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authororwell96 <mono96.mml@gmail.com>2017-02-09 00:11:28 +0100
committerorwell96 <mono96.mml@gmail.com>2017-02-09 00:13:36 +0100
commit3f382974b85c99fdd9b985cba20b19dded42dd6b (patch)
tree1bc84065dbdeddb57f701c1255901b4219a76f0b /advtrains/advtrains_train_japan/textures
parent4abb967f921c9d965c0746230b0756736f540dd3 (diff)
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Proper implementation for getting on by walking into train, rework damage and player controls in train, fix death and join bugs, do not spawn bones on death
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/*
Minetest
Copyright (C) 2010-2013 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 "gui/mainmenumanager.h"
#include "clouds.h"
#include "server.h"
#include "filesys.h"
#include "gui/guiMainMenu.h"
#include "game.h"
#include "player.h"
#include "chat.h"
#include "gettext.h"
#include "profiler.h"
#include "serverlist.h"
#include "gui/guiEngine.h"
#include "fontengine.h"
#include "clientlauncher.h"
#include "version.h"
#include "renderingengine.h"
#include "network/networkexceptions.h"

#if USE_SOUND
	#include "sound_openal.h"
#endif
#ifdef __ANDROID__
	#include "porting.h"
#endif

/* mainmenumanager.h
 */
gui::IGUIEnvironment *guienv = nullptr;
gui::IGUIStaticText *guiroot = nullptr;
MainMenuManager g_menumgr;

bool isMenuActive()
{
	return g_menumgr.menuCount() != 0;
}

// Passed to menus to allow disconnecting and exiting
MainGameCallback *g_gamecallback = nullptr;


ClientLauncher::~ClientLauncher()
{
	delete receiver;

	delete input;

	delete g_fontengine;
	delete g_gamecallback;

	delete RenderingEngine::get_instance();

#if USE_SOUND
	g_sound_manager_singleton.reset();
#endif
}


bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
{
	init_args(game_params, cmd_args);

	// List video modes if requested
	if (list_video_modes)
		return RenderingEngine::print_video_modes();

#if USE_SOUND
	if (g_settings->getBool("enable_sound"))
		g_sound_manager_singleton = createSoundManagerSingleton();
#endif

	if (!init_engine()) {
		errorstream << "Could not initialize game engine." << std::endl;
		return false;
	}

	// Speed tests (done after irrlicht is loaded to get timer)
	if (cmd_args.getFlag("speedtests")) {
		dstream << "Running speed tests" << std::endl;
		speed_tests();
		return true;
	}

	if (RenderingEngine::get_video_driver() == NULL) {
		errorstream << "Could not initialize video driver." << std::endl;
		return false;
	}

	RenderingEngine::get_instance()->setupTopLevelWindow(PROJECT_NAME_C);

	/*
		This changes the minimum allowed number of vertices in a VBO.
		Default is 500.
	*/
	//driver->setMinHardwareBufferVertexCount(50);

	// Create game callback for menus
	g_gamecallback = new MainGameCallback();

	RenderingEngine::get_instance()->setResizable(true);

	init_input();

	RenderingEngine::get_scene_manager()->getParameters()->
		setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);

	guienv = RenderingEngine::get_gui_env();
	skin = RenderingEngine::get_gui_env()->getSkin();
	skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255, 255, 255, 255));
	skin->setColor(gui::EGDC_3D_LIGHT, video::SColor(0, 0, 0, 0));
	skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255, 30, 30, 30));
	skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255, 0, 0, 0));
	skin->setColor(gui::EGDC_HIGH_LIGHT, video::SColor(255, 70, 120, 50));
	skin->setColor(gui::EGDC_HIGH_LIGHT_TEXT, video::SColor(255, 255, 255, 255));
#ifdef __ANDROID__
	float density = porting::getDisplayDensity();
	skin->setSize(gui::EGDS_CHECK_BOX_WIDTH, (s32)(17.0f * density));
	skin->setSize(gui::EGDS_SCROLLBAR_SIZE, (s32)(14.0f * density));
	skin->setSize(gui::EGDS_WINDOW_BUTTON_WIDTH, (s32)(15.0f * density));
	if (density > 1.5f) {
		std::string sprite_path = porting::path_user + "/textures/base/pack/";
		if (density > 3.5f)
			sprite_path.append("checkbox_64.png");
		else if (density > 2.0f)
			sprite_path.append("checkbox_32.png");
		else
			sprite_path.append("checkbox_16.png");
		// Texture dimensions should be a power of 2
		gui::IGUISpriteBank *sprites = skin->getSpriteBank();
		video::IVideoDriver *driver = RenderingEngine::get_video_driver();
		video::ITexture *sprite_texture = driver->getTexture(sprite_path.c_str());
		if (sprite_texture) {
			s32 sprite_id = sprites->addTextureAsSprite(sprite_texture);
			if (sprite_id != -1)
				skin->setIcon(gui::EGDI_CHECK_BOX_CHECKED, sprite_id);
		}
	}
#endif
	g_fontengine = new FontEngine(g_settings, guienv);
	FATAL_ERROR_IF(g_fontengine == NULL, "Font engine creation failed.");

#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
	// Irrlicht 1.8 input colours
	skin->setColor(gui::EGDC_EDITABLE, video::SColor(255, 128, 128, 128));
	skin->setColor(gui::EGDC_FOCUSED_EDITABLE, video::SColor(255, 96, 134, 49));
#endif

	// Create the menu clouds
	if (!g_menucloudsmgr)
		g_menucloudsmgr = RenderingEngine::get_scene_manager()->createNewSceneManager();
	if (!g_menuclouds)
		g_menuclouds = new Clouds(g_menucloudsmgr, -1, rand());
	g_menuclouds->setHeight(100.0f);
	g_menuclouds->update(v3f(0, 0, 0), video::SColor(255, 240, 240, 255));
	scene::ICameraSceneNode* camera;
	camera = g_menucloudsmgr->addCameraSceneNode(NULL, v3f(0, 0, 0), v3f(0, 60, 100));
	camera->setFarValue(10000);

	/*
		GUI stuff
	*/

	ChatBackend chat_backend;

	// If an error occurs, this is set to something by menu().
	// It is then displayed before the menu shows on the next call to menu()
	std::string error_message;
	bool reconnect_requested = false;

	bool first_loop = true;

	/*
		Menu-game loop
	*/
	bool retval = true;
	bool *kill = porting::signal_handler_killstatus();

	while (RenderingEngine::run() && !*kill &&
		!g_gamecallback->shutdown_requested) {
		// Set the window caption
		const wchar_t *text = wgettext("Main Menu");
		RenderingEngine::get_raw_device()->
			setWindowCaption((utf8_to_wide(PROJECT_NAME_C) +
			L" " + utf8_to_wide(g_version_hash) +
			L" [" + text + L"]").c_str());
		delete[] text;

		try {	// This is used for catching disconnects

			RenderingEngine::get_gui_env()->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 = RenderingEngine::get_gui_env()->addStaticText(L"",
				core::rect<s32>(0, 0, 10000, 10000));

			bool game_has_run = launch_game(error_message, reconnect_requested,
				game_params, cmd_args);

			// Reset the reconnect_requested flag
			reconnect_requested = false;

			// If skip_main_menu, we only want to startup once
			if (skip_main_menu && !first_loop)
				break;

			first_loop = false;

			if (!game_has_run) {
				if (skip_main_menu)
					break;

				continue;
			}

			// Break out of menu-game loop to shut down cleanly
			if (!RenderingEngine::get_raw_device()->run() || *kill) {
				if (!g_settings_path.empty())
					g_settings->updateConfigFile(g_settings_path.c_str());
				break;
			}

			if (current_playername.length() > PLAYERNAME_SIZE-1) {
				error_message = gettext("Player name too long.");
				playername = current_playername.substr(0, PLAYERNAME_SIZE-1);
				g_settings->set("name", playername);
				continue;
			}

			RenderingEngine::get_video_driver()->setTextureCreationFlag(
					video::ETCF_CREATE_MIP_MAPS, g_settings->getBool("mip_map"));

#ifdef HAVE_TOUCHSCREENGUI
			receiver->m_touchscreengui = new TouchScreenGUI(RenderingEngine::get_raw_device(), receiver);
			g_touchscreengui = receiver->m_touchscreengui;
#endif

			the_game(
				kill,
				random_input,
				input,
				worldspec.path,
				current_playername,
				current_password,
				current_address,
				current_port,
				error_message,
				chat_backend,
				&reconnect_requested,
				gamespec,
				simple_singleplayer_mode
			);
			RenderingEngine::get_scene_manager()->clear();

#ifdef HAVE_TOUCHSCREENGUI
			delete g_touchscreengui;
			g_touchscreengui = NULL;
			receiver->m_touchscreengui = NULL;
#endif

		} //try
		catch (con::PeerNotFoundException &e) {
			error_message = gettext("Connection error (timed out?)");
			errorstream << error_message << std::endl;
		}

#ifdef NDEBUG
		catch (std::exception &e) {
			std::string error_message = "Some exception: \"";
			error_message += e.what();
			error_message += "\"";
			errorstream << error_message << std::endl;
		}
#endif

		// If no main menu, show error and exit
		if (skip_main_menu) {
			if (!error_message.empty()) {
				verbosestream << "error_message = "
				              << error_message << std::endl;
				retval = false;
			}
			break;
		}
	} // Menu-game loop

	g_menuclouds->drop();
	g_menucloudsmgr->drop();

	return retval;
}

void ClientLauncher::init_args(GameParams &game_params, const Settings &cmd_args)
{

	skip_main_menu = cmd_args.getFlag("go");