animation
243 TODO: A setting for enabling bilinear filtering for textures
245 TODO: Better control of draw_control.wanted_max_blocks
247 TODO: Further investigate the use of GPU lighting in addition to the
250 TODO: Artificial (night) light could be more yellow colored than sunlight.
251 - This is technically doable.
252 - Also the actual colors of the textures could be made less colorful
253 in the dark but it's a bit more difficult.
255 SUGG: Somehow make the night less colorful
257 TODO: Occlusion culling
258 - At the same time, move some of the renderMap() block choosing code
259 to the same place as where the new culling happens.
260 - Shoot some rays per frame and when ready, make a new list of
261 blocks for usage of renderMap and give it a new pointer to it.
269 TODO: Untie client network operations from framerate
270 - Needs some input queues or something
271 - This won't give much performance boost because calculating block
274 SUGG: Make morning and evening transition more smooth and maybe shorter
276 TODO: Don't update all meshes always on single node changes, but
277 check which ones should be updated
278 - implement Map::updateNodeMeshes() and the usage of it
279 - It will give almost always a 4x boost in mesh update performance.
283 - Tool/weapon visualization
285 FIXME: When disconnected to the menu, memory is not freed properly
287 TODO: Investigate how much the mesh generator thread gets used when
288 transferring map data
293 SUGG: Make an option to the server to disable building and digging near
294 the starting position
296 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
298 * Fix the problem with the server constantly saving one or a few
299 blocks? List the first saved block, maybe it explains.
300 - It is probably caused by oscillating water
301 - TODO: Investigate if this still happens (this is a very old one)
302 * Make a small history check to transformLiquids to detect and log
303 continuous oscillations, in such detail that they can be fixed.
305 FIXME: The new optimized map sending doesn't sometimes send enough blocks
306 from big caves and such
307 FIXME: Block send distance configuration does not take effect for some reason
312 TODO: Add proper hooks to when adding and removing active blocks
314 TODO: Finish the ActiveBlockModifier stuff and use it for something
319 TODO: Get rid of MapBlockObjects and use only ActiveObjects
320 - Skipping the MapBlockObject data is nasty - there is no "total
321 length" stored; have to make a SkipMBOs function which contains
322 enough of the current code to skip them properly.
324 SUGG: MovingObject::move and Player::move are basically the same.
326 - NOTE: This is a bit tricky because player has the sneaking ability
327 - NOTE: Player::move is more up-to-date.
328 - NOTE: There is a simple move implementation now in collision.{h,cpp}
329 - NOTE: MovingObject will be deleted (MapBlockObject)
331 TODO: Add a long step function to objects that is called with the time
332 difference when block activates
337 TODO: Mineral and ground material properties
338 - This way mineral ground toughness can be calculated with just
339 some formula, as well as tool strengths. Sounds too.
340 - There are TODOs in appropriate files: material.h, content_mapnode.h
342 TODO: Flowing water to actually contain flow direction information
343 - There is a space for this - it just has to be implemented.
345 TODO: Consider smoothening cave floors after generating them
347 TODO: Fix make_tree, make_* to use seed-position-consistent pseudorandom
352 TODO: Make sure server handles removing grass when a block is placed (etc)
353 - The client should not do it by itself
354 - NOTE: I think nobody does it currently...
355 TODO: Block cube placement around player's head
356 TODO: Protocol version field
357 TODO: Think about using same bits for material for fences and doors, for
359 TODO: Move mineral to param2, increment map serialization version, add
362 SUGG: Restart irrlicht completely when coming back to main menu from game.
363 - This gets rid of everything that is stored in irrlicht's caches.
364 - This might be needed for texture pack selection in menu
366 TODO: Merge bahamada's audio stuff (clean patch available)
368 TODO: Move content_features to mapnode_content_features.{h,cpp} or so
370 TODO: Fix item use() stuff; dropping a stack of cooked rats and eating
371 it gives 3 hearts and consumes all the rats.
373 Making it more portable:
374 ------------------------
376 Stuff to do before release:
377 ---------------------------
379 Fixes to the current release:
380 -----------------------------
382 Stuff to do after release:
383 ---------------------------
388 ======================================================================
394 #pragma message ("Disabling unit tests")
396 #warning "Disabling unit tests"
398 // Disable unit tests
399 #define ENABLE_TESTS 0
402 #define ENABLE_TESTS 1
406 #pragma comment(lib, "Irrlicht.lib")
407 //#pragma comment(lib, "jthread.lib")
408 #pragma comment(lib, "zlibwapi.lib")
409 #pragma comment(lib, "Shell32.lib")
410 // This would get rid of the console window
411 //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
418 #include "common_irrlicht.h"
422 #include "constants.h"
425 #include "guiMessageMenu.h"
428 #include "guiMainMenu.h"
430 #include "materials.h"
437 // This makes textures
438 ITextureSource *g_texturesource = NULL;
442 These are loaded from the config file.
446 // This is located in defaultsettings.cpp
447 extern void set_default_settings();
460 gui::IGUIEnvironment* guienv = NULL;
461 gui::IGUIStaticText *guiroot = NULL;
463 MainMenuManager g_menumgr;
467 return (g_menumgr.menuCount() == 0);
470 // Passed to menus to allow disconnecting and exiting
472 MainGameCallback *g_gamecallback = NULL;
479 std::ostream *dout_con_ptr = &dummyout;
480 std::ostream *derr_con_ptr = &dstream_no_stderr;
481 //std::ostream *dout_con_ptr = &dstream_no_stderr;
482 //std::ostream *derr_con_ptr = &dstream_no_stderr;
483 //std::ostream *dout_con_ptr = &dstream;
484 //std::ostream *derr_con_ptr = &dstream;
487 std::ostream *dout_server_ptr = &dstream;
488 std::ostream *derr_server_ptr = &dstream;
491 std::ostream *dout_client_ptr = &dstream;
492 std::ostream *derr_client_ptr = &dstream;
495 gettime.h implementation
498 // A small helper class
502 virtual u32 getTime() = 0;
505 // A precise irrlicht one
506 class IrrlichtTimeGetter: public TimeGetter
509 IrrlichtTimeGetter(IrrlichtDevice *device):
516 return m_device->getTimer()->getRealTime();
519 IrrlichtDevice *m_device;
521 // Not so precise one which works without irrlicht
522 class SimpleTimeGetter: public TimeGetter
527 return porting::getTimeMs();
531 // A pointer to a global instance of the time getter
533 TimeGetter *g_timegetter = NULL;
537 if(g_timegetter == NULL)
539 return g_timegetter->getTime();
543 Event handler for Irrlicht
545 NOTE: Everything possible should be moved out from here,
546 probably to InputHandler and the_game
549 class MyEventReceiver : public IEventReceiver
552 // This is the one method that we have to implement
553 virtual bool OnEvent(const SEvent& event)
556 React to nothing here if a menu is active
558 if(noMenuActive() == false)
563 // Remember whether each key is down or up
564 if(event.EventType == irr::EET_KEY_INPUT_EVENT)
566 keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
568 if(event.KeyInput.PressedDown)
569 keyWasDown[event.KeyInput.Key] = true;
572 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
574 if(noMenuActive() == false)
577 middle_active = false;
578 right_active = false;
582 //dstream<<"MyEventReceiver: mouse input"<<std::endl;
583 left_active = event.MouseInput.isLeftPressed();
584 middle_active = event.MouseInput.isMiddlePressed();
585 right_active = event.MouseInput.isRightPressed();
587 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
591 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
595 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
599 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
601 rightreleased = true;
603 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
605 mouse_wheel += event.MouseInput.Wheel;
613 bool IsKeyDown(EKEY_CODE keyCode) const
615 return keyIsDown[keyCode];
618 // Checks whether a key was down and resets the state
619 bool WasKeyDown(EKEY_CODE keyCode)
621 bool b = keyWasDown[keyCode];
622 keyWasDown[keyCode] = false;
635 for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)
637 keyIsDown[i] = false;
638 keyWasDown[i] = false;
642 rightclicked = false;
643 leftreleased = false;
644 rightreleased = false;
647 middle_active = false;
648 right_active = false;
670 IrrlichtDevice *m_device;
672 // The current state of keys
673 bool keyIsDown[KEY_KEY_CODES_COUNT];
674 // Whether a key has been pressed or not
675 bool keyWasDown[KEY_KEY_CODES_COUNT];
679 Separated input handler
682 class RealInputHandler : public InputHandler
685 RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
690 virtual bool isKeyDown(EKEY_CODE keyCode)
692 return m_receiver->IsKeyDown(keyCode);
694 virtual bool wasKeyDown(EKEY_CODE keyCode)
696 return m_receiver->WasKeyDown(keyCode);
698 virtual v2s32 getMousePos()
700 return m_device->getCursorControl()->getPosition();
702 virtual void setMousePos(s32 x, s32 y)
704 m_device->getCursorControl()->setPosition(x, y);
707 virtual bool getLeftState()
709 return m_receiver->left_active;
711 virtual bool getRightState()
713 return m_receiver->right_active;
716 virtual bool getLeftClicked()
718 return m_receiver->leftclicked;
720 virtual bool getRightClicked()
722 return m_receiver->rightclicked;
724 virtual void resetLeftClicked()
726 m_receiver->leftclicked = false;
728 virtual void resetRightClicked()
730 m_receiver->rightclicked = false;
733 virtual bool getLeftReleased()
735 return m_receiver->leftreleased;
737 virtual bool getRightReleased()
739 return m_receiver->rightreleased;
741 virtual void resetLeftReleased()
743 m_receiver->leftreleased = false;
745 virtual void resetRightReleased()
747 m_receiver->rightreleased = false;
750 virtual s32 getMouseWheel()
752 return m_receiver->getMouseWheel();
757 m_receiver->clearInput();
760 IrrlichtDevice *m_device;
761 MyEventReceiver *m_receiver;
764 class RandomInputHandler : public InputHandler
772 rightclicked = false;
773 leftreleased = false;
774 rightreleased = false;
775 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
778 virtual bool isKeyDown(EKEY_CODE keyCode)
780 return keydown[keyCode];
782 virtual bool wasKeyDown(EKEY_CODE keyCode)
786 virtual v2s32 getMousePos()
790 virtual void setMousePos(s32 x, s32 y)
792 mousepos = v2s32(x,y);
795 virtual bool getLeftState()
799 virtual bool getRightState()
804 virtual bool getLeftClicked()
808 virtual bool getRightClicked()
812 virtual void resetLeftClicked()
816 virtual void resetRightClicked()
818 rightclicked = false;
821 virtual bool getLeftReleased()
825 virtual bool getRightReleased()
827 return rightreleased;
829 virtual void resetLeftReleased()
831 leftreleased = false;
833 virtual void resetRightReleased()
835 rightreleased = false;
838 virtual s32 getMouseWheel()
843 virtual void step(float dtime)
846 static float counter1 = 0;
850 counter1 = 0.1*Rand(1, 40);
851 keydown[getKeySetting("keymap_jump")] =
852 !keydown[getKeySetting("keymap_jump")];
856 static float counter1 = 0;
860 counter1 = 0.1*Rand(1, 40);
861 keydown[getKeySetting("keymap_special1")] =
862 !keydown[getKeySetting("keymap_special1")];
866 static float counter1 = 0;
870 counter1 = 0.1*Rand(1, 40);
871 keydown[getKeySetting("keymap_forward")] =
872 !keydown[getKeySetting("keymap_forward")];
876 static float counter1 = 0;
880 counter1 = 0.1*Rand(1, 40);
881 keydown[getKeySetting("keymap_left")] =
882 !keydown[getKeySetting("keymap_left")];
886 static float counter1 = 0;
890 counter1 = 0.1*Rand(1, 20);
891 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
895 static float counter1 = 0;
899 counter1 = 0.1*Rand(1, 30);
900 leftdown = !leftdown;
908 static float counter1 = 0;
912 counter1 = 0.1*Rand(1, 15);
913 rightdown = !rightdown;
917 rightreleased = true;
920 mousepos += mousespeed;
923 s32 Rand(s32 min, s32 max)
925 return (myrand()%(max-min+1))+min;
928 bool keydown[KEY_KEY_CODES_COUNT];
939 // These are defined global so that they're not optimized too much.
940 // Can't change them to volatile.
945 std::string tempstring;
946 std::string tempstring2;
951 dstream<<"The following test should take around 20ms."<<std::endl;
952 TimeTaker timer("Testing std::string speed");
953 const u32 jj = 10000;
954 for(u32 j=0; j<jj; j++)
959 for(u32 i=0; i<ii; i++){
960 tempstring2 += "asd";
962 for(u32 i=0; i<ii+1; i++){
964 if(tempstring == tempstring2)
970 dstream<<"All of the following tests should take around 100ms each."
974 TimeTaker timer("Testing floating-point conversion speed");
976 for(u32 i=0; i<4000000; i++){
983 TimeTaker timer("Testing floating-point vector speed");
985 tempv3f1 = v3f(1,2,3);
986 tempv3f2 = v3f(4,5,6);
987 for(u32 i=0; i<10000000; i++){
988 tempf += tempv3f1.dotProduct(tempv3f2);
989 tempv3f2 += v3f(7,8,9);
994 TimeTaker timer("Testing core::map speed");
996 core::map<v2s16, f32> map1;
999 for(s16 y=0; y<ii; y++){
1000 for(s16 x=0; x<ii; x++){
1001 map1.insert(v2s16(x,y), tempf);
1005 for(s16 y=ii-1; y>=0; y--){
1006 for(s16 x=0; x<ii; x++){
1007 tempf = map1[v2s16(x,y)];
1013 dstream<<"Around 5000/ms should do well here."<<std::endl;
1014 TimeTaker timer("Testing mutex speed");
1028 while(timer.getTime() < 10);
1030 u32 dtime = timer.stop();
1031 u32 per_ms = n / dtime;
1032 std::cout<<"Done. "<<dtime<<"ms, "
1033 <<per_ms<<"/ms"<<std::endl;
1037 void drawMenuBackground(video::IVideoDriver* driver)
1039 core::dimension2d<u32> screensize = driver->getScreenSize();
1041 video::ITexture *bgtexture =
1042 driver->getTexture(getTexturePath("mud.png").c_str());
1045 s32 texturesize = 128;
1046 s32 tiled_y = screensize.Height / texturesize + 1;
1047 s32 tiled_x = screensize.Width / texturesize + 1;
1049 for(s32 y=0; y<tiled_y; y++)
1050 for(s32 x=0; x<tiled_x; x++)
1052 core::rect<s32> rect(0,0,texturesize,texturesize);
1053 rect += v2s32(x*texturesize, y*texturesize);
1054 driver->draw2DImage(bgtexture, rect,
1055 core::rect<s32>(core::position2d<s32>(0,0),
1056 core::dimension2di(bgtexture->getSize())),
1061 video::ITexture *logotexture =
1062 driver->getTexture(getTexturePath("menulogo.png").c_str());
1065 v2s32 logosize(logotexture->getOriginalSize().Width,
1066 logotexture->getOriginalSize().Height);
1069 video::SColor bgcolor(255,50,50,50);
1070 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
1071 screensize.Width, screensize.Height);
1072 driver->draw2DRectangle(bgcolor, bgrect, NULL);
1074 core::rect<s32> rect(0,0,logosize.X,logosize.Y);
1075 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
1076 rect -= v2s32(logosize.X/2, 0);
1077 driver->draw2DImage(logotexture, rect,
1078 core::rect<s32>(core::position2d<s32>(0,0),
1079 core::dimension2di(logotexture->getSize())),
1084 int main(int argc, char *argv[])
1090 // Set locale. This is for forcing '.' as the decimal point.
1091 std::locale::global(std::locale("C"));
1092 // This enables printing all characters in bitmap font
1093 setlocale(LC_CTYPE, "en_US");
1099 // List all allowed options
1100 core::map<std::string, ValueSpec> allowed_options;
1101 allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));
1102 allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
1103 "Run server directly"));
1104 allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
1105 "Load configuration from specified file"));
1106 allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));
1107 allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));
1108 allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));
1109 allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));
1110 allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));
1111 allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));
1113 allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
1115 allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));
1119 bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
1121 if(ret == false || cmd_args.getFlag("help"))
1123 dstream<<"Allowed options:"<<std::endl;
1124 for(core::map<std::string, ValueSpec>::Iterator
1125 i = allowed_options.getIterator();
1126 i.atEnd() == false; i++)
1128 dstream<<" --"<<i.getNode()->getKey();
1129 if(i.getNode()->getValue().type == VALUETYPE_FLAG)
1134 dstream<<" <value>";
1138 if(i.getNode()->getValue().help != NULL)
1140 dstream<<" "<<i.getNode()->getValue().help
1145 return cmd_args.getFlag("help") ? 0 : 1;
1149 Low-level initialization
1152 bool disable_stderr = false;
1154 if(cmd_args.getFlag("dstream-on-stderr") == false)
1155 disable_stderr = true;
1158 porting::signal_handler_init();
1159 bool &kill = *porting::signal_handler_killstatus();
1161 // Initialize porting::path_data and porting::path_userdata
1162 porting::initializePaths();
1164 // Create user data directory
1165 fs::CreateDir(porting::path_userdata);
1167 init_gettext((porting::path_data+"/../locale").c_str());
1169 // Initialize debug streams
1171 std::string debugfile = DEBUGFILE;
1173 std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;
1175 debugstreams_init(disable_stderr, debugfile.c_str());
1176 // Initialize debug stacks
1177 debug_stacks_init();
1179 DSTACK(__FUNCTION_NAME);
1181 // Init material properties table
1182 //initializeMaterialProperties();
1185 BEGIN_DEBUG_EXCEPTION_HANDLER
1187 // Print startup message
1188 dstream<<DTIME<<PROJECT_NAME
1189 " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
1194 Basic initialization
1197 // Initialize default settings
1198 set_default_settings();
1200 // Initialize sockets
1202 atexit(sockets_cleanup);
1208 // Path of configuration file in use
1209 std::string configpath = "";
1211 if(cmd_args.exists("config"))
1213 bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());
1216 dstream<<"Could not read configuration from \""
1217 <<cmd_args.get("config")<<"\""<<std::endl;
1220 configpath = cmd_args.get("config");
1224 core::array<std::string> filenames;
1225 filenames.push_back(porting::path_userdata + "/minetest.conf");
1227 filenames.push_back(porting::path_userdata + "/../minetest.conf");
1230 for(u32 i=0; i<filenames.size(); i++)
1232 bool r = g_settings.readConfigFile(filenames[i].c_str());
1235 configpath = filenames[i];
1240 // If no path found, use the first one (menu creates the file)
1241 if(configpath == "")
1242 configpath = filenames[0];
1245 // Initialize random seed
1250 Pre-initialize some stuff with a dummy irrlicht wrapper.
1252 These are needed for unit tests at least.
1255 // Initial call with g_texturesource not set.
1262 if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
1263 || cmd_args.getFlag("enable-unittests") == true)
1268 /*for(s16 y=-100; y<100; y++)
1269 for(s16 x=-100; x<100; x++)
1271 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
1281 if(cmd_args.exists("port"))
1282 port = cmd_args.getU16("port");
1283 else if(g_settings.exists("port"))
1284 port = g_settings.getU16("port");
1289 std::string map_dir = porting::path_userdata+"/world";
1290 if(cmd_args.exists("map-dir"))
1291 map_dir = cmd_args.get("map-dir");
1292 else if(g_settings.exists("map-dir"))
1293 map_dir = g_settings.get("map-dir");
1295 // Run dedicated server if asked to
1296 if(cmd_args.getFlag("server"))
1298 DSTACK("Dedicated server branch");
1300 // Create time getter
1301 g_timegetter = new SimpleTimeGetter();
1304 Server server(map_dir.c_str(), configpath);
1308 dedicated_server_loop(server, kill);
1318 // Address to connect to
1319 std::string address = "";
1321 if(cmd_args.exists("address"))
1323 address = cmd_args.get("address");
1327 address = g_settings.get("address");
1330 std::string playername = g_settings.get("name");
1333 Device initialization
1336 // Resolution selection
1338 bool fullscreen = false;
1339 u16 screenW = g_settings.getU16("screenW");
1340 u16 screenH = g_settings.getU16("screenH");
1344 video::E_DRIVER_TYPE driverType;
1346 std::string driverstring = g_settings.get("video_driver");
1348 if(driverstring == "null")
1349 driverType = video::EDT_NULL;
1350 else if(driverstring == "software")
1351 driverType = video::EDT_SOFTWARE;
1352 else if(driverstring == "burningsvideo")
1353 driverType = video::EDT_BURNINGSVIDEO;
1354 else if(driverstring == "direct3d8")
1355 driverType = video::EDT_DIRECT3D8;
1356 else if(driverstring == "direct3d9")
1357 driverType = video::EDT_DIRECT3D9;
1358 else if(driverstring == "opengl")
1359 driverType = video::EDT_OPENGL;
1362 dstream<<"WARNING: Invalid video_driver specified; defaulting "
1363 "to opengl"<<std::endl;
1364 driverType = video::EDT_OPENGL;
1368 Create device and exit if creation failed
1371 MyEventReceiver receiver;
1373 IrrlichtDevice *device;
1374 device = createDevice(driverType,
1375 core::dimension2d<u32>(screenW, screenH),
1376 16, fullscreen, false, false, &receiver);
1379 return 1; // could not create selected driver.
1381 // Set the window caption
1382 device->setWindowCaption(L"Minetest [Main Menu]");
1384 // Create time getter
1385 g_timegetter = new IrrlichtTimeGetter(device);
1387 // Create game callback for menus
1388 g_gamecallback = new MainGameCallback(device);
1390 // Create texture source
1391 g_texturesource = new TextureSource(device);
1394 Speed tests (done after irrlicht is loaded to get timer)
1396 if(cmd_args.getFlag("speedtests"))
1398 dstream<<"Running speed tests"<<std::endl;
1403 device->setResizable(true);
1405 bool random_input = g_settings.getBool("random_input")
1406 || cmd_args.getFlag("random-input");
1407 InputHandler *input = NULL;
1409 input = new RandomInputHandler();
1411 input = new RealInputHandler(device, &receiver);
1414 Continue initialization
1417 //video::IVideoDriver* driver = device->getVideoDriver();
1420 This changes the minimum allowed number of vertices in a VBO.
1423 //driver->setMinHardwareBufferVertexCount(50);
1425 scene::ISceneManager* smgr = device->getSceneManager();
1427 guienv = device->getGUIEnvironment();
1428 gui::IGUISkin* skin = guienv->getSkin();
1429 gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
1431 skin->setFont(font);
1433 dstream<<"WARNING: Font file was not found."
1434 " Using default font."<<std::endl;
1435 // If font was not found, this will get us one
1436 font = skin->getFont();
1439 u32 text_height = font->getDimension(L"Hello, world!").Height;
1440 dstream<<"text_height="<<text_height<<std::endl;
1442 //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
1443 skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
1444 //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
1445 //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
1446 skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
1447 skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
1450 Preload some textures and stuff
1453 init_mapnode(); // Second call with g_texturesource set
1461 If an error occurs, this is set to something and the
1462 menu-game loop is restarted. It is then displayed before
1465 std::wstring error_message = L"";
1467 // The password entered during the menu screen,
1468 std::string password;
1473 while(device->run() && kill == false)
1476 // This is used for catching disconnects
1481 Clear everything from the GUIEnvironment
1486 We need some kind of a root node to be able to add
1487 custom gui elements directly on the screen.
1488 Otherwise they won't be automatically drawn.
1490 guiroot = guienv->addStaticText(L"",
1491 core::rect<s32>(0, 0, 10000, 10000));
1494 Out-of-game menu loop.
1496 Loop quits when menu returns proper parameters.
1498 while(kill == false)
1500 // Cursor can be non-visible when coming from the game
1501 device->getCursorControl()->setVisible(true);
1502 // Some stuff are left to scene manager when coming from the game
1505 // Reset or hide the debug gui texts
1506 /*guitext->setText(L"Minetest-c55");
1507 guitext2->setVisible(false);
1508 guitext_info->setVisible(false);
1509 guitext_chat->setVisible(false);*/
1511 // Initialize menu data
1512 MainMenuData menudata;
1513 menudata.address = narrow_to_wide(address);
1514 menudata.name = narrow_to_wide(playername);
1515 menudata.port = narrow_to_wide(itos(port));
1516 menudata.fancy_trees = g_settings.getBool("new_style_leaves");
1517 menudata.smooth_lighting = g_settings.getBool("smooth_lighting");
1518 menudata.creative_mode = g_settings.getBool("creative_mode");
1519 menudata.enable_damage = g_settings.getBool("enable_damage");
1522 new GUIMainMenu(guienv, guiroot, -1,
1523 &g_menumgr, &menudata, g_gamecallback);
1524 menu->allowFocusRemoval(true);
1526 if(error_message != L"")
1528 dstream<<"WARNING: error_message = "
1529 <<wide_to_narrow(error_message)<<std::endl;
1531 GUIMessageMenu *menu2 =
1532 new GUIMessageMenu(guienv, guiroot, -1,
1533 &g_menumgr, error_message.c_str());
1535 error_message = L"";
1538 video::IVideoDriver* driver = device->getVideoDriver();
1540 dstream<<"Created main menu"<<std::endl;
1542 while(device->run() && kill == false)
1544 if(menu->getStatus() == true)
1547 //driver->beginScene(true, true, video::SColor(255,0,0,0));
1548 driver->beginScene(true, true, video::SColor(255,128,128,128));
1550 drawMenuBackground(driver);
1556 // On some computers framerate doesn't seem to be
1557 // automatically limited
1561 // Break out of menu-game loop to shut down cleanly
1562 if(device->run() == false || kill == true)
1565 dstream<<"Dropping main menu"<<std::endl;
1569 // Delete map if requested
1570 if(menudata.delete_map)
1572 bool r = fs::RecursiveDeleteContent(map_dir);
1574 error_message = L"Delete failed";
1578 playername = wide_to_narrow(menudata.name);
1580 password = translatePassword(playername, menudata.password);
1582 //dstream<<"Main: password hash: '"<<password<<"'"<<std::endl;
1584 address = wide_to_narrow(menudata.address);
1585 int newport = stoi(wide_to_narrow(menudata.port));
1588 g_settings.set("new_style_leaves", itos(menudata.fancy_trees));
1589 g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));
1590 g_settings.set("creative_mode", itos(menudata.creative_mode));
1591 g_settings.set("enable_damage", itos(menudata.enable_damage));
1593 // NOTE: These are now checked server side; no need to do it
1594 // here, so let's not do it here.
1595 /*// Check for valid parameters, restart menu if invalid.
1596 if(playername == "")
1598 error_message = L"Name required.";
1601 // Check that name has only valid chars
1602 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
1604 error_message = L"Characters allowed: "
1605 +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
1610 g_settings.set("name", playername);
1611 g_settings.set("address", address);
1612 g_settings.set("port", itos(port));
1613 // Update configuration file
1614 if(configpath != "")
1615 g_settings.updateConfigFile(configpath.c_str());
1621 // Break out of menu-game loop to shut down cleanly
1622 if(device->run() == false)
1625 // Initialize mapnode again to enable changed graphics settings
1647 catch(con::PeerNotFoundException &e)
1649 dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;
1650 error_message = L"Connection error (timed out?)";
1652 catch(SocketException &e)
1654 dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;
1655 error_message = L"Socket error (port already in use?)";
1658 catch(std::exception &e)
1660 std::string narrow_message = "Some exception, what()=\"";
1661 narrow_message += e.what();
1662 narrow_message += "\"";
1663 dstream<<DTIME<<narrow_message<<std::endl;
1664 error_message = narrow_to_wide(narrow_message);
1673 In the end, delete the Irrlicht device.
1677 END_DEBUG_EXCEPTION_HANDLER
1679 debugstreams_deinit();