In a globally installed build, debug.txt is now placed in userdata directory. Needs...
[oweals/minetest.git] / src / main.cpp
1 /*\r
2 Minetest-c55\r
3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>\r
4 \r
5 This program is free software; you can redistribute it and/or modify\r
6 it under the terms of the GNU General Public License as published by\r
7 the Free Software Foundation; either version 2 of the License, or\r
8 (at your option) any later version.\r
9 \r
10 This program is distributed in the hope that it will be useful,\r
11 but WITHOUT ANY WARRANTY; without even the implied warranty of\r
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
13 GNU General Public License for more details.\r
14 \r
15 You should have received a copy of the GNU General Public License along\r
16 with this program; if not, write to the Free Software Foundation, Inc.,\r
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.\r
18 */\r
19 \r
20 /*\r
21 =============================== NOTES ==============================\r
22 NOTE: Things starting with TODO are sometimes only suggestions.\r
23 \r
24 NOTE: iostream.imbue(std::locale("C")) is very slow\r
25 NOTE: Global locale is now set at initialization\r
26 \r
27 NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the\r
28       hardware buffer (it is not freed automatically)\r
29 \r
30 Old, wild and random suggestions that probably won't be done:\r
31 -------------------------------------------------------------\r
32 \r
33 SUGG: If player is on ground, mainly fetch ground-level blocks\r
34 \r
35 SUGG: Expose Connection's seqnums and ACKs to server and client.\r
36       - This enables saving many packets and making a faster connection\r
37           - This also enables server to check if client has received the\r
38             most recent block sent, for example.\r
39 SUGG: Add a sane bandwidth throttling system to Connection\r
40 \r
41 SUGG: More fine-grained control of client's dumping of blocks from\r
42       memory\r
43           - ...What does this mean in the first place?\r
44 \r
45 SUGG: A map editing mode (similar to dedicated server mode)\r
46 \r
47 SUGG: Transfer more blocks in a single packet\r
48 SUGG: A blockdata combiner class, to which blocks are added and at\r
49       destruction it sends all the stuff in as few packets as possible.\r
50 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize\r
51       it by sending more stuff in a single packet.\r
52           - Add a packet queue to RemoteClient, from which packets will be\r
53             combined with object data packets\r
54                 - This is not exactly trivial: the object data packets are\r
55                   sometimes very big by themselves\r
56           - This might not give much network performance gain though.\r
57 \r
58 SUGG: Precalculate lighting translation table at runtime (at startup)\r
59       - This is not doable because it is currently hand-made and not\r
60             based on some mathematical function.\r
61                 - Note: This has been changing lately\r
62 \r
63 SUGG: A version number to blocks, which increments when the block is\r
64       modified (node add/remove, water update, lighting update)\r
65           - This can then be used to make sure the most recent version of\r
66             a block has been sent to client, for example\r
67 \r
68 SUGG: Make the amount of blocks sending to client and the total\r
69           amount of blocks dynamically limited. Transferring blocks is the\r
70           main network eater of this system, so it is the one that has\r
71           to be throttled so that RTTs stay low.\r
72 \r
73 SUGG: Meshes of blocks could be split into 6 meshes facing into\r
74       different directions and then only those drawn that need to be\r
75 \r
76 SUGG: Calculate lighting per vertex to get a lighting effect like in\r
77       bartwe's game\r
78 \r
79 SUGG: Background music based on cellular automata?\r
80       http://www.earslap.com/projectslab/otomata\r
81 \r
82 SUGG: Simple light color information to air\r
83 \r
84 SUGG: Server-side objects could be moved based on nodes to enable very\r
85       lightweight operation and simple AI\r
86         - Not practical; client would still need to show smooth movement.\r
87 \r
88 SUGG: Make a system for pregenerating quick information for mapblocks, so\r
89           that the client can show them as cubes before they are actually sent\r
90           or even generated.\r
91 \r
92 Gaming ideas:\r
93 -------------\r
94 \r
95 - Aim for something like controlling a single dwarf in Dwarf Fortress\r
96 - The player could go faster by a crafting a boat, or riding an animal\r
97 - Random NPC traders. what else?\r
98 \r
99 Game content:\r
100 -------------\r
101 \r
102 - When furnace is destroyed, move items to player's inventory\r
103 - Add lots of stuff\r
104 - Glass blocks\r
105 - Growing grass, decaying leaves\r
106         - This can be done in the active blocks I guess.\r
107         - Lots of stuff can be done in the active blocks.\r
108         - Uh, is there an active block list somewhere? I think not. Add it.\r
109 - Breaking weak structures\r
110         - This can probably be accomplished in the same way as grass\r
111 - Player health points\r
112         - When player dies, throw items on map (needs better item-on-map\r
113           implementation)\r
114 - Cobble to get mossy if near water\r
115 - More slots in furnace source list, so that multiple ingredients\r
116   are possible.\r
117 - Keys to chests?\r
118 \r
119 - The Treasure Guard; a big monster with a hammer\r
120         - The hammer does great damage, shakes the ground and removes a block\r
121         - You can drop on top of it, and have some time to attack there\r
122           before he shakes you off\r
123 \r
124 - Maybe the difficulty could come from monsters getting tougher in\r
125   far-away places, and the player starting to need something from\r
126   there when time goes by.\r
127   - The player would have some of that stuff at the beginning, and\r
128     would need new supplies of it when it runs out\r
129 \r
130 - A bomb\r
131 - A spread-items-on-map routine for the bomb, and for dying players\r
132 \r
133 - Fighting:\r
134   - Proper sword swing simulation\r
135   - Player should get damage from colliding to a wall at high speed\r
136 \r
137 Documentation:\r
138 --------------\r
139 \r
140 Build system / running:\r
141 -----------------------\r
142 \r
143 Networking and serialization:\r
144 -----------------------------\r
145 \r
146 SUGG: Fix address to be ipv6 compatible\r
147 \r
148 User Interface:\r
149 ---------------\r
150 \r
151 Graphics:\r
152 ---------\r
153 \r
154 SUGG: Combine MapBlock's face caches to so big pieces that VBO\r
155       can be used\r
156       - That is >500 vertices\r
157           - This is not easy; all the MapBlocks close to the player would\r
158             still need to be drawn separately and combining the blocks\r
159                 would have to happen in a background thread\r
160 \r
161 SUGG: Make fetching sector's blocks more efficient when rendering\r
162       sectors that have very large amounts of blocks (on client)\r
163           - Is this necessary at all?\r
164 \r
165 TODO: Flowing water animation\r
166 \r
167 SUGG: Draw cubes in inventory directly with 3D drawing commands, so that\r
168       animating them is easier.\r
169 \r
170 SUGG: Option for enabling proper alpha channel for textures\r
171 TODO: A setting for enabling bilinear filtering for textures\r
172 \r
173 TODO: Better control of draw_control.wanted_max_blocks\r
174 \r
175 TODO: Block mesh generator to tile properly on smooth lighting\r
176 \r
177 Configuration:\r
178 --------------\r
179 \r
180 Client:\r
181 -------\r
182 \r
183 TODO: Untie client network operations from framerate\r
184       - Needs some input queues or something\r
185           - This won't give much performance boost because calculating block\r
186             meshes takes so long\r
187 \r
188 SUGG: Make morning and evening transition more smooth and maybe shorter\r
189 \r
190 TODO: Don't update all meshes always on single node changes, but\r
191       check which ones should be updated\r
192           - implement Map::updateNodeMeshes() and the usage of it\r
193           - It will give almost always a 4x boost in mesh update performance.\r
194 \r
195 - A weapon engine\r
196 \r
197 - Tool/weapon visualization\r
198 \r
199 FIXME: When disconnected to the menu, memory is not freed properly\r
200 \r
201 Server:\r
202 -------\r
203 \r
204 SUGG: Make an option to the server to disable building and digging near\r
205       the starting position\r
206 \r
207 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop\r
208 \r
209 * Fix the problem with the server constantly saving one or a few\r
210   blocks? List the first saved block, maybe it explains.\r
211   - It is probably caused by oscillating water\r
212 * Make a small history check to transformLiquids to detect and log\r
213   continuous oscillations, in such detail that they can be fixed.\r
214 \r
215 FIXME: The new optimized map sending doesn't sometimes send enough blocks\r
216        from big caves and such\r
217 \r
218 * Take player's walking direction into account in GetNextBlocks\r
219 \r
220 Environment:\r
221 ------------\r
222 \r
223 TODO: A list of "active blocks" in which stuff happens.\r
224         + Add a never-resetted game timer to the server\r
225         + Add a timestamp value to blocks\r
226         + The simple rule: All blocks near some player are "active"\r
227         - Do stuff in real time in active blocks\r
228                 + Handle objects\r
229                 TODO: Make proper hooks in here\r
230                 - Grow grass, delete leaves without a tree\r
231                 - Spawn some mobs based on some rules\r
232                 - Transform cobble to mossy cobble near water\r
233                 - Run a custom script\r
234                 - ...And all kinds of other dynamic stuff\r
235         + Keep track of when a block becomes active and becomes inactive\r
236         + When a block goes inactive:\r
237                 + Store objects statically to block\r
238                 + Store timer value as the timestamp\r
239         + When a block goes active:\r
240                 + Create active objects out of static objects\r
241                 TODO: Make proper hooks in here\r
242                 - Simulate the results of what would have happened if it would have\r
243                   been active for all the time\r
244                         - Grow a lot of grass and so on\r
245         + Initially it is fine to send information about every active object\r
246           to every player. Eventually it should be modified to only send info\r
247           about the nearest ones.\r
248                 + This was left to be done by the old system and it sends only the\r
249                   nearest ones.\r
250 \r
251 Objects:\r
252 --------\r
253 \r
254 TODO: Get rid of MapBlockObjects and use only ActiveObjects\r
255         - Skipping the MapBlockObject data is nasty - there is no "total\r
256           length" stored; have to make a SkipMBOs function which contains\r
257           enough of the current code to skip them properly.\r
258 \r
259 SUGG: MovingObject::move and Player::move are basically the same.\r
260       combine them.\r
261         - NOTE: Player::move is more up-to-date.\r
262         - NOTE: There is a simple move implementation now in collision.{h,cpp}\r
263         - NOTE: MovingObject will be deleted (MapBlockObject)\r
264 \r
265 TODO: Add a long step function to objects that is called with the time\r
266       difference when block activates\r
267 \r
268 Map:\r
269 ----\r
270 \r
271 TODO: Mineral and ground material properties\r
272       - This way mineral ground toughness can be calculated with just\r
273             some formula, as well as tool strengths\r
274 \r
275 TODO: Flowing water to actually contain flow direction information\r
276       - There is a space for this - it just has to be implemented.\r
277 \r
278 SUGG: Erosion simulation at map generation time\r
279         - Simulate water flows, which would carve out dirt fast and\r
280           then turn stone into gravel and sand and relocate it.\r
281         - How about relocating minerals, too? Coal and gold in\r
282           downstream sand and gravel would be kind of cool\r
283           - This would need a better way of handling minerals, mainly\r
284                 to have mineral content as a separate field. the first\r
285                 parameter field is free for this.\r
286         - Simulate rock falling from cliffs when water has removed\r
287           enough solid rock from the bottom\r
288 \r
289 SUGG: Try out the notch way of generating maps, that is, make bunches\r
290       of low-res 3d noise and interpolate linearly.\r
291 \r
292 Mapgen v2:\r
293 * Possibly add some kind of erosion and other stuff\r
294 * Better water generation (spread it to underwater caverns but don't\r
295   fill dungeons that don't touch big water masses)\r
296 * When generating a chunk and the neighboring chunk doesn't have mud\r
297   and stuff yet and the ground is fairly flat, the mud will flow to\r
298   the other chunk making nasty straight walls when the other chunk\r
299   is generated. Fix it. Maybe just a special case if the ground is\r
300   flat?\r
301 \r
302 Misc. stuff:\r
303 ------------\r
304 * Move digging property stuff from material.{h,cpp} to mapnode.cpp\r
305   - ...Or maybe move content_features to material.{h,cpp}?\r
306 \r
307 Making it more portable:\r
308 ------------------------\r
309  \r
310 Stuff to do before release:\r
311 ---------------------------\r
312 \r
313 Fixes to the current release:\r
314 -----------------------------\r
315 \r
316 Stuff to do after release:\r
317 ---------------------------\r
318 - Make sure server handles removing grass when a block is placed (etc)\r
319     - The client should not do it by itself\r
320 - Block cube placement around player's head\r
321 - Protocol version field\r
322 - Consider getting some textures from cisoun's texture pack\r
323         - Ask from Cisoun\r
324 - Make sure the fence implementation and data format is good\r
325         - Think about using same bits for material for fences and doors, for\r
326         example\r
327 - Finish the ActiveBlockModifier stuff and use it for something\r
328 - Move mineral to param2, increment map serialization version, add conversion\r
329 \r
330 ======================================================================\r
331 \r
332 */\r
333 \r
334 #ifdef NDEBUG\r
335         #ifdef _WIN32\r
336                 #pragma message ("Disabling unit tests")\r
337         #else\r
338                 #warning "Disabling unit tests"\r
339         #endif\r
340         // Disable unit tests\r
341         #define ENABLE_TESTS 0\r
342 #else\r
343         // Enable unit tests\r
344         #define ENABLE_TESTS 1\r
345 #endif\r
346 \r
347 #ifdef _MSC_VER\r
348         #pragma comment(lib, "Irrlicht.lib")\r
349         //#pragma comment(lib, "jthread.lib")\r
350         #pragma comment(lib, "zlibwapi.lib")\r
351         #pragma comment(lib, "Shell32.lib")\r
352         // This would get rid of the console window\r
353         //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
354 #endif\r
355 \r
356 #include <iostream>\r
357 #include <fstream>\r
358 //#include <jmutexautolock.h>\r
359 #include <locale.h>\r
360 #include "main.h"\r
361 #include "common_irrlicht.h"\r
362 #include "debug.h"\r
363 //#include "map.h"\r
364 //#include "player.h"\r
365 #include "test.h"\r
366 #include "server.h"\r
367 //#include "client.h"\r
368 #include "constants.h"\r
369 #include "porting.h"\r
370 #include "gettime.h"\r
371 #include "guiMessageMenu.h"\r
372 #include "filesys.h"\r
373 #include "config.h"\r
374 #include "guiMainMenu.h"\r
375 #include "mineral.h"\r
376 //#include "noise.h"\r
377 //#include "tile.h"\r
378 #include "materials.h"\r
379 #include "game.h"\r
380 #include "keycode.h"\r
381 \r
382 // This makes textures\r
383 ITextureSource *g_texturesource = NULL;\r
384 \r
385 /*\r
386         Settings.\r
387         These are loaded from the config file.\r
388 */\r
389 \r
390 Settings g_settings;\r
391 // This is located in defaultsettings.cpp\r
392 extern void set_default_settings();\r
393 \r
394 // Global profiler\r
395 Profiler g_profiler;\r
396 \r
397 /*\r
398         Random stuff\r
399 */\r
400 \r
401 /*\r
402         GUI Stuff\r
403 */\r
404 \r
405 gui::IGUIEnvironment* guienv = NULL;\r
406 gui::IGUIStaticText *guiroot = NULL;\r
407 \r
408 MainMenuManager g_menumgr;\r
409 \r
410 bool noMenuActive()\r
411 {\r
412         return (g_menumgr.menuCount() == 0);\r
413 }\r
414 \r
415 // Passed to menus to allow disconnecting and exiting\r
416 \r
417 MainGameCallback *g_gamecallback = NULL;\r
418 \r
419 /*\r
420         Debug streams\r
421 */\r
422 \r
423 // Connection\r
424 std::ostream *dout_con_ptr = &dummyout;\r
425 std::ostream *derr_con_ptr = &dstream_no_stderr;\r
426 //std::ostream *dout_con_ptr = &dstream_no_stderr;\r
427 //std::ostream *derr_con_ptr = &dstream_no_stderr;\r
428 //std::ostream *dout_con_ptr = &dstream;\r
429 //std::ostream *derr_con_ptr = &dstream;\r
430 \r
431 // Server\r
432 std::ostream *dout_server_ptr = &dstream;\r
433 std::ostream *derr_server_ptr = &dstream;\r
434 \r
435 // Client\r
436 std::ostream *dout_client_ptr = &dstream;\r
437 std::ostream *derr_client_ptr = &dstream;\r
438 \r
439 /*\r
440         gettime.h implementation\r
441 */\r
442 \r
443 // A small helper class\r
444 class TimeGetter\r
445 {\r
446 public:\r
447         virtual u32 getTime() = 0;\r
448 };\r
449 \r
450 // A precise irrlicht one\r
451 class IrrlichtTimeGetter: public TimeGetter\r
452 {\r
453 public:\r
454         IrrlichtTimeGetter(IrrlichtDevice *device):\r
455                 m_device(device)\r
456         {}\r
457         u32 getTime()\r
458         {\r
459                 if(m_device == NULL)\r
460                         return 0;\r
461                 return m_device->getTimer()->getRealTime();\r
462         }\r
463 private:\r
464         IrrlichtDevice *m_device;\r
465 };\r
466 // Not so precise one which works without irrlicht\r
467 class SimpleTimeGetter: public TimeGetter\r
468 {\r
469 public:\r
470         u32 getTime()\r
471         {\r
472                 return porting::getTimeMs();\r
473         }\r
474 };\r
475 \r
476 // A pointer to a global instance of the time getter\r
477 // TODO: why?\r
478 TimeGetter *g_timegetter = NULL;\r
479 \r
480 u32 getTimeMs()\r
481 {\r
482         if(g_timegetter == NULL)\r
483                 return 0;\r
484         return g_timegetter->getTime();\r
485 }\r
486 \r
487 /*\r
488         Event handler for Irrlicht\r
489 \r
490         NOTE: Everything possible should be moved out from here,\r
491               probably to InputHandler and the_game\r
492 */\r
493 \r
494 class MyEventReceiver : public IEventReceiver\r
495 {\r
496 public:\r
497         // This is the one method that we have to implement\r
498         virtual bool OnEvent(const SEvent& event)\r
499         {\r
500                 /*\r
501                         React to nothing here if a menu is active\r
502                 */\r
503                 if(noMenuActive() == false)\r
504                 {\r
505                         return false;\r
506                 }\r
507 \r
508                 // Remember whether each key is down or up\r
509                 if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
510                 {\r
511                         keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;\r
512 \r
513                         if(event.KeyInput.PressedDown)\r
514                                 keyWasDown[event.KeyInput.Key] = true;\r
515                 }\r
516 \r
517                 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
518                 {\r
519                         if(noMenuActive() == false)\r
520                         {\r
521                                 left_active = false;\r
522                                 middle_active = false;\r
523                                 right_active = false;\r
524                         }\r
525                         else\r
526                         {\r
527                                 //dstream<<"MyEventReceiver: mouse input"<<std::endl;\r
528                                 left_active = event.MouseInput.isLeftPressed();\r
529                                 middle_active = event.MouseInput.isMiddlePressed();\r
530                                 right_active = event.MouseInput.isRightPressed();\r
531 \r
532                                 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
533                                 {\r
534                                         leftclicked = true;\r
535                                 }\r
536                                 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
537                                 {\r
538                                         rightclicked = true;\r
539                                 }\r
540                                 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)\r
541                                 {\r
542                                         leftreleased = true;\r
543                                 }\r
544                                 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)\r
545                                 {\r
546                                         rightreleased = true;\r
547                                 }\r
548                                 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
549                                 {\r
550                                         mouse_wheel += event.MouseInput.Wheel;\r
551                                 }\r
552                         }\r
553                 }\r
554 \r
555                 return false;\r
556         }\r
557 \r
558         bool IsKeyDown(EKEY_CODE keyCode) const\r
559         {\r
560                 return keyIsDown[keyCode];\r
561         }\r
562         \r
563         // Checks whether a key was down and resets the state\r
564         bool WasKeyDown(EKEY_CODE keyCode)\r
565         {\r
566                 bool b = keyWasDown[keyCode];\r
567                 keyWasDown[keyCode] = false;\r
568                 return b;\r
569         }\r
570 \r
571         s32 getMouseWheel()\r
572         {\r
573                 s32 a = mouse_wheel;\r
574                 mouse_wheel = 0;\r
575                 return a;\r
576         }\r
577 \r
578         void clearInput()\r
579         {\r
580                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)\r
581                 {\r
582                         keyIsDown[i] = false;\r
583                         keyWasDown[i] = false;\r
584                 }\r
585                 \r
586                 leftclicked = false;\r
587                 rightclicked = false;\r
588                 leftreleased = false;\r
589                 rightreleased = false;\r
590 \r
591                 left_active = false;\r
592                 middle_active = false;\r
593                 right_active = false;\r
594 \r
595                 mouse_wheel = 0;\r
596         }\r
597 \r
598         MyEventReceiver()\r
599         {\r
600                 clearInput();\r
601         }\r
602 \r
603         bool leftclicked;\r
604         bool rightclicked;\r
605         bool leftreleased;\r
606         bool rightreleased;\r
607 \r
608         bool left_active;\r
609         bool middle_active;\r
610         bool right_active;\r
611 \r
612         s32 mouse_wheel;\r
613 \r
614 private:\r
615         IrrlichtDevice *m_device;\r
616         \r
617         // The current state of keys\r
618         bool keyIsDown[KEY_KEY_CODES_COUNT];\r
619         // Whether a key has been pressed or not\r
620         bool keyWasDown[KEY_KEY_CODES_COUNT];\r
621 };\r
622 \r
623 /*\r
624         Separated input handler\r
625 */\r
626 \r
627 class RealInputHandler : public InputHandler\r
628 {\r
629 public:\r
630         RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):\r
631                 m_device(device),\r
632                 m_receiver(receiver)\r
633         {\r
634         }\r
635         virtual bool isKeyDown(EKEY_CODE keyCode)\r
636         {\r
637                 return m_receiver->IsKeyDown(keyCode);\r
638         }\r
639         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
640         {\r
641                 return m_receiver->WasKeyDown(keyCode);\r
642         }\r
643         virtual v2s32 getMousePos()\r
644         {\r
645                 return m_device->getCursorControl()->getPosition();\r
646         }\r
647         virtual void setMousePos(s32 x, s32 y)\r
648         {\r
649                 m_device->getCursorControl()->setPosition(x, y);\r
650         }\r
651 \r
652         virtual bool getLeftState()\r
653         {\r
654                 return m_receiver->left_active;\r
655         }\r
656         virtual bool getRightState()\r
657         {\r
658                 return m_receiver->right_active;\r
659         }\r
660         \r
661         virtual bool getLeftClicked()\r
662         {\r
663                 return m_receiver->leftclicked;\r
664         }\r
665         virtual bool getRightClicked()\r
666         {\r
667                 return m_receiver->rightclicked;\r
668         }\r
669         virtual void resetLeftClicked()\r
670         {\r
671                 m_receiver->leftclicked = false;\r
672         }\r
673         virtual void resetRightClicked()\r
674         {\r
675                 m_receiver->rightclicked = false;\r
676         }\r
677 \r
678         virtual bool getLeftReleased()\r
679         {\r
680                 return m_receiver->leftreleased;\r
681         }\r
682         virtual bool getRightReleased()\r
683         {\r
684                 return m_receiver->rightreleased;\r
685         }\r
686         virtual void resetLeftReleased()\r
687         {\r
688                 m_receiver->leftreleased = false;\r
689         }\r
690         virtual void resetRightReleased()\r
691         {\r
692                 m_receiver->rightreleased = false;\r
693         }\r
694 \r
695         virtual s32 getMouseWheel()\r
696         {\r
697                 return m_receiver->getMouseWheel();\r
698         }\r
699 \r
700         void clear()\r
701         {\r
702                 m_receiver->clearInput();\r
703         }\r
704 private:\r
705         IrrlichtDevice *m_device;\r
706         MyEventReceiver *m_receiver;\r
707 };\r
708 \r
709 class RandomInputHandler : public InputHandler\r
710 {\r
711 public:\r
712         RandomInputHandler()\r
713         {\r
714                 leftdown = false;\r
715                 rightdown = false;\r
716                 leftclicked = false;\r
717                 rightclicked = false;\r
718                 leftreleased = false;\r
719                 rightreleased = false;\r
720                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
721                         keydown[i] = false;\r
722         }\r
723         virtual bool isKeyDown(EKEY_CODE keyCode)\r
724         {\r
725                 return keydown[keyCode];\r
726         }\r
727         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
728         {\r
729                 return false;\r
730         }\r
731         virtual v2s32 getMousePos()\r
732         {\r
733                 return mousepos;\r
734         }\r
735         virtual void setMousePos(s32 x, s32 y)\r
736         {\r
737                 mousepos = v2s32(x,y);\r
738         }\r
739 \r
740         virtual bool getLeftState()\r
741         {\r
742                 return leftdown;\r
743         }\r
744         virtual bool getRightState()\r
745         {\r
746                 return rightdown;\r
747         }\r
748 \r
749         virtual bool getLeftClicked()\r
750         {\r
751                 return leftclicked;\r
752         }\r
753         virtual bool getRightClicked()\r
754         {\r
755                 return rightclicked;\r
756         }\r
757         virtual void resetLeftClicked()\r
758         {\r
759                 leftclicked = false;\r
760         }\r
761         virtual void resetRightClicked()\r
762         {\r
763                 rightclicked = false;\r
764         }\r
765 \r
766         virtual bool getLeftReleased()\r
767         {\r
768                 return leftreleased;\r
769         }\r
770         virtual bool getRightReleased()\r
771         {\r
772                 return rightreleased;\r
773         }\r
774         virtual void resetLeftReleased()\r
775         {\r
776                 leftreleased = false;\r
777         }\r
778         virtual void resetRightReleased()\r
779         {\r
780                 rightreleased = false;\r
781         }\r
782 \r
783         virtual s32 getMouseWheel()\r
784         {\r
785                 return 0;\r
786         }\r
787 \r
788         virtual void step(float dtime)\r
789         {\r
790                 {\r
791                         static float counter1 = 0;\r
792                         counter1 -= dtime;\r
793                         if(counter1 < 0.0)\r
794                         {\r
795                                 counter1 = 0.1*Rand(1, 40);\r
796                                 keydown[getKeySetting("keymap_jump")] =\r
797                                                 !keydown[getKeySetting("keymap_jump")];\r
798                         }\r
799                 }\r
800                 {\r
801                         static float counter1 = 0;\r
802                         counter1 -= dtime;\r
803                         if(counter1 < 0.0)\r
804                         {\r
805                                 counter1 = 0.1*Rand(1, 40);\r
806                                 keydown[getKeySetting("keymap_special1")] =\r
807                                                 !keydown[getKeySetting("keymap_special1")];\r
808                         }\r
809                 }\r
810                 {\r
811                         static float counter1 = 0;\r
812                         counter1 -= dtime;\r
813                         if(counter1 < 0.0)\r
814                         {\r
815                                 counter1 = 0.1*Rand(1, 40);\r
816                                 keydown[getKeySetting("keymap_forward")] =\r
817                                                 !keydown[getKeySetting("keymap_forward")];\r
818                         }\r
819                 }\r
820                 {\r
821                         static float counter1 = 0;\r
822                         counter1 -= dtime;\r
823                         if(counter1 < 0.0)\r
824                         {\r
825                                 counter1 = 0.1*Rand(1, 40);\r
826                                 keydown[getKeySetting("keymap_left")] =\r
827                                                 !keydown[getKeySetting("keymap_left")];\r
828                         }\r
829                 }\r
830                 {\r
831                         static float counter1 = 0;\r
832                         counter1 -= dtime;\r
833                         if(counter1 < 0.0)\r
834                         {\r
835                                 counter1 = 0.1*Rand(1, 20);\r
836                                 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));\r
837                         }\r
838                 }\r
839                 {\r
840                         static float counter1 = 0;\r
841                         counter1 -= dtime;\r
842                         if(counter1 < 0.0)\r
843                         {\r
844                                 counter1 = 0.1*Rand(1, 30);\r
845                                 leftdown = !leftdown;\r
846                                 if(leftdown)\r
847                                         leftclicked = true;\r
848                                 if(!leftdown)\r
849                                         leftreleased = true;\r
850                         }\r
851                 }\r
852                 {\r
853                         static float counter1 = 0;\r
854                         counter1 -= dtime;\r
855                         if(counter1 < 0.0)\r
856                         {\r
857                                 counter1 = 0.1*Rand(1, 15);\r
858                                 rightdown = !rightdown;\r
859                                 if(rightdown)\r
860                                         rightclicked = true;\r
861                                 if(!rightdown)\r
862                                         rightreleased = true;\r
863                         }\r
864                 }\r
865                 mousepos += mousespeed;\r
866         }\r
867 \r
868         s32 Rand(s32 min, s32 max)\r
869         {\r
870                 return (myrand()%(max-min+1))+min;\r
871         }\r
872 private:\r
873         bool keydown[KEY_KEY_CODES_COUNT];\r
874         v2s32 mousepos;\r
875         v2s32 mousespeed;\r
876         bool leftdown;\r
877         bool rightdown;\r
878         bool leftclicked;\r
879         bool rightclicked;\r
880         bool leftreleased;\r
881         bool rightreleased;\r
882 };\r
883 \r
884 // These are defined global so that they're not optimized too much.\r
885 // Can't change them to volatile.\r
886 s16 temp16;\r
887 f32 tempf;\r
888 v3f tempv3f1;\r
889 v3f tempv3f2;\r
890 std::string tempstring;\r
891 std::string tempstring2;\r
892 \r
893 void SpeedTests()\r
894 {\r
895         {\r
896                 dstream<<"The following test should take around 20ms."<<std::endl;\r
897                 TimeTaker timer("Testing std::string speed");\r
898                 const u32 jj = 10000;\r
899                 for(u32 j=0; j<jj; j++)\r
900                 {\r
901                         tempstring = "";\r
902                         tempstring2 = "";\r
903                         const u32 ii = 10;\r
904                         for(u32 i=0; i<ii; i++){\r
905                                 tempstring2 += "asd";\r
906                         }\r
907                         for(u32 i=0; i<ii+1; i++){\r
908                                 tempstring += "asd";\r
909                                 if(tempstring == tempstring2)\r
910                                         break;\r
911                         }\r
912                 }\r
913         }\r
914         \r
915         dstream<<"All of the following tests should take around 100ms each."\r
916                         <<std::endl;\r
917 \r
918         {\r
919                 TimeTaker timer("Testing floating-point conversion speed");\r
920                 tempf = 0.001;\r
921                 for(u32 i=0; i<4000000; i++){\r
922                         temp16 += tempf;\r
923                         tempf += 0.001;\r
924                 }\r
925         }\r
926         \r
927         {\r
928                 TimeTaker timer("Testing floating-point vector speed");\r
929 \r
930                 tempv3f1 = v3f(1,2,3);\r
931                 tempv3f2 = v3f(4,5,6);\r
932                 for(u32 i=0; i<10000000; i++){\r
933                         tempf += tempv3f1.dotProduct(tempv3f2);\r
934                         tempv3f2 += v3f(7,8,9);\r
935                 }\r
936         }\r
937 \r
938         {\r
939                 TimeTaker timer("Testing core::map speed");\r
940                 \r
941                 core::map<v2s16, f32> map1;\r
942                 tempf = -324;\r
943                 const s16 ii=300;\r
944                 for(s16 y=0; y<ii; y++){\r
945                         for(s16 x=0; x<ii; x++){\r
946                                 map1.insert(v2s16(x,y), tempf);\r
947                                 tempf += 1;\r
948                         }\r
949                 }\r
950                 for(s16 y=ii-1; y>=0; y--){\r
951                         for(s16 x=0; x<ii; x++){\r
952                                 tempf = map1[v2s16(x,y)];\r
953                         }\r
954                 }\r
955         }\r
956 \r
957         {\r
958                 dstream<<"Around 5000/ms should do well here."<<std::endl;\r
959                 TimeTaker timer("Testing mutex speed");\r
960                 \r
961                 JMutex m;\r
962                 m.Init();\r
963                 u32 n = 0;\r
964                 u32 i = 0;\r
965                 do{\r
966                         n += 10000;\r
967                         for(; i<n; i++){\r
968                                 m.Lock();\r
969                                 m.Unlock();\r
970                         }\r
971                 }\r
972                 // Do at least 10ms\r
973                 while(timer.getTime() < 10);\r
974 \r
975                 u32 dtime = timer.stop();\r
976                 u32 per_ms = n / dtime;\r
977                 std::cout<<"Done. "<<dtime<<"ms, "\r
978                                 <<per_ms<<"/ms"<<std::endl;\r
979         }\r
980 }\r
981 \r
982 void drawMenuBackground(video::IVideoDriver* driver)\r
983 {\r
984         core::dimension2d<u32> screensize = driver->getScreenSize();\r
985                 \r
986         video::ITexture *bgtexture =\r
987                         driver->getTexture(getTexturePath("mud.png").c_str());\r
988         if(bgtexture)\r
989         {\r
990                 s32 texturesize = 128;\r
991                 s32 tiled_y = screensize.Height / texturesize + 1;\r
992                 s32 tiled_x = screensize.Width / texturesize + 1;\r
993                 \r
994                 for(s32 y=0; y<tiled_y; y++)\r
995                 for(s32 x=0; x<tiled_x; x++)\r
996                 {\r
997                         core::rect<s32> rect(0,0,texturesize,texturesize);\r
998                         rect += v2s32(x*texturesize, y*texturesize);\r
999                         driver->draw2DImage(bgtexture, rect,\r
1000                                 core::rect<s32>(core::position2d<s32>(0,0),\r
1001                                 core::dimension2di(bgtexture->getSize())),\r
1002                                 NULL, NULL, true);\r
1003                 }\r
1004         }\r
1005         \r
1006         video::ITexture *logotexture =\r
1007                         driver->getTexture(getTexturePath("menulogo.png").c_str());\r
1008         if(logotexture)\r
1009         {\r
1010                 v2s32 logosize(logotexture->getOriginalSize().Width,\r
1011                                 logotexture->getOriginalSize().Height);\r
1012                 logosize *= 4;\r
1013 \r
1014                 video::SColor bgcolor(255,50,50,50);\r
1015                 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,\r
1016                                 screensize.Width, screensize.Height);\r
1017                 driver->draw2DRectangle(bgcolor, bgrect, NULL);\r
1018 \r
1019                 core::rect<s32> rect(0,0,logosize.X,logosize.Y);\r
1020                 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);\r
1021                 rect -= v2s32(logosize.X/2, 0);\r
1022                 driver->draw2DImage(logotexture, rect,\r
1023                         core::rect<s32>(core::position2d<s32>(0,0),\r
1024                         core::dimension2di(logotexture->getSize())),\r
1025                         NULL, NULL, true);\r
1026         }\r
1027 }\r
1028 \r
1029 int main(int argc, char *argv[])\r
1030 {\r
1031         /*\r
1032                 Initialization\r
1033         */\r
1034 \r
1035         // Set locale. This is for forcing '.' as the decimal point.\r
1036         std::locale::global(std::locale("C"));\r
1037         // This enables printing all characters in bitmap font\r
1038         setlocale(LC_CTYPE, "en_US");\r
1039 \r
1040         /*\r
1041                 Parse command line\r
1042         */\r
1043         \r
1044         // List all allowed options\r
1045         core::map<std::string, ValueSpec> allowed_options;\r
1046         allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));\r
1047         allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,\r
1048                         "Run server directly"));\r
1049         allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,\r
1050                         "Load configuration from specified file"));\r
1051         allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));\r
1052         allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));\r
1053         allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));\r
1054         allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1055         allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1056         allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));\r
1057 #ifdef _WIN32\r
1058         allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));\r
1059 #endif\r
1060         allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));\r
1061 \r
1062         Settings cmd_args;\r
1063         \r
1064         bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);\r
1065 \r
1066         if(ret == false || cmd_args.getFlag("help"))\r
1067         {\r
1068                 dstream<<"Allowed options:"<<std::endl;\r
1069                 for(core::map<std::string, ValueSpec>::Iterator\r
1070                                 i = allowed_options.getIterator();\r
1071                                 i.atEnd() == false; i++)\r
1072                 {\r
1073                         dstream<<"  --"<<i.getNode()->getKey();\r
1074                         if(i.getNode()->getValue().type == VALUETYPE_FLAG)\r
1075                         {\r
1076                         }\r
1077                         else\r
1078                         {\r
1079                                 dstream<<" <value>";\r
1080                         }\r
1081                         dstream<<std::endl;\r
1082 \r
1083                         if(i.getNode()->getValue().help != NULL)\r
1084                         {\r
1085                                 dstream<<"      "<<i.getNode()->getValue().help\r
1086                                                 <<std::endl;\r
1087                         }\r
1088                 }\r
1089 \r
1090                 return cmd_args.getFlag("help") ? 0 : 1;\r
1091         }\r
1092         \r
1093         /*\r
1094                 Low-level initialization\r
1095         */\r
1096 \r
1097         bool disable_stderr = false;\r
1098 #ifdef _WIN32\r
1099         if(cmd_args.getFlag("dstream-on-stderr") == false)\r
1100                 disable_stderr = true;\r
1101 #endif\r
1102 \r
1103         porting::signal_handler_init();\r
1104         bool &kill = *porting::signal_handler_killstatus();\r
1105         \r
1106         // Initialize porting::path_data and porting::path_userdata\r
1107         porting::initializePaths();\r
1108 \r
1109         // Initialize debug streams\r
1110 #ifdef RUN_IN_PLACE\r
1111         std::string debugfile = DEBUGFILE;\r
1112 #else\r
1113         std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;\r
1114 #endif\r
1115         debugstreams_init(disable_stderr, debugfile.c_str());\r
1116         // Initialize debug stacks\r
1117         debug_stacks_init();\r
1118 \r
1119         DSTACK(__FUNCTION_NAME);\r
1120 \r
1121         // Create user data directory\r
1122         fs::CreateDir(porting::path_userdata);\r
1123         \r
1124         // Init material properties table\r
1125         initializeMaterialProperties();\r
1126 \r
1127         // Debug handler\r
1128         BEGIN_DEBUG_EXCEPTION_HANDLER\r
1129 \r
1130         // Print startup message\r
1131         dstream<<DTIME<<"minetest-c55"\r
1132                         " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
1133                         <<", "<<BUILD_INFO\r
1134                         <<std::endl;\r
1135         \r
1136         /*\r
1137                 Basic initialization\r
1138         */\r
1139 \r
1140         // Initialize default settings\r
1141         set_default_settings();\r
1142         \r
1143         // Initialize sockets\r
1144         sockets_init();\r
1145         atexit(sockets_cleanup);\r
1146         \r
1147         /*\r
1148                 Read config file\r
1149         */\r
1150         \r
1151         // Path of configuration file in use\r
1152         std::string configpath = "";\r
1153         \r
1154         if(cmd_args.exists("config"))\r
1155         {\r
1156                 bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());\r
1157                 if(r == false)\r
1158                 {\r
1159                         dstream<<"Could not read configuration from \""\r
1160                                         <<cmd_args.get("config")<<"\""<<std::endl;\r
1161                         return 1;\r
1162                 }\r
1163                 configpath = cmd_args.get("config");\r
1164         }\r
1165         else\r
1166         {\r
1167                 core::array<std::string> filenames;\r
1168                 filenames.push_back(porting::path_userdata + "/minetest.conf");\r
1169 #ifdef RUN_IN_PLACE\r
1170                 filenames.push_back(porting::path_userdata + "/../minetest.conf");\r
1171 #endif\r
1172 \r
1173                 for(u32 i=0; i<filenames.size(); i++)\r
1174                 {\r
1175                         bool r = g_settings.readConfigFile(filenames[i].c_str());\r
1176                         if(r)\r
1177                         {\r
1178                                 configpath = filenames[i];\r
1179                                 break;\r
1180                         }\r
1181                 }\r
1182                 \r
1183                 // If no path found, use the first one (menu creates the file)\r
1184                 if(configpath == "")\r
1185                         configpath = filenames[0];\r
1186         }\r
1187 \r
1188         // Initialize random seed\r
1189         srand(time(0));\r
1190         mysrand(time(0));\r
1191 \r
1192         /*\r
1193                 Pre-initialize some stuff with a dummy irrlicht wrapper.\r
1194 \r
1195                 These are needed for unit tests at least.\r
1196         */\r
1197         \r
1198         // Initial call with g_texturesource not set.\r
1199         init_mapnode();\r
1200 \r
1201         /*\r
1202                 Run unit tests\r
1203         */\r
1204 \r
1205         if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)\r
1206                         || cmd_args.getFlag("enable-unittests") == true)\r
1207         {\r
1208                 run_tests();\r
1209         }\r
1210         \r
1211         /*for(s16 y=-100; y<100; y++)\r
1212         for(s16 x=-100; x<100; x++)\r
1213         {\r
1214                 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;\r
1215         }\r
1216         return 0;*/\r
1217         \r
1218         /*\r
1219                 Game parameters\r
1220         */\r
1221 \r
1222         // Port\r
1223         u16 port = 30000;\r
1224         if(cmd_args.exists("port"))\r
1225                 port = cmd_args.getU16("port");\r
1226         else if(g_settings.exists("port"))\r
1227                 port = g_settings.getU16("port");\r
1228         if(port == 0)\r
1229                 port = 30000;\r
1230         \r
1231         // Map directory\r
1232         std::string map_dir = porting::path_userdata+"/world";\r
1233         if(cmd_args.exists("map-dir"))\r
1234                 map_dir = cmd_args.get("map-dir");\r
1235         else if(g_settings.exists("map-dir"))\r
1236                 map_dir = g_settings.get("map-dir");\r
1237         \r
1238         // Run dedicated server if asked to\r
1239         if(cmd_args.getFlag("server"))\r
1240         {\r
1241                 DSTACK("Dedicated server branch");\r
1242 \r
1243                 // Create time getter\r
1244                 g_timegetter = new SimpleTimeGetter();\r
1245                 \r
1246                 // Create server\r
1247                 Server server(map_dir.c_str());\r
1248                 server.start(port);\r
1249                 \r
1250                 // Run server\r
1251                 dedicated_server_loop(server, kill);\r
1252 \r
1253                 return 0;\r
1254         }\r
1255 \r
1256 \r
1257         /*\r
1258                 More parameters\r
1259         */\r
1260         \r
1261         // Address to connect to\r
1262         std::string address = "";\r
1263         \r
1264         if(cmd_args.exists("address"))\r
1265         {\r
1266                 address = cmd_args.get("address");\r
1267         }\r
1268         else\r
1269         {\r
1270                 address = g_settings.get("address");\r
1271         }\r
1272         \r
1273         std::string playername = g_settings.get("name");\r
1274 \r
1275         /*\r
1276                 Device initialization\r
1277         */\r
1278 \r
1279         // Resolution selection\r
1280         \r
1281         bool fullscreen = false;\r
1282         u16 screenW = g_settings.getU16("screenW");\r
1283         u16 screenH = g_settings.getU16("screenH");\r
1284 \r
1285         // Determine driver\r
1286 \r
1287         video::E_DRIVER_TYPE driverType;\r
1288         \r
1289         std::string driverstring = g_settings.get("video_driver");\r
1290 \r
1291         if(driverstring == "null")\r
1292                 driverType = video::EDT_NULL;\r
1293         else if(driverstring == "software")\r
1294                 driverType = video::EDT_SOFTWARE;\r
1295         else if(driverstring == "burningsvideo")\r
1296                 driverType = video::EDT_BURNINGSVIDEO;\r
1297         else if(driverstring == "direct3d8")\r
1298                 driverType = video::EDT_DIRECT3D8;\r
1299         else if(driverstring == "direct3d9")\r
1300                 driverType = video::EDT_DIRECT3D9;\r
1301         else if(driverstring == "opengl")\r
1302                 driverType = video::EDT_OPENGL;\r
1303         else\r
1304         {\r
1305                 dstream<<"WARNING: Invalid video_driver specified; defaulting "\r
1306                                 "to opengl"<<std::endl;\r
1307                 driverType = video::EDT_OPENGL;\r
1308         }\r
1309 \r
1310         /*\r
1311                 Create device and exit if creation failed\r
1312         */\r
1313 \r
1314         MyEventReceiver receiver;\r
1315 \r
1316         IrrlichtDevice *device;\r
1317         device = createDevice(driverType,\r
1318                         core::dimension2d<u32>(screenW, screenH),\r
1319                         16, fullscreen, false, false, &receiver);\r
1320 \r
1321         if (device == 0)\r
1322                 return 1; // could not create selected driver.\r
1323         \r
1324         // Set device in game parameters\r
1325         device = device;\r
1326         \r
1327         // Create time getter\r
1328         g_timegetter = new IrrlichtTimeGetter(device);\r
1329         \r
1330         // Create game callback for menus\r
1331         g_gamecallback = new MainGameCallback(device);\r
1332         \r
1333         // Create texture source\r
1334         g_texturesource = new TextureSource(device);\r
1335 \r
1336         /*\r
1337                 Speed tests (done after irrlicht is loaded to get timer)\r
1338         */\r
1339         if(cmd_args.getFlag("speedtests"))\r
1340         {\r
1341                 dstream<<"Running speed tests"<<std::endl;\r
1342                 SpeedTests();\r
1343                 return 0;\r
1344         }\r
1345         \r
1346         device->setResizable(true);\r
1347 \r
1348         bool random_input = g_settings.getBool("random_input")\r
1349                         || cmd_args.getFlag("random-input");\r
1350         InputHandler *input = NULL;\r
1351         if(random_input)\r
1352                 input = new RandomInputHandler();\r
1353         else\r
1354                 input = new RealInputHandler(device, &receiver);\r
1355         \r
1356         /*\r
1357                 Continue initialization\r
1358         */\r
1359 \r
1360         //video::IVideoDriver* driver = device->getVideoDriver();\r
1361 \r
1362         /*\r
1363                 This changes the minimum allowed number of vertices in a VBO.\r
1364                 Default is 500.\r
1365         */\r
1366         //driver->setMinHardwareBufferVertexCount(50);\r
1367 \r
1368         scene::ISceneManager* smgr = device->getSceneManager();\r
1369 \r
1370         guienv = device->getGUIEnvironment();\r
1371         gui::IGUISkin* skin = guienv->getSkin();\r
1372         gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());\r
1373         if(font)\r
1374                 skin->setFont(font);\r
1375         else\r
1376                 dstream<<"WARNING: Font file was not found."\r
1377                                 " Using default font."<<std::endl;\r
1378         // If font was not found, this will get us one\r
1379         font = skin->getFont();\r
1380         assert(font);\r
1381         \r
1382         u32 text_height = font->getDimension(L"Hello, world!").Height;\r
1383         dstream<<"text_height="<<text_height<<std::endl;\r
1384 \r
1385         //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));\r
1386         skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));\r
1387         //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));\r
1388         //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));\r
1389         skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
1390         skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
1391         \r
1392         /*\r
1393                 Preload some textures and stuff\r
1394         */\r
1395 \r
1396         init_content_inventory_texture_paths();\r
1397         init_mapnode(); // Second call with g_texturesource set\r
1398         init_mineral();\r
1399 \r
1400         /*\r
1401                 GUI stuff\r
1402         */\r
1403 \r
1404         /*\r
1405                 If an error occurs, this is set to something and the\r
1406                 menu-game loop is restarted. It is then displayed before\r
1407                 the menu.\r
1408         */\r
1409         std::wstring error_message = L"";\r
1410 \r
1411         // The password entered during the menu screen,\r
1412         std::string password;\r
1413 \r
1414         /*\r
1415                 Menu-game loop\r
1416         */\r
1417         while(device->run() && kill == false)\r
1418         {\r
1419 \r
1420                 // This is used for catching disconnects\r
1421                 try\r
1422                 {\r
1423 \r
1424                         /*\r
1425                                 Clear everything from the GUIEnvironment\r
1426                         */\r
1427                         guienv->clear();\r
1428                         \r
1429                         /*\r
1430                                 We need some kind of a root node to be able to add\r
1431                                 custom gui elements directly on the screen.\r
1432                                 Otherwise they won't be automatically drawn.\r
1433                         */\r
1434                         guiroot = guienv->addStaticText(L"",\r
1435                                         core::rect<s32>(0, 0, 10000, 10000));\r
1436                         \r
1437                         /*\r
1438                                 Out-of-game menu loop.\r
1439 \r
1440                                 Loop quits when menu returns proper parameters.\r
1441                         */\r
1442                         while(kill == false)\r
1443                         {\r
1444                                 // Cursor can be non-visible when coming from the game\r
1445                                 device->getCursorControl()->setVisible(true);\r
1446                                 // Some stuff are left to scene manager when coming from the game\r
1447                                 // (map at least?)\r
1448                                 smgr->clear();\r
1449                                 // Reset or hide the debug gui texts\r
1450                                 /*guitext->setText(L"Minetest-c55");\r
1451                                 guitext2->setVisible(false);\r
1452                                 guitext_info->setVisible(false);\r
1453                                 guitext_chat->setVisible(false);*/\r
1454                                 \r
1455                                 // Initialize menu data\r
1456                                 MainMenuData menudata;\r
1457                                 menudata.address = narrow_to_wide(address);\r
1458                                 menudata.name = narrow_to_wide(playername);\r
1459                                 menudata.port = narrow_to_wide(itos(port));\r
1460                                 menudata.fancy_trees = g_settings.getBool("new_style_leaves");\r
1461                                 menudata.smooth_lighting = g_settings.getBool("smooth_lighting");\r
1462                                 menudata.creative_mode = g_settings.getBool("creative_mode");\r
1463                                 menudata.enable_damage = g_settings.getBool("enable_damage");\r
1464 \r
1465                                 GUIMainMenu *menu =\r
1466                                                 new GUIMainMenu(guienv, guiroot, -1, \r
1467                                                         &g_menumgr, &menudata, g_gamecallback);\r
1468                                 menu->allowFocusRemoval(true);\r
1469 \r
1470                                 if(error_message != L"")\r
1471                                 {\r
1472                                         dstream<<"WARNING: error_message = "\r
1473                                                         <<wide_to_narrow(error_message)<<std::endl;\r
1474 \r
1475                                         GUIMessageMenu *menu2 =\r
1476                                                         new GUIMessageMenu(guienv, guiroot, -1, \r
1477                                                                 &g_menumgr, error_message.c_str());\r
1478                                         menu2->drop();\r
1479                                         error_message = L"";\r
1480                                 }\r
1481 \r
1482                                 video::IVideoDriver* driver = device->getVideoDriver();\r
1483                                 \r
1484                                 dstream<<"Created main menu"<<std::endl;\r
1485 \r
1486                                 while(device->run() && kill == false)\r
1487                                 {\r
1488                                         if(menu->getStatus() == true)\r
1489                                                 break;\r
1490 \r
1491                                         //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
1492                                         driver->beginScene(true, true, video::SColor(255,128,128,128));\r
1493 \r
1494                                         drawMenuBackground(driver);\r
1495 \r
1496                                         guienv->drawAll();\r
1497                                         \r
1498                                         driver->endScene();\r
1499                                         \r
1500                                         // On some computers framerate doesn't seem to be\r
1501                                         // automatically limited\r
1502                                         sleep_ms(25);\r
1503                                 }\r
1504                                 \r
1505                                 // Break out of menu-game loop to shut down cleanly\r
1506                                 if(device->run() == false || kill == true)\r
1507                                         break;\r
1508                                 \r
1509                                 dstream<<"Dropping main menu"<<std::endl;\r
1510 \r
1511                                 menu->drop();\r
1512                                 \r
1513                                 // Delete map if requested\r
1514                                 if(menudata.delete_map)\r
1515                                 {\r
1516                                         bool r = fs::RecursiveDeleteContent(map_dir);\r
1517                                         if(r == false)\r
1518                                                 error_message = L"Delete failed";\r
1519                                         continue;\r
1520                                 }\r
1521 \r
1522                                 playername = wide_to_narrow(menudata.name);\r
1523 \r
1524                                 password = translatePassword(playername, menudata.password);\r
1525 \r
1526                                 address = wide_to_narrow(menudata.address);\r
1527                                 int newport = stoi(wide_to_narrow(menudata.port));\r
1528                                 if(newport != 0)\r
1529                                         port = newport;\r
1530                                 g_settings.set("new_style_leaves", itos(menudata.fancy_trees));\r
1531                                 g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));\r
1532                                 g_settings.set("creative_mode", itos(menudata.creative_mode));\r
1533                                 g_settings.set("enable_damage", itos(menudata.enable_damage));\r
1534                                 \r
1535                                 // NOTE: These are now checked server side; no need to do it\r
1536                                 //       here, so let's not do it here.\r
1537                                 /*// Check for valid parameters, restart menu if invalid.\r
1538                                 if(playername == "")\r
1539                                 {\r
1540                                         error_message = L"Name required.";\r
1541                                         continue;\r
1542                                 }\r
1543                                 // Check that name has only valid chars\r
1544                                 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)\r
1545                                 {\r
1546                                         error_message = L"Characters allowed: "\r
1547                                                         +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);\r
1548                                         continue;\r
1549                                 }*/\r
1550 \r
1551                                 // Save settings\r
1552                                 g_settings.set("name", playername);\r
1553                                 g_settings.set("address", address);\r
1554                                 g_settings.set("port", itos(port));\r
1555                                 // Update configuration file\r
1556                                 if(configpath != "")\r
1557                                         g_settings.updateConfigFile(configpath.c_str());\r
1558                         \r
1559                                 // Continue to game\r
1560                                 break;\r
1561                         }\r
1562                         \r
1563                         // Break out of menu-game loop to shut down cleanly\r
1564                         if(device->run() == false)\r
1565                                 break;\r
1566                         \r
1567                         // Initialize mapnode again to enable changed graphics settings\r
1568                         init_mapnode();\r
1569 \r
1570                         /*\r
1571                                 Run game\r
1572                         */\r
1573                         the_game(\r
1574                                 kill,\r
1575                                 random_input,\r
1576                                 input,\r
1577                                 device,\r
1578                                 font,\r
1579                                 map_dir,\r
1580                                 playername,\r
1581                                 password,\r
1582                                 address,\r
1583                                 port,\r
1584                                 error_message\r
1585                         );\r
1586 \r
1587                 } //try\r
1588                 catch(con::PeerNotFoundException &e)\r
1589                 {\r
1590                         dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;\r
1591                         error_message = L"Connection error (timed out?)";\r
1592                 }\r
1593                 catch(SocketException &e)\r
1594                 {\r
1595                         dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;\r
1596                         error_message = L"Socket error (port already in use?)";\r
1597                 }\r
1598 #ifdef NDEBUG\r
1599                 catch(std::exception &e)\r
1600                 {\r
1601                         std::string narrow_message = "Some exception, what()=\"";\r
1602                         narrow_message += e.what();\r
1603                         narrow_message += "\"";\r
1604                         dstream<<DTIME<<narrow_message<<std::endl;\r
1605                         error_message = narrow_to_wide(narrow_message);\r
1606                 }\r
1607 #endif\r
1608 \r
1609         } // Menu-game loop\r
1610         \r
1611         delete input;\r
1612 \r
1613         /*\r
1614                 In the end, delete the Irrlicht device.\r
1615         */\r
1616         device->drop();\r
1617         \r
1618         END_DEBUG_EXCEPTION_HANDLER\r
1619         \r
1620         debugstreams_deinit();\r
1621         \r
1622         return 0;\r
1623 }\r
1624 \r
1625 //END\r