moved inventory menu definition of chest and furnace to content_nodemeta.{h,cpp}
[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 SUGG: Erosion simulation at map generation time\r
93         - Simulate water flows, which would carve out dirt fast and\r
94           then turn stone into gravel and sand and relocate it.\r
95         - How about relocating minerals, too? Coal and gold in\r
96           downstream sand and gravel would be kind of cool\r
97           - This would need a better way of handling minerals, mainly\r
98                 to have mineral content as a separate field. the first\r
99                 parameter field is free for this.\r
100         - Simulate rock falling from cliffs when water has removed\r
101           enough solid rock from the bottom\r
102 \r
103 Gaming ideas:\r
104 -------------\r
105 \r
106 - Aim for something like controlling a single dwarf in Dwarf Fortress\r
107 - The player could go faster by a crafting a boat, or riding an animal\r
108 - Random NPC traders. what else?\r
109 \r
110 Game content:\r
111 -------------\r
112 \r
113 - When furnace is destroyed, move items to player's inventory\r
114 - Add lots of stuff\r
115 - Glass blocks\r
116 - Growing grass, decaying leaves\r
117         - This can be done in the active blocks I guess.\r
118         - Lots of stuff can be done in the active blocks.\r
119         - Uh, is there an active block list somewhere? I think not. Add it.\r
120 - Breaking weak structures\r
121         - This can probably be accomplished in the same way as grass\r
122 - Player health points\r
123         - When player dies, throw items on map (needs better item-on-map\r
124           implementation)\r
125 - Cobble to get mossy if near water\r
126 - More slots in furnace source list, so that multiple ingredients\r
127   are possible.\r
128 - Keys to chests?\r
129 \r
130 - The Treasure Guard; a big monster with a hammer\r
131         - The hammer does great damage, shakes the ground and removes a block\r
132         - You can drop on top of it, and have some time to attack there\r
133           before he shakes you off\r
134 \r
135 - Maybe the difficulty could come from monsters getting tougher in\r
136   far-away places, and the player starting to need something from\r
137   there when time goes by.\r
138   - The player would have some of that stuff at the beginning, and\r
139     would need new supplies of it when it runs out\r
140 \r
141 - A bomb\r
142 - A spread-items-on-map routine for the bomb, and for dying players\r
143 \r
144 - Fighting:\r
145   - Proper sword swing simulation\r
146   - Player should get damage from colliding to a wall at high speed\r
147 \r
148 Documentation:\r
149 --------------\r
150 \r
151 Build system / running:\r
152 -----------------------\r
153 \r
154 Networking and serialization:\r
155 -----------------------------\r
156 \r
157 SUGG: Fix address to be ipv6 compatible\r
158 \r
159 User Interface:\r
160 ---------------\r
161 \r
162 Graphics:\r
163 ---------\r
164 \r
165 SUGG: Combine MapBlock's face caches to so big pieces that VBO\r
166       can be used\r
167       - That is >500 vertices\r
168           - This is not easy; all the MapBlocks close to the player would\r
169             still need to be drawn separately and combining the blocks\r
170                 would have to happen in a background thread\r
171 \r
172 SUGG: Make fetching sector's blocks more efficient when rendering\r
173       sectors that have very large amounts of blocks (on client)\r
174           - Is this necessary at all?\r
175 \r
176 TODO: Flowing water animation\r
177 \r
178 SUGG: Draw cubes in inventory directly with 3D drawing commands, so that\r
179       animating them is easier.\r
180 \r
181 SUGG: Option for enabling proper alpha channel for textures\r
182 TODO: A setting for enabling bilinear filtering for textures\r
183 \r
184 TODO: Better control of draw_control.wanted_max_blocks\r
185 \r
186 TODO: Further investigate the use of GPU lighting in addition to the\r
187       current one\r
188 \r
189 Configuration:\r
190 --------------\r
191 \r
192 Client:\r
193 -------\r
194 \r
195 TODO: Untie client network operations from framerate\r
196       - Needs some input queues or something\r
197           - This won't give much performance boost because calculating block\r
198             meshes takes so long\r
199 \r
200 SUGG: Make morning and evening transition more smooth and maybe shorter\r
201 \r
202 TODO: Don't update all meshes always on single node changes, but\r
203       check which ones should be updated\r
204           - implement Map::updateNodeMeshes() and the usage of it\r
205           - It will give almost always a 4x boost in mesh update performance.\r
206 \r
207 - A weapon engine\r
208 \r
209 - Tool/weapon visualization\r
210 \r
211 FIXME: When disconnected to the menu, memory is not freed properly\r
212 \r
213 TODO: Investigate how much the mesh generator thread gets used when\r
214       transferring map data\r
215 \r
216 Server:\r
217 -------\r
218 \r
219 SUGG: Make an option to the server to disable building and digging near\r
220       the starting position\r
221 \r
222 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop\r
223 \r
224 * Fix the problem with the server constantly saving one or a few\r
225   blocks? List the first saved block, maybe it explains.\r
226   - It is probably caused by oscillating water\r
227 * Make a small history check to transformLiquids to detect and log\r
228   continuous oscillations, in such detail that they can be fixed.\r
229 \r
230 FIXME: The new optimized map sending doesn't sometimes send enough blocks\r
231        from big caves and such\r
232 FIXME: Block send distance configuration does not take effect for some reason\r
233 \r
234 TODO: Map saving should be done by EmergeThread\r
235 \r
236 SUGG: Map unloading based on sector reference is not very good, it keeps\r
237         unnecessary stuff in memory. I guess. Investigate this.\r
238 \r
239 TODO: When block is placed and it has param_type==CPT_FACEDIR_SIMPLE, set\r
240       the direction accordingly.\r
241 \r
242 Environment:\r
243 ------------\r
244 \r
245 TODO: A list of "active blocks" in which stuff happens. (+=done)\r
246         + Add a never-resetted game timer to the server\r
247         + Add a timestamp value to blocks\r
248         + The simple rule: All blocks near some player are "active"\r
249         - Do stuff in real time in active blocks\r
250                 + Handle objects\r
251                 TODO: Make proper hooks in here\r
252                 - Grow grass, delete leaves without a tree\r
253                 - Spawn some mobs based on some rules\r
254                 - Transform cobble to mossy cobble near water\r
255                 - Run a custom script\r
256                 - ...And all kinds of other dynamic stuff\r
257         + Keep track of when a block becomes active and becomes inactive\r
258         + When a block goes inactive:\r
259                 + Store objects statically to block\r
260                 + Store timer value as the timestamp\r
261         + When a block goes active:\r
262                 + Create active objects out of static objects\r
263                 TODO: Make proper hooks in here\r
264                 - Simulate the results of what would have happened if it would have\r
265                   been active for all the time\r
266                         - Grow a lot of grass and so on\r
267         + Initially it is fine to send information about every active object\r
268           to every player. Eventually it should be modified to only send info\r
269           about the nearest ones.\r
270                 + This was left to be done by the old system and it sends only the\r
271                   nearest ones.\r
272 \r
273 Objects:\r
274 --------\r
275 \r
276 TODO: Get rid of MapBlockObjects and use only ActiveObjects\r
277         - Skipping the MapBlockObject data is nasty - there is no "total\r
278           length" stored; have to make a SkipMBOs function which contains\r
279           enough of the current code to skip them properly.\r
280 \r
281 SUGG: MovingObject::move and Player::move are basically the same.\r
282       combine them.\r
283         - NOTE: Player::move is more up-to-date.\r
284         - NOTE: There is a simple move implementation now in collision.{h,cpp}\r
285         - NOTE: MovingObject will be deleted (MapBlockObject)\r
286 \r
287 TODO: Add a long step function to objects that is called with the time\r
288       difference when block activates\r
289 \r
290 Map:\r
291 ----\r
292 \r
293 TODO: Mineral and ground material properties\r
294       - This way mineral ground toughness can be calculated with just\r
295             some formula, as well as tool strengths\r
296           - There are TODOs in appropriate files: material.h, content_mapnode.h\r
297 \r
298 TODO: Flowing water to actually contain flow direction information\r
299       - There is a space for this - it just has to be implemented.\r
300 \r
301 SUGG: Try out the notch way of generating maps, that is, make bunches\r
302       of low-res 3d noise and interpolate linearly.\r
303 \r
304 Mapgen v2 (the current one):\r
305 * Possibly add some kind of erosion and other stuff\r
306 * Better water generation (spread it to underwater caverns but don't\r
307   fill dungeons that don't touch big water masses)\r
308 * When generating a chunk and the neighboring chunk doesn't have mud\r
309   and stuff yet and the ground is fairly flat, the mud will flow to\r
310   the other chunk making nasty straight walls when the other chunk\r
311   is generated. Fix it. Maybe just a special case if the ground is\r
312   flat?\r
313 * Consider not updating this one and make a good mainly block-based\r
314   generator\r
315 \r
316 SUGG: Make two "modified states", one that forces the block to be saved at\r
317         the next save event, and one that makes the block to be saved at exit\r
318         time.\r
319 \r
320 TODO: Add a not_fully_generated flag to MapBlock, which would be set for\r
321         blocks that contain eg. trees from neighboring generations but haven't\r
322         been generated itself. This is required for the future generator.\r
323 \r
324 Misc. stuff:\r
325 ------------\r
326 - Make sure server handles removing grass when a block is placed (etc)\r
327     - The client should not do it by itself\r
328 - Block cube placement around player's head\r
329 - Protocol version field\r
330 - Consider getting some textures from cisoun's texture pack\r
331         - Ask from Cisoun\r
332 - Make sure the fence implementation and data format is good\r
333         - Think about using same bits for material for fences and doors, for\r
334         example\r
335 - Finish the ActiveBlockModifier stuff and use it for something\r
336 - Move mineral to param2, increment map serialization version, add conversion\r
337 \r
338 TODO: Create a common interface-whatever-thing to implement custom\r
339       special blocks with an inventory menu\r
340 \r
341 Making it more portable:\r
342 ------------------------\r
343  \r
344 Stuff to do before release:\r
345 ---------------------------\r
346 \r
347 Fixes to the current release:\r
348 -----------------------------\r
349 \r
350 Stuff to do after release:\r
351 ---------------------------\r
352 \r
353 ======================================================================\r
354 \r
355 */\r
356 \r
357 #ifdef NDEBUG\r
358         #ifdef _WIN32\r
359                 #pragma message ("Disabling unit tests")\r
360         #else\r
361                 #warning "Disabling unit tests"\r
362         #endif\r
363         // Disable unit tests\r
364         #define ENABLE_TESTS 0\r
365 #else\r
366         // Enable unit tests\r
367         #define ENABLE_TESTS 1\r
368 #endif\r
369 \r
370 #ifdef _MSC_VER\r
371         #pragma comment(lib, "Irrlicht.lib")\r
372         //#pragma comment(lib, "jthread.lib")\r
373         #pragma comment(lib, "zlibwapi.lib")\r
374         #pragma comment(lib, "Shell32.lib")\r
375         // This would get rid of the console window\r
376         //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
377 #endif\r
378 \r
379 #include <iostream>\r
380 #include <fstream>\r
381 //#include <jmutexautolock.h>\r
382 #include <locale.h>\r
383 #include "main.h"\r
384 #include "common_irrlicht.h"\r
385 #include "debug.h"\r
386 //#include "map.h"\r
387 //#include "player.h"\r
388 #include "test.h"\r
389 #include "server.h"\r
390 //#include "client.h"\r
391 #include "constants.h"\r
392 #include "porting.h"\r
393 #include "gettime.h"\r
394 #include "guiMessageMenu.h"\r
395 #include "filesys.h"\r
396 #include "config.h"\r
397 #include "guiMainMenu.h"\r
398 #include "mineral.h"\r
399 //#include "noise.h"\r
400 //#include "tile.h"\r
401 #include "materials.h"\r
402 #include "game.h"\r
403 #include "keycode.h"\r
404 \r
405 // This makes textures\r
406 ITextureSource *g_texturesource = NULL;\r
407 \r
408 /*\r
409         Settings.\r
410         These are loaded from the config file.\r
411 */\r
412 \r
413 Settings g_settings;\r
414 // This is located in defaultsettings.cpp\r
415 extern void set_default_settings();\r
416 \r
417 // Global profiler\r
418 Profiler g_profiler;\r
419 \r
420 /*\r
421         Random stuff\r
422 */\r
423 \r
424 /*\r
425         GUI Stuff\r
426 */\r
427 \r
428 gui::IGUIEnvironment* guienv = NULL;\r
429 gui::IGUIStaticText *guiroot = NULL;\r
430 \r
431 MainMenuManager g_menumgr;\r
432 \r
433 bool noMenuActive()\r
434 {\r
435         return (g_menumgr.menuCount() == 0);\r
436 }\r
437 \r
438 // Passed to menus to allow disconnecting and exiting\r
439 \r
440 MainGameCallback *g_gamecallback = NULL;\r
441 \r
442 /*\r
443         Debug streams\r
444 */\r
445 \r
446 // Connection\r
447 std::ostream *dout_con_ptr = &dummyout;\r
448 std::ostream *derr_con_ptr = &dstream_no_stderr;\r
449 //std::ostream *dout_con_ptr = &dstream_no_stderr;\r
450 //std::ostream *derr_con_ptr = &dstream_no_stderr;\r
451 //std::ostream *dout_con_ptr = &dstream;\r
452 //std::ostream *derr_con_ptr = &dstream;\r
453 \r
454 // Server\r
455 std::ostream *dout_server_ptr = &dstream;\r
456 std::ostream *derr_server_ptr = &dstream;\r
457 \r
458 // Client\r
459 std::ostream *dout_client_ptr = &dstream;\r
460 std::ostream *derr_client_ptr = &dstream;\r
461 \r
462 /*\r
463         gettime.h implementation\r
464 */\r
465 \r
466 // A small helper class\r
467 class TimeGetter\r
468 {\r
469 public:\r
470         virtual u32 getTime() = 0;\r
471 };\r
472 \r
473 // A precise irrlicht one\r
474 class IrrlichtTimeGetter: public TimeGetter\r
475 {\r
476 public:\r
477         IrrlichtTimeGetter(IrrlichtDevice *device):\r
478                 m_device(device)\r
479         {}\r
480         u32 getTime()\r
481         {\r
482                 if(m_device == NULL)\r
483                         return 0;\r
484                 return m_device->getTimer()->getRealTime();\r
485         }\r
486 private:\r
487         IrrlichtDevice *m_device;\r
488 };\r
489 // Not so precise one which works without irrlicht\r
490 class SimpleTimeGetter: public TimeGetter\r
491 {\r
492 public:\r
493         u32 getTime()\r
494         {\r
495                 return porting::getTimeMs();\r
496         }\r
497 };\r
498 \r
499 // A pointer to a global instance of the time getter\r
500 // TODO: why?\r
501 TimeGetter *g_timegetter = NULL;\r
502 \r
503 u32 getTimeMs()\r
504 {\r
505         if(g_timegetter == NULL)\r
506                 return 0;\r
507         return g_timegetter->getTime();\r
508 }\r
509 \r
510 /*\r
511         Event handler for Irrlicht\r
512 \r
513         NOTE: Everything possible should be moved out from here,\r
514               probably to InputHandler and the_game\r
515 */\r
516 \r
517 class MyEventReceiver : public IEventReceiver\r
518 {\r
519 public:\r
520         // This is the one method that we have to implement\r
521         virtual bool OnEvent(const SEvent& event)\r
522         {\r
523                 /*\r
524                         React to nothing here if a menu is active\r
525                 */\r
526                 if(noMenuActive() == false)\r
527                 {\r
528                         return false;\r
529                 }\r
530 \r
531                 // Remember whether each key is down or up\r
532                 if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
533                 {\r
534                         keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;\r
535 \r
536                         if(event.KeyInput.PressedDown)\r
537                                 keyWasDown[event.KeyInput.Key] = true;\r
538                 }\r
539 \r
540                 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
541                 {\r
542                         if(noMenuActive() == false)\r
543                         {\r
544                                 left_active = false;\r
545                                 middle_active = false;\r
546                                 right_active = false;\r
547                         }\r
548                         else\r
549                         {\r
550                                 //dstream<<"MyEventReceiver: mouse input"<<std::endl;\r
551                                 left_active = event.MouseInput.isLeftPressed();\r
552                                 middle_active = event.MouseInput.isMiddlePressed();\r
553                                 right_active = event.MouseInput.isRightPressed();\r
554 \r
555                                 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
556                                 {\r
557                                         leftclicked = true;\r
558                                 }\r
559                                 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
560                                 {\r
561                                         rightclicked = true;\r
562                                 }\r
563                                 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)\r
564                                 {\r
565                                         leftreleased = true;\r
566                                 }\r
567                                 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)\r
568                                 {\r
569                                         rightreleased = true;\r
570                                 }\r
571                                 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
572                                 {\r
573                                         mouse_wheel += event.MouseInput.Wheel;\r
574                                 }\r
575                         }\r
576                 }\r
577 \r
578                 return false;\r
579         }\r
580 \r
581         bool IsKeyDown(EKEY_CODE keyCode) const\r
582         {\r
583                 return keyIsDown[keyCode];\r
584         }\r
585         \r
586         // Checks whether a key was down and resets the state\r
587         bool WasKeyDown(EKEY_CODE keyCode)\r
588         {\r
589                 bool b = keyWasDown[keyCode];\r
590                 keyWasDown[keyCode] = false;\r
591                 return b;\r
592         }\r
593 \r
594         s32 getMouseWheel()\r
595         {\r
596                 s32 a = mouse_wheel;\r
597                 mouse_wheel = 0;\r
598                 return a;\r
599         }\r
600 \r
601         void clearInput()\r
602         {\r
603                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)\r
604                 {\r
605                         keyIsDown[i] = false;\r
606                         keyWasDown[i] = false;\r
607                 }\r
608                 \r
609                 leftclicked = false;\r
610                 rightclicked = false;\r
611                 leftreleased = false;\r
612                 rightreleased = false;\r
613 \r
614                 left_active = false;\r
615                 middle_active = false;\r
616                 right_active = false;\r
617 \r
618                 mouse_wheel = 0;\r
619         }\r
620 \r
621         MyEventReceiver()\r
622         {\r
623                 clearInput();\r
624         }\r
625 \r
626         bool leftclicked;\r
627         bool rightclicked;\r
628         bool leftreleased;\r
629         bool rightreleased;\r
630 \r
631         bool left_active;\r
632         bool middle_active;\r
633         bool right_active;\r
634 \r
635         s32 mouse_wheel;\r
636 \r
637 private:\r
638         IrrlichtDevice *m_device;\r
639         \r
640         // The current state of keys\r
641         bool keyIsDown[KEY_KEY_CODES_COUNT];\r
642         // Whether a key has been pressed or not\r
643         bool keyWasDown[KEY_KEY_CODES_COUNT];\r
644 };\r
645 \r
646 /*\r
647         Separated input handler\r
648 */\r
649 \r
650 class RealInputHandler : public InputHandler\r
651 {\r
652 public:\r
653         RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):\r
654                 m_device(device),\r
655                 m_receiver(receiver)\r
656         {\r
657         }\r
658         virtual bool isKeyDown(EKEY_CODE keyCode)\r
659         {\r
660                 return m_receiver->IsKeyDown(keyCode);\r
661         }\r
662         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
663         {\r
664                 return m_receiver->WasKeyDown(keyCode);\r
665         }\r
666         virtual v2s32 getMousePos()\r
667         {\r
668                 return m_device->getCursorControl()->getPosition();\r
669         }\r
670         virtual void setMousePos(s32 x, s32 y)\r
671         {\r
672                 m_device->getCursorControl()->setPosition(x, y);\r
673         }\r
674 \r
675         virtual bool getLeftState()\r
676         {\r
677                 return m_receiver->left_active;\r
678         }\r
679         virtual bool getRightState()\r
680         {\r
681                 return m_receiver->right_active;\r
682         }\r
683         \r
684         virtual bool getLeftClicked()\r
685         {\r
686                 return m_receiver->leftclicked;\r
687         }\r
688         virtual bool getRightClicked()\r
689         {\r
690                 return m_receiver->rightclicked;\r
691         }\r
692         virtual void resetLeftClicked()\r
693         {\r
694                 m_receiver->leftclicked = false;\r
695         }\r
696         virtual void resetRightClicked()\r
697         {\r
698                 m_receiver->rightclicked = false;\r
699         }\r
700 \r
701         virtual bool getLeftReleased()\r
702         {\r
703                 return m_receiver->leftreleased;\r
704         }\r
705         virtual bool getRightReleased()\r
706         {\r
707                 return m_receiver->rightreleased;\r
708         }\r
709         virtual void resetLeftReleased()\r
710         {\r
711                 m_receiver->leftreleased = false;\r
712         }\r
713         virtual void resetRightReleased()\r
714         {\r
715                 m_receiver->rightreleased = false;\r
716         }\r
717 \r
718         virtual s32 getMouseWheel()\r
719         {\r
720                 return m_receiver->getMouseWheel();\r
721         }\r
722 \r
723         void clear()\r
724         {\r
725                 m_receiver->clearInput();\r
726         }\r
727 private:\r
728         IrrlichtDevice *m_device;\r
729         MyEventReceiver *m_receiver;\r
730 };\r
731 \r
732 class RandomInputHandler : public InputHandler\r
733 {\r
734 public:\r
735         RandomInputHandler()\r
736         {\r
737                 leftdown = false;\r
738                 rightdown = false;\r
739                 leftclicked = false;\r
740                 rightclicked = false;\r
741                 leftreleased = false;\r
742                 rightreleased = false;\r
743                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
744                         keydown[i] = false;\r
745         }\r
746         virtual bool isKeyDown(EKEY_CODE keyCode)\r
747         {\r
748                 return keydown[keyCode];\r
749         }\r
750         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
751         {\r
752                 return false;\r
753         }\r
754         virtual v2s32 getMousePos()\r
755         {\r
756                 return mousepos;\r
757         }\r
758         virtual void setMousePos(s32 x, s32 y)\r
759         {\r
760                 mousepos = v2s32(x,y);\r
761         }\r
762 \r
763         virtual bool getLeftState()\r
764         {\r
765                 return leftdown;\r
766         }\r
767         virtual bool getRightState()\r
768         {\r
769                 return rightdown;\r
770         }\r
771 \r
772         virtual bool getLeftClicked()\r
773         {\r
774                 return leftclicked;\r
775         }\r
776         virtual bool getRightClicked()\r
777         {\r
778                 return rightclicked;\r
779         }\r
780         virtual void resetLeftClicked()\r
781         {\r
782                 leftclicked = false;\r
783         }\r
784         virtual void resetRightClicked()\r
785         {\r
786                 rightclicked = false;\r
787         }\r
788 \r
789         virtual bool getLeftReleased()\r
790         {\r
791                 return leftreleased;\r
792         }\r
793         virtual bool getRightReleased()\r
794         {\r
795                 return rightreleased;\r
796         }\r
797         virtual void resetLeftReleased()\r
798         {\r
799                 leftreleased = false;\r
800         }\r
801         virtual void resetRightReleased()\r
802         {\r
803                 rightreleased = false;\r
804         }\r
805 \r
806         virtual s32 getMouseWheel()\r
807         {\r
808                 return 0;\r
809         }\r
810 \r
811         virtual void step(float dtime)\r
812         {\r
813                 {\r
814                         static float counter1 = 0;\r
815                         counter1 -= dtime;\r
816                         if(counter1 < 0.0)\r
817                         {\r
818                                 counter1 = 0.1*Rand(1, 40);\r
819                                 keydown[getKeySetting("keymap_jump")] =\r
820                                                 !keydown[getKeySetting("keymap_jump")];\r
821                         }\r
822                 }\r
823                 {\r
824                         static float counter1 = 0;\r
825                         counter1 -= dtime;\r
826                         if(counter1 < 0.0)\r
827                         {\r
828                                 counter1 = 0.1*Rand(1, 40);\r
829                                 keydown[getKeySetting("keymap_special1")] =\r
830                                                 !keydown[getKeySetting("keymap_special1")];\r
831                         }\r
832                 }\r
833                 {\r
834                         static float counter1 = 0;\r
835                         counter1 -= dtime;\r
836                         if(counter1 < 0.0)\r
837                         {\r
838                                 counter1 = 0.1*Rand(1, 40);\r
839                                 keydown[getKeySetting("keymap_forward")] =\r
840                                                 !keydown[getKeySetting("keymap_forward")];\r
841                         }\r
842                 }\r
843                 {\r
844                         static float counter1 = 0;\r
845                         counter1 -= dtime;\r
846                         if(counter1 < 0.0)\r
847                         {\r
848                                 counter1 = 0.1*Rand(1, 40);\r
849                                 keydown[getKeySetting("keymap_left")] =\r
850                                                 !keydown[getKeySetting("keymap_left")];\r
851                         }\r
852                 }\r
853                 {\r
854                         static float counter1 = 0;\r
855                         counter1 -= dtime;\r
856                         if(counter1 < 0.0)\r
857                         {\r
858                                 counter1 = 0.1*Rand(1, 20);\r
859                                 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));\r
860                         }\r
861                 }\r
862                 {\r
863                         static float counter1 = 0;\r
864                         counter1 -= dtime;\r
865                         if(counter1 < 0.0)\r
866                         {\r
867                                 counter1 = 0.1*Rand(1, 30);\r
868                                 leftdown = !leftdown;\r
869                                 if(leftdown)\r
870                                         leftclicked = true;\r
871                                 if(!leftdown)\r
872                                         leftreleased = true;\r
873                         }\r
874                 }\r
875                 {\r
876                         static float counter1 = 0;\r
877                         counter1 -= dtime;\r
878                         if(counter1 < 0.0)\r
879                         {\r
880                                 counter1 = 0.1*Rand(1, 15);\r
881                                 rightdown = !rightdown;\r
882                                 if(rightdown)\r
883                                         rightclicked = true;\r
884                                 if(!rightdown)\r
885                                         rightreleased = true;\r
886                         }\r
887                 }\r
888                 mousepos += mousespeed;\r
889         }\r
890 \r
891         s32 Rand(s32 min, s32 max)\r
892         {\r
893                 return (myrand()%(max-min+1))+min;\r
894         }\r
895 private:\r
896         bool keydown[KEY_KEY_CODES_COUNT];\r
897         v2s32 mousepos;\r
898         v2s32 mousespeed;\r
899         bool leftdown;\r
900         bool rightdown;\r
901         bool leftclicked;\r
902         bool rightclicked;\r
903         bool leftreleased;\r
904         bool rightreleased;\r
905 };\r
906 \r
907 // These are defined global so that they're not optimized too much.\r
908 // Can't change them to volatile.\r
909 s16 temp16;\r
910 f32 tempf;\r
911 v3f tempv3f1;\r
912 v3f tempv3f2;\r
913 std::string tempstring;\r
914 std::string tempstring2;\r
915 \r
916 void SpeedTests()\r
917 {\r
918         {\r
919                 dstream<<"The following test should take around 20ms."<<std::endl;\r
920                 TimeTaker timer("Testing std::string speed");\r
921                 const u32 jj = 10000;\r
922                 for(u32 j=0; j<jj; j++)\r
923                 {\r
924                         tempstring = "";\r
925                         tempstring2 = "";\r
926                         const u32 ii = 10;\r
927                         for(u32 i=0; i<ii; i++){\r
928                                 tempstring2 += "asd";\r
929                         }\r
930                         for(u32 i=0; i<ii+1; i++){\r
931                                 tempstring += "asd";\r
932                                 if(tempstring == tempstring2)\r
933                                         break;\r
934                         }\r
935                 }\r
936         }\r
937         \r
938         dstream<<"All of the following tests should take around 100ms each."\r
939                         <<std::endl;\r
940 \r
941         {\r
942                 TimeTaker timer("Testing floating-point conversion speed");\r
943                 tempf = 0.001;\r
944                 for(u32 i=0; i<4000000; i++){\r
945                         temp16 += tempf;\r
946                         tempf += 0.001;\r
947                 }\r
948         }\r
949         \r
950         {\r
951                 TimeTaker timer("Testing floating-point vector speed");\r
952 \r
953                 tempv3f1 = v3f(1,2,3);\r
954                 tempv3f2 = v3f(4,5,6);\r
955                 for(u32 i=0; i<10000000; i++){\r
956                         tempf += tempv3f1.dotProduct(tempv3f2);\r
957                         tempv3f2 += v3f(7,8,9);\r
958                 }\r
959         }\r
960 \r
961         {\r
962                 TimeTaker timer("Testing core::map speed");\r
963                 \r
964                 core::map<v2s16, f32> map1;\r
965                 tempf = -324;\r
966                 const s16 ii=300;\r
967                 for(s16 y=0; y<ii; y++){\r
968                         for(s16 x=0; x<ii; x++){\r
969                                 map1.insert(v2s16(x,y), tempf);\r
970                                 tempf += 1;\r
971                         }\r
972                 }\r
973                 for(s16 y=ii-1; y>=0; y--){\r
974                         for(s16 x=0; x<ii; x++){\r
975                                 tempf = map1[v2s16(x,y)];\r
976                         }\r
977                 }\r
978         }\r
979 \r
980         {\r
981                 dstream<<"Around 5000/ms should do well here."<<std::endl;\r
982                 TimeTaker timer("Testing mutex speed");\r
983                 \r
984                 JMutex m;\r
985                 m.Init();\r
986                 u32 n = 0;\r
987                 u32 i = 0;\r
988                 do{\r
989                         n += 10000;\r
990                         for(; i<n; i++){\r
991                                 m.Lock();\r
992                                 m.Unlock();\r
993                         }\r
994                 }\r
995                 // Do at least 10ms\r
996                 while(timer.getTime() < 10);\r
997 \r
998                 u32 dtime = timer.stop();\r
999                 u32 per_ms = n / dtime;\r
1000                 std::cout<<"Done. "<<dtime<<"ms, "\r
1001                                 <<per_ms<<"/ms"<<std::endl;\r
1002         }\r
1003 }\r
1004 \r
1005 void drawMenuBackground(video::IVideoDriver* driver)\r
1006 {\r
1007         core::dimension2d<u32> screensize = driver->getScreenSize();\r
1008                 \r
1009         video::ITexture *bgtexture =\r
1010                         driver->getTexture(getTexturePath("mud.png").c_str());\r
1011         if(bgtexture)\r
1012         {\r
1013                 s32 texturesize = 128;\r
1014                 s32 tiled_y = screensize.Height / texturesize + 1;\r
1015                 s32 tiled_x = screensize.Width / texturesize + 1;\r
1016                 \r
1017                 for(s32 y=0; y<tiled_y; y++)\r
1018                 for(s32 x=0; x<tiled_x; x++)\r
1019                 {\r
1020                         core::rect<s32> rect(0,0,texturesize,texturesize);\r
1021                         rect += v2s32(x*texturesize, y*texturesize);\r
1022                         driver->draw2DImage(bgtexture, rect,\r
1023                                 core::rect<s32>(core::position2d<s32>(0,0),\r
1024                                 core::dimension2di(bgtexture->getSize())),\r
1025                                 NULL, NULL, true);\r
1026                 }\r
1027         }\r
1028         \r
1029         video::ITexture *logotexture =\r
1030                         driver->getTexture(getTexturePath("menulogo.png").c_str());\r
1031         if(logotexture)\r
1032         {\r
1033                 v2s32 logosize(logotexture->getOriginalSize().Width,\r
1034                                 logotexture->getOriginalSize().Height);\r
1035                 logosize *= 4;\r
1036 \r
1037                 video::SColor bgcolor(255,50,50,50);\r
1038                 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,\r
1039                                 screensize.Width, screensize.Height);\r
1040                 driver->draw2DRectangle(bgcolor, bgrect, NULL);\r
1041 \r
1042                 core::rect<s32> rect(0,0,logosize.X,logosize.Y);\r
1043                 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);\r
1044                 rect -= v2s32(logosize.X/2, 0);\r
1045                 driver->draw2DImage(logotexture, rect,\r
1046                         core::rect<s32>(core::position2d<s32>(0,0),\r
1047                         core::dimension2di(logotexture->getSize())),\r
1048                         NULL, NULL, true);\r
1049         }\r
1050 }\r
1051 \r
1052 int main(int argc, char *argv[])\r
1053 {\r
1054         /*\r
1055                 Initialization\r
1056         */\r
1057 \r
1058         // Set locale. This is for forcing '.' as the decimal point.\r
1059         std::locale::global(std::locale("C"));\r
1060         // This enables printing all characters in bitmap font\r
1061         setlocale(LC_CTYPE, "en_US");\r
1062 \r
1063         /*\r
1064                 Parse command line\r
1065         */\r
1066         \r
1067         // List all allowed options\r
1068         core::map<std::string, ValueSpec> allowed_options;\r
1069         allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));\r
1070         allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,\r
1071                         "Run server directly"));\r
1072         allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,\r
1073                         "Load configuration from specified file"));\r
1074         allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));\r
1075         allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));\r
1076         allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));\r
1077         allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1078         allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1079         allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));\r
1080 #ifdef _WIN32\r
1081         allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));\r
1082 #endif\r
1083         allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));\r
1084 \r
1085         Settings cmd_args;\r
1086         \r
1087         bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);\r
1088 \r
1089         if(ret == false || cmd_args.getFlag("help"))\r
1090         {\r
1091                 dstream<<"Allowed options:"<<std::endl;\r
1092                 for(core::map<std::string, ValueSpec>::Iterator\r
1093                                 i = allowed_options.getIterator();\r
1094                                 i.atEnd() == false; i++)\r
1095                 {\r
1096                         dstream<<"  --"<<i.getNode()->getKey();\r
1097                         if(i.getNode()->getValue().type == VALUETYPE_FLAG)\r
1098                         {\r
1099                         }\r
1100                         else\r
1101                         {\r
1102                                 dstream<<" <value>";\r
1103                         }\r
1104                         dstream<<std::endl;\r
1105 \r
1106                         if(i.getNode()->getValue().help != NULL)\r
1107                         {\r
1108                                 dstream<<"      "<<i.getNode()->getValue().help\r
1109                                                 <<std::endl;\r
1110                         }\r
1111                 }\r
1112 \r
1113                 return cmd_args.getFlag("help") ? 0 : 1;\r
1114         }\r
1115         \r
1116         /*\r
1117                 Low-level initialization\r
1118         */\r
1119 \r
1120         bool disable_stderr = false;\r
1121 #ifdef _WIN32\r
1122         if(cmd_args.getFlag("dstream-on-stderr") == false)\r
1123                 disable_stderr = true;\r
1124 #endif\r
1125 \r
1126         porting::signal_handler_init();\r
1127         bool &kill = *porting::signal_handler_killstatus();\r
1128         \r
1129         // Initialize porting::path_data and porting::path_userdata\r
1130         porting::initializePaths();\r
1131 \r
1132         // Initialize debug streams\r
1133 #ifdef RUN_IN_PLACE\r
1134         std::string debugfile = DEBUGFILE;\r
1135 #else\r
1136         std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;\r
1137 #endif\r
1138         debugstreams_init(disable_stderr, debugfile.c_str());\r
1139         // Initialize debug stacks\r
1140         debug_stacks_init();\r
1141 \r
1142         DSTACK(__FUNCTION_NAME);\r
1143 \r
1144         // Create user data directory\r
1145         fs::CreateDir(porting::path_userdata);\r
1146         \r
1147         // Init material properties table\r
1148         //initializeMaterialProperties();\r
1149 \r
1150         // Debug handler\r
1151         BEGIN_DEBUG_EXCEPTION_HANDLER\r
1152 \r
1153         // Print startup message\r
1154         dstream<<DTIME<<"minetest-c55"\r
1155                         " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
1156                         <<", "<<BUILD_INFO\r
1157                         <<std::endl;\r
1158         \r
1159         /*\r
1160                 Basic initialization\r
1161         */\r
1162 \r
1163         // Initialize default settings\r
1164         set_default_settings();\r
1165         \r
1166         // Initialize sockets\r
1167         sockets_init();\r
1168         atexit(sockets_cleanup);\r
1169         \r
1170         /*\r
1171                 Read config file\r
1172         */\r
1173         \r
1174         // Path of configuration file in use\r
1175         std::string configpath = "";\r
1176         \r
1177         if(cmd_args.exists("config"))\r
1178         {\r
1179                 bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());\r
1180                 if(r == false)\r
1181                 {\r
1182                         dstream<<"Could not read configuration from \""\r
1183                                         <<cmd_args.get("config")<<"\""<<std::endl;\r
1184                         return 1;\r
1185                 }\r
1186                 configpath = cmd_args.get("config");\r
1187         }\r
1188         else\r
1189         {\r
1190                 core::array<std::string> filenames;\r
1191                 filenames.push_back(porting::path_userdata + "/minetest.conf");\r
1192 #ifdef RUN_IN_PLACE\r
1193                 filenames.push_back(porting::path_userdata + "/../minetest.conf");\r
1194 #endif\r
1195 \r
1196                 for(u32 i=0; i<filenames.size(); i++)\r
1197                 {\r
1198                         bool r = g_settings.readConfigFile(filenames[i].c_str());\r
1199                         if(r)\r
1200                         {\r
1201                                 configpath = filenames[i];\r
1202                                 break;\r
1203                         }\r
1204                 }\r
1205                 \r
1206                 // If no path found, use the first one (menu creates the file)\r
1207                 if(configpath == "")\r
1208                         configpath = filenames[0];\r
1209         }\r
1210 \r
1211         // Initialize random seed\r
1212         srand(time(0));\r
1213         mysrand(time(0));\r
1214 \r
1215         /*\r
1216                 Pre-initialize some stuff with a dummy irrlicht wrapper.\r
1217 \r
1218                 These are needed for unit tests at least.\r
1219         */\r
1220         \r
1221         // Initial call with g_texturesource not set.\r
1222         init_mapnode();\r
1223 \r
1224         /*\r
1225                 Run unit tests\r
1226         */\r
1227 \r
1228         if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)\r
1229                         || cmd_args.getFlag("enable-unittests") == true)\r
1230         {\r
1231                 run_tests();\r
1232         }\r
1233         \r
1234         /*for(s16 y=-100; y<100; y++)\r
1235         for(s16 x=-100; x<100; x++)\r
1236         {\r
1237                 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;\r
1238         }\r
1239         return 0;*/\r
1240         \r
1241         /*\r
1242                 Game parameters\r
1243         */\r
1244 \r
1245         // Port\r
1246         u16 port = 30000;\r
1247         if(cmd_args.exists("port"))\r
1248                 port = cmd_args.getU16("port");\r
1249         else if(g_settings.exists("port"))\r
1250                 port = g_settings.getU16("port");\r
1251         if(port == 0)\r
1252                 port = 30000;\r
1253         \r
1254         // Map directory\r
1255         std::string map_dir = porting::path_userdata+"/world";\r
1256         if(cmd_args.exists("map-dir"))\r
1257                 map_dir = cmd_args.get("map-dir");\r
1258         else if(g_settings.exists("map-dir"))\r
1259                 map_dir = g_settings.get("map-dir");\r
1260         \r
1261         // Run dedicated server if asked to\r
1262         if(cmd_args.getFlag("server"))\r
1263         {\r
1264                 DSTACK("Dedicated server branch");\r
1265 \r
1266                 // Create time getter\r
1267                 g_timegetter = new SimpleTimeGetter();\r
1268                 \r
1269                 // Create server\r
1270                 Server server(map_dir.c_str());\r
1271                 server.start(port);\r
1272                 \r
1273                 // Run server\r
1274                 dedicated_server_loop(server, kill);\r
1275 \r
1276                 return 0;\r
1277         }\r
1278 \r
1279 \r
1280         /*\r
1281                 More parameters\r
1282         */\r
1283         \r
1284         // Address to connect to\r
1285         std::string address = "";\r
1286         \r
1287         if(cmd_args.exists("address"))\r
1288         {\r
1289                 address = cmd_args.get("address");\r
1290         }\r
1291         else\r
1292         {\r
1293                 address = g_settings.get("address");\r
1294         }\r
1295         \r
1296         std::string playername = g_settings.get("name");\r
1297 \r
1298         /*\r
1299                 Device initialization\r
1300         */\r
1301 \r
1302         // Resolution selection\r
1303         \r
1304         bool fullscreen = false;\r
1305         u16 screenW = g_settings.getU16("screenW");\r
1306         u16 screenH = g_settings.getU16("screenH");\r
1307 \r
1308         // Determine driver\r
1309 \r
1310         video::E_DRIVER_TYPE driverType;\r
1311         \r
1312         std::string driverstring = g_settings.get("video_driver");\r
1313 \r
1314         if(driverstring == "null")\r
1315                 driverType = video::EDT_NULL;\r
1316         else if(driverstring == "software")\r
1317                 driverType = video::EDT_SOFTWARE;\r
1318         else if(driverstring == "burningsvideo")\r
1319                 driverType = video::EDT_BURNINGSVIDEO;\r
1320         else if(driverstring == "direct3d8")\r
1321                 driverType = video::EDT_DIRECT3D8;\r
1322         else if(driverstring == "direct3d9")\r
1323                 driverType = video::EDT_DIRECT3D9;\r
1324         else if(driverstring == "opengl")\r
1325                 driverType = video::EDT_OPENGL;\r
1326         else\r
1327         {\r
1328                 dstream<<"WARNING: Invalid video_driver specified; defaulting "\r
1329                                 "to opengl"<<std::endl;\r
1330                 driverType = video::EDT_OPENGL;\r
1331         }\r
1332 \r
1333         /*\r
1334                 Create device and exit if creation failed\r
1335         */\r
1336 \r
1337         MyEventReceiver receiver;\r
1338 \r
1339         IrrlichtDevice *device;\r
1340         device = createDevice(driverType,\r
1341                         core::dimension2d<u32>(screenW, screenH),\r
1342                         16, fullscreen, false, false, &receiver);\r
1343 \r
1344         if (device == 0)\r
1345                 return 1; // could not create selected driver.\r
1346         \r
1347         // Set device in game parameters\r
1348         device = device;\r
1349         \r
1350         // Create time getter\r
1351         g_timegetter = new IrrlichtTimeGetter(device);\r
1352         \r
1353         // Create game callback for menus\r
1354         g_gamecallback = new MainGameCallback(device);\r
1355         \r
1356         // Create texture source\r
1357         g_texturesource = new TextureSource(device);\r
1358 \r
1359         /*\r
1360                 Speed tests (done after irrlicht is loaded to get timer)\r
1361         */\r
1362         if(cmd_args.getFlag("speedtests"))\r
1363         {\r
1364                 dstream<<"Running speed tests"<<std::endl;\r
1365                 SpeedTests();\r
1366                 return 0;\r
1367         }\r
1368         \r
1369         device->setResizable(true);\r
1370 \r
1371         bool random_input = g_settings.getBool("random_input")\r
1372                         || cmd_args.getFlag("random-input");\r
1373         InputHandler *input = NULL;\r
1374         if(random_input)\r
1375                 input = new RandomInputHandler();\r
1376         else\r
1377                 input = new RealInputHandler(device, &receiver);\r
1378         \r
1379         /*\r
1380                 Continue initialization\r
1381         */\r
1382 \r
1383         //video::IVideoDriver* driver = device->getVideoDriver();\r
1384 \r
1385         /*\r
1386                 This changes the minimum allowed number of vertices in a VBO.\r
1387                 Default is 500.\r
1388         */\r
1389         //driver->setMinHardwareBufferVertexCount(50);\r
1390 \r
1391         scene::ISceneManager* smgr = device->getSceneManager();\r
1392 \r
1393         guienv = device->getGUIEnvironment();\r
1394         gui::IGUISkin* skin = guienv->getSkin();\r
1395         gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());\r
1396         if(font)\r
1397                 skin->setFont(font);\r
1398         else\r
1399                 dstream<<"WARNING: Font file was not found."\r
1400                                 " Using default font."<<std::endl;\r
1401         // If font was not found, this will get us one\r
1402         font = skin->getFont();\r
1403         assert(font);\r
1404         \r
1405         u32 text_height = font->getDimension(L"Hello, world!").Height;\r
1406         dstream<<"text_height="<<text_height<<std::endl;\r
1407 \r
1408         //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));\r
1409         skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));\r
1410         //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));\r
1411         //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));\r
1412         skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
1413         skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
1414         \r
1415         /*\r
1416                 Preload some textures and stuff\r
1417         */\r
1418 \r
1419         init_mapnode(); // Second call with g_texturesource set\r
1420         init_mineral();\r
1421 \r
1422         /*\r
1423                 GUI stuff\r
1424         */\r
1425 \r
1426         /*\r
1427                 If an error occurs, this is set to something and the\r
1428                 menu-game loop is restarted. It is then displayed before\r
1429                 the menu.\r
1430         */\r
1431         std::wstring error_message = L"";\r
1432 \r
1433         // The password entered during the menu screen,\r
1434         std::string password;\r
1435 \r
1436         /*\r
1437                 Menu-game loop\r
1438         */\r
1439         while(device->run() && kill == false)\r
1440         {\r
1441 \r
1442                 // This is used for catching disconnects\r
1443                 try\r
1444                 {\r
1445 \r
1446                         /*\r
1447                                 Clear everything from the GUIEnvironment\r
1448                         */\r
1449                         guienv->clear();\r
1450                         \r
1451                         /*\r
1452                                 We need some kind of a root node to be able to add\r
1453                                 custom gui elements directly on the screen.\r
1454                                 Otherwise they won't be automatically drawn.\r
1455                         */\r
1456                         guiroot = guienv->addStaticText(L"",\r
1457                                         core::rect<s32>(0, 0, 10000, 10000));\r
1458                         \r
1459                         /*\r
1460                                 Out-of-game menu loop.\r
1461 \r
1462                                 Loop quits when menu returns proper parameters.\r
1463                         */\r
1464                         while(kill == false)\r
1465                         {\r
1466                                 // Cursor can be non-visible when coming from the game\r
1467                                 device->getCursorControl()->setVisible(true);\r
1468                                 // Some stuff are left to scene manager when coming from the game\r
1469                                 // (map at least?)\r
1470                                 smgr->clear();\r
1471                                 // Reset or hide the debug gui texts\r
1472                                 /*guitext->setText(L"Minetest-c55");\r
1473                                 guitext2->setVisible(false);\r
1474                                 guitext_info->setVisible(false);\r
1475                                 guitext_chat->setVisible(false);*/\r
1476                                 \r
1477                                 // Initialize menu data\r
1478                                 MainMenuData menudata;\r
1479                                 menudata.address = narrow_to_wide(address);\r
1480                                 menudata.name = narrow_to_wide(playername);\r
1481                                 menudata.port = narrow_to_wide(itos(port));\r
1482                                 menudata.fancy_trees = g_settings.getBool("new_style_leaves");\r
1483                                 menudata.smooth_lighting = g_settings.getBool("smooth_lighting");\r
1484                                 menudata.creative_mode = g_settings.getBool("creative_mode");\r
1485                                 menudata.enable_damage = g_settings.getBool("enable_damage");\r
1486 \r
1487                                 GUIMainMenu *menu =\r
1488                                                 new GUIMainMenu(guienv, guiroot, -1, \r
1489                                                         &g_menumgr, &menudata, g_gamecallback);\r
1490                                 menu->allowFocusRemoval(true);\r
1491 \r
1492                                 if(error_message != L"")\r
1493                                 {\r
1494                                         dstream<<"WARNING: error_message = "\r
1495                                                         <<wide_to_narrow(error_message)<<std::endl;\r
1496 \r
1497                                         GUIMessageMenu *menu2 =\r
1498                                                         new GUIMessageMenu(guienv, guiroot, -1, \r
1499                                                                 &g_menumgr, error_message.c_str());\r
1500                                         menu2->drop();\r
1501                                         error_message = L"";\r
1502                                 }\r
1503 \r
1504                                 video::IVideoDriver* driver = device->getVideoDriver();\r
1505                                 \r
1506                                 dstream<<"Created main menu"<<std::endl;\r
1507 \r
1508                                 while(device->run() && kill == false)\r
1509                                 {\r
1510                                         if(menu->getStatus() == true)\r
1511                                                 break;\r
1512 \r
1513                                         //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
1514                                         driver->beginScene(true, true, video::SColor(255,128,128,128));\r
1515 \r
1516                                         drawMenuBackground(driver);\r
1517 \r
1518                                         guienv->drawAll();\r
1519                                         \r
1520                                         driver->endScene();\r
1521                                         \r
1522                                         // On some computers framerate doesn't seem to be\r
1523                                         // automatically limited\r
1524                                         sleep_ms(25);\r
1525                                 }\r
1526                                 \r
1527                                 // Break out of menu-game loop to shut down cleanly\r
1528                                 if(device->run() == false || kill == true)\r
1529                                         break;\r
1530                                 \r
1531                                 dstream<<"Dropping main menu"<<std::endl;\r
1532 \r
1533                                 menu->drop();\r
1534                                 \r
1535                                 // Delete map if requested\r
1536                                 if(menudata.delete_map)\r
1537                                 {\r
1538                                         bool r = fs::RecursiveDeleteContent(map_dir);\r
1539                                         if(r == false)\r
1540                                                 error_message = L"Delete failed";\r
1541                                         continue;\r
1542                                 }\r
1543 \r
1544                                 playername = wide_to_narrow(menudata.name);\r
1545 \r
1546                                 password = translatePassword(playername, menudata.password);\r
1547 \r
1548                                 address = wide_to_narrow(menudata.address);\r
1549                                 int newport = stoi(wide_to_narrow(menudata.port));\r
1550                                 if(newport != 0)\r
1551                                         port = newport;\r
1552                                 g_settings.set("new_style_leaves", itos(menudata.fancy_trees));\r
1553                                 g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));\r
1554                                 g_settings.set("creative_mode", itos(menudata.creative_mode));\r
1555                                 g_settings.set("enable_damage", itos(menudata.enable_damage));\r
1556                                 \r
1557                                 // NOTE: These are now checked server side; no need to do it\r
1558                                 //       here, so let's not do it here.\r
1559                                 /*// Check for valid parameters, restart menu if invalid.\r
1560                                 if(playername == "")\r
1561                                 {\r
1562                                         error_message = L"Name required.";\r
1563                                         continue;\r
1564                                 }\r
1565                                 // Check that name has only valid chars\r
1566                                 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)\r
1567                                 {\r
1568                                         error_message = L"Characters allowed: "\r
1569                                                         +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);\r
1570                                         continue;\r
1571                                 }*/\r
1572 \r
1573                                 // Save settings\r
1574                                 g_settings.set("name", playername);\r
1575                                 g_settings.set("address", address);\r
1576                                 g_settings.set("port", itos(port));\r
1577                                 // Update configuration file\r
1578                                 if(configpath != "")\r
1579                                         g_settings.updateConfigFile(configpath.c_str());\r
1580                         \r
1581                                 // Continue to game\r
1582                                 break;\r
1583                         }\r
1584                         \r
1585                         // Break out of menu-game loop to shut down cleanly\r
1586                         if(device->run() == false)\r
1587                                 break;\r
1588                         \r
1589                         // Initialize mapnode again to enable changed graphics settings\r
1590                         init_mapnode();\r
1591 \r
1592                         /*\r
1593                                 Run game\r
1594                         */\r
1595                         the_game(\r
1596                                 kill,\r
1597                                 random_input,\r
1598                                 input,\r
1599                                 device,\r
1600                                 font,\r
1601                                 map_dir,\r
1602                                 playername,\r
1603                                 password,\r
1604                                 address,\r
1605                                 port,\r
1606                                 error_message\r
1607                         );\r
1608 \r
1609                 } //try\r
1610                 catch(con::PeerNotFoundException &e)\r
1611                 {\r
1612                         dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;\r
1613                         error_message = L"Connection error (timed out?)";\r
1614                 }\r
1615                 catch(SocketException &e)\r
1616                 {\r
1617                         dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;\r
1618                         error_message = L"Socket error (port already in use?)";\r
1619                 }\r
1620 #ifdef NDEBUG\r
1621                 catch(std::exception &e)\r
1622                 {\r
1623                         std::string narrow_message = "Some exception, what()=\"";\r
1624                         narrow_message += e.what();\r
1625                         narrow_message += "\"";\r
1626                         dstream<<DTIME<<narrow_message<<std::endl;\r
1627                         error_message = narrow_to_wide(narrow_message);\r
1628                 }\r
1629 #endif\r
1630 \r
1631         } // Menu-game loop\r
1632         \r
1633         delete input;\r
1634 \r
1635         /*\r
1636                 In the end, delete the Irrlicht device.\r
1637         */\r
1638         device->drop();\r
1639         \r
1640         END_DEBUG_EXCEPTION_HANDLER\r
1641         \r
1642         debugstreams_deinit();\r
1643         \r
1644         return 0;\r
1645 }\r
1646 \r
1647 //END\r