Messed around with genmap.py. Now supports format version 17.
[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 TODO: Further investigate the use of GPU lighting in addition to the\r
178       current one\r
179 \r
180 TODO: Quick drawing of huge distances according to heightmap has to be\r
181       tested once again.\r
182 \r
183 Configuration:\r
184 --------------\r
185 \r
186 Client:\r
187 -------\r
188 \r
189 TODO: Untie client network operations from framerate\r
190       - Needs some input queues or something\r
191           - This won't give much performance boost because calculating block\r
192             meshes takes so long\r
193 \r
194 SUGG: Make morning and evening transition more smooth and maybe shorter\r
195 \r
196 TODO: Don't update all meshes always on single node changes, but\r
197       check which ones should be updated\r
198           - implement Map::updateNodeMeshes() and the usage of it\r
199           - It will give almost always a 4x boost in mesh update performance.\r
200 \r
201 - A weapon engine\r
202 \r
203 - Tool/weapon visualization\r
204 \r
205 FIXME: When disconnected to the menu, memory is not freed properly\r
206 \r
207 Server:\r
208 -------\r
209 \r
210 SUGG: Make an option to the server to disable building and digging near\r
211       the starting position\r
212 \r
213 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop\r
214 \r
215 * Fix the problem with the server constantly saving one or a few\r
216   blocks? List the first saved block, maybe it explains.\r
217   - It is probably caused by oscillating water\r
218 * Make a small history check to transformLiquids to detect and log\r
219   continuous oscillations, in such detail that they can be fixed.\r
220 \r
221 FIXME: The new optimized map sending doesn't sometimes send enough blocks\r
222        from big caves and such\r
223 \r
224 * Take player's walking direction into account in GetNextBlocks\r
225 \r
226 TODO: Map saving should be done by EmergeThread\r
227 \r
228 Environment:\r
229 ------------\r
230 \r
231 TODO: A list of "active blocks" in which stuff happens.\r
232         + Add a never-resetted game timer to the server\r
233         + Add a timestamp value to blocks\r
234         + The simple rule: All blocks near some player are "active"\r
235         - Do stuff in real time in active blocks\r
236                 + Handle objects\r
237                 TODO: Make proper hooks in here\r
238                 - Grow grass, delete leaves without a tree\r
239                 - Spawn some mobs based on some rules\r
240                 - Transform cobble to mossy cobble near water\r
241                 - Run a custom script\r
242                 - ...And all kinds of other dynamic stuff\r
243         + Keep track of when a block becomes active and becomes inactive\r
244         + When a block goes inactive:\r
245                 + Store objects statically to block\r
246                 + Store timer value as the timestamp\r
247         + When a block goes active:\r
248                 + Create active objects out of static objects\r
249                 TODO: Make proper hooks in here\r
250                 - Simulate the results of what would have happened if it would have\r
251                   been active for all the time\r
252                         - Grow a lot of grass and so on\r
253         + Initially it is fine to send information about every active object\r
254           to every player. Eventually it should be modified to only send info\r
255           about the nearest ones.\r
256                 + This was left to be done by the old system and it sends only the\r
257                   nearest ones.\r
258 \r
259 Objects:\r
260 --------\r
261 \r
262 TODO: Get rid of MapBlockObjects and use only ActiveObjects\r
263         - Skipping the MapBlockObject data is nasty - there is no "total\r
264           length" stored; have to make a SkipMBOs function which contains\r
265           enough of the current code to skip them properly.\r
266 \r
267 SUGG: MovingObject::move and Player::move are basically the same.\r
268       combine them.\r
269         - NOTE: Player::move is more up-to-date.\r
270         - NOTE: There is a simple move implementation now in collision.{h,cpp}\r
271         - NOTE: MovingObject will be deleted (MapBlockObject)\r
272 \r
273 TODO: Add a long step function to objects that is called with the time\r
274       difference when block activates\r
275 \r
276 Map:\r
277 ----\r
278 \r
279 TODO: Mineral and ground material properties\r
280       - This way mineral ground toughness can be calculated with just\r
281             some formula, as well as tool strengths\r
282 \r
283 TODO: Flowing water to actually contain flow direction information\r
284       - There is a space for this - it just has to be implemented.\r
285 \r
286 SUGG: Erosion simulation at map generation time\r
287         - Simulate water flows, which would carve out dirt fast and\r
288           then turn stone into gravel and sand and relocate it.\r
289         - How about relocating minerals, too? Coal and gold in\r
290           downstream sand and gravel would be kind of cool\r
291           - This would need a better way of handling minerals, mainly\r
292                 to have mineral content as a separate field. the first\r
293                 parameter field is free for this.\r
294         - Simulate rock falling from cliffs when water has removed\r
295           enough solid rock from the bottom\r
296 \r
297 SUGG: Try out the notch way of generating maps, that is, make bunches\r
298       of low-res 3d noise and interpolate linearly.\r
299 \r
300 Mapgen v2:\r
301 * Possibly add some kind of erosion and other stuff\r
302 * Better water generation (spread it to underwater caverns but don't\r
303   fill dungeons that don't touch big water masses)\r
304 * When generating a chunk and the neighboring chunk doesn't have mud\r
305   and stuff yet and the ground is fairly flat, the mud will flow to\r
306   the other chunk making nasty straight walls when the other chunk\r
307   is generated. Fix it. Maybe just a special case if the ground is\r
308   flat?\r
309 \r
310 Misc. stuff:\r
311 ------------\r
312 * Move digging property stuff from material.{h,cpp} to mapnode.cpp\r
313   - ...Or maybe move content_features to material.{h,cpp}?\r
314 \r
315 Making it more portable:\r
316 ------------------------\r
317  \r
318 Stuff to do before release:\r
319 ---------------------------\r
320 \r
321 Fixes to the current release:\r
322 -----------------------------\r
323 \r
324 Stuff to do after release:\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 ======================================================================\r
339 \r
340 */\r
341 \r
342 #ifdef NDEBUG\r
343         #ifdef _WIN32\r
344                 #pragma message ("Disabling unit tests")\r
345         #else\r
346                 #warning "Disabling unit tests"\r
347         #endif\r
348         // Disable unit tests\r
349         #define ENABLE_TESTS 0\r
350 #else\r
351         // Enable unit tests\r
352         #define ENABLE_TESTS 1\r
353 #endif\r
354 \r
355 #ifdef _MSC_VER\r
356         #pragma comment(lib, "Irrlicht.lib")\r
357         //#pragma comment(lib, "jthread.lib")\r
358         #pragma comment(lib, "zlibwapi.lib")\r
359         #pragma comment(lib, "Shell32.lib")\r
360         // This would get rid of the console window\r
361         //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
362 #endif\r
363 \r
364 #include <iostream>\r
365 #include <fstream>\r
366 //#include <jmutexautolock.h>\r
367 #include <locale.h>\r
368 #include "main.h"\r
369 #include "common_irrlicht.h"\r
370 #include "debug.h"\r
371 //#include "map.h"\r
372 //#include "player.h"\r
373 #include "test.h"\r
374 #include "server.h"\r
375 //#include "client.h"\r
376 #include "constants.h"\r
377 #include "porting.h"\r
378 #include "gettime.h"\r
379 #include "guiMessageMenu.h"\r
380 #include "filesys.h"\r
381 #include "config.h"\r
382 #include "guiMainMenu.h"\r
383 #include "mineral.h"\r
384 //#include "noise.h"\r
385 //#include "tile.h"\r
386 #include "materials.h"\r
387 #include "game.h"\r
388 #include "keycode.h"\r
389 \r
390 // This makes textures\r
391 ITextureSource *g_texturesource = NULL;\r
392 \r
393 /*\r
394         Settings.\r
395         These are loaded from the config file.\r
396 */\r
397 \r
398 Settings g_settings;\r
399 // This is located in defaultsettings.cpp\r
400 extern void set_default_settings();\r
401 \r
402 // Global profiler\r
403 Profiler g_profiler;\r
404 \r
405 /*\r
406         Random stuff\r
407 */\r
408 \r
409 /*\r
410         GUI Stuff\r
411 */\r
412 \r
413 gui::IGUIEnvironment* guienv = NULL;\r
414 gui::IGUIStaticText *guiroot = NULL;\r
415 \r
416 MainMenuManager g_menumgr;\r
417 \r
418 bool noMenuActive()\r
419 {\r
420         return (g_menumgr.menuCount() == 0);\r
421 }\r
422 \r
423 // Passed to menus to allow disconnecting and exiting\r
424 \r
425 MainGameCallback *g_gamecallback = NULL;\r
426 \r
427 /*\r
428         Debug streams\r
429 */\r
430 \r
431 // Connection\r
432 std::ostream *dout_con_ptr = &dummyout;\r
433 std::ostream *derr_con_ptr = &dstream_no_stderr;\r
434 //std::ostream *dout_con_ptr = &dstream_no_stderr;\r
435 //std::ostream *derr_con_ptr = &dstream_no_stderr;\r
436 //std::ostream *dout_con_ptr = &dstream;\r
437 //std::ostream *derr_con_ptr = &dstream;\r
438 \r
439 // Server\r
440 std::ostream *dout_server_ptr = &dstream;\r
441 std::ostream *derr_server_ptr = &dstream;\r
442 \r
443 // Client\r
444 std::ostream *dout_client_ptr = &dstream;\r
445 std::ostream *derr_client_ptr = &dstream;\r
446 \r
447 /*\r
448         gettime.h implementation\r
449 */\r
450 \r
451 // A small helper class\r
452 class TimeGetter\r
453 {\r
454 public:\r
455         virtual u32 getTime() = 0;\r
456 };\r
457 \r
458 // A precise irrlicht one\r
459 class IrrlichtTimeGetter: public TimeGetter\r
460 {\r
461 public:\r
462         IrrlichtTimeGetter(IrrlichtDevice *device):\r
463                 m_device(device)\r
464         {}\r
465         u32 getTime()\r
466         {\r
467                 if(m_device == NULL)\r
468                         return 0;\r
469                 return m_device->getTimer()->getRealTime();\r
470         }\r
471 private:\r
472         IrrlichtDevice *m_device;\r
473 };\r
474 // Not so precise one which works without irrlicht\r
475 class SimpleTimeGetter: public TimeGetter\r
476 {\r
477 public:\r
478         u32 getTime()\r
479         {\r
480                 return porting::getTimeMs();\r
481         }\r
482 };\r
483 \r
484 // A pointer to a global instance of the time getter\r
485 // TODO: why?\r
486 TimeGetter *g_timegetter = NULL;\r
487 \r
488 u32 getTimeMs()\r
489 {\r
490         if(g_timegetter == NULL)\r
491                 return 0;\r
492         return g_timegetter->getTime();\r
493 }\r
494 \r
495 /*\r
496         Event handler for Irrlicht\r
497 \r
498         NOTE: Everything possible should be moved out from here,\r
499               probably to InputHandler and the_game\r
500 */\r
501 \r
502 class MyEventReceiver : public IEventReceiver\r
503 {\r
504 public:\r
505         // This is the one method that we have to implement\r
506         virtual bool OnEvent(const SEvent& event)\r
507         {\r
508                 /*\r
509                         React to nothing here if a menu is active\r
510                 */\r
511                 if(noMenuActive() == false)\r
512                 {\r
513                         return false;\r
514                 }\r
515 \r
516                 // Remember whether each key is down or up\r
517                 if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
518                 {\r
519                         keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;\r
520 \r
521                         if(event.KeyInput.PressedDown)\r
522                                 keyWasDown[event.KeyInput.Key] = true;\r
523                 }\r
524 \r
525                 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
526                 {\r
527                         if(noMenuActive() == false)\r
528                         {\r
529                                 left_active = false;\r
530                                 middle_active = false;\r
531                                 right_active = false;\r
532                         }\r
533                         else\r
534                         {\r
535                                 //dstream<<"MyEventReceiver: mouse input"<<std::endl;\r
536                                 left_active = event.MouseInput.isLeftPressed();\r
537                                 middle_active = event.MouseInput.isMiddlePressed();\r
538                                 right_active = event.MouseInput.isRightPressed();\r
539 \r
540                                 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
541                                 {\r
542                                         leftclicked = true;\r
543                                 }\r
544                                 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
545                                 {\r
546                                         rightclicked = true;\r
547                                 }\r
548                                 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)\r
549                                 {\r
550                                         leftreleased = true;\r
551                                 }\r
552                                 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)\r
553                                 {\r
554                                         rightreleased = true;\r
555                                 }\r
556                                 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
557                                 {\r
558                                         mouse_wheel += event.MouseInput.Wheel;\r
559                                 }\r
560                         }\r
561                 }\r
562 \r
563                 return false;\r
564         }\r
565 \r
566         bool IsKeyDown(EKEY_CODE keyCode) const\r
567         {\r
568                 return keyIsDown[keyCode];\r
569         }\r
570         \r
571         // Checks whether a key was down and resets the state\r
572         bool WasKeyDown(EKEY_CODE keyCode)\r
573         {\r
574                 bool b = keyWasDown[keyCode];\r
575                 keyWasDown[keyCode] = false;\r
576                 return b;\r
577         }\r
578 \r
579         s32 getMouseWheel()\r
580         {\r
581                 s32 a = mouse_wheel;\r
582                 mouse_wheel = 0;\r
583                 return a;\r
584         }\r
585 \r
586         void clearInput()\r
587         {\r
588                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)\r
589                 {\r
590                         keyIsDown[i] = false;\r
591                         keyWasDown[i] = false;\r
592                 }\r
593                 \r
594                 leftclicked = false;\r
595                 rightclicked = false;\r
596                 leftreleased = false;\r
597                 rightreleased = false;\r
598 \r
599                 left_active = false;\r
600                 middle_active = false;\r
601                 right_active = false;\r
602 \r
603                 mouse_wheel = 0;\r
604         }\r
605 \r
606         MyEventReceiver()\r
607         {\r
608                 clearInput();\r
609         }\r
610 \r
611         bool leftclicked;\r
612         bool rightclicked;\r
613         bool leftreleased;\r
614         bool rightreleased;\r
615 \r
616         bool left_active;\r
617         bool middle_active;\r
618         bool right_active;\r
619 \r
620         s32 mouse_wheel;\r
621 \r
622 private:\r
623         IrrlichtDevice *m_device;\r
624         \r
625         // The current state of keys\r
626         bool keyIsDown[KEY_KEY_CODES_COUNT];\r
627         // Whether a key has been pressed or not\r
628         bool keyWasDown[KEY_KEY_CODES_COUNT];\r
629 };\r
630 \r
631 /*\r
632         Separated input handler\r
633 */\r
634 \r
635 class RealInputHandler : public InputHandler\r
636 {\r
637 public:\r
638         RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):\r
639                 m_device(device),\r
640                 m_receiver(receiver)\r
641         {\r
642         }\r
643         virtual bool isKeyDown(EKEY_CODE keyCode)\r
644         {\r
645                 return m_receiver->IsKeyDown(keyCode);\r
646         }\r
647         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
648         {\r
649                 return m_receiver->WasKeyDown(keyCode);\r
650         }\r
651         virtual v2s32 getMousePos()\r
652         {\r
653                 return m_device->getCursorControl()->getPosition();\r
654         }\r
655         virtual void setMousePos(s32 x, s32 y)\r
656         {\r
657                 m_device->getCursorControl()->setPosition(x, y);\r
658         }\r
659 \r
660         virtual bool getLeftState()\r
661         {\r
662                 return m_receiver->left_active;\r
663         }\r
664         virtual bool getRightState()\r
665         {\r
666                 return m_receiver->right_active;\r
667         }\r
668         \r
669         virtual bool getLeftClicked()\r
670         {\r
671                 return m_receiver->leftclicked;\r
672         }\r
673         virtual bool getRightClicked()\r
674         {\r
675                 return m_receiver->rightclicked;\r
676         }\r
677         virtual void resetLeftClicked()\r
678         {\r
679                 m_receiver->leftclicked = false;\r
680         }\r
681         virtual void resetRightClicked()\r
682         {\r
683                 m_receiver->rightclicked = false;\r
684         }\r
685 \r
686         virtual bool getLeftReleased()\r
687         {\r
688                 return m_receiver->leftreleased;\r
689         }\r
690         virtual bool getRightReleased()\r
691         {\r
692                 return m_receiver->rightreleased;\r
693         }\r
694         virtual void resetLeftReleased()\r
695         {\r
696                 m_receiver->leftreleased = false;\r
697         }\r
698         virtual void resetRightReleased()\r
699         {\r
700                 m_receiver->rightreleased = false;\r
701         }\r
702 \r
703         virtual s32 getMouseWheel()\r
704         {\r
705                 return m_receiver->getMouseWheel();\r
706         }\r
707 \r
708         void clear()\r
709         {\r
710                 m_receiver->clearInput();\r
711         }\r
712 private:\r
713         IrrlichtDevice *m_device;\r
714         MyEventReceiver *m_receiver;\r
715 };\r
716 \r
717 class RandomInputHandler : public InputHandler\r
718 {\r
719 public:\r
720         RandomInputHandler()\r
721         {\r
722                 leftdown = false;\r
723                 rightdown = false;\r
724                 leftclicked = false;\r
725                 rightclicked = false;\r
726                 leftreleased = false;\r
727                 rightreleased = false;\r
728                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
729                         keydown[i] = false;\r
730         }\r
731         virtual bool isKeyDown(EKEY_CODE keyCode)\r
732         {\r
733                 return keydown[keyCode];\r
734         }\r
735         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
736         {\r
737                 return false;\r
738         }\r
739         virtual v2s32 getMousePos()\r
740         {\r
741                 return mousepos;\r
742         }\r
743         virtual void setMousePos(s32 x, s32 y)\r
744         {\r
745                 mousepos = v2s32(x,y);\r
746         }\r
747 \r
748         virtual bool getLeftState()\r
749         {\r
750                 return leftdown;\r
751         }\r
752         virtual bool getRightState()\r
753         {\r
754                 return rightdown;\r
755         }\r
756 \r
757         virtual bool getLeftClicked()\r
758         {\r
759                 return leftclicked;\r
760         }\r
761         virtual bool getRightClicked()\r
762         {\r
763                 return rightclicked;\r
764         }\r
765         virtual void resetLeftClicked()\r
766         {\r
767                 leftclicked = false;\r
768         }\r
769         virtual void resetRightClicked()\r
770         {\r
771                 rightclicked = false;\r
772         }\r
773 \r
774         virtual bool getLeftReleased()\r
775         {\r
776                 return leftreleased;\r
777         }\r
778         virtual bool getRightReleased()\r
779         {\r
780                 return rightreleased;\r
781         }\r
782         virtual void resetLeftReleased()\r
783         {\r
784                 leftreleased = false;\r
785         }\r
786         virtual void resetRightReleased()\r
787         {\r
788                 rightreleased = false;\r
789         }\r
790 \r
791         virtual s32 getMouseWheel()\r
792         {\r
793                 return 0;\r
794         }\r
795 \r
796         virtual void step(float dtime)\r
797         {\r
798                 {\r
799                         static float counter1 = 0;\r
800                         counter1 -= dtime;\r
801                         if(counter1 < 0.0)\r
802                         {\r
803                                 counter1 = 0.1*Rand(1, 40);\r
804                                 keydown[getKeySetting("keymap_jump")] =\r
805                                                 !keydown[getKeySetting("keymap_jump")];\r
806                         }\r
807                 }\r
808                 {\r
809                         static float counter1 = 0;\r
810                         counter1 -= dtime;\r
811                         if(counter1 < 0.0)\r
812                         {\r
813                                 counter1 = 0.1*Rand(1, 40);\r
814                                 keydown[getKeySetting("keymap_special1")] =\r
815                                                 !keydown[getKeySetting("keymap_special1")];\r
816                         }\r
817                 }\r
818                 {\r
819                         static float counter1 = 0;\r
820                         counter1 -= dtime;\r
821                         if(counter1 < 0.0)\r
822                         {\r
823                                 counter1 = 0.1*Rand(1, 40);\r
824                                 keydown[getKeySetting("keymap_forward")] =\r
825                                                 !keydown[getKeySetting("keymap_forward")];\r
826                         }\r
827                 }\r
828                 {\r
829                         static float counter1 = 0;\r
830                         counter1 -= dtime;\r
831                         if(counter1 < 0.0)\r
832                         {\r
833                                 counter1 = 0.1*Rand(1, 40);\r
834                                 keydown[getKeySetting("keymap_left")] =\r
835                                                 !keydown[getKeySetting("keymap_left")];\r
836                         }\r
837                 }\r
838                 {\r
839                         static float counter1 = 0;\r
840                         counter1 -= dtime;\r
841                         if(counter1 < 0.0)\r
842                         {\r
843                                 counter1 = 0.1*Rand(1, 20);\r
844                                 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));\r
845                         }\r
846                 }\r
847                 {\r
848                         static float counter1 = 0;\r
849                         counter1 -= dtime;\r
850                         if(counter1 < 0.0)\r
851                         {\r
852                                 counter1 = 0.1*Rand(1, 30);\r
853                                 leftdown = !leftdown;\r
854                                 if(leftdown)\r
855                                         leftclicked = true;\r
856                                 if(!leftdown)\r
857                                         leftreleased = true;\r
858                         }\r
859                 }\r
860                 {\r
861                         static float counter1 = 0;\r
862                         counter1 -= dtime;\r
863                         if(counter1 < 0.0)\r
864                         {\r
865                                 counter1 = 0.1*Rand(1, 15);\r
866                                 rightdown = !rightdown;\r
867                                 if(rightdown)\r
868                                         rightclicked = true;\r
869                                 if(!rightdown)\r
870                                         rightreleased = true;\r
871                         }\r
872                 }\r
873                 mousepos += mousespeed;\r
874         }\r
875 \r
876         s32 Rand(s32 min, s32 max)\r
877         {\r
878                 return (myrand()%(max-min+1))+min;\r
879         }\r
880 private:\r
881         bool keydown[KEY_KEY_CODES_COUNT];\r
882         v2s32 mousepos;\r
883         v2s32 mousespeed;\r
884         bool leftdown;\r
885         bool rightdown;\r
886         bool leftclicked;\r
887         bool rightclicked;\r
888         bool leftreleased;\r
889         bool rightreleased;\r
890 };\r
891 \r
892 // These are defined global so that they're not optimized too much.\r
893 // Can't change them to volatile.\r
894 s16 temp16;\r
895 f32 tempf;\r
896 v3f tempv3f1;\r
897 v3f tempv3f2;\r
898 std::string tempstring;\r
899 std::string tempstring2;\r
900 \r
901 void SpeedTests()\r
902 {\r
903         {\r
904                 dstream<<"The following test should take around 20ms."<<std::endl;\r
905                 TimeTaker timer("Testing std::string speed");\r
906                 const u32 jj = 10000;\r
907                 for(u32 j=0; j<jj; j++)\r
908                 {\r
909                         tempstring = "";\r
910                         tempstring2 = "";\r
911                         const u32 ii = 10;\r
912                         for(u32 i=0; i<ii; i++){\r
913                                 tempstring2 += "asd";\r
914                         }\r
915                         for(u32 i=0; i<ii+1; i++){\r
916                                 tempstring += "asd";\r
917                                 if(tempstring == tempstring2)\r
918                                         break;\r
919                         }\r
920                 }\r
921         }\r
922         \r
923         dstream<<"All of the following tests should take around 100ms each."\r
924                         <<std::endl;\r
925 \r
926         {\r
927                 TimeTaker timer("Testing floating-point conversion speed");\r
928                 tempf = 0.001;\r
929                 for(u32 i=0; i<4000000; i++){\r
930                         temp16 += tempf;\r
931                         tempf += 0.001;\r
932                 }\r
933         }\r
934         \r
935         {\r
936                 TimeTaker timer("Testing floating-point vector speed");\r
937 \r
938                 tempv3f1 = v3f(1,2,3);\r
939                 tempv3f2 = v3f(4,5,6);\r
940                 for(u32 i=0; i<10000000; i++){\r
941                         tempf += tempv3f1.dotProduct(tempv3f2);\r
942                         tempv3f2 += v3f(7,8,9);\r
943                 }\r
944         }\r
945 \r
946         {\r
947                 TimeTaker timer("Testing core::map speed");\r
948                 \r
949                 core::map<v2s16, f32> map1;\r
950                 tempf = -324;\r
951                 const s16 ii=300;\r
952                 for(s16 y=0; y<ii; y++){\r
953                         for(s16 x=0; x<ii; x++){\r
954                                 map1.insert(v2s16(x,y), tempf);\r
955                                 tempf += 1;\r
956                         }\r
957                 }\r
958                 for(s16 y=ii-1; y>=0; y--){\r
959                         for(s16 x=0; x<ii; x++){\r
960                                 tempf = map1[v2s16(x,y)];\r
961                         }\r
962                 }\r
963         }\r
964 \r
965         {\r
966                 dstream<<"Around 5000/ms should do well here."<<std::endl;\r
967                 TimeTaker timer("Testing mutex speed");\r
968                 \r
969                 JMutex m;\r
970                 m.Init();\r
971                 u32 n = 0;\r
972                 u32 i = 0;\r
973                 do{\r
974                         n += 10000;\r
975                         for(; i<n; i++){\r
976                                 m.Lock();\r
977                                 m.Unlock();\r
978                         }\r
979                 }\r
980                 // Do at least 10ms\r
981                 while(timer.getTime() < 10);\r
982 \r
983                 u32 dtime = timer.stop();\r
984                 u32 per_ms = n / dtime;\r
985                 std::cout<<"Done. "<<dtime<<"ms, "\r
986                                 <<per_ms<<"/ms"<<std::endl;\r
987         }\r
988 }\r
989 \r
990 void drawMenuBackground(video::IVideoDriver* driver)\r
991 {\r
992         core::dimension2d<u32> screensize = driver->getScreenSize();\r
993                 \r
994         video::ITexture *bgtexture =\r
995                         driver->getTexture(getTexturePath("mud.png").c_str());\r
996         if(bgtexture)\r
997         {\r
998                 s32 texturesize = 128;\r
999                 s32 tiled_y = screensize.Height / texturesize + 1;\r
1000                 s32 tiled_x = screensize.Width / texturesize + 1;\r
1001                 \r
1002                 for(s32 y=0; y<tiled_y; y++)\r
1003                 for(s32 x=0; x<tiled_x; x++)\r
1004                 {\r
1005                         core::rect<s32> rect(0,0,texturesize,texturesize);\r
1006                         rect += v2s32(x*texturesize, y*texturesize);\r
1007                         driver->draw2DImage(bgtexture, rect,\r
1008                                 core::rect<s32>(core::position2d<s32>(0,0),\r
1009                                 core::dimension2di(bgtexture->getSize())),\r
1010                                 NULL, NULL, true);\r
1011                 }\r
1012         }\r
1013         \r
1014         video::ITexture *logotexture =\r
1015                         driver->getTexture(getTexturePath("menulogo.png").c_str());\r
1016         if(logotexture)\r
1017         {\r
1018                 v2s32 logosize(logotexture->getOriginalSize().Width,\r
1019                                 logotexture->getOriginalSize().Height);\r
1020                 logosize *= 4;\r
1021 \r
1022                 video::SColor bgcolor(255,50,50,50);\r
1023                 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,\r
1024                                 screensize.Width, screensize.Height);\r
1025                 driver->draw2DRectangle(bgcolor, bgrect, NULL);\r
1026 \r
1027                 core::rect<s32> rect(0,0,logosize.X,logosize.Y);\r
1028                 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);\r
1029                 rect -= v2s32(logosize.X/2, 0);\r
1030                 driver->draw2DImage(logotexture, rect,\r
1031                         core::rect<s32>(core::position2d<s32>(0,0),\r
1032                         core::dimension2di(logotexture->getSize())),\r
1033                         NULL, NULL, true);\r
1034         }\r
1035 }\r
1036 \r
1037 int main(int argc, char *argv[])\r
1038 {\r
1039         /*\r
1040                 Initialization\r
1041         */\r
1042 \r
1043         // Set locale. This is for forcing '.' as the decimal point.\r
1044         std::locale::global(std::locale("C"));\r
1045         // This enables printing all characters in bitmap font\r
1046         setlocale(LC_CTYPE, "en_US");\r
1047 \r
1048         /*\r
1049                 Parse command line\r
1050         */\r
1051         \r
1052         // List all allowed options\r
1053         core::map<std::string, ValueSpec> allowed_options;\r
1054         allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));\r
1055         allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,\r
1056                         "Run server directly"));\r
1057         allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,\r
1058                         "Load configuration from specified file"));\r
1059         allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));\r
1060         allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));\r
1061         allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));\r
1062         allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1063         allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1064         allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));\r
1065 #ifdef _WIN32\r
1066         allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));\r
1067 #endif\r
1068         allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));\r
1069 \r
1070         Settings cmd_args;\r
1071         \r
1072         bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);\r
1073 \r
1074         if(ret == false || cmd_args.getFlag("help"))\r
1075         {\r
1076                 dstream<<"Allowed options:"<<std::endl;\r
1077                 for(core::map<std::string, ValueSpec>::Iterator\r
1078                                 i = allowed_options.getIterator();\r
1079                                 i.atEnd() == false; i++)\r
1080                 {\r
1081                         dstream<<"  --"<<i.getNode()->getKey();\r
1082                         if(i.getNode()->getValue().type == VALUETYPE_FLAG)\r
1083                         {\r
1084                         }\r
1085                         else\r
1086                         {\r
1087                                 dstream<<" <value>";\r
1088                         }\r
1089                         dstream<<std::endl;\r
1090 \r
1091                         if(i.getNode()->getValue().help != NULL)\r
1092                         {\r
1093                                 dstream<<"      "<<i.getNode()->getValue().help\r
1094                                                 <<std::endl;\r
1095                         }\r
1096                 }\r
1097 \r
1098                 return cmd_args.getFlag("help") ? 0 : 1;\r
1099         }\r
1100         \r
1101         /*\r
1102                 Low-level initialization\r
1103         */\r
1104 \r
1105         bool disable_stderr = false;\r
1106 #ifdef _WIN32\r
1107         if(cmd_args.getFlag("dstream-on-stderr") == false)\r
1108                 disable_stderr = true;\r
1109 #endif\r
1110 \r
1111         porting::signal_handler_init();\r
1112         bool &kill = *porting::signal_handler_killstatus();\r
1113         \r
1114         // Initialize porting::path_data and porting::path_userdata\r
1115         porting::initializePaths();\r
1116 \r
1117         // Initialize debug streams\r
1118 #ifdef RUN_IN_PLACE\r
1119         std::string debugfile = DEBUGFILE;\r
1120 #else\r
1121         std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;\r
1122 #endif\r
1123         debugstreams_init(disable_stderr, debugfile.c_str());\r
1124         // Initialize debug stacks\r
1125         debug_stacks_init();\r
1126 \r
1127         DSTACK(__FUNCTION_NAME);\r
1128 \r
1129         // Create user data directory\r
1130         fs::CreateDir(porting::path_userdata);\r
1131         \r
1132         // Init material properties table\r
1133         initializeMaterialProperties();\r
1134 \r
1135         // Debug handler\r
1136         BEGIN_DEBUG_EXCEPTION_HANDLER\r
1137 \r
1138         // Print startup message\r
1139         dstream<<DTIME<<"minetest-c55"\r
1140                         " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
1141                         <<", "<<BUILD_INFO\r
1142                         <<std::endl;\r
1143         \r
1144         /*\r
1145                 Basic initialization\r
1146         */\r
1147 \r
1148         // Initialize default settings\r
1149         set_default_settings();\r
1150         \r
1151         // Initialize sockets\r
1152         sockets_init();\r
1153         atexit(sockets_cleanup);\r
1154         \r
1155         /*\r
1156                 Read config file\r
1157         */\r
1158         \r
1159         // Path of configuration file in use\r
1160         std::string configpath = "";\r
1161         \r
1162         if(cmd_args.exists("config"))\r
1163         {\r
1164                 bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());\r
1165                 if(r == false)\r
1166                 {\r
1167                         dstream<<"Could not read configuration from \""\r
1168                                         <<cmd_args.get("config")<<"\""<<std::endl;\r
1169                         return 1;\r
1170                 }\r
1171                 configpath = cmd_args.get("config");\r
1172         }\r
1173         else\r
1174         {\r
1175                 core::array<std::string> filenames;\r
1176                 filenames.push_back(porting::path_userdata + "/minetest.conf");\r
1177 #ifdef RUN_IN_PLACE\r
1178                 filenames.push_back(porting::path_userdata + "/../minetest.conf");\r
1179 #endif\r
1180 \r
1181                 for(u32 i=0; i<filenames.size(); i++)\r
1182                 {\r
1183                         bool r = g_settings.readConfigFile(filenames[i].c_str());\r
1184                         if(r)\r
1185                         {\r
1186                                 configpath = filenames[i];\r
1187                                 break;\r
1188                         }\r
1189                 }\r
1190                 \r
1191                 // If no path found, use the first one (menu creates the file)\r
1192                 if(configpath == "")\r
1193                         configpath = filenames[0];\r
1194         }\r
1195 \r
1196         // Initialize random seed\r
1197         srand(time(0));\r
1198         mysrand(time(0));\r
1199 \r
1200         /*\r
1201                 Pre-initialize some stuff with a dummy irrlicht wrapper.\r
1202 \r
1203                 These are needed for unit tests at least.\r
1204         */\r
1205         \r
1206         // Initial call with g_texturesource not set.\r
1207         init_mapnode();\r
1208 \r
1209         /*\r
1210                 Run unit tests\r
1211         */\r
1212 \r
1213         if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)\r
1214                         || cmd_args.getFlag("enable-unittests") == true)\r
1215         {\r
1216                 run_tests();\r
1217         }\r
1218         \r
1219         /*for(s16 y=-100; y<100; y++)\r
1220         for(s16 x=-100; x<100; x++)\r
1221         {\r
1222                 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;\r
1223         }\r
1224         return 0;*/\r
1225         \r
1226         /*\r
1227                 Game parameters\r
1228         */\r
1229 \r
1230         // Port\r
1231         u16 port = 30000;\r
1232         if(cmd_args.exists("port"))\r
1233                 port = cmd_args.getU16("port");\r
1234         else if(g_settings.exists("port"))\r
1235                 port = g_settings.getU16("port");\r
1236         if(port == 0)\r
1237                 port = 30000;\r
1238         \r
1239         // Map directory\r
1240         std::string map_dir = porting::path_userdata+"/world";\r
1241         if(cmd_args.exists("map-dir"))\r
1242                 map_dir = cmd_args.get("map-dir");\r
1243         else if(g_settings.exists("map-dir"))\r
1244                 map_dir = g_settings.get("map-dir");\r
1245         \r
1246         // Run dedicated server if asked to\r
1247         if(cmd_args.getFlag("server"))\r
1248         {\r
1249                 DSTACK("Dedicated server branch");\r
1250 \r
1251                 // Create time getter\r
1252                 g_timegetter = new SimpleTimeGetter();\r
1253                 \r
1254                 // Create server\r
1255                 Server server(map_dir.c_str());\r
1256                 server.start(port);\r
1257                 \r
1258                 // Run server\r
1259                 dedicated_server_loop(server, kill);\r
1260 \r
1261                 return 0;\r
1262         }\r
1263 \r
1264 \r
1265         /*\r
1266                 More parameters\r
1267         */\r
1268         \r
1269         // Address to connect to\r
1270         std::string address = "";\r
1271         \r
1272         if(cmd_args.exists("address"))\r
1273         {\r
1274                 address = cmd_args.get("address");\r
1275         }\r
1276         else\r
1277         {\r
1278                 address = g_settings.get("address");\r
1279         }\r
1280         \r
1281         std::string playername = g_settings.get("name");\r
1282 \r
1283         /*\r
1284                 Device initialization\r
1285         */\r
1286 \r
1287         // Resolution selection\r
1288         \r
1289         bool fullscreen = false;\r
1290         u16 screenW = g_settings.getU16("screenW");\r
1291         u16 screenH = g_settings.getU16("screenH");\r
1292 \r
1293         // Determine driver\r
1294 \r
1295         video::E_DRIVER_TYPE driverType;\r
1296         \r
1297         std::string driverstring = g_settings.get("video_driver");\r
1298 \r
1299         if(driverstring == "null")\r
1300                 driverType = video::EDT_NULL;\r
1301         else if(driverstring == "software")\r
1302                 driverType = video::EDT_SOFTWARE;\r
1303         else if(driverstring == "burningsvideo")\r
1304                 driverType = video::EDT_BURNINGSVIDEO;\r
1305         else if(driverstring == "direct3d8")\r
1306                 driverType = video::EDT_DIRECT3D8;\r
1307         else if(driverstring == "direct3d9")\r
1308                 driverType = video::EDT_DIRECT3D9;\r
1309         else if(driverstring == "opengl")\r
1310                 driverType = video::EDT_OPENGL;\r
1311         else\r
1312         {\r
1313                 dstream<<"WARNING: Invalid video_driver specified; defaulting "\r
1314                                 "to opengl"<<std::endl;\r
1315                 driverType = video::EDT_OPENGL;\r
1316         }\r
1317 \r
1318         /*\r
1319                 Create device and exit if creation failed\r
1320         */\r
1321 \r
1322         MyEventReceiver receiver;\r
1323 \r
1324         IrrlichtDevice *device;\r
1325         device = createDevice(driverType,\r
1326                         core::dimension2d<u32>(screenW, screenH),\r
1327                         16, fullscreen, false, false, &receiver);\r
1328 \r
1329         if (device == 0)\r
1330                 return 1; // could not create selected driver.\r
1331         \r
1332         // Set device in game parameters\r
1333         device = device;\r
1334         \r
1335         // Create time getter\r
1336         g_timegetter = new IrrlichtTimeGetter(device);\r
1337         \r
1338         // Create game callback for menus\r
1339         g_gamecallback = new MainGameCallback(device);\r
1340         \r
1341         // Create texture source\r
1342         g_texturesource = new TextureSource(device);\r
1343 \r
1344         /*\r
1345                 Speed tests (done after irrlicht is loaded to get timer)\r
1346         */\r
1347         if(cmd_args.getFlag("speedtests"))\r
1348         {\r
1349                 dstream<<"Running speed tests"<<std::endl;\r
1350                 SpeedTests();\r
1351                 return 0;\r
1352         }\r
1353         \r
1354         device->setResizable(true);\r
1355 \r
1356         bool random_input = g_settings.getBool("random_input")\r
1357                         || cmd_args.getFlag("random-input");\r
1358         InputHandler *input = NULL;\r
1359         if(random_input)\r
1360                 input = new RandomInputHandler();\r
1361         else\r
1362                 input = new RealInputHandler(device, &receiver);\r
1363         \r
1364         /*\r
1365                 Continue initialization\r
1366         */\r
1367 \r
1368         //video::IVideoDriver* driver = device->getVideoDriver();\r
1369 \r
1370         /*\r
1371                 This changes the minimum allowed number of vertices in a VBO.\r
1372                 Default is 500.\r
1373         */\r
1374         //driver->setMinHardwareBufferVertexCount(50);\r
1375 \r
1376         scene::ISceneManager* smgr = device->getSceneManager();\r
1377 \r
1378         guienv = device->getGUIEnvironment();\r
1379         gui::IGUISkin* skin = guienv->getSkin();\r
1380         gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());\r
1381         if(font)\r
1382                 skin->setFont(font);\r
1383         else\r
1384                 dstream<<"WARNING: Font file was not found."\r
1385                                 " Using default font."<<std::endl;\r
1386         // If font was not found, this will get us one\r
1387         font = skin->getFont();\r
1388         assert(font);\r
1389         \r
1390         u32 text_height = font->getDimension(L"Hello, world!").Height;\r
1391         dstream<<"text_height="<<text_height<<std::endl;\r
1392 \r
1393         //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));\r
1394         skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));\r
1395         //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));\r
1396         //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));\r
1397         skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
1398         skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
1399         \r
1400         /*\r
1401                 Preload some textures and stuff\r
1402         */\r
1403 \r
1404         init_content_inventory_texture_paths();\r
1405         init_mapnode(); // Second call with g_texturesource set\r
1406         init_mineral();\r
1407 \r
1408         /*\r
1409                 GUI stuff\r
1410         */\r
1411 \r
1412         /*\r
1413                 If an error occurs, this is set to something and the\r
1414                 menu-game loop is restarted. It is then displayed before\r
1415                 the menu.\r
1416         */\r
1417         std::wstring error_message = L"";\r
1418 \r
1419         // The password entered during the menu screen,\r
1420         std::string password;\r
1421 \r
1422         /*\r
1423                 Menu-game loop\r
1424         */\r
1425         while(device->run() && kill == false)\r
1426         {\r
1427 \r
1428                 // This is used for catching disconnects\r
1429                 try\r
1430                 {\r
1431 \r
1432                         /*\r
1433                                 Clear everything from the GUIEnvironment\r
1434                         */\r
1435                         guienv->clear();\r
1436                         \r
1437                         /*\r
1438                                 We need some kind of a root node to be able to add\r
1439                                 custom gui elements directly on the screen.\r
1440                                 Otherwise they won't be automatically drawn.\r
1441                         */\r
1442                         guiroot = guienv->addStaticText(L"",\r
1443                                         core::rect<s32>(0, 0, 10000, 10000));\r
1444                         \r
1445                         /*\r
1446                                 Out-of-game menu loop.\r
1447 \r
1448                                 Loop quits when menu returns proper parameters.\r
1449                         */\r
1450                         while(kill == false)\r
1451                         {\r
1452                                 // Cursor can be non-visible when coming from the game\r
1453                                 device->getCursorControl()->setVisible(true);\r
1454                                 // Some stuff are left to scene manager when coming from the game\r
1455                                 // (map at least?)\r
1456                                 smgr->clear();\r
1457                                 // Reset or hide the debug gui texts\r
1458                                 /*guitext->setText(L"Minetest-c55");\r
1459                                 guitext2->setVisible(false);\r
1460                                 guitext_info->setVisible(false);\r
1461                                 guitext_chat->setVisible(false);*/\r
1462                                 \r
1463                                 // Initialize menu data\r
1464                                 MainMenuData menudata;\r
1465                                 menudata.address = narrow_to_wide(address);\r
1466                                 menudata.name = narrow_to_wide(playername);\r
1467                                 menudata.port = narrow_to_wide(itos(port));\r
1468                                 menudata.fancy_trees = g_settings.getBool("new_style_leaves");\r
1469                                 menudata.smooth_lighting = g_settings.getBool("smooth_lighting");\r
1470                                 menudata.creative_mode = g_settings.getBool("creative_mode");\r
1471                                 menudata.enable_damage = g_settings.getBool("enable_damage");\r
1472 \r
1473                                 GUIMainMenu *menu =\r
1474                                                 new GUIMainMenu(guienv, guiroot, -1, \r
1475                                                         &g_menumgr, &menudata, g_gamecallback);\r
1476                                 menu->allowFocusRemoval(true);\r
1477 \r
1478                                 if(error_message != L"")\r
1479                                 {\r
1480                                         dstream<<"WARNING: error_message = "\r
1481                                                         <<wide_to_narrow(error_message)<<std::endl;\r
1482 \r
1483                                         GUIMessageMenu *menu2 =\r
1484                                                         new GUIMessageMenu(guienv, guiroot, -1, \r
1485                                                                 &g_menumgr, error_message.c_str());\r
1486                                         menu2->drop();\r
1487                                         error_message = L"";\r
1488                                 }\r
1489 \r
1490                                 video::IVideoDriver* driver = device->getVideoDriver();\r
1491                                 \r
1492                                 dstream<<"Created main menu"<<std::endl;\r
1493 \r
1494                                 while(device->run() && kill == false)\r
1495                                 {\r
1496                                         if(menu->getStatus() == true)\r
1497                                                 break;\r
1498 \r
1499                                         //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
1500                                         driver->beginScene(true, true, video::SColor(255,128,128,128));\r
1501 \r
1502                                         drawMenuBackground(driver);\r
1503 \r
1504                                         guienv->drawAll();\r
1505                                         \r
1506                                         driver->endScene();\r
1507                                         \r
1508                                         // On some computers framerate doesn't seem to be\r
1509                                         // automatically limited\r
1510                                         sleep_ms(25);\r
1511                                 }\r
1512                                 \r
1513                                 // Break out of menu-game loop to shut down cleanly\r
1514                                 if(device->run() == false || kill == true)\r
1515                                         break;\r
1516                                 \r
1517                                 dstream<<"Dropping main menu"<<std::endl;\r
1518 \r
1519                                 menu->drop();\r
1520                                 \r
1521                                 // Delete map if requested\r
1522                                 if(menudata.delete_map)\r
1523                                 {\r
1524                                         bool r = fs::RecursiveDeleteContent(map_dir);\r
1525                                         if(r == false)\r
1526                                                 error_message = L"Delete failed";\r
1527                                         continue;\r
1528                                 }\r
1529 \r
1530                                 playername = wide_to_narrow(menudata.name);\r
1531 \r
1532                                 password = translatePassword(playername, menudata.password);\r
1533 \r
1534                                 address = wide_to_narrow(menudata.address);\r
1535                                 int newport = stoi(wide_to_narrow(menudata.port));\r
1536                                 if(newport != 0)\r
1537                                         port = newport;\r
1538                                 g_settings.set("new_style_leaves", itos(menudata.fancy_trees));\r
1539                                 g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));\r
1540                                 g_settings.set("creative_mode", itos(menudata.creative_mode));\r
1541                                 g_settings.set("enable_damage", itos(menudata.enable_damage));\r
1542                                 \r
1543                                 // NOTE: These are now checked server side; no need to do it\r
1544                                 //       here, so let's not do it here.\r
1545                                 /*// Check for valid parameters, restart menu if invalid.\r
1546                                 if(playername == "")\r
1547                                 {\r
1548                                         error_message = L"Name required.";\r
1549                                         continue;\r
1550                                 }\r
1551                                 // Check that name has only valid chars\r
1552                                 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)\r
1553                                 {\r
1554                                         error_message = L"Characters allowed: "\r
1555                                                         +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);\r
1556                                         continue;\r
1557                                 }*/\r
1558 \r
1559                                 // Save settings\r
1560                                 g_settings.set("name", playername);\r
1561                                 g_settings.set("address", address);\r
1562                                 g_settings.set("port", itos(port));\r
1563                                 // Update configuration file\r
1564                                 if(configpath != "")\r
1565                                         g_settings.updateConfigFile(configpath.c_str());\r
1566                         \r
1567                                 // Continue to game\r
1568                                 break;\r
1569                         }\r
1570                         \r
1571                         // Break out of menu-game loop to shut down cleanly\r
1572                         if(device->run() == false)\r
1573                                 break;\r
1574                         \r
1575                         // Initialize mapnode again to enable changed graphics settings\r
1576                         init_mapnode();\r
1577 \r
1578                         /*\r
1579                                 Run game\r
1580                         */\r
1581                         the_game(\r
1582                                 kill,\r
1583                                 random_input,\r
1584                                 input,\r
1585                                 device,\r
1586                                 font,\r
1587                                 map_dir,\r
1588                                 playername,\r
1589                                 password,\r
1590                                 address,\r
1591                                 port,\r
1592                                 error_message\r
1593                         );\r
1594 \r
1595                 } //try\r
1596                 catch(con::PeerNotFoundException &e)\r
1597                 {\r
1598                         dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;\r
1599                         error_message = L"Connection error (timed out?)";\r
1600                 }\r
1601                 catch(SocketException &e)\r
1602                 {\r
1603                         dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;\r
1604                         error_message = L"Socket error (port already in use?)";\r
1605                 }\r
1606 #ifdef NDEBUG\r
1607                 catch(std::exception &e)\r
1608                 {\r
1609                         std::string narrow_message = "Some exception, what()=\"";\r
1610                         narrow_message += e.what();\r
1611                         narrow_message += "\"";\r
1612                         dstream<<DTIME<<narrow_message<<std::endl;\r
1613                         error_message = narrow_to_wide(narrow_message);\r
1614                 }\r
1615 #endif\r
1616 \r
1617         } // Menu-game loop\r
1618         \r
1619         delete input;\r
1620 \r
1621         /*\r
1622                 In the end, delete the Irrlicht device.\r
1623         */\r
1624         device->drop();\r
1625         \r
1626         END_DEBUG_EXCEPTION_HANDLER\r
1627         \r
1628         debugstreams_deinit();\r
1629         \r
1630         return 0;\r
1631 }\r
1632 \r
1633 //END\r