]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/main.cpp
end-of-day.
[dragonfireclient.git] / src / main.cpp
index 8ce19ed92f3c0f9d6146c9c001639f0b13394f26..176cde639e33fcf206457b637f6c4befac3eb05c 100644 (file)
@@ -19,190 +19,333 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 \r
 /*\r
 =============================== NOTES ==============================\r
+NOTE: Things starting with TODO are sometimes only suggestions.\r
 \r
 NOTE: VBO cannot be turned on for fast-changing stuff because there\r
       is an apparanet memory leak in irrlicht when using it (not sure)\r
+         - It is not a memory leak but some kind of a buffer.\r
 \r
 NOTE: iostream.imbue(std::locale("C")) is very slow\r
 NOTE: Global locale is now set at initialization\r
 \r
-SUGGESTION: add a second lighting value to the MS nibble of param of\r
-       air to tell how bright the air node is when there is no sunlight.\r
-       When day changes to night, these two values can be interpolated.\r
-\r
-TODO: Fix address to be ipv6 compatible\r
-\r
-TODO: ESC Pause mode in which the cursor is not kept at the center of window.\r
-TODO: Stop player if focus of window is taken away (go to pause mode)\r
-TODO: Optimize and fix makeFastFace or whatever it's called\r
-      - Face calculation is the source of CPU usage on the client\r
-SUGGESTION: The client will calculate and send lighting changes and\r
-  the server will randomly check some of them and kick the client out\r
-  if it fails to calculate them right.\r
-  - Actually, it could just start ignoring them and calculate them\r
-    itself.\r
-SUGGESTION: Combine MapBlock's face caches to so big pieces that VBO\r
-            gets used\r
-            - That is >500 vertices\r
-\r
-TODO: Better dungeons\r
-TODO: There should be very slight natural caves also, starting from\r
-      only a straightened-up cliff\r
-\r
-TODO: Changing of block with mouse wheel or something\r
-TODO: Menus\r
-\r
-TODO: Mobs\r
-      - Server:\r
-        - One single map container with ids as keys\r
-      - Client:\r
-           - ?\r
-TODO: - Keep track of the place of the mob in the last few hundreth's\r
-        of a second - then, if a player hits it, take the value that is\r
-               avg_rtt/2 before the moment the packet is received.\r
-TODO: - Scripting\r
-\r
-SUGGESTION: Modify client to calculate single changes asynchronously\r
-\r
-TODO: Moving players more smoothly. Calculate moving animation from\r
-      data sent by server.\r
-\r
-TODO: There are some lighting-related todos and fixmes in\r
-      ServerMap::emergeBlock\r
-\r
-TODO: Make a dirt node and use it under water\r
-\r
-FIXME: When a new sector is generated, it may change the ground level\r
-       of it's and it's neighbors border that two blocks that are\r
-          above and below each other and that are generated before and\r
-          after the sector heightmap generation (order doesn't matter),\r
-          can have a small gap between each other at the border.\r
-SUGGESTION: Use same technique for sector heightmaps as what we're\r
-            using for UnlimitedHeightmap? (getting all neighbors\r
-                       when generating)\r
-\r
-TODO: Set server to automatically find a good spawning place in some\r
-      place where there is water and land.\r
-         - Map to have a getWalkableNear(p)\r
-\r
-TODO: Transfer more blocks in a single packet\r
+SUGG: Fix address to be ipv6 compatible\r
+\r
+NOTE: When a new sector is generated, it may change the ground level\r
+      of it's and it's neighbors border that two blocks that are\r
+         above and below each other and that are generated before and\r
+         after the sector heightmap generation (order doesn't matter),\r
+         can have a small gap between each other at the border.\r
+SUGG: Use same technique for sector heightmaps as what we're\r
+      using for UnlimitedHeightmap? (getting all neighbors\r
+         when generating)\r
+\r
+SUGG: Transfer more blocks in a single packet\r
 SUGG: A blockdata combiner class, to which blocks are added and at\r
       destruction it sends all the stuff in as few packets as possible.\r
 \r
-TODO: If player is on ground, mainly fetch ground-level blocks\r
-TODO: Fetch stuff mainly from the viewing direction\r
+SUGG: If player is on ground, mainly fetch ground-level blocks\r
+SUGG: Fetch stuff mainly from the viewing direction\r
 \r
-TODO: Expose Connection's seqnums and ACKs to server and client.\r
+SUGG: Expose Connection's seqnums and ACKs to server and client.\r
       - This enables saving many packets and making a faster connection\r
          - This also enables server to check if client has received the\r
            most recent block sent, for example.\r
-\r
-TODO: Add a sane bandwidth throttling system to Connection\r
-\r
-FIXME: There still are *some* tiny glitches in lighting as seen from\r
-       the client side. The server calculates them right but sometimes\r
-          they don't get transferred properly.\r
-          - Server probably checks that a block is not sent, then continues\r
-          to sending it, then the emerge thread marks it as unsent and then\r
-          the sender sends the block as it was before emerging?\r
-TODO: How about adding a "revision" field to MapBlocks?\r
+SUGG: Add a sane bandwidth throttling system to Connection\r
 \r
 SUGG: More fine-grained control of client's dumping of blocks from\r
       memory\r
          - ...What does this mean in the first place?\r
 \r
-TODO: Somehow prioritize the sending of blocks and combine the block\r
-      send queue lengths\r
-         - Take two blocks to be sent next from each client and assign\r
-           a priority value to them\r
-         - Priority is the same as distance from player\r
-         - Take the highest priority ones and send them. Send as many as\r
-           fits in the global send queue maximum length (sum of lengths\r
-               of client queues)\r
-TODO: Make the amount of blocks sending to client and the total\r
+SUGG: A map editing mode (similar to dedicated server mode)\r
+\r
+SUGG: Add a time value to the param of footstepped grass and check it\r
+      against a global timer when a block is accessed, to make old\r
+         steps fade away.\r
+\r
+SUGG: Make a copy of close-range environment on client for showing\r
+      on screen, with minimal mutexes to slow down the main loop\r
+\r
+SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize\r
+      it by sending more stuff in a single packet.\r
+         - Add a packet queue to RemoteClient, from which packets will be\r
+           combined with object data packets\r
+               - This is not exactly trivial: the object data packets are\r
+                 sometimes very big by themselves\r
+\r
+SUGG: Split MapBlockObject serialization to to-client and to-disk\r
+      - This will allow saving ages of rats on disk but not sending\r
+           them to clients\r
+\r
+SUGG: MovingObject::move and Player::move are basically the same.\r
+      combine them.\r
+\r
+SUGG: Implement a "Fast check queue" (a queue with a map for checking\r
+      if something is already in it)\r
+      - Use it in active block queue in water flowing\r
+\r
+SUGG: Precalculate lighting translation table at runtime (at startup)\r
+      - This is not doable because it is currently hand-made and not\r
+           based on some mathematical function.\r
+\r
+SUGG: A version number to blocks, which increments when the block is\r
+      modified (node add/remove, water update, lighting update)\r
+         - This can then be used to make sure the most recent version of\r
+           a block has been sent to client\r
+\r
+SUGG: Make the amount of blocks sending to client and the total\r
          amount of blocks dynamically limited. Transferring blocks is the\r
          main network eater of this system, so it is the one that has\r
          to be throttled so that RTTs stay low.\r
-FIXME: There is a bug that sometimes the EmergeThread bumps to\r
-       the client's emerge counter being already 0, and also the\r
-          sending queue size of the client can float to 1 or 2, which\r
-          stops the map from loading at all.\r
-          - A quick hack could be applied to ignore the error of\r
-            being at 0 and timing out old entries\r
-SUGG: Make client send GOTBLOCKS before updating meshes\r
-\r
-TODO: Server to load starting inventory from disk\r
-\r
-TODO: PLayers to only be hidden when the client quits.\r
-TODO: - Players to be saved on disk, with inventory\r
-TODO: Players to be saved as text in map/players/<name>\r
 \r
-SUGGESTION: A map editing mode (similar to dedicated server mode)\r
+SUGG: Meshes of blocks could be split into 6 meshes facing into\r
+      different directions and then only those drawn that need to be\r
+         - Also an 1-dimensional tile map would be nice probably\r
+\r
+Gaming ideas:\r
+-------------\r
+\r
+- Aim for something like controlling a single dwarf in Dwarf Fortress\r
+\r
+- The player could go faster by a crafting a boat, or riding an animal\r
+\r
+- Random NPC traders. what else?\r
+\r
+Documentation:\r
+--------------\r
 \r
-TODO: Maybe: Create a face calculation queue on the client that is\r
-      processed in a separate thread\r
-TODO: Make client's mesh updates to happen in a thread similar to\r
-      server's EmergeThread.\r
-         - This is not really needed, mesh update is really fast\r
-         - Instead, the lighting update can be slow\r
-         - So, this todo is not really a todo. It is a not-todo.\r
-SUGG: Make server to send all modified blocks after a node change\r
-      after all the stuff including lighting have been updated\r
+Build system / running:\r
+-----------------------\r
+\r
+NOTE: The following fixme is not apparently valid, and it does work.\r
+FIXME: Graphical mode seems to segfault with Irrlicht 1.7.1 on 64-bit\r
+       systems. (Ubuntu)\r
+       - http://pastebin.no/32bo\r
+          - Might be just a bad build, too\r
+          - Doesn't affect Irrlicht 1.7.2 or 32-bit 1.7.1. (Arch/Debian)\r
+          - A similar error occurs when getTexture is called from a thread\r
+            when the texture has not been already loaded from disk:\r
+                http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?p=68830\r
+\r
+FIXME: Some network errors on Windows that cause local game to not work\r
+       - See siggjen's emails.\r
+\r
+Networking and serialization:\r
+-----------------------------\r
+\r
+TODO: Get rid of GotSplitPacketException\r
+\r
+GUI:\r
+----\r
+\r
+TODO: Add gui option to remove map\r
+\r
+TODO: Configuration menu, at least for keys\r
+\r
+Graphics:\r
+---------\r
+\r
+TODO: Optimize day/night mesh updating somehow\r
+      - create copies of all textures for all lighting values and only\r
+           change texture for material?\r
+         - Umm... the collecting of the faces is the slow part\r
+           -> what about just changing the color values of the existing\r
+                  meshbuffers? It should go quite fast.\r
+                  - This is not easy; There'd need to be a buffer somewhere\r
+                    that would contain the night and day lighting values.\r
+                        - Actually if FastFaces would be stored, they could\r
+                          hold both values\r
+\r
+FEATURE: Combine MapBlock's face caches to so big pieces that VBO\r
+      gets used\r
+      - That is >500 vertices\r
+         - This is not easy; all the MapBlocks close to the player would\r
+           still need to be drawn separately and combining the blocks\r
+               would have to happen in a background thread\r
 \r
 TODO: Make fetching sector's blocks more efficient when rendering\r
       sectors that have very large amounts of blocks (on client)\r
+         - Is this necessary at all?\r
+\r
+TODO: Flowing water animation\r
+\r
+FIXME(FIXED): The new texture stuff is slow on wine\r
+       - A basic grassy ground block takes 20-40ms\r
+       - A bit more complicated block can take 270ms\r
+         - On linux, a similar one doesn't take long at all (14ms)\r
+           - It is NOT a bad std::string implementation of MSVC.\r
+       - Can take up to 200ms? Is it when loading textures or always?\r
+       - Updating excess amount of meshes when making footprints is too\r
+         slow. It has to be fixed.\r
+         -> implement Map::updateNodeMeshes()\r
+       The fix:\r
+    * Optimize TileSpec to only contain a reference number that\r
+         is fast to compare, which refers to a cached string, or\r
+       * Make TextureSpec for using instead of strings\r
+\r
+FIXME(FIXED): A lock condition is possible:\r
+       1) MapBlock::updateMesh() is called from client asynchronously:\r
+          - AsyncProcessData() -> Map::updateMeshes()\r
+       2) Asynchronous locks m_temp_mods_mutex\r
+       3) MapBlock::updateMesh() is called from client synchronously:\r
+          - Client::step() -> Environment::step()\r
+       4) Synchronous starts waiting for m_temp_mods_mutex\r
+       5) Asynchronous calls getTexture, which starts waiting for main thread\r
+\r
+Configuration:\r
+--------------\r
 \r
 TODO: Make the video backend selectable\r
 \r
-Block object server side:\r
-      - A "near blocks" buffer, in which some nearby blocks are stored.\r
-         - For all blocks in the buffer, objects are stepped(). This\r
-           means they are active.\r
-         - TODO: A global active buffer is needed for the server\r
-      - TODO: All blocks going in and out of the buffer are recorded.\r
-           - TODO: For outgoing blocks, a timestamp is written.\r
-           - TODO: For incoming blocks, the time difference is calculated and\r
-             objects are stepped according to it.\r
-TODO: A timestamp to blocks\r
+Client:\r
+-------\r
 \r
-SUGG: Add a time value to the param of footstepped grass and check it\r
-      against a global timer when a block is accessed, to make old\r
-         steps fade away.\r
+TODO: Untie client network operations from framerate\r
+      - Needs some input queues or something\r
+         - Not really necessary?\r
+\r
+TODO: Make morning and evening shorter\r
+\r
+TODO: Don't update all meshes always on single node changes, but\r
+      check which ones should be updated\r
+         - implement Map::updateNodeMeshes()\r
 \r
+Server:\r
+-------\r
 \r
-TODO: Add config parameters for server's sending and generating distance\r
+TODO: When player dies, throw items on map\r
+\r
+TODO: Make an option to the server to disable building and digging near\r
+      the starting position\r
+\r
+TODO: Save players with inventories to disk\r
+TODO: Players to be saved as text in map/players/<name>\r
 \r
 TODO: Copy the text of the last picked sign to inventory in creative\r
       mode\r
 \r
-TODO: Untie client network operations from framerate\r
-\r
-SUGG: Make a copy of close-range environment on client for showing\r
-      on screen, with minimal mutexes to slow the main loop down\r
+TODO: Check what goes wrong with caching map to disk (Kray)\r
+      - Nothing?\r
 \r
-SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize\r
-      it by sending more stuff in a single packet.\r
-         - Add a packet queue to RemoteClient, from which packets will be\r
-           combined with object data packets\r
-               - This is not exactly trivial: the object data packets are\r
-                 sometimes very big by themselves\r
+TODO: When server sees that client is removing an inexistent block or\r
+      adding a block to an existent position, resend the MapBlock.\r
 \r
-SUGG: Split MapBlockObject serialization to to-client and to-disk\r
-      - This will allow saving ages of rats on disk but not sending\r
-           them to clients\r
+Objects:\r
+--------\r
 \r
-TODO: Get rid of GotSplitPacketException\r
+TODO: Better handling of objects and mobs\r
+      - Scripting?\r
+      - There has to be some way to do it with less messy code\r
+         - Make separate classes for client and server\r
+           - Client should not discriminate between blocks, server should\r
+           - Make other players utilize the same framework\r
+               - This is also needed for objects that don't get sent to client\r
+                 but are used for triggers etc\r
 \r
-Before release:\r
+TODO: There has to be some better way to handle static objects than to\r
+      send them all the time. This affects signs and item objects.\r
+SUGG: Signs could be done in the same way as torches. For this, blocks\r
+      need an additional metadata field for the texts\r
+         - This is also needed for item container chests\r
 \r
-TODO: Check what goes wrong with caching map to disk (Kray)\r
+Block object server side:\r
+      - A "near blocks" buffer, in which some nearby blocks are stored.\r
+         - For all blocks in the buffer, objects are stepped(). This\r
+           means they are active.\r
+         - TODO: A global active buffer is needed for the server\r
+         - TODO: A timestamp to blocks\r
+      - TODO: All blocks going in and out of the buffer are recorded.\r
+           - TODO: For outgoing blocks, timestamp is written.\r
+           - TODO: For incoming blocks, time difference is calculated and\r
+             objects are stepped according to it.\r
 \r
-TODO: Remove LazyMeshUpdater. It is not used as supposed.\r
+Map:\r
+----\r
+\r
+NOTE: There are some lighting-related todos and fixmes in\r
+      ServerMap::emergeBlock. And there always will be. 8)\r
+\r
+TODO: Mineral and ground material properties\r
+      - This way mineral ground toughness can be calculated with just\r
+           some formula, as well as tool strengths\r
+\r
+TODO: Change AttributeList to split the area into smaller sections so\r
+      that searching won't be as heavy.\r
+\r
+TODO: Remove HMParams\r
+\r
+TODO: Flowing water to actually contain flow direction information\r
+\r
+TODO: Remove duplicate lighting implementation from Map (leave\r
+      VoxelManipulator, which is faster)\r
+\r
+FEATURE: Map generator version 2\r
+       - Create surface areas based on central points; a given point's\r
+         area type is given by the nearest central point\r
+         - Separate points for heightmap, caves, plants and minerals?\r
+         - Flat land, mountains, forest, jungle\r
+    - Cliffs, arcs\r
+       - There could be a certain height (to which mountains only reach)\r
+         where some minerals are found\r
+       - Create a system that allows a huge amount of different "map\r
+         generator modules/filters"\r
+\r
+FEATURE: The map could be generated procedually:\r
+      - This would need the map to be generated in larger pieces\r
+           - How large? How do they connect to each other?\r
+               - It has to be split vertically also\r
+               - Lighting would not have to be necessarily calculated until\r
+                 the blocks are actually needed - it would be quite fast\r
+               - Something like 64*64*16 MapBlocks?\r
+                 - No, MapSectors. And as much as it is efficient to do,\r
+                   64x64 might be too much.\r
+        - FIXME: This is currently halfway done and the generator is\r
+                 fairly broken\r
+      * Make the stone level with a heightmap\r
+         * Carve out stuff in the stone\r
+         * Dump dirt all around, and simulate it falling off steep\r
+           places\r
+         * Erosion simulation at map generation time\r
+               - Simulate water flows, which would carve out dirt fast and\r
+                 then turn stone into gravel and sand and relocate it.\r
+               - How about relocating minerals, too? Coal and gold in\r
+                 downstream sand and gravel would be kind of cool\r
+                 - This would need a better way of handling minerals, mainly\r
+                   to have mineral content as a separate field. the first\r
+                       parameter field is free for this.\r
+               - Simulate rock falling from cliffs when water has removed\r
+                 enough solid rock from the bottom\r
 \r
 Doing now:\r
-======================================================================\r
-\r
-TODO: Implement lighting using VoxelManipulator\r
+----------\r
+# maybe done\r
+* not done\r
+\r
+* Remove all kinds of systems that are made redundant by the new map\r
+  generator\r
+  - Sector heightmaps? At least they should be made redundant.\r
+  - Sector objects\r
+* Do something about AttributeDatabase/List being too slow\r
+* Save chunk metadata on disk\r
+* Change water side textures so that buggy water doesn't look bad\r
+* Make server find the spawning place from the real map data, not from\r
+  the heightmap\r
+* only_from_disk doesn't work that well anymore\r
+* Make the generator to run in background and not blocking block\r
+  placement and transfer\r
+* Fix the strange mineral occurences\r
+* When the map is generated and a place is found for the player, the\r
+  first chunk is actually still volatile and will have stuff still\r
+  changed after spawning, which creates a lot of glitches.\r
+  - This is partly fixed by now allowing only 2-sector deeep\r
+    modification of volatile chunks. But it should still be fixed?\r
+  - How about checking that the neighbors are fully generated too and\r
+    generate them when the middle piece is needed\r
+       - This is very slow\r
+  - How about just enabling changed_blocks properly\r
+    - This is probably a good idea\r
+    - The server has to make sure the spawn point is not at the\r
+         changing borders of a chunk\r
+* Add some kind of erosion and other stuff that now is possible\r
 \r
 ======================================================================\r
 \r
@@ -218,7 +361,7 @@ TODO: Implement lighting using VoxelManipulator
 */\r
 #define FIELD_OF_VIEW_TEST 0\r
 \r
-#ifdef UNITTEST_DISABLE\r
+#ifdef NDEBUG\r
        #ifdef _WIN32\r
                #pragma message ("Disabling unit tests")\r
        #else\r
@@ -233,24 +376,17 @@ TODO: Implement lighting using VoxelManipulator
 \r
 #ifdef _MSC_VER\r
 #pragma comment(lib, "Irrlicht.lib")\r
-#pragma comment(lib, "jthread.lib")\r
+//#pragma comment(lib, "jthread.lib")\r
+#pragma comment(lib, "zlibwapi.lib")\r
+#pragma comment(lib, "Shell32.lib")\r
 // This would get rid of the console window\r
 //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
 #endif\r
 \r
-#ifdef _WIN32\r
-       #define WIN32_LEAN_AND_MEAN\r
-       #include <windows.h>\r
-       #define sleep_ms(x) Sleep(x)\r
-#else\r
-       #include <unistd.h>\r
-       #define sleep_ms(x) usleep(x*1000)\r
-#endif\r
-\r
 #include <iostream>\r
 #include <fstream>\r
-#include <time.h>\r
 #include <jmutexautolock.h>\r
+#include <locale.h>\r
 #include "common_irrlicht.h"\r
 #include "debug.h"\r
 #include "map.h"\r
@@ -264,100 +400,129 @@ TODO: Implement lighting using VoxelManipulator
 #include "constants.h"\r
 #include "strfnd.h"\r
 #include "porting.h"\r
-#include <locale.h>\r
-\r
-IrrlichtDevice *g_device = NULL;\r
-\r
-const char *g_material_filenames[MATERIALS_COUNT] =\r
-{\r
-       "../data/stone.png",\r
-       "../data/grass.png",\r
-       "../data/water.png",\r
-       "../data/light.png",\r
-       "../data/tree.png",\r
-       "../data/leaves.png",\r
-       "../data/grass_footsteps.png",\r
-       "../data/mese.png",\r
-       "../data/mud.png"\r
-};\r
+#include "irrlichtwrapper.h"\r
+#include "gettime.h"\r
+#include "porting.h"\r
+#include "guiPauseMenu.h"\r
+#include "guiInventoryMenu.h"\r
+#include "guiTextInputMenu.h"\r
+#include "materials.h"\r
+#include "guiMessageMenu.h"\r
+#include "filesys.h"\r
+#include "config.h"\r
+#include "guiMainMenu.h"\r
+#include "mineral.h"\r
 \r
-video::SMaterial g_materials[MATERIALS_COUNT];\r
-//video::SMaterial g_mesh_materials[3];\r
+IrrlichtWrapper *g_irrlicht;\r
 \r
-// All range-related stuff below is locked behind this\r
-JMutex g_range_mutex;\r
+MapDrawControl draw_control;\r
 \r
-// Blocks are viewed in this range from the player\r
-s16 g_viewing_range_nodes = 60;\r
+/*\r
+       Settings.\r
+       These are loaded from the config file.\r
+*/\r
 \r
-// This is updated by the client's fetchBlocks routine\r
-//s16 g_actual_viewing_range_nodes = VIEWING_RANGE_NODES_DEFAULT;\r
+Settings g_settings;\r
 \r
-// If true, the preceding value has no meaning and all blocks\r
-// already existing in memory are drawn\r
-bool g_viewing_range_all = false;\r
+extern void set_default_settings();\r
 \r
-// This is the freetime ratio imposed by the dynamic viewing\r
-// range changing code.\r
-// It is controlled by the main loop to the smallest value that\r
-// inhibits glitches (dtime jitter) in the main loop.\r
-//float g_freetime_ratio = FREETIME_RATIO_MAX;\r
+/*\r
+       Random stuff\r
+*/\r
 \r
+IrrlichtDevice *g_device = NULL;\r
+Client *g_client = NULL;\r
 \r
 /*\r
-       Settings.\r
-       These are loaded from the config file.\r
+       GUI Stuff\r
 */\r
 \r
-Settings g_settings;\r
+gui::IGUIEnvironment* guienv = NULL;\r
+gui::IGUIStaticText *guiroot = NULL;\r
+\r
+class MainMenuManager : public IMenuManager\r
+{\r
+public:\r
+       virtual void createdMenu(GUIModalMenu *menu)\r
+       {\r
+               for(core::list<GUIModalMenu*>::Iterator\r
+                               i = m_stack.begin();\r
+                               i != m_stack.end(); i++)\r
+               {\r
+                       assert(*i != menu);\r
+               }\r
+\r
+               if(m_stack.size() != 0)\r
+                       (*m_stack.getLast())->setVisible(false);\r
+               m_stack.push_back(menu);\r
+       }\r
+\r
+       virtual void deletingMenu(GUIModalMenu *menu)\r
+       {\r
+               // Remove all entries if there are duplicates\r
+               bool removed_entry;\r
+               do{\r
+                       removed_entry = false;\r
+                       for(core::list<GUIModalMenu*>::Iterator\r
+                                       i = m_stack.begin();\r
+                                       i != m_stack.end(); i++)\r
+                       {\r
+                               if(*i == menu)\r
+                               {\r
+                                       m_stack.erase(i);\r
+                                       removed_entry = true;\r
+                                       break;\r
+                               }\r
+                       }\r
+               }while(removed_entry);\r
+\r
+               /*core::list<GUIModalMenu*>::Iterator i = m_stack.getLast();\r
+               assert(*i == menu);\r
+               m_stack.erase(i);*/\r
+               \r
+               if(m_stack.size() != 0)\r
+                       (*m_stack.getLast())->setVisible(true);\r
+       }\r
+\r
+       u32 menuCount()\r
+       {\r
+               return m_stack.size();\r
+       }\r
+\r
+       core::list<GUIModalMenu*> m_stack;\r
+};\r
+\r
+MainMenuManager g_menumgr;\r
 \r
-// Sets default settings\r
-void set_default_settings()\r
+bool noMenuActive()\r
 {\r
-       g_settings.set("dedicated_server", "");\r
-\r
-       // Client stuff\r
-       g_settings.set("wanted_fps", "30");\r
-       g_settings.set("fps_max", "60");\r
-       g_settings.set("viewing_range_nodes_max", "300");\r
-       g_settings.set("viewing_range_nodes_min", "20");\r
-       g_settings.set("screenW", "");\r
-       g_settings.set("screenH", "");\r
-       g_settings.set("host_game", "");\r
-       g_settings.set("port", "");\r
-       g_settings.set("address", "");\r
-       g_settings.set("name", "");\r
-       g_settings.set("random_input", "false");\r
-       g_settings.set("client_delete_unused_sectors_timeout", "1200");\r
-\r
-       // Server stuff\r
-       g_settings.set("creative_mode", "false");\r
-       g_settings.set("heightmap_blocksize", "128");\r
-       g_settings.set("height_randmax", "constant 70.0");\r
-       g_settings.set("height_randfactor", "constant 0.6");\r
-       g_settings.set("height_base", "linear 0 35 0");\r
-       g_settings.set("plants_amount", "1.0");\r
-       g_settings.set("ravines_amount", "1.0");\r
-       g_settings.set("objectdata_interval", "0.2");\r
-       g_settings.set("active_object_range", "2");\r
-       g_settings.set("max_simultaneous_block_sends_per_client", "1");\r
-       g_settings.set("max_simultaneous_block_sends_server_total", "4");\r
+       return (g_menumgr.menuCount() == 0);\r
 }\r
 \r
-/*\r
-       Random stuff\r
-*/\r
+bool g_disconnect_requested = false;\r
 \r
-//u16 g_selected_material = 0;\r
-u16 g_selected_item = 0;\r
+class MainGameCallback : public IGameCallback\r
+{\r
+public:\r
+       virtual void exitToOS()\r
+       {\r
+               g_device->closeDevice();\r
+       }\r
+\r
+       virtual void disconnect()\r
+       {\r
+               g_disconnect_requested = true;\r
+       }\r
+};\r
 \r
-bool g_esc_pressed = false;\r
+MainGameCallback g_gamecallback;\r
 \r
-std::wstring g_text_buffer;\r
-bool g_text_buffer_accepted = false;\r
+// Inventory actions from the menu are buffered here before sending\r
+Queue<InventoryAction*> inventory_action_queue;\r
+// This is a copy of the inventory that the client's environment has\r
+Inventory local_inventory;\r
 \r
-// When true, the mouse and keyboard are grabbed\r
-bool g_game_focused = true;\r
+u16 g_selected_item = 0;\r
 \r
 /*\r
        Debug streams\r
@@ -379,26 +544,60 @@ std::ostream *derr_server_ptr = &dstream;
 std::ostream *dout_client_ptr = &dstream;\r
 std::ostream *derr_client_ptr = &dstream;\r
 \r
+/*\r
+       gettime.h implementation\r
+*/\r
+\r
+u32 getTimeMs()\r
+{\r
+       /*\r
+               Use irrlicht because it is more precise than porting.h's\r
+               getTimeMs()\r
+       */\r
+       if(g_irrlicht == NULL)\r
+               return 0;\r
+       return g_irrlicht->getTime();\r
+}\r
 \r
 /*\r
-       Timestamp stuff\r
+       Text input system\r
 */\r
 \r
-JMutex g_timestamp_mutex;\r
-//std::string g_timestamp;\r
+struct TextDestSign : public TextDest\r
+{\r
+       TextDestSign(v3s16 blockpos, s16 id, Client *client)\r
+       {\r
+               m_blockpos = blockpos;\r
+               m_id = id;\r
+               m_client = client;\r
+       }\r
+       void gotText(std::wstring text)\r
+       {\r
+               std::string ntext = wide_to_narrow(text);\r
+               dstream<<"Changing text of a sign object: "\r
+                               <<ntext<<std::endl;\r
+               m_client->sendSignText(m_blockpos, m_id, ntext);\r
+       }\r
+\r
+       v3s16 m_blockpos;\r
+       s16 m_id;\r
+       Client *m_client;\r
+};\r
 \r
-std::string getTimestamp()\r
+struct TextDestChat : public TextDest\r
 {\r
-       if(g_timestamp_mutex.IsInitialized()==false)\r
-               return "";\r
-       JMutexAutoLock lock(g_timestamp_mutex);\r
-       //return g_timestamp;\r
-       time_t t = time(NULL);\r
-       struct tm *tm = localtime(&t);\r
-       char cs[20];\r
-       strftime(cs, 20, "%H:%M:%S", tm);\r
-       return cs;\r
-}\r
+       TextDestChat(Client *client)\r
+       {\r
+               m_client = client;\r
+       }\r
+       void gotText(std::wstring text)\r
+       {\r
+               m_client->sendChatMessage(text);\r
+               m_client->addChatMessage(text);\r
+       }\r
+\r
+       Client *m_client;\r
+};\r
 \r
 class MyEventReceiver : public IEventReceiver\r
 {\r
@@ -406,6 +605,15 @@ class MyEventReceiver : public IEventReceiver
        // This is the one method that we have to implement\r
        virtual bool OnEvent(const SEvent& event)\r
        {\r
+               /*\r
+                       React to nothing here if a menu is active\r
+               */\r
+               if(noMenuActive() == false)\r
+               {\r
+                       clearInput();\r
+                       return false;\r
+               }\r
+\r
                // Remember whether each key is down or up\r
                if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
                {\r
@@ -414,70 +622,69 @@ class MyEventReceiver : public IEventReceiver
                        if(event.KeyInput.PressedDown)\r
                        {\r
                                //dstream<<"Pressed key: "<<(char)event.KeyInput.Key<<std::endl;\r
-                               if(g_game_focused == false)\r
+                               \r
+                               /*\r
+                                       Launch menus\r
+                               */\r
+\r
+                               if(guienv != NULL && guiroot != NULL && g_device != NULL)\r
                                {\r
-                                       s16 key = event.KeyInput.Key;\r
-                                       if(key == irr::KEY_RETURN || key == irr::KEY_ESCAPE)\r
-                                       {\r
-                                               g_text_buffer_accepted = true;\r
-                                       }\r
-                                       else if(key == irr::KEY_BACK)\r
+                                       if(event.KeyInput.Key == irr::KEY_ESCAPE)\r
                                        {\r
-                                               if(g_text_buffer.size() > 0)\r
-                                                       g_text_buffer = g_text_buffer.substr\r
-                                                                       (0, g_text_buffer.size()-1);\r
+                                               dstream<<DTIME<<"MyEventReceiver: "\r
+                                                               <<"Launching pause menu"<<std::endl;\r
+                                               // It will delete itself by itself\r
+                                               (new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback,\r
+                                                               &g_menumgr))->drop();\r
+                                               return true;\r
                                        }\r
-                                       else\r
+                                       if(event.KeyInput.Key == irr::KEY_KEY_I)\r
                                        {\r
-                                               wchar_t wc = event.KeyInput.Char;\r
-                                               if(wc != 0)\r
-                                                       g_text_buffer += wc;\r
+                                               dstream<<DTIME<<"MyEventReceiver: "\r
+                                                               <<"Launching inventory"<<std::endl;\r
+                                               (new GUIInventoryMenu(guienv, guiroot, -1,\r
+                                                               &local_inventory, &inventory_action_queue,\r
+                                                               &g_menumgr))->drop();\r
+                                               return true;\r
                                        }\r
-                               }\r
-                               \r
-                               if(event.KeyInput.Key == irr::KEY_ESCAPE)\r
-                               {\r
-                                       if(g_game_focused == true)\r
+                                       if(event.KeyInput.Key == irr::KEY_KEY_T)\r
                                        {\r
-                                               dstream<<DTIME<<"ESC pressed"<<std::endl;\r
-                                               g_esc_pressed = true;\r
+                                               TextDest *dest = new TextDestChat(g_client);\r
+\r
+                                               (new GUITextInputMenu(guienv, guiroot, -1,\r
+                                                               &g_menumgr, dest,\r
+                                                               L""))->drop();\r
                                        }\r
                                }\r
 \r
                                // Material selection\r
                                if(event.KeyInput.Key == irr::KEY_KEY_F)\r
                                {\r
-                                       if(g_game_focused == true)\r
-                                       {\r
-                                               if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
-                                                       g_selected_item++;\r
-                                               else\r
-                                                       g_selected_item = 0;\r
-                                               dstream<<DTIME<<"Selected item: "\r
-                                                               <<g_selected_item<<std::endl;\r
-                                       }\r
+                                       if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
+                                               g_selected_item++;\r
+                                       else\r
+                                               g_selected_item = 0;\r
+                                       dstream<<DTIME<<"Selected item: "\r
+                                                       <<g_selected_item<<std::endl;\r
                                }\r
 \r
                                // Viewing range selection\r
-                               if(event.KeyInput.Key == irr::KEY_KEY_R\r
-                                               && g_game_focused)\r
+                               if(event.KeyInput.Key == irr::KEY_KEY_R)\r
                                {\r
-                                       JMutexAutoLock lock(g_range_mutex);\r
-                                       if(g_viewing_range_all)\r
+                                       if(draw_control.range_all)\r
                                        {\r
-                                               g_viewing_range_all = false;\r
+                                               draw_control.range_all = false;\r
                                                dstream<<DTIME<<"Disabled full viewing range"<<std::endl;\r
                                        }\r
                                        else\r
                                        {\r
-                                               g_viewing_range_all = true;\r
+                                               draw_control.range_all = true;\r
                                                dstream<<DTIME<<"Enabled full viewing range"<<std::endl;\r
                                        }\r
                                }\r
 \r
                                // Print debug stacks\r
-                               if(event.KeyInput.Key == irr::KEY_KEY_P\r
-                                               && g_game_focused)\r
+                               if(event.KeyInput.Key == irr::KEY_KEY_P)\r
                                {\r
                                        dstream<<"-----------------------------------------"\r
                                                        <<std::endl;\r
@@ -491,31 +698,53 @@ class MyEventReceiver : public IEventReceiver
 \r
                if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
                {\r
-                       if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
+                       if(noMenuActive() == false)\r
                        {\r
-                               leftclicked = true;\r
-                       }\r
-                       if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
-                       {\r
-                               rightclicked = true;\r
+                               left_active = false;\r
+                               middle_active = false;\r
+                               right_active = false;\r
                        }\r
-                       if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
+                       else\r
                        {\r
-                               /*dstream<<"event.MouseInput.Wheel="\r
-                                               <<event.MouseInput.Wheel<<std::endl;*/\r
-                               if(event.MouseInput.Wheel < 0)\r
+                               //dstream<<"MyEventReceiver: mouse input"<<std::endl;\r
+                               left_active = event.MouseInput.isLeftPressed();\r
+                               middle_active = event.MouseInput.isMiddlePressed();\r
+                               right_active = event.MouseInput.isRightPressed();\r
+\r
+                               if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
                                {\r
-                                       if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
-                                               g_selected_item++;\r
-                                       else\r
-                                               g_selected_item = 0;\r
+                                       leftclicked = true;\r
                                }\r
-                               else if(event.MouseInput.Wheel > 0)\r
+                               if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
                                {\r
-                                       if(g_selected_item > 0)\r
-                                               g_selected_item--;\r
-                                       else\r
-                                               g_selected_item = PLAYER_INVENTORY_SIZE-1;\r
+                                       rightclicked = true;\r
+                               }\r
+                               if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)\r
+                               {\r
+                                       leftreleased = true;\r
+                               }\r
+                               if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)\r
+                               {\r
+                                       rightreleased = true;\r
+                               }\r
+                               if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
+                               {\r
+                                       /*dstream<<"event.MouseInput.Wheel="\r
+                                                       <<event.MouseInput.Wheel<<std::endl;*/\r
+                                       if(event.MouseInput.Wheel < 0)\r
+                                       {\r
+                                               if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
+                                                       g_selected_item++;\r
+                                               else\r
+                                                       g_selected_item = 0;\r
+                                       }\r
+                                       else if(event.MouseInput.Wheel > 0)\r
+                                       {\r
+                                               if(g_selected_item > 0)\r
+                                                       g_selected_item--;\r
+                                               else\r
+                                                       g_selected_item = PLAYER_INVENTORY_SIZE-1;\r
+                                       }\r
                                }\r
                        }\r
                }\r
@@ -529,21 +758,41 @@ class MyEventReceiver : public IEventReceiver
                return keyIsDown[keyCode];\r
        }\r
 \r
-       MyEventReceiver()\r
+       void clearInput()\r
        {\r
                for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
                                keyIsDown[i] = false;\r
+               \r
                leftclicked = false;\r
                rightclicked = false;\r
+               leftreleased = false;\r
+               rightreleased = false;\r
+\r
+               left_active = false;\r
+               middle_active = false;\r
+               right_active = false;\r
+       }\r
+\r
+       MyEventReceiver()\r
+       {\r
+               clearInput();\r
        }\r
 \r
        bool leftclicked;\r
        bool rightclicked;\r
+       bool leftreleased;\r
+       bool rightreleased;\r
+\r
+       bool left_active;\r
+       bool middle_active;\r
+       bool right_active;\r
+\r
 private:\r
        // We use this array to store the current state of each key\r
        bool keyIsDown[KEY_KEY_CODES_COUNT];\r
        //s32 mouseX;\r
        //s32 mouseY;\r
+       IrrlichtDevice *m_device;\r
 };\r
 \r
 class InputHandler\r
@@ -555,13 +804,24 @@ class InputHandler
        virtual ~InputHandler()\r
        {\r
        }\r
+\r
        virtual bool isKeyDown(EKEY_CODE keyCode) = 0;\r
+\r
        virtual v2s32 getMousePos() = 0;\r
        virtual void setMousePos(s32 x, s32 y) = 0;\r
+\r
+       virtual bool getLeftState() = 0;\r
+       virtual bool getRightState() = 0;\r
+\r
        virtual bool getLeftClicked() = 0;\r
        virtual bool getRightClicked() = 0;\r
        virtual void resetLeftClicked() = 0;\r
        virtual void resetRightClicked() = 0;\r
+\r
+       virtual bool getLeftReleased() = 0;\r
+       virtual bool getRightReleased() = 0;\r
+       virtual void resetLeftReleased() = 0;\r
+       virtual void resetRightReleased() = 0;\r
        \r
        virtual void step(float dtime) {};\r
 \r
@@ -570,17 +830,6 @@ class InputHandler
 \r
 InputHandler *g_input = NULL;\r
 \r
-void focusGame()\r
-{\r
-       g_input->clear();\r
-       g_game_focused = true;\r
-}\r
-\r
-void unFocusGame()\r
-{\r
-       g_game_focused = false;\r
-}\r
-\r
 class RealInputHandler : public InputHandler\r
 {\r
 public:\r
@@ -602,16 +851,21 @@ class RealInputHandler : public InputHandler
                m_device->getCursorControl()->setPosition(x, y);\r
        }\r
 \r
+       virtual bool getLeftState()\r
+       {\r
+               return m_receiver->left_active;\r
+       }\r
+       virtual bool getRightState()\r
+       {\r
+               return m_receiver->right_active;\r
+       }\r
+       \r
        virtual bool getLeftClicked()\r
        {\r
-               if(g_game_focused == false)\r
-                       return false;\r
                return m_receiver->leftclicked;\r
        }\r
        virtual bool getRightClicked()\r
        {\r
-               if(g_game_focused == false)\r
-                       return false;\r
                return m_receiver->rightclicked;\r
        }\r
        virtual void resetLeftClicked()\r
@@ -623,6 +877,23 @@ class RealInputHandler : public InputHandler
                m_receiver->rightclicked = false;\r
        }\r
 \r
+       virtual bool getLeftReleased()\r
+       {\r
+               return m_receiver->leftreleased;\r
+       }\r
+       virtual bool getRightReleased()\r
+       {\r
+               return m_receiver->rightreleased;\r
+       }\r
+       virtual void resetLeftReleased()\r
+       {\r
+               m_receiver->leftreleased = false;\r
+       }\r
+       virtual void resetRightReleased()\r
+       {\r
+               m_receiver->rightreleased = false;\r
+       }\r
+\r
        void clear()\r
        {\r
                resetRightClicked();\r
@@ -656,7 +927,16 @@ class RandomInputHandler : public InputHandler
                mousepos = v2s32(x,y);\r
        }\r
 \r
-       virtual bool getLeftClicked()\r
+       virtual bool getLeftState()\r
+       {\r
+               return false;\r
+       }\r
+       virtual bool getRightState()\r
+       {\r
+               return false;\r
+       }\r
+\r
+       virtual bool getLeftClicked()\r
        {\r
                return leftclicked;\r
        }\r
@@ -673,6 +953,21 @@ class RandomInputHandler : public InputHandler
                rightclicked = false;\r
        }\r
 \r
+       virtual bool getLeftReleased()\r
+       {\r
+               return false;\r
+       }\r
+       virtual bool getRightReleased()\r
+       {\r
+               return false;\r
+       }\r
+       virtual void resetLeftReleased()\r
+       {\r
+       }\r
+       virtual void resetRightReleased()\r
+       {\r
+       }\r
+\r
        virtual void step(float dtime)\r
        {\r
                {\r
@@ -681,7 +976,7 @@ class RandomInputHandler : public InputHandler
                        if(counter1 < 0.0)\r
                        {\r
                                counter1 = 0.1*Rand(1,10);\r
-                               /*if(g_selected_material < USEFUL_MATERIAL_COUNT-1)\r
+                               /*if(g_selected_material < USEFUL_CONTENT_COUNT-1)\r
                                        g_selected_material++;\r
                                else\r
                                        g_selected_material = 0;*/\r
@@ -759,7 +1054,7 @@ class RandomInputHandler : public InputHandler
 \r
        s32 Rand(s32 min, s32 max)\r
        {\r
-               return (rand()%(max-min+1))+min;\r
+               return (myrand()%(max-min+1))+min;\r
        }\r
 private:\r
        bool keydown[KEY_KEY_CODES_COUNT];\r
@@ -769,82 +1064,135 @@ class RandomInputHandler : public InputHandler
        bool rightclicked;\r
 };\r
 \r
-void updateViewingRange(f32 frametime, Client *client)\r
+void updateViewingRange(f32 frametime_in, Client *client)\r
 {\r
-       // Range_all messes up frametime_avg\r
-       if(g_viewing_range_all == true)\r
+       if(draw_control.range_all == true)\r
                return;\r
-\r
-       float wanted_fps = g_settings.getFloat("wanted_fps");\r
        \r
-       // Initialize to the target value\r
-       static float frametime_avg = 1.0/wanted_fps;\r
-       frametime_avg = frametime_avg * 0.9 + frametime * 0.1;\r
+       static f32 added_frametime = 0;\r
+       static s16 added_frames = 0;\r
+\r
+       added_frametime += frametime_in;\r
+       added_frames += 1;\r
 \r
+       // Actually this counter kind of sucks because frametime is busytime\r
        static f32 counter = 0;\r
-       if(counter > 0){\r
-               counter -= frametime;\r
+       counter -= frametime_in;\r
+       if(counter > 0)\r
                return;\r
-       }\r
-       //counter = 1.0; //seconds\r
-       counter = 0.5; //seconds\r
+       //counter = 0.1;\r
+       counter = 0.2;\r
 \r
-       //float freetime_ratio = 0.2;\r
-       //float freetime_ratio = 0.4;\r
-       float freetime_ratio = FREETIME_RATIO;\r
+       /*dstream<<__FUNCTION_NAME\r
+                       <<": Collected "<<added_frames<<" frames, total of "\r
+                       <<added_frametime<<"s."<<std::endl;*/\r
+       \r
+       /*dstream<<"draw_control.blocks_drawn="\r
+                       <<draw_control.blocks_drawn\r
+                       <<", draw_control.blocks_would_have_drawn="\r
+                       <<draw_control.blocks_would_have_drawn\r
+                       <<std::endl;*/\r
+       \r
+       float range_min = g_settings.getS16("viewing_range_nodes_min");\r
+       float range_max = g_settings.getS16("viewing_range_nodes_max");\r
+       \r
+       draw_control.wanted_min_range = range_min;\r
+       draw_control.wanted_max_blocks = (1.2*draw_control.blocks_drawn)+1;\r
+       \r
+       float block_draw_ratio = 1.0;\r
+       if(draw_control.blocks_would_have_drawn != 0)\r
+       {\r
+               block_draw_ratio = (float)draw_control.blocks_drawn\r
+                       / (float)draw_control.blocks_would_have_drawn;\r
+       }\r
 \r
-       float frametime_wanted = (1.0/(wanted_fps/(1.0-freetime_ratio)));\r
+       // Calculate the average frametime in the case that all wanted\r
+       // blocks had been drawn\r
+       f32 frametime = added_frametime / added_frames / block_draw_ratio;\r
+       \r
+       added_frametime = 0.0;\r
+       added_frames = 0;\r
+       \r
+       float wanted_fps = g_settings.getFloat("wanted_fps");\r
+       float wanted_frametime = 1.0 / wanted_fps;\r
+       \r
+       f32 wanted_frametime_change = wanted_frametime - frametime;\r
+       //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;\r
+       \r
+       // If needed frametime change is very small, just return\r
+       if(fabs(wanted_frametime_change) < wanted_frametime*0.2)\r
+       {\r
+               //dstream<<"ignoring small wanted_frametime_change"<<std::endl;\r
+               return;\r
+       }\r
 \r
-       float fraction = sqrt(frametime_avg / frametime_wanted);\r
+       float range = draw_control.wanted_range;\r
+       float new_range = range;\r
 \r
-       static bool fraction_is_good = false;\r
+       static s16 range_old = 0;\r
+       static f32 frametime_old = 0;\r
        \r
-       float fraction_good_threshold = 0.1;\r
-       float fraction_bad_threshold = 0.25;\r
-       float fraction_limit;\r
-       // Use high limit if fraction is good AND the fraction would\r
-       // lower the range. We want to keep the range fairly high.\r
-       if(fraction_is_good && fraction > 1.0)\r
-               fraction_limit = fraction_bad_threshold;\r
-       else\r
-               fraction_limit = fraction_good_threshold;\r
-\r
-       if(fabs(fraction - 1.0) < fraction_limit)\r
+       float d_range = range - range_old;\r
+       f32 d_frametime = frametime - frametime_old;\r
+       // A sane default of 30ms per 50 nodes of range\r
+       static f32 time_per_range = 30. / 50;\r
+       if(d_range != 0)\r
        {\r
-               fraction_is_good = true;\r
-               return;\r
+               time_per_range = d_frametime / d_range;\r
+       }\r
+       \r
+       // The minimum allowed calculated frametime-range derivative:\r
+       // Practically this sets the maximum speed of changing the range.\r
+       // The lower this value, the higher the maximum changing speed.\r
+       // A low value here results in wobbly range (0.001)\r
+       // A high value here results in slow changing range (0.0025)\r
+       // SUGG: This could be dynamically adjusted so that when\r
+       //       the camera is turning, this is lower\r
+       //float min_time_per_range = 0.0015;\r
+       float min_time_per_range = 0.0010;\r
+       //float min_time_per_range = 0.05 / range;\r
+       if(time_per_range < min_time_per_range)\r
+       {\r
+               time_per_range = min_time_per_range;\r
+               //dstream<<"time_per_range="<<time_per_range<<" (min)"<<std::endl;\r
        }\r
        else\r
        {\r
-               fraction_is_good = false;\r
+               //dstream<<"time_per_range="<<time_per_range<<std::endl;\r
        }\r
 \r
-       //dstream<<"frametime_avg="<<frametime_avg<<std::endl;\r
-       //dstream<<"frametime_wanted="<<frametime_wanted<<std::endl;\r
-       /*dstream<<"fetching="<<client->isFetchingBlocks()\r
-                       <<" faction = "<<fraction<<std::endl;*/\r
-\r
-       JMutexAutoLock lock(g_range_mutex);\r
-       \r
-       s16 viewing_range_nodes_min = g_settings.getS16("viewing_range_nodes_min");\r
-       s16 viewing_range_nodes_max = g_settings.getS16("viewing_range_nodes_max");\r
-\r
-       s16 n = (float)g_viewing_range_nodes / fraction;\r
-       if(n < viewing_range_nodes_min)\r
-               n = viewing_range_nodes_min;\r
-       if(n > viewing_range_nodes_max)\r
-               n = viewing_range_nodes_max;\r
+       f32 wanted_range_change = wanted_frametime_change / time_per_range;\r
+       // Dampen the change a bit to kill oscillations\r
+       //wanted_range_change *= 0.9;\r
+       //wanted_range_change *= 0.75;\r
+       wanted_range_change *= 0.5;\r
+       //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;\r
 \r
-       bool can_change = true;\r
+       // If needed range change is very small, just return\r
+       if(fabs(wanted_range_change) < 0.001)\r
+       {\r
+               //dstream<<"ignoring small wanted_range_change"<<std::endl;\r
+               return;\r
+       }\r
 \r
-       if(client->isFetchingBlocks() == true && n > g_viewing_range_nodes)\r
-               can_change = false;\r
+       new_range += wanted_range_change;\r
+       //dstream<<"new_range="<<new_range/*<<std::endl*/;\r
+       \r
+       //float new_range_unclamped = new_range;\r
+       if(new_range < range_min)\r
+               new_range = range_min;\r
+       if(new_range > range_max)\r
+               new_range = range_max;\r
        \r
-       if(can_change)\r
-               g_viewing_range_nodes = n;\r
+       /*if(new_range != new_range_unclamped)\r
+               dstream<<", clamped to "<<new_range<<std::endl;\r
+       else\r
+               dstream<<std::endl;*/\r
+\r
+       draw_control.wanted_range = new_range;\r
 \r
-       /*dstream<<"g_viewing_range_nodes = "\r
-                       <<g_viewing_range_nodes<<std::endl;*/\r
+       range_old = new_range;\r
+       frametime_old = frametime;\r
 }\r
 \r
 class GUIQuickInventory : public IEventReceiver\r
@@ -881,6 +1229,18 @@ class GUIQuickInventory : public IEventReceiver
                }\r
        }\r
 \r
+       ~GUIQuickInventory()\r
+       {\r
+               for(u32 i=0; i<m_texts.size(); i++)\r
+               {\r
+                       m_texts[i]->remove();\r
+               }\r
+               for(u32 i=0; i<m_images.size(); i++)\r
+               {\r
+                       m_images[i]->remove();\r
+               }\r
+       }\r
+\r
        virtual bool OnEvent(const SEvent& event)\r
        {\r
                return false;\r
@@ -897,16 +1257,18 @@ class GUIQuickInventory : public IEventReceiver
 \r
                start = m_selection - m_itemcount / 2;\r
 \r
+               InventoryList *mainlist = m_inventory->getList("main");\r
+\r
                for(s32 i=0; i<m_itemcount; i++)\r
                {\r
                        s32 j = i + start;\r
 \r
-                       if(j > (s32)m_inventory->getSize() - 1)\r
-                               j -= m_inventory->getSize();\r
+                       if(j > (s32)mainlist->getSize() - 1)\r
+                               j -= mainlist->getSize();\r
                        if(j < 0)\r
-                               j += m_inventory->getSize();\r
+                               j += mainlist->getSize();\r
                        \r
-                       InventoryItem *item = m_inventory->getItem(j);\r
+                       InventoryItem *item = mainlist->getItem(j);\r
                        // Null items\r
                        if(item == NULL)\r
                        {\r
@@ -943,15 +1305,183 @@ class GUIQuickInventory : public IEventReceiver
        s32 m_selection;\r
 };\r
 \r
+// Chat data\r
+struct ChatLine\r
+{\r
+       ChatLine():\r
+               age(0.0)\r
+       {\r
+       }\r
+       ChatLine(const std::wstring &a_text):\r
+               age(0.0),\r
+               text(a_text)\r
+       {\r
+       }\r
+       float age;\r
+       std::wstring text;\r
+};\r
+\r
+// These are defined global so that they're not optimized too much.\r
+// Can't change them to volatile.\r
+s16 temp16;\r
+f32 tempf;\r
+v3f tempv3f1;\r
+v3f tempv3f2;\r
+std::string tempstring;\r
+std::string tempstring2;\r
+\r
+void SpeedTests()\r
+{\r
+       {\r
+               dstream<<"The following test should take around 20ms."<<std::endl;\r
+               TimeTaker timer("Testing std::string speed");\r
+               const u32 jj = 10000;\r
+               for(u32 j=0; j<jj; j++)\r
+               {\r
+                       tempstring = "";\r
+                       tempstring2 = "";\r
+                       const u32 ii = 10;\r
+                       for(u32 i=0; i<ii; i++){\r
+                               tempstring2 += "asd";\r
+                       }\r
+                       for(u32 i=0; i<ii+1; i++){\r
+                               tempstring += "asd";\r
+                               if(tempstring == tempstring2)\r
+                                       break;\r
+                       }\r
+               }\r
+       }\r
+       \r
+       dstream<<"All of the following tests should take around 100ms each."\r
+                       <<std::endl;\r
+\r
+       {\r
+               TimeTaker timer("Testing floating-point conversion speed");\r
+               tempf = 0.001;\r
+               for(u32 i=0; i<4000000; i++){\r
+                       temp16 += tempf;\r
+                       tempf += 0.001;\r
+               }\r
+       }\r
+       \r
+       {\r
+               TimeTaker timer("Testing floating-point vector speed");\r
+\r
+               tempv3f1 = v3f(1,2,3);\r
+               tempv3f2 = v3f(4,5,6);\r
+               for(u32 i=0; i<10000000; i++){\r
+                       tempf += tempv3f1.dotProduct(tempv3f2);\r
+                       tempv3f2 += v3f(7,8,9);\r
+               }\r
+       }\r
+\r
+       {\r
+               TimeTaker timer("Testing core::map speed");\r
+               \r
+               core::map<v2s16, f32> map1;\r
+               tempf = -324;\r
+               const s16 ii=300;\r
+               for(s16 y=0; y<ii; y++){\r
+                       for(s16 x=0; x<ii; x++){\r
+                               map1.insert(v2s16(x,y), tempf);\r
+                               tempf += 1;\r
+                       }\r
+               }\r
+               for(s16 y=ii-1; y>=0; y--){\r
+                       for(s16 x=0; x<ii; x++){\r
+                               tempf = map1[v2s16(x,y)];\r
+                       }\r
+               }\r
+       }\r
+\r
+       {\r
+               dstream<<"Around 5000/ms should do well here."<<std::endl;\r
+               TimeTaker timer("Testing mutex speed");\r
+               \r
+               JMutex m;\r
+               m.Init();\r
+               u32 n = 0;\r
+               u32 i = 0;\r
+               do{\r
+                       n += 10000;\r
+                       for(; i<n; i++){\r
+                               m.Lock();\r
+                               m.Unlock();\r
+                       }\r
+               }\r
+               // Do at least 10ms\r
+               while(timer.getTime() < 10);\r
+\r
+               u32 dtime = timer.stop();\r
+               u32 per_ms = n / dtime;\r
+               std::cout<<"Done. "<<dtime<<"ms, "\r
+                               <<per_ms<<"/ms"<<std::endl;\r
+       }\r
+}\r
+\r
 int main(int argc, char *argv[])\r
 {\r
+       /*\r
+               Parse command line\r
+       */\r
+       \r
+       // List all allowed options\r
+       core::map<std::string, ValueSpec> allowed_options;\r
+       allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));\r
+       allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,\r
+                       "Run server directly"));\r
+       allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,\r
+                       "Load configuration from specified file"));\r
+       allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));\r
+       allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));\r
+       allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));\r
+       allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));\r
+       allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));\r
+       allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));\r
+#ifdef _WIN32\r
+       allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));\r
+#endif\r
+       allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));\r
+\r
+       Settings cmd_args;\r
+       \r
+       bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);\r
+\r
+       if(ret == false || cmd_args.getFlag("help"))\r
+       {\r
+               dstream<<"Allowed options:"<<std::endl;\r
+               for(core::map<std::string, ValueSpec>::Iterator\r
+                               i = allowed_options.getIterator();\r
+                               i.atEnd() == false; i++)\r
+               {\r
+                       dstream<<"  --"<<i.getNode()->getKey();\r
+                       if(i.getNode()->getValue().type == VALUETYPE_FLAG)\r
+                       {\r
+                       }\r
+                       else\r
+                       {\r
+                               dstream<<" <value>";\r
+                       }\r
+                       dstream<<std::endl;\r
+\r
+                       if(i.getNode()->getValue().help != NULL)\r
+                       {\r
+                               dstream<<"      "<<i.getNode()->getValue().help\r
+                                               <<std::endl;\r
+                       }\r
+               }\r
+\r
+               return cmd_args.getFlag("help") ? 0 : 1;\r
+       }\r
+       \r
        /*\r
                Low-level initialization\r
        */\r
 \r
        bool disable_stderr = false;\r
 #ifdef _WIN32\r
-       disable_stderr = true;\r
+       if(cmd_args.getFlag("dstream-on-stderr") == false)\r
+               disable_stderr = true;\r
 #endif\r
 \r
        // Initialize debug streams\r
@@ -961,8 +1491,21 @@ int main(int argc, char *argv[])
 \r
        DSTACK(__FUNCTION_NAME);\r
 \r
-       try\r
-       {\r
+       porting::initializePaths();\r
+       // Create user data directory\r
+       fs::CreateDir(porting::path_userdata);\r
+       \r
+       // C-style stuff initialization\r
+       initializeMaterialProperties();\r
+\r
+       // Debug handler\r
+       BEGIN_DEBUG_EXCEPTION_HANDLER\r
+\r
+       // Print startup message\r
+       dstream<<DTIME<<"minetest-c55"\r
+                       " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
+                       <<", "<<BUILD_INFO\r
+                       <<std::endl;\r
        \r
        /*\r
                Basic initialization\r
@@ -971,12 +1514,6 @@ int main(int argc, char *argv[])
        // Initialize default settings\r
        set_default_settings();\r
        \r
-       // Print startup message\r
-       dstream<<DTIME<<"minetest-c55"\r
-                       " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
-                       <<", ENABLE_TESTS="<<ENABLE_TESTS\r
-                       <<std::endl;\r
-       \r
        // Set locale. This is for forcing '.' as the decimal point.\r
        std::locale::global(std::locale("C"));\r
        // This enables printing all characters in bitmap font\r
@@ -986,223 +1523,140 @@ int main(int argc, char *argv[])
        sockets_init();\r
        atexit(sockets_cleanup);\r
        \r
-       // Initialize timestamp mutex\r
-       g_timestamp_mutex.Init();\r
-\r
-       /*\r
-               Run unit tests\r
-       */\r
-       if(ENABLE_TESTS)\r
-       {\r
-               run_tests();\r
-       }\r
-       \r
        /*\r
                Initialization\r
        */\r
 \r
-       // Read config file\r
+       /*\r
+               Read config file\r
+       */\r
+       \r
+       // Path of configuration file in use\r
+       std::string configpath = "";\r
        \r
-       if(argc >= 2)\r
+       if(cmd_args.exists("config"))\r
        {\r
-               g_settings.readConfigFile(argv[1]);\r
+               bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());\r
+               if(r == false)\r
+               {\r
+                       dstream<<"Could not read configuration from \""\r
+                                       <<cmd_args.get("config")<<"\""<<std::endl;\r
+                       return 1;\r
+               }\r
+               configpath = cmd_args.get("config");\r
        }\r
        else\r
        {\r
-               const char *filenames[2] =\r
-               {\r
-                       "../minetest.conf",\r
-                       "../../minetest.conf"\r
-               };\r
+               core::array<std::string> filenames;\r
+               filenames.push_back(porting::path_userdata + "/minetest.conf");\r
+#ifdef RUN_IN_PLACE\r
+               filenames.push_back(porting::path_userdata + "/../minetest.conf");\r
+#endif\r
 \r
-               for(u32 i=0; i<2; i++)\r
+               for(u32 i=0; i<filenames.size(); i++)\r
                {\r
-                       bool r = g_settings.readConfigFile(filenames[i]);\r
+                       bool r = g_settings.readConfigFile(filenames[i].c_str());\r
                        if(r)\r
+                       {\r
+                               configpath = filenames[i];\r
                                break;\r
+                       }\r
                }\r
        }\r
 \r
        // Initialize random seed\r
        srand(time(0));\r
+       mysrand(time(0));\r
 \r
-       g_range_mutex.Init();\r
-       assert(g_range_mutex.IsInitialized());\r
+       /*\r
+               Pre-initialize some stuff with a dummy irrlicht wrapper.\r
 \r
+               These are needed for unit tests at least.\r
+       */\r
+       \r
+       IIrrlichtWrapper irrlicht_dummy;\r
+\r
+       init_mapnode(&irrlicht_dummy);\r
+\r
+       /*\r
+               Run unit tests\r
+       */\r
+       if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)\r
+                       || cmd_args.getFlag("enable-unittests") == true)\r
+       {\r
+               run_tests();\r
+       }\r
+       \r
        // Read map parameters from settings\r
 \r
        HMParams hm_params;\r
-       hm_params.blocksize = g_settings.getU16("heightmap_blocksize");\r
+       /*hm_params.blocksize = g_settings.getU16("heightmap_blocksize");\r
        hm_params.randmax = g_settings.get("height_randmax");\r
        hm_params.randfactor = g_settings.get("height_randfactor");\r
-       hm_params.base = g_settings.get("height_base");\r
+       hm_params.base = g_settings.get("height_base");*/\r
 \r
        MapParams map_params;\r
        map_params.plants_amount = g_settings.getFloat("plants_amount");\r
        map_params.ravines_amount = g_settings.getFloat("ravines_amount");\r
 \r
        /*\r
-               Ask some stuff\r
+               Some parameters\r
        */\r
 \r
-       std::cout<<std::endl<<std::endl;\r
-       char templine[100];\r
-       \r
-       // Dedicated?\r
-       bool dedicated = g_settings.getBoolAsk\r
-                       ("dedicated_server", "Dedicated server?", false);\r
-       std::cout<<"dedicated = "<<dedicated<<std::endl;\r
+       // Port\r
+       u16 port = 30000;\r
+       if(cmd_args.exists("port"))\r
+               port = cmd_args.getU16("port");\r
+       else if(cmd_args.exists("port"))\r
+               port = g_settings.getU16("port");\r
        \r
-       // Port?\r
-       u16 port = g_settings.getU16Ask("port", "Port", 30000);\r
-       std::cout<<"-> "<<port<<std::endl;\r
+       // Map directory\r
+       std::string map_dir = porting::path_userdata+"/map";\r
+       if(cmd_args.exists("map-dir"))\r
+               map_dir = cmd_args.get("map-dir");\r
+       else if(g_settings.exists("map-dir"))\r
+               map_dir = g_settings.get("map-dir");\r
        \r
-       if(dedicated)\r
+       // Run dedicated server if asked to\r
+       if(cmd_args.getFlag("server"))\r
        {\r
                DSTACK("Dedicated server branch");\r
-               \r
-               std::cout<<std::endl;\r
-               std::cout<<"========================"<<std::endl;\r
-               std::cout<<"Running dedicated server"<<std::endl;\r
-               std::cout<<"========================"<<std::endl;\r
-               std::cout<<std::endl;\r
 \r
-               Server server("../map", hm_params, map_params);\r
+               // Create server\r
+               Server server(map_dir.c_str(), hm_params, map_params);\r
                server.start(port);\r
-       \r
-               for(;;)\r
-               {\r
-                       // This is kind of a hack but can be done like this\r
-                       // because server.step() is very light\r
-                       sleep_ms(30);\r
-                       server.step(0.030);\r
-\r
-                       static int counter = 0;\r
-                       counter--;\r
-                       if(counter <= 0)\r
-                       {\r
-                               counter = 10;\r
-\r
-                               core::list<PlayerInfo> list = server.getPlayerInfo();\r
-                               core::list<PlayerInfo>::Iterator i;\r
-                               static u32 sum_old = 0;\r
-                               u32 sum = PIChecksum(list);\r
-                               if(sum != sum_old)\r
-                               {\r
-                                       std::cout<<DTIME<<"Player info:"<<std::endl;\r
-                                       for(i=list.begin(); i!=list.end(); i++)\r
-                                       {\r
-                                               i->PrintLine(&std::cout);\r
-                                       }\r
-                               }\r
-                               sum_old = sum;\r
-                       }\r
-               }\r
+               \r
+               // Run server\r
+               dedicated_server_loop(server);\r
 \r
                return 0;\r
        }\r
 \r
-       bool hosting = false;\r
-       char connect_name[100] = "";\r
-\r
-       std::cout<<"Address to connect to [empty = host a game]: ";\r
-       if(g_settings.get("address") != "" && is_yes(g_settings.get("host_game")) == false)\r
-       {\r
-               std::cout<<g_settings.get("address")<<std::endl;\r
-               snprintf(connect_name, 100, "%s", g_settings.get("address").c_str());\r
-       }\r
-       else\r
-       {\r
-               std::cin.getline(connect_name, 100);\r
-       }\r
-       \r
-       if(connect_name[0] == 0){\r
-               snprintf(connect_name, 100, "127.0.0.1");\r
-               hosting = true;\r
-       }\r
+       /*\r
+               More parameters\r
+       */\r
        \r
-       if(hosting)\r
-               std::cout<<"-> hosting"<<std::endl;\r
-       else\r
-               std::cout<<"-> "<<connect_name<<std::endl;\r
+       // Address to connect to\r
+       std::string address = "";\r
        \r
-       char playername[PLAYERNAME_SIZE] = "";\r
-       if(g_settings.get("name") != "")\r
+       if(cmd_args.exists("address"))\r
        {\r
-               snprintf(playername, PLAYERNAME_SIZE, "%s", g_settings.get("name").c_str());\r
+               address = cmd_args.get("address");\r
        }\r
        else\r
        {\r
-               std::cout<<"Name of player: ";\r
-               std::cin.getline(playername, PLAYERNAME_SIZE);\r
+               address = g_settings.get("address");\r
        }\r
-       std::cout<<"-> \""<<playername<<"\""<<std::endl;\r
+       \r
+       std::string playername = g_settings.get("name");\r
 \r
        /*\r
                Resolution selection\r
        */\r
-\r
-       u16 screenW;\r
-       u16 screenH;\r
-       bool fullscreen = false;\r
        \r
-       if(g_settings.get("screenW") != "" && g_settings.get("screenH") != "")\r
-       {\r
-               screenW = atoi(g_settings.get("screenW").c_str());\r
-               screenH = atoi(g_settings.get("screenH").c_str());\r
-       }\r
-       else\r
-       {\r
-               u16 resolutions[][3] = {\r
-                       //W, H, fullscreen\r
-                       {640,480, 0},\r
-                       {800,600, 0},\r
-                       {1024,768, 0},\r
-                       {1280,1024, 0},\r
-                       /*{640,480, 1},\r
-                       {800,600, 1},\r
-                       {1024,768, 1},\r
-                       {1280,1024, 1},*/\r
-               };\r
-\r
-               u16 res_count = sizeof(resolutions)/sizeof(resolutions[0]);\r
-               \r
-               for(u16 i=0; i<res_count; i++)\r
-               {\r
-                       std::cout<<(i+1)<<": "<<resolutions[i][0]<<"x"\r
-                                       <<resolutions[i][1];\r
-                       if(resolutions[i][2])\r
-                               std::cout<<" fullscreen"<<std::endl;\r
-                       else\r
-                               std::cout<<" windowed"<<std::endl;\r
-               }\r
-               std::cout<<"Select a window resolution number [empty = 2]: ";\r
-               std::cin.getline(templine, 100);\r
-\r
-               u16 r0;\r
-               if(templine[0] == 0)\r
-                       r0 = 2;\r
-               else\r
-                       r0 = atoi(templine);\r
-\r
-               if(r0 > res_count || r0 == 0)\r
-                       r0 = 2;\r
-               \r
-               {\r
-                       u16 i = r0-1;\r
-                       std::cout<<"-> ";\r
-                       std::cout<<(i+1)<<": "<<resolutions[i][0]<<"x"\r
-                                       <<resolutions[i][1];\r
-                       if(resolutions[i][2])\r
-                               std::cout<<" fullscreen"<<std::endl;\r
-                       else\r
-                               std::cout<<" windowed"<<std::endl;\r
-               }\r
-\r
-               screenW = resolutions[r0-1][0];\r
-               screenH = resolutions[r0-1][1];\r
-               fullscreen = resolutions[r0-1][2];\r
-       }\r
+       bool fullscreen = false;\r
+       u16 screenW = g_settings.getU16("screenW");\r
+       u16 screenH = g_settings.getU16("screenH");\r
 \r
        //\r
 \r
@@ -1211,10 +1665,11 @@ int main(int argc, char *argv[])
        video::E_DRIVER_TYPE driverType;\r
 \r
 #ifdef _WIN32\r
-       //driverType = video::EDT_DIRECT3D9; // Doesn't seem to work\r
+       //driverType = video::EDT_DIRECT3D9;\r
        driverType = video::EDT_OPENGL;\r
 #else\r
        driverType = video::EDT_OPENGL;\r
+       //driverType = video::EDT_BURNINGSVIDEO;\r
 #endif\r
 \r
        // create device and exit if creation failed\r
@@ -1223,19 +1678,28 @@ int main(int argc, char *argv[])
        device = createDevice(driverType,\r
                        core::dimension2d<u32>(screenW, screenH),\r
                        16, fullscreen, false, false, &receiver);\r
-       // With vsync\r
-       /*device = createDevice(driverType,\r
-                       core::dimension2d<u32>(screenW, screenH),\r
-                       16, fullscreen, false, true, &receiver);*/\r
 \r
        if (device == 0)\r
                return 1; // could not create selected driver.\r
-\r
+       \r
        g_device = device;\r
+       g_irrlicht = new IrrlichtWrapper(device);\r
+\r
+       /*\r
+               Speed tests (done after irrlicht is loaded to get timer)\r
+       */\r
+       if(cmd_args.getFlag("speedtests"))\r
+       {\r
+               dstream<<"Running speed tests"<<std::endl;\r
+               SpeedTests();\r
+               return 0;\r
+       }\r
        \r
        device->setResizable(true);\r
 \r
-       if(g_settings.getBool("random_input"))\r
+       bool random_input = g_settings.getBool("random_input")\r
+                       || cmd_args.getFlag("random-input");\r
+       if(random_input)\r
                g_input = new RandomInputHandler();\r
        else\r
                g_input = new RealInputHandler(device, &receiver);\r
@@ -1245,19 +1709,29 @@ int main(int argc, char *argv[])
        */\r
 \r
        video::IVideoDriver* driver = device->getVideoDriver();\r
-       // These make the textures not to show at all\r
-       //driver->setTextureCreationFlag(video::ETCF_ALWAYS_16_BIT);\r
-       //driver->setTextureCreationFlag(video::ETCF_OPTIMIZED_FOR_SPEED );\r
 \r
-       //driver->setMinHardwareBufferVertexCount(1);\r
+       /*\r
+               This changes the minimum allowed number of vertices in a VBO\r
+       */\r
+       //driver->setMinHardwareBufferVertexCount(50);\r
 \r
        scene::ISceneManager* smgr = device->getSceneManager();\r
-\r
-       gui::IGUIEnvironment* guienv = device->getGUIEnvironment();\r
+       \r
+       guienv = device->getGUIEnvironment();\r
        gui::IGUISkin* skin = guienv->getSkin();\r
-       gui::IGUIFont* font = guienv->getFont("../data/fontlucida.png");\r
+       gui::IGUIFont* font = guienv->getFont(porting::getDataPath("fontlucida.png").c_str());\r
        if(font)\r
                skin->setFont(font);\r
+       else\r
+               dstream<<"WARNING: Font file was not found."\r
+                               " Using default font."<<std::endl;\r
+       // If font was not found, this will get us one\r
+       font = skin->getFont();\r
+       assert(font);\r
+\r
+       u32 text_height = font->getDimension(L"Hello, world!").Height;\r
+       dstream<<"text_height="<<text_height<<std::endl;\r
+\r
        //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));\r
        skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));\r
        //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));\r
@@ -1265,77 +1739,206 @@ int main(int argc, char *argv[])
        skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
        skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
        \r
-       const wchar_t *text = L"Loading and connecting...";\r
-       core::vector2d<s32> center(screenW/2, screenH/2);\r
-       core::dimension2d<u32> textd = font->getDimension(text);\r
-       std::cout<<DTIME<<"Text w="<<textd.Width<<" h="<<textd.Height<<std::endl;\r
-       // Have to add a bit to disable the text from word wrapping\r
-       //core::vector2d<s32> textsize(textd.Width+4, textd.Height);\r
-       core::vector2d<s32> textsize(300, textd.Height);\r
-       core::rect<s32> textrect(center - textsize/2, center + textsize/2);\r
+       /*\r
+               Preload some textures and stuff\r
+       */\r
 \r
-       gui::IGUIStaticText *gui_loadingtext = guienv->addStaticText(\r
-                       text, textrect, false, false);\r
-       gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);\r
+       init_content_inventory_texture_paths();\r
+       init_mapnode(g_irrlicht);\r
+       init_mineral(g_irrlicht);\r
 \r
-       driver->beginScene(true, true, video::SColor(255,0,0,0));\r
-       guienv->drawAll();\r
-       driver->endScene();\r
+       /*\r
+               GUI stuff\r
+       */\r
 \r
        /*\r
-               Initialize material array\r
+               We need some kind of a root node to be able to add\r
+               custom gui elements directly on the screen.\r
+               Otherwise they won't be automatically drawn.\r
+       */\r
+       guiroot = guienv->addStaticText(L"",\r
+                       core::rect<s32>(0, 0, 10000, 10000));\r
+       \r
+       // First line of debug text\r
+       gui::IGUIStaticText *guitext = guienv->addStaticText(\r
+                       L"",\r
+                       core::rect<s32>(5, 5, 795, 5+text_height),\r
+                       false, false);\r
+       // Second line of debug text\r
+       gui::IGUIStaticText *guitext2 = guienv->addStaticText(\r
+                       L"",\r
+                       core::rect<s32>(5, 5+(text_height+5)*1, 795, (5+text_height)*2),\r
+                       false, false);\r
+       \r
+       // At the middle of the screen\r
+       // Object infos are shown in this\r
+       gui::IGUIStaticText *guitext_info = guienv->addStaticText(\r
+                       L"",\r
+                       core::rect<s32>(100, 70, 100+400, 70+(text_height+5)),\r
+                       false, false);\r
+       \r
+       // Chat text\r
+       gui::IGUIStaticText *guitext_chat = guienv->addStaticText(\r
+                       L"",\r
+                       core::rect<s32>(0,0,0,0),\r
+                       false, true);\r
+       guitext_chat->setBackgroundColor(video::SColor(96,0,0,0));\r
+       core::list<ChatLine> chat_lines;\r
+       \r
+       /*\r
+               If an error occurs, this is set to something and the\r
+               menu-game loop is restarted. It is then displayed before\r
+               the menu.\r
+       */\r
+       std::wstring error_message = L"";\r
+       \r
+       /*\r
+               Menu-game loop\r
        */\r
+       while(g_device->run())\r
+       {\r
+       \r
+       // This is used for catching disconnects\r
+       try\r
+       {\r
+       \r
+       /*\r
+               Out-of-game menu loop.\r
 \r
-       //video::SMaterial g_materials[MATERIALS_COUNT];\r
-       for(u16 i=0; i<MATERIALS_COUNT; i++)\r
+               Loop quits when menu returns proper parameters.\r
+       */\r
+       for(;;)\r
        {\r
-               g_materials[i].Lighting = false;\r
-               g_materials[i].BackfaceCulling = false;\r
+               // Cursor can be non-visible when coming from the game\r
+               device->getCursorControl()->setVisible(true);\r
+               // Some stuff are left to scene manager when coming from the game\r
+               // (map at least?)\r
+               smgr->clear();\r
+               // Reset or hide the debug gui texts\r
+               guitext->setText(L"Minetest-c55");\r
+               guitext2->setVisible(false);\r
+               guitext_info->setVisible(false);\r
+               guitext_chat->setVisible(false);\r
+               \r
+               // Initialize menu data\r
+               MainMenuData menudata;\r
+               menudata.address = narrow_to_wide(address);\r
+               menudata.name = narrow_to_wide(playername);\r
+               menudata.port = narrow_to_wide(itos(port));\r
+               menudata.creative_mode = g_settings.getBool("creative_mode");\r
+\r
+               GUIMainMenu *menu =\r
+                               new GUIMainMenu(guienv, guiroot, -1, \r
+                                       &g_menumgr, &menudata, &g_gamecallback);\r
+               menu->allowFocusRemoval(true);\r
+\r
+               if(error_message != L"")\r
+               {\r
+                       GUIMessageMenu *menu2 =\r
+                                       new GUIMessageMenu(guienv, guiroot, -1, \r
+                                               &g_menumgr, error_message.c_str());\r
+                       menu2->drop();\r
+                       error_message = L"";\r
+               }\r
 \r
-               const char *filename = g_material_filenames[i];\r
-               if(filename != NULL){\r
-                       video::ITexture *t = driver->getTexture(filename);\r
-                       if(t == NULL){\r
-                               std::cout<<DTIME<<"Texture could not be loaded: \""\r
-                                               <<filename<<"\""<<std::endl;\r
-                               return 1;\r
-                       }\r
-                       g_materials[i].setTexture(0, driver->getTexture(filename));\r
+               video::IVideoDriver* driver = g_device->getVideoDriver();\r
+               \r
+               dstream<<"Created main menu"<<std::endl;\r
+\r
+               while(g_device->run())\r
+               {\r
+                       // Run global IrrlichtWrapper's main thread processing stuff\r
+                       g_irrlicht->Run();\r
+                       \r
+                       if(menu->getStatus() == true)\r
+                               break;\r
+\r
+                       //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
+                       driver->beginScene(true, true, video::SColor(255,128,128,128));\r
+                       guienv->drawAll();\r
+                       driver->endScene();\r
+               }\r
+               \r
+               // Break out of menu-game loop to shut down cleanly\r
+               if(g_device->run() == false)\r
+                       break;\r
+               \r
+               dstream<<"Dropping main menu"<<std::endl;\r
+\r
+               menu->drop();\r
+               \r
+               // Delete map if requested\r
+               if(menudata.delete_map)\r
+               {\r
+                       bool r = fs::RecursiveDeleteContent(map_dir);\r
+                       if(r == false)\r
+                               error_message = L"Delete failed";\r
+                       continue;\r
                }\r
-               //g_materials[i].setFlag(video::EMF_TEXTURE_WRAP, video::ETC_REPEAT);\r
-               g_materials[i].setFlag(video::EMF_BILINEAR_FILTER, false);\r
-               //g_materials[i].setFlag(video::EMF_ANISOTROPIC_FILTER, false);\r
-               //g_materials[i].setFlag(video::EMF_FOG_ENABLE, true);\r
-               if(i == MATERIAL_WATER)\r
+\r
+               playername = wide_to_narrow(menudata.name);\r
+               address = wide_to_narrow(menudata.address);\r
+               port = stoi(wide_to_narrow(menudata.port));\r
+               g_settings.set("creative_mode", itos(menudata.creative_mode));\r
+               \r
+               // Check for valid parameters, restart menu if invalid.\r
+               if(playername == "")\r
                {\r
-                       g_materials[i].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;\r
-                       //g_materials[i].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;\r
+                       error_message = L"Name required.";\r
+                       continue;\r
                }\r
+               \r
+               // Save settings\r
+               g_settings.set("name", playername);\r
+               g_settings.set("address", address);\r
+               g_settings.set("port", itos(port));\r
+               // Update configuration file\r
+               if(configpath != "")\r
+                       g_settings.updateConfigFile(configpath.c_str());\r
+       \r
+               // Continue to game\r
+               break;\r
        }\r
+       \r
+       // Break out of menu-game loop to shut down cleanly\r
+       if(g_device->run() == false)\r
+               break;\r
 \r
-       /*g_mesh_materials[0].setTexture(0, driver->getTexture("../data/water.png"));\r
-       g_mesh_materials[1].setTexture(0, driver->getTexture("../data/grass.png"));\r
-       g_mesh_materials[2].setTexture(0, driver->getTexture("../data/stone.png"));\r
-       for(u32 i=0; i<3; i++)\r
+       /*\r
+               Make a scope here so that the client and the server and other\r
+               stuff gets removed when disconnected or the irrlicht device\r
+               is removed.\r
+       */\r
        {\r
-               g_mesh_materials[i].Lighting = false;\r
-               g_mesh_materials[i].BackfaceCulling = false;\r
-               g_mesh_materials[i].setFlag(video::EMF_BILINEAR_FILTER, false);\r
-               g_mesh_materials[i].setFlag(video::EMF_FOG_ENABLE, true);\r
-       }*/\r
 \r
-       // Make a scope here for the client so that it gets removed\r
-       // before the irrlicht device\r
-       {\r
+       // This is set to true at the end of the scope\r
+       g_irrlicht->Shutdown(false);\r
+\r
+       /*\r
+               Draw "Loading" screen\r
+       */\r
+       const wchar_t *text = L"Loading and connecting...";\r
+       core::vector2d<s32> center(screenW/2, screenH/2);\r
+       core::vector2d<s32> textsize(300, text_height);\r
+       core::rect<s32> textrect(center - textsize/2, center + textsize/2);\r
+\r
+       gui::IGUIStaticText *gui_loadingtext = guienv->addStaticText(\r
+                       text, textrect, false, false);\r
+       gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);\r
+\r
+       driver->beginScene(true, true, video::SColor(255,0,0,0));\r
+       guienv->drawAll();\r
+       driver->endScene();\r
 \r
        std::cout<<DTIME<<"Creating server and client"<<std::endl;\r
        \r
        /*\r
-               Create server\r
+               Create server.\r
+               SharedPtr will delete it when it goes out of scope.\r
        */\r
        SharedPtr<Server> server;\r
-       if(hosting){\r
-               server = new Server("../map", hm_params, map_params);\r
+       if(address == ""){\r
+               server = new Server(map_dir, hm_params, map_params);\r
                server->start(port);\r
        }\r
        \r
@@ -1343,19 +1946,24 @@ int main(int argc, char *argv[])
                Create client\r
        */\r
 \r
-       // TODO: Get rid of the g_materials parameter or it's globalness\r
-       Client client(device, g_materials,\r
-                       g_settings.getFloat("client_delete_unused_sectors_timeout"),\r
-                       playername);\r
+       Client client(device, playername.c_str(), draw_control);\r
+                       \r
+       g_client = &client;\r
        \r
        Address connect_address(0,0,0,0, port);\r
        try{\r
-               connect_address.Resolve(connect_name);\r
+               if(address == "")\r
+                       connect_address.Resolve("localhost");\r
+               else\r
+                       connect_address.Resolve(address.c_str());\r
        }\r
        catch(ResolveError &e)\r
        {\r
                std::cout<<DTIME<<"Couldn't resolve address"<<std::endl;\r
-               return 0;\r
+               //return 0;\r
+               error_message = L"Couldn't resolve address";\r
+               gui_loadingtext->remove();\r
+               continue;\r
        }\r
        \r
        std::cout<<DTIME<<"Connecting to server..."<<std::endl;\r
@@ -1364,18 +1972,42 @@ int main(int argc, char *argv[])
        try{\r
                while(client.connectedAndInitialized() == false)\r
                {\r
+                       // Update screen\r
+                       driver->beginScene(true, true, video::SColor(255,0,0,0));\r
+                       guienv->drawAll();\r
+                       driver->endScene();\r
+\r
+                       // Update client and server\r
+\r
                        client.step(0.1);\r
-                       if(server != NULL){\r
+\r
+                       if(server != NULL)\r
                                server->step(0.1);\r
-                       }\r
+                       \r
+                       // Delay a bit\r
                        sleep_ms(100);\r
                }\r
        }\r
        catch(con::PeerNotFoundException &e)\r
        {\r
                std::cout<<DTIME<<"Timed out."<<std::endl;\r
-               return 0;\r
+               //return 0;\r
+               error_message = L"Connection timed out.";\r
+               gui_loadingtext->remove();\r
+               continue;\r
        }\r
+\r
+       /*\r
+               Create skybox\r
+       */\r
+       /*scene::ISceneNode* skybox;\r
+       skybox = smgr->addSkyBoxSceneNode(\r
+               driver->getTexture(porting::getDataPath("skybox2.png").c_str()),\r
+               driver->getTexture(porting::getDataPath("skybox3.png").c_str()),\r
+               driver->getTexture(porting::getDataPath("skybox1.png").c_str()),\r
+               driver->getTexture(porting::getDataPath("skybox1.png").c_str()),\r
+               driver->getTexture(porting::getDataPath("skybox1.png").c_str()),\r
+               driver->getTexture(porting::getDataPath("skybox1.png").c_str()));*/\r
        \r
        /*\r
                Create the camera node\r
@@ -1398,94 +2030,50 @@ int main(int argc, char *argv[])
        // Just so big a value that everything rendered is visible\r
        camera->setFarValue(100000*BS);\r
 \r
-       /*//f32 range = BS*HEIGHTMAP_RANGE_NODES*0.9;\r
-       f32 range = BS*HEIGHTMAP_RANGE_NODES*0.9;\r
-       \r
-       camera->setFarValue(range);\r
-       \r
-       driver->setFog(\r
-               skycolor,\r
-               video::EFT_FOG_LINEAR,\r
-               range*0.8,\r
-               range,\r
-               0.01,\r
-               false,\r
-               false\r
-               );*/\r
-       \r
        f32 camera_yaw = 0; // "right/left"\r
        f32 camera_pitch = 0; // "up/down"\r
+\r
+       /*\r
+               Move into game\r
+       */\r
        \r
        gui_loadingtext->remove();\r
 \r
        /*\r
                Add some gui stuff\r
        */\r
+\r
+       GUIQuickInventory *quick_inventory = new GUIQuickInventory\r
+                       (guienv, NULL, v2s32(10, 70), 5, &local_inventory);\r
        \r
-       // First line of debug text\r
-       gui::IGUIStaticText *guitext = guienv->addStaticText(\r
-                       L"Minetest-c55",\r
-                       core::rect<s32>(5, 5, 5+600, 5+textsize.Y),\r
-                       false, false);\r
-       // Second line of debug text\r
-       gui::IGUIStaticText *guitext2 = guienv->addStaticText(\r
-                       L"",\r
-                       core::rect<s32>(5, 5+(textsize.Y+5)*1, 5+600, (5+textsize.Y)*2),\r
-                       false, false);\r
-       \r
-       // At the middle of the screen\r
-       // Object infos are shown in this\r
-       gui::IGUIStaticText *guitext_info = guienv->addStaticText(\r
-                       L"test",\r
-                       core::rect<s32>(100, 70, 100+400, 70+(textsize.Y+5)),\r
-                       false, false);\r
+       // Test the text input system\r
+       /*(new GUITextInputMenu(guienv, guiroot, -1, &g_menumgr,\r
+                       NULL))->drop();*/\r
+       /*GUIMessageMenu *menu =\r
+                       new GUIMessageMenu(guienv, guiroot, -1, \r
+                               &g_menumgr,\r
+                               L"Asd");\r
+       menu->drop();*/\r
        \r
-       // This is a copy of the inventory that the client's environment has\r
-       Inventory local_inventory(PLAYER_INVENTORY_SIZE);\r
+       // Launch pause menu\r
+       (new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback,\r
+                       &g_menumgr))->drop();\r
        \r
-       GUIQuickInventory *quick_inventory = new GUIQuickInventory\r
-                       (guienv, NULL, v2s32(10, 70), 5, &local_inventory);\r
+       // Enable texts\r
+       guitext2->setVisible(true);\r
+       guitext_info->setVisible(true);\r
+       guitext_chat->setVisible(true);\r
        \r
        /*\r
                Some statistics are collected in these\r
        */\r
        u32 drawtime = 0;\r
+       u32 beginscenetime = 0;\r
        u32 scenetime = 0;\r
        u32 endscenetime = 0;\r
-\r
-       /*\r
-               Text input system\r
-       */\r
-       \r
-       struct TextDest\r
-       {\r
-               virtual void sendText(std::string text) = 0;\r
-       };\r
-       \r
-       struct TextDestSign : public TextDest\r
-       {\r
-               TextDestSign(v3s16 blockpos, s16 id, Client *client)\r
-               {\r
-                       m_blockpos = blockpos;\r
-                       m_id = id;\r
-                       m_client = client;\r
-               }\r
-               void sendText(std::string text)\r
-               {\r
-                       dstream<<"Changing text of a sign object: "\r
-                                       <<text<<std::endl;\r
-                       m_client->sendSignText(m_blockpos, m_id, text);\r
-               }\r
-\r
-               v3s16 m_blockpos;\r
-               s16 m_id;\r
-               Client *m_client;\r
-       };\r
-\r
-       TextDest *textbuf_dest = NULL;\r
        \r
-       //gui::IGUIWindow* input_window = NULL;\r
-       gui::IGUIStaticText* input_guitext = NULL;\r
+       // A test\r
+       //throw con::PeerNotFoundException("lol");\r
 \r
        /*\r
                Main loop\r
@@ -1494,19 +2082,36 @@ int main(int argc, char *argv[])
        bool first_loop_after_window_activation = true;\r
 \r
        // Time is in milliseconds\r
-       // NOTE: getRealTime() without run()s causes strange problems in wine\r
-       // NOTE: Have to call run() between calls of this to update the timer\r
+       // NOTE: getRealTime() causes strange problems in wine (imprecision?)\r
+       // NOTE: So we have to use getTime() and call run()s between them\r
        u32 lasttime = device->getTimer()->getTime();\r
 \r
        while(device->run())\r
        {\r
+               if(g_disconnect_requested)\r
+               {\r
+                       g_disconnect_requested = false;\r
+                       break;\r
+               }\r
+\r
+               /*\r
+                       Run global IrrlichtWrapper's main thread processing stuff\r
+               */\r
+               g_irrlicht->Run();\r
+\r
+               /*\r
+                       Random calculations\r
+               */\r
+               v2u32 screensize = driver->getScreenSize();\r
+               core::vector2d<s32> displaycenter(screensize.X/2,screensize.Y/2);\r
+               \r
                // Hilight boxes collected during the loop and displayed\r
                core::list< core::aabbox3d<f32> > hilightboxes;\r
                \r
                // Info text\r
                std::wstring infotext;\r
 \r
-               //TimeTaker //timer1("//timer1", device);\r
+               //TimeTaker //timer1("//timer1");\r
                \r
                // Time of frame without fps limit\r
                float busytime;\r
@@ -1530,7 +2135,6 @@ int main(int argc, char *argv[])
                        Viewing range\r
                */\r
                \r
-               //updateViewingRange(dtime, &client);\r
                updateViewingRange(busytime, &client);\r
                \r
                /*\r
@@ -1586,20 +2190,6 @@ int main(int argc, char *argv[])
                                dtime_jitter1_max_fraction\r
                                                = dtime_jitter1_max_sample / (dtime_avg1+0.001);\r
                                jitter1_max = 0.0;\r
-                               \r
-                               /*\r
-                                       Control freetime ratio\r
-                               */\r
-                               /*if(dtime_jitter1_max_fraction > DTIME_JITTER_MAX_FRACTION)\r
-                               {\r
-                                       if(g_freetime_ratio < FREETIME_RATIO_MAX)\r
-                                               g_freetime_ratio += 0.01;\r
-                               }\r
-                               else\r
-                               {\r
-                                       if(g_freetime_ratio > FREETIME_RATIO_MIN)\r
-                                               g_freetime_ratio -= 0.01;\r
-                               }*/\r
                        }\r
                }\r
                \r
@@ -1649,19 +2239,10 @@ int main(int argc, char *argv[])
                */\r
                g_input->step(dtime);\r
 \r
-               /*\r
-                       Special keys\r
-               */\r
-               if(g_esc_pressed)\r
-               {\r
-                       break;\r
-               }\r
-\r
                /*\r
                        Player speed control\r
                */\r
                \r
-               if(g_game_focused)\r
                {\r
                        /*bool a_up,\r
                        bool a_down,\r
@@ -1683,56 +2264,50 @@ int main(int argc, char *argv[])
                        );\r
                        client.setPlayerControl(control);\r
                }\r
-               else\r
-               {\r
-                       // Set every key to inactive\r
-                       PlayerControl control;\r
-                       client.setPlayerControl(control);\r
-               }\r
 \r
-               //timer1.stop();\r
                /*\r
                        Process environment\r
                */\r
                \r
                {\r
-                       //TimeTaker timer("client.step(dtime)", device);\r
+                       //TimeTaker timer("client.step(dtime)");\r
                        client.step(dtime);\r
                        //client.step(dtime_avg1);\r
                }\r
 \r
                if(server != NULL)\r
                {\r
-                       //TimeTaker timer("server->step(dtime)", device);\r
+                       //TimeTaker timer("server->step(dtime)");\r
                        server->step(dtime);\r
                }\r
 \r
                v3f player_position = client.getPlayerPosition();\r
                \r
-               //TimeTaker //timer2("//timer2", device);\r
+               //TimeTaker //timer2("//timer2");\r
 \r
                /*\r
                        Mouse and camera control\r
                */\r
                \r
-               if(device->isWindowActive() && g_game_focused)\r
+               if((device->isWindowActive() && noMenuActive()) || random_input)\r
                {\r
-                       device->getCursorControl()->setVisible(false);\r
+                       if(!random_input)\r
+                               device->getCursorControl()->setVisible(false);\r
 \r
                        if(first_loop_after_window_activation){\r
                                //std::cout<<"window active, first loop"<<std::endl;\r
                                first_loop_after_window_activation = false;\r
                        }\r
                        else{\r
-                               s32 dx = g_input->getMousePos().X - 320;\r
-                               s32 dy = g_input->getMousePos().Y - 240;\r
+                               s32 dx = g_input->getMousePos().X - displaycenter.X;\r
+                               s32 dy = g_input->getMousePos().Y - displaycenter.Y;\r
                                //std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;\r
                                camera_yaw -= dx*0.2;\r
                                camera_pitch += dy*0.2;\r
                                if(camera_pitch < -89.5) camera_pitch = -89.5;\r
                                if(camera_pitch > 89.5) camera_pitch = 89.5;\r
                        }\r
-                       g_input->setMousePos(320, 240);\r
+                       g_input->setMousePos(displaycenter.X, displaycenter.Y);\r
                }\r
                else{\r
                        device->getCursorControl()->setVisible(true);\r
@@ -1747,9 +2322,11 @@ int main(int argc, char *argv[])
                v3f camera_direction = v3f(0,0,1);\r
                camera_direction.rotateYZBy(camera_pitch);\r
                camera_direction.rotateXZBy(camera_yaw);\r
-\r
-               v3f camera_position =\r
-                               player_position + v3f(0, BS+BS/2, 0);\r
+               \r
+               // This is at the height of the eyes of the current figure\r
+               //v3f camera_position = player_position + v3f(0, BS+BS/2, 0);\r
+               // This is more like in minecraft\r
+               v3f camera_position = player_position + v3f(0, BS+BS*0.625, 0);\r
 \r
                camera->setPosition(camera_position);\r
                // *100.0 helps in large map coordinates\r
@@ -1761,12 +2338,12 @@ int main(int argc, char *argv[])
                }\r
                else{\r
                        //client.m_env.getMap().updateCamera(camera_position, camera_direction);\r
-                       //TimeTaker timer("client.updateCamera", device);\r
+                       //TimeTaker timer("client.updateCamera");\r
                        client.updateCamera(camera_position, camera_direction);\r
                }\r
                \r
                //timer2.stop();\r
-               //TimeTaker //timer3("//timer3", device);\r
+               //TimeTaker //timer3("//timer3");\r
 \r
                /*\r
                        Calculate what block is the crosshair pointing to\r
@@ -1782,6 +2359,10 @@ int main(int argc, char *argv[])
                MapBlockObject *selected_object = client.getSelectedObject\r
                                (d*BS, camera_position, shootline);\r
 \r
+               /*\r
+                       If it's pointing to a MapBlockObject\r
+               */\r
+\r
                if(selected_object != NULL)\r
                {\r
                        //dstream<<"Client returned selected_object != NULL"<<std::endl;\r
@@ -1808,23 +2389,25 @@ int main(int argc, char *argv[])
                                if(selected_object->getTypeId() == MAPBLOCKOBJECT_TYPE_SIGN)\r
                                {\r
                                        dstream<<"Sign object right-clicked"<<std::endl;\r
+                                       \r
+                                       if(random_input == false)\r
+                                       {\r
+                                               // Get a new text for it\r
 \r
-                                       unFocusGame();\r
+                                               TextDest *dest = new TextDestSign(\r
+                                                               selected_object->getBlock()->getPos(),\r
+                                                               selected_object->getId(),\r
+                                                               &client);\r
 \r
-                                       input_guitext = guienv->addStaticText(L"",\r
-                                                       core::rect<s32>(150,100,350,120),\r
-                                                       true, // border?\r
-                                                       false, // wordwrap?\r
-                                                       NULL);\r
+                                               SignObject *sign_object = (SignObject*)selected_object;\r
 \r
-                                       input_guitext->setDrawBackground(true);\r
+                                               std::wstring wtext =\r
+                                                               narrow_to_wide(sign_object->getText());\r
 \r
-                                       g_text_buffer = L"";\r
-                                       g_text_buffer_accepted = false;\r
-                                       textbuf_dest = new TextDestSign(\r
-                                                       selected_object->getBlock()->getPos(),\r
-                                                       selected_object->getId(),\r
-                                                       &client);\r
+                                               (new GUITextInputMenu(guienv, guiroot, -1,\r
+                                                               &g_menumgr, dest,\r
+                                                               wtext))->drop();\r
+                                       }\r
                                }\r
                                /*\r
                                        Otherwise pass the event to the server as-is\r
@@ -1838,11 +2421,15 @@ int main(int argc, char *argv[])
                }\r
                else // selected_object == NULL\r
                {\r
+\r
+               /*\r
+                       Find out which node we are pointing at\r
+               */\r
                \r
                bool nodefound = false;\r
                v3s16 nodepos;\r
                v3s16 neighbourpos;\r
-               core::aabbox3d<f32> nodefacebox;\r
+               core::aabbox3d<f32> nodehilightbox;\r
                f32 mindistance = BS * 1001;\r
                \r
                v3s16 pos_i = floatToInt(player_position);\r
@@ -1858,15 +2445,19 @@ int main(int argc, char *argv[])
                s16 zend = pos_i.Z + (camera_direction.Z>0 ? a : 1);\r
                s16 xend = pos_i.X + (camera_direction.X>0 ? a : 1);\r
                \r
-               for(s16 y = ystart; y <= yend; y++){\r
-               for(s16 z = zstart; z <= zend; z++){\r
+               for(s16 y = ystart; y <= yend; y++)\r
+               for(s16 z = zstart; z <= zend; z++)\r
                for(s16 x = xstart; x <= xend; x++)\r
                {\r
-                       try{\r
-                               if(client.getNode(v3s16(x,y,z)).d == MATERIAL_AIR){\r
+                       MapNode n;\r
+                       try\r
+                       {\r
+                               n = client.getNode(v3s16(x,y,z));\r
+                               if(content_pointable(n.d) == false)\r
                                        continue;\r
-                               }\r
-                       }catch(InvalidPositionException &e){\r
+                       }\r
+                       catch(InvalidPositionException &e)\r
+                       {\r
                                continue;\r
                        }\r
 \r
@@ -1875,94 +2466,263 @@ int main(int argc, char *argv[])
                        \r
                        f32 d = 0.01;\r
                        \r
-                       v3s16 directions[6] = {\r
+                       v3s16 dirs[6] = {\r
                                v3s16(0,0,1), // back\r
                                v3s16(0,1,0), // top\r
                                v3s16(1,0,0), // right\r
-                               v3s16(0,0,-1),\r
-                               v3s16(0,-1,0),\r
-                               v3s16(-1,0,0),\r
+                               v3s16(0,0,-1), // front\r
+                               v3s16(0,-1,0), // bottom\r
+                               v3s16(-1,0,0), // left\r
                        };\r
+                       \r
+                       /*\r
+                               Meta-objects\r
+                       */\r
+                       if(n.d == CONTENT_TORCH)\r
+                       {\r
+                               v3s16 dir = unpackDir(n.dir);\r
+                               v3f dir_f = v3f(dir.X, dir.Y, dir.Z);\r
+                               dir_f *= BS/2 - BS/6 - BS/20;\r
+                               v3f cpf = npf + dir_f;\r
+                               f32 distance = (cpf - camera_position).getLength();\r
 \r
-                       for(u16 i=0; i<6; i++){\r
-                       //{u16 i=3;\r
-                               v3f dir_f = v3f(directions[i].X,\r
-                                               directions[i].Y, directions[i].Z);\r
-                               v3f centerpoint = npf + dir_f * BS/2;\r
-                               f32 distance =\r
-                                               (centerpoint - camera_position).getLength();\r
+                               core::aabbox3d<f32> box;\r
                                \r
-                               if(distance < mindistance){\r
-                                       //std::cout<<DTIME<<"for centerpoint=("<<centerpoint.X<<","<<centerpoint.Y<<","<<centerpoint.Z<<"): distance < mindistance"<<std::endl;\r
-                                       //std::cout<<DTIME<<"npf=("<<npf.X<<","<<npf.Y<<","<<npf.Z<<")"<<std::endl;\r
-                                       core::CMatrix4<f32> m;\r
-                                       m.buildRotateFromTo(v3f(0,0,1), dir_f);\r
-\r
-                                       // This is the back face\r
-                                       v3f corners[2] = {\r
-                                               v3f(BS/2, BS/2, BS/2),\r
-                                               v3f(-BS/2, -BS/2, BS/2+d)\r
-                                       };\r
-                                       \r
-                                       for(u16 j=0; j<2; j++){\r
-                                               m.rotateVect(corners[j]);\r
-                                               corners[j] += npf;\r
-                                               //std::cout<<DTIME<<"box corners["<<j<<"]: ("<<corners[j].X<<","<<corners[j].Y<<","<<corners[j].Z<<")"<<std::endl;\r
-                                       }\r
-\r
-                                       //core::aabbox3d<f32> facebox(corners[0],corners[1]);\r
-                                       core::aabbox3d<f32> facebox(corners[0]);\r
-                                       facebox.addInternalPoint(corners[1]);\r
+                               // bottom\r
+                               if(dir == v3s16(0,-1,0))\r
+                               {\r
+                                       box = core::aabbox3d<f32>(\r
+                                               npf - v3f(BS/6, BS/2, BS/6),\r
+                                               npf + v3f(BS/6, -BS/2+BS/3*2, BS/6)\r
+                                       );\r
+                               }\r
+                               // top\r
+                               else if(dir == v3s16(0,1,0))\r
+                               {\r
+                                       box = core::aabbox3d<f32>(\r
+                                               npf - v3f(BS/6, -BS/2+BS/3*2, BS/6),\r
+                                               npf + v3f(BS/6, BS/2, BS/6)\r
+                                       );\r
+                               }\r
+                               // side\r
+                               else\r
+                               {\r
+                                       box = core::aabbox3d<f32>(\r
+                                               cpf - v3f(BS/6, BS/3, BS/6),\r
+                                               cpf + v3f(BS/6, BS/3, BS/6)\r
+                                       );\r
+                               }\r
 \r
-                                       if(facebox.intersectsWithLine(shootline)){\r
+                               if(distance < mindistance)\r
+                               {\r
+                                       if(box.intersectsWithLine(shootline))\r
+                                       {\r
                                                nodefound = true;\r
                                                nodepos = np;\r
-                                               neighbourpos = np + directions[i];\r
+                                               neighbourpos = np;\r
                                                mindistance = distance;\r
-                                               nodefacebox = facebox;\r
+                                               nodehilightbox = box;\r
                                        }\r
                                }\r
                        }\r
-               }}}\r
+                       /*\r
+                               Regular blocks\r
+                       */\r
+                       else\r
+                       {\r
+                               for(u16 i=0; i<6; i++)\r
+                               {\r
+                                       v3f dir_f = v3f(dirs[i].X,\r
+                                                       dirs[i].Y, dirs[i].Z);\r
+                                       v3f centerpoint = npf + dir_f * BS/2;\r
+                                       f32 distance =\r
+                                                       (centerpoint - camera_position).getLength();\r
+                                       \r
+                                       if(distance < mindistance)\r
+                                       {\r
+                                               core::CMatrix4<f32> m;\r
+                                               m.buildRotateFromTo(v3f(0,0,1), dir_f);\r
+\r
+                                               // This is the back face\r
+                                               v3f corners[2] = {\r
+                                                       v3f(BS/2, BS/2, BS/2),\r
+                                                       v3f(-BS/2, -BS/2, BS/2+d)\r
+                                               };\r
+                                               \r
+                                               for(u16 j=0; j<2; j++)\r
+                                               {\r
+                                                       m.rotateVect(corners[j]);\r
+                                                       corners[j] += npf;\r
+                                               }\r
+\r
+                                               core::aabbox3d<f32> facebox(corners[0]);\r
+                                               facebox.addInternalPoint(corners[1]);\r
+\r
+                                               if(facebox.intersectsWithLine(shootline))\r
+                                               {\r
+                                                       nodefound = true;\r
+                                                       nodepos = np;\r
+                                                       neighbourpos = np + dirs[i];\r
+                                                       mindistance = distance;\r
+\r
+                                                       //nodehilightbox = facebox;\r
+\r
+                                                       const float d = 0.502;\r
+                                                       core::aabbox3d<f32> nodebox\r
+                                                                       (-BS*d, -BS*d, -BS*d, BS*d, BS*d, BS*d);\r
+                                                       v3f nodepos_f = intToFloat(nodepos);\r
+                                                       nodebox.MinEdge += nodepos_f;\r
+                                                       nodebox.MaxEdge += nodepos_f;\r
+                                                       nodehilightbox = nodebox;\r
+                                               }\r
+                                       } // if distance < mindistance\r
+                               } // for dirs\r
+                       } // regular block\r
+               } // for coords\r
+\r
+               static float nodig_delay_counter = 0.0;\r
 \r
                if(nodefound)\r
                {\r
-                       //std::cout<<DTIME<<"nodefound == true"<<std::endl;\r
-                       //std::cout<<DTIME<<"nodepos=("<<nodepos.X<<","<<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;\r
-                       //std::cout<<DTIME<<"neighbourpos=("<<neighbourpos.X<<","<<neighbourpos.Y<<","<<neighbourpos.Z<<")"<<std::endl;\r
-\r
-                       static v3s16 nodepos_old(-1,-1,-1);\r
-                       if(nodepos != nodepos_old){\r
-                               std::cout<<DTIME<<"Pointing at ("<<nodepos.X<<","\r
-                                               <<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;\r
-                               nodepos_old = nodepos;\r
-\r
-                               /*wchar_t positiontext[20];\r
-                               swprintf(positiontext, 20, L"(%i,%i,%i)",\r
-                                               nodepos.X, nodepos.Y, nodepos.Z);\r
-                               positiontextgui->setText(positiontext);*/\r
-                       }\r
+                       static v3s16 nodepos_old(-32768,-32768,-32768);\r
 \r
-                       hilightboxes.push_back(nodefacebox);\r
+                       static float dig_time = 0.0;\r
+                       static u16 dig_index = 0;\r
                        \r
-                       if(g_input->getLeftClicked())\r
+                       // Visualize selection\r
+\r
+                       hilightboxes.push_back(nodehilightbox);\r
+\r
+                       // Handle digging\r
+                       \r
+                       if(g_input->getLeftReleased())\r
+                       {\r
+                               client.clearTempMod(nodepos);\r
+                               dig_time = 0.0;\r
+                       }\r
+                       \r
+                       if(nodig_delay_counter > 0.0)\r
+                       {\r
+                               nodig_delay_counter -= dtime;\r
+                       }\r
+                       else\r
                        {\r
-                               //std::cout<<DTIME<<"Removing node"<<std::endl;\r
-                               //client.removeNode(nodepos);\r
-                               std::cout<<DTIME<<"Ground left-clicked"<<std::endl;\r
-                               client.clickGround(0, nodepos, neighbourpos, g_selected_item);\r
+                               if(nodepos != nodepos_old)\r
+                               {\r
+                                       std::cout<<DTIME<<"Pointing at ("<<nodepos.X<<","\r
+                                                       <<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;\r
+\r
+                                       if(nodepos_old != v3s16(-32768,-32768,-32768))\r
+                                       {\r
+                                               client.clearTempMod(nodepos_old);\r
+                                               dig_time = 0.0;\r
+                                       }\r
+                               }\r
+\r
+                               if(g_input->getLeftClicked() ||\r
+                                               (g_input->getLeftState() && nodepos != nodepos_old))\r
+                               {\r
+                                       dstream<<DTIME<<"Started digging"<<std::endl;\r
+                                       client.groundAction(0, nodepos, neighbourpos, g_selected_item);\r
+                               }\r
+                               if(g_input->getLeftClicked())\r
+                               {\r
+                                       client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, 0));\r
+                               }\r
+                               if(g_input->getLeftState())\r
+                               {\r
+                                       MapNode n = client.getNode(nodepos);\r
+                               \r
+                                       // Get tool name. Default is "" = bare hands\r
+                                       std::string toolname = "";\r
+                                       InventoryList *mlist = local_inventory.getList("main");\r
+                                       if(mlist != NULL)\r
+                                       {\r
+                                               InventoryItem *item = mlist->getItem(g_selected_item);\r
+                                               if(item && (std::string)item->getName() == "ToolItem")\r
+                                               {\r
+                                                       ToolItem *titem = (ToolItem*)item;\r
+                                                       toolname = titem->getToolName();\r
+                                               }\r
+                                       }\r
+\r
+                                       // Get digging properties for material and tool\r
+                                       u8 material = n.d;\r
+                                       DiggingProperties prop =\r
+                                                       getDiggingProperties(material, toolname);\r
+                                       \r
+                                       float dig_time_complete = 0.0;\r
+\r
+                                       if(prop.diggable == false)\r
+                                       {\r
+                                               /*dstream<<"Material "<<(int)material\r
+                                                               <<" not diggable with \""\r
+                                                               <<toolname<<"\""<<std::endl;*/\r
+                                               // I guess nobody will wait for this long\r
+                                               dig_time_complete = 10000000.0;\r
+                                       }\r
+                                       else\r
+                                       {\r
+                                               dig_time_complete = prop.time;\r
+                                       }\r
+                                       \r
+                                       if(dig_time_complete >= 0.001)\r
+                                       {\r
+                                               dig_index = (u16)((float)CRACK_ANIMATION_LENGTH\r
+                                                               * dig_time/dig_time_complete);\r
+                                       }\r
+                                       // This is for torches\r
+                                       else\r
+                                       {\r
+                                               dig_index = CRACK_ANIMATION_LENGTH;\r
+                                       }\r
+\r
+                                       if(dig_index < CRACK_ANIMATION_LENGTH)\r
+                                       {\r
+                                               //TimeTaker timer("client.setTempMod");\r
+                                               //dstream<<"dig_index="<<dig_index<<std::endl;\r
+                                               client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, dig_index));\r
+                                       }\r
+                                       else\r
+                                       {\r
+                                               dstream<<DTIME<<"Digging completed"<<std::endl;\r
+                                               client.groundAction(3, nodepos, neighbourpos, g_selected_item);\r
+                                               client.clearTempMod(nodepos);\r
+                                               client.removeNode(nodepos);\r
+\r
+                                               dig_time = 0;\r
+\r
+                                               nodig_delay_counter = dig_time_complete\r
+                                                               / (float)CRACK_ANIMATION_LENGTH;\r
+\r
+                                               // We don't want a corresponding delay to\r
+                                               // very time consuming nodes\r
+                                               if(nodig_delay_counter > 0.5)\r
+                                               {\r
+                                                       nodig_delay_counter = 0.5;\r
+                                               }\r
+                                               // We want a slight delay to very little\r
+                                               // time consuming nodes\r
+                                               float mindelay = 0.15;\r
+                                               if(nodig_delay_counter < mindelay)\r
+                                               {\r
+                                                       nodig_delay_counter = mindelay;\r
+                                               }\r
+                                       }\r
+\r
+                                       dig_time += dtime;\r
+                               }\r
                        }\r
+                       \r
                        if(g_input->getRightClicked())\r
                        {\r
-                               //std::cout<<DTIME<<"Placing node"<<std::endl;\r
-                               //client.addNodeFromInventory(neighbourpos, g_selected_item);\r
                                std::cout<<DTIME<<"Ground right-clicked"<<std::endl;\r
-                               client.clickGround(1, nodepos, neighbourpos, g_selected_item);\r
+                               client.groundAction(1, nodepos, neighbourpos, g_selected_item);\r
                        }\r
+                       \r
+                       nodepos_old = nodepos;\r
                }\r
                else{\r
-                       //std::cout<<DTIME<<"nodefound == false"<<std::endl;\r
-                       //positiontextgui->setText(L"");\r
                }\r
 \r
                } // selected_object == NULL\r
@@ -1970,39 +2730,90 @@ int main(int argc, char *argv[])
                g_input->resetLeftClicked();\r
                g_input->resetRightClicked();\r
                \r
+               if(g_input->getLeftReleased())\r
+               {\r
+                       std::cout<<DTIME<<"Left button released (stopped digging)"\r
+                                       <<std::endl;\r
+                       client.groundAction(2, v3s16(0,0,0), v3s16(0,0,0), 0);\r
+               }\r
+               if(g_input->getRightReleased())\r
+               {\r
+                       //std::cout<<DTIME<<"Right released"<<std::endl;\r
+                       // Nothing here\r
+               }\r
+               \r
+               g_input->resetLeftReleased();\r
+               g_input->resetRightReleased();\r
+               \r
                /*\r
                        Calculate stuff for drawing\r
                */\r
 \r
-               v2u32 screensize = driver->getScreenSize();\r
-               core::vector2d<s32> displaycenter(screensize.X/2,screensize.Y/2);\r
-\r
                camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);\r
+               \r
+               u32 daynight_ratio = client.getDayNightRatio();\r
+               /*video::SColor bgcolor = video::SColor(\r
+                               255,\r
+                               skycolor.getRed() * daynight_ratio / 1000,\r
+                               skycolor.getGreen() * daynight_ratio / 1000,\r
+                               skycolor.getBlue() * daynight_ratio / 1000);*/\r
+\r
+               u8 l = decode_light((daynight_ratio * LIGHT_SUN) / 1000);\r
+               video::SColor bgcolor = video::SColor(\r
+                               255,\r
+                               skycolor.getRed() * l / 255,\r
+                               skycolor.getGreen() * l / 255,\r
+                               skycolor.getBlue() * l / 255);\r
+\r
+               /*\r
+                       Fog\r
+               */\r
+               \r
+               if(g_settings.getBool("enable_fog") == true)\r
+               {\r
+                       f32 range = draw_control.wanted_range * BS;\r
+                       if(draw_control.range_all)\r
+                               range = 100000*BS;\r
+\r
+                       driver->setFog(\r
+                               bgcolor,\r
+                               video::EFT_FOG_LINEAR,\r
+                               range*0.6,\r
+                               range,\r
+                               0.01,\r
+                               false, // pixel fog\r
+                               false // range fog\r
+                               );\r
+               }\r
+\r
 \r
                /*\r
                        Update gui stuff (0ms)\r
                */\r
 \r
-               //TimeTaker guiupdatetimer("Gui updating", device);\r
+               //TimeTaker guiupdatetimer("Gui updating");\r
                \r
                {\r
-                       wchar_t temptext[100];\r
+                       wchar_t temptext[150];\r
 \r
                        static float drawtime_avg = 0;\r
-                       drawtime_avg = drawtime_avg * 0.98 + (float)drawtime*0.02;\r
+                       drawtime_avg = drawtime_avg * 0.95 + (float)drawtime*0.05;\r
+                       static float beginscenetime_avg = 0;\r
+                       beginscenetime_avg = beginscenetime_avg * 0.95 + (float)beginscenetime*0.05;\r
                        static float scenetime_avg = 0;\r
-                       scenetime_avg = scenetime_avg * 0.98 + (float)scenetime*0.02;\r
+                       scenetime_avg = scenetime_avg * 0.95 + (float)scenetime*0.05;\r
                        static float endscenetime_avg = 0;\r
-                       endscenetime_avg = endscenetime_avg * 0.98 + (float)endscenetime*0.02;\r
+                       endscenetime_avg = endscenetime_avg * 0.95 + (float)endscenetime*0.05;\r
                        \r
-                       swprintf(temptext, 100, L"Minetest-c55 ("\r
+                       swprintf(temptext, 150, L"Minetest-c55 ("\r
                                        L"F: item=%i"\r
                                        L", R: range_all=%i"\r
                                        L")"\r
-                                       L" drawtime=%.0f, scenetime=%.0f, endscenetime=%.0f",\r
+                                       L" drawtime=%.0f, beginscenetime=%.0f, scenetime=%.0f, endscenetime=%.0f",\r
                                        g_selected_item,\r
-                                       g_viewing_range_all,\r
+                                       draw_control.range_all,\r
                                        drawtime_avg,\r
+                                       beginscenetime_avg,\r
                                        scenetime_avg,\r
                                        endscenetime_avg\r
                                        );\r
@@ -2011,43 +2822,93 @@ int main(int argc, char *argv[])
                }\r
                \r
                {\r
-                       wchar_t temptext[100];\r
-                       /*swprintf(temptext, 100,\r
-                                       L"("\r
-                                       L"% .3f < btime_jitter < % .3f"\r
-                                       L", dtime_jitter = % .1f %%"\r
-                                       //L", ftime_ratio = % .3f"\r
-                                       L")",\r
-                                       busytime_jitter1_min_sample,\r
-                                       busytime_jitter1_max_sample,\r
-                                       dtime_jitter1_max_fraction * 100.0\r
-                                       //g_freetime_ratio\r
-                                       );*/\r
-                       swprintf(temptext, 100,\r
+                       wchar_t temptext[150];\r
+                       swprintf(temptext, 150,\r
                                        L"(% .1f, % .1f, % .1f)"\r
                                        L" (% .3f < btime_jitter < % .3f"\r
-                                       L", dtime_jitter = % .1f %%)",\r
+                                       L", dtime_jitter = % .1f %%"\r
+                                       L", v_range = %.1f)",\r
                                        player_position.X/BS,\r
                                        player_position.Y/BS,\r
                                        player_position.Z/BS,\r
                                        busytime_jitter1_min_sample,\r
                                        busytime_jitter1_max_sample,\r
-                                       dtime_jitter1_max_fraction * 100.0\r
+                                       dtime_jitter1_max_fraction * 100.0,\r
+                                       draw_control.wanted_range\r
                                        );\r
 \r
                        guitext2->setText(temptext);\r
                }\r
                \r
                {\r
-                       /*wchar_t temptext[100];\r
-                       swprintf(temptext, 100,\r
-                                       SWPRINTF_CHARSTRING,\r
-                                       infotext.substr(0,99).c_str()\r
-                                       );\r
+                       guitext_info->setText(infotext.c_str());\r
+               }\r
+               \r
+               /*\r
+                       Get chat messages from client\r
+               */\r
+               {\r
+                       // Get new messages\r
+                       std::wstring message;\r
+                       while(client.getChatMessage(message))\r
+                       {\r
+                               chat_lines.push_back(ChatLine(message));\r
+                               /*if(chat_lines.size() > 6)\r
+                               {\r
+                                       core::list<ChatLine>::Iterator\r
+                                                       i = chat_lines.begin();\r
+                                       chat_lines.erase(i);\r
+                               }*/\r
+                       }\r
+                       // Append them to form the whole static text and throw\r
+                       // it to the gui element\r
+                       std::wstring whole;\r
+                       // This will correspond to the line number counted from\r
+                       // top to bottom, from size-1 to 0\r
+                       s16 line_number = chat_lines.size();\r
+                       // Count of messages to be removed from the top\r
+                       u16 to_be_removed_count = 0;\r
+                       for(core::list<ChatLine>::Iterator\r
+                                       i = chat_lines.begin();\r
+                                       i != chat_lines.end(); i++)\r
+                       {\r
+                               // After this, line number is valid for this loop\r
+                               line_number--;\r
+                               // Increment age\r
+                               (*i).age += dtime;\r
+                               /*\r
+                                       This results in a maximum age of 60*6 to the\r
+                                       lowermost line and a maximum of 6 lines\r
+                               */\r
+                               float allowed_age = (6-line_number) * 60.0;\r
 \r
-                       guitext_info->setText(temptext);*/\r
+                               if((*i).age > allowed_age)\r
+                               {\r
+                                       to_be_removed_count++;\r
+                                       continue;\r
+                               }\r
+                               whole += (*i).text + L'\n';\r
+                       }\r
+                       for(u16 i=0; i<to_be_removed_count; i++)\r
+                       {\r
+                               core::list<ChatLine>::Iterator\r
+                                               it = chat_lines.begin();\r
+                               chat_lines.erase(it);\r
+                       }\r
+                       guitext_chat->setText(whole.c_str());\r
+                       // Update gui element size and position\r
+                       core::rect<s32> rect(\r
+                                       10,\r
+                                       screensize.Y - 10 - text_height*chat_lines.size(),\r
+                                       screensize.X - 10,\r
+                                       screensize.Y - 10\r
+                       );\r
+                       guitext_chat->setRelativePosition(rect);\r
 \r
-                       guitext_info->setText(infotext.c_str());\r
+                       if(chat_lines.size() == 0)\r
+                               guitext_chat->setVisible(false);\r
+                       else\r
+                               guitext_chat->setVisible(true);\r
                }\r
 \r
                /*\r
@@ -2064,93 +2925,53 @@ int main(int argc, char *argv[])
                        quick_inventory->setSelection(g_selected_item);\r
                        quick_inventory->update();\r
                }\r
-\r
-               if(input_guitext != NULL)\r
-               {\r
-                       /*wchar_t temptext[100];\r
-                       swprintf(temptext, 100,\r
-                                       SWPRINTF_CHARSTRING,\r
-                                       g_text_buffer.substr(0,99).c_str()\r
-                                       );*/\r
-                       input_guitext->setText(g_text_buffer.c_str());\r
-               }\r
-\r
+               \r
                /*\r
-                       Text input stuff\r
+                       Send actions returned by the inventory menu\r
                */\r
-               if(input_guitext != NULL && g_text_buffer_accepted)\r
+               while(inventory_action_queue.size() != 0)\r
                {\r
-                       input_guitext->remove();\r
-                       input_guitext = NULL;\r
-                       \r
-                       if(textbuf_dest != NULL)\r
-                       {\r
-                               std::string text = wide_to_narrow(g_text_buffer);\r
-                               dstream<<"Sending text: "<<text<<std::endl;\r
-                               textbuf_dest->sendText(text);\r
-                               delete textbuf_dest;\r
-                               textbuf_dest = NULL;\r
-                       }\r
+                       InventoryAction *a = inventory_action_queue.pop_front();\r
 \r
-                       focusGame();\r
+                       client.sendInventoryAction(a);\r
+                       // Eat it\r
+                       delete a;\r
                }\r
 \r
-               //guiupdatetimer.stop();\r
-\r
                /*\r
                        Drawing begins\r
                */\r
 \r
-               TimeTaker drawtimer("Drawing", device);\r
+               TimeTaker drawtimer("Drawing");\r
 \r
-               /*\r
-                       Background color is choosen based on whether the player is\r
-                       much beyond the initial ground level\r
-               */\r
-               /*video::SColor bgcolor;\r
-               v3s16 p0 = Map::floatToInt(player_position);\r
-               // Does this make short random delays?\r
-               // NOTE: no need for this, sky doesn't show underground with\r
-               // enough range\r
-               bool is_underground = client.isNodeUnderground(p0);\r
-               //bool is_underground = false;\r
-               if(is_underground == false)\r
-                       bgcolor = video::SColor(255,90,140,200);\r
-               else\r
-                       bgcolor = video::SColor(255,0,0,0);*/\r
-                       \r
-               //video::SColor bgcolor = video::SColor(255,90,140,200);\r
-               video::SColor bgcolor = skycolor;\r
                \r
-               // 0ms\r
-               driver->beginScene(true, true, bgcolor);\r
+               {\r
+                       TimeTaker timer("beginScene");\r
+                       driver->beginScene(true, true, bgcolor);\r
+                       //driver->beginScene(false, true, bgcolor);\r
+                       beginscenetime = timer.stop(true);\r
+               }\r
 \r
                //timer3.stop();\r
                \r
                //std::cout<<DTIME<<"smgr->drawAll()"<<std::endl;\r
                \r
                {\r
-               TimeTaker timer("smgr", device);\r
-               smgr->drawAll();\r
-               scenetime = timer.stop(true);\r
+                       TimeTaker timer("smgr");\r
+                       smgr->drawAll();\r
+                       scenetime = timer.stop(true);\r
                }\r
                \r
                {\r
-               //TimeTaker timer9("auxiliary drawings", device);\r
+               //TimeTaker timer9("auxiliary drawings");\r
                // 0ms\r
-\r
-               driver->draw2DLine(displaycenter - core::vector2d<s32>(10,0),\r
-                               displaycenter + core::vector2d<s32>(10,0),\r
-                               video::SColor(255,255,255,255));\r
-               driver->draw2DLine(displaycenter - core::vector2d<s32>(0,10),\r
-                               displaycenter + core::vector2d<s32>(0,10),\r
-                               video::SColor(255,255,255,255));\r
-\r
+               \r
                //timer9.stop();\r
-               //TimeTaker //timer10("//timer10", device);\r
+               //TimeTaker //timer10("//timer10");\r
                \r
                video::SMaterial m;\r
-               m.Thickness = 10;\r
+               //m.Thickness = 10;\r
+               m.Thickness = 3;\r
                m.Lighting = false;\r
                driver->setMaterial(m);\r
 \r
@@ -2167,10 +2988,20 @@ int main(int argc, char *argv[])
                        driver->draw3DBox(*i, video::SColor(255,0,0,0));\r
                }\r
 \r
+               /*\r
+                       Draw crosshair\r
+               */\r
+               driver->draw2DLine(displaycenter - core::vector2d<s32>(10,0),\r
+                               displaycenter + core::vector2d<s32>(10,0),\r
+                               video::SColor(255,255,255,255));\r
+               driver->draw2DLine(displaycenter - core::vector2d<s32>(0,10),\r
+                               displaycenter + core::vector2d<s32>(0,10),\r
+                               video::SColor(255,255,255,255));\r
+\r
                }\r
 \r
                //timer10.stop();\r
-               //TimeTaker //timer11("//timer11", device);\r
+               //TimeTaker //timer11("//timer11");\r
 \r
                /*\r
                        Draw gui\r
@@ -2180,9 +3011,9 @@ int main(int argc, char *argv[])
                \r
                // End drawing\r
                {\r
-               TimeTaker timer("endScene", device);\r
-               driver->endScene();\r
-               endscenetime = timer.stop(true);\r
+                       TimeTaker timer("endScene");\r
+                       driver->endScene();\r
+                       endscenetime = timer.stop(true);\r
                }\r
 \r
                drawtime = drawtimer.stop(true);\r
@@ -2211,32 +3042,44 @@ int main(int argc, char *argv[])
                        device->yield();*/\r
        }\r
 \r
-       } // client is deleted at this point\r
-       \r
-       delete g_input;\r
+       delete quick_inventory;\r
 \r
        /*\r
-               In the end, delete the Irrlicht device.\r
+               Disable texture fetches and other stuff that is queued\r
+               to be processed by the main loop.\r
+\r
+               This has to be done before client goes out of scope.\r
        */\r
-       device->drop();\r
+       g_irrlicht->Shutdown(true);\r
+\r
+       } // client and server are deleted at this point\r
 \r
        } //try\r
        catch(con::PeerNotFoundException &e)\r
        {\r
                dstream<<DTIME<<"Connection timed out."<<std::endl;\r
+               error_message = L"Connection timed out.";\r
        }\r
-#if CATCH_UNHANDLED_EXCEPTIONS\r
+\r
+       } // Menu-game loop\r
+       \r
+       delete g_input;\r
+\r
+       /*\r
+               In the end, delete the Irrlicht device.\r
+       */\r
+       device->drop();\r
+       \r
        /*\r
-               This is what has to be done in every thread to get suitable debug info\r
+               Update configuration file\r
        */\r
-       catch(std::exception &e)\r
+       /*if(configpath != "")\r
        {\r
-               dstream<<std::endl<<DTIME<<"An unhandled exception occurred: "\r
-                               <<e.what()<<std::endl;\r
-               assert(0);\r
-       }\r
-#endif\r
+               g_settings.updateConfigFile(configpath.c_str());\r
+       }*/\r
 \r
+       END_DEBUG_EXCEPTION_HANDLER\r
+       \r
        debugstreams_deinit();\r
        \r
        return 0;\r