mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-16 14:25:19 -05:00
157a4cf18c
- Node placement code moved to Lua - Mineral system removed (added default:stone_with_coal and default:stone_with_iron). - MapBlock and MapNode serialization updated. - Mapgen: Frequency of iron increased. - node_dig callback and related changes.
1669 lines
40 KiB
C++
1669 lines
40 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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/*
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=============================== NOTES ==============================
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NOTE: Things starting with TODO are sometimes only suggestions.
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NOTE: iostream.imbue(std::locale("C")) is very slow
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NOTE: Global locale is now set at initialization
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NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the
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hardware buffer (it is not freed automatically)
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NOTE: A random to-do list saved here as documentation:
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A list of "active blocks" in which stuff happens. (+=done)
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+ Add a never-resetted game timer to the server
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+ Add a timestamp value to blocks
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+ The simple rule: All blocks near some player are "active"
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- Do stuff in real time in active blocks
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+ Handle objects
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- Grow grass, delete leaves without a tree
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- Spawn some mobs based on some rules
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- Transform cobble to mossy cobble near water
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- Run a custom script
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- ...And all kinds of other dynamic stuff
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+ Keep track of when a block becomes active and becomes inactive
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+ When a block goes inactive:
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+ Store objects statically to block
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+ Store timer value as the timestamp
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+ When a block goes active:
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+ Create active objects out of static objects
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- Simulate the results of what would have happened if it would have
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been active for all the time
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- Grow a lot of grass and so on
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+ Initially it is fine to send information about every active object
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to every player. Eventually it should be modified to only send info
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about the nearest ones.
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+ This was left to be done by the old system and it sends only the
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nearest ones.
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NOTE: Seeds in 1260:6c77e7dbfd29:
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5721858502589302589:
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Spawns you on a small sand island with a surface dungeon
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2983455799928051958:
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Enormous jungle + a surface dungeon at ~(250,0,0)
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Old, wild and random suggestions that probably won't be done:
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-------------------------------------------------------------
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SUGG: If player is on ground, mainly fetch ground-level blocks
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SUGG: Expose Connection's seqnums and ACKs to server and client.
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- This enables saving many packets and making a faster connection
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- This also enables server to check if client has received the
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most recent block sent, for example.
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SUGG: Add a sane bandwidth throttling system to Connection
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SUGG: More fine-grained control of client's dumping of blocks from
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memory
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- ...What does this mean in the first place?
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SUGG: A map editing mode (similar to dedicated server mode)
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SUGG: Transfer more blocks in a single packet
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SUGG: A blockdata combiner class, to which blocks are added and at
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destruction it sends all the stuff in as few packets as possible.
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SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
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it by sending more stuff in a single packet.
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- Add a packet queue to RemoteClient, from which packets will be
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combined with object data packets
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- This is not exactly trivial: the object data packets are
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sometimes very big by themselves
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- This might not give much network performance gain though.
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SUGG: Precalculate lighting translation table at runtime (at startup)
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- This is not doable because it is currently hand-made and not
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based on some mathematical function.
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- Note: This has been changing lately
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SUGG: A version number to blocks, which increments when the block is
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modified (node add/remove, water update, lighting update)
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- This can then be used to make sure the most recent version of
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a block has been sent to client, for example
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SUGG: Make the amount of blocks sending to client and the total
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amount of blocks dynamically limited. Transferring blocks is the
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main network eater of this system, so it is the one that has
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to be throttled so that RTTs stay low.
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SUGG: Meshes of blocks could be split into 6 meshes facing into
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different directions and then only those drawn that need to be
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SUGG: Background music based on cellular automata?
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http://www.earslap.com/projectslab/otomata
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SUGG: Simple light color information to air
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SUGG: Server-side objects could be moved based on nodes to enable very
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lightweight operation and simple AI
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- Not practical; client would still need to show smooth movement.
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SUGG: Make a system for pregenerating quick information for mapblocks, so
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that the client can show them as cubes before they are actually sent
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or even generated.
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SUGG: Erosion simulation at map generation time
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- This might be plausible if larger areas of map were pregenerated
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without lighting (which is slow)
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- Simulate water flows, which would carve out dirt fast and
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then turn stone into gravel and sand and relocate it.
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- How about relocating minerals, too? Coal and gold in
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downstream sand and gravel would be kind of cool
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- This would need a better way of handling minerals, mainly
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to have mineral content as a separate field. the first
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parameter field is free for this.
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- Simulate rock falling from cliffs when water has removed
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enough solid rock from the bottom
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SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface
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stuff as simple flags/values
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- Light?
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- A building?
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And at some point make the server send this data to the client too,
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instead of referring to the noise functions
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- Ground height
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- Surface ground type
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- Trees?
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Gaming ideas:
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-------------
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- Aim for something like controlling a single dwarf in Dwarf Fortress
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- The player could go faster by a crafting a boat, or riding an animal
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- Random NPC traders. what else?
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Game content:
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-------------
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- When furnace is destroyed, move items to player's inventory
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- Add lots of stuff
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- Glass blocks
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- Growing grass, decaying leaves
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- This can be done in the active blocks I guess.
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- Lots of stuff can be done in the active blocks.
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- Uh, is there an active block list somewhere? I think not. Add it.
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- Breaking weak structures
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- This can probably be accomplished in the same way as grass
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- Player health points
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- When player dies, throw items on map (needs better item-on-map
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implementation)
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- Cobble to get mossy if near water
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- More slots in furnace source list, so that multiple ingredients
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are possible.
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- Keys to chests?
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- The Treasure Guard; a big monster with a hammer
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- The hammer does great damage, shakes the ground and removes a block
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- You can drop on top of it, and have some time to attack there
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before he shakes you off
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- Maybe the difficulty could come from monsters getting tougher in
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far-away places, and the player starting to need something from
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there when time goes by.
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- The player would have some of that stuff at the beginning, and
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would need new supplies of it when it runs out
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- A bomb
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- A spread-items-on-map routine for the bomb, and for dying players
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- Fighting:
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- Proper sword swing simulation
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- Player should get damage from colliding to a wall at high speed
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Documentation:
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--------------
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Build system / running:
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-----------------------
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Networking and serialization:
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-----------------------------
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SUGG: Fix address to be ipv6 compatible
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User Interface:
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---------------
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Graphics:
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---------
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SUGG: Combine MapBlock's face caches to so big pieces that VBO
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can be used
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- That is >500 vertices
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- This is not easy; all the MapBlocks close to the player would
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still need to be drawn separately and combining the blocks
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would have to happen in a background thread
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SUGG: Make fetching sector's blocks more efficient when rendering
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sectors that have very large amounts of blocks (on client)
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- Is this necessary at all?
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SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
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animating them is easier.
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SUGG: Option for enabling proper alpha channel for textures
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TODO: Flowing water animation
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TODO: A setting for enabling bilinear filtering for textures
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TODO: Better control of draw_control.wanted_max_blocks
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TODO: Further investigate the use of GPU lighting in addition to the
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current one
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TODO: Artificial (night) light could be more yellow colored than sunlight.
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- This is technically doable.
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- Also the actual colors of the textures could be made less colorful
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in the dark but it's a bit more difficult.
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SUGG: Somehow make the night less colorful
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TODO: Occlusion culling
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- At the same time, move some of the renderMap() block choosing code
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to the same place as where the new culling happens.
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- Shoot some rays per frame and when ready, make a new list of
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blocks for usage of renderMap and give it a new pointer to it.
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Configuration:
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--------------
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Client:
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-------
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TODO: Untie client network operations from framerate
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- Needs some input queues or something
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- This won't give much performance boost because calculating block
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meshes takes so long
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SUGG: Make morning and evening transition more smooth and maybe shorter
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TODO: Don't update all meshes always on single node changes, but
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check which ones should be updated
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- implement Map::updateNodeMeshes() and the usage of it
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- It will give almost always a 4x boost in mesh update performance.
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- A weapon engine
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- Tool/weapon visualization
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FIXME: When disconnected to the menu, memory is not freed properly
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TODO: Investigate how much the mesh generator thread gets used when
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transferring map data
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Server:
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-------
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SUGG: Make an option to the server to disable building and digging near
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the starting position
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FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
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* Fix the problem with the server constantly saving one or a few
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blocks? List the first saved block, maybe it explains.
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- It is probably caused by oscillating water
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- TODO: Investigate if this still happens (this is a very old one)
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* Make a small history check to transformLiquids to detect and log
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continuous oscillations, in such detail that they can be fixed.
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FIXME: The new optimized map sending doesn't sometimes send enough blocks
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from big caves and such
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FIXME: Block send distance configuration does not take effect for some reason
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Environment:
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------------
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TODO: Add proper hooks to when adding and removing active blocks
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TODO: Finish the ActiveBlockModifier stuff and use it for something
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Objects:
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--------
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TODO: Get rid of MapBlockObjects and use only ActiveObjects
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- Skipping the MapBlockObject data is nasty - there is no "total
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length" stored; have to make a SkipMBOs function which contains
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enough of the current code to skip them properly.
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SUGG: MovingObject::move and Player::move are basically the same.
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combine them.
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- NOTE: This is a bit tricky because player has the sneaking ability
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- NOTE: Player::move is more up-to-date.
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- NOTE: There is a simple move implementation now in collision.{h,cpp}
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- NOTE: MovingObject will be deleted (MapBlockObject)
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TODO: Add a long step function to objects that is called with the time
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difference when block activates
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Map:
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----
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TODO: Flowing water to actually contain flow direction information
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- There is a space for this - it just has to be implemented.
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TODO: Consider smoothening cave floors after generating them
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TODO: Fix make_tree, make_* to use seed-position-consistent pseudorandom
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- delta also
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Misc. stuff:
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------------
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TODO: Make sure server handles removing grass when a block is placed (etc)
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- The client should not do it by itself
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- NOTE: I think nobody does it currently...
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TODO: Block cube placement around player's head
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TODO: Protocol version field
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TODO: Think about using same bits for material for fences and doors, for
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example
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SUGG: Restart irrlicht completely when coming back to main menu from game.
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- This gets rid of everything that is stored in irrlicht's caches.
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- This might be needed for texture pack selection in menu
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TODO: Merge bahamada's audio stuff (clean patch available)
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Making it more portable:
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------------------------
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Stuff to do before release:
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---------------------------
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Fixes to the current release:
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-----------------------------
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Stuff to do after release:
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---------------------------
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Doing currently:
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----------------
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======================================================================
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*/
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#ifdef NDEBUG
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/*#ifdef _WIN32
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#pragma message ("Disabling unit tests")
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#else
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#warning "Disabling unit tests"
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#endif*/
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// Disable unit tests
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#define ENABLE_TESTS 0
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#else
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// Enable unit tests
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#define ENABLE_TESTS 1
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#endif
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#ifdef _MSC_VER
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#pragma comment(lib, "Irrlicht.lib")
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//#pragma comment(lib, "jthread.lib")
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#pragma comment(lib, "zlibwapi.lib")
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#pragma comment(lib, "Shell32.lib")
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// This would get rid of the console window
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//#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
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#endif
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#include "irrlicht.h" // createDevice
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#include "main.h"
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#include "mainmenumanager.h"
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#include <iostream>
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#include <fstream>
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#include <locale.h>
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#include "common_irrlicht.h"
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#include "debug.h"
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#include "test.h"
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#include "server.h"
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#include "constants.h"
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#include "porting.h"
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#include "gettime.h"
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#include "guiMessageMenu.h"
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#include "filesys.h"
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#include "config.h"
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#include "guiMainMenu.h"
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#include "materials.h"
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#include "game.h"
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#include "keycode.h"
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#include "tile.h"
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#include "defaultsettings.h"
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#include "gettext.h"
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#include "settings.h"
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#include "profiler.h"
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#include "log.h"
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#include "mods.h"
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/*
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Settings.
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These are loaded from the config file.
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*/
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Settings main_settings;
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Settings *g_settings = &main_settings;
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// Global profiler
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Profiler main_profiler;
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Profiler *g_profiler = &main_profiler;
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/*
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Random stuff
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*/
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/*
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mainmenumanager.h
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*/
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gui::IGUIEnvironment* guienv = NULL;
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gui::IGUIStaticText *guiroot = NULL;
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MainMenuManager g_menumgr;
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bool noMenuActive()
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{
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return (g_menumgr.menuCount() == 0);
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}
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// Passed to menus to allow disconnecting and exiting
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MainGameCallback *g_gamecallback = NULL;
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/*
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Debug streams
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*/
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// Connection
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std::ostream *dout_con_ptr = &dummyout;
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std::ostream *derr_con_ptr = &verbosestream;
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//std::ostream *dout_con_ptr = &infostream;
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//std::ostream *derr_con_ptr = &errorstream;
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// Server
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std::ostream *dout_server_ptr = &infostream;
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std::ostream *derr_server_ptr = &errorstream;
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// Client
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std::ostream *dout_client_ptr = &infostream;
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std::ostream *derr_client_ptr = &errorstream;
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/*
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gettime.h implementation
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*/
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// A small helper class
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class TimeGetter
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{
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public:
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virtual u32 getTime() = 0;
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};
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// A precise irrlicht one
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class IrrlichtTimeGetter: public TimeGetter
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{
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public:
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IrrlichtTimeGetter(IrrlichtDevice *device):
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m_device(device)
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{}
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u32 getTime()
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{
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if(m_device == NULL)
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return 0;
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return m_device->getTimer()->getRealTime();
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}
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private:
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IrrlichtDevice *m_device;
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};
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// Not so precise one which works without irrlicht
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class SimpleTimeGetter: public TimeGetter
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{
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public:
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u32 getTime()
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{
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return porting::getTimeMs();
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}
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};
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// A pointer to a global instance of the time getter
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// TODO: why?
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TimeGetter *g_timegetter = NULL;
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u32 getTimeMs()
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{
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if(g_timegetter == NULL)
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return 0;
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return g_timegetter->getTime();
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}
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/*
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Event handler for Irrlicht
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NOTE: Everything possible should be moved out from here,
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probably to InputHandler and the_game
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*/
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class MyEventReceiver : public IEventReceiver
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{
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public:
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// This is the one method that we have to implement
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virtual bool OnEvent(const SEvent& event)
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{
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/*
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React to nothing here if a menu is active
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*/
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if(noMenuActive() == false)
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{
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return false;
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}
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// Remember whether each key is down or up
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if(event.EventType == irr::EET_KEY_INPUT_EVENT)
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{
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if(event.KeyInput.PressedDown) {
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keyIsDown.set(event.KeyInput);
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keyWasDown.set(event.KeyInput);
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} else {
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keyIsDown.unset(event.KeyInput);
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}
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}
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if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
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{
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if(noMenuActive() == false)
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{
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left_active = false;
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middle_active = false;
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right_active = false;
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}
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else
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{
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left_active = event.MouseInput.isLeftPressed();
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middle_active = event.MouseInput.isMiddlePressed();
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right_active = event.MouseInput.isRightPressed();
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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(const KeyPress &keyCode) const
|
|
{
|
|
return keyIsDown[keyCode];
|
|
}
|
|
|
|
// Checks whether a key was down and resets the state
|
|
bool WasKeyDown(const KeyPress &keyCode)
|
|
{
|
|
bool b = keyWasDown[keyCode];
|
|
if (b)
|
|
keyWasDown.unset(keyCode);
|
|
return b;
|
|
}
|
|
|
|
s32 getMouseWheel()
|
|
{
|
|
s32 a = mouse_wheel;
|
|
mouse_wheel = 0;
|
|
return a;
|
|
}
|
|
|
|
void clearInput()
|
|
{
|
|
keyIsDown.clear();
|
|
keyWasDown.clear();
|
|
|
|
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
|
|
KeyList keyIsDown;
|
|
// Whether a key has been pressed or not
|
|
KeyList keyWasDown;
|
|
};
|
|
|
|
/*
|
|
Separated input handler
|
|
*/
|
|
|
|
class RealInputHandler : public InputHandler
|
|
{
|
|
public:
|
|
RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
|
|
m_device(device),
|
|
m_receiver(receiver)
|
|
{
|
|
}
|
|
virtual bool isKeyDown(const KeyPress &keyCode)
|
|
{
|
|
return m_receiver->IsKeyDown(keyCode);
|
|
}
|
|
virtual bool wasKeyDown(const KeyPress &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;
|
|
keydown.clear();
|
|
}
|
|
virtual bool isKeyDown(const KeyPress &keyCode)
|
|
{
|
|
return keydown[keyCode];
|
|
}
|
|
virtual bool wasKeyDown(const KeyPress &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.toggle(getKeySetting("keymap_jump"));
|
|
}
|
|
}
|
|
{
|
|
static float counter1 = 0;
|
|
counter1 -= dtime;
|
|
if(counter1 < 0.0)
|
|
{
|
|
counter1 = 0.1*Rand(1, 40);
|
|
keydown.toggle(getKeySetting("keymap_special1"));
|
|
}
|
|
}
|
|
{
|
|
static float counter1 = 0;
|
|
counter1 -= dtime;
|
|
if(counter1 < 0.0)
|
|
{
|
|
counter1 = 0.1*Rand(1, 40);
|
|
keydown.toggle(getKeySetting("keymap_forward"));
|
|
}
|
|
}
|
|
{
|
|
static float counter1 = 0;
|
|
counter1 -= dtime;
|
|
if(counter1 < 0.0)
|
|
{
|
|
counter1 = 0.1*Rand(1, 40);
|
|
keydown.toggle(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:
|
|
KeyList keydown;
|
|
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;
|
|
dstream<<"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("menubg.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);
|
|
}
|
|
}
|
|
|
|
class StderrLogOutput: public ILogOutput
|
|
{
|
|
public:
|
|
/* line: Full line with timestamp, level and thread */
|
|
void printLog(const std::string &line)
|
|
{
|
|
std::cerr<<line<<std::endl;
|
|
}
|
|
} main_stderr_log_out;
|
|
|
|
class DstreamNoStderrLogOutput: public ILogOutput
|
|
{
|
|
public:
|
|
/* line: Full line with timestamp, level and thread */
|
|
void printLog(const std::string &line)
|
|
{
|
|
dstream_no_stderr<<line<<std::endl;
|
|
}
|
|
} main_dstream_no_stderr_log_out;
|
|
|
|
int main(int argc, char *argv[])
|
|
{
|
|
/*
|
|
Initialization
|
|
*/
|
|
|
|
log_add_output_maxlev(&main_stderr_log_out, LMT_ACTION);
|
|
log_add_output_all_levs(&main_dstream_no_stderr_log_out);
|
|
|
|
log_register_thread("main");
|
|
|
|
// 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));
|
|
allowed_options.insert("info-on-stderr", 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
|
|
|
|
if(cmd_args.getFlag("info-on-stderr"))
|
|
log_add_output(&main_stderr_log_out, LMT_INFO);
|
|
|
|
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);
|
|
|
|
init_gettext((porting::path_data+DIR_DELIM+".."+DIR_DELIM+"locale").c_str());
|
|
|
|
// Initialize debug streams
|
|
#ifdef RUN_IN_PLACE
|
|
std::string debugfile = DEBUGFILE;
|
|
#else
|
|
std::string debugfile = porting::path_userdata+DIR_DELIM+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
|
|
actionstream<<PROJECT_NAME<<
|
|
" with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
|
|
<<", "<<BUILD_INFO
|
|
<<std::endl;
|
|
|
|
/*
|
|
Basic initialization
|
|
*/
|
|
|
|
// Initialize default settings
|
|
set_default_settings(g_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)
|
|
{
|
|
errorstream<<"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 +
|
|
DIR_DELIM + "minetest.conf");
|
|
#ifdef RUN_IN_PLACE
|
|
filenames.push_back(porting::path_userdata +
|
|
DIR_DELIM + ".." + DIR_DELIM + "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));
|
|
|
|
/*
|
|
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+DIR_DELIM+"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(), configpath);
|
|
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
|
|
{
|
|
errorstream<<"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.
|
|
|
|
/*
|
|
Continue initialization
|
|
*/
|
|
|
|
video::IVideoDriver* driver = device->getVideoDriver();
|
|
|
|
// Disable mipmaps (because some of them look ugly)
|
|
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
|
|
|
|
/*
|
|
This changes the minimum allowed number of vertices in a VBO.
|
|
Default is 500.
|
|
*/
|
|
//driver->setMinHardwareBufferVertexCount(50);
|
|
|
|
// 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);
|
|
|
|
/*
|
|
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);
|
|
|
|
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
|
|
errorstream<<"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;
|
|
infostream<<"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));
|
|
|
|
/*
|
|
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.clouds_3d = g_settings->getBool("enable_3d_clouds");
|
|
menudata.opaque_water = g_settings->getBool("opaque_water");
|
|
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"")
|
|
{
|
|
errorstream<<"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();
|
|
|
|
infostream<<"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;
|
|
|
|
infostream<<"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);
|
|
|
|
//infostream<<"Main: password hash: '"<<password<<"'"<<std::endl;
|
|
|
|
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("enable_3d_clouds", itos(menudata.clouds_3d));
|
|
g_settings->set("opaque_water", itos(menudata.opaque_water));
|
|
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 || kill == true)
|
|
break;
|
|
|
|
/*
|
|
Run game
|
|
*/
|
|
the_game(
|
|
kill,
|
|
random_input,
|
|
input,
|
|
device,
|
|
font,
|
|
map_dir,
|
|
playername,
|
|
password,
|
|
address,
|
|
port,
|
|
error_message,
|
|
configpath
|
|
);
|
|
|
|
} //try
|
|
catch(con::PeerNotFoundException &e)
|
|
{
|
|
errorstream<<"Connection error (timed out?)"<<std::endl;
|
|
error_message = L"Connection error (timed out?)";
|
|
}
|
|
catch(SocketException &e)
|
|
{
|
|
errorstream<<"Socket error (port already in use?)"<<std::endl;
|
|
error_message = L"Socket error (port already in use?)";
|
|
}
|
|
catch(ModError &e)
|
|
{
|
|
errorstream<<e.what()<<std::endl;
|
|
error_message = narrow_to_wide(e.what()) + L"\nCheck debug.txt for details.";
|
|
}
|
|
#ifdef NDEBUG
|
|
catch(std::exception &e)
|
|
{
|
|
std::string narrow_message = "Some exception, what()=\"";
|
|
narrow_message += e.what();
|
|
narrow_message += "\"";
|
|
errorstream<<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(errorstream)
|
|
|
|
debugstreams_deinit();
|
|
|
|
return 0;
|
|
}
|
|
|
|
//END
|
|
|