fixed problem with wront paths in gettext
[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 NOTE: A random to-do list saved here as documentation:\r
31 A list of "active blocks" in which stuff happens. (+=done)\r
32         + Add a never-resetted game timer to the server\r
33         + Add a timestamp value to blocks\r
34         + The simple rule: All blocks near some player are "active"\r
35         - Do stuff in real time in active blocks\r
36                 + Handle objects\r
37                 - Grow grass, delete leaves without a tree\r
38                 - Spawn some mobs based on some rules\r
39                 - Transform cobble to mossy cobble near water\r
40                 - Run a custom script\r
41                 - ...And all kinds of other dynamic stuff\r
42         + Keep track of when a block becomes active and becomes inactive\r
43         + When a block goes inactive:\r
44                 + Store objects statically to block\r
45                 + Store timer value as the timestamp\r
46         + When a block goes active:\r
47                 + Create active objects out of static objects\r
48                 - Simulate the results of what would have happened if it would have\r
49                   been active for all the time\r
50                         - Grow a lot of grass and so on\r
51         + Initially it is fine to send information about every active object\r
52           to every player. Eventually it should be modified to only send info\r
53           about the nearest ones.\r
54                 + This was left to be done by the old system and it sends only the\r
55                   nearest ones.\r
56 \r
57 Old, wild and random suggestions that probably won't be done:\r
58 -------------------------------------------------------------\r
59 \r
60 SUGG: If player is on ground, mainly fetch ground-level blocks\r
61 \r
62 SUGG: Expose Connection's seqnums and ACKs to server and client.\r
63       - This enables saving many packets and making a faster connection\r
64           - This also enables server to check if client has received the\r
65             most recent block sent, for example.\r
66 SUGG: Add a sane bandwidth throttling system to Connection\r
67 \r
68 SUGG: More fine-grained control of client's dumping of blocks from\r
69       memory\r
70           - ...What does this mean in the first place?\r
71 \r
72 SUGG: A map editing mode (similar to dedicated server mode)\r
73 \r
74 SUGG: Transfer more blocks in a single packet\r
75 SUGG: A blockdata combiner class, to which blocks are added and at\r
76       destruction it sends all the stuff in as few packets as possible.\r
77 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize\r
78       it by sending more stuff in a single packet.\r
79           - Add a packet queue to RemoteClient, from which packets will be\r
80             combined with object data packets\r
81                 - This is not exactly trivial: the object data packets are\r
82                   sometimes very big by themselves\r
83           - This might not give much network performance gain though.\r
84 \r
85 SUGG: Precalculate lighting translation table at runtime (at startup)\r
86       - This is not doable because it is currently hand-made and not\r
87             based on some mathematical function.\r
88                 - Note: This has been changing lately\r
89 \r
90 SUGG: A version number to blocks, which increments when the block is\r
91       modified (node add/remove, water update, lighting update)\r
92           - This can then be used to make sure the most recent version of\r
93             a block has been sent to client, for example\r
94 \r
95 SUGG: Make the amount of blocks sending to client and the total\r
96           amount of blocks dynamically limited. Transferring blocks is the\r
97           main network eater of this system, so it is the one that has\r
98           to be throttled so that RTTs stay low.\r
99 \r
100 SUGG: Meshes of blocks could be split into 6 meshes facing into\r
101       different directions and then only those drawn that need to be\r
102 \r
103 SUGG: Background music based on cellular automata?\r
104       http://www.earslap.com/projectslab/otomata\r
105 \r
106 SUGG: Simple light color information to air\r
107 \r
108 SUGG: Server-side objects could be moved based on nodes to enable very\r
109       lightweight operation and simple AI\r
110         - Not practical; client would still need to show smooth movement.\r
111 \r
112 SUGG: Make a system for pregenerating quick information for mapblocks, so\r
113           that the client can show them as cubes before they are actually sent\r
114           or even generated.\r
115 \r
116 SUGG: Erosion simulation at map generation time\r
117     - This might be plausible if larger areas of map were pregenerated\r
118           without lighting (which is slow)\r
119         - Simulate water flows, which would carve out dirt fast and\r
120           then turn stone into gravel and sand and relocate it.\r
121         - How about relocating minerals, too? Coal and gold in\r
122           downstream sand and gravel would be kind of cool\r
123           - This would need a better way of handling minerals, mainly\r
124                 to have mineral content as a separate field. the first\r
125                 parameter field is free for this.\r
126         - Simulate rock falling from cliffs when water has removed\r
127           enough solid rock from the bottom\r
128 \r
129 SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface\r
130       stuff as simple flags/values\r
131       - Light?\r
132           - A building?\r
133           And at some point make the server send this data to the client too,\r
134           instead of referring to the noise functions\r
135           - Ground height\r
136           - Surface ground type\r
137           - Trees?\r
138 \r
139 Gaming ideas:\r
140 -------------\r
141 \r
142 - Aim for something like controlling a single dwarf in Dwarf Fortress\r
143 - The player could go faster by a crafting a boat, or riding an animal\r
144 - Random NPC traders. what else?\r
145 \r
146 Game content:\r
147 -------------\r
148 \r
149 - When furnace is destroyed, move items to player's inventory\r
150 - Add lots of stuff\r
151 - Glass blocks\r
152 - Growing grass, decaying leaves\r
153         - This can be done in the active blocks I guess.\r
154         - Lots of stuff can be done in the active blocks.\r
155         - Uh, is there an active block list somewhere? I think not. Add it.\r
156 - Breaking weak structures\r
157         - This can probably be accomplished in the same way as grass\r
158 - Player health points\r
159         - When player dies, throw items on map (needs better item-on-map\r
160           implementation)\r
161 - Cobble to get mossy if near water\r
162 - More slots in furnace source list, so that multiple ingredients\r
163   are possible.\r
164 - Keys to chests?\r
165 \r
166 - The Treasure Guard; a big monster with a hammer\r
167         - The hammer does great damage, shakes the ground and removes a block\r
168         - You can drop on top of it, and have some time to attack there\r
169           before he shakes you off\r
170 \r
171 - Maybe the difficulty could come from monsters getting tougher in\r
172   far-away places, and the player starting to need something from\r
173   there when time goes by.\r
174   - The player would have some of that stuff at the beginning, and\r
175     would need new supplies of it when it runs out\r
176 \r
177 - A bomb\r
178 - A spread-items-on-map routine for the bomb, and for dying players\r
179 \r
180 - Fighting:\r
181   - Proper sword swing simulation\r
182   - Player should get damage from colliding to a wall at high speed\r
183 \r
184 Documentation:\r
185 --------------\r
186 \r
187 Build system / running:\r
188 -----------------------\r
189 \r
190 Networking and serialization:\r
191 -----------------------------\r
192 \r
193 SUGG: Fix address to be ipv6 compatible\r
194 \r
195 User Interface:\r
196 ---------------\r
197 \r
198 Graphics:\r
199 ---------\r
200 \r
201 SUGG: Combine MapBlock's face caches to so big pieces that VBO\r
202       can be used\r
203       - That is >500 vertices\r
204           - This is not easy; all the MapBlocks close to the player would\r
205             still need to be drawn separately and combining the blocks\r
206                 would have to happen in a background thread\r
207 \r
208 SUGG: Make fetching sector's blocks more efficient when rendering\r
209       sectors that have very large amounts of blocks (on client)\r
210           - Is this necessary at all?\r
211 \r
212 SUGG: Draw cubes in inventory directly with 3D drawing commands, so that\r
213       animating them is easier.\r
214 \r
215 SUGG: Option for enabling proper alpha channel for textures\r
216 \r
217 TODO: Flowing water animation\r
218 \r
219 TODO: A setting for enabling bilinear filtering for textures\r
220 \r
221 TODO: Better control of draw_control.wanted_max_blocks\r
222 \r
223 TODO: Further investigate the use of GPU lighting in addition to the\r
224       current one\r
225 \r
226 TODO: Artificial (night) light could be more yellow colored than sunlight.\r
227       - This is technically doable.\r
228           - Also the actual colors of the textures could be made less colorful\r
229             in the dark but it's a bit more difficult.\r
230 \r
231 SUGG: Somehow make the night less colorful\r
232 \r
233 TODO: Occlusion culling\r
234       - At the same time, move some of the renderMap() block choosing code\r
235         to the same place as where the new culling happens.\r
236       - Shoot some rays per frame and when ready, make a new list of\r
237             blocks for usage of renderMap and give it a new pointer to it.\r
238 \r
239 Configuration:\r
240 --------------\r
241 \r
242 Client:\r
243 -------\r
244 \r
245 TODO: Untie client network operations from framerate\r
246       - Needs some input queues or something\r
247           - This won't give much performance boost because calculating block\r
248             meshes takes so long\r
249 \r
250 SUGG: Make morning and evening transition more smooth and maybe shorter\r
251 \r
252 TODO: Don't update all meshes always on single node changes, but\r
253       check which ones should be updated\r
254           - implement Map::updateNodeMeshes() and the usage of it\r
255           - It will give almost always a 4x boost in mesh update performance.\r
256 \r
257 - A weapon engine\r
258 \r
259 - Tool/weapon visualization\r
260 \r
261 FIXME: When disconnected to the menu, memory is not freed properly\r
262 \r
263 TODO: Investigate how much the mesh generator thread gets used when\r
264       transferring map data\r
265 \r
266 Server:\r
267 -------\r
268 \r
269 SUGG: Make an option to the server to disable building and digging near\r
270       the starting position\r
271 \r
272 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop\r
273 \r
274 * Fix the problem with the server constantly saving one or a few\r
275   blocks? List the first saved block, maybe it explains.\r
276   - It is probably caused by oscillating water\r
277   - TODO: Investigate if this still happens (this is a very old one)\r
278 * Make a small history check to transformLiquids to detect and log\r
279   continuous oscillations, in such detail that they can be fixed.\r
280 \r
281 FIXME: The new optimized map sending doesn't sometimes send enough blocks\r
282        from big caves and such\r
283 FIXME: Block send distance configuration does not take effect for some reason\r
284 \r
285 Environment:\r
286 ------------\r
287 \r
288 TODO: Add proper hooks to when adding and removing active blocks\r
289 \r
290 TODO: Finish the ActiveBlockModifier stuff and use it for something\r
291 \r
292 Objects:\r
293 --------\r
294 \r
295 TODO: Get rid of MapBlockObjects and use only ActiveObjects\r
296         - Skipping the MapBlockObject data is nasty - there is no "total\r
297           length" stored; have to make a SkipMBOs function which contains\r
298           enough of the current code to skip them properly.\r
299 \r
300 SUGG: MovingObject::move and Player::move are basically the same.\r
301       combine them.\r
302         - NOTE: This is a bit tricky because player has the sneaking ability\r
303         - NOTE: Player::move is more up-to-date.\r
304         - NOTE: There is a simple move implementation now in collision.{h,cpp}\r
305         - NOTE: MovingObject will be deleted (MapBlockObject)\r
306 \r
307 TODO: Add a long step function to objects that is called with the time\r
308       difference when block activates\r
309 \r
310 Map:\r
311 ----\r
312 \r
313 TODO: Mineral and ground material properties\r
314       - This way mineral ground toughness can be calculated with just\r
315             some formula, as well as tool strengths\r
316           - There are TODOs in appropriate files: material.h, content_mapnode.h\r
317 \r
318 TODO: Flowing water to actually contain flow direction information\r
319       - There is a space for this - it just has to be implemented.\r
320 \r
321 TODO: Consider smoothening cave floors after generating them\r
322 \r
323 Misc. stuff:\r
324 ------------\r
325 TODO: Make sure server handles removing grass when a block is placed (etc)\r
326       - The client should not do it by itself\r
327           - NOTE: I think nobody does it currently...\r
328 TODO: Block cube placement around player's head\r
329 TODO: Protocol version field\r
330 TODO: Think about using same bits for material for fences and doors, for\r
331           example\r
332 TODO: Move mineral to param2, increment map serialization version, add\r
333       conversion\r
334 \r
335 TODO: Restart irrlicht completely when coming back to main menu from game.\r
336         - This gets rid of everything that is stored in irrlicht's caches.\r
337 \r
338 TODO: Merge bahamada's audio stuff (clean patch available)\r
339 \r
340 TODO: Merge key configuration menu (no clean patch available)\r
341 \r
342 Making it more portable:\r
343 ------------------------\r
344  \r
345 Stuff to do before release:\r
346 ---------------------------\r
347 \r
348 Fixes to the current release:\r
349 -----------------------------\r
350 \r
351 Stuff to do after release:\r
352 ---------------------------\r
353 \r
354 Doing currently:\r
355 ----------------\r
356 \r
357 ======================================================================\r
358 \r
359 */\r
360 \r
361 #ifdef NDEBUG\r
362         #ifdef _WIN32\r
363                 #pragma message ("Disabling unit tests")\r
364         #else\r
365                 #warning "Disabling unit tests"\r
366         #endif\r
367         // Disable unit tests\r
368         #define ENABLE_TESTS 0\r
369 #else\r
370         // Enable unit tests\r
371         #define ENABLE_TESTS 1\r
372 #endif\r
373 \r
374 #ifdef _MSC_VER\r
375         #pragma comment(lib, "Irrlicht.lib")\r
376         //#pragma comment(lib, "jthread.lib")\r
377         #pragma comment(lib, "zlibwapi.lib")\r
378         #pragma comment(lib, "Shell32.lib")\r
379         // This would get rid of the console window\r
380         //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
381 #endif\r
382 \r
383 #include <iostream>\r
384 #include <fstream>\r
385 #include <locale.h>\r
386 #include "main.h"\r
387 #include "common_irrlicht.h"\r
388 #include "debug.h"\r
389 #include "test.h"\r
390 #include "server.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 "materials.h"\r
400 #include "game.h"\r
401 #include "keycode.h"\r
402 #include "tile.h"\r
403 \r
404 #include "gettext.h"\r
405 \r
406 // This makes textures\r
407 ITextureSource *g_texturesource = NULL;\r
408 \r
409 /*\r
410         Settings.\r
411         These are loaded from the config file.\r
412 */\r
413 \r
414 Settings g_settings;\r
415 // This is located in defaultsettings.cpp\r
416 extern void set_default_settings();\r
417 \r
418 // Global profiler\r
419 Profiler g_profiler;\r
420 \r
421 /*\r
422         Random stuff\r
423 */\r
424 \r
425 /*\r
426         GUI Stuff\r
427 */\r
428 \r
429 gui::IGUIEnvironment* guienv = NULL;\r
430 gui::IGUIStaticText *guiroot = NULL;\r
431 \r
432 MainMenuManager g_menumgr;\r
433 \r
434 bool noMenuActive()\r
435 {\r
436         return (g_menumgr.menuCount() == 0);\r
437 }\r
438 \r
439 // Passed to menus to allow disconnecting and exiting\r
440 \r
441 MainGameCallback *g_gamecallback = NULL;\r
442 \r
443 /*\r
444         Debug streams\r
445 */\r
446 \r
447 // Connection\r
448 std::ostream *dout_con_ptr = &dummyout;\r
449 std::ostream *derr_con_ptr = &dstream_no_stderr;\r
450 //std::ostream *dout_con_ptr = &dstream_no_stderr;\r
451 //std::ostream *derr_con_ptr = &dstream_no_stderr;\r
452 //std::ostream *dout_con_ptr = &dstream;\r
453 //std::ostream *derr_con_ptr = &dstream;\r
454 \r
455 // Server\r
456 std::ostream *dout_server_ptr = &dstream;\r
457 std::ostream *derr_server_ptr = &dstream;\r
458 \r
459 // Client\r
460 std::ostream *dout_client_ptr = &dstream;\r
461 std::ostream *derr_client_ptr = &dstream;\r
462 \r
463 /*\r
464         gettime.h implementation\r
465 */\r
466 \r
467 // A small helper class\r
468 class TimeGetter\r
469 {\r
470 public:\r
471         virtual u32 getTime() = 0;\r
472 };\r
473 \r
474 // A precise irrlicht one\r
475 class IrrlichtTimeGetter: public TimeGetter\r
476 {\r
477 public:\r
478         IrrlichtTimeGetter(IrrlichtDevice *device):\r
479                 m_device(device)\r
480         {}\r
481         u32 getTime()\r
482         {\r
483                 if(m_device == NULL)\r
484                         return 0;\r
485                 return m_device->getTimer()->getRealTime();\r
486         }\r
487 private:\r
488         IrrlichtDevice *m_device;\r
489 };\r
490 // Not so precise one which works without irrlicht\r
491 class SimpleTimeGetter: public TimeGetter\r
492 {\r
493 public:\r
494         u32 getTime()\r
495         {\r
496                 return porting::getTimeMs();\r
497         }\r
498 };\r
499 \r
500 // A pointer to a global instance of the time getter\r
501 // TODO: why?\r
502 TimeGetter *g_timegetter = NULL;\r
503 \r
504 u32 getTimeMs()\r
505 {\r
506         if(g_timegetter == NULL)\r
507                 return 0;\r
508         return g_timegetter->getTime();\r
509 }\r
510 \r
511 /*\r
512         Event handler for Irrlicht\r
513 \r
514         NOTE: Everything possible should be moved out from here,\r
515               probably to InputHandler and the_game\r
516 */\r
517 \r
518 class MyEventReceiver : public IEventReceiver\r
519 {\r
520 public:\r
521         // This is the one method that we have to implement\r
522         virtual bool OnEvent(const SEvent& event)\r
523         {\r
524                 /*\r
525                         React to nothing here if a menu is active\r
526                 */\r
527                 if(noMenuActive() == false)\r
528                 {\r
529                         return false;\r
530                 }\r
531 \r
532                 // Remember whether each key is down or up\r
533                 if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
534                 {\r
535                         keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;\r
536 \r
537                         if(event.KeyInput.PressedDown)\r
538                                 keyWasDown[event.KeyInput.Key] = true;\r
539                 }\r
540 \r
541                 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
542                 {\r
543                         if(noMenuActive() == false)\r
544                         {\r
545                                 left_active = false;\r
546                                 middle_active = false;\r
547                                 right_active = false;\r
548                         }\r
549                         else\r
550                         {\r
551                                 //dstream<<"MyEventReceiver: mouse input"<<std::endl;\r
552                                 left_active = event.MouseInput.isLeftPressed();\r
553                                 middle_active = event.MouseInput.isMiddlePressed();\r
554                                 right_active = event.MouseInput.isRightPressed();\r
555 \r
556                                 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
557                                 {\r
558                                         leftclicked = true;\r
559                                 }\r
560                                 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
561                                 {\r
562                                         rightclicked = true;\r
563                                 }\r
564                                 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)\r
565                                 {\r
566                                         leftreleased = true;\r
567                                 }\r
568                                 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)\r
569                                 {\r
570                                         rightreleased = true;\r
571                                 }\r
572                                 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
573                                 {\r
574                                         mouse_wheel += event.MouseInput.Wheel;\r
575                                 }\r
576                         }\r
577                 }\r
578 \r
579                 return false;\r
580         }\r
581 \r
582         bool IsKeyDown(EKEY_CODE keyCode) const\r
583         {\r
584                 return keyIsDown[keyCode];\r
585         }\r
586         \r
587         // Checks whether a key was down and resets the state\r
588         bool WasKeyDown(EKEY_CODE keyCode)\r
589         {\r
590                 bool b = keyWasDown[keyCode];\r
591                 keyWasDown[keyCode] = false;\r
592                 return b;\r
593         }\r
594 \r
595         s32 getMouseWheel()\r
596         {\r
597                 s32 a = mouse_wheel;\r
598                 mouse_wheel = 0;\r
599                 return a;\r
600         }\r
601 \r
602         void clearInput()\r
603         {\r
604                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)\r
605                 {\r
606                         keyIsDown[i] = false;\r
607                         keyWasDown[i] = false;\r
608                 }\r
609                 \r
610                 leftclicked = false;\r
611                 rightclicked = false;\r
612                 leftreleased = false;\r
613                 rightreleased = false;\r
614 \r
615                 left_active = false;\r
616                 middle_active = false;\r
617                 right_active = false;\r
618 \r
619                 mouse_wheel = 0;\r
620         }\r
621 \r
622         MyEventReceiver()\r
623         {\r
624                 clearInput();\r
625         }\r
626 \r
627         bool leftclicked;\r
628         bool rightclicked;\r
629         bool leftreleased;\r
630         bool rightreleased;\r
631 \r
632         bool left_active;\r
633         bool middle_active;\r
634         bool right_active;\r
635 \r
636         s32 mouse_wheel;\r
637 \r
638 private:\r
639         IrrlichtDevice *m_device;\r
640         \r
641         // The current state of keys\r
642         bool keyIsDown[KEY_KEY_CODES_COUNT];\r
643         // Whether a key has been pressed or not\r
644         bool keyWasDown[KEY_KEY_CODES_COUNT];\r
645 };\r
646 \r
647 /*\r
648         Separated input handler\r
649 */\r
650 \r
651 class RealInputHandler : public InputHandler\r
652 {\r
653 public:\r
654         RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):\r
655                 m_device(device),\r
656                 m_receiver(receiver)\r
657         {\r
658         }\r
659         virtual bool isKeyDown(EKEY_CODE keyCode)\r
660         {\r
661                 return m_receiver->IsKeyDown(keyCode);\r
662         }\r
663         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
664         {\r
665                 return m_receiver->WasKeyDown(keyCode);\r
666         }\r
667         virtual v2s32 getMousePos()\r
668         {\r
669                 return m_device->getCursorControl()->getPosition();\r
670         }\r
671         virtual void setMousePos(s32 x, s32 y)\r
672         {\r
673                 m_device->getCursorControl()->setPosition(x, y);\r
674         }\r
675 \r
676         virtual bool getLeftState()\r
677         {\r
678                 return m_receiver->left_active;\r
679         }\r
680         virtual bool getRightState()\r
681         {\r
682                 return m_receiver->right_active;\r
683         }\r
684         \r
685         virtual bool getLeftClicked()\r
686         {\r
687                 return m_receiver->leftclicked;\r
688         }\r
689         virtual bool getRightClicked()\r
690         {\r
691                 return m_receiver->rightclicked;\r
692         }\r
693         virtual void resetLeftClicked()\r
694         {\r
695                 m_receiver->leftclicked = false;\r
696         }\r
697         virtual void resetRightClicked()\r
698         {\r
699                 m_receiver->rightclicked = false;\r
700         }\r
701 \r
702         virtual bool getLeftReleased()\r
703         {\r
704                 return m_receiver->leftreleased;\r
705         }\r
706         virtual bool getRightReleased()\r
707         {\r
708                 return m_receiver->rightreleased;\r
709         }\r
710         virtual void resetLeftReleased()\r
711         {\r
712                 m_receiver->leftreleased = false;\r
713         }\r
714         virtual void resetRightReleased()\r
715         {\r
716                 m_receiver->rightreleased = false;\r
717         }\r
718 \r
719         virtual s32 getMouseWheel()\r
720         {\r
721                 return m_receiver->getMouseWheel();\r
722         }\r
723 \r
724         void clear()\r
725         {\r
726                 m_receiver->clearInput();\r
727         }\r
728 private:\r
729         IrrlichtDevice *m_device;\r
730         MyEventReceiver *m_receiver;\r
731 };\r
732 \r
733 class RandomInputHandler : public InputHandler\r
734 {\r
735 public:\r
736         RandomInputHandler()\r
737         {\r
738                 leftdown = false;\r
739                 rightdown = false;\r
740                 leftclicked = false;\r
741                 rightclicked = false;\r
742                 leftreleased = false;\r
743                 rightreleased = false;\r
744                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
745                         keydown[i] = false;\r
746         }\r
747         virtual bool isKeyDown(EKEY_CODE keyCode)\r
748         {\r
749                 return keydown[keyCode];\r
750         }\r
751         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
752         {\r
753                 return false;\r
754         }\r
755         virtual v2s32 getMousePos()\r
756         {\r
757                 return mousepos;\r
758         }\r
759         virtual void setMousePos(s32 x, s32 y)\r
760         {\r
761                 mousepos = v2s32(x,y);\r
762         }\r
763 \r
764         virtual bool getLeftState()\r
765         {\r
766                 return leftdown;\r
767         }\r
768         virtual bool getRightState()\r
769         {\r
770                 return rightdown;\r
771         }\r
772 \r
773         virtual bool getLeftClicked()\r
774         {\r
775                 return leftclicked;\r
776         }\r
777         virtual bool getRightClicked()\r
778         {\r
779                 return rightclicked;\r
780         }\r
781         virtual void resetLeftClicked()\r
782         {\r
783                 leftclicked = false;\r
784         }\r
785         virtual void resetRightClicked()\r
786         {\r
787                 rightclicked = false;\r
788         }\r
789 \r
790         virtual bool getLeftReleased()\r
791         {\r
792                 return leftreleased;\r
793         }\r
794         virtual bool getRightReleased()\r
795         {\r
796                 return rightreleased;\r
797         }\r
798         virtual void resetLeftReleased()\r
799         {\r
800                 leftreleased = false;\r
801         }\r
802         virtual void resetRightReleased()\r
803         {\r
804                 rightreleased = false;\r
805         }\r
806 \r
807         virtual s32 getMouseWheel()\r
808         {\r
809                 return 0;\r
810         }\r
811 \r
812         virtual void step(float dtime)\r
813         {\r
814                 {\r
815                         static float counter1 = 0;\r
816                         counter1 -= dtime;\r
817                         if(counter1 < 0.0)\r
818                         {\r
819                                 counter1 = 0.1*Rand(1, 40);\r
820                                 keydown[getKeySetting("keymap_jump")] =\r
821                                                 !keydown[getKeySetting("keymap_jump")];\r
822                         }\r
823                 }\r
824                 {\r
825                         static float counter1 = 0;\r
826                         counter1 -= dtime;\r
827                         if(counter1 < 0.0)\r
828                         {\r
829                                 counter1 = 0.1*Rand(1, 40);\r
830                                 keydown[getKeySetting("keymap_special1")] =\r
831                                                 !keydown[getKeySetting("keymap_special1")];\r
832                         }\r
833                 }\r
834                 {\r
835                         static float counter1 = 0;\r
836                         counter1 -= dtime;\r
837                         if(counter1 < 0.0)\r
838                         {\r
839                                 counter1 = 0.1*Rand(1, 40);\r
840                                 keydown[getKeySetting("keymap_forward")] =\r
841                                                 !keydown[getKeySetting("keymap_forward")];\r
842                         }\r
843                 }\r
844                 {\r
845                         static float counter1 = 0;\r
846                         counter1 -= dtime;\r
847                         if(counter1 < 0.0)\r
848                         {\r
849                                 counter1 = 0.1*Rand(1, 40);\r
850                                 keydown[getKeySetting("keymap_left")] =\r
851                                                 !keydown[getKeySetting("keymap_left")];\r
852                         }\r
853                 }\r
854                 {\r
855                         static float counter1 = 0;\r
856                         counter1 -= dtime;\r
857                         if(counter1 < 0.0)\r
858                         {\r
859                                 counter1 = 0.1*Rand(1, 20);\r
860                                 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));\r
861                         }\r
862                 }\r
863                 {\r
864                         static float counter1 = 0;\r
865                         counter1 -= dtime;\r
866                         if(counter1 < 0.0)\r
867                         {\r
868                                 counter1 = 0.1*Rand(1, 30);\r
869                                 leftdown = !leftdown;\r
870                                 if(leftdown)\r
871                                         leftclicked = true;\r
872                                 if(!leftdown)\r
873                                         leftreleased = true;\r
874                         }\r
875                 }\r
876                 {\r
877                         static float counter1 = 0;\r
878                         counter1 -= dtime;\r
879                         if(counter1 < 0.0)\r
880                         {\r
881                                 counter1 = 0.1*Rand(1, 15);\r
882                                 rightdown = !rightdown;\r
883                                 if(rightdown)\r
884                                         rightclicked = true;\r
885                                 if(!rightdown)\r
886                                         rightreleased = true;\r
887                         }\r
888                 }\r
889                 mousepos += mousespeed;\r
890         }\r
891 \r
892         s32 Rand(s32 min, s32 max)\r
893         {\r
894                 return (myrand()%(max-min+1))+min;\r
895         }\r
896 private:\r
897         bool keydown[KEY_KEY_CODES_COUNT];\r
898         v2s32 mousepos;\r
899         v2s32 mousespeed;\r
900         bool leftdown;\r
901         bool rightdown;\r
902         bool leftclicked;\r
903         bool rightclicked;\r
904         bool leftreleased;\r
905         bool rightreleased;\r
906 };\r
907 \r
908 // These are defined global so that they're not optimized too much.\r
909 // Can't change them to volatile.\r
910 s16 temp16;\r
911 f32 tempf;\r
912 v3f tempv3f1;\r
913 v3f tempv3f2;\r
914 std::string tempstring;\r
915 std::string tempstring2;\r
916 \r
917 void SpeedTests()\r
918 {\r
919         {\r
920                 dstream<<"The following test should take around 20ms."<<std::endl;\r
921                 TimeTaker timer("Testing std::string speed");\r
922                 const u32 jj = 10000;\r
923                 for(u32 j=0; j<jj; j++)\r
924                 {\r
925                         tempstring = "";\r
926                         tempstring2 = "";\r
927                         const u32 ii = 10;\r
928                         for(u32 i=0; i<ii; i++){\r
929                                 tempstring2 += "asd";\r
930                         }\r
931                         for(u32 i=0; i<ii+1; i++){\r
932                                 tempstring += "asd";\r
933                                 if(tempstring == tempstring2)\r
934                                         break;\r
935                         }\r
936                 }\r
937         }\r
938         \r
939         dstream<<"All of the following tests should take around 100ms each."\r
940                         <<std::endl;\r
941 \r
942         {\r
943                 TimeTaker timer("Testing floating-point conversion speed");\r
944                 tempf = 0.001;\r
945                 for(u32 i=0; i<4000000; i++){\r
946                         temp16 += tempf;\r
947                         tempf += 0.001;\r
948                 }\r
949         }\r
950         \r
951         {\r
952                 TimeTaker timer("Testing floating-point vector speed");\r
953 \r
954                 tempv3f1 = v3f(1,2,3);\r
955                 tempv3f2 = v3f(4,5,6);\r
956                 for(u32 i=0; i<10000000; i++){\r
957                         tempf += tempv3f1.dotProduct(tempv3f2);\r
958                         tempv3f2 += v3f(7,8,9);\r
959                 }\r
960         }\r
961 \r
962         {\r
963                 TimeTaker timer("Testing core::map speed");\r
964                 \r
965                 core::map<v2s16, f32> map1;\r
966                 tempf = -324;\r
967                 const s16 ii=300;\r
968                 for(s16 y=0; y<ii; y++){\r
969                         for(s16 x=0; x<ii; x++){\r
970                                 map1.insert(v2s16(x,y), tempf);\r
971                                 tempf += 1;\r
972                         }\r
973                 }\r
974                 for(s16 y=ii-1; y>=0; y--){\r
975                         for(s16 x=0; x<ii; x++){\r
976                                 tempf = map1[v2s16(x,y)];\r
977                         }\r
978                 }\r
979         }\r
980 \r
981         {\r
982                 dstream<<"Around 5000/ms should do well here."<<std::endl;\r
983                 TimeTaker timer("Testing mutex speed");\r
984                 \r
985                 JMutex m;\r
986                 m.Init();\r
987                 u32 n = 0;\r
988                 u32 i = 0;\r
989                 do{\r
990                         n += 10000;\r
991                         for(; i<n; i++){\r
992                                 m.Lock();\r
993                                 m.Unlock();\r
994                         }\r
995                 }\r
996                 // Do at least 10ms\r
997                 while(timer.getTime() < 10);\r
998 \r
999                 u32 dtime = timer.stop();\r
1000                 u32 per_ms = n / dtime;\r
1001                 std::cout<<"Done. "<<dtime<<"ms, "\r
1002                                 <<per_ms<<"/ms"<<std::endl;\r
1003         }\r
1004 }\r
1005 \r
1006 void drawMenuBackground(video::IVideoDriver* driver)\r
1007 {\r
1008         core::dimension2d<u32> screensize = driver->getScreenSize();\r
1009                 \r
1010         video::ITexture *bgtexture =\r
1011                         driver->getTexture(getTexturePath("mud.png").c_str());\r
1012         if(bgtexture)\r
1013         {\r
1014                 s32 texturesize = 128;\r
1015                 s32 tiled_y = screensize.Height / texturesize + 1;\r
1016                 s32 tiled_x = screensize.Width / texturesize + 1;\r
1017                 \r
1018                 for(s32 y=0; y<tiled_y; y++)\r
1019                 for(s32 x=0; x<tiled_x; x++)\r
1020                 {\r
1021                         core::rect<s32> rect(0,0,texturesize,texturesize);\r
1022                         rect += v2s32(x*texturesize, y*texturesize);\r
1023                         driver->draw2DImage(bgtexture, rect,\r
1024                                 core::rect<s32>(core::position2d<s32>(0,0),\r
1025                                 core::dimension2di(bgtexture->getSize())),\r
1026                                 NULL, NULL, true);\r
1027                 }\r
1028         }\r
1029         \r
1030         video::ITexture *logotexture =\r
1031                         driver->getTexture(getTexturePath("menulogo.png").c_str());\r
1032         if(logotexture)\r
1033         {\r
1034                 v2s32 logosize(logotexture->getOriginalSize().Width,\r
1035                                 logotexture->getOriginalSize().Height);\r
1036                 logosize *= 4;\r
1037 \r
1038                 video::SColor bgcolor(255,50,50,50);\r
1039                 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,\r
1040                                 screensize.Width, screensize.Height);\r
1041                 driver->draw2DRectangle(bgcolor, bgrect, NULL);\r
1042 \r
1043                 core::rect<s32> rect(0,0,logosize.X,logosize.Y);\r
1044                 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);\r
1045                 rect -= v2s32(logosize.X/2, 0);\r
1046                 driver->draw2DImage(logotexture, rect,\r
1047                         core::rect<s32>(core::position2d<s32>(0,0),\r
1048                         core::dimension2di(logotexture->getSize())),\r
1049                         NULL, NULL, true);\r
1050         }\r
1051 }\r
1052 \r
1053 int main(int argc, char *argv[])\r
1054 {\r
1055         /*\r
1056                 Initialization\r
1057         */\r
1058 \r
1059         // Set locale. This is for forcing '.' as the decimal point.\r
1060         std::locale::global(std::locale("C"));\r
1061         // This enables printing all characters in bitmap font\r
1062         setlocale(LC_CTYPE, "en_US");\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         // Create user data directory\r
1133         fs::CreateDir(porting::path_userdata);\r
1134 \r
1135         setlocale(LC_ALL, "");\r
1136         bindtextdomain("minetest-c55", (porting::path_userdata+"/locale").c_str());\r
1137         textdomain("minetest-c55");\r
1138         \r
1139         // Initialize debug streams\r
1140 #ifdef RUN_IN_PLACE\r
1141         std::string debugfile = DEBUGFILE;\r
1142 #else\r
1143         std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;\r
1144 #endif\r
1145         debugstreams_init(disable_stderr, debugfile.c_str());\r
1146         // Initialize debug stacks\r
1147         debug_stacks_init();\r
1148 \r
1149         DSTACK(__FUNCTION_NAME);\r
1150 \r
1151         // Init material properties table\r
1152         //initializeMaterialProperties();\r
1153 \r
1154         // Debug handler\r
1155         BEGIN_DEBUG_EXCEPTION_HANDLER\r
1156 \r
1157         // Print startup message\r
1158         dstream<<DTIME<<"minetest-c55"\r
1159                         " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
1160                         <<", "<<BUILD_INFO\r
1161                         <<std::endl;\r
1162         \r
1163         /*\r
1164                 Basic initialization\r
1165         */\r
1166 \r
1167         // Initialize default settings\r
1168         set_default_settings();\r
1169         \r
1170         // Initialize sockets\r
1171         sockets_init();\r
1172         atexit(sockets_cleanup);\r
1173         \r
1174         /*\r
1175                 Read config file\r
1176         */\r
1177         \r
1178         // Path of configuration file in use\r
1179         std::string configpath = "";\r
1180         \r
1181         if(cmd_args.exists("config"))\r
1182         {\r
1183                 bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());\r
1184                 if(r == false)\r
1185                 {\r
1186                         dstream<<"Could not read configuration from \""\r
1187                                         <<cmd_args.get("config")<<"\""<<std::endl;\r
1188                         return 1;\r
1189                 }\r
1190                 configpath = cmd_args.get("config");\r
1191         }\r
1192         else\r
1193         {\r
1194                 core::array<std::string> filenames;\r
1195                 filenames.push_back(porting::path_userdata + "/minetest.conf");\r
1196 #ifdef RUN_IN_PLACE\r
1197                 filenames.push_back(porting::path_userdata + "/../minetest.conf");\r
1198 #endif\r
1199 \r
1200                 for(u32 i=0; i<filenames.size(); i++)\r
1201                 {\r
1202                         bool r = g_settings.readConfigFile(filenames[i].c_str());\r
1203                         if(r)\r
1204                         {\r
1205                                 configpath = filenames[i];\r
1206                                 break;\r
1207                         }\r
1208                 }\r
1209                 \r
1210                 // If no path found, use the first one (menu creates the file)\r
1211                 if(configpath == "")\r
1212                         configpath = filenames[0];\r
1213         }\r
1214 \r
1215         // Initialize random seed\r
1216         srand(time(0));\r
1217         mysrand(time(0));\r
1218 \r
1219         /*\r
1220                 Pre-initialize some stuff with a dummy irrlicht wrapper.\r
1221 \r
1222                 These are needed for unit tests at least.\r
1223         */\r
1224         \r
1225         // Initial call with g_texturesource not set.\r
1226         init_mapnode();\r
1227 \r
1228         /*\r
1229                 Run unit tests\r
1230         */\r
1231 \r
1232         if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)\r
1233                         || cmd_args.getFlag("enable-unittests") == true)\r
1234         {\r
1235                 run_tests();\r
1236         }\r
1237         \r
1238         /*for(s16 y=-100; y<100; y++)\r
1239         for(s16 x=-100; x<100; x++)\r
1240         {\r
1241                 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;\r
1242         }\r
1243         return 0;*/\r
1244         \r
1245         /*\r
1246                 Game parameters\r
1247         */\r
1248 \r
1249         // Port\r
1250         u16 port = 30000;\r
1251         if(cmd_args.exists("port"))\r
1252                 port = cmd_args.getU16("port");\r
1253         else if(g_settings.exists("port"))\r
1254                 port = g_settings.getU16("port");\r
1255         if(port == 0)\r
1256                 port = 30000;\r
1257         \r
1258         // Map directory\r
1259         std::string map_dir = porting::path_userdata+"/world";\r
1260         if(cmd_args.exists("map-dir"))\r
1261                 map_dir = cmd_args.get("map-dir");\r
1262         else if(g_settings.exists("map-dir"))\r
1263                 map_dir = g_settings.get("map-dir");\r
1264         \r
1265         // Run dedicated server if asked to\r
1266         if(cmd_args.getFlag("server"))\r
1267         {\r
1268                 DSTACK("Dedicated server branch");\r
1269 \r
1270                 // Create time getter\r
1271                 g_timegetter = new SimpleTimeGetter();\r
1272                 \r
1273                 // Create server\r
1274                 Server server(map_dir.c_str());\r
1275                 server.start(port);\r
1276                 \r
1277                 // Run server\r
1278                 dedicated_server_loop(server, kill);\r
1279 \r
1280                 return 0;\r
1281         }\r
1282 \r
1283 \r
1284         /*\r
1285                 More parameters\r
1286         */\r
1287         \r
1288         // Address to connect to\r
1289         std::string address = "";\r
1290         \r
1291         if(cmd_args.exists("address"))\r
1292         {\r
1293                 address = cmd_args.get("address");\r
1294         }\r
1295         else\r
1296         {\r
1297                 address = g_settings.get("address");\r
1298         }\r
1299         \r
1300         std::string playername = g_settings.get("name");\r
1301 \r
1302         /*\r
1303                 Device initialization\r
1304         */\r
1305 \r
1306         // Resolution selection\r
1307         \r
1308         bool fullscreen = false;\r
1309         u16 screenW = g_settings.getU16("screenW");\r
1310         u16 screenH = g_settings.getU16("screenH");\r
1311 \r
1312         // Determine driver\r
1313 \r
1314         video::E_DRIVER_TYPE driverType;\r
1315         \r
1316         std::string driverstring = g_settings.get("video_driver");\r
1317 \r
1318         if(driverstring == "null")\r
1319                 driverType = video::EDT_NULL;\r
1320         else if(driverstring == "software")\r
1321                 driverType = video::EDT_SOFTWARE;\r
1322         else if(driverstring == "burningsvideo")\r
1323                 driverType = video::EDT_BURNINGSVIDEO;\r
1324         else if(driverstring == "direct3d8")\r
1325                 driverType = video::EDT_DIRECT3D8;\r
1326         else if(driverstring == "direct3d9")\r
1327                 driverType = video::EDT_DIRECT3D9;\r
1328         else if(driverstring == "opengl")\r
1329                 driverType = video::EDT_OPENGL;\r
1330         else\r
1331         {\r
1332                 dstream<<"WARNING: Invalid video_driver specified; defaulting "\r
1333                                 "to opengl"<<std::endl;\r
1334                 driverType = video::EDT_OPENGL;\r
1335         }\r
1336 \r
1337         /*\r
1338                 Create device and exit if creation failed\r
1339         */\r
1340 \r
1341         MyEventReceiver receiver;\r
1342 \r
1343         IrrlichtDevice *device;\r
1344         device = createDevice(driverType,\r
1345                         core::dimension2d<u32>(screenW, screenH),\r
1346                         16, fullscreen, false, false, &receiver);\r
1347 \r
1348         if (device == 0)\r
1349                 return 1; // could not create selected driver.\r
1350         \r
1351         // Set device in game parameters\r
1352         device = device;\r
1353         \r
1354         // Create time getter\r
1355         g_timegetter = new IrrlichtTimeGetter(device);\r
1356         \r
1357         // Create game callback for menus\r
1358         g_gamecallback = new MainGameCallback(device);\r
1359         \r
1360         // Create texture source\r
1361         g_texturesource = new TextureSource(device);\r
1362 \r
1363         /*\r
1364                 Speed tests (done after irrlicht is loaded to get timer)\r
1365         */\r
1366         if(cmd_args.getFlag("speedtests"))\r
1367         {\r
1368                 dstream<<"Running speed tests"<<std::endl;\r
1369                 SpeedTests();\r
1370                 return 0;\r
1371         }\r
1372         \r
1373         device->setResizable(true);\r
1374 \r
1375         bool random_input = g_settings.getBool("random_input")\r
1376                         || cmd_args.getFlag("random-input");\r
1377         InputHandler *input = NULL;\r
1378         if(random_input)\r
1379                 input = new RandomInputHandler();\r
1380         else\r
1381                 input = new RealInputHandler(device, &receiver);\r
1382         \r
1383         /*\r
1384                 Continue initialization\r
1385         */\r
1386 \r
1387         //video::IVideoDriver* driver = device->getVideoDriver();\r
1388 \r
1389         /*\r
1390                 This changes the minimum allowed number of vertices in a VBO.\r
1391                 Default is 500.\r
1392         */\r
1393         //driver->setMinHardwareBufferVertexCount(50);\r
1394 \r
1395         scene::ISceneManager* smgr = device->getSceneManager();\r
1396 \r
1397         guienv = device->getGUIEnvironment();\r
1398         gui::IGUISkin* skin = guienv->getSkin();\r
1399         gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());\r
1400         if(font)\r
1401                 skin->setFont(font);\r
1402         else\r
1403                 dstream<<"WARNING: Font file was not found."\r
1404                                 " Using default font."<<std::endl;\r
1405         // If font was not found, this will get us one\r
1406         font = skin->getFont();\r
1407         assert(font);\r
1408         \r
1409         u32 text_height = font->getDimension(L"Hello, world!").Height;\r
1410         dstream<<"text_height="<<text_height<<std::endl;\r
1411 \r
1412         //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));\r
1413         skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));\r
1414         //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));\r
1415         //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));\r
1416         skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
1417         skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
1418         \r
1419         /*\r
1420                 Preload some textures and stuff\r
1421         */\r
1422 \r
1423         init_mapnode(); // Second call with g_texturesource set\r
1424         init_mineral();\r
1425 \r
1426         /*\r
1427                 GUI stuff\r
1428         */\r
1429 \r
1430         /*\r
1431                 If an error occurs, this is set to something and the\r
1432                 menu-game loop is restarted. It is then displayed before\r
1433                 the menu.\r
1434         */\r
1435         std::wstring error_message = L"";\r
1436 \r
1437         // The password entered during the menu screen,\r
1438         std::string password;\r
1439 \r
1440         /*\r
1441                 Menu-game loop\r
1442         */\r
1443         while(device->run() && kill == false)\r
1444         {\r
1445 \r
1446                 // This is used for catching disconnects\r
1447                 try\r
1448                 {\r
1449 \r
1450                         /*\r
1451                                 Clear everything from the GUIEnvironment\r
1452                         */\r
1453                         guienv->clear();\r
1454                         \r
1455                         /*\r
1456                                 We need some kind of a root node to be able to add\r
1457                                 custom gui elements directly on the screen.\r
1458                                 Otherwise they won't be automatically drawn.\r
1459                         */\r
1460                         guiroot = guienv->addStaticText(L"",\r
1461                                         core::rect<s32>(0, 0, 10000, 10000));\r
1462                         \r
1463                         /*\r
1464                                 Out-of-game menu loop.\r
1465 \r
1466                                 Loop quits when menu returns proper parameters.\r
1467                         */\r
1468                         while(kill == false)\r
1469                         {\r
1470                                 // Cursor can be non-visible when coming from the game\r
1471                                 device->getCursorControl()->setVisible(true);\r
1472                                 // Some stuff are left to scene manager when coming from the game\r
1473                                 // (map at least?)\r
1474                                 smgr->clear();\r
1475                                 // Reset or hide the debug gui texts\r
1476                                 /*guitext->setText(L"Minetest-c55");\r
1477                                 guitext2->setVisible(false);\r
1478                                 guitext_info->setVisible(false);\r
1479                                 guitext_chat->setVisible(false);*/\r
1480                                 \r
1481                                 // Initialize menu data\r
1482                                 MainMenuData menudata;\r
1483                                 menudata.address = narrow_to_wide(address);\r
1484                                 menudata.name = narrow_to_wide(playername);\r
1485                                 menudata.port = narrow_to_wide(itos(port));\r
1486                                 menudata.fancy_trees = g_settings.getBool("new_style_leaves");\r
1487                                 menudata.smooth_lighting = g_settings.getBool("smooth_lighting");\r
1488                                 menudata.creative_mode = g_settings.getBool("creative_mode");\r
1489                                 menudata.enable_damage = g_settings.getBool("enable_damage");\r
1490 \r
1491                                 GUIMainMenu *menu =\r
1492                                                 new GUIMainMenu(guienv, guiroot, -1, \r
1493                                                         &g_menumgr, &menudata, g_gamecallback);\r
1494                                 menu->allowFocusRemoval(true);\r
1495 \r
1496                                 if(error_message != L"")\r
1497                                 {\r
1498                                         dstream<<"WARNING: error_message = "\r
1499                                                         <<wide_to_narrow(error_message)<<std::endl;\r
1500 \r
1501                                         GUIMessageMenu *menu2 =\r
1502                                                         new GUIMessageMenu(guienv, guiroot, -1, \r
1503                                                                 &g_menumgr, error_message.c_str());\r
1504                                         menu2->drop();\r
1505                                         error_message = L"";\r
1506                                 }\r
1507 \r
1508                                 video::IVideoDriver* driver = device->getVideoDriver();\r
1509                                 \r
1510                                 dstream<<"Created main menu"<<std::endl;\r
1511 \r
1512                                 while(device->run() && kill == false)\r
1513                                 {\r
1514                                         if(menu->getStatus() == true)\r
1515                                                 break;\r
1516 \r
1517                                         //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
1518                                         driver->beginScene(true, true, video::SColor(255,128,128,128));\r
1519 \r
1520                                         drawMenuBackground(driver);\r
1521 \r
1522                                         guienv->drawAll();\r
1523                                         \r
1524                                         driver->endScene();\r
1525                                         \r
1526                                         // On some computers framerate doesn't seem to be\r
1527                                         // automatically limited\r
1528                                         sleep_ms(25);\r
1529                                 }\r
1530                                 \r
1531                                 // Break out of menu-game loop to shut down cleanly\r
1532                                 if(device->run() == false || kill == true)\r
1533                                         break;\r
1534                                 \r
1535                                 dstream<<"Dropping main menu"<<std::endl;\r
1536 \r
1537                                 menu->drop();\r
1538                                 \r
1539                                 // Delete map if requested\r
1540                                 if(menudata.delete_map)\r
1541                                 {\r
1542                                         bool r = fs::RecursiveDeleteContent(map_dir);\r
1543                                         if(r == false)\r
1544                                                 error_message = L"Delete failed";\r
1545                                         continue;\r
1546                                 }\r
1547 \r
1548                                 playername = wide_to_narrow(menudata.name);\r
1549 \r
1550                                 password = translatePassword(playername, menudata.password);\r
1551 \r
1552                                 address = wide_to_narrow(menudata.address);\r
1553                                 int newport = stoi(wide_to_narrow(menudata.port));\r
1554                                 if(newport != 0)\r
1555                                         port = newport;\r
1556                                 g_settings.set("new_style_leaves", itos(menudata.fancy_trees));\r
1557                                 g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));\r
1558                                 g_settings.set("creative_mode", itos(menudata.creative_mode));\r
1559                                 g_settings.set("enable_damage", itos(menudata.enable_damage));\r
1560                                 \r
1561                                 // NOTE: These are now checked server side; no need to do it\r
1562                                 //       here, so let's not do it here.\r
1563                                 /*// Check for valid parameters, restart menu if invalid.\r
1564                                 if(playername == "")\r
1565                                 {\r
1566                                         error_message = L"Name required.";\r
1567                                         continue;\r
1568                                 }\r
1569                                 // Check that name has only valid chars\r
1570                                 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)\r
1571                                 {\r
1572                                         error_message = L"Characters allowed: "\r
1573                                                         +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);\r
1574                                         continue;\r
1575                                 }*/\r
1576 \r
1577                                 // Save settings\r
1578                                 g_settings.set("name", playername);\r
1579                                 g_settings.set("address", address);\r
1580                                 g_settings.set("port", itos(port));\r
1581                                 // Update configuration file\r
1582                                 if(configpath != "")\r
1583                                         g_settings.updateConfigFile(configpath.c_str());\r
1584                         \r
1585                                 // Continue to game\r
1586                                 break;\r
1587                         }\r
1588                         \r
1589                         // Break out of menu-game loop to shut down cleanly\r
1590                         if(device->run() == false)\r
1591                                 break;\r
1592                         \r
1593                         // Initialize mapnode again to enable changed graphics settings\r
1594                         init_mapnode();\r
1595 \r
1596                         /*\r
1597                                 Run game\r
1598                         */\r
1599                         the_game(\r
1600                                 kill,\r
1601                                 random_input,\r
1602                                 input,\r
1603                                 device,\r
1604                                 font,\r
1605                                 map_dir,\r
1606                                 playername,\r
1607                                 password,\r
1608                                 address,\r
1609                                 port,\r
1610                                 error_message\r
1611                         );\r
1612 \r
1613                 } //try\r
1614                 catch(con::PeerNotFoundException &e)\r
1615                 {\r
1616                         dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;\r
1617                         error_message = L"Connection error (timed out?)";\r
1618                 }\r
1619                 catch(SocketException &e)\r
1620                 {\r
1621                         dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;\r
1622                         error_message = L"Socket error (port already in use?)";\r
1623                 }\r
1624 #ifdef NDEBUG\r
1625                 catch(std::exception &e)\r
1626                 {\r
1627                         std::string narrow_message = "Some exception, what()=\"";\r
1628                         narrow_message += e.what();\r
1629                         narrow_message += "\"";\r
1630                         dstream<<DTIME<<narrow_message<<std::endl;\r
1631                         error_message = narrow_to_wide(narrow_message);\r
1632                 }\r
1633 #endif\r
1634 \r
1635         } // Menu-game loop\r
1636         \r
1637         delete input;\r
1638 \r
1639         /*\r
1640                 In the end, delete the Irrlicht device.\r
1641         */\r
1642         device->drop();\r
1643         \r
1644         END_DEBUG_EXCEPTION_HANDLER\r
1645         \r
1646         debugstreams_deinit();\r
1647         \r
1648         return 0;\r
1649 }\r
1650 \r
1651 //END\r