diff options
Diffstat (limited to 'src/main.cpp')
-rw-r--r-- | src/main.cpp | 3324 |
1 files changed, 1674 insertions, 1650 deletions
diff --git a/src/main.cpp b/src/main.cpp index b94d0c361..3bc7ca5f6 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,1654 +1,1678 @@ -/*
-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.
-
-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
- - 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
-
-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
-
-TODO: Restart irrlicht completely when coming back to main menu from game.
- - This gets rid of everything that is stored in irrlicht's caches.
-
-TODO: Merge bahamada's audio stuff (clean patch available)
-
-TODO: Merge key configuration menu (no clean patch available)
-
-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);
-
+/* +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 + +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");
-
- // 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;
+ 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
+ + // 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 + |