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/*
Minetest
Copyright (C) 2013 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 Lesser General Public License as published by
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.

You should have received a copy of the GNU Lesser 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.
*/

#include "subgame.h"
#include "porting.h"
#include "filesys.h"
#include "settings.h"
#include "log.h"
#include "strfnd.h"
#include "defaultsettings.h"  // for override_default_settings
#include "mapgen.h"  // for MapgenParams
#include "util/string.h"

#ifndef SERVER
	#include "client/tile.h" // getImagePath
#endif

bool getGameMinetestConfig(const std::string &game_path, Settings &conf)
{
	std::string conf_path = game_path + DIR_DELIM + "minetest.conf";
	return conf.readConfigFile(conf_path.c_str());
}

bool getGameConfig(const std::string &game_path, Settings &conf)
{
	std::string conf_path = game_path + DIR_DELIM + "game.conf";
	return conf.readConfigFile(conf_path.c_str());
}

std::string getGameName(const std::string &game_path)
{
	Settings conf;
	if(!getGameConfig(game_path, conf))
		return "";
	if(!conf.exists("name"))
		return "";
	return conf.get("name");
}

struct GameFindPath
{
	std::string path;
	bool user_specific;
	GameFindPath(const std::string &path, bool user_specific):
		path(path),
		user_specific(user_specific)
	{}
};

std::string getSubgamePathEnv()
{
	char *subgame_path = getenv("MINETEST_SUBGAME_PATH");
	return subgame_path ? std::string(subgame_path) : "";
}

SubgameSpec findSubgame(const std::string &id)
{
	if(id == "")
		return SubgameSpec();
	std::string share = porting::path_share;
	std::string user = porting::path_user;
	std::vector<GameFindPath> find_paths;

	Strfnd search_paths(getSubgamePathEnv());

	while (!search_paths.atend()) {
		std::string path = search_paths.next(PATH_DELIM);
		find_paths.push_back(GameFindPath(
				path + DIR_DELIM + id, false));
		find_paths.push_back(GameFindPath(
				path + DIR_DELIM + id + "_game", false));
	}

	find_paths.push_back(GameFindPath(
			user + DIR_DELIM + "games" + DIR_DELIM + id + "_game", true));
	find_paths.push_back(GameFindPath(
			user + DIR_DELIM + "games" + DIR_DELIM + id, true));
	find_paths.push_back(GameFindPath(
			share + DIR_DELIM + "games" + DIR_DELIM + id + "_game", false));
	find_paths.push_back(GameFindPath(
			share + DIR_DELIM + "games" + DIR_DELIM + id, false));
	// Find game directory
	std::string game_path;
	bool user_game = true; // Game is in user's directory
	for(u32 i=0; i<find_paths.size(); i++){
		const std::string &try_path = find_paths[i].path;
		if(fs::PathExists(try_path)){
			game_path = try_path;
			user_game = find_paths[i].user_specific;
			break;
		}
	}
	if(game_path == "")
		return SubgameSpec();
	std::string gamemod_path = game_path + DIR_DELIM + "mods";
	// Find mod directories
	std::set<std::string> mods_paths;
	if(!user_game)
		mods_paths.insert(share + DIR_DELIM + "mods");
	if(user != share || user_game)
		mods_paths.insert(user + DIR_DELIM + "mods");
	std::string game_name = getGameName(game_path);
	if(game_name == "")
		game_name = id;
	std::string menuicon_path;
#ifndef SERVER
	menuicon_path = getImagePath(game_path + DIR_DELIM + "menu" + DIR_DELIM + "icon.png");
#endif
	return SubgameSpec(id, game_path, gamemod_path, mods_paths, game_name,
			menuicon_path);
}

SubgameSpec findWorldSubgame(const std::string &world_path)
{
	std::string world_gameid = getWorldGameId(world_path, true);
	// See if world contains an embedded game; if so, use it.
	std::string world_gamepath = world_path + DIR_DELIM + "game";
	if(fs::PathExists(world_gamepath)){
		SubgameSpec gamespec;
		gamespec.id = world_gameid;
		gamespec.path = world_gamepath;
		gamespec.gamemods_path= world_gamepath + DIR_DELIM + "mods";
		gamespec.name = getGameName(world_gamepath);
		if(gamespec.name == "")
			gamespec.name = "unknown";
		return gamespec;
	}
	return findSubgame(world_gameid);
}

std::set<std::string> getAvailableGameIds()
{
	std::set<std::string> gameids;
	std::set<std::string> gamespaths;
	gamespaths.insert(porting::path_share + DIR_DELIM + "games");
	gamespaths.insert(porting::path_user + DIR_DELIM + "games");

	Strfnd search_paths(getSubgamePathEnv());

	while (!search_paths.atend())
		gamespaths.insert(search_paths.next(PATH_DELIM));

	for (std::set<std::string>::const_iterator i = gamespaths.begin();
			i != gamespaths.end(); ++i){
		std::vector<fs::DirListNode> dirlist = fs::GetDirListing(*i);
		for(u32 j=0; j<dirlist.size(); j++){
			if(!dirlist[j].dir)
				continue;
			// If configuration file is not found or broken, ignore game
			Settings conf;
			if(!getGameConfig(*i + DIR_DELIM + dirlist[j].name, conf))
				continue;
			// Add it to result
			const char *ends[] = {"_game", NULL};
			std::string shorter = removeStringEnd(dirlist[j].name, ends);
			if(shorter != "")
				gameids.insert(shorter);
			else
				gameids.insert(dirlist[j].name);
		}
	}
	return gameids;
}

std::vector<SubgameSpec> getAvailableGames()
{
	std::vector<SubgameSpec> specs;
	std::set<std::string> gameids = getAvailableGameIds();
	for(std::set<std::string>::const_iterator i = gameids.begin();
			i != gameids.end(); ++i)
		specs.push_back(findSubgame(*i));
	return specs;
}

#define LEGACY_GAMEID "minetest"

bool getWorldExists(const std::string &world_path)
{
	return (fs::PathExists(world_path + DIR_DELIM + "map_meta.txt") ||
			fs::PathExists(world_path + DIR_DELIM + "world.mt"));
}

std::string getWorldGameId(const std::string &world_path, bool can_be_legacy)
{
	std::string conf_path = world_path + DIR_DELIM + "world.mt";
	Settings conf;
	bool succeeded = conf.readConfigFile(conf_path.c_str());
	if(!succeeded){
		if(can_be_legacy){
			// If map_meta.txt exists, it is probably an old minetest world
			if(fs::PathExists(world_path + DIR_DELIM + "map_meta.txt"))
				return LEGACY_GAMEID;
		}
		return "";
	}
	if(!conf.exists("gameid"))
		return "";
	// The "mesetint" gameid has been discarded
	if(conf.get("gameid") == "mesetint")
		return "minetest";
	return conf.get("gameid");
}

std::string getWorldPathEnv()
{
	char *world_path = getenv("MINETEST_WORLD_PATH");
	return world_path ? std::string(world_path) : "";
}

std::vector<WorldSpec> getAvailableWorlds()
{
	std::vector<WorldSpec> worlds;
	std::set<std::string> worldspaths;

	Strfnd search_paths(getWorldPathEnv());

	while (!search_paths.atend())
		worldspaths.insert(search_paths.next(PATH_DELIM));

	worldspaths.insert(porting::path_user + DIR_DELIM + "worlds");
	infostream << "Searching worlds..." << std::endl;
	for (std::set<std::string>::const_iterator i = worldspaths.begin();
			i != worldspaths.end(); ++i) {
		infostream << "  In " << (*i) << ": " <<std::endl;
		std::vector<fs::DirListNode> dirvector = fs::GetDirListing(*i);
		for(u32 j=0; j<dirvector.size(); j++){
			if(!dirvector[j].dir)
				continue;
			std::string fullpath = *i + DIR_DELIM + dirvector[j].name;
			std::string name = dirvector[j].name;
			// Just allow filling in the gameid always for now
			bool can_be_legacy = true;
			std::string gameid = getWorldGameId(fullpath, can_be_legacy);
			WorldSpec spec(fullpath, name, gameid);
			if(!spec.isValid()){
				infostream<<"(invalid: "<<name<<") ";
			} else {
				infostream<<name<<" ";
				worlds.push_back(spec);
			}
		}
		infostream<<std::endl;
	}
	// Check old world location
	do{
		std::string fullpath = porting::path_user + DIR_DELIM + "world";
		if(!fs::PathExists(fullpath))
			break;
		std::string name = "Old World";
		std::string gameid = getWorldGameId(fullpath, true);
		WorldSpec spec(fullpath, name, gameid);
		infostream<<"Old world found."<<std::endl;
		worlds.push_back(spec);
	}while(0);
	infostream<<worlds.size()<<" found."<<std::endl;
	return worlds;
}

bool loadGameConfAndInitWorld(const std::string &path, const SubgameSpec &gamespec)
{
	// Override defaults with those provided by the game.
	// We clear and reload the defaults because the defaults
	// might have been overridden by other subgame config
	// files that were loaded before.
	g_settings->clearDefaults();
	set_default_settings(g_settings);
	Settings game_defaults;
	getGameMinetestConfig(gamespec.path, game_defaults);
	override_default_settings(g_settings, &game_defaults);

	infostream << "Initializing world at " << path << std::endl;

	fs::CreateAllDirs(path);

	// Create world.mt if does not already exist
	std::string worldmt_path = path + DIR_DELIM "world.mt";
	if (!fs::PathExists(worldmt_path)) {
		std::ostringstream ss(std::ios_base::binary);
		ss << "gameid = " << gamespec.id
			<< "\nbackend = sqlite3"
			<< "\ncreative_mode = " << g_settings->get("creative_mode")
			<< "\nenable_damage = " << g_settings->get("enable_damage")
			<< "\n";
		if (!fs::safeWriteToFile(worldmt_path, ss.str()))
			return false;

		infostream << "Wrote world.mt (" << worldmt_path << ")" << std::endl;
	}

	// Create map_meta.txt if does not already exist
	std::string map_meta_path = path + DIR_DELIM + "map_meta.txt";
	if (!fs::PathExists(map_meta_path)){
		verbosestream << "Creating map_meta.txt (" << map_meta_path << ")" << std::endl;
		fs::CreateAllDirs(path);
		std::ostringstream oss(std::ios_base::binary);

		Settings conf;
		MapgenParams params;

		params.load(*g_settings);
		params.save(conf);
		conf.writeLines(oss);
		oss << "[end_of_params]\n";

		fs::safeWriteToFile(map_meta_path, oss.str());
	}
	return true;
}

span> */ u8 light2 = n2.getLight(bank, nodemgr); if(light2 < oldlight) { /* And the neighbor is transparent and it has some light */ if(nodemgr->get(n2).light_propagates && light2 != 0) { /* Set light to 0 and add to queue */ n2.setLight(bank, 0, nodemgr); unspreadLight(bank, n2pos, light2, light_sources, nodemgr); /* Remove from light_sources if it is there NOTE: This doesn't happen nearly at all */ /*if(light_sources.find(n2pos)) { std::cout<<"Removed from light_sources"<<std::endl; light_sources.remove(n2pos); }*/ } } else{ light_sources.insert(n2pos); } } } /* Goes recursively through the neighbours of the node. Alters only transparent nodes. If the lighting of the neighbour is lower than the lighting of the node was (before changing it to 0 at the step before), the lighting of the neighbour is set to 0 and then the same stuff repeats for the neighbour. The ending nodes of the routine are stored in light_sources. This is useful when a light is removed. In such case, this routine can be called for the light node and then again for light_sources to re-light the area without the removed light. values of from_nodes are lighting values. */ void VoxelManipulator::unspreadLight(enum LightBank bank, std::map<v3s16, u8> & from_nodes, std::set<v3s16> & light_sources, INodeDefManager *nodemgr) { if(from_nodes.empty()) return; for(std::map<v3s16, u8>::iterator j = from_nodes.begin(); j != from_nodes.end(); ++j) { unspreadLight(bank, j->first, j->second, light_sources, nodemgr); } } void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p, INodeDefManager *nodemgr) { const v3s16 dirs[6] = { v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; VoxelArea voxel_area(p - v3s16(1,1,1), p + v3s16(1,1,1)); addArea(voxel_area); u32 i = m_area.index(p); if(m_flags[i] & VOXELFLAG_NO_DATA) return; MapNode &n = m_data[i]; u8 oldlight = n.getLight(bank, nodemgr); u8 newlight = diminish_light(oldlight); // Loop through 6 neighbors for(u16 i=0; i<6; i++) { // Get the position of the neighbor node v3s16 n2pos = p + dirs[i]; u32 n2i = m_area.index(n2pos); if(m_flags[n2i] & VOXELFLAG_NO_DATA) continue; MapNode &n2 = m_data[n2i]; u8 light2 = n2.getLight(bank, nodemgr); /* If the neighbor is brighter than the current node, add to list (it will light up this node on its turn) */ if(light2 > undiminish_light(oldlight)) { spreadLight(bank, n2pos, nodemgr); } /* If the neighbor is dimmer than how much light this node would spread on it, add to list */ if(light2 < newlight) { if(nodemgr->get(n2).light_propagates) { n2.setLight(bank, newlight, nodemgr); spreadLight(bank, n2pos, nodemgr); } } } } const MapNode VoxelManipulator::ContentIgnoreNode = MapNode(CONTENT_IGNORE); /* Lights neighbors of from_nodes, collects all them and then goes on recursively. */ void VoxelManipulator::spreadLight(enum LightBank bank, std::set<v3s16> & from_nodes, INodeDefManager *nodemgr) { const v3s16 dirs[6] = { v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; if(from_nodes.empty()) return; std::set<v3s16> lighted_nodes; for(std::set<v3s16>::iterator j = from_nodes.begin(); j != from_nodes.end(); ++j) { v3s16 pos = *j; VoxelArea voxel_area(pos - v3s16(1,1,1), pos + v3s16(1,1,1)); addArea(voxel_area); u32 i = m_area.index(pos); if(m_flags[i] & VOXELFLAG_NO_DATA) continue; MapNode &n = m_data[i]; u8 oldlight = n.getLight(bank, nodemgr); u8 newlight = diminish_light(oldlight); // Loop through 6 neighbors for(u16 i=0; i<6; i++) { // Get the position of the neighbor node v3s16 n2pos = pos + dirs[i]; try { u32 n2i = m_area.index(n2pos); if(m_flags[n2i] & VOXELFLAG_NO_DATA) continue; MapNode &n2 = m_data[n2i]; u8 light2 = n2.getLight(bank, nodemgr); /* If the neighbor is brighter than the current node, add to list (it will light up this node on its turn) */ if(light2 > undiminish_light(oldlight)) { lighted_nodes.insert(n2pos); } /* If the neighbor is dimmer than how much light this node would spread on it, add to list */ if(light2 < newlight) { if(nodemgr->get(n2).light_propagates) { n2.setLight(bank, newlight, nodemgr); lighted_nodes.insert(n2pos); } } } catch(InvalidPositionException &e) { continue; } } } /*dstream<<"spreadLight(): Changed block " <<blockchangecount<<" times" <<" for "<<from_nodes.size()<<" nodes" <<std::endl;*/ if(!lighted_nodes.empty()) spreadLight(bank, lighted_nodes, nodemgr); } //END