]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/main.cpp
working good
[dragonfireclient.git] / src / main.cpp
index 6d470f73d8c2708e98c25e51aef5fefc64cd671d..bd0ebd8cae79f0e78a16423483e6fd12e466d75c 100644 (file)
@@ -89,9 +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
-\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
@@ -99,7 +96,18 @@ SUGG: A version number to blocks, which increments when the block is
          - This can then be used to make sure the most recent version of\r
            a block has been sent to client\r
 \r
-TODO: Stop player if focus of window is taken away (go to pause mode)\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
+\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
 \r
 TODO: Combine MapBlock's face caches to so big pieces that VBO\r
       gets used\r
@@ -108,21 +116,7 @@ TODO: Combine MapBlock's face caches to so big pieces that VBO
 TODO: Better dungeons\r
 TODO: Cliffs, arcs\r
 \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
-TODO: Moving players more smoothly. Calculate moving animation\r
-      in a way that doesn't make the player jump to the right place\r
-         immediately when the server sends a new position\r
+TODO: Startup and configuration menu\r
 \r
 TODO: There are some lighting-related todos and fixmes in\r
       ServerMap::emergeBlock\r
@@ -131,16 +125,10 @@ TODO: Proper handling of spawning place (try to find something that
       is not in the middle of an ocean (some land to stand on at\r
          least) and save it in map config.\r
 \r
-TODO: 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
-\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
+TODO: Player inventory to be saved on disk\r
 \r
 TODO: Make fetching sector's blocks more efficient when rendering\r
       sectors that have very large amounts of blocks (on client)\r
@@ -158,31 +146,50 @@ Block object server side:
            - TODO: For incoming blocks, time difference is calculated and\r
              objects are stepped according to it.\r
 \r
-TODO: Add config parameters for server's sending and generating distance\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
-      - Needs some input queues or something\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: Node cracking animation when digging\r
-      - TODO: A way to generate new textures by combining textures\r
-         - TODO: Mesh update to fetch cracked faces from the former\r
+TODO: TOSERVER_LEAVE\r
 \r
-TODO: Add server unused sector deletion settings to settings\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: TOSERVER_LEAVE\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: Check if the usage of Client::isFetchingBlocks() in\r
+      updateViewingRange() actually does something\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
 Doing now:\r
 ======================================================================\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: Fix viewing range updater's oscillation when there is large non-\r
+      linearity in range-speed relation\r
+\r
 ======================================================================\r
 \r
 */\r
@@ -218,18 +225,8 @@ Doing now:
 //#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
@@ -245,51 +242,18 @@ Doing now:
 #include "constants.h"\r
 #include "strfnd.h"\r
 #include "porting.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
 \r
-IrrlichtDevice *g_device = NULL;\r
-\r
-/*const char *g_content_filenames[MATERIALS_COUNT] =\r
-{\r
-       "../data/stone.png",\r
-       "../data/grass.png",\r
-       "../data/water.png",\r
-       "../data/torch_on_floor.png",\r
-       "../data/tree.png",\r
-       "../data/leaves.png",\r
-       "../data/grass_footsteps.png",\r
-       "../data/mese.png",\r
-       "../data/mud.png",\r
-       "../data/water.png", // CONTENT_OCEAN\r
-};\r
-\r
-// Material cache\r
-video::SMaterial g_materials[MATERIALS_COUNT];*/\r
-\r
-// Texture cache\r
-TextureCache g_texturecache;\r
-\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
+IrrlichtWrapper *g_irrlicht;\r
 \r
+MapDrawControl draw_control;\r
 \r
 /*\r
        Settings.\r
@@ -298,56 +262,33 @@ bool g_viewing_range_all = false;
 \r
 Settings g_settings;\r
 \r
-// Sets default settings\r
-void set_default_settings()\r
-{\r
-       // Client stuff\r
-       g_settings.setDefault("wanted_fps", "30");\r
-       g_settings.setDefault("fps_max", "60");\r
-       g_settings.setDefault("viewing_range_nodes_max", "300");\r
-       g_settings.setDefault("viewing_range_nodes_min", "35");\r
-       g_settings.setDefault("screenW", "");\r
-       g_settings.setDefault("screenH", "");\r
-       g_settings.setDefault("host_game", "");\r
-       g_settings.setDefault("port", "");\r
-       g_settings.setDefault("address", "");\r
-       g_settings.setDefault("name", "");\r
-       g_settings.setDefault("random_input", "false");\r
-       g_settings.setDefault("client_delete_unused_sectors_timeout", "1200");\r
-       g_settings.setDefault("enable_fog", "true");\r
-\r
-       // Server stuff\r
-       g_settings.setDefault("creative_mode", "false");\r
-       g_settings.setDefault("heightmap_blocksize", "32");\r
-       g_settings.setDefault("height_randmax", "constant 50.0");\r
-       g_settings.setDefault("height_randfactor", "constant 0.6");\r
-       g_settings.setDefault("height_base", "linear 0 0 0");\r
-       g_settings.setDefault("plants_amount", "1.0");\r
-       g_settings.setDefault("ravines_amount", "1.0");\r
-       g_settings.setDefault("objectdata_interval", "0.2");\r
-       g_settings.setDefault("active_object_range", "2");\r
-       g_settings.setDefault("max_simultaneous_block_sends_per_client", "1");\r
-       g_settings.setDefault("max_simultaneous_block_sends_server_total", "4");\r
-       g_settings.setDefault("disable_water_climb", "true");\r
-       g_settings.setDefault("endless_water", "true");\r
-       g_settings.setDefault("max_block_send_distance", "5");\r
-       g_settings.setDefault("max_block_generate_distance", "4");\r
-}\r
+extern void set_default_settings();\r
 \r
 /*\r
        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
-bool g_esc_pressed = false;\r
+/*\r
+       GUI Stuff\r
+*/\r
+gui::IGUIEnvironment* guienv = NULL;\r
+gui::IGUIStaticText *guiroot = NULL;\r
+int g_active_menu_count = 0;\r
 \r
-std::wstring g_text_buffer;\r
-bool g_text_buffer_accepted = false;\r
+bool noMenuActive()\r
+{\r
+       return (g_active_menu_count == 0);\r
+}\r
 \r
-// When true, the mouse and keyboard are grabbed\r
-bool g_game_focused = true;\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
+u16 g_selected_item = 0;\r
 \r
 /*\r
        Debug streams\r
@@ -369,26 +310,60 @@ 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
@@ -396,6 +371,15 @@ 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
@@ -404,71 +388,69 @@ 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
+                                       if(event.KeyInput.Key == irr::KEY_ESCAPE)\r
                                        {\r
-                                               g_text_buffer_accepted = true;\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
-                                       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
+                                       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_active_menu_count))->drop();\r
+                                               return true;\r
                                        }\r
-                               }\r
-                               \r
-                               if(event.KeyInput.Key == irr::KEY_ESCAPE)\r
-                               {\r
-                                       //TODO: Not used anymore?\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_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
@@ -482,43 +464,53 @@ class MyEventReceiver : public IEventReceiver
 \r
                if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
                {\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
-                               leftclicked = true;\r
-                       }\r
-                       if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
-                       {\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
+                       if(noMenuActive() == false)\r
                        {\r
-                               rightreleased = 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
@@ -532,10 +524,11 @@ 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
@@ -546,6 +539,11 @@ 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
@@ -560,6 +558,7 @@ 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
@@ -597,17 +596,6 @@ 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
@@ -640,14 +628,10 @@ 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
@@ -661,14 +645,10 @@ 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
@@ -840,7 +820,7 @@ 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
@@ -850,89 +830,135 @@ 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
+       //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
-\r
-       float frametime_wanted = (1.0/(wanted_fps/(1.0-freetime_ratio)));\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_bad_threshold = 0.1;\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
+       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
-       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
+       // 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
@@ -985,16 +1011,18 @@ 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
@@ -1031,6 +1059,22 @@ 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
@@ -1048,6 +1092,8 @@ int main(int argc, char *argv[])
        debug_stacks_init();\r
 \r
        DSTACK(__FUNCTION_NAME);\r
+       \r
+       initializeMaterialProperties();\r
 \r
        try\r
        {\r
@@ -1123,9 +1169,6 @@ 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
                Initialization\r
        */\r
@@ -1169,6 +1212,7 @@ 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
@@ -1179,12 +1223,6 @@ 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
@@ -1210,12 +1248,10 @@ int main(int argc, char *argv[])
        <<"|  Y Y  \\  |   |  \\  ___/|  | \\  ___/ \\___ \\  |  |  "<<std::endl\r
        <<"|__|_|  /__|___|  /\\___  >__|  \\___  >____  > |__|  "<<std::endl\r
        <<"      \\/        \\/     \\/          \\/     \\/        "<<std::endl\r
-       <<std::endl\r
-       <<"Now with more waterish water!"\r
        <<std::endl;\r
 \r
        std::cout<<std::endl;\r
-       char templine[100];\r
+       //char templine[100];\r
        \r
        // Port?\r
        u16 port = 30000;\r
@@ -1281,15 +1317,18 @@ 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
@@ -1317,68 +1356,10 @@ int main(int argc, char *argv[])
        /*\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 = atoi(g_settings.get("screenW").c_str());\r
+       u16 screenH = atoi(g_settings.get("screenH").c_str());\r
 \r
        //\r
 \r
@@ -1399,15 +1380,14 @@ 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
+       //g_device = device;\r
        \r
        device->setResizable(true);\r
 \r
@@ -1423,22 +1403,23 @@ 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
+       /*\r
+               This changes the minimum allowed number of vertices in a VBO\r
+       */\r
        //driver->setMinHardwareBufferVertexCount(1);\r
 \r
        scene::ISceneManager* smgr = device->getSceneManager();\r
        \r
-       // Pause menu\r
-       guiPauseMenu pauseMenu(device, &receiver);\r
-\r
-       gui::IGUIEnvironment* guienv = device->getGUIEnvironment();\r
+       guienv = device->getGUIEnvironment();\r
        gui::IGUISkin* skin = guienv->getSkin();\r
        gui::IGUIFont* font = guienv->getFont("../data/fontlucida.png");\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
@@ -1448,11 +1429,7 @@ 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
@@ -1464,29 +1441,10 @@ int main(int argc, char *argv[])
        driver->endScene();\r
 \r
        /*\r
-               Preload some random textures that are used in threads\r
-       */\r
-       \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
-       \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
-       tile_materials_preload(g_texturecache);\r
+       tile_materials_preload(g_irrlicht);\r
 \r
        /*\r
                Make a scope here for the client so that it gets removed\r
@@ -1509,7 +1467,9 @@ int main(int argc, char *argv[])
                Create client\r
        */\r
 \r
-       Client client(device, playername);\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
@@ -1582,12 +1542,34 @@ int main(int argc, char *argv[])
        \r
        gui_loadingtext->remove();\r
 \r
-       pauseMenu.setVisible(true);\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
+       /*\r
+               We need some kind of a root node to be able to add\r
+               custom 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
+       // 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
+       // 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
                        L"Minetest-c55",\r
@@ -1606,11 +1588,13 @@ int main(int argc, char *argv[])
                        core::rect<s32>(100, 70, 100+400, 70+(textsize.Y+5)),\r
                        false, false);\r
        \r
-       // This is a copy of the inventory that the client's environment has\r
-       Inventory local_inventory(PLAYER_INVENTORY_SIZE);\r
-       \r
-       GUIQuickInventory *quick_inventory = new GUIQuickInventory\r
-                       (guienv, NULL, v2s32(10, 70), 5, &local_inventory);\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
@@ -1619,45 +1603,9 @@ 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
-\r
-       /*\r
-               Digging animation\r
-       */\r
-       //f32 \r
+       // A test\r
+       //throw con::PeerNotFoundException("lol");\r
 \r
        /*\r
                Main loop\r
@@ -1672,19 +1620,24 @@ int main(int argc, char *argv[])
 \r
        while(device->run())\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
+               \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
@@ -1708,7 +1661,6 @@ int main(int argc, char *argv[])
                        Viewing range\r
                */\r
                \r
-               //updateViewingRange(dtime, &client);\r
                updateViewingRange(busytime, &client);\r
                \r
                /*\r
@@ -1827,19 +1779,10 @@ 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
@@ -1861,40 +1804,32 @@ 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 && !pauseMenu.isVisible())\r
-                               || random_input)\r
+               if((device->isWindowActive() && noMenuActive()) || random_input)\r
                {\r
                        if(!random_input)\r
                                device->getCursorControl()->setVisible(false);\r
@@ -1941,12 +1876,12 @@ 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
@@ -1962,6 +1897,10 @@ 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
@@ -1989,31 +1928,24 @@ 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
@@ -2177,48 +2109,147 @@ int main(int argc, char *argv[])
                        } // regular block\r
                } // for coords\r
 \r
-               /*static v3s16 oldnodepos;\r
-               static bool oldnodefound = false;*/\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
-                       }\r
+                       static v3s16 nodepos_old(-32768,-32768,-32768);\r
+\r
+                       static float dig_time = 0.0;\r
+                       static u16 dig_index = 0;\r
 \r
                        hilightboxes.push_back(nodefacebox);\r
                        \r
-                       //if(g_input->getLeftClicked())\r
-                       if(g_input->getLeftClicked() ||\r
-                                       (g_input->getLeftState() && nodepos != nodepos_old))\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
-                               std::cout<<DTIME<<"Ground left-clicked"<<std::endl;\r
-                               client.pressGround(0, nodepos, neighbourpos, g_selected_item);\r
+                               nodig_delay_counter -= dtime;\r
                        }\r
+                       else\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
+\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
+                                               //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
                        if(g_input->getRightClicked())\r
-                       /*if(g_input->getRightClicked() ||\r
-                                       (g_input->getRightState() && nodepos != nodepos_old))*/\r
                        {\r
                                std::cout<<DTIME<<"Ground right-clicked"<<std::endl;\r
-                               client.pressGround(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
-               /*oldnodefound = nodefound;\r
-               oldnodepos = nodepos;*/\r
-\r
                } // selected_object == NULL\r
                \r
                g_input->resetLeftClicked();\r
@@ -2226,8 +2257,9 @@ int main(int argc, char *argv[])
                \r
                if(g_input->getLeftReleased())\r
                {\r
-                       std::cout<<DTIME<<"Left released"<<std::endl;\r
-                       client.stopDigging();\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
@@ -2244,26 +2276,6 @@ int main(int argc, char *argv[])
 \r
                camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);\r
                \r
-               // Background color is choosen based on whether the player is\r
-               // much beyond the initial ground level\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
-               //s32 daynight_i = client.getDayNightIndex();\r
-               //video::SColor bgcolor = skycolor[daynight_i];\r
-\r
                u32 daynight_ratio = client.getDayNightRatio();\r
                video::SColor bgcolor = video::SColor(\r
                                255,\r
@@ -2277,8 +2289,8 @@ 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
@@ -2297,19 +2309,19 @@ int main(int argc, char *argv[])
                        Update gui stuff (0ms)\r
                */\r
 \r
-               //TimeTaker guiupdatetimer("Gui updating", device);\r
+               //TimeTaker guiupdatetimer("Gui updating");\r
                \r
                {\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 * 0.98 + (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
@@ -2317,7 +2329,7 @@ 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
@@ -2332,28 +2344,89 @@ 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
@@ -2370,51 +2443,31 @@ 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
                {\r
-               TimeTaker timer("beginScene", device);\r
-               driver->beginScene(true, true, bgcolor);\r
-               //driver->beginScene(false, true, bgcolor);\r
-               beginscenetime = timer.stop(true);\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
@@ -2422,24 +2475,17 @@ int main(int argc, char *argv[])
                //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
@@ -2459,10 +2505,20 @@ 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
@@ -2472,9 +2528,9 @@ 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
@@ -2517,15 +2573,38 @@ int main(int argc, char *argv[])
        /*\r
                Update configuration file\r
        */\r
-       if(configpath != "")\r
+       /*if(configpath != "")\r
        {\r
                g_settings.updateConfigFile(configpath.c_str());\r
-       }\r
+       }*/\r
 \r
        } //try\r
        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