- /*\r
- Minetest-c55\r
- Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>\r
- \r
- This program is free software; you can redistribute it and/or modify\r
- it under the terms of the GNU General Public License as published by\r
- the Free Software Foundation; either version 2 of the License, or\r
- (at your option) any later version.\r
- \r
- This program is distributed in the hope that it will be useful,\r
- but WITHOUT ANY WARRANTY; without even the implied warranty of\r
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
- GNU General Public License for more details.\r
- \r
- You should have received a copy of the GNU General Public License along\r
- with this program; if not, write to the Free Software Foundation, Inc.,\r
- 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.\r
- */\r
- \r
- /*\r
- =============================== NOTES ==============================\r
- NOTE: Things starting with TODO are sometimes only suggestions.\r
- \r
- NOTE: iostream.imbue(std::locale("C")) is very slow\r
- NOTE: Global locale is now set at initialization\r
- \r
- NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the\r
- hardware buffer (it is not freed automatically)\r
- \r
- NOTE: A random to-do list saved here as documentation:\r
- A list of "active blocks" in which stuff happens. (+=done)\r
- + Add a never-resetted game timer to the server\r
- + Add a timestamp value to blocks\r
- + The simple rule: All blocks near some player are "active"\r
- - Do stuff in real time in active blocks\r
- + Handle objects\r
- - Grow grass, delete leaves without a tree\r
- - Spawn some mobs based on some rules\r
- - Transform cobble to mossy cobble near water\r
- - Run a custom script\r
- - ...And all kinds of other dynamic stuff\r
- + Keep track of when a block becomes active and becomes inactive\r
- + When a block goes inactive:\r
- + Store objects statically to block\r
- + Store timer value as the timestamp\r
- + When a block goes active:\r
- + Create active objects out of static objects\r
- - Simulate the results of what would have happened if it would have\r
- been active for all the time\r
- - Grow a lot of grass and so on\r
- + Initially it is fine to send information about every active object\r
- to every player. Eventually it should be modified to only send info\r
- about the nearest ones.\r
- + This was left to be done by the old system and it sends only the\r
- nearest ones.\r
- \r
- Old, wild and random suggestions that probably won't be done:\r
- -------------------------------------------------------------\r
- \r
- SUGG: If player is on ground, mainly fetch ground-level blocks\r
- \r
- SUGG: Expose Connection's seqnums and ACKs to server and client.\r
- - This enables saving many packets and making a faster connection\r
- - This also enables server to check if client has received the\r
- most recent block sent, for example.\r
- SUGG: Add a sane bandwidth throttling system to Connection\r
- \r
- SUGG: More fine-grained control of client's dumping of blocks from\r
- memory\r
- - ...What does this mean in the first place?\r
- \r
- SUGG: A map editing mode (similar to dedicated server mode)\r
- \r
- SUGG: Transfer more blocks in a single packet\r
- SUGG: A blockdata combiner class, to which blocks are added and at\r
- destruction it sends all the stuff in as few packets as possible.\r
- SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize\r
- it by sending more stuff in a single packet.\r
- - Add a packet queue to RemoteClient, from which packets will be\r
- combined with object data packets\r
- - This is not exactly trivial: the object data packets are\r
- sometimes very big by themselves\r
- - This might not give much network performance gain though.\r
- \r
- SUGG: Precalculate lighting translation table at runtime (at startup)\r
- - This is not doable because it is currently hand-made and not\r
- based on some mathematical function.\r
- - Note: This has been changing lately\r
- \r
- SUGG: A version number to blocks, which increments when the block is\r
- modified (node add/remove, water update, lighting update)\r
- - This can then be used to make sure the most recent version of\r
- a block has been sent to client, for example\r
- \r
- SUGG: Make the amount of blocks sending to client and the total\r
- amount of blocks dynamically limited. Transferring blocks is the\r
- main network eater of this system, so it is the one that has\r
- to be throttled so that RTTs stay low.\r
- \r
- SUGG: Meshes of blocks could be split into 6 meshes facing into\r
- different directions and then only those drawn that need to be\r
- \r
- SUGG: Background music based on cellular automata?\r
- http://www.earslap.com/projectslab/otomata\r
- \r
- SUGG: Simple light color information to air\r
- \r
- SUGG: Server-side objects could be moved based on nodes to enable very\r
- lightweight operation and simple AI\r
- - Not practical; client would still need to show smooth movement.\r
- \r
- SUGG: Make a system for pregenerating quick information for mapblocks, so\r
- that the client can show them as cubes before they are actually sent\r
- or even generated.\r
- \r
- SUGG: Erosion simulation at map generation time\r
- - This might be plausible if larger areas of map were pregenerated\r
- without lighting (which is slow)\r
- - Simulate water flows, which would carve out dirt fast and\r
- then turn stone into gravel and sand and relocate it.\r
- - How about relocating minerals, too? Coal and gold in\r
- downstream sand and gravel would be kind of cool\r
- - This would need a better way of handling minerals, mainly\r
- to have mineral content as a separate field. the first\r
- parameter field is free for this.\r
- - Simulate rock falling from cliffs when water has removed\r
- enough solid rock from the bottom\r
- \r
- SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface\r
- stuff as simple flags/values\r
- - Light?\r
- - A building?\r
- And at some point make the server send this data to the client too,\r
- instead of referring to the noise functions\r
- - Ground height\r
- - Surface ground type\r
- - Trees?\r
- \r
- Gaming ideas:\r
- -------------\r
- \r
- - Aim for something like controlling a single dwarf in Dwarf Fortress\r
- - The player could go faster by a crafting a boat, or riding an animal\r
- - Random NPC traders. what else?\r
- \r
- Game content:\r
- -------------\r
- \r
- - When furnace is destroyed, move items to player's inventory\r
- - Add lots of stuff\r
- - Glass blocks\r
- - Growing grass, decaying leaves\r
- - This can be done in the active blocks I guess.\r
- - Lots of stuff can be done in the active blocks.\r
- - Uh, is there an active block list somewhere? I think not. Add it.\r
- - Breaking weak structures\r
- - This can probably be accomplished in the same way as grass\r
- - Player health points\r
- - When player dies, throw items on map (needs better item-on-map\r
- implementation)\r
- - Cobble to get mossy if near water\r
- - More slots in furnace source list, so that multiple ingredients\r
- are possible.\r
- - Keys to chests?\r
- \r
- - The Treasure Guard; a big monster with a hammer\r
- - The hammer does great damage, shakes the ground and removes a block\r
- - You can drop on top of it, and have some time to attack there\r
- before he shakes you off\r
- \r
- - Maybe the difficulty could come from monsters getting tougher in\r
- far-away places, and the player starting to need something from\r
- there when time goes by.\r
- - The player would have some of that stuff at the beginning, and\r
- would need new supplies of it when it runs out\r
- \r
- - A bomb\r
- - A spread-items-on-map routine for the bomb, and for dying players\r
- \r
- - Fighting:\r
- - Proper sword swing simulation\r
- - Player should get damage from colliding to a wall at high speed\r
- \r
- Documentation:\r
- --------------\r
- \r
- Build system / running:\r
- -----------------------\r
- \r
- Networking and serialization:\r
- -----------------------------\r
- \r
- SUGG: Fix address to be ipv6 compatible\r
- \r
- User Interface:\r
- ---------------\r
- \r
- Graphics:\r
- ---------\r
- \r
- SUGG: Combine MapBlock's face caches to so big pieces that VBO\r
- can be used\r
- - That is >500 vertices\r
- - This is not easy; all the MapBlocks close to the player would\r
- still need to be drawn separately and combining the blocks\r
- would have to happen in a background thread\r
- \r
- SUGG: Make fetching sector's blocks more efficient when rendering\r
- sectors that have very large amounts of blocks (on client)\r
- - Is this necessary at all?\r
- \r
- SUGG: Draw cubes in inventory directly with 3D drawing commands, so that\r
- animating them is easier.\r
- \r
- SUGG: Option for enabling proper alpha channel for textures\r
- \r
- TODO: Flowing water animation\r
- \r
- TODO: A setting for enabling bilinear filtering for textures\r
- \r
- TODO: Better control of draw_control.wanted_max_blocks\r
- \r
- TODO: Further investigate the use of GPU lighting in addition to the\r
- current one\r
- \r
- TODO: Artificial (night) light could be more yellow colored than sunlight.\r
- - This is technically doable.\r
- - Also the actual colors of the textures could be made less colorful\r
- in the dark but it's a bit more difficult.\r
- \r
- SUGG: Somehow make the night less colorful\r
- \r
- TODO: Occlusion culling\r
- - At the same time, move some of the renderMap() block choosing code\r
- to the same place as where the new culling happens.\r
- - Shoot some rays per frame and when ready, make a new list of\r
- blocks for usage of renderMap and give it a new pointer to it.\r
- \r
- Configuration:\r
- --------------\r
- \r
- Client:\r
- -------\r
- \r
- TODO: Untie client network operations from framerate\r
- - Needs some input queues or something\r
- - This won't give much performance boost because calculating block\r
- meshes takes so long\r
- \r
- SUGG: Make morning and evening transition more smooth and maybe shorter\r
- \r
- TODO: Don't update all meshes always on single node changes, but\r
- check which ones should be updated\r
- - implement Map::updateNodeMeshes() and the usage of it\r
- - It will give almost always a 4x boost in mesh update performance.\r
- \r
- - A weapon engine\r
- \r
- - Tool/weapon visualization\r
- \r
- FIXME: When disconnected to the menu, memory is not freed properly\r
- \r
- TODO: Investigate how much the mesh generator thread gets used when\r
- transferring map data\r
- \r
- Server:\r
- -------\r
- \r
- SUGG: Make an option to the server to disable building and digging near\r
- the starting position\r
- \r
- FIXME: Server sometimes goes into some infinite PeerNotFoundException loop\r
- \r
- * Fix the problem with the server constantly saving one or a few\r
- blocks? List the first saved block, maybe it explains.\r
- - It is probably caused by oscillating water\r
- - TODO: Investigate if this still happens (this is a very old one)\r
- * Make a small history check to transformLiquids to detect and log\r
- continuous oscillations, in such detail that they can be fixed.\r
- \r
- FIXME: The new optimized map sending doesn't sometimes send enough blocks\r
- from big caves and such\r
- FIXME: Block send distance configuration does not take effect for some reason\r
- \r
- Environment:\r
- ------------\r
- \r
- TODO: Add proper hooks to when adding and removing active blocks\r
- \r
- TODO: Finish the ActiveBlockModifier stuff and use it for something\r
- \r
- Objects:\r
- --------\r
- \r
- TODO: Get rid of MapBlockObjects and use only ActiveObjects\r
- - Skipping the MapBlockObject data is nasty - there is no "total\r
- length" stored; have to make a SkipMBOs function which contains\r
- enough of the current code to skip them properly.\r
- \r
- SUGG: MovingObject::move and Player::move are basically the same.\r
- combine them.\r
- - NOTE: This is a bit tricky because player has the sneaking ability\r
- - NOTE: Player::move is more up-to-date.\r
- - NOTE: There is a simple move implementation now in collision.{h,cpp}\r
- - NOTE: MovingObject will be deleted (MapBlockObject)\r
- \r
- TODO: Add a long step function to objects that is called with the time\r
- difference when block activates\r
- \r
- Map:\r
- ----\r
- \r
- TODO: Mineral and ground material properties\r
- - This way mineral ground toughness can be calculated with just\r
- some formula, as well as tool strengths\r
- - There are TODOs in appropriate files: material.h, content_mapnode.h\r
- \r
- TODO: Flowing water to actually contain flow direction information\r
- - There is a space for this - it just has to be implemented.\r
- \r
- TODO: Consider smoothening cave floors after generating them\r
- \r
- Misc. stuff:\r
- ------------\r
- TODO: Make sure server handles removing grass when a block is placed (etc)\r
- - The client should not do it by itself\r
- - NOTE: I think nobody does it currently...\r
- TODO: Block cube placement around player's head\r
- TODO: Protocol version field\r
- TODO: Think about using same bits for material for fences and doors, for\r
- example\r
- TODO: Move mineral to param2, increment map serialization version, add\r
- conversion\r
- \r
- TODO: Restart irrlicht completely when coming back to main menu from game.\r
- - This gets rid of everything that is stored in irrlicht's caches.\r
- \r
- TODO: Merge bahamada's audio stuff (clean patch available)\r
- \r
- TODO: Merge key configuration menu (no clean patch available)\r
- \r
- Making it more portable:\r
- ------------------------\r
- \r
- Stuff to do before release:\r
- ---------------------------\r
- \r
- Fixes to the current release:\r
- -----------------------------\r
- \r
- Stuff to do after release:\r
- ---------------------------\r
- \r
- Doing currently:\r
- ----------------\r
- \r
- ======================================================================\r
- \r
- */\r
- \r
- #ifdef NDEBUG\r
- #ifdef _WIN32\r
- #pragma message ("Disabling unit tests")\r
- #else\r
- #warning "Disabling unit tests"\r
- #endif\r
- // Disable unit tests\r
- #define ENABLE_TESTS 0\r
- #else\r
- // Enable unit tests\r
- #define ENABLE_TESTS 1\r
- #endif\r
- \r
- #ifdef _MSC_VER\r
- #pragma comment(lib, "Irrlicht.lib")\r
- //#pragma comment(lib, "jthread.lib")\r
- #pragma comment(lib, "zlibwapi.lib")\r
- #pragma comment(lib, "Shell32.lib")\r
- // This would get rid of the console window\r
- //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
- #endif\r
- \r
- #include <iostream>\r
- #include <fstream>\r
- #include <locale.h>\r
- #include "main.h"\r
- #include "common_irrlicht.h"\r
- #include "debug.h"\r
- #include "test.h"\r
- #include "server.h"\r
- #include "constants.h"\r
- #include "porting.h"\r
- #include "gettime.h"\r
- #include "guiMessageMenu.h"\r
- #include "filesys.h"\r
- #include "config.h"\r
- #include "guiMainMenu.h"\r
- #include "mineral.h"\r
- #include "materials.h"\r
- #include "game.h"\r
- #include "keycode.h"\r
- #include "tile.h"\r
- \r
- #include "gettext.h"\r
- \r
- // This makes textures\r
- ITextureSource *g_texturesource = NULL;\r
- \r
- /*\r
- Settings.\r
- These are loaded from the config file.\r
- */\r
- \r
- Settings g_settings;\r
- // This is located in defaultsettings.cpp\r
- extern void set_default_settings();\r
- \r
- // Global profiler\r
- Profiler g_profiler;\r
- \r
- /*\r
- Random stuff\r
- */\r
- \r
- /*\r
- GUI Stuff\r
- */\r
- \r
- gui::IGUIEnvironment* guienv = NULL;\r
- gui::IGUIStaticText *guiroot = NULL;\r
- \r
- MainMenuManager g_menumgr;\r
- \r
- bool noMenuActive()\r
- {\r
- return (g_menumgr.menuCount() == 0);\r
- }\r
- \r
- // Passed to menus to allow disconnecting and exiting\r
- \r
- MainGameCallback *g_gamecallback = NULL;\r
- \r
- /*\r
- Debug streams\r
- */\r
- \r
- // Connection\r
- std::ostream *dout_con_ptr = &dummyout;\r
- std::ostream *derr_con_ptr = &dstream_no_stderr;\r
- //std::ostream *dout_con_ptr = &dstream_no_stderr;\r
- //std::ostream *derr_con_ptr = &dstream_no_stderr;\r
- //std::ostream *dout_con_ptr = &dstream;\r
- //std::ostream *derr_con_ptr = &dstream;\r
- \r
- // Server\r
- std::ostream *dout_server_ptr = &dstream;\r
- std::ostream *derr_server_ptr = &dstream;\r
- \r
- // Client\r
- std::ostream *dout_client_ptr = &dstream;\r
- std::ostream *derr_client_ptr = &dstream;\r
- \r
- /*\r
- gettime.h implementation\r
- */\r
- \r
- // A small helper class\r
- class TimeGetter\r
- {\r
- public:\r
- virtual u32 getTime() = 0;\r
- };\r
- \r
- // A precise irrlicht one\r
- class IrrlichtTimeGetter: public TimeGetter\r
- {\r
- public:\r
- IrrlichtTimeGetter(IrrlichtDevice *device):\r
- m_device(device)\r
- {}\r
- u32 getTime()\r
- {\r
- if(m_device == NULL)\r
- return 0;\r
- return m_device->getTimer()->getRealTime();\r
- }\r
- private:\r
- IrrlichtDevice *m_device;\r
- };\r
- // Not so precise one which works without irrlicht\r
- class SimpleTimeGetter: public TimeGetter\r
- {\r
- public:\r
- u32 getTime()\r
- {\r
- return porting::getTimeMs();\r
- }\r
- };\r
- \r
- // A pointer to a global instance of the time getter\r
- // TODO: why?\r
- TimeGetter *g_timegetter = NULL;\r
- \r
- u32 getTimeMs()\r
- {\r
- if(g_timegetter == NULL)\r
- return 0;\r
- return g_timegetter->getTime();\r
- }\r
- \r
- /*\r
- Event handler for Irrlicht\r
- \r
- NOTE: Everything possible should be moved out from here,\r
- probably to InputHandler and the_game\r
- */\r
- \r
- class MyEventReceiver : public IEventReceiver\r
- {\r
- public:\r
- // This is the one method that we have to implement\r
- virtual bool OnEvent(const SEvent& event)\r
- {\r
- /*\r
- React to nothing here if a menu is active\r
- */\r
- if(noMenuActive() == false)\r
- {\r
- return false;\r
- }\r
- \r
- // Remember whether each key is down or up\r
- if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
- {\r
- keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;\r
- \r
- if(event.KeyInput.PressedDown)\r
- keyWasDown[event.KeyInput.Key] = true;\r
- }\r
- \r
- if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
- {\r
- if(noMenuActive() == false)\r
- {\r
- left_active = false;\r
- middle_active = false;\r
- right_active = false;\r
- }\r
- else\r
- {\r
- //dstream<<"MyEventReceiver: mouse input"<<std::endl;\r
- left_active = event.MouseInput.isLeftPressed();\r
- middle_active = event.MouseInput.isMiddlePressed();\r
- right_active = event.MouseInput.isRightPressed();\r
- \r
- if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
- {\r
- leftclicked = true;\r
- }\r
- if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
- {\r
- rightclicked = true;\r
- }\r
- if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)\r
- {\r
- leftreleased = true;\r
- }\r
- if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)\r
- {\r
- rightreleased = true;\r
- }\r
- if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
- {\r
- mouse_wheel += event.MouseInput.Wheel;\r
- }\r
- }\r
- }\r
- \r
- return false;\r
- }\r
- \r
- bool IsKeyDown(EKEY_CODE keyCode) const\r
- {\r
- return keyIsDown[keyCode];\r
- }\r
- \r
- // Checks whether a key was down and resets the state\r
- bool WasKeyDown(EKEY_CODE keyCode)\r
- {\r
- bool b = keyWasDown[keyCode];\r
- keyWasDown[keyCode] = false;\r
- return b;\r
- }\r
- \r
- s32 getMouseWheel()\r
- {\r
- s32 a = mouse_wheel;\r
- mouse_wheel = 0;\r
- return a;\r
- }\r
- \r
- void clearInput()\r
- {\r
- for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)\r
- {\r
- keyIsDown[i] = false;\r
- keyWasDown[i] = false;\r
- }\r
- \r
- leftclicked = false;\r
- rightclicked = false;\r
- leftreleased = false;\r
- rightreleased = false;\r
- \r
- left_active = false;\r
- middle_active = false;\r
- right_active = false;\r
- \r
- mouse_wheel = 0;\r
- }\r
- \r
- MyEventReceiver()\r
- {\r
- clearInput();\r
- }\r
- \r
- bool leftclicked;\r
- bool rightclicked;\r
- bool leftreleased;\r
- bool rightreleased;\r
- \r
- bool left_active;\r
- bool middle_active;\r
- bool right_active;\r
- \r
- s32 mouse_wheel;\r
- \r
- private:\r
- IrrlichtDevice *m_device;\r
- \r
- // The current state of keys\r
- bool keyIsDown[KEY_KEY_CODES_COUNT];\r
- // Whether a key has been pressed or not\r
- bool keyWasDown[KEY_KEY_CODES_COUNT];\r
- };\r
- \r
- /*\r
- Separated input handler\r
- */\r
- \r
- class RealInputHandler : public InputHandler\r
- {\r
- public:\r
- RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):\r
- m_device(device),\r
- m_receiver(receiver)\r
- {\r
- }\r
- virtual bool isKeyDown(EKEY_CODE keyCode)\r
- {\r
- return m_receiver->IsKeyDown(keyCode);\r
- }\r
- virtual bool wasKeyDown(EKEY_CODE keyCode)\r
- {\r
- return m_receiver->WasKeyDown(keyCode);\r
- }\r
- virtual v2s32 getMousePos()\r
- {\r
- return m_device->getCursorControl()->getPosition();\r
- }\r
- virtual void setMousePos(s32 x, s32 y)\r
- {\r
- m_device->getCursorControl()->setPosition(x, y);\r
- }\r
- \r
- virtual bool getLeftState()\r
- {\r
- return m_receiver->left_active;\r
- }\r
- virtual bool getRightState()\r
- {\r
- return m_receiver->right_active;\r
- }\r
- \r
- virtual bool getLeftClicked()\r
- {\r
- return m_receiver->leftclicked;\r
- }\r
- virtual bool getRightClicked()\r
- {\r
- return m_receiver->rightclicked;\r
- }\r
- virtual void resetLeftClicked()\r
- {\r
- m_receiver->leftclicked = false;\r
- }\r
- virtual void resetRightClicked()\r
- {\r
- m_receiver->rightclicked = false;\r
- }\r
- \r
- virtual bool getLeftReleased()\r
- {\r
- return m_receiver->leftreleased;\r
- }\r
- virtual bool getRightReleased()\r
- {\r
- return m_receiver->rightreleased;\r
- }\r
- virtual void resetLeftReleased()\r
- {\r
- m_receiver->leftreleased = false;\r
- }\r
- virtual void resetRightReleased()\r
- {\r
- m_receiver->rightreleased = false;\r
- }\r
- \r
- virtual s32 getMouseWheel()\r
- {\r
- return m_receiver->getMouseWheel();\r
- }\r
- \r
- void clear()\r
- {\r
- m_receiver->clearInput();\r
- }\r
- private:\r
- IrrlichtDevice *m_device;\r
- MyEventReceiver *m_receiver;\r
- };\r
- \r
- class RandomInputHandler : public InputHandler\r
- {\r
- public:\r
- RandomInputHandler()\r
- {\r
- leftdown = false;\r
- rightdown = false;\r
- leftclicked = false;\r
- rightclicked = false;\r
- leftreleased = false;\r
- rightreleased = false;\r
- for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
- keydown[i] = false;\r
- }\r
- virtual bool isKeyDown(EKEY_CODE keyCode)\r
- {\r
- return keydown[keyCode];\r
- }\r
- virtual bool wasKeyDown(EKEY_CODE keyCode)\r
- {\r
- return false;\r
- }\r
- virtual v2s32 getMousePos()\r
- {\r
- return mousepos;\r
- }\r
- virtual void setMousePos(s32 x, s32 y)\r
- {\r
- mousepos = v2s32(x,y);\r
- }\r
- \r
- virtual bool getLeftState()\r
- {\r
- return leftdown;\r
- }\r
- virtual bool getRightState()\r
- {\r
- return rightdown;\r
- }\r
- \r
- virtual bool getLeftClicked()\r
- {\r
- return leftclicked;\r
- }\r
- virtual bool getRightClicked()\r
- {\r
- return rightclicked;\r
- }\r
- virtual void resetLeftClicked()\r
- {\r
- leftclicked = false;\r
- }\r
- virtual void resetRightClicked()\r
- {\r
- rightclicked = false;\r
- }\r
- \r
- virtual bool getLeftReleased()\r
- {\r
- return leftreleased;\r
- }\r
- virtual bool getRightReleased()\r
- {\r
- return rightreleased;\r
- }\r
- virtual void resetLeftReleased()\r
- {\r
- leftreleased = false;\r
- }\r
- virtual void resetRightReleased()\r
- {\r
- rightreleased = false;\r
- }\r
- \r
- virtual s32 getMouseWheel()\r
- {\r
- return 0;\r
- }\r
- \r
- virtual void step(float dtime)\r
- {\r
- {\r
- static float counter1 = 0;\r
- counter1 -= dtime;\r
- if(counter1 < 0.0)\r
- {\r
- counter1 = 0.1*Rand(1, 40);\r
- keydown[getKeySetting("keymap_jump")] =\r
- !keydown[getKeySetting("keymap_jump")];\r
- }\r
- }\r
- {\r
- static float counter1 = 0;\r
- counter1 -= dtime;\r
- if(counter1 < 0.0)\r
- {\r
- counter1 = 0.1*Rand(1, 40);\r
- keydown[getKeySetting("keymap_special1")] =\r
- !keydown[getKeySetting("keymap_special1")];\r
- }\r
- }\r
- {\r
- static float counter1 = 0;\r
- counter1 -= dtime;\r
- if(counter1 < 0.0)\r
- {\r
- counter1 = 0.1*Rand(1, 40);\r
- keydown[getKeySetting("keymap_forward")] =\r
- !keydown[getKeySetting("keymap_forward")];\r
- }\r
- }\r
- {\r
- static float counter1 = 0;\r
- counter1 -= dtime;\r
- if(counter1 < 0.0)\r
- {\r
- counter1 = 0.1*Rand(1, 40);\r
- keydown[getKeySetting("keymap_left")] =\r
- !keydown[getKeySetting("keymap_left")];\r
- }\r
- }\r
- {\r
- static float counter1 = 0;\r
- counter1 -= dtime;\r
- if(counter1 < 0.0)\r
- {\r
- counter1 = 0.1*Rand(1, 20);\r
- mousespeed = v2s32(Rand(-20,20), Rand(-15,20));\r
- }\r
- }\r
- {\r
- static float counter1 = 0;\r
- counter1 -= dtime;\r
- if(counter1 < 0.0)\r
- {\r
- counter1 = 0.1*Rand(1, 30);\r
- leftdown = !leftdown;\r
- if(leftdown)\r
- leftclicked = true;\r
- if(!leftdown)\r
- leftreleased = true;\r
- }\r
- }\r
- {\r
- static float counter1 = 0;\r
- counter1 -= dtime;\r
- if(counter1 < 0.0)\r
- {\r
- counter1 = 0.1*Rand(1, 15);\r
- rightdown = !rightdown;\r
- if(rightdown)\r
- rightclicked = true;\r
- if(!rightdown)\r
- rightreleased = true;\r
- }\r
- }\r
- mousepos += mousespeed;\r
- }\r
- \r
- s32 Rand(s32 min, s32 max)\r
- {\r
- return (myrand()%(max-min+1))+min;\r
- }\r
- private:\r
- bool keydown[KEY_KEY_CODES_COUNT];\r
- v2s32 mousepos;\r
- v2s32 mousespeed;\r
- bool leftdown;\r
- bool rightdown;\r
- bool leftclicked;\r
- bool rightclicked;\r
- bool leftreleased;\r
- bool rightreleased;\r
- };\r
- \r
- // These are defined global so that they're not optimized too much.\r
- // Can't change them to volatile.\r
- s16 temp16;\r
- f32 tempf;\r
- v3f tempv3f1;\r
- v3f tempv3f2;\r
- std::string tempstring;\r
- std::string tempstring2;\r
- \r
- void SpeedTests()\r
- {\r
- {\r
- dstream<<"The following test should take around 20ms."<<std::endl;\r
- TimeTaker timer("Testing std::string speed");\r
- const u32 jj = 10000;\r
- for(u32 j=0; j<jj; j++)\r
- {\r
- tempstring = "";\r
- tempstring2 = "";\r
- const u32 ii = 10;\r
- for(u32 i=0; i<ii; i++){\r
- tempstring2 += "asd";\r
- }\r
- for(u32 i=0; i<ii+1; i++){\r
- tempstring += "asd";\r
- if(tempstring == tempstring2)\r
- break;\r
- }\r
- }\r
- }\r
- \r
- dstream<<"All of the following tests should take around 100ms each."\r
- <<std::endl;\r
- \r
- {\r
- TimeTaker timer("Testing floating-point conversion speed");\r
- tempf = 0.001;\r
- for(u32 i=0; i<4000000; i++){\r
- temp16 += tempf;\r
- tempf += 0.001;\r
- }\r
- }\r
- \r
- {\r
- TimeTaker timer("Testing floating-point vector speed");\r
- \r
- tempv3f1 = v3f(1,2,3);\r
- tempv3f2 = v3f(4,5,6);\r
- for(u32 i=0; i<10000000; i++){\r
- tempf += tempv3f1.dotProduct(tempv3f2);\r
- tempv3f2 += v3f(7,8,9);\r
- }\r
- }\r
- \r
- {\r
- TimeTaker timer("Testing core::map speed");\r
- \r
- core::map<v2s16, f32> map1;\r
- tempf = -324;\r
- const s16 ii=300;\r
- for(s16 y=0; y<ii; y++){\r
- for(s16 x=0; x<ii; x++){\r
- map1.insert(v2s16(x,y), tempf);\r
- tempf += 1;\r
- }\r
- }\r
- for(s16 y=ii-1; y>=0; y--){\r
- for(s16 x=0; x<ii; x++){\r
- tempf = map1[v2s16(x,y)];\r
- }\r
- }\r
- }\r
- \r
- {\r
- dstream<<"Around 5000/ms should do well here."<<std::endl;\r
- TimeTaker timer("Testing mutex speed");\r
- \r
- JMutex m;\r
- m.Init();\r
- u32 n = 0;\r
- u32 i = 0;\r
- do{\r
- n += 10000;\r
- for(; i<n; i++){\r
- m.Lock();\r
- m.Unlock();\r
- }\r
- }\r
- // Do at least 10ms\r
- while(timer.getTime() < 10);\r
- \r
- u32 dtime = timer.stop();\r
- u32 per_ms = n / dtime;\r
- std::cout<<"Done. "<<dtime<<"ms, "\r
- <<per_ms<<"/ms"<<std::endl;\r
- }\r
- }\r
- \r
- void drawMenuBackground(video::IVideoDriver* driver)\r
- {\r
- core::dimension2d<u32> screensize = driver->getScreenSize();\r
- \r
- video::ITexture *bgtexture =\r
- driver->getTexture(getTexturePath("mud.png").c_str());\r
- if(bgtexture)\r
- {\r
- s32 texturesize = 128;\r
- s32 tiled_y = screensize.Height / texturesize + 1;\r
- s32 tiled_x = screensize.Width / texturesize + 1;\r
- \r
- for(s32 y=0; y<tiled_y; y++)\r
- for(s32 x=0; x<tiled_x; x++)\r
- {\r
- core::rect<s32> rect(0,0,texturesize,texturesize);\r
- rect += v2s32(x*texturesize, y*texturesize);\r
- driver->draw2DImage(bgtexture, rect,\r
- core::rect<s32>(core::position2d<s32>(0,0),\r
- core::dimension2di(bgtexture->getSize())),\r
- NULL, NULL, true);\r
- }\r
- }\r
- \r
- video::ITexture *logotexture =\r
- driver->getTexture(getTexturePath("menulogo.png").c_str());\r
- if(logotexture)\r
- {\r
- v2s32 logosize(logotexture->getOriginalSize().Width,\r
- logotexture->getOriginalSize().Height);\r
- logosize *= 4;\r
- \r
- video::SColor bgcolor(255,50,50,50);\r
- core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,\r
- screensize.Width, screensize.Height);\r
- driver->draw2DRectangle(bgcolor, bgrect, NULL);\r
- \r
- core::rect<s32> rect(0,0,logosize.X,logosize.Y);\r
- rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);\r
- rect -= v2s32(logosize.X/2, 0);\r
- driver->draw2DImage(logotexture, rect,\r
- core::rect<s32>(core::position2d<s32>(0,0),\r
- core::dimension2di(logotexture->getSize())),\r
- NULL, NULL, true);\r
- }\r
- }\r
- \r
- int main(int argc, char *argv[])\r
- {\r
- /*\r
- Initialization\r
- */\r
- \r
- // Set locale. This is for forcing '.' as the decimal point.\r
- std::locale::global(std::locale("C"));\r
- // This enables printing all characters in bitmap font\r
- setlocale(LC_CTYPE, "en_US");\r
- /*\r
- Parse command line\r
- */\r
- \r
- // List all allowed options\r
- core::map<std::string, ValueSpec> allowed_options;\r
- allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));\r
- allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,\r
- "Run server directly"));\r
- allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,\r
- "Load configuration from specified file"));\r
- allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));\r
- allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));\r
- allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));\r
- allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));\r
- allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));\r
- allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));\r
- #ifdef _WIN32\r
- allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));\r
- #endif\r
- allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));\r
- \r
- Settings cmd_args;\r
- \r
- bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);\r
- \r
- if(ret == false || cmd_args.getFlag("help"))\r
- {\r
- dstream<<"Allowed options:"<<std::endl;\r
- for(core::map<std::string, ValueSpec>::Iterator\r
- i = allowed_options.getIterator();\r
- i.atEnd() == false; i++)\r
- {\r
- dstream<<" --"<<i.getNode()->getKey();\r
- if(i.getNode()->getValue().type == VALUETYPE_FLAG)\r
- {\r
- }\r
- else\r
- {\r
- dstream<<" <value>";\r
- }\r
- dstream<<std::endl;\r
- \r
- if(i.getNode()->getValue().help != NULL)\r
- {\r
- dstream<<" "<<i.getNode()->getValue().help\r
- <<std::endl;\r
- }\r
- }\r
- \r
- return cmd_args.getFlag("help") ? 0 : 1;\r
- }\r
- \r
- /*\r
- Low-level initialization\r
- */\r
- \r
- bool disable_stderr = false;\r
- #ifdef _WIN32\r
- if(cmd_args.getFlag("dstream-on-stderr") == false)\r
- disable_stderr = true;\r
- #endif\r
- \r
- porting::signal_handler_init();\r
- bool &kill = *porting::signal_handler_killstatus();\r
- \r
- // Initialize porting::path_data and porting::path_userdata\r
- porting::initializePaths();\r
- \r
- // Create user data directory\r
- fs::CreateDir(porting::path_userdata);\r
- \r
- init_gettext((porting::path_data+"/../locale").c_str());\r
- \r
- // Initialize debug streams\r
- #ifdef RUN_IN_PLACE\r
- std::string debugfile = DEBUGFILE;\r
- #else\r
- std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;\r
- #endif\r
- debugstreams_init(disable_stderr, debugfile.c_str());\r
- // Initialize debug stacks\r
- debug_stacks_init();\r
- \r
- DSTACK(__FUNCTION_NAME);\r
- \r
- // Init material properties table\r
- //initializeMaterialProperties();\r
- \r
- // Debug handler\r
- BEGIN_DEBUG_EXCEPTION_HANDLER\r
- \r
- // Print startup message\r
- dstream<<DTIME<<PROJECT_NAME <<\r
- " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
- <<", "<<BUILD_INFO\r
- <<std::endl;\r
- \r
- /*\r
- Basic initialization\r
- */\r
- \r
- // Initialize default settings\r
- set_default_settings();\r
- \r
- // Initialize sockets\r
- sockets_init();\r
- atexit(sockets_cleanup);\r
- \r
- /*\r
- Read config file\r
- */\r
- \r
- // Path of configuration file in use\r
- std::string configpath = "";\r
- \r
- if(cmd_args.exists("config"))\r
- {\r
- bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());\r
- if(r == false)\r
- {\r
- dstream<<"Could not read configuration from \""\r
- <<cmd_args.get("config")<<"\""<<std::endl;\r
- return 1;\r
- }\r
- configpath = cmd_args.get("config");\r
- }\r
- else\r
- {\r
- core::array<std::string> filenames;\r
- filenames.push_back(porting::path_userdata + "/minetest.conf");\r
- #ifdef RUN_IN_PLACE\r
- filenames.push_back(porting::path_userdata + "/../minetest.conf");\r
- #endif\r
- \r
- for(u32 i=0; i<filenames.size(); i++)\r
- {\r
- bool r = g_settings.readConfigFile(filenames[i].c_str());\r
- if(r)\r
- {\r
- configpath = filenames[i];\r
- break;\r
- }\r
- }\r
- \r
- // If no path found, use the first one (menu creates the file)\r
- if(configpath == "")\r
- configpath = filenames[0];\r
- }\r
- \r
- // Initialize random seed\r
- srand(time(0));\r
- mysrand(time(0));\r
- \r
- /*\r
- Pre-initialize some stuff with a dummy irrlicht wrapper.\r
- \r
- These are needed for unit tests at least.\r
- */\r
- \r
- // Initial call with g_texturesource not set.\r
- init_mapnode();\r
- \r
- /*\r
- Run unit tests\r
- */\r
- \r
- if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)\r
- || cmd_args.getFlag("enable-unittests") == true)\r
- {\r
- run_tests();\r
- }\r
- \r
- /*for(s16 y=-100; y<100; y++)\r
- for(s16 x=-100; x<100; x++)\r
- {\r
- std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;\r
- }\r
- return 0;*/\r
- \r
- /*\r
- Game parameters\r
- */\r
- \r
- // Port\r
- u16 port = 30000;\r
- if(cmd_args.exists("port"))\r
- port = cmd_args.getU16("port");\r
- else if(g_settings.exists("port"))\r
- port = g_settings.getU16("port");\r
- if(port == 0)\r
- port = 30000;\r
- \r
- // Map directory\r
- std::string map_dir = porting::path_userdata+"/world";\r
- if(cmd_args.exists("map-dir"))\r
- map_dir = cmd_args.get("map-dir");\r
- else if(g_settings.exists("map-dir"))\r
- map_dir = g_settings.get("map-dir");\r
- \r
- // Run dedicated server if asked to\r
- if(cmd_args.getFlag("server"))\r
- {\r
- DSTACK("Dedicated server branch");\r
- \r
- // Create time getter\r
- g_timegetter = new SimpleTimeGetter();\r
- \r
- // Create server\r
- Server server(map_dir.c_str());\r
- server.start(port);\r
- \r
- // Run server\r
- dedicated_server_loop(server, kill);\r
- \r
- return 0;\r
- }\r
- \r
- \r
- /*\r
- More parameters\r
- */\r
- \r
- // Address to connect to\r
- std::string address = "";\r
- \r
- if(cmd_args.exists("address"))\r
- {\r
- address = cmd_args.get("address");\r
- }\r
- else\r
- {\r
- address = g_settings.get("address");\r
- }\r
- \r
- std::string playername = g_settings.get("name");\r
- \r
- /*\r
- Device initialization\r
- */\r
- \r
- // Resolution selection\r
- \r
- bool fullscreen = false;\r
- u16 screenW = g_settings.getU16("screenW");\r
- u16 screenH = g_settings.getU16("screenH");\r
- \r
- // Determine driver\r
- \r
- video::E_DRIVER_TYPE driverType;\r
- \r
- std::string driverstring = g_settings.get("video_driver");\r
- \r
- if(driverstring == "null")\r
- driverType = video::EDT_NULL;\r
- else if(driverstring == "software")\r
- driverType = video::EDT_SOFTWARE;\r
- else if(driverstring == "burningsvideo")\r
- driverType = video::EDT_BURNINGSVIDEO;\r
- else if(driverstring == "direct3d8")\r
- driverType = video::EDT_DIRECT3D8;\r
- else if(driverstring == "direct3d9")\r
- driverType = video::EDT_DIRECT3D9;\r
- else if(driverstring == "opengl")\r
- driverType = video::EDT_OPENGL;\r
- else\r
- {\r
- dstream<<"WARNING: Invalid video_driver specified; defaulting "\r
- "to opengl"<<std::endl;\r
- driverType = video::EDT_OPENGL;\r
- }\r
- \r
- /*\r
- Create device and exit if creation failed\r
- */\r
- \r
- MyEventReceiver receiver;\r
- \r
- IrrlichtDevice *device;\r
- device = createDevice(driverType,\r
- core::dimension2d<u32>(screenW, screenH),\r
- 16, fullscreen, false, false, &receiver);\r
- \r
- if (device == 0)\r
- return 1; // could not create selected driver.\r
- \r
- // Set device in game parameters\r
- device = device;\r
+ /*
+ Minetest-c55
+ Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+ This program is free software; you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation; either version 2 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License along
+ with this program; if not, write to the Free Software Foundation, Inc.,
+ 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+ */
+
+ /*
+ =============================== NOTES ==============================
+ NOTE: Things starting with TODO are sometimes only suggestions.
+
+ NOTE: iostream.imbue(std::locale("C")) is very slow
+ NOTE: Global locale is now set at initialization
+
+ NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the
+ hardware buffer (it is not freed automatically)
+
+ NOTE: A random to-do list saved here as documentation:
+ A list of "active blocks" in which stuff happens. (+=done)
+ + Add a never-resetted game timer to the server
+ + Add a timestamp value to blocks
+ + The simple rule: All blocks near some player are "active"
+ - Do stuff in real time in active blocks
+ + Handle objects
+ - Grow grass, delete leaves without a tree
+ - Spawn some mobs based on some rules
+ - Transform cobble to mossy cobble near water
+ - Run a custom script
+ - ...And all kinds of other dynamic stuff
+ + Keep track of when a block becomes active and becomes inactive
+ + When a block goes inactive:
+ + Store objects statically to block
+ + Store timer value as the timestamp
+ + When a block goes active:
+ + Create active objects out of static objects
+ - Simulate the results of what would have happened if it would have
+ been active for all the time
+ - Grow a lot of grass and so on
+ + Initially it is fine to send information about every active object
+ to every player. Eventually it should be modified to only send info
+ about the nearest ones.
+ + This was left to be done by the old system and it sends only the
+ nearest ones.
+
+ Vim conversion regexpes for moving to extended content type storage:
+ %s/\(\.\|->\)d \([!=]=\)/\1getContent() \2/g
+ %s/content_features(\([^.]*\)\.d)/content_features(\1)/g
+ %s/\(\.\|->\)d = \([^;]*\);/\1setContent(\2);/g
+ %s/\(getNodeNoExNoEmerge([^)]*)\)\.d/\1.getContent()/g
+ %s/\(getNodeNoExNoEmerge(.*)\)\.d/\1.getContent()/g
+ %s/\.d;/.getContent();/g
+ %s/\(content_liquid\|content_flowing_liquid\|make_liquid_flowing\|content_pointable\)(\([^.]*\).d)/\1(\2.getContent())/g
+ Other things to note:
+ - node.d = node.param0 (only in raw serialization; use getContent() otherwise)
+ - node.param = node.param1
+ - node.dir = node.param2
+ - content_walkable(node.d) etc should be changed to
+ content_features(node).walkable etc
+ - Also check for lines that store the result of getContent to a 8-bit
+ variable and fix them (result of getContent() must be stored in
+ content_t, which is 16-bit)
+
+ NOTE: Seeds in 1260:6c77e7dbfd29:
+ 5721858502589302589:
+ Spawns you on a small sand island with a surface dungeon
+ 2983455799928051958:
+ Enormous jungle + a surface dungeon at ~(250,0,0)
+
+ Old, wild and random suggestions that probably won't be done:
+ -------------------------------------------------------------
+
+ SUGG: If player is on ground, mainly fetch ground-level blocks
+
+ SUGG: Expose Connection's seqnums and ACKs to server and client.
+ - This enables saving many packets and making a faster connection
+ - This also enables server to check if client has received the
+ most recent block sent, for example.
+ SUGG: Add a sane bandwidth throttling system to Connection
+
+ SUGG: More fine-grained control of client's dumping of blocks from
+ memory
+ - ...What does this mean in the first place?
+
+ SUGG: A map editing mode (similar to dedicated server mode)
+
+ SUGG: Transfer more blocks in a single packet
+ SUGG: A blockdata combiner class, to which blocks are added and at
+ destruction it sends all the stuff in as few packets as possible.
+ SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
+ it by sending more stuff in a single packet.
+ - Add a packet queue to RemoteClient, from which packets will be
+ combined with object data packets
+ - This is not exactly trivial: the object data packets are
+ sometimes very big by themselves
+ - This might not give much network performance gain though.
+
+ SUGG: Precalculate lighting translation table at runtime (at startup)
+ - This is not doable because it is currently hand-made and not
+ based on some mathematical function.
+ - Note: This has been changing lately
+
+ SUGG: A version number to blocks, which increments when the block is
+ modified (node add/remove, water update, lighting update)
+ - This can then be used to make sure the most recent version of
+ a block has been sent to client, for example
+
+ SUGG: Make the amount of blocks sending to client and the total
+ amount of blocks dynamically limited. Transferring blocks is the
+ main network eater of this system, so it is the one that has
+ to be throttled so that RTTs stay low.
+
+ SUGG: Meshes of blocks could be split into 6 meshes facing into
+ different directions and then only those drawn that need to be
+
+ SUGG: Background music based on cellular automata?
+ http://www.earslap.com/projectslab/otomata
+
+ SUGG: Simple light color information to air
+
+ SUGG: Server-side objects could be moved based on nodes to enable very
+ lightweight operation and simple AI
+ - Not practical; client would still need to show smooth movement.
+
+ SUGG: Make a system for pregenerating quick information for mapblocks, so
+ that the client can show them as cubes before they are actually sent
+ or even generated.
+
+ SUGG: Erosion simulation at map generation time
+ - This might be plausible if larger areas of map were pregenerated
+ without lighting (which is slow)
+ - Simulate water flows, which would carve out dirt fast and
+ then turn stone into gravel and sand and relocate it.
+ - How about relocating minerals, too? Coal and gold in
+ downstream sand and gravel would be kind of cool
+ - This would need a better way of handling minerals, mainly
+ to have mineral content as a separate field. the first
+ parameter field is free for this.
+ - Simulate rock falling from cliffs when water has removed
+ enough solid rock from the bottom
+
+ SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface
+ stuff as simple flags/values
+ - Light?
+ - A building?
+ And at some point make the server send this data to the client too,
+ instead of referring to the noise functions
+ - Ground height
+ - Surface ground type
+ - Trees?
+
+ Gaming ideas:
+ -------------
+
+ - Aim for something like controlling a single dwarf in Dwarf Fortress
+ - The player could go faster by a crafting a boat, or riding an animal
+ - Random NPC traders. what else?
+
+ Game content:
+ -------------
+
+ - When furnace is destroyed, move items to player's inventory
+ - Add lots of stuff
+ - Glass blocks
+ - Growing grass, decaying leaves
+ - This can be done in the active blocks I guess.
+ - Lots of stuff can be done in the active blocks.
+ - Uh, is there an active block list somewhere? I think not. Add it.
+ - Breaking weak structures
+ - This can probably be accomplished in the same way as grass
+ - Player health points
+ - When player dies, throw items on map (needs better item-on-map
+ implementation)
+ - Cobble to get mossy if near water
+ - More slots in furnace source list, so that multiple ingredients
+ are possible.
+ - Keys to chests?
+
+ - The Treasure Guard; a big monster with a hammer
+ - The hammer does great damage, shakes the ground and removes a block
+ - You can drop on top of it, and have some time to attack there
+ before he shakes you off
+
+ - Maybe the difficulty could come from monsters getting tougher in
+ far-away places, and the player starting to need something from
+ there when time goes by.
+ - The player would have some of that stuff at the beginning, and
+ would need new supplies of it when it runs out
+
+ - A bomb
+ - A spread-items-on-map routine for the bomb, and for dying players
+
+ - Fighting:
+ - Proper sword swing simulation
+ - Player should get damage from colliding to a wall at high speed
+
+ Documentation:
+ --------------
+
+ Build system / running:
+ -----------------------
+
+ Networking and serialization:
+ -----------------------------
+
+ SUGG: Fix address to be ipv6 compatible
+
+ User Interface:
+ ---------------
+
+ Graphics:
+ ---------
+
+ SUGG: Combine MapBlock's face caches to so big pieces that VBO
+ can be used
+ - That is >500 vertices
+ - This is not easy; all the MapBlocks close to the player would
+ still need to be drawn separately and combining the blocks
+ would have to happen in a background thread
+
+ SUGG: Make fetching sector's blocks more efficient when rendering
+ sectors that have very large amounts of blocks (on client)
+ - Is this necessary at all?
+
+ SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
+ animating them is easier.
+
+ SUGG: Option for enabling proper alpha channel for textures
+
+ TODO: Flowing water animation
+
+ TODO: A setting for enabling bilinear filtering for textures
+
+ TODO: Better control of draw_control.wanted_max_blocks
+
+ TODO: Further investigate the use of GPU lighting in addition to the
+ current one
+
+ TODO: Artificial (night) light could be more yellow colored than sunlight.
+ - This is technically doable.
+ - Also the actual colors of the textures could be made less colorful
+ in the dark but it's a bit more difficult.
+
+ SUGG: Somehow make the night less colorful
+
+ TODO: Occlusion culling
+ - At the same time, move some of the renderMap() block choosing code
+ to the same place as where the new culling happens.
+ - Shoot some rays per frame and when ready, make a new list of
+ blocks for usage of renderMap and give it a new pointer to it.
+
+ Configuration:
+ --------------
+
+ Client:
+ -------
+
+ TODO: Untie client network operations from framerate
+ - Needs some input queues or something
+ - This won't give much performance boost because calculating block
+ meshes takes so long
+
+ SUGG: Make morning and evening transition more smooth and maybe shorter
+
+ TODO: Don't update all meshes always on single node changes, but
+ check which ones should be updated
+ - implement Map::updateNodeMeshes() and the usage of it
+ - It will give almost always a 4x boost in mesh update performance.
+
+ - A weapon engine
+
+ - Tool/weapon visualization
+
+ FIXME: When disconnected to the menu, memory is not freed properly
+
+ TODO: Investigate how much the mesh generator thread gets used when
+ transferring map data
+
+ Server:
+ -------
+
+ SUGG: Make an option to the server to disable building and digging near
+ the starting position
+
+ FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
+
+ * Fix the problem with the server constantly saving one or a few
+ blocks? List the first saved block, maybe it explains.
+ - It is probably caused by oscillating water
+ - TODO: Investigate if this still happens (this is a very old one)
+ * Make a small history check to transformLiquids to detect and log
+ continuous oscillations, in such detail that they can be fixed.
+
+ FIXME: The new optimized map sending doesn't sometimes send enough blocks
+ from big caves and such
+ FIXME: Block send distance configuration does not take effect for some reason
+
+ Environment:
+ ------------
+
+ TODO: Add proper hooks to when adding and removing active blocks
+
+ TODO: Finish the ActiveBlockModifier stuff and use it for something
+
+ Objects:
+ --------
+
+ TODO: Get rid of MapBlockObjects and use only ActiveObjects
+ - Skipping the MapBlockObject data is nasty - there is no "total
+ length" stored; have to make a SkipMBOs function which contains
+ enough of the current code to skip them properly.
+
+ SUGG: MovingObject::move and Player::move are basically the same.
+ combine them.
+ - NOTE: This is a bit tricky because player has the sneaking ability
+ - NOTE: Player::move is more up-to-date.
+ - NOTE: There is a simple move implementation now in collision.{h,cpp}
+ - NOTE: MovingObject will be deleted (MapBlockObject)
+
+ TODO: Add a long step function to objects that is called with the time
+ difference when block activates
+
+ Map:
+ ----
+
+ TODO: Mineral and ground material properties
+ - This way mineral ground toughness can be calculated with just
+ some formula, as well as tool strengths. Sounds too.
+ - There are TODOs in appropriate files: material.h, content_mapnode.h
+
+ TODO: Flowing water to actually contain flow direction information
+ - There is a space for this - it just has to be implemented.
+
+ TODO: Consider smoothening cave floors after generating them
+
+ TODO: Fix make_tree, make_* to use seed-position-consistent pseudorandom
+ - delta also
+
+ Misc. stuff:
+ ------------
+ TODO: Make sure server handles removing grass when a block is placed (etc)
+ - The client should not do it by itself
+ - NOTE: I think nobody does it currently...
+ TODO: Block cube placement around player's head
+ TODO: Protocol version field
+ TODO: Think about using same bits for material for fences and doors, for
+ example
+ TODO: Move mineral to param2, increment map serialization version, add
+ conversion
+
+ SUGG: Restart irrlicht completely when coming back to main menu from game.
+ - This gets rid of everything that is stored in irrlicht's caches.
+ - This might be needed for texture pack selection in menu
+
+ TODO: Merge bahamada's audio stuff (clean patch available)
+
+ TODO: Move content_features to mapnode_content_features.{h,cpp} or so
+
+ Making it more portable:
+ ------------------------
+
+ Stuff to do before release:
+ ---------------------------
+
+ Fixes to the current release:
+ -----------------------------
+
+ Stuff to do after release:
+ ---------------------------
+
+ Doing currently:
+ ----------------
+
+ ======================================================================
+
+ */
+
+ #ifdef NDEBUG
+ #ifdef _WIN32
+ #pragma message ("Disabling unit tests")
+ #else
+ #warning "Disabling unit tests"
+ #endif
+ // Disable unit tests
+ #define ENABLE_TESTS 0
+ #else
+ // Enable unit tests
+ #define ENABLE_TESTS 1
+ #endif
+
+ #ifdef _MSC_VER
+ #pragma comment(lib, "Irrlicht.lib")
+ //#pragma comment(lib, "jthread.lib")
+ #pragma comment(lib, "zlibwapi.lib")
+ #pragma comment(lib, "Shell32.lib")
+ // This would get rid of the console window
+ //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
+ #endif
+
+ #include <iostream>
+ #include <fstream>
+ #include <locale.h>
+ #include "main.h"
+ #include "common_irrlicht.h"
+ #include "debug.h"
+ #include "test.h"
+ #include "server.h"
+ #include "constants.h"
+ #include "porting.h"
+ #include "gettime.h"
+ #include "guiMessageMenu.h"
+ #include "filesys.h"
+ #include "config.h"
+ #include "guiMainMenu.h"
+ #include "mineral.h"
+ #include "materials.h"
+ #include "game.h"
+ #include "keycode.h"
+ #include "tile.h"
+
+ #include "gettext.h"
+
+ // This makes textures
+ ITextureSource *g_texturesource = NULL;
+
+ /*
+ Settings.
+ These are loaded from the config file.
+ */
+
+ Settings g_settings;
+ // This is located in defaultsettings.cpp
+ extern void set_default_settings();
+
+ // Global profiler
+ Profiler g_profiler;
+
+ /*
+ Random stuff
+ */
+
+ /*
+ GUI Stuff
+ */
+
+ gui::IGUIEnvironment* guienv = NULL;
+ gui::IGUIStaticText *guiroot = NULL;
+
+ MainMenuManager g_menumgr;
+
+ bool noMenuActive()
+ {
+ return (g_menumgr.menuCount() == 0);
+ }
+
+ // Passed to menus to allow disconnecting and exiting
+
+ MainGameCallback *g_gamecallback = NULL;
+
+ /*
+ Debug streams
+ */
+
+ // Connection
+ std::ostream *dout_con_ptr = &dummyout;
+ std::ostream *derr_con_ptr = &dstream_no_stderr;
+ //std::ostream *dout_con_ptr = &dstream_no_stderr;
+ //std::ostream *derr_con_ptr = &dstream_no_stderr;
+ //std::ostream *dout_con_ptr = &dstream;
+ //std::ostream *derr_con_ptr = &dstream;
+
+ // Server
+ std::ostream *dout_server_ptr = &dstream;
+ std::ostream *derr_server_ptr = &dstream;
+
+ // Client
+ std::ostream *dout_client_ptr = &dstream;
+ std::ostream *derr_client_ptr = &dstream;
+
+ /*
+ gettime.h implementation
+ */
+
+ // A small helper class
+ class TimeGetter
+ {
+ public:
+ virtual u32 getTime() = 0;
+ };
+
+ // A precise irrlicht one
+ class IrrlichtTimeGetter: public TimeGetter
+ {
+ public:
+ IrrlichtTimeGetter(IrrlichtDevice *device):
+ m_device(device)
+ {}
+ u32 getTime()
+ {
+ if(m_device == NULL)
+ return 0;
+ return m_device->getTimer()->getRealTime();
+ }
+ private:
+ IrrlichtDevice *m_device;
+ };
+ // Not so precise one which works without irrlicht
+ class SimpleTimeGetter: public TimeGetter
+ {
+ public:
+ u32 getTime()
+ {
+ return porting::getTimeMs();
+ }
+ };
+
+ // A pointer to a global instance of the time getter
+ // TODO: why?
+ TimeGetter *g_timegetter = NULL;
+
+ u32 getTimeMs()
+ {
+ if(g_timegetter == NULL)
+ return 0;
+ return g_timegetter->getTime();
+ }
+
+ /*
+ Event handler for Irrlicht
+
+ NOTE: Everything possible should be moved out from here,
+ probably to InputHandler and the_game
+ */
+
+ class MyEventReceiver : public IEventReceiver
+ {
+ public:
+ // This is the one method that we have to implement
+ virtual bool OnEvent(const SEvent& event)
+ {
+ /*
+ React to nothing here if a menu is active
+ */
+ if(noMenuActive() == false)
+ {
+ return false;
+ }
+
+ // Remember whether each key is down or up
+ if(event.EventType == irr::EET_KEY_INPUT_EVENT)
+ {
+ keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
+
+ if(event.KeyInput.PressedDown)
+ keyWasDown[event.KeyInput.Key] = true;
+ }
+
+ if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
+ {
+ if(noMenuActive() == false)
+ {
+ left_active = false;
+ middle_active = false;
+ right_active = false;
+ }
+ else
+ {
+ //dstream<<"MyEventReceiver: mouse input"<<std::endl;
+ left_active = event.MouseInput.isLeftPressed();
+ middle_active = event.MouseInput.isMiddlePressed();
+ right_active = event.MouseInput.isRightPressed();
+
+ if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
+ {
+ leftclicked = true;
+ }
+ if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
+ {
+ rightclicked = true;
+ }
+ if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
+ {
+ leftreleased = true;
+ }
+ if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
+ {
+ rightreleased = true;
+ }
+ if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
+ {
+ mouse_wheel += event.MouseInput.Wheel;
+ }
+ }
+ }
+
+ return false;
+ }
+
+ bool IsKeyDown(EKEY_CODE keyCode) const
+ {
+ return keyIsDown[keyCode];
+ }
+
+ // Checks whether a key was down and resets the state
+ bool WasKeyDown(EKEY_CODE keyCode)
+ {
+ bool b = keyWasDown[keyCode];
+ keyWasDown[keyCode] = false;
+ return b;
+ }
+
+ s32 getMouseWheel()
+ {
+ s32 a = mouse_wheel;
+ mouse_wheel = 0;
+ return a;
+ }
+
+ void clearInput()
+ {
+ for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)
+ {
+ keyIsDown[i] = false;
+ keyWasDown[i] = false;
+ }
+
+ leftclicked = false;
+ rightclicked = false;
+ leftreleased = false;
+ rightreleased = false;
+
+ left_active = false;
+ middle_active = false;
+ right_active = false;
+
+ mouse_wheel = 0;
+ }
+
+ MyEventReceiver()
+ {
+ clearInput();
+ }
+
+ bool leftclicked;
+ bool rightclicked;
+ bool leftreleased;
+ bool rightreleased;
+
+ bool left_active;
+ bool middle_active;
+ bool right_active;
+
+ s32 mouse_wheel;
+
+ private:
+ IrrlichtDevice *m_device;
+
+ // The current state of keys
+ bool keyIsDown[KEY_KEY_CODES_COUNT];
+ // Whether a key has been pressed or not
+ bool keyWasDown[KEY_KEY_CODES_COUNT];
+ };
+
+ /*
+ Separated input handler
+ */
+
+ class RealInputHandler : public InputHandler
+ {
+ public:
+ RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
+ m_device(device),
+ m_receiver(receiver)
+ {
+ }
+ virtual bool isKeyDown(EKEY_CODE keyCode)
+ {
+ return m_receiver->IsKeyDown(keyCode);
+ }
+ virtual bool wasKeyDown(EKEY_CODE keyCode)
+ {
+ return m_receiver->WasKeyDown(keyCode);
+ }
+ virtual v2s32 getMousePos()
+ {
+ return m_device->getCursorControl()->getPosition();
+ }
+ virtual void setMousePos(s32 x, s32 y)
+ {
+ m_device->getCursorControl()->setPosition(x, y);
+ }
+
+ virtual bool getLeftState()
+ {
+ return m_receiver->left_active;
+ }
+ virtual bool getRightState()
+ {
+ return m_receiver->right_active;
+ }
+
+ virtual bool getLeftClicked()
+ {
+ return m_receiver->leftclicked;
+ }
+ virtual bool getRightClicked()
+ {
+ return m_receiver->rightclicked;
+ }
+ virtual void resetLeftClicked()
+ {
+ m_receiver->leftclicked = false;
+ }
+ virtual void resetRightClicked()
+ {
+ m_receiver->rightclicked = false;
+ }
+
+ virtual bool getLeftReleased()
+ {
+ return m_receiver->leftreleased;
+ }
+ virtual bool getRightReleased()
+ {
+ return m_receiver->rightreleased;
+ }
+ virtual void resetLeftReleased()
+ {
+ m_receiver->leftreleased = false;
+ }
+ virtual void resetRightReleased()
+ {
+ m_receiver->rightreleased = false;
+ }
+
+ virtual s32 getMouseWheel()
+ {
+ return m_receiver->getMouseWheel();
+ }
+
+ void clear()
+ {
+ m_receiver->clearInput();
+ }
+ private:
+ IrrlichtDevice *m_device;
+ MyEventReceiver *m_receiver;
+ };
+
+ class RandomInputHandler : public InputHandler
+ {
+ public:
+ RandomInputHandler()
+ {
+ leftdown = false;
+ rightdown = false;
+ leftclicked = false;
+ rightclicked = false;
+ leftreleased = false;
+ rightreleased = false;
+ for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
+ keydown[i] = false;
+ }
+ virtual bool isKeyDown(EKEY_CODE keyCode)
+ {
+ return keydown[keyCode];
+ }
+ virtual bool wasKeyDown(EKEY_CODE keyCode)
+ {
+ return false;
+ }
+ virtual v2s32 getMousePos()
+ {
+ return mousepos;
+ }
+ virtual void setMousePos(s32 x, s32 y)
+ {
+ mousepos = v2s32(x,y);
+ }
+
+ virtual bool getLeftState()
+ {
+ return leftdown;
+ }
+ virtual bool getRightState()
+ {
+ return rightdown;
+ }
+
+ virtual bool getLeftClicked()
+ {
+ return leftclicked;
+ }
+ virtual bool getRightClicked()
+ {
+ return rightclicked;
+ }
+ virtual void resetLeftClicked()
+ {
+ leftclicked = false;
+ }
+ virtual void resetRightClicked()
+ {
+ rightclicked = false;
+ }
+
+ virtual bool getLeftReleased()
+ {
+ return leftreleased;
+ }
+ virtual bool getRightReleased()
+ {
+ return rightreleased;
+ }
+ virtual void resetLeftReleased()
+ {
+ leftreleased = false;
+ }
+ virtual void resetRightReleased()
+ {
+ rightreleased = false;
+ }
+
+ virtual s32 getMouseWheel()
+ {
+ return 0;
+ }
+
+ virtual void step(float dtime)
+ {
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if(counter1 < 0.0)
+ {
+ counter1 = 0.1*Rand(1, 40);
+ keydown[getKeySetting("keymap_jump")] =
+ !keydown[getKeySetting("keymap_jump")];
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if(counter1 < 0.0)
+ {
+ counter1 = 0.1*Rand(1, 40);
+ keydown[getKeySetting("keymap_special1")] =
+ !keydown[getKeySetting("keymap_special1")];
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if(counter1 < 0.0)
+ {
+ counter1 = 0.1*Rand(1, 40);
+ keydown[getKeySetting("keymap_forward")] =
+ !keydown[getKeySetting("keymap_forward")];
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if(counter1 < 0.0)
+ {
+ counter1 = 0.1*Rand(1, 40);
+ keydown[getKeySetting("keymap_left")] =
+ !keydown[getKeySetting("keymap_left")];
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if(counter1 < 0.0)
+ {
+ counter1 = 0.1*Rand(1, 20);
+ mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if(counter1 < 0.0)
+ {
+ counter1 = 0.1*Rand(1, 30);
+ leftdown = !leftdown;
+ if(leftdown)
+ leftclicked = true;
+ if(!leftdown)
+ leftreleased = true;
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if(counter1 < 0.0)
+ {
+ counter1 = 0.1*Rand(1, 15);
+ rightdown = !rightdown;
+ if(rightdown)
+ rightclicked = true;
+ if(!rightdown)
+ rightreleased = true;
+ }
+ }
+ mousepos += mousespeed;
+ }
+
+ s32 Rand(s32 min, s32 max)
+ {
+ return (myrand()%(max-min+1))+min;
+ }
+ private:
+ bool keydown[KEY_KEY_CODES_COUNT];
+ v2s32 mousepos;
+ v2s32 mousespeed;
+ bool leftdown;
+ bool rightdown;
+ bool leftclicked;
+ bool rightclicked;
+ bool leftreleased;
+ bool rightreleased;
+ };
+
+ // These are defined global so that they're not optimized too much.
+ // Can't change them to volatile.
+ s16 temp16;
+ f32 tempf;
+ v3f tempv3f1;
+ v3f tempv3f2;
+ std::string tempstring;
+ std::string tempstring2;
+
+ void SpeedTests()
+ {
+ {
+ dstream<<"The following test should take around 20ms."<<std::endl;
+ TimeTaker timer("Testing std::string speed");
+ const u32 jj = 10000;
+ for(u32 j=0; j<jj; j++)
+ {
+ tempstring = "";
+ tempstring2 = "";
+ const u32 ii = 10;
+ for(u32 i=0; i<ii; i++){
+ tempstring2 += "asd";
+ }
+ for(u32 i=0; i<ii+1; i++){
+ tempstring += "asd";
+ if(tempstring == tempstring2)
+ break;
+ }
+ }
+ }
+
+ dstream<<"All of the following tests should take around 100ms each."
+ <<std::endl;
+
+ {
+ TimeTaker timer("Testing floating-point conversion speed");
+ tempf = 0.001;
+ for(u32 i=0; i<4000000; i++){
+ temp16 += tempf;
+ tempf += 0.001;
+ }
+ }
+
+ {
+ TimeTaker timer("Testing floating-point vector speed");
+
+ tempv3f1 = v3f(1,2,3);
+ tempv3f2 = v3f(4,5,6);
+ for(u32 i=0; i<10000000; i++){
+ tempf += tempv3f1.dotProduct(tempv3f2);
+ tempv3f2 += v3f(7,8,9);
+ }
+ }
+
+ {
+ TimeTaker timer("Testing core::map speed");
+
+ core::map<v2s16, f32> map1;
+ tempf = -324;
+ const s16 ii=300;
+ for(s16 y=0; y<ii; y++){
+ for(s16 x=0; x<ii; x++){
+ map1.insert(v2s16(x,y), tempf);
+ tempf += 1;
+ }
+ }
+ for(s16 y=ii-1; y>=0; y--){
+ for(s16 x=0; x<ii; x++){
+ tempf = map1[v2s16(x,y)];
+ }
+ }
+ }
+
+ {
+ dstream<<"Around 5000/ms should do well here."<<std::endl;
+ TimeTaker timer("Testing mutex speed");
+
+ JMutex m;
+ m.Init();
+ u32 n = 0;
+ u32 i = 0;
+ do{
+ n += 10000;
+ for(; i<n; i++){
+ m.Lock();
+ m.Unlock();
+ }
+ }
+ // Do at least 10ms
+ while(timer.getTime() < 10);
+
+ u32 dtime = timer.stop();
+ u32 per_ms = n / dtime;
+ std::cout<<"Done. "<<dtime<<"ms, "
+ <<per_ms<<"/ms"<<std::endl;
+ }
+ }
+
+ void drawMenuBackground(video::IVideoDriver* driver)
+ {
+ core::dimension2d<u32> screensize = driver->getScreenSize();
+
+ video::ITexture *bgtexture =
+ driver->getTexture(getTexturePath("mud.png").c_str());
+ if(bgtexture)
+ {
+ s32 texturesize = 128;
+ s32 tiled_y = screensize.Height / texturesize + 1;
+ s32 tiled_x = screensize.Width / texturesize + 1;
+
+ for(s32 y=0; y<tiled_y; y++)
+ for(s32 x=0; x<tiled_x; x++)
+ {
+ core::rect<s32> rect(0,0,texturesize,texturesize);
+ rect += v2s32(x*texturesize, y*texturesize);
+ driver->draw2DImage(bgtexture, rect,
+ core::rect<s32>(core::position2d<s32>(0,0),
+ core::dimension2di(bgtexture->getSize())),
+ NULL, NULL, true);
+ }
+ }
+
+ video::ITexture *logotexture =
+ driver->getTexture(getTexturePath("menulogo.png").c_str());
+ if(logotexture)
+ {
+ v2s32 logosize(logotexture->getOriginalSize().Width,
+ logotexture->getOriginalSize().Height);
+ logosize *= 4;
+
+ video::SColor bgcolor(255,50,50,50);
+ core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
+ screensize.Width, screensize.Height);
+ driver->draw2DRectangle(bgcolor, bgrect, NULL);
+
+ core::rect<s32> rect(0,0,logosize.X,logosize.Y);
+ rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
+ rect -= v2s32(logosize.X/2, 0);
+ driver->draw2DImage(logotexture, rect,
+ core::rect<s32>(core::position2d<s32>(0,0),
+ core::dimension2di(logotexture->getSize())),
+ NULL, NULL, true);
+ }
+ }
+
+ int main(int argc, char *argv[])
+ {
+ /*
+ Initialization
+ */
+
+ // Set locale. This is for forcing '.' as the decimal point.
+ std::locale::global(std::locale("C"));
+ // This enables printing all characters in bitmap font
+ setlocale(LC_CTYPE, "en_US");
+
+ /*
+ Parse command line
+ */
+
+ // List all allowed options
+ core::map<std::string, ValueSpec> allowed_options;
+ allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));
+ allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
+ "Run server directly"));
+ allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
+ "Load configuration from specified file"));
+ allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));
+ allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));
+ allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));
+ allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));
+ allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));
+ allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));
+ #ifdef _WIN32
+ allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
+ #endif
+ allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));
+
+ Settings cmd_args;
+
+ bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
+
+ if(ret == false || cmd_args.getFlag("help"))
+ {
+ dstream<<"Allowed options:"<<std::endl;
+ for(core::map<std::string, ValueSpec>::Iterator
+ i = allowed_options.getIterator();
+ i.atEnd() == false; i++)
+ {
+ dstream<<" --"<<i.getNode()->getKey();
+ if(i.getNode()->getValue().type == VALUETYPE_FLAG)
+ {
+ }
+ else
+ {
+ dstream<<" <value>";
+ }
+ dstream<<std::endl;
+
+ if(i.getNode()->getValue().help != NULL)
+ {
+ dstream<<" "<<i.getNode()->getValue().help
+ <<std::endl;
+ }
+ }
+
+ return cmd_args.getFlag("help") ? 0 : 1;
+ }
+
+ /*
+ Low-level initialization
+ */
+
+ bool disable_stderr = false;
+ #ifdef _WIN32
+ if(cmd_args.getFlag("dstream-on-stderr") == false)
+ disable_stderr = true;
+ #endif
+
+ porting::signal_handler_init();
+ bool &kill = *porting::signal_handler_killstatus();
+
+ // Initialize porting::path_data and porting::path_userdata
+ porting::initializePaths();
+
+ // Create user data directory
+ fs::CreateDir(porting::path_userdata);
+
- setlocale(LC_MESSAGES, "");
- bindtextdomain("minetest", (porting::path_userdata+"/locale").c_str());
- textdomain("minetest");
++ init_gettext((porting::path_data+"/../locale").c_str());
+
+ // Initialize debug streams
+ #ifdef RUN_IN_PLACE
+ std::string debugfile = DEBUGFILE;
+ #else
+ std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;
+ #endif
+ debugstreams_init(disable_stderr, debugfile.c_str());
+ // Initialize debug stacks
+ debug_stacks_init();
+
+ DSTACK(__FUNCTION_NAME);
+
+ // Init material properties table
+ //initializeMaterialProperties();
+
+ // Debug handler
+ BEGIN_DEBUG_EXCEPTION_HANDLER
+
+ // Print startup message
- dstream<<DTIME<<"minetest-c55"
++ dstream<<DTIME<<PROJECT_NAME
+ " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
+ <<", "<<BUILD_INFO
+ <<std::endl;
+
+ /*
+ Basic initialization
+ */
+
+ // Initialize default settings
+ set_default_settings();
+
+ // Initialize sockets
+ sockets_init();
+ atexit(sockets_cleanup);
+
+ /*
+ Read config file
+ */
+
+ // Path of configuration file in use
+ std::string configpath = "";
+
+ if(cmd_args.exists("config"))
+ {
+ bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());
+ if(r == false)
+ {
+ dstream<<"Could not read configuration from \""
+ <<cmd_args.get("config")<<"\""<<std::endl;
+ return 1;
+ }
+ configpath = cmd_args.get("config");
+ }
+ else
+ {
+ core::array<std::string> filenames;
+ filenames.push_back(porting::path_userdata + "/minetest.conf");
+ #ifdef RUN_IN_PLACE
+ filenames.push_back(porting::path_userdata + "/../minetest.conf");
+ #endif
+
+ for(u32 i=0; i<filenames.size(); i++)
+ {
+ bool r = g_settings.readConfigFile(filenames[i].c_str());
+ if(r)
+ {
+ configpath = filenames[i];
+ break;
+ }
+ }
+
+ // If no path found, use the first one (menu creates the file)
+ if(configpath == "")
+ configpath = filenames[0];
+ }
+
+ // Initialize random seed
+ srand(time(0));
+ mysrand(time(0));
+
+ /*
+ Pre-initialize some stuff with a dummy irrlicht wrapper.
+
+ These are needed for unit tests at least.
+ */
+
+ // Initial call with g_texturesource not set.
+ init_mapnode();
+
+ /*
+ Run unit tests
+ */
+
+ if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
+ || cmd_args.getFlag("enable-unittests") == true)
+ {
+ run_tests();
+ }
+
+ /*for(s16 y=-100; y<100; y++)
+ for(s16 x=-100; x<100; x++)
+ {
+ std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
+ }
+ return 0;*/
+
+ /*
+ Game parameters
+ */
+
+ // Port
+ u16 port = 30000;
+ if(cmd_args.exists("port"))
+ port = cmd_args.getU16("port");
+ else if(g_settings.exists("port"))
+ port = g_settings.getU16("port");
+ if(port == 0)
+ port = 30000;
+
+ // Map directory
+ std::string map_dir = porting::path_userdata+"/world";
+ if(cmd_args.exists("map-dir"))
+ map_dir = cmd_args.get("map-dir");
+ else if(g_settings.exists("map-dir"))
+ map_dir = g_settings.get("map-dir");
+
+ // Run dedicated server if asked to
+ if(cmd_args.getFlag("server"))
+ {
+ DSTACK("Dedicated server branch");
+
+ // Create time getter
+ g_timegetter = new SimpleTimeGetter();
+
+ // Create server
+ Server server(map_dir.c_str());
+ server.start(port);
+
+ // Run server
+ dedicated_server_loop(server, kill);
+
+ return 0;
+ }
+
+
+ /*
+ More parameters
+ */
+
+ // Address to connect to
+ std::string address = "";
+
+ if(cmd_args.exists("address"))
+ {
+ address = cmd_args.get("address");
+ }
+ else
+ {
+ address = g_settings.get("address");
+ }
+
+ std::string playername = g_settings.get("name");
+
+ /*
+ Device initialization
+ */
+
+ // Resolution selection
+
+ bool fullscreen = false;
+ u16 screenW = g_settings.getU16("screenW");
+ u16 screenH = g_settings.getU16("screenH");
+
+ // Determine driver
+
+ video::E_DRIVER_TYPE driverType;
+
+ std::string driverstring = g_settings.get("video_driver");
+
+ if(driverstring == "null")
+ driverType = video::EDT_NULL;
+ else if(driverstring == "software")
+ driverType = video::EDT_SOFTWARE;
+ else if(driverstring == "burningsvideo")
+ driverType = video::EDT_BURNINGSVIDEO;
+ else if(driverstring == "direct3d8")
+ driverType = video::EDT_DIRECT3D8;
+ else if(driverstring == "direct3d9")
+ driverType = video::EDT_DIRECT3D9;
+ else if(driverstring == "opengl")
+ driverType = video::EDT_OPENGL;
+ else
+ {
+ dstream<<"WARNING: Invalid video_driver specified; defaulting "
+ "to opengl"<<std::endl;
+ driverType = video::EDT_OPENGL;
+ }
+
+ /*
+ Create device and exit if creation failed
+ */
+
+ MyEventReceiver receiver;
+
+ IrrlichtDevice *device;
+ device = createDevice(driverType,
+ core::dimension2d<u32>(screenW, screenH),
+ 16, fullscreen, false, false, &receiver);
+
+ if (device == 0)
+ return 1; // could not create selected driver.
+
+ // Set device in game parameters
+ device = device;
// Set the window caption
device->setWindowCaption(L"Minetest [Main Menu]");