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- /*
- 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)
- 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: Calculate lighting per vertex to get a lighting effect like in
- bartwe's game
- 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.
- 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?
- TODO: Flowing water animation
- 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: A setting for enabling bilinear filtering for textures
- TODO: Better control of draw_control.wanted_max_blocks
- TODO: Block mesh generator to tile properly on smooth lighting
- TODO: Further investigate the use of GPU lighting in addition to the
- current one
- TODO: Quick drawing of huge distances according to heightmap has to be
- tested once again.
- 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
- 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
- * 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
- * Take player's walking direction into account in GetNextBlocks
- TODO: Map saving should be done by EmergeThread
- Environment:
- ------------
- TODO: A list of "active blocks" in which stuff happens.
- + 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
- TODO: Make proper hooks in here
- - 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
- TODO: Make proper hooks in here
- - 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.
- 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: 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
- TODO: Flowing water to actually contain flow direction information
- - There is a space for this - it just has to be implemented.
- SUGG: Erosion simulation at map generation time
- - 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: Try out the notch way of generating maps, that is, make bunches
- of low-res 3d noise and interpolate linearly.
- Mapgen v2:
- * Possibly add some kind of erosion and other stuff
- * Better water generation (spread it to underwater caverns but don't
- fill dungeons that don't touch big water masses)
- * When generating a chunk and the neighboring chunk doesn't have mud
- and stuff yet and the ground is fairly flat, the mud will flow to
- the other chunk making nasty straight walls when the other chunk
- is generated. Fix it. Maybe just a special case if the ground is
- flat?
- Misc. stuff:
- ------------
- * Move digging property stuff from material.{h,cpp} to mapnode.cpp
- - ...Or maybe move content_features to material.{h,cpp}?
- Making it more portable:
- ------------------------
-
- Stuff to do before release:
- ---------------------------
- Fixes to the current release:
- -----------------------------
- Stuff to do after release:
- ---------------------------
- - Make sure server handles removing grass when a block is placed (etc)
- - The client should not do it by itself
- - Block cube placement around player's head
- - Protocol version field
- - Consider getting some textures from cisoun's texture pack
- - Ask from Cisoun
- - Make sure the fence implementation and data format is good
- - Think about using same bits for material for fences and doors, for
- example
- - Finish the ActiveBlockModifier stuff and use it for something
- - Move mineral to param2, increment map serialization version, add conversion
- ======================================================================
- */
- #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 <jmutexautolock.h>
- #include <locale.h>
- #include "main.h"
- #include "common_irrlicht.h"
- #include "debug.h"
- //#include "map.h"
- //#include "player.h"
- #include "test.h"
- #include "server.h"
- //#include "client.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 "noise.h"
- //#include "tile.h"
- #include "materials.h"
- #include "game.h"
- #include "keycode.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();
- // 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);
- // Create user data directory
- fs::CreateDir(porting::path_userdata);
-
- // 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;
-
- // 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_content_inventory_texture_paths();
- 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
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