player passwords and privileges in world/auth.txt
[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 Environment:\r
219 ------------\r
220 \r
221 TODO: A list of "active blocks" in which stuff happens.\r
222         + Add a never-resetted game timer to the server\r
223         + Add a timestamp value to blocks\r
224         + The simple rule: All blocks near some player are "active"\r
225         - Do stuff in real time in active blocks\r
226                 + Handle objects\r
227                 TODO: Make proper hooks in here\r
228                 - Grow grass, delete leaves without a tree\r
229                 - Spawn some mobs based on some rules\r
230                 - Transform cobble to mossy cobble near water\r
231                 - Run a custom script\r
232                 - ...And all kinds of other dynamic stuff\r
233         + Keep track of when a block becomes active and becomes inactive\r
234         + When a block goes inactive:\r
235                 + Store objects statically to block\r
236                 + Store timer value as the timestamp\r
237         + When a block goes active:\r
238                 + Create active objects out of static objects\r
239                 TODO: Make proper hooks in here\r
240                 - Simulate the results of what would have happened if it would have\r
241                   been active for all the time\r
242                         - Grow a lot of grass and so on\r
243         + Initially it is fine to send information about every active object\r
244           to every player. Eventually it should be modified to only send info\r
245           about the nearest ones.\r
246                 + This was left to be done by the old system and it sends only the\r
247                   nearest ones.\r
248 \r
249 Objects:\r
250 --------\r
251 \r
252 TODO: Get rid of MapBlockObjects and use only ActiveObjects\r
253         - Skipping the MapBlockObject data is nasty - there is no "total\r
254           length" stored; have to make a SkipMBOs function which contains\r
255           enough of the current code to skip them properly.\r
256 \r
257 SUGG: MovingObject::move and Player::move are basically the same.\r
258       combine them.\r
259         - NOTE: Player::move is more up-to-date.\r
260         - NOTE: There is a simple move implementation now in collision.{h,cpp}\r
261         - NOTE: MovingObject will be deleted (MapBlockObject)\r
262 \r
263 TODO: Add a long step function to objects that is called with the time\r
264       difference when block activates\r
265 \r
266 Map:\r
267 ----\r
268 \r
269 TODO: Mineral and ground material properties\r
270       - This way mineral ground toughness can be calculated with just\r
271             some formula, as well as tool strengths\r
272 \r
273 TODO: Flowing water to actually contain flow direction information\r
274       - There is a space for this - it just has to be implemented.\r
275 \r
276 SUGG: Erosion simulation at map generation time\r
277         - Simulate water flows, which would carve out dirt fast and\r
278           then turn stone into gravel and sand and relocate it.\r
279         - How about relocating minerals, too? Coal and gold in\r
280           downstream sand and gravel would be kind of cool\r
281           - This would need a better way of handling minerals, mainly\r
282                 to have mineral content as a separate field. the first\r
283                 parameter field is free for this.\r
284         - Simulate rock falling from cliffs when water has removed\r
285           enough solid rock from the bottom\r
286 \r
287 SUGG: Try out the notch way of generating maps, that is, make bunches\r
288       of low-res 3d noise and interpolate linearly.\r
289 \r
290 Mapgen v2:\r
291 * Possibly add some kind of erosion and other stuff\r
292 * Better water generation (spread it to underwater caverns but don't\r
293   fill dungeons that don't touch big water masses)\r
294 * When generating a chunk and the neighboring chunk doesn't have mud\r
295   and stuff yet and the ground is fairly flat, the mud will flow to\r
296   the other chunk making nasty straight walls when the other chunk\r
297   is generated. Fix it. Maybe just a special case if the ground is\r
298   flat?\r
299 \r
300 Misc. stuff:\r
301 ------------\r
302 * Move digging property stuff from material.{h,cpp} to mapnode.cpp\r
303   - ...Or maybe move content_features to material.{h,cpp}?\r
304 \r
305 Making it more portable:\r
306 ------------------------\r
307  \r
308 Stuff to do before release:\r
309 ---------------------------\r
310 - Make grass grow slower; utilize timestamp difference\r
311 - Protocol version field\r
312 - Consider getting some textures from cisoun's texture pack\r
313         - Ask from Cisoun\r
314 - Make sure the fence implementation and data format is good\r
315         - Think about using same bits for material for fences and doors, for\r
316         example\r
317 - Make sure server handles removing grass when a block is placed (etc)\r
318     - The client should not do it by itself\r
319 - Add mouse inversion in config\r
320 - Block cube placement around player's head\r
321 - Move mineral to param2, increment map serialization version, add conversion\r
322 \r
323 Stuff to do after release:\r
324 ---------------------------\r
325 - Finish the ActiveBlockModifier stuff and use it for something\r
326 \r
327 ======================================================================\r
328 \r
329 */\r
330 \r
331 #ifdef NDEBUG\r
332         #ifdef _WIN32\r
333                 #pragma message ("Disabling unit tests")\r
334         #else\r
335                 #warning "Disabling unit tests"\r
336         #endif\r
337         // Disable unit tests\r
338         #define ENABLE_TESTS 0\r
339 #else\r
340         // Enable unit tests\r
341         #define ENABLE_TESTS 1\r
342 #endif\r
343 \r
344 #ifdef _MSC_VER\r
345         #pragma comment(lib, "Irrlicht.lib")\r
346         //#pragma comment(lib, "jthread.lib")\r
347         #pragma comment(lib, "zlibwapi.lib")\r
348         #pragma comment(lib, "Shell32.lib")\r
349         // This would get rid of the console window\r
350         //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
351 #endif\r
352 \r
353 #include <iostream>\r
354 #include <fstream>\r
355 //#include <jmutexautolock.h>\r
356 #include <locale.h>\r
357 #include "main.h"\r
358 #include "common_irrlicht.h"\r
359 #include "debug.h"\r
360 //#include "map.h"\r
361 //#include "player.h"\r
362 #include "test.h"\r
363 #include "server.h"\r
364 //#include "client.h"\r
365 #include "constants.h"\r
366 #include "porting.h"\r
367 #include "gettime.h"\r
368 #include "guiMessageMenu.h"\r
369 #include "filesys.h"\r
370 #include "config.h"\r
371 #include "guiMainMenu.h"\r
372 #include "mineral.h"\r
373 //#include "noise.h"\r
374 //#include "tile.h"\r
375 #include "materials.h"\r
376 #include "game.h"\r
377 #include "keycode.h"\r
378 \r
379 // This makes textures\r
380 ITextureSource *g_texturesource = NULL;\r
381 \r
382 /*\r
383         Settings.\r
384         These are loaded from the config file.\r
385 */\r
386 \r
387 Settings g_settings;\r
388 // This is located in defaultsettings.cpp\r
389 extern void set_default_settings();\r
390 \r
391 /*\r
392         Random stuff\r
393 */\r
394 \r
395 /*\r
396         GUI Stuff\r
397 */\r
398 \r
399 gui::IGUIEnvironment* guienv = NULL;\r
400 gui::IGUIStaticText *guiroot = NULL;\r
401 \r
402 MainMenuManager g_menumgr;\r
403 \r
404 bool noMenuActive()\r
405 {\r
406         return (g_menumgr.menuCount() == 0);\r
407 }\r
408 \r
409 // Passed to menus to allow disconnecting and exiting\r
410 \r
411 MainGameCallback *g_gamecallback = NULL;\r
412 \r
413 /*\r
414         Debug streams\r
415 */\r
416 \r
417 // Connection\r
418 std::ostream *dout_con_ptr = &dummyout;\r
419 std::ostream *derr_con_ptr = &dstream_no_stderr;\r
420 //std::ostream *dout_con_ptr = &dstream_no_stderr;\r
421 //std::ostream *derr_con_ptr = &dstream_no_stderr;\r
422 //std::ostream *dout_con_ptr = &dstream;\r
423 //std::ostream *derr_con_ptr = &dstream;\r
424 \r
425 // Server\r
426 std::ostream *dout_server_ptr = &dstream;\r
427 std::ostream *derr_server_ptr = &dstream;\r
428 \r
429 // Client\r
430 std::ostream *dout_client_ptr = &dstream;\r
431 std::ostream *derr_client_ptr = &dstream;\r
432 \r
433 /*\r
434         gettime.h implementation\r
435 */\r
436 \r
437 // A small helper class\r
438 class TimeGetter\r
439 {\r
440 public:\r
441         TimeGetter(IrrlichtDevice *device):\r
442                 m_device(device)\r
443         {}\r
444         u32 getTime()\r
445         {\r
446                 if(m_device == NULL)\r
447                         return 0;\r
448                 return m_device->getTimer()->getRealTime();\r
449         }\r
450 private:\r
451         IrrlichtDevice *m_device;\r
452 };\r
453 \r
454 // A pointer to a global instance of the time getter\r
455 TimeGetter *g_timegetter = NULL;\r
456 \r
457 u32 getTimeMs()\r
458 {\r
459         if(g_timegetter == NULL)\r
460                 return 0;\r
461         return g_timegetter->getTime();\r
462 }\r
463 \r
464 /*\r
465         Event handler for Irrlicht\r
466 \r
467         NOTE: Everything possible should be moved out from here,\r
468               probably to InputHandler and the_game\r
469 */\r
470 \r
471 class MyEventReceiver : public IEventReceiver\r
472 {\r
473 public:\r
474         // This is the one method that we have to implement\r
475         virtual bool OnEvent(const SEvent& event)\r
476         {\r
477                 /*\r
478                         React to nothing here if a menu is active\r
479                 */\r
480                 if(noMenuActive() == false)\r
481                 {\r
482                         return false;\r
483                 }\r
484 \r
485                 // Remember whether each key is down or up\r
486                 if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
487                 {\r
488                         keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;\r
489 \r
490                         if(event.KeyInput.PressedDown)\r
491                                 keyWasDown[event.KeyInput.Key] = true;\r
492                 }\r
493 \r
494                 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
495                 {\r
496                         if(noMenuActive() == false)\r
497                         {\r
498                                 left_active = false;\r
499                                 middle_active = false;\r
500                                 right_active = false;\r
501                         }\r
502                         else\r
503                         {\r
504                                 //dstream<<"MyEventReceiver: mouse input"<<std::endl;\r
505                                 left_active = event.MouseInput.isLeftPressed();\r
506                                 middle_active = event.MouseInput.isMiddlePressed();\r
507                                 right_active = event.MouseInput.isRightPressed();\r
508 \r
509                                 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
510                                 {\r
511                                         leftclicked = true;\r
512                                 }\r
513                                 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
514                                 {\r
515                                         rightclicked = true;\r
516                                 }\r
517                                 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)\r
518                                 {\r
519                                         leftreleased = true;\r
520                                 }\r
521                                 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)\r
522                                 {\r
523                                         rightreleased = true;\r
524                                 }\r
525                                 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
526                                 {\r
527                                         mouse_wheel += event.MouseInput.Wheel;\r
528                                 }\r
529                         }\r
530                 }\r
531 \r
532                 return false;\r
533         }\r
534 \r
535         bool IsKeyDown(EKEY_CODE keyCode) const\r
536         {\r
537                 return keyIsDown[keyCode];\r
538         }\r
539         \r
540         // Checks whether a key was down and resets the state\r
541         bool WasKeyDown(EKEY_CODE keyCode)\r
542         {\r
543                 bool b = keyWasDown[keyCode];\r
544                 keyWasDown[keyCode] = false;\r
545                 return b;\r
546         }\r
547 \r
548         s32 getMouseWheel()\r
549         {\r
550                 s32 a = mouse_wheel;\r
551                 mouse_wheel = 0;\r
552                 return a;\r
553         }\r
554 \r
555         void clearInput()\r
556         {\r
557                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)\r
558                 {\r
559                         keyIsDown[i] = false;\r
560                         keyWasDown[i] = false;\r
561                 }\r
562                 \r
563                 leftclicked = false;\r
564                 rightclicked = false;\r
565                 leftreleased = false;\r
566                 rightreleased = false;\r
567 \r
568                 left_active = false;\r
569                 middle_active = false;\r
570                 right_active = false;\r
571 \r
572                 mouse_wheel = 0;\r
573         }\r
574 \r
575         MyEventReceiver()\r
576         {\r
577                 clearInput();\r
578         }\r
579 \r
580         bool leftclicked;\r
581         bool rightclicked;\r
582         bool leftreleased;\r
583         bool rightreleased;\r
584 \r
585         bool left_active;\r
586         bool middle_active;\r
587         bool right_active;\r
588 \r
589         s32 mouse_wheel;\r
590 \r
591 private:\r
592         IrrlichtDevice *m_device;\r
593         \r
594         // The current state of keys\r
595         bool keyIsDown[KEY_KEY_CODES_COUNT];\r
596         // Whether a key has been pressed or not\r
597         bool keyWasDown[KEY_KEY_CODES_COUNT];\r
598 };\r
599 \r
600 /*\r
601         Separated input handler\r
602 */\r
603 \r
604 class RealInputHandler : public InputHandler\r
605 {\r
606 public:\r
607         RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):\r
608                 m_device(device),\r
609                 m_receiver(receiver)\r
610         {\r
611         }\r
612         virtual bool isKeyDown(EKEY_CODE keyCode)\r
613         {\r
614                 return m_receiver->IsKeyDown(keyCode);\r
615         }\r
616         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
617         {\r
618                 return m_receiver->WasKeyDown(keyCode);\r
619         }\r
620         virtual v2s32 getMousePos()\r
621         {\r
622                 return m_device->getCursorControl()->getPosition();\r
623         }\r
624         virtual void setMousePos(s32 x, s32 y)\r
625         {\r
626                 m_device->getCursorControl()->setPosition(x, y);\r
627         }\r
628 \r
629         virtual bool getLeftState()\r
630         {\r
631                 return m_receiver->left_active;\r
632         }\r
633         virtual bool getRightState()\r
634         {\r
635                 return m_receiver->right_active;\r
636         }\r
637         \r
638         virtual bool getLeftClicked()\r
639         {\r
640                 return m_receiver->leftclicked;\r
641         }\r
642         virtual bool getRightClicked()\r
643         {\r
644                 return m_receiver->rightclicked;\r
645         }\r
646         virtual void resetLeftClicked()\r
647         {\r
648                 m_receiver->leftclicked = false;\r
649         }\r
650         virtual void resetRightClicked()\r
651         {\r
652                 m_receiver->rightclicked = false;\r
653         }\r
654 \r
655         virtual bool getLeftReleased()\r
656         {\r
657                 return m_receiver->leftreleased;\r
658         }\r
659         virtual bool getRightReleased()\r
660         {\r
661                 return m_receiver->rightreleased;\r
662         }\r
663         virtual void resetLeftReleased()\r
664         {\r
665                 m_receiver->leftreleased = false;\r
666         }\r
667         virtual void resetRightReleased()\r
668         {\r
669                 m_receiver->rightreleased = false;\r
670         }\r
671 \r
672         virtual s32 getMouseWheel()\r
673         {\r
674                 return m_receiver->getMouseWheel();\r
675         }\r
676 \r
677         void clear()\r
678         {\r
679                 m_receiver->clearInput();\r
680         }\r
681 private:\r
682         IrrlichtDevice *m_device;\r
683         MyEventReceiver *m_receiver;\r
684 };\r
685 \r
686 class RandomInputHandler : public InputHandler\r
687 {\r
688 public:\r
689         RandomInputHandler()\r
690         {\r
691                 leftdown = false;\r
692                 rightdown = false;\r
693                 leftclicked = false;\r
694                 rightclicked = false;\r
695                 leftreleased = false;\r
696                 rightreleased = false;\r
697                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
698                         keydown[i] = false;\r
699         }\r
700         virtual bool isKeyDown(EKEY_CODE keyCode)\r
701         {\r
702                 return keydown[keyCode];\r
703         }\r
704         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
705         {\r
706                 return false;\r
707         }\r
708         virtual v2s32 getMousePos()\r
709         {\r
710                 return mousepos;\r
711         }\r
712         virtual void setMousePos(s32 x, s32 y)\r
713         {\r
714                 mousepos = v2s32(x,y);\r
715         }\r
716 \r
717         virtual bool getLeftState()\r
718         {\r
719                 return leftdown;\r
720         }\r
721         virtual bool getRightState()\r
722         {\r
723                 return rightdown;\r
724         }\r
725 \r
726         virtual bool getLeftClicked()\r
727         {\r
728                 return leftclicked;\r
729         }\r
730         virtual bool getRightClicked()\r
731         {\r
732                 return rightclicked;\r
733         }\r
734         virtual void resetLeftClicked()\r
735         {\r
736                 leftclicked = false;\r
737         }\r
738         virtual void resetRightClicked()\r
739         {\r
740                 rightclicked = false;\r
741         }\r
742 \r
743         virtual bool getLeftReleased()\r
744         {\r
745                 return leftreleased;\r
746         }\r
747         virtual bool getRightReleased()\r
748         {\r
749                 return rightreleased;\r
750         }\r
751         virtual void resetLeftReleased()\r
752         {\r
753                 leftreleased = false;\r
754         }\r
755         virtual void resetRightReleased()\r
756         {\r
757                 rightreleased = false;\r
758         }\r
759 \r
760         virtual s32 getMouseWheel()\r
761         {\r
762                 return 0;\r
763         }\r
764 \r
765         virtual void step(float dtime)\r
766         {\r
767                 {\r
768                         static float counter1 = 0;\r
769                         counter1 -= dtime;\r
770                         if(counter1 < 0.0)\r
771                         {\r
772                                 counter1 = 0.1*Rand(1, 40);\r
773                                 keydown[getKeySetting("keymap_jump")] =\r
774                                                 !keydown[getKeySetting("keymap_jump")];\r
775                         }\r
776                 }\r
777                 {\r
778                         static float counter1 = 0;\r
779                         counter1 -= dtime;\r
780                         if(counter1 < 0.0)\r
781                         {\r
782                                 counter1 = 0.1*Rand(1, 40);\r
783                                 keydown[getKeySetting("keymap_special1")] =\r
784                                                 !keydown[getKeySetting("keymap_special1")];\r
785                         }\r
786                 }\r
787                 {\r
788                         static float counter1 = 0;\r
789                         counter1 -= dtime;\r
790                         if(counter1 < 0.0)\r
791                         {\r
792                                 counter1 = 0.1*Rand(1, 40);\r
793                                 keydown[getKeySetting("keymap_forward")] =\r
794                                                 !keydown[getKeySetting("keymap_forward")];\r
795                         }\r
796                 }\r
797                 {\r
798                         static float counter1 = 0;\r
799                         counter1 -= dtime;\r
800                         if(counter1 < 0.0)\r
801                         {\r
802                                 counter1 = 0.1*Rand(1, 40);\r
803                                 keydown[getKeySetting("keymap_left")] =\r
804                                                 !keydown[getKeySetting("keymap_left")];\r
805                         }\r
806                 }\r
807                 {\r
808                         static float counter1 = 0;\r
809                         counter1 -= dtime;\r
810                         if(counter1 < 0.0)\r
811                         {\r
812                                 counter1 = 0.1*Rand(1, 20);\r
813                                 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));\r
814                         }\r
815                 }\r
816                 {\r
817                         static float counter1 = 0;\r
818                         counter1 -= dtime;\r
819                         if(counter1 < 0.0)\r
820                         {\r
821                                 counter1 = 0.1*Rand(1, 30);\r
822                                 leftdown = !leftdown;\r
823                                 if(leftdown)\r
824                                         leftclicked = true;\r
825                                 if(!leftdown)\r
826                                         leftreleased = true;\r
827                         }\r
828                 }\r
829                 {\r
830                         static float counter1 = 0;\r
831                         counter1 -= dtime;\r
832                         if(counter1 < 0.0)\r
833                         {\r
834                                 counter1 = 0.1*Rand(1, 15);\r
835                                 rightdown = !rightdown;\r
836                                 if(rightdown)\r
837                                         rightclicked = true;\r
838                                 if(!rightdown)\r
839                                         rightreleased = true;\r
840                         }\r
841                 }\r
842                 mousepos += mousespeed;\r
843         }\r
844 \r
845         s32 Rand(s32 min, s32 max)\r
846         {\r
847                 return (myrand()%(max-min+1))+min;\r
848         }\r
849 private:\r
850         bool keydown[KEY_KEY_CODES_COUNT];\r
851         v2s32 mousepos;\r
852         v2s32 mousespeed;\r
853         bool leftdown;\r
854         bool rightdown;\r
855         bool leftclicked;\r
856         bool rightclicked;\r
857         bool leftreleased;\r
858         bool rightreleased;\r
859 };\r
860 \r
861 // These are defined global so that they're not optimized too much.\r
862 // Can't change them to volatile.\r
863 s16 temp16;\r
864 f32 tempf;\r
865 v3f tempv3f1;\r
866 v3f tempv3f2;\r
867 std::string tempstring;\r
868 std::string tempstring2;\r
869 \r
870 void SpeedTests()\r
871 {\r
872         {\r
873                 dstream<<"The following test should take around 20ms."<<std::endl;\r
874                 TimeTaker timer("Testing std::string speed");\r
875                 const u32 jj = 10000;\r
876                 for(u32 j=0; j<jj; j++)\r
877                 {\r
878                         tempstring = "";\r
879                         tempstring2 = "";\r
880                         const u32 ii = 10;\r
881                         for(u32 i=0; i<ii; i++){\r
882                                 tempstring2 += "asd";\r
883                         }\r
884                         for(u32 i=0; i<ii+1; i++){\r
885                                 tempstring += "asd";\r
886                                 if(tempstring == tempstring2)\r
887                                         break;\r
888                         }\r
889                 }\r
890         }\r
891         \r
892         dstream<<"All of the following tests should take around 100ms each."\r
893                         <<std::endl;\r
894 \r
895         {\r
896                 TimeTaker timer("Testing floating-point conversion speed");\r
897                 tempf = 0.001;\r
898                 for(u32 i=0; i<4000000; i++){\r
899                         temp16 += tempf;\r
900                         tempf += 0.001;\r
901                 }\r
902         }\r
903         \r
904         {\r
905                 TimeTaker timer("Testing floating-point vector speed");\r
906 \r
907                 tempv3f1 = v3f(1,2,3);\r
908                 tempv3f2 = v3f(4,5,6);\r
909                 for(u32 i=0; i<10000000; i++){\r
910                         tempf += tempv3f1.dotProduct(tempv3f2);\r
911                         tempv3f2 += v3f(7,8,9);\r
912                 }\r
913         }\r
914 \r
915         {\r
916                 TimeTaker timer("Testing core::map speed");\r
917                 \r
918                 core::map<v2s16, f32> map1;\r
919                 tempf = -324;\r
920                 const s16 ii=300;\r
921                 for(s16 y=0; y<ii; y++){\r
922                         for(s16 x=0; x<ii; x++){\r
923                                 map1.insert(v2s16(x,y), tempf);\r
924                                 tempf += 1;\r
925                         }\r
926                 }\r
927                 for(s16 y=ii-1; y>=0; y--){\r
928                         for(s16 x=0; x<ii; x++){\r
929                                 tempf = map1[v2s16(x,y)];\r
930                         }\r
931                 }\r
932         }\r
933 \r
934         {\r
935                 dstream<<"Around 5000/ms should do well here."<<std::endl;\r
936                 TimeTaker timer("Testing mutex speed");\r
937                 \r
938                 JMutex m;\r
939                 m.Init();\r
940                 u32 n = 0;\r
941                 u32 i = 0;\r
942                 do{\r
943                         n += 10000;\r
944                         for(; i<n; i++){\r
945                                 m.Lock();\r
946                                 m.Unlock();\r
947                         }\r
948                 }\r
949                 // Do at least 10ms\r
950                 while(timer.getTime() < 10);\r
951 \r
952                 u32 dtime = timer.stop();\r
953                 u32 per_ms = n / dtime;\r
954                 std::cout<<"Done. "<<dtime<<"ms, "\r
955                                 <<per_ms<<"/ms"<<std::endl;\r
956         }\r
957 }\r
958 \r
959 void drawMenuBackground(video::IVideoDriver* driver)\r
960 {\r
961         core::dimension2d<u32> screensize = driver->getScreenSize();\r
962                 \r
963         video::ITexture *bgtexture =\r
964                         driver->getTexture(getTexturePath("mud.png").c_str());\r
965         if(bgtexture)\r
966         {\r
967                 s32 texturesize = 128;\r
968                 s32 tiled_y = screensize.Height / texturesize + 1;\r
969                 s32 tiled_x = screensize.Width / texturesize + 1;\r
970                 \r
971                 for(s32 y=0; y<tiled_y; y++)\r
972                 for(s32 x=0; x<tiled_x; x++)\r
973                 {\r
974                         core::rect<s32> rect(0,0,texturesize,texturesize);\r
975                         rect += v2s32(x*texturesize, y*texturesize);\r
976                         driver->draw2DImage(bgtexture, rect,\r
977                                 core::rect<s32>(core::position2d<s32>(0,0),\r
978                                 core::dimension2di(bgtexture->getSize())),\r
979                                 NULL, NULL, true);\r
980                 }\r
981         }\r
982         \r
983         video::ITexture *logotexture =\r
984                         driver->getTexture(getTexturePath("menulogo.png").c_str());\r
985         if(logotexture)\r
986         {\r
987                 v2s32 logosize(logotexture->getOriginalSize().Width,\r
988                                 logotexture->getOriginalSize().Height);\r
989                 logosize *= 4;\r
990 \r
991                 video::SColor bgcolor(255,50,50,50);\r
992                 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,\r
993                                 screensize.Width, screensize.Height);\r
994                 driver->draw2DRectangle(bgcolor, bgrect, NULL);\r
995 \r
996                 core::rect<s32> rect(0,0,logosize.X,logosize.Y);\r
997                 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);\r
998                 rect -= v2s32(logosize.X/2, 0);\r
999                 driver->draw2DImage(logotexture, rect,\r
1000                         core::rect<s32>(core::position2d<s32>(0,0),\r
1001                         core::dimension2di(logotexture->getSize())),\r
1002                         NULL, NULL, true);\r
1003         }\r
1004 }\r
1005 \r
1006 int main(int argc, char *argv[])\r
1007 {\r
1008         /*\r
1009                 Parse command line\r
1010         */\r
1011         \r
1012         // List all allowed options\r
1013         core::map<std::string, ValueSpec> allowed_options;\r
1014         allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));\r
1015         allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,\r
1016                         "Run server directly"));\r
1017         allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,\r
1018                         "Load configuration from specified file"));\r
1019         allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));\r
1020         allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));\r
1021         allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));\r
1022         allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1023         allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1024         allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));\r
1025 #ifdef _WIN32\r
1026         allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));\r
1027 #endif\r
1028         allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));\r
1029 \r
1030         Settings cmd_args;\r
1031         \r
1032         bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);\r
1033 \r
1034         if(ret == false || cmd_args.getFlag("help"))\r
1035         {\r
1036                 dstream<<"Allowed options:"<<std::endl;\r
1037                 for(core::map<std::string, ValueSpec>::Iterator\r
1038                                 i = allowed_options.getIterator();\r
1039                                 i.atEnd() == false; i++)\r
1040                 {\r
1041                         dstream<<"  --"<<i.getNode()->getKey();\r
1042                         if(i.getNode()->getValue().type == VALUETYPE_FLAG)\r
1043                         {\r
1044                         }\r
1045                         else\r
1046                         {\r
1047                                 dstream<<" <value>";\r
1048                         }\r
1049                         dstream<<std::endl;\r
1050 \r
1051                         if(i.getNode()->getValue().help != NULL)\r
1052                         {\r
1053                                 dstream<<"      "<<i.getNode()->getValue().help\r
1054                                                 <<std::endl;\r
1055                         }\r
1056                 }\r
1057 \r
1058                 return cmd_args.getFlag("help") ? 0 : 1;\r
1059         }\r
1060         \r
1061         /*\r
1062                 Low-level initialization\r
1063         */\r
1064 \r
1065         bool disable_stderr = false;\r
1066 #ifdef _WIN32\r
1067         if(cmd_args.getFlag("dstream-on-stderr") == false)\r
1068                 disable_stderr = true;\r
1069 #endif\r
1070 \r
1071         // Initialize debug streams\r
1072         debugstreams_init(disable_stderr, DEBUGFILE);\r
1073         // Initialize debug stacks\r
1074         debug_stacks_init();\r
1075 \r
1076         DSTACK(__FUNCTION_NAME);\r
1077 \r
1078         porting::signal_handler_init();\r
1079         bool &kill = *porting::signal_handler_killstatus();\r
1080         \r
1081         porting::initializePaths();\r
1082         // Create user data directory\r
1083         fs::CreateDir(porting::path_userdata);\r
1084         \r
1085         // C-style stuff initialization\r
1086         initializeMaterialProperties();\r
1087 \r
1088         // Debug handler\r
1089         BEGIN_DEBUG_EXCEPTION_HANDLER\r
1090 \r
1091         // Print startup message\r
1092         dstream<<DTIME<<"minetest-c55"\r
1093                         " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
1094                         <<", "<<BUILD_INFO\r
1095                         <<std::endl;\r
1096         \r
1097         /*\r
1098                 Basic initialization\r
1099         */\r
1100 \r
1101         // Initialize default settings\r
1102         set_default_settings();\r
1103         \r
1104         // Set locale. This is for forcing '.' as the decimal point.\r
1105         std::locale::global(std::locale("C"));\r
1106         // This enables printing all characters in bitmap font\r
1107         setlocale(LC_CTYPE, "en_US");\r
1108 \r
1109         // Initialize sockets\r
1110         sockets_init();\r
1111         atexit(sockets_cleanup);\r
1112         \r
1113         /*\r
1114                 Initialization\r
1115         */\r
1116 \r
1117         /*\r
1118                 Read config file\r
1119         */\r
1120         \r
1121         // Path of configuration file in use\r
1122         std::string configpath = "";\r
1123         \r
1124         if(cmd_args.exists("config"))\r
1125         {\r
1126                 bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());\r
1127                 if(r == false)\r
1128                 {\r
1129                         dstream<<"Could not read configuration from \""\r
1130                                         <<cmd_args.get("config")<<"\""<<std::endl;\r
1131                         return 1;\r
1132                 }\r
1133                 configpath = cmd_args.get("config");\r
1134         }\r
1135         else\r
1136         {\r
1137                 core::array<std::string> filenames;\r
1138                 filenames.push_back(porting::path_userdata + "/minetest.conf");\r
1139 #ifdef RUN_IN_PLACE\r
1140                 filenames.push_back(porting::path_userdata + "/../minetest.conf");\r
1141 #endif\r
1142 \r
1143                 for(u32 i=0; i<filenames.size(); i++)\r
1144                 {\r
1145                         bool r = g_settings.readConfigFile(filenames[i].c_str());\r
1146                         if(r)\r
1147                         {\r
1148                                 configpath = filenames[i];\r
1149                                 break;\r
1150                         }\r
1151                 }\r
1152                 \r
1153                 // If no path found, use the first one (menu creates the file)\r
1154                 if(configpath == "")\r
1155                         configpath = filenames[0];\r
1156         }\r
1157 \r
1158         // Initialize random seed\r
1159         srand(time(0));\r
1160         mysrand(time(0));\r
1161 \r
1162         /*\r
1163                 Pre-initialize some stuff with a dummy irrlicht wrapper.\r
1164 \r
1165                 These are needed for unit tests at least.\r
1166         */\r
1167         \r
1168         // Initial call with g_texturesource not set.\r
1169         init_mapnode();\r
1170 \r
1171         /*\r
1172                 Run unit tests\r
1173         */\r
1174 \r
1175         if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)\r
1176                         || cmd_args.getFlag("enable-unittests") == true)\r
1177         {\r
1178                 run_tests();\r
1179         }\r
1180         \r
1181         /*for(s16 y=-100; y<100; y++)\r
1182         for(s16 x=-100; x<100; x++)\r
1183         {\r
1184                 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;\r
1185         }\r
1186         return 0;*/\r
1187         \r
1188         /*\r
1189                 Game parameters\r
1190         */\r
1191 \r
1192         // Port\r
1193         u16 port = 30000;\r
1194         if(cmd_args.exists("port"))\r
1195                 port = cmd_args.getU16("port");\r
1196         else if(g_settings.exists("port"))\r
1197                 port = g_settings.getU16("port");\r
1198         if(port == 0)\r
1199                 port = 30000;\r
1200         \r
1201         // Map directory\r
1202         std::string map_dir = porting::path_userdata+"/world";\r
1203         if(cmd_args.exists("map-dir"))\r
1204                 map_dir = cmd_args.get("map-dir");\r
1205         else if(g_settings.exists("map-dir"))\r
1206                 map_dir = g_settings.get("map-dir");\r
1207         \r
1208         // Run dedicated server if asked to\r
1209         if(cmd_args.getFlag("server"))\r
1210         {\r
1211                 DSTACK("Dedicated server branch");\r
1212 \r
1213                 // Create server\r
1214                 Server server(map_dir.c_str());\r
1215                 server.start(port);\r
1216                 \r
1217                 // Run server\r
1218                 dedicated_server_loop(server, kill);\r
1219 \r
1220                 return 0;\r
1221         }\r
1222 \r
1223 \r
1224         /*\r
1225                 More parameters\r
1226         */\r
1227         \r
1228         // Address to connect to\r
1229         std::string address = "";\r
1230         \r
1231         if(cmd_args.exists("address"))\r
1232         {\r
1233                 address = cmd_args.get("address");\r
1234         }\r
1235         else\r
1236         {\r
1237                 address = g_settings.get("address");\r
1238         }\r
1239         \r
1240         std::string playername = g_settings.get("name");\r
1241 \r
1242         /*\r
1243                 Device initialization\r
1244         */\r
1245 \r
1246         // Resolution selection\r
1247         \r
1248         bool fullscreen = false;\r
1249         u16 screenW = g_settings.getU16("screenW");\r
1250         u16 screenH = g_settings.getU16("screenH");\r
1251 \r
1252         // Determine driver\r
1253 \r
1254         video::E_DRIVER_TYPE driverType;\r
1255         \r
1256         std::string driverstring = g_settings.get("video_driver");\r
1257 \r
1258         if(driverstring == "null")\r
1259                 driverType = video::EDT_NULL;\r
1260         else if(driverstring == "software")\r
1261                 driverType = video::EDT_SOFTWARE;\r
1262         else if(driverstring == "burningsvideo")\r
1263                 driverType = video::EDT_BURNINGSVIDEO;\r
1264         else if(driverstring == "direct3d8")\r
1265                 driverType = video::EDT_DIRECT3D8;\r
1266         else if(driverstring == "direct3d9")\r
1267                 driverType = video::EDT_DIRECT3D9;\r
1268         else if(driverstring == "opengl")\r
1269                 driverType = video::EDT_OPENGL;\r
1270         else\r
1271         {\r
1272                 dstream<<"WARNING: Invalid video_driver specified; defaulting "\r
1273                                 "to opengl"<<std::endl;\r
1274                 driverType = video::EDT_OPENGL;\r
1275         }\r
1276 \r
1277         /*\r
1278                 Create device and exit if creation failed\r
1279         */\r
1280 \r
1281         MyEventReceiver receiver;\r
1282 \r
1283         IrrlichtDevice *device;\r
1284         device = createDevice(driverType,\r
1285                         core::dimension2d<u32>(screenW, screenH),\r
1286                         16, fullscreen, false, false, &receiver);\r
1287 \r
1288         if (device == 0)\r
1289                 return 1; // could not create selected driver.\r
1290         \r
1291         // Set device in game parameters\r
1292         device = device;\r
1293         \r
1294         // Create time getter\r
1295         g_timegetter = new TimeGetter(device);\r
1296         \r
1297         // Create game callback for menus\r
1298         g_gamecallback = new MainGameCallback(device);\r
1299         \r
1300         // Create texture source\r
1301         g_texturesource = new TextureSource(device);\r
1302 \r
1303         /*\r
1304                 Speed tests (done after irrlicht is loaded to get timer)\r
1305         */\r
1306         if(cmd_args.getFlag("speedtests"))\r
1307         {\r
1308                 dstream<<"Running speed tests"<<std::endl;\r
1309                 SpeedTests();\r
1310                 return 0;\r
1311         }\r
1312         \r
1313         device->setResizable(true);\r
1314 \r
1315         bool random_input = g_settings.getBool("random_input")\r
1316                         || cmd_args.getFlag("random-input");\r
1317         InputHandler *input = NULL;\r
1318         if(random_input)\r
1319                 input = new RandomInputHandler();\r
1320         else\r
1321                 input = new RealInputHandler(device, &receiver);\r
1322         \r
1323         /*\r
1324                 Continue initialization\r
1325         */\r
1326 \r
1327         //video::IVideoDriver* driver = device->getVideoDriver();\r
1328 \r
1329         /*\r
1330                 This changes the minimum allowed number of vertices in a VBO.\r
1331                 Default is 500.\r
1332         */\r
1333         //driver->setMinHardwareBufferVertexCount(50);\r
1334 \r
1335         scene::ISceneManager* smgr = device->getSceneManager();\r
1336 \r
1337         guienv = device->getGUIEnvironment();\r
1338         gui::IGUISkin* skin = guienv->getSkin();\r
1339         gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());\r
1340         if(font)\r
1341                 skin->setFont(font);\r
1342         else\r
1343                 dstream<<"WARNING: Font file was not found."\r
1344                                 " Using default font."<<std::endl;\r
1345         // If font was not found, this will get us one\r
1346         font = skin->getFont();\r
1347         assert(font);\r
1348         \r
1349         u32 text_height = font->getDimension(L"Hello, world!").Height;\r
1350         dstream<<"text_height="<<text_height<<std::endl;\r
1351 \r
1352         //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));\r
1353         skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));\r
1354         //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));\r
1355         //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));\r
1356         skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
1357         skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
1358         \r
1359         /*\r
1360                 Preload some textures and stuff\r
1361         */\r
1362 \r
1363         init_content_inventory_texture_paths();\r
1364         init_mapnode(); // Second call with g_texturesource set\r
1365         init_mineral();\r
1366 \r
1367         /*\r
1368                 GUI stuff\r
1369         */\r
1370 \r
1371         /*\r
1372                 If an error occurs, this is set to something and the\r
1373                 menu-game loop is restarted. It is then displayed before\r
1374                 the menu.\r
1375         */\r
1376         std::wstring error_message = L"";\r
1377 \r
1378         // The password entered during the menu screen,\r
1379         std::string password;\r
1380 \r
1381         /*\r
1382                 Menu-game loop\r
1383         */\r
1384         while(device->run() && kill == false)\r
1385         {\r
1386 \r
1387                 // This is used for catching disconnects\r
1388                 try\r
1389                 {\r
1390 \r
1391                         /*\r
1392                                 Clear everything from the GUIEnvironment\r
1393                         */\r
1394                         guienv->clear();\r
1395                         \r
1396                         /*\r
1397                                 We need some kind of a root node to be able to add\r
1398                                 custom gui elements directly on the screen.\r
1399                                 Otherwise they won't be automatically drawn.\r
1400                         */\r
1401                         guiroot = guienv->addStaticText(L"",\r
1402                                         core::rect<s32>(0, 0, 10000, 10000));\r
1403                         \r
1404                         /*\r
1405                                 Out-of-game menu loop.\r
1406 \r
1407                                 Loop quits when menu returns proper parameters.\r
1408                         */\r
1409                         while(kill == false)\r
1410                         {\r
1411                                 // Cursor can be non-visible when coming from the game\r
1412                                 device->getCursorControl()->setVisible(true);\r
1413                                 // Some stuff are left to scene manager when coming from the game\r
1414                                 // (map at least?)\r
1415                                 smgr->clear();\r
1416                                 // Reset or hide the debug gui texts\r
1417                                 /*guitext->setText(L"Minetest-c55");\r
1418                                 guitext2->setVisible(false);\r
1419                                 guitext_info->setVisible(false);\r
1420                                 guitext_chat->setVisible(false);*/\r
1421                                 \r
1422                                 // Initialize menu data\r
1423                                 MainMenuData menudata;\r
1424                                 menudata.address = narrow_to_wide(address);\r
1425                                 menudata.name = narrow_to_wide(playername);\r
1426                                 menudata.port = narrow_to_wide(itos(port));\r
1427                                 menudata.fancy_trees = g_settings.getBool("new_style_leaves");\r
1428                                 menudata.smooth_lighting = g_settings.getBool("smooth_lighting");\r
1429                                 menudata.creative_mode = g_settings.getBool("creative_mode");\r
1430                                 menudata.enable_damage = g_settings.getBool("enable_damage");\r
1431 \r
1432                                 GUIMainMenu *menu =\r
1433                                                 new GUIMainMenu(guienv, guiroot, -1, \r
1434                                                         &g_menumgr, &menudata, g_gamecallback);\r
1435                                 menu->allowFocusRemoval(true);\r
1436 \r
1437                                 if(error_message != L"")\r
1438                                 {\r
1439                                         dstream<<"WARNING: error_message = "\r
1440                                                         <<wide_to_narrow(error_message)<<std::endl;\r
1441 \r
1442                                         GUIMessageMenu *menu2 =\r
1443                                                         new GUIMessageMenu(guienv, guiroot, -1, \r
1444                                                                 &g_menumgr, error_message.c_str());\r
1445                                         menu2->drop();\r
1446                                         error_message = L"";\r
1447                                 }\r
1448 \r
1449                                 video::IVideoDriver* driver = device->getVideoDriver();\r
1450                                 \r
1451                                 dstream<<"Created main menu"<<std::endl;\r
1452 \r
1453                                 while(device->run() && kill == false)\r
1454                                 {\r
1455                                         if(menu->getStatus() == true)\r
1456                                                 break;\r
1457 \r
1458                                         //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
1459                                         driver->beginScene(true, true, video::SColor(255,128,128,128));\r
1460 \r
1461                                         drawMenuBackground(driver);\r
1462 \r
1463                                         guienv->drawAll();\r
1464                                         \r
1465                                         driver->endScene();\r
1466                                         \r
1467                                         // On some computers framerate doesn't seem to be\r
1468                                         // automatically limited\r
1469                                         sleep_ms(25);\r
1470                                 }\r
1471                                 \r
1472                                 // Break out of menu-game loop to shut down cleanly\r
1473                                 if(device->run() == false || kill == true)\r
1474                                         break;\r
1475                                 \r
1476                                 dstream<<"Dropping main menu"<<std::endl;\r
1477 \r
1478                                 menu->drop();\r
1479                                 \r
1480                                 // Delete map if requested\r
1481                                 if(menudata.delete_map)\r
1482                                 {\r
1483                                         bool r = fs::RecursiveDeleteContent(map_dir);\r
1484                                         if(r == false)\r
1485                                                 error_message = L"Delete failed";\r
1486                                         continue;\r
1487                                 }\r
1488 \r
1489                                 playername = wide_to_narrow(menudata.name);\r
1490 \r
1491                                 password = translatePassword(playername, menudata.password);\r
1492 \r
1493                                 address = wide_to_narrow(menudata.address);\r
1494                                 int newport = stoi(wide_to_narrow(menudata.port));\r
1495                                 if(newport != 0)\r
1496                                         port = newport;\r
1497                                 g_settings.set("new_style_leaves", itos(menudata.fancy_trees));\r
1498                                 g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));\r
1499                                 g_settings.set("creative_mode", itos(menudata.creative_mode));\r
1500                                 g_settings.set("enable_damage", itos(menudata.enable_damage));\r
1501                                 \r
1502                                 /*// Check for valid parameters, restart menu if invalid.\r
1503                                 if(playername == "")\r
1504                                 {\r
1505                                         error_message = L"Name required.";\r
1506                                         continue;\r
1507                                 }\r
1508                                 // Check that name has only valid chars\r
1509                                 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)\r
1510                                 {\r
1511                                         error_message = L"Characters allowed: "\r
1512                                                         +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);\r
1513                                         continue;\r
1514                                 }*/\r
1515 \r
1516                                 // Save settings\r
1517                                 g_settings.set("name", playername);\r
1518                                 g_settings.set("address", address);\r
1519                                 g_settings.set("port", itos(port));\r
1520                                 // Update configuration file\r
1521                                 if(configpath != "")\r
1522                                         g_settings.updateConfigFile(configpath.c_str());\r
1523                         \r
1524                                 // Continue to game\r
1525                                 break;\r
1526                         }\r
1527                         \r
1528                         // Break out of menu-game loop to shut down cleanly\r
1529                         if(device->run() == false)\r
1530                                 break;\r
1531                         \r
1532                         // Initialize mapnode again to enable changed graphics settings\r
1533                         init_mapnode();\r
1534 \r
1535                         /*\r
1536                                 Run game\r
1537                         */\r
1538                         the_game(\r
1539                                 kill,\r
1540                                 random_input,\r
1541                                 input,\r
1542                                 device,\r
1543                                 font,\r
1544                                 map_dir,\r
1545                                 playername,\r
1546                                 password,\r
1547                                 address,\r
1548                                 port,\r
1549                                 error_message\r
1550                         );\r
1551 \r
1552                 } //try\r
1553                 catch(con::PeerNotFoundException &e)\r
1554                 {\r
1555                         dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;\r
1556                         error_message = L"Connection error (timed out?)";\r
1557                 }\r
1558                 catch(SocketException &e)\r
1559                 {\r
1560                         dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;\r
1561                         error_message = L"Socket error (port already in use?)";\r
1562                 }\r
1563 #ifdef NDEBUG\r
1564                 catch(std::exception &e)\r
1565                 {\r
1566                         std::string narrow_message = "Some exception, what()=\"";\r
1567                         narrow_message += e.what();\r
1568                         narrow_message += "\"";\r
1569                         dstream<<DTIME<<narrow_message<<std::endl;\r
1570                         error_message = narrow_to_wide(narrow_message);\r
1571                 }\r
1572 #endif\r
1573 \r
1574         } // Menu-game loop\r
1575         \r
1576         delete input;\r
1577 \r
1578         /*\r
1579                 In the end, delete the Irrlicht device.\r
1580         */\r
1581         device->drop();\r
1582         \r
1583         END_DEBUG_EXCEPTION_HANDLER\r
1584         \r
1585         debugstreams_deinit();\r
1586         \r
1587         return 0;\r
1588 }\r
1589 \r
1590 //END\r