]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/main.cpp
CMake stuff works now on linux and windows... and should be possible to make to work...
[dragonfireclient.git] / src / main.cpp
index 5d6712df6e1fbc6e819d39a61da8d214631e77ee..a0da103c94aa06974495ea867aa1b80f99b188bb 100644 (file)
@@ -89,10 +89,6 @@ SUGG: Implement a "Fast check queue" (a queue with a map for checking
       if something is already in it)\r
       - Use it in active block queue in water flowing\r
 \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
 SUGG: Precalculate lighting translation table at runtime (at startup)\r
 \r
 SUGG: A version number to blocks, which increments when the block is\r
@@ -105,6 +101,10 @@ SUGG: Make the amount of blocks sending to client and the total
          main network eater of this system, so it is the one that has\r
          to be throttled so that RTTs stay low.\r
 \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
 TODO: Untie client network operations from framerate\r
       - Needs some input queues or something\r
          - Not really necessary?\r
@@ -113,9 +113,6 @@ TODO: Combine MapBlock's face caches to so big pieces that VBO
       gets used\r
       - That is >500 vertices\r
 \r
-TODO: Better dungeons\r
-TODO: Cliffs, arcs\r
-\r
 TODO: Startup and configuration menu\r
 \r
 TODO: There are some lighting-related todos and fixmes in\r
@@ -135,6 +132,14 @@ TODO: Make fetching sector's blocks more efficient when rendering
 \r
 TODO: Make the video backend selectable\r
 \r
+TODO: Copy the text of the last picked sign to inventory in creative\r
+      mode\r
+\r
+TODO: Get rid of GotSplitPacketException\r
+\r
+TODO: Check what goes wrong with caching map to disk (Kray)\r
+      - Nothing?\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
@@ -146,32 +151,53 @@ Block object server side:
            - TODO: For incoming blocks, time difference is calculated and\r
              objects are stepped according to it.\r
 \r
-TODO: Copy the text of the last picked sign to inventory in creative\r
-      mode\r
-\r
-TODO: Get rid of GotSplitPacketException\r
-\r
-TODO: Check what goes wrong with caching map to disk (Kray)\r
-\r
-TODO: Remove LazyMeshUpdater. It is not used as supposed.\r
-\r
-TODO: TOSERVER_LEAVE\r
-\r
 TODO: Better handling of objects and mobs\r
       - Scripting?\r
       - There has to be some way to do it with less spaghetti 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
 TODO: Draw big amounts of torches better (that is, throw them in the\r
       same meshbuffer (can the meshcollector class be used?))\r
 \r
+TODO: Make an option to the server to disable building and digging near\r
+      the starting position\r
+\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
+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
+\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
+TODO: When player dies, throw items on map\r
+\r
+TODO: Use porting::path_userdata for configuration file\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
+\r
+TODO: 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
+\r
+TODO: Add gui option to remove map\r
+\r
 Doing now:\r
 ======================================================================\r
 \r
-TODO: Convert the text input system to use a modal menu... or something\r
-\r
 ======================================================================\r
 \r
 */\r
@@ -186,7 +212,7 @@ TODO: Convert the text input system to use a modal menu... or something
 */\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
@@ -224,33 +250,20 @@ TODO: Convert the text input system to use a modal menu... or something
 #include "constants.h"\r
 #include "strfnd.h"\r
 #include "porting.h"\r
-#include "guiPauseMenu.h"\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
 \r
 IrrlichtWrapper *g_irrlicht;\r
 \r
-// All range-related stuff below is locked behind this\r
-JMutex g_range_mutex;\r
-\r
-// Blocks are viewed in this range from the player\r
-s16 g_viewing_range_nodes = 60;\r
-//s16 g_viewing_range_nodes = 0;\r
-\r
-// This is updated by the client's fetchBlocks routine\r
-//s16 g_actual_viewing_range_nodes = VIEWING_RANGE_NODES_DEFAULT;\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
-\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
+MapDrawControl draw_control;\r
 \r
 /*\r
        Settings.\r
@@ -265,30 +278,27 @@ extern void set_default_settings();
        Random stuff\r
 */\r
 \r
-//u16 g_selected_material = 0;\r
-u16 g_selected_item = 0;\r
+IrrlichtDevice *g_device = NULL;\r
+Client *g_client = NULL;\r
 \r
 /*\r
        GUI Stuff\r
 */\r
 gui::IGUIEnvironment* guienv = NULL;\r
-GUIPauseMenu *pauseMenu = NULL;\r
-GUIInventoryMenu *inventoryMenu = NULL;\r
+gui::IGUIStaticText *guiroot = NULL;\r
+int g_active_menu_count = 0;\r
 \r
 bool noMenuActive()\r
 {\r
-       if(pauseMenu && pauseMenu->isVisible())\r
-               return false;\r
-       if(inventoryMenu && inventoryMenu->isVisible())\r
-               return false;\r
-       return true;\r
+       return (g_active_menu_count == 0);\r
 }\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
@@ -325,12 +335,61 @@ u32 getTimeMs()
        return g_irrlicht->getTime();\r
 }\r
 \r
+/*\r
+       Text input system\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 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
+struct TextDestChat : public TextDest\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
 public:\r
        // 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
@@ -339,89 +398,69 @@ 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
-                                       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
-                                       {\r
-                                               if(g_text_buffer.size() > 0)\r
-                                                       g_text_buffer = g_text_buffer.substr\r
-                                                                       (0, g_text_buffer.size()-1);\r
-                                       }\r
-                                       else\r
-                                       {\r
-                                               wchar_t wc = event.KeyInput.Char;\r
-                                               if(wc != 0)\r
-                                                       g_text_buffer += wc;\r
-                                       }\r
-                               }\r
                                \r
-                               if(pauseMenu != NULL)\r
+                               /*\r
+                                       Launch menus\r
+                               */\r
+\r
+                               if(guienv != NULL && guiroot != NULL && g_device != NULL)\r
                                {\r
                                        if(event.KeyInput.Key == irr::KEY_ESCAPE)\r
                                        {\r
-                                               if(g_game_focused == true && noMenuActive())\r
-                                               {\r
-                                                       dstream<<DTIME<<"MyEventReceiver: "\r
-                                                                       <<"Launching pause menu"<<std::endl;\r
-                                                       pauseMenu->launch();\r
-                                                       return true;\r
-                                               }\r
+                                               dstream<<DTIME<<"MyEventReceiver: "\r
+                                                               <<"Launching pause menu"<<std::endl;\r
+                                               // It will delete itself by itself\r
+                                               (new GUIPauseMenu(guienv, guiroot, -1, g_device,\r
+                                                               &g_active_menu_count))->drop();\r
+                                               return true;\r
                                        }\r
-                               }\r
-\r
-                               if(inventoryMenu != NULL)\r
-                               {\r
                                        if(event.KeyInput.Key == irr::KEY_KEY_I)\r
                                        {\r
-                                               if(g_game_focused == true && noMenuActive())\r
-                                               {\r
-                                                       dstream<<DTIME<<"MyEventReceiver: "\r
-                                                                       <<"Launching inventory"<<std::endl;\r
-                                                       inventoryMenu->launch();\r
-                                                       return true;\r
-                                               }\r
+                                               dstream<<DTIME<<"MyEventReceiver: "\r
+                                                               <<"Launching inventory"<<std::endl;\r
+                                               (new GUIInventoryMenu(guienv, guiroot, -1,\r
+                                                               &local_inventory, &inventory_action_queue,\r
+                                                               &g_active_menu_count))->drop();\r
+                                               return true;\r
+                                       }\r
+                                       if(event.KeyInput.Key == irr::KEY_KEY_T)\r
+                                       {\r
+                                               TextDest *dest = new TextDestChat(g_client);\r
+\r
+                                               (new GUITextInputMenu(guienv, guiroot, -1,\r
+                                                               &g_active_menu_count, 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
@@ -495,10 +534,11 @@ 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
@@ -509,6 +549,11 @@ class MyEventReceiver : public IEventReceiver
                right_active = false;\r
        }\r
 \r
+       MyEventReceiver()\r
+       {\r
+               clearInput();\r
+       }\r
+\r
        bool leftclicked;\r
        bool rightclicked;\r
        bool leftreleased;\r
@@ -523,6 +568,7 @@ class MyEventReceiver : public IEventReceiver
        bool keyIsDown[KEY_KEY_CODES_COUNT];\r
        //s32 mouseX;\r
        //s32 mouseY;\r
+       IrrlichtDevice *m_device;\r
 };\r
 \r
 class InputHandler\r
@@ -560,17 +606,6 @@ 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
@@ -603,14 +638,10 @@ class RealInputHandler : public InputHandler
        \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
@@ -624,14 +655,10 @@ class RealInputHandler : public InputHandler
 \r
        virtual bool getLeftReleased()\r
        {\r
-               if(g_game_focused == false)\r
-                       return false;\r
                return m_receiver->leftreleased;\r
        }\r
        virtual bool getRightReleased()\r
        {\r
-               if(g_game_focused == false)\r
-                       return false;\r
                return m_receiver->rightreleased;\r
        }\r
        virtual void resetLeftReleased()\r
@@ -803,7 +830,7 @@ 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
@@ -813,90 +840,135 @@ 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
-       frametime_avg = frametime_avg * 0.7 + frametime * 0.3;\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
-\r
-       //float freetime_ratio = 0.2;\r
-       //float freetime_ratio = 0.4;\r
-       float freetime_ratio = FREETIME_RATIO;\r
-\r
-       float frametime_wanted = (1.0/(wanted_fps/(1.0-freetime_ratio)));\r
+       //counter = 0.1;\r
+       counter = 0.2;\r
 \r
-       float fraction = sqrt(frametime_avg / frametime_wanted);\r
-\r
-       /*float fraction = sqrt(frametime_avg / frametime_wanted) / 2.0\r
-                       + frametime_avg / frametime_wanted / 2.0;*/\r
+       /*dstream<<__FUNCTION_NAME\r
+                       <<": Collected "<<added_frames<<" frames, total of "\r
+                       <<added_frametime<<"s."<<std::endl;*/\r
        \r
-       //float fraction = frametime_avg / frametime_wanted;\r
-\r
-       static bool fraction_is_good = false;\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 fraction_good_threshold = 0.1;\r
-       //float fraction_bad_threshold = 0.25;\r
-       float fraction_good_threshold = 0.075;\r
-       float fraction_bad_threshold = 0.125;\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 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
-               fraction_is_good = true;\r
-               return;\r
+               block_draw_ratio = (float)draw_control.blocks_drawn\r
+                       / (float)draw_control.blocks_would_have_drawn;\r
        }\r
-       else\r
+\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
-               fraction_is_good = false;\r
+               //dstream<<"ignoring small wanted_frametime_change"<<std::endl;\r
+               return;\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
+       float range = draw_control.wanted_range;\r
+       float new_range = range;\r
 \r
-       JMutexAutoLock lock(g_range_mutex);\r
+       static s16 range_old = 0;\r
+       static f32 frametime_old = 0;\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
+       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
+               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
+               //dstream<<"time_per_range="<<time_per_range<<std::endl;\r
+       }\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
@@ -997,6 +1069,22 @@ 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
 int main(int argc, char *argv[])\r
 {\r
        /*\r
@@ -1015,6 +1103,20 @@ int main(int argc, char *argv[])
 \r
        DSTACK(__FUNCTION_NAME);\r
 \r
+       porting::initializePaths();\r
+       // Create user data directory\r
+       fs::CreateDir(porting::path_userdata);\r
+\r
+       initializeMaterialProperties();\r
+\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
        try\r
        {\r
        \r
@@ -1034,6 +1136,7 @@ int main(int argc, char *argv[])
        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
 \r
        Settings cmd_args;\r
        \r
@@ -1074,12 +1177,6 @@ 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
@@ -1113,15 +1210,15 @@ int main(int argc, char *argv[])
        }\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
@@ -1132,6 +1229,7 @@ int main(int argc, char *argv[])
 \r
        // Initialize random seed\r
        srand(time(0));\r
+       mysrand(time(0));\r
 \r
        /*\r
                Run unit tests\r
@@ -1142,12 +1240,6 @@ int main(int argc, char *argv[])
                run_tests();\r
        }\r
        \r
-       /*\r
-               Global range mutex\r
-       */\r
-       g_range_mutex.Init();\r
-       assert(g_range_mutex.IsInitialized());\r
-\r
        // Read map parameters from settings\r
 \r
        HMParams hm_params;\r
@@ -1190,6 +1282,13 @@ int main(int argc, char *argv[])
                std::cout<<"-> "<<port<<std::endl;\r
        }\r
        \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(cmd_args.getFlag("server"))\r
        {\r
                DSTACK("Dedicated server branch");\r
@@ -1200,7 +1299,7 @@ int main(int argc, char *argv[])
                std::cout<<"========================"<<std::endl;\r
                std::cout<<std::endl;\r
 \r
-               Server server("../map", hm_params, map_params);\r
+               Server server(map_dir, hm_params, map_params);\r
                server.start(port);\r
        \r
                for(;;)\r
@@ -1242,15 +1341,18 @@ int main(int argc, char *argv[])
        {\r
                snprintf(connect_name, 100, "%s", cmd_args.get("address").c_str());\r
        }\r
-       else 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
+       else if(is_yes(g_settings.get("host_game")) == false)\r
        {\r
-               std::cout<<"Address to connect to [empty = host a game]: ";\r
-               std::cin.getline(connect_name, 100);\r
+               if(g_settings.get("address") != "")\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::cout<<"Address to connect to [empty = host a game]: ";\r
+                       std::cin.getline(connect_name, 100);\r
+               }\r
        }\r
        \r
        if(connect_name[0] == 0){\r
@@ -1306,6 +1408,7 @@ int main(int argc, char *argv[])
        if (device == 0)\r
                return 1; // could not create selected driver.\r
        \r
+       g_device = device;\r
        g_irrlicht = new IrrlichtWrapper(device);\r
 \r
        //g_device = device;\r
@@ -1328,15 +1431,19 @@ int main(int argc, char *argv[])
        /*\r
                This changes the minimum allowed number of vertices in a VBO\r
        */\r
-       //driver->setMinHardwareBufferVertexCount(1);\r
+       //driver->setMinHardwareBufferVertexCount(50);\r
 \r
        scene::ISceneManager* smgr = device->getSceneManager();\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
+       \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
@@ -1346,11 +1453,7 @@ int main(int argc, char *argv[])
        \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::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
@@ -1362,34 +1465,12 @@ int main(int argc, char *argv[])
        driver->endScene();\r
 \r
        /*\r
-               Preload some random textures that are used in threads\r
-       */\r
-#if 0\r
-       g_texturecache.set("torch", driver->getTexture("../data/torch.png"));\r
-       g_texturecache.set("torch_on_floor", driver->getTexture("../data/torch_on_floor.png"));\r
-       g_texturecache.set("torch_on_ceiling", driver->getTexture("../data/torch_on_ceiling.png"));\r
-       g_texturecache.set("crack", driver->getTexture("../data/crack.png"));\r
-       \r
-       /*\r
-               Load tile textures\r
+               Preload some textures\r
        */\r
-       for(s32 i=0; i<TILES_COUNT; i++)\r
-       {\r
-               if(g_tile_texture_names[i] == NULL)\r
-                       continue;\r
-               std::string name = g_tile_texture_names[i];\r
-               std::string filename;\r
-               filename += "../data/";\r
-               filename += name;\r
-               filename += ".png";\r
-               g_texturecache.set(name, driver->getTexture(filename.c_str()));\r
-       }\r
-\r
-#endif\r
 \r
-       //tile_materials_preload(g_texturecache);\r
+       init_content_inventory_texture_paths();\r
+       init_tile_texture_paths();\r
        tile_materials_preload(g_irrlicht);\r
-       //tile_materials_init();\r
 \r
        /*\r
                Make a scope here for the client so that it gets removed\r
@@ -1404,7 +1485,7 @@ int main(int argc, char *argv[])
        */\r
        SharedPtr<Server> server;\r
        if(hosting){\r
-               server = new Server("../map", hm_params, map_params);\r
+               server = new Server(map_dir, hm_params, map_params);\r
                server->start(port);\r
        }\r
        \r
@@ -1412,10 +1493,9 @@ int main(int argc, char *argv[])
                Create client\r
        */\r
 \r
-       Client client(device, playername,\r
-                       g_range_mutex,\r
-                       g_viewing_range_nodes,\r
-                       g_viewing_range_all);\r
+       Client client(device, playername, draw_control);\r
+                       \r
+       g_client = &client;\r
        \r
        Address connect_address(0,0,0,0, port);\r
        try{\r
@@ -1451,12 +1531,12 @@ int main(int argc, char *argv[])
        */\r
        /*scene::ISceneNode* skybox;\r
        skybox = smgr->addSkyBoxSceneNode(\r
-               driver->getTexture("../data/skybox2.png"),\r
-               driver->getTexture("../data/skybox3.png"),\r
-               driver->getTexture("../data/skybox1.png"),\r
-               driver->getTexture("../data/skybox1.png"),\r
-               driver->getTexture("../data/skybox1.png"),\r
-               driver->getTexture("../data/skybox1.png"));*/\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
@@ -1491,10 +1571,7 @@ int main(int argc, char *argv[])
        /*\r
                Add some gui stuff\r
        */\r
-       \r
-       // This is a copy of the inventory that the client's environment has\r
-       Inventory local_inventory;\r
-       \r
+\r
        GUIQuickInventory *quick_inventory = new GUIQuickInventory\r
                        (guienv, NULL, v2s32(10, 70), 5, &local_inventory);\r
        \r
@@ -1503,17 +1580,21 @@ int main(int argc, char *argv[])
                custom elements directly on the screen.\r
                Otherwise they won't be automatically drawn.\r
        */\r
-       gui::IGUIStaticText *root = guienv->addStaticText(L"",\r
+       guiroot = guienv->addStaticText(L"",\r
                        core::rect<s32>(0, 0, 10000, 10000));\r
        \r
-       // Pause menu\r
-       pauseMenu = new GUIPauseMenu(guienv, root, -1, device);\r
+       // Test the text input system\r
+       /*(new GUITextInputMenu(guienv, guiroot, -1, &g_active_menu_count,\r
+                       NULL))->drop();*/\r
+       /*GUIMessageMenu *menu =\r
+                       new GUIMessageMenu(guienv, guiroot, -1, \r
+                               &g_active_menu_count,\r
+                               L"Asd");\r
+       menu->drop();*/\r
        \r
-       // Inventory menu\r
-       inventoryMenu = new GUIInventoryMenu(guienv, root, -1, &local_inventory);\r
-\r
-       pauseMenu->launch();\r
-       //inventoryMenu->launch();\r
+       // Launch pause menu\r
+       (new GUIPauseMenu(guienv, guiroot, -1, g_device,\r
+                       &g_active_menu_count))->drop();\r
 \r
        // First line of debug text\r
        gui::IGUIStaticText *guitext = guienv->addStaticText(\r
@@ -1533,6 +1614,14 @@ int main(int argc, char *argv[])
                        core::rect<s32>(100, 70, 100+400, 70+(textsize.Y+5)),\r
                        false, false);\r
        \r
+       // Chat text\r
+       gui::IGUIStaticText *chat_guitext = guienv->addStaticText(\r
+                       L"Chat here\nOther line\nOther line\nOther line\nOther line",\r
+                       core::rect<s32>(70, 60, 795, 150),\r
+                       false, true);\r
+       chat_guitext->setBackgroundColor(video::SColor(96,0,0,0));\r
+       core::list<ChatLine> chat_lines;\r
+       \r
        /*\r
                Some statistics are collected in these\r
        */\r
@@ -1540,40 +1629,9 @@ int main(int argc, char *argv[])
        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
@@ -1582,8 +1640,8 @@ 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
@@ -1599,9 +1657,6 @@ int main(int argc, char *argv[])
                v2u32 screensize = driver->getScreenSize();\r
                core::vector2d<s32> displaycenter(screensize.X/2,screensize.Y/2);\r
                \r
-               pauseMenu->resizeGui();\r
-               inventoryMenu->resizeGui();\r
-\r
                // Hilight boxes collected during the loop and displayed\r
                core::list< core::aabbox3d<f32> > hilightboxes;\r
                \r
@@ -1632,7 +1687,6 @@ int main(int argc, char *argv[])
                        Viewing range\r
                */\r
                \r
-               //updateViewingRange(dtime, &client);\r
                updateViewingRange(busytime, &client);\r
                \r
                /*\r
@@ -1751,24 +1805,10 @@ 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
-               /*if(g_i_pressed)\r
-               {\r
-                       inventoryMenu->setVisible(true);\r
-                       g_i_pressed = false;\r
-               }*/\r
-\r
                /*\r
                        Player speed control\r
                */\r
                \r
-               if(g_game_focused)\r
                {\r
                        /*bool a_up,\r
                        bool a_down,\r
@@ -1790,14 +1830,7 @@ 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
@@ -1822,11 +1855,7 @@ int main(int argc, char *argv[])
                        Mouse and camera control\r
                */\r
                \r
-               if((device->isWindowActive()\r
-                               && g_game_focused\r
-                               && noMenuActive()\r
-                               )\r
-                               || random_input)\r
+               if((device->isWindowActive() && noMenuActive()) || random_input)\r
                {\r
                        if(!random_input)\r
                                device->getCursorControl()->setVisible(false);\r
@@ -1859,9 +1888,13 @@ 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
+               \r
+               // This is at the height of the eyes of the current figure\r
                v3f camera_position =\r
                                player_position + v3f(0, BS+BS/2, 0);\r
+               // This is more like in minecraft\r
+               /*v3f camera_position =\r
+                               player_position + v3f(0, BS+BS*0.65, 0);*/\r
 \r
                camera->setPosition(camera_position);\r
                // *100.0 helps in large map coordinates\r
@@ -1894,6 +1927,10 @@ 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
@@ -1921,31 +1958,24 @@ int main(int argc, char *argv[])
                                {\r
                                        dstream<<"Sign object right-clicked"<<std::endl;\r
                                        \r
-                                       unFocusGame();\r
+                                       if(random_input == false)\r
+                                       {\r
+                                               // Get a new text for it\r
 \r
-                                       input_guitext = guienv->addStaticText(L"",\r
-                                                       core::rect<s32>(150,100,350,120),\r
-                                                       true, // border?\r
-                                                       false, // wordwrap?\r
-                                                       NULL);\r
+                                               TextDest *dest = new TextDestSign(\r
+                                                               selected_object->getBlock()->getPos(),\r
+                                                               selected_object->getId(),\r
+                                                               &client);\r
 \r
-                                       input_guitext->setDrawBackground(true);\r
+                                               SignObject *sign_object = (SignObject*)selected_object;\r
 \r
-                                       if(random_input)\r
-                                       {\r
-                                               g_text_buffer = L"ASD LOL 8)";\r
-                                               g_text_buffer_accepted = true;\r
-                                       }\r
-                                       else\r
-                                       {\r
-                                               g_text_buffer = L"";\r
-                                               g_text_buffer_accepted = false;\r
-                                       }\r
+                                               std::wstring wtext =\r
+                                                               narrow_to_wide(sign_object->getText());\r
 \r
-                                       textbuf_dest = new TextDestSign(\r
-                                                       selected_object->getBlock()->getPos(),\r
-                                                       selected_object->getId(),\r
-                                                       &client);\r
+                                               (new GUITextInputMenu(guienv, guiroot, -1,\r
+                                                               &g_active_menu_count, dest,\r
+                                                               wtext))->drop();\r
+                                       }\r
                                }\r
                                /*\r
                                        Otherwise pass the event to the server as-is\r
@@ -2109,23 +2139,14 @@ int main(int argc, char *argv[])
                        } // regular block\r
                } // for coords\r
 \r
+               static float nodig_delay_counter = 0.0;\r
+\r
                if(nodefound)\r
                {\r
                        static v3s16 nodepos_old(-32768,-32768,-32768);\r
 \r
                        static float dig_time = 0.0;\r
-\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
+                       static u16 dig_index = 0;\r
 \r
                        hilightboxes.push_back(nodefacebox);\r
                        \r
@@ -2134,30 +2155,117 @@ int main(int argc, char *argv[])
                                client.clearTempMod(nodepos);\r
                                dig_time = 0.0;\r
                        }\r
-                       if(g_input->getLeftClicked() ||\r
-                                       (g_input->getLeftState() && nodepos != nodepos_old))\r
-                       {\r
-                               std::cout<<DTIME<<"Ground left-clicked"<<std::endl;\r
-                               client.groundAction(0, nodepos, neighbourpos, g_selected_item);\r
-                       }\r
-                       if(g_input->getLeftClicked())\r
+                       \r
+                       if(nodig_delay_counter > 0.0)\r
                        {\r
-                               client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, 0));\r
+                               nodig_delay_counter -= dtime;\r
                        }\r
-                       if(g_input->getLeftState())\r
+                       else\r
                        {\r
-                               dig_time += dtime;\r
-                               \r
-                               float dig_time_complete = 0.5;\r
-                               MapNode n = client.getNode(nodepos);\r
-                               if(n.d == CONTENT_STONE)\r
-                                       dig_time_complete = 1.5;\r
+                               if(nodepos != nodepos_old)\r
+                               {\r
+                                       std::cout<<DTIME<<"Pointing at ("<<nodepos.X<<","\r
+                                                       <<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;\r
 \r
-                               u16 dig_index = (u16)(3.99*dig_time/dig_time_complete);\r
-                               if(dig_time > 0.125)\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
-                                       //dstream<<"dig_index="<<dig_index<<std::endl;\r
-                                       client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, dig_index));\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
+                                               //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
+                                               float mindelay = 0.20;\r
+                                               if(nodig_delay_counter < mindelay)\r
+                                               {\r
+                                                       nodig_delay_counter = mindelay;\r
+                                               }\r
+                                       }\r
+\r
+                                       dig_time += dtime;\r
                                }\r
                        }\r
                        \r
@@ -2179,7 +2287,8 @@ int main(int argc, char *argv[])
                \r
                if(g_input->getLeftReleased())\r
                {\r
-                       std::cout<<DTIME<<"Left released"<<std::endl;\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
@@ -2198,11 +2307,18 @@ int main(int argc, char *argv[])
                camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);\r
                \r
                u32 daynight_ratio = client.getDayNightRatio();\r
-               video::SColor bgcolor = video::SColor(\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
+                               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
@@ -2210,8 +2326,8 @@ int main(int argc, char *argv[])
                \r
                if(g_settings.getBool("enable_fog") == true)\r
                {\r
-                       f32 range = g_viewing_range_nodes * BS;\r
-                       if(g_viewing_range_all)\r
+                       f32 range = draw_control.wanted_range * BS;\r
+                       if(draw_control.range_all)\r
                                range = 100000*BS;\r
 \r
                        driver->setFog(\r
@@ -2236,13 +2352,13 @@ int main(int argc, char *argv[])
                        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 * 0.98 + (float)beginscenetime*0.02;\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, 150, L"Minetest-c55 ("\r
                                        L"F: item=%i"\r
@@ -2250,7 +2366,7 @@ int main(int argc, char *argv[])
                                        L")"\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
@@ -2265,28 +2381,89 @@ int main(int argc, char *argv[])
                        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
+                       chat_guitext->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
+                       chat_guitext->setRelativePosition(rect);\r
 \r
-                       guitext_info->setText(infotext.c_str());\r
+                       if(chat_lines.size() == 0)\r
+                               chat_guitext->setVisible(false);\r
+                       else\r
+                               chat_guitext->setVisible(true);\r
                }\r
 \r
                /*\r
@@ -2307,45 +2484,15 @@ int main(int argc, char *argv[])
                /*\r
                        Send actions returned by the inventory menu\r
                */\r
-               while(InventoryAction *a = inventoryMenu->getNextAction())\r
+               while(inventory_action_queue.size() != 0)\r
                {\r
+                       InventoryAction *a = inventory_action_queue.pop_front();\r
+\r
                        client.sendInventoryAction(a);\r
                        // Eat it\r
                        delete a;\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
-                       Text input stuff\r
-               */\r
-               if(input_guitext != NULL && g_text_buffer_accepted)\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
-\r
-                       focusGame();\r
-               }\r
-\r
-               //guiupdatetimer.stop();\r
-\r
                /*\r
                        Drawing begins\r
                */\r
@@ -2373,14 +2520,7 @@ int main(int argc, char *argv[])
                {\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");\r
                \r
@@ -2402,6 +2542,16 @@ 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
@@ -2469,19 +2619,33 @@ int main(int argc, char *argv[])
        catch(con::PeerNotFoundException &e)\r
        {\r
                dstream<<DTIME<<"Connection timed out."<<std::endl;\r
+               \r
+               /*if(g_device)\r
+               {\r
+                       GUIMessageMenu *menu =\r
+                                       new GUIMessageMenu(guienv, guiroot, -1, \r
+                                               &g_active_menu_count,\r
+                                               L"Connection timed out");\r
+\r
+                       video::IVideoDriver* driver = g_device->getVideoDriver();\r
+                       \r
+                       dstream<<"Created menu"<<std::endl;\r
+\r
+                       while(g_device->run() && menu->getStatus() == false)\r
+                       {\r
+                               driver->beginScene(true, true, video::SColor(255,0,0,0));\r
+                               guienv->drawAll();\r
+                               driver->endScene();\r
+                       }\r
+                       \r
+                       dstream<<"Dropping menu"<<std::endl;\r
+\r
+                       menu->drop();\r
+               }*/\r
        }\r
-#if CATCH_UNHANDLED_EXCEPTIONS\r
-       /*\r
-               This is what has to be done in every thread to get suitable debug info\r
-       */\r
-       catch(std::exception &e)\r
-       {\r
-               dstream<<std::endl<<DTIME<<"An unhandled exception occurred: "\r
-                               <<e.what()<<std::endl;\r
-               assert(0);\r
-       }\r
-#endif\r
 \r
+       END_DEBUG_EXCEPTION_HANDLER\r
+       \r
        debugstreams_deinit();\r
        \r
        return 0;\r