-/*\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
-Vim conversion regexpes for moving to extended content type storage:\r
-%s/\(\.\|->\)d \([!=]=\)/\1getContent() \2/g\r
-%s/content_features(\([^.]*\)\.d)/content_features(\1)/g\r
-%s/\(\.\|->\)d = \([^;]*\);/\1setContent(\2);/g\r
-%s/\(getNodeNoExNoEmerge([^)]*)\)\.d/\1.getContent()/g\r
-%s/\(getNodeNoExNoEmerge(.*)\)\.d/\1.getContent()/g\r
-%s/\.d;/.getContent();/g\r
-%s/\(content_liquid\|content_flowing_liquid\|make_liquid_flowing\|content_pointable\)(\([^.]*\).d)/\1(\2.getContent())/g\r
-Other things to note:\r
-- node.d = node.param0 (only in raw serialization; use getContent() otherwise)\r
-- node.param = node.param1\r
-- node.dir = node.param2\r
-- content_walkable(node.d) etc should be changed to\r
- content_features(node).walkable etc\r
-- Also check for lines that store the result of getContent to a 8-bit\r
- variable and fix them (result of getContent() must be stored in\r
- content_t, which is 16-bit)\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. Sounds too.\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
-TODO: Fix make_tree, make_* to use seed-position-consistent pseudorandom\r
- - delta also\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
-SUGG: 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
+/*
+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)
+
+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
-\r
-TODO: Merge bahamada's audio stuff (clean patch available)\r
-\r
-TODO: Move content_features to mapnode_content_features.{h,cpp} or so\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
- /*\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
+
+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());\r
- textdomain("minetest");\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<<"minetest-c55"\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
-\r
- // Set the window caption\r
- device->setWindowCaption(L"Minetest [Main Menu]");\r
- \r
- // Create time getter\r
- g_timegetter = new IrrlichtTimeGetter(device);\r
- \r
- // Create game callback for menus\r
- g_gamecallback = new MainGameCallback(device);\r
- \r
- // Create texture source\r
- g_texturesource = new TextureSource(device);\r
-\r
- /*\r
- Speed tests (done after irrlicht is loaded to get timer)\r
- */\r
- if(cmd_args.getFlag("speedtests"))\r
- {\r
- dstream<<"Running speed tests"<<std::endl;\r
- SpeedTests();\r
- return 0;\r
- }\r
- \r
- device->setResizable(true);\r
-\r
- bool random_input = g_settings.getBool("random_input")\r
- || cmd_args.getFlag("random-input");\r
- InputHandler *input = NULL;\r
- if(random_input)\r
- input = new RandomInputHandler();\r
- else\r
- input = new RealInputHandler(device, &receiver);\r
- \r
- /*\r
- Continue initialization\r
- */\r
-\r
- //video::IVideoDriver* driver = device->getVideoDriver();\r
-\r
- /*\r
- This changes the minimum allowed number of vertices in a VBO.\r
- Default is 500.\r
- */\r
- //driver->setMinHardwareBufferVertexCount(50);\r
-\r
- scene::ISceneManager* smgr = device->getSceneManager();\r
-\r
- guienv = device->getGUIEnvironment();\r
- gui::IGUISkin* skin = guienv->getSkin();\r
- gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());\r
- if(font)\r
- skin->setFont(font);\r
- else\r
- dstream<<"WARNING: Font file was not found."\r
- " Using default font."<<std::endl;\r
- // If font was not found, this will get us one\r
- font = skin->getFont();\r
- assert(font);\r
- \r
- u32 text_height = font->getDimension(L"Hello, world!").Height;\r
- dstream<<"text_height="<<text_height<<std::endl;\r
-\r
- //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));\r
- skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));\r
- //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));\r
- //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));\r
- skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
- skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
- \r
- /*\r
- Preload some textures and stuff\r
- */\r
-\r
- init_mapnode(); // Second call with g_texturesource set\r
- init_mineral();\r
-\r
- /*\r
- GUI stuff\r
- */\r
-\r
- /*\r
- If an error occurs, this is set to something and the\r
- menu-game loop is restarted. It is then displayed before\r
- the menu.\r
- */\r
- std::wstring error_message = L"";\r
-\r
- // The password entered during the menu screen,\r
- std::string password;\r
-\r
- /*\r
- Menu-game loop\r
- */\r
- while(device->run() && kill == false)\r
- {\r
-\r
- // This is used for catching disconnects\r
- try\r
- {\r
-\r
- /*\r
- Clear everything from the GUIEnvironment\r
- */\r
- guienv->clear();\r
- \r
- /*\r
- We need some kind of a root node to be able to add\r
- custom gui elements directly on the screen.\r
- Otherwise they won't be automatically drawn.\r
- */\r
- guiroot = guienv->addStaticText(L"",\r
- core::rect<s32>(0, 0, 10000, 10000));\r
- \r
- /*\r
- Out-of-game menu loop.\r
-\r
- Loop quits when menu returns proper parameters.\r
- */\r
- while(kill == false)\r
- {\r
- // Cursor can be non-visible when coming from the game\r
- device->getCursorControl()->setVisible(true);\r
- // Some stuff are left to scene manager when coming from the game\r
- // (map at least?)\r
- smgr->clear();\r
- // Reset or hide the debug gui texts\r
- /*guitext->setText(L"Minetest-c55");\r
- guitext2->setVisible(false);\r
- guitext_info->setVisible(false);\r
- guitext_chat->setVisible(false);*/\r
- \r
- // Initialize menu data\r
- MainMenuData menudata;\r
- menudata.address = narrow_to_wide(address);\r
- menudata.name = narrow_to_wide(playername);\r
- menudata.port = narrow_to_wide(itos(port));\r
- menudata.fancy_trees = g_settings.getBool("new_style_leaves");\r
- menudata.smooth_lighting = g_settings.getBool("smooth_lighting");\r
- menudata.creative_mode = g_settings.getBool("creative_mode");\r
- menudata.enable_damage = g_settings.getBool("enable_damage");\r
-\r
- GUIMainMenu *menu =\r
- new GUIMainMenu(guienv, guiroot, -1, \r
- &g_menumgr, &menudata, g_gamecallback);\r
- menu->allowFocusRemoval(true);\r
-\r
- if(error_message != L"")\r
- {\r
- dstream<<"WARNING: error_message = "\r
- <<wide_to_narrow(error_message)<<std::endl;\r
-\r
- GUIMessageMenu *menu2 =\r
- new GUIMessageMenu(guienv, guiroot, -1, \r
- &g_menumgr, error_message.c_str());\r
- menu2->drop();\r
- error_message = L"";\r
- }\r
-\r
- video::IVideoDriver* driver = device->getVideoDriver();\r
- \r
- dstream<<"Created main menu"<<std::endl;\r
-\r
- while(device->run() && kill == false)\r
- {\r
- if(menu->getStatus() == true)\r
- break;\r
-\r
- //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
- driver->beginScene(true, true, video::SColor(255,128,128,128));\r
-\r
- drawMenuBackground(driver);\r
-\r
- guienv->drawAll();\r
- \r
- driver->endScene();\r
- \r
- // On some computers framerate doesn't seem to be\r
- // automatically limited\r
- sleep_ms(25);\r
- }\r
- \r
- // Break out of menu-game loop to shut down cleanly\r
- if(device->run() == false || kill == true)\r
- break;\r
- \r
- dstream<<"Dropping main menu"<<std::endl;\r
-\r
- menu->drop();\r
- \r
- // Delete map if requested\r
- if(menudata.delete_map)\r
- {\r
- bool r = fs::RecursiveDeleteContent(map_dir);\r
- if(r == false)\r
- error_message = L"Delete failed";\r
- continue;\r
- }\r
-\r
- playername = wide_to_narrow(menudata.name);\r
-\r
- password = translatePassword(playername, menudata.password);\r
-\r
- address = wide_to_narrow(menudata.address);\r
- int newport = stoi(wide_to_narrow(menudata.port));\r
- if(newport != 0)\r
- port = newport;\r
- g_settings.set("new_style_leaves", itos(menudata.fancy_trees));\r
- g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));\r
- g_settings.set("creative_mode", itos(menudata.creative_mode));\r
- g_settings.set("enable_damage", itos(menudata.enable_damage));\r
- \r
- // NOTE: These are now checked server side; no need to do it\r
- // here, so let's not do it here.\r
- /*// Check for valid parameters, restart menu if invalid.\r
- if(playername == "")\r
- {\r
- error_message = L"Name required.";\r
- continue;\r
- }\r
- // Check that name has only valid chars\r
- if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)\r
- {\r
- error_message = L"Characters allowed: "\r
- +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);\r
- continue;\r
- }*/\r
-\r
- // Save settings\r
- g_settings.set("name", playername);\r
- g_settings.set("address", address);\r
- g_settings.set("port", itos(port));\r
- // Update configuration file\r
- if(configpath != "")\r
- g_settings.updateConfigFile(configpath.c_str());\r
- \r
- // Continue to game\r
- break;\r
- }\r
- \r
- // Break out of menu-game loop to shut down cleanly\r
- if(device->run() == false)\r
- break;\r
- \r
- // Initialize mapnode again to enable changed graphics settings\r
- init_mapnode();\r
-\r
- /*\r
- Run game\r
- */\r
- the_game(\r
- kill,\r
- random_input,\r
- input,\r
- device,\r
- font,\r
- map_dir,\r
- playername,\r
- password,\r
- address,\r
- port,\r
- error_message\r
- );\r
-\r
- } //try\r
- catch(con::PeerNotFoundException &e)\r
- {\r
- dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;\r
- error_message = L"Connection error (timed out?)";\r
- }\r
- catch(SocketException &e)\r
- {\r
- dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;\r
- error_message = L"Socket error (port already in use?)";\r
- }\r
-#ifdef NDEBUG\r
- catch(std::exception &e)\r
- {\r
- std::string narrow_message = "Some exception, what()=\"";\r
- narrow_message += e.what();\r
- narrow_message += "\"";\r
- dstream<<DTIME<<narrow_message<<std::endl;\r
- error_message = narrow_to_wide(narrow_message);\r
- }\r
-#endif\r
-\r
- } // Menu-game loop\r
- \r
- delete input;\r
-\r
- /*\r
- In the end, delete the Irrlicht device.\r
- */\r
- device->drop();\r
- \r
- END_DEBUG_EXCEPTION_HANDLER\r
- \r
- debugstreams_deinit();\r
- \r
- return 0;\r
-}\r
-\r
-//END\r
+ bindtextdomain("minetest", (porting::path_userdata+"/locale").c_str());
+ textdomain("minetest");
+
+ // 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"
+ " 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]");
+
+ // Create time getter
+ g_timegetter = new IrrlichtTimeGetter(device);
+
+ // Create game callback for menus
+ g_gamecallback = new MainGameCallback(device);
+
+ // Create texture source
+ g_texturesource = new TextureSource(device);
+
+ /*
+ Speed tests (done after irrlicht is loaded to get timer)
+ */
+ if(cmd_args.getFlag("speedtests"))
+ {
+ dstream<<"Running speed tests"<<std::endl;
+ SpeedTests();
+ return 0;
+ }
+
+ device->setResizable(true);
+
+ bool random_input = g_settings.getBool("random_input")
+ || cmd_args.getFlag("random-input");
+ InputHandler *input = NULL;
+ if(random_input)
+ input = new RandomInputHandler();
+ else
+ input = new RealInputHandler(device, &receiver);
+
+ /*
+ Continue initialization
+ */
+
+ //video::IVideoDriver* driver = device->getVideoDriver();
+
+ /*
+ This changes the minimum allowed number of vertices in a VBO.
+ Default is 500.
+ */
+ //driver->setMinHardwareBufferVertexCount(50);
+
+ scene::ISceneManager* smgr = device->getSceneManager();
+
+ guienv = device->getGUIEnvironment();
+ gui::IGUISkin* skin = guienv->getSkin();
+ gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
+ if(font)
+ skin->setFont(font);
+ else
+ dstream<<"WARNING: Font file was not found."
+ " Using default font."<<std::endl;
+ // If font was not found, this will get us one
+ font = skin->getFont();
+ assert(font);
+
+ u32 text_height = font->getDimension(L"Hello, world!").Height;
+ dstream<<"text_height="<<text_height<<std::endl;
+
+ //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
+ skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
+ //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
+ //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
+ skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
+ skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
+
+ /*
+ Preload some textures and stuff
+ */
+
+ init_mapnode(); // Second call with g_texturesource set
+ init_mineral();
+
+ /*
+ GUI stuff
+ */
+
+ /*
+ If an error occurs, this is set to something and the
+ menu-game loop is restarted. It is then displayed before
+ the menu.
+ */
+ std::wstring error_message = L"";
+
+ // The password entered during the menu screen,
+ std::string password;
+
+ /*
+ Menu-game loop
+ */
+ while(device->run() && kill == false)
+ {
+
+ // This is used for catching disconnects
+ try
+ {
+
+ /*
+ Clear everything from the GUIEnvironment
+ */
+ guienv->clear();
+
+ /*
+ We need some kind of a root node to be able to add
+ custom gui elements directly on the screen.
+ Otherwise they won't be automatically drawn.
+ */
+ guiroot = guienv->addStaticText(L"",
+ core::rect<s32>(0, 0, 10000, 10000));
+
+ /*
+ Out-of-game menu loop.
+
+ Loop quits when menu returns proper parameters.
+ */
+ while(kill == false)
+ {
+ // Cursor can be non-visible when coming from the game
+ device->getCursorControl()->setVisible(true);
+ // Some stuff are left to scene manager when coming from the game
+ // (map at least?)
+ smgr->clear();
+ // Reset or hide the debug gui texts
+ /*guitext->setText(L"Minetest-c55");
+ guitext2->setVisible(false);
+ guitext_info->setVisible(false);
+ guitext_chat->setVisible(false);*/
+
+ // Initialize menu data
+ MainMenuData menudata;
+ menudata.address = narrow_to_wide(address);
+ menudata.name = narrow_to_wide(playername);
+ menudata.port = narrow_to_wide(itos(port));
+ menudata.fancy_trees = g_settings.getBool("new_style_leaves");
+ menudata.smooth_lighting = g_settings.getBool("smooth_lighting");
+ menudata.creative_mode = g_settings.getBool("creative_mode");
+ menudata.enable_damage = g_settings.getBool("enable_damage");
+
+ GUIMainMenu *menu =
+ new GUIMainMenu(guienv, guiroot, -1,
+ &g_menumgr, &menudata, g_gamecallback);
+ menu->allowFocusRemoval(true);
+
+ if(error_message != L"")
+ {
+ dstream<<"WARNING: error_message = "
+ <<wide_to_narrow(error_message)<<std::endl;
+
+ GUIMessageMenu *menu2 =
+ new GUIMessageMenu(guienv, guiroot, -1,
+ &g_menumgr, error_message.c_str());
+ menu2->drop();
+ error_message = L"";
+ }
+
+ video::IVideoDriver* driver = device->getVideoDriver();
+
+ dstream<<"Created main menu"<<std::endl;
+
+ while(device->run() && kill == false)
+ {
+ if(menu->getStatus() == true)
+ break;
+
+ //driver->beginScene(true, true, video::SColor(255,0,0,0));
+ driver->beginScene(true, true, video::SColor(255,128,128,128));
+
+ drawMenuBackground(driver);
+
+ guienv->drawAll();
+
+ driver->endScene();
+
+ // On some computers framerate doesn't seem to be
+ // automatically limited
+ sleep_ms(25);
+ }
+
+ // Break out of menu-game loop to shut down cleanly
+ if(device->run() == false || kill == true)
+ break;
+
+ dstream<<"Dropping main menu"<<std::endl;
+
+ menu->drop();
+
+ // Delete map if requested
+ if(menudata.delete_map)
+ {
+ bool r = fs::RecursiveDeleteContent(map_dir);
+ if(r == false)
+ error_message = L"Delete failed";
+ continue;
+ }
+
+ playername = wide_to_narrow(menudata.name);
+
+ password = translatePassword(playername, menudata.password);
+
+ address = wide_to_narrow(menudata.address);
+ int newport = stoi(wide_to_narrow(menudata.port));
+ if(newport != 0)
+ port = newport;
+ g_settings.set("new_style_leaves", itos(menudata.fancy_trees));
+ g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));
+ g_settings.set("creative_mode", itos(menudata.creative_mode));
+ g_settings.set("enable_damage", itos(menudata.enable_damage));
+
+ // NOTE: These are now checked server side; no need to do it
+ // here, so let's not do it here.
+ /*// Check for valid parameters, restart menu if invalid.
+ if(playername == "")
+ {
+ error_message = L"Name required.";
+ continue;
+ }
+ // Check that name has only valid chars
+ if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
+ {
+ error_message = L"Characters allowed: "
+ +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
+ continue;
+ }*/
+
+ // Save settings
+ g_settings.set("name", playername);
+ g_settings.set("address", address);
+ g_settings.set("port", itos(port));
+ // Update configuration file
+ if(configpath != "")
+ g_settings.updateConfigFile(configpath.c_str());
+
+ // Continue to game
+ break;
+ }
+
+ // Break out of menu-game loop to shut down cleanly
+ if(device->run() == false)
+ break;
+
+ // Initialize mapnode again to enable changed graphics settings
+ init_mapnode();
+
+ /*
+ Run game
+ */
+ the_game(
+ kill,
+ random_input,
+ input,
+ device,
+ font,
+ map_dir,
+ playername,
+ password,
+ address,
+ port,
+ error_message
+ );
+
+ } //try
+ catch(con::PeerNotFoundException &e)
+ {
+ dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;
+ error_message = L"Connection error (timed out?)";
+ }
+ catch(SocketException &e)
+ {
+ dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;
+ error_message = L"Socket error (port already in use?)";
+ }
+#ifdef NDEBUG
+ catch(std::exception &e)
+ {
+ std::string narrow_message = "Some exception, what()=\"";
+ narrow_message += e.what();
+ narrow_message += "\"";
+ dstream<<DTIME<<narrow_message<<std::endl;
+ error_message = narrow_to_wide(narrow_message);
+ }
+#endif
+
+ } // Menu-game loop
+
+ delete input;
+
+ /*
+ In the end, delete the Irrlicht device.
+ */
+ device->drop();
+
+ END_DEBUG_EXCEPTION_HANDLER
+
+ debugstreams_deinit();
+
+ return 0;
+}
+
+//END
+