]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/main.cpp
+ paper, book, bookshelf
[dragonfireclient.git] / src / main.cpp
index 2c9e9cf750d647fb272e107cccfb63c6f39fdc49..f67d53475ad234fbc5105dc07a7bca343c471849 100644 (file)
@@ -1,6 +1,6 @@
 /*\r
 Minetest-c55\r
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>\r
+Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>\r
 \r
 This program is free software; you can redistribute it and/or modify\r
 it under the terms of the GNU General Public License as published by\r
@@ -21,30 +21,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 =============================== NOTES ==============================\r
 NOTE: Things starting with TODO are sometimes only suggestions.\r
 \r
-NOTE: VBO cannot be turned on for fast-changing stuff because there\r
-      is an apparanet memory leak in irrlicht when using it (not sure)\r
-         - It is not a memory leak but some kind of a buffer.\r
-\r
 NOTE: iostream.imbue(std::locale("C")) is very slow\r
 NOTE: Global locale is now set at initialization\r
 \r
-SUGG: Fix address to be ipv6 compatible\r
-\r
-NOTE: When a new sector is generated, it may change the ground level\r
-      of it's and it's neighbors border that two blocks that are\r
-         above and below each other and that are generated before and\r
-         after the sector heightmap generation (order doesn't matter),\r
-         can have a small gap between each other at the border.\r
-SUGG: Use same technique for sector heightmaps as what we're\r
-      using for UnlimitedHeightmap? (getting all neighbors\r
-         when generating)\r
+NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the\r
+      hardware buffer (it is not freed automatically)\r
 \r
-SUGG: Transfer more blocks in a single packet\r
-SUGG: A blockdata combiner class, to which blocks are added and at\r
-      destruction it sends all the stuff in as few packets as possible.\r
+Old, wild and random suggestions that probably won't be done:\r
+-------------------------------------------------------------\r
 \r
 SUGG: If player is on ground, mainly fetch ground-level blocks\r
-SUGG: Fetch stuff mainly from the viewing direction\r
 \r
 SUGG: Expose Connection's seqnums and ACKs to server and client.\r
       - This enables saving many packets and making a faster connection\r
@@ -58,27 +44,16 @@ SUGG: More fine-grained control of client's dumping of blocks from
 \r
 SUGG: A map editing mode (similar to dedicated server mode)\r
 \r
-SUGG: Add a time value to the param of footstepped grass and check it\r
-      against a global timer when a block is accessed, to make old\r
-         steps fade away.\r
-\r
-SUGG: Make a copy of close-range environment on client for showing\r
-      on screen, with minimal mutexes to slow down the main loop\r
-\r
+SUGG: Transfer more blocks in a single packet\r
+SUGG: A blockdata combiner class, to which blocks are added and at\r
+      destruction it sends all the stuff in as few packets as possible.\r
 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize\r
       it by sending more stuff in a single packet.\r
          - Add a packet queue to RemoteClient, from which packets will be\r
            combined with object data packets\r
                - This is not exactly trivial: the object data packets are\r
                  sometimes very big by themselves\r
-\r
-SUGG: Split MapBlockObject serialization to to-client and to-disk\r
-      - This will allow saving ages of rats on disk but not sending\r
-           them to clients\r
-\r
-SUGG: MovingObject::move and Player::move are basically the same.\r
-      combine them.\r
-         - NOTE: Player::move is more up-to-date.\r
+         - This might not give much network performance gain though.\r
 \r
 SUGG: Precalculate lighting translation table at runtime (at startup)\r
       - This is not doable because it is currently hand-made and not\r
@@ -88,7 +63,7 @@ SUGG: Precalculate lighting translation table at runtime (at startup)
 SUGG: A version number to blocks, which increments when the block is\r
       modified (node add/remove, water update, lighting update)\r
          - This can then be used to make sure the most recent version of\r
-           a block has been sent to client\r
+           a block has been sent to client, for example\r
 \r
 SUGG: Make the amount of blocks sending to client and the total\r
          amount of blocks dynamically limited. Transferring blocks is the\r
@@ -101,65 +76,104 @@ SUGG: Meshes of blocks could be split into 6 meshes facing into
 SUGG: Calculate lighting per vertex to get a lighting effect like in\r
       bartwe's game\r
 \r
+SUGG: Background music based on cellular automata?\r
+      http://www.earslap.com/projectslab/otomata\r
+\r
+SUGG: Simple light color information to air\r
+\r
+SUGG: Server-side objects could be moved based on nodes to enable very\r
+      lightweight operation and simple AI\r
+       - Not practical; client would still need to show smooth movement.\r
+\r
+SUGG: Make a system for pregenerating quick information for mapblocks, so\r
+         that the client can show them as cubes before they are actually sent\r
+         or even generated.\r
+\r
 Gaming ideas:\r
 -------------\r
 \r
 - Aim for something like controlling a single dwarf in Dwarf Fortress\r
-\r
 - The player could go faster by a crafting a boat, or riding an animal\r
-\r
 - Random NPC traders. what else?\r
 \r
+Game content:\r
+-------------\r
+\r
+- When furnace is destroyed, move items to player's inventory\r
+- Add lots of stuff\r
+- Glass blocks\r
+- Growing grass, decaying leaves\r
+       - This can be done in the active blocks I guess.\r
+       - Lots of stuff can be done in the active blocks.\r
+       - Uh, is there an active block list somewhere? I think not. Add it.\r
+- Breaking weak structures\r
+       - This can probably be accomplished in the same way as grass\r
+- Player health points\r
+       - When player dies, throw items on map (needs better item-on-map\r
+         implementation)\r
+- Cobble to get mossy if near water\r
+- More slots in furnace source list, so that multiple ingredients\r
+  are possible.\r
+- Keys to chests?\r
+\r
+- The Treasure Guard; a big monster with a hammer\r
+       - The hammer does great damage, shakes the ground and removes a block\r
+       - You can drop on top of it, and have some time to attack there\r
+         before he shakes you off\r
+\r
+- Maybe the difficulty could come from monsters getting tougher in\r
+  far-away places, and the player starting to need something from\r
+  there when time goes by.\r
+  - The player would have some of that stuff at the beginning, and\r
+    would need new supplies of it when it runs out\r
+\r
+- A bomb\r
+- A spread-items-on-map routine for the bomb, and for dying players\r
+\r
+- Fighting:\r
+  - Proper sword swing simulation\r
+  - Player should get damage from colliding to a wall at high speed\r
+\r
 Documentation:\r
 --------------\r
 \r
 Build system / running:\r
 -----------------------\r
 \r
-FIXME: Some network errors on Windows that cause local game to not work\r
-       - See siggjen's emails.\r
-          - Is this the famous "windows 7 problem"?\r
-       - Apparently there might be other errors too\r
-\r
 Networking and serialization:\r
 -----------------------------\r
 \r
-TODO: Get rid of GotSplitPacketException\r
-\r
-GUI:\r
-----\r
-\r
-TODO: Add gui option to remove map\r
+SUGG: Fix address to be ipv6 compatible\r
 \r
-TODO: Configuration menu, at least for keys\r
+User Interface:\r
+---------------\r
 \r
 Graphics:\r
 ---------\r
 \r
-TODO: Optimize day/night mesh updating somehow\r
-      - create copies of all textures for all lighting values and only\r
-           change texture for material?\r
-         - Umm... the collecting of the faces is the slow part\r
-           -> what about just changing the color values of the existing\r
-                  meshbuffers? It should go quite fast.\r
-                  - This is not easy; There'd need to be a buffer somewhere\r
-                    that would contain the night and day lighting values.\r
-                        - Actually if FastFaces would be stored, they could\r
-                          hold both values\r
-\r
-FEATURE: Combine MapBlock's face caches to so big pieces that VBO\r
-      gets used\r
+SUGG: Combine MapBlock's face caches to so big pieces that VBO\r
+      can be used\r
       - That is >500 vertices\r
          - This is not easy; all the MapBlocks close to the player would\r
            still need to be drawn separately and combining the blocks\r
                would have to happen in a background thread\r
 \r
-TODO: Make fetching sector's blocks more efficient when rendering\r
+SUGG: Make fetching sector's blocks more efficient when rendering\r
       sectors that have very large amounts of blocks (on client)\r
          - Is this necessary at all?\r
 \r
 TODO: Flowing water animation\r
 \r
+SUGG: Draw cubes in inventory directly with 3D drawing commands, so that\r
+      animating them is easier.\r
+\r
+SUGG: Option for enabling proper alpha channel for textures\r
+TODO: A setting for enabling bilinear filtering for textures\r
+\r
+TODO: Better control of draw_control.wanted_max_blocks\r
+\r
+TODO: Block mesh generator to tile properly on smooth lighting\r
+\r
 Configuration:\r
 --------------\r
 \r
@@ -168,58 +182,83 @@ TODO: Flowing water animation
 \r
 TODO: Untie client network operations from framerate\r
       - Needs some input queues or something\r
+         - This won't give much performance boost because calculating block\r
+           meshes takes so long\r
 \r
 SUGG: Make morning and evening transition more smooth and maybe shorter\r
 \r
-SUGG: Don't update all meshes always on single node changes, but\r
+TODO: Don't update all meshes always on single node changes, but\r
       check which ones should be updated\r
-         - implement Map::updateNodeMeshes()\r
+         - implement Map::updateNodeMeshes() and the usage of it\r
+         - It will give almost always a 4x boost in mesh update performance.\r
+\r
+- A weapon engine\r
 \r
-TODO: Remove IrrlichtWrapper\r
+- Tool/weapon visualization\r
+\r
+FIXME: When disconnected to the menu, memory is not freed properly\r
 \r
 Server:\r
 -------\r
 \r
-TODO: When player dies, throw items on map\r
-\r
-TODO: Make an option to the server to disable building and digging near\r
+SUGG: Make an option to the server to disable building and digging near\r
       the starting position\r
 \r
-TODO: Copy the text of the last picked sign to inventory in creative\r
-      mode\r
+FIXME: Server sometimes goes into some infinite PeerNotFoundException loop\r
 \r
-TODO: Check what goes wrong with caching map to disk (Kray)\r
-      - Nothing?\r
-\r
-TODO: When server sees that client is removing an inexistent block in\r
-      an existent position, resend the MapBlock.\r
+* Fix the problem with the server constantly saving one or a few\r
+  blocks? List the first saved block, maybe it explains.\r
+  - It is probably caused by oscillating water\r
+* Make a small history check to transformLiquids to detect and log\r
+  continuous oscillations, in such detail that they can be fixed.\r
 \r
-FIXME: Server went into some infinite PeerNotFoundException loop\r
+FIXME: The new optimized map sending doesn't sometimes send enough blocks\r
+       from big caves and such\r
+\r
+Environment:\r
+------------\r
+\r
+TODO: A list of "active blocks" in which stuff happens.\r
+       + Add a never-resetted game timer to the server\r
+       + Add a timestamp value to blocks\r
+       + The simple rule: All blocks near some player are "active"\r
+       - Do stuff in real time in active blocks\r
+               + Handle objects\r
+               TODO: Make proper hooks in here\r
+               - Grow grass, delete leaves without a tree\r
+               - Spawn some mobs based on some rules\r
+               - Transform cobble to mossy cobble near water\r
+               - Run a custom script\r
+               - ...And all kinds of other dynamic stuff\r
+       + Keep track of when a block becomes active and becomes inactive\r
+       + When a block goes inactive:\r
+               + Store objects statically to block\r
+               + Store timer value as the timestamp\r
+       + When a block goes active:\r
+               + Create active objects out of static objects\r
+               TODO: Make proper hooks in here\r
+               - Simulate the results of what would have happened if it would have\r
+                 been active for all the time\r
+                       - Grow a lot of grass and so on\r
+       + Initially it is fine to send information about every active object\r
+         to every player. Eventually it should be modified to only send info\r
+         about the nearest ones.\r
+               + This was left to be done by the old system and it sends only the\r
+                 nearest ones.\r
 \r
 Objects:\r
 --------\r
 \r
-TODO: There has to be some better way to handle static objects than to\r
-      send them all the time. This affects signs and item objects.\r
-SUGG: Signs could be done in the same way as torches. For this, blocks\r
-      need an additional metadata field for the texts\r
-         - This is also needed for item container chests\r
-\r
-Block object server side:\r
-      - A "near blocks" buffer, in which some nearby blocks are stored.\r
-         - For all blocks in the buffer, objects are stepped(). This\r
-           means they are active.\r
-         - TODO: A global active buffer is needed for the server\r
-         - TODO: A timestamp to blocks\r
-      - TODO: All blocks going in and out of the buffer are recorded.\r
-           - TODO: For outgoing blocks, timestamp is written.\r
-           - TODO: For incoming blocks, time difference is calculated and\r
-             objects are stepped according to it.\r
-\r
-- When an active object goes far from a player, either delete\r
-  it or store it statically.\r
-- When a statically stored active object comes near a player,\r
-  recreate the active object\r
+TODO: Get rid of MapBlockObjects and use only ActiveObjects\r
+       - Skipping the MapBlockObject data is nasty - there is no "total\r
+         length" stored; have to make a SkipMBOs function which contains\r
+         enough of the current code to skip them properly.\r
+\r
+SUGG: MovingObject::move and Player::move are basically the same.\r
+      combine them.\r
+       - NOTE: Player::move is more up-to-date.\r
+       - NOTE: There is a simple move implementation now in collision.{h,cpp}\r
+       - NOTE: MovingObject will be deleted (MapBlockObject)\r
 \r
 Map:\r
 ----\r
@@ -229,94 +268,55 @@ TODO: Mineral and ground material properties
            some formula, as well as tool strengths\r
 \r
 TODO: Flowing water to actually contain flow direction information\r
-\r
-TODO: Remove duplicate lighting implementation from Map (leave\r
-      VoxelManipulator, which is faster)\r
-\r
-FEATURE: Create a system that allows a huge amount of different "map\r
-            generator modules/filters"\r
-\r
-FEATURE: Erosion simulation at map generation time\r
-               - Simulate water flows, which would carve out dirt fast and\r
-                 then turn stone into gravel and sand and relocate it.\r
-               - How about relocating minerals, too? Coal and gold in\r
-                 downstream sand and gravel would be kind of cool\r
-                 - This would need a better way of handling minerals, mainly\r
-                   to have mineral content as a separate field. the first\r
-                       parameter field is free for this.\r
-               - Simulate rock falling from cliffs when water has removed\r
-                 enough solid rock from the bottom\r
-\r
-Doing now (most important at the top):\r
---------------------------------------\r
-# maybe done\r
-* not done\r
-\r
-=== Next\r
-* Somehow generate trees\r
-\r
-=== Fixmes\r
-* Check the fixmes in the list above\r
-* Make server find the spawning place from the real map data, not from\r
-  the heightmap\r
-  - But the changing borders of chunk have to be avoided, because\r
-    there is time to generate only one chunk.\r
-* Make the generator to run in background and not blocking block\r
-  placement and transfer\r
-* only_from_disk might not work anymore - check and fix it.\r
-\r
-=== Making it more portable\r
-* Some MSVC: std::sto* are defined without a namespace and collide\r
-  with the ones in utility.h\r
-\r
-=== Features\r
-* Continue making the scripting system:\r
-  * Make updateNodeMesh for a less verbose mesh update on add/removenode\r
-  * Switch to using a safe way for the self and env pointers\r
-  * Make some global environment hooks, like node placed and general\r
-    on_step()\r
-* Map should make the appropriate MapEditEvents\r
-* Add a global Lua spawn handler and such\r
-* Get rid of MapBlockObjects\r
-* Other players could be sent to clients as LuaCAOs\r
-* Add mud underground\r
-* Make an "environment metafile" to store at least time of day\r
-* Move digging property stuff from material.{h,cpp} to mapnode.cpp...\r
-  - Or maybe move content_features to material.{h,cpp}?\r
-* Add some kind of erosion and other stuff that now is possible\r
-* Make client to fetch stuff asynchronously\r
-  - Needs method SyncProcessData\r
+      - There is a space for this - it just has to be implemented.\r
+\r
+SUGG: Erosion simulation at map generation time\r
+       - Simulate water flows, which would carve out dirt fast and\r
+         then turn stone into gravel and sand and relocate it.\r
+       - How about relocating minerals, too? Coal and gold in\r
+         downstream sand and gravel would be kind of cool\r
+         - This would need a better way of handling minerals, mainly\r
+               to have mineral content as a separate field. the first\r
+               parameter field is free for this.\r
+       - Simulate rock falling from cliffs when water has removed\r
+         enough solid rock from the bottom\r
+\r
+SUGG: Try out the notch way of generating maps, that is, make bunches\r
+      of low-res 3d noise and interpolate linearly.\r
+\r
+Mapgen v2:\r
+* Possibly add some kind of erosion and other stuff\r
 * Better water generation (spread it to underwater caverns but don't\r
   fill dungeons that don't touch big water masses)\r
 * When generating a chunk and the neighboring chunk doesn't have mud\r
   and stuff yet and the ground is fairly flat, the mud will flow to\r
   the other chunk making nasty straight walls when the other chunk\r
-  is generated. Fix it.\r
-* Fix the problem with the server constantly saving one or a few\r
-  blocks? List the first saved block, maybe it explains.\r
-  - It is probably caused by oscillating water\r
-* Make a small history check to transformLiquids to detect and log\r
-  continuous oscillations, in such detail that they can be fixed.\r
-* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC\r
-* Maybe:\r
-  Make a system for pregenerating quick information for mapblocks, so\r
-  that the client can show them as cubes before they are actually sent\r
-  or even generated.\r
+  is generated. Fix it. Maybe just a special case if the ground is\r
+  flat?\r
+\r
+Misc. stuff:\r
+------------\r
+* Move digging property stuff from material.{h,cpp} to mapnode.cpp\r
+  - ...Or maybe move content_features to material.{h,cpp}?\r
+\r
+Making it more portable:\r
+------------------------\r
\r
+Stuff to do before release:\r
+---------------------------\r
+- Player default privileges and default password\r
+- Chat privilege\r
+- Some simple block-based dynamic stuff in the world (finish the\r
+  ActiveBlockModifier stuff)\r
+- Protocol version field\r
+- Consider getting some textures from cisoun's texture pack\r
+- Add a long step function to objects that is called with the time\r
+  difference when block activates\r
 \r
 ======================================================================\r
 \r
 */\r
 \r
-/*\r
-       Setting this to 1 enables a special camera mode that forces\r
-       the renderers to think that the camera statically points from\r
-       the starting place to a static direction.\r
-\r
-       This allows one to move around with the player and see what\r
-       is actually drawn behind solid things and behind the player.\r
-*/\r
-#define FIELD_OF_VIEW_TEST 0\r
-\r
 #ifdef NDEBUG\r
        #ifdef _WIN32\r
                #pragma message ("Disabling unit tests")\r
@@ -341,69 +341,46 @@ Doing now (most important at the top):
 \r
 #include <iostream>\r
 #include <fstream>\r
-#include <jmutexautolock.h>\r
+//#include <jmutexautolock.h>\r
 #include <locale.h>\r
 #include "main.h"\r
 #include "common_irrlicht.h"\r
 #include "debug.h"\r
-#include "map.h"\r
-#include "player.h"\r
+//#include "map.h"\r
+//#include "player.h"\r
 #include "test.h"\r
-//#include "environment.h"\r
 #include "server.h"\r
-#include "client.h"\r
-//#include "serialization.h"\r
+//#include "client.h"\r
 #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
 #include "filesys.h"\r
 #include "config.h"\r
 #include "guiMainMenu.h"\r
 #include "mineral.h"\r
-#include "noise.h"\r
-#include "tile.h"\r
-\r
-// TODO: Remove this\r
-IrrlichtWrapper *g_irrlicht = NULL;\r
+//#include "noise.h"\r
+//#include "tile.h"\r
+#include "materials.h"\r
+#include "game.h"\r
+#include "keycode.h"\r
 \r
 // This makes textures\r
 ITextureSource *g_texturesource = NULL;\r
 \r
-MapDrawControl draw_control;\r
-\r
 /*\r
        Settings.\r
        These are loaded from the config file.\r
 */\r
 \r
 Settings g_settings;\r
-\r
+// This is located in defaultsettings.cpp\r
 extern void set_default_settings();\r
 \r
 /*\r
        Random stuff\r
 */\r
 \r
-IrrlichtDevice *g_device = NULL;\r
-Client *g_client = NULL;\r
-\r
-/*const s16 quickinv_size = 40;\r
-const s16 quickinv_padding = 8;\r
-const s16 quickinv_spacing = quickinv_size + quickinv_padding;\r
-const s16 quickinv_outer_padding = 4;\r
-const s16 quickinv_itemcount = 8;*/\r
-\r
-const s32 hotbar_itemcount = 8;\r
-const s32 hotbar_imagesize = 36;\r
-\r
 /*\r
        GUI Stuff\r
 */\r
@@ -411,58 +388,6 @@ const s32 hotbar_imagesize = 36;
 gui::IGUIEnvironment* guienv = NULL;\r
 gui::IGUIStaticText *guiroot = NULL;\r
 \r
-class MainMenuManager : public IMenuManager\r
-{\r
-public:\r
-       virtual void createdMenu(GUIModalMenu *menu)\r
-       {\r
-               for(core::list<GUIModalMenu*>::Iterator\r
-                               i = m_stack.begin();\r
-                               i != m_stack.end(); i++)\r
-               {\r
-                       assert(*i != menu);\r
-               }\r
-\r
-               if(m_stack.size() != 0)\r
-                       (*m_stack.getLast())->setVisible(false);\r
-               m_stack.push_back(menu);\r
-       }\r
-\r
-       virtual void deletingMenu(GUIModalMenu *menu)\r
-       {\r
-               // Remove all entries if there are duplicates\r
-               bool removed_entry;\r
-               do{\r
-                       removed_entry = false;\r
-                       for(core::list<GUIModalMenu*>::Iterator\r
-                                       i = m_stack.begin();\r
-                                       i != m_stack.end(); i++)\r
-                       {\r
-                               if(*i == menu)\r
-                               {\r
-                                       m_stack.erase(i);\r
-                                       removed_entry = true;\r
-                                       break;\r
-                               }\r
-                       }\r
-               }while(removed_entry);\r
-\r
-               /*core::list<GUIModalMenu*>::Iterator i = m_stack.getLast();\r
-               assert(*i == menu);\r
-               m_stack.erase(i);*/\r
-               \r
-               if(m_stack.size() != 0)\r
-                       (*m_stack.getLast())->setVisible(true);\r
-       }\r
-\r
-       u32 menuCount()\r
-       {\r
-               return m_stack.size();\r
-       }\r
-\r
-       core::list<GUIModalMenu*> m_stack;\r
-};\r
-\r
 MainMenuManager g_menumgr;\r
 \r
 bool noMenuActive()\r
@@ -470,33 +395,9 @@ bool noMenuActive()
        return (g_menumgr.menuCount() == 0);\r
 }\r
 \r
-bool g_disconnect_requested = false;\r
-\r
-class MainGameCallback : public IGameCallback\r
-{\r
-public:\r
-       virtual void exitToOS()\r
-       {\r
-               g_device->closeDevice();\r
-       }\r
-\r
-       virtual void disconnect()\r
-       {\r
-               g_disconnect_requested = true;\r
-       }\r
-};\r
-\r
-MainGameCallback g_gamecallback;\r
-\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
+// Passed to menus to allow disconnecting and exiting\r
 \r
-bool g_show_map_plot = false;\r
-bool g_refresh_map_plot = true;\r
+MainGameCallback *g_gamecallback = NULL;\r
 \r
 /*\r
        Debug streams\r
@@ -522,74 +423,39 @@ std::ostream *derr_client_ptr = &dstream;
        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
-       Text input system\r
-*/\r
-\r
-struct TextDestSign : public TextDest\r
+// A small helper class\r
+class TimeGetter\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
+public:\r
+       TimeGetter(IrrlichtDevice *device):\r
+               m_device(device)\r
+       {}\r
+       u32 getTime()\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
+               if(m_device == NULL)\r
+                       return 0;\r
+               return m_device->getTimer()->getRealTime();\r
        }\r
-\r
-       v3s16 m_blockpos;\r
-       s16 m_id;\r
-       Client *m_client;\r
+private:\r
+       IrrlichtDevice *m_device;\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
-               // Discard empty line\r
-               if(text == L"")\r
-                       return;\r
-               \r
-               // Parse command (server command starts with "/#")\r
-               if(text[0] == L'/' && text[1] != L'#')\r
-               {\r
-                       std::wstring reply = L"Local: ";\r
+// A pointer to a global instance of the time getter\r
+TimeGetter *g_timegetter = NULL;\r
 \r
-                       reply += L"Local commands not yet supported. "\r
-                                       L"Server prefix is \"/#\".";\r
-                       \r
-                       m_client->addChatMessage(reply);\r
-                       return;\r
-               }\r
+u32 getTimeMs()\r
+{\r
+       if(g_timegetter == NULL)\r
+               return 0;\r
+       return g_timegetter->getTime();\r
+}\r
 \r
-               // Send to others\r
-               m_client->sendChatMessage(text);\r
-               // Show locally\r
-               m_client->addChatMessage(text);\r
-       }\r
+/*\r
+       Event handler for Irrlicht\r
 \r
-       Client *m_client;\r
-};\r
+       NOTE: Everything possible should be moved out from here,\r
+             probably to InputHandler and the_game\r
+*/\r
 \r
 class MyEventReceiver : public IEventReceiver\r
 {\r
@@ -602,7 +468,6 @@ class MyEventReceiver : public IEventReceiver
                */\r
                if(noMenuActive() == false)\r
                {\r
-                       clearInput();\r
                        return false;\r
                }\r
 \r
@@ -612,101 +477,7 @@ class MyEventReceiver : public IEventReceiver
                        keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;\r
 \r
                        if(event.KeyInput.PressedDown)\r
-                       {\r
-                               //dstream<<"Pressed key: "<<(char)event.KeyInput.Key<<std::endl;\r
-                               if(g_show_map_plot)\r
-                               {\r
-                                       if(event.KeyInput.Key == irr::KEY_ESCAPE\r
-                                               || event.KeyInput.Key == irr::KEY_KEY_M)\r
-                                       {\r
-                                               g_show_map_plot = false;\r
-                                       }\r
-                                       return true;\r
-                               }\r
-                               \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
-                                               dstream<<DTIME<<"MyEventReceiver: "\r
-                                                               <<"Launching pause menu"<<std::endl;\r
-                                               // It will delete itself by itself\r
-                                               (new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback,\r
-                                                               &g_menumgr))->drop();\r
-                                               return true;\r
-                                       }\r
-                                       if(event.KeyInput.Key == irr::KEY_KEY_I)\r
-                                       {\r
-                                               dstream<<DTIME<<"MyEventReceiver: "\r
-                                                               <<"Launching inventory"<<std::endl;\r
-                                               (new GUIInventoryMenu(guienv, guiroot, -1,\r
-                                                               &local_inventory, &inventory_action_queue,\r
-                                                               &g_menumgr))->drop();\r
-                                               return true;\r
-                                       }\r
-                                       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_menumgr, dest,\r
-                                                               L""))->drop();\r
-                                       }\r
-                               }\r
-\r
-                               // Item selection\r
-                               if(event.KeyInput.Key >= irr::KEY_KEY_0\r
-                                               && event.KeyInput.Key <= irr::KEY_KEY_9)\r
-                               {\r
-                                       u16 s1 = event.KeyInput.Key - irr::KEY_KEY_0;\r
-                                       if(event.KeyInput.Key == irr::KEY_KEY_0)\r
-                                               s1 = 10;\r
-                                       if(s1 < PLAYER_INVENTORY_SIZE && s1 < hotbar_itemcount)\r
-                                               g_selected_item = s1-1;\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
-                               {\r
-                                       if(draw_control.range_all)\r
-                                       {\r
-                                               draw_control.range_all = false;\r
-                                               dstream<<DTIME<<"Disabled full viewing range"<<std::endl;\r
-                                       }\r
-                                       else\r
-                                       {\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
-                               {\r
-                                       dstream<<"-----------------------------------------"\r
-                                                       <<std::endl;\r
-                                       dstream<<DTIME<<"Printing debug stacks:"<<std::endl;\r
-                                       dstream<<"-----------------------------------------"\r
-                                                       <<std::endl;\r
-                                       debug_stacks_print();\r
-                               }\r
-\r
-                               // Map plot\r
-                               if(event.KeyInput.Key == irr::KEY_KEY_M)\r
-                               {\r
-                                       dstream<<"Map plot requested"<<std::endl;\r
-                                       g_show_map_plot = !g_show_map_plot;\r
-                                       if(g_show_map_plot)\r
-                                               g_refresh_map_plot = true;\r
-                               }\r
-                               \r
-                       }\r
+                               keyWasDown[event.KeyInput.Key] = true;\r
                }\r
 \r
                if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
@@ -742,25 +513,7 @@ class MyEventReceiver : public IEventReceiver
                                }\r
                                if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
                                {\r
-                                       /*dstream<<"event.MouseInput.Wheel="\r
-                                                       <<event.MouseInput.Wheel<<std::endl;*/\r
-                                       \r
-                                       u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE-1,\r
-                                                       hotbar_itemcount-1);\r
-                                       if(event.MouseInput.Wheel < 0)\r
-                                       {\r
-                                               if(g_selected_item < max_item)\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 = max_item;\r
-                                       }\r
+                                       mouse_wheel += event.MouseInput.Wheel;\r
                                }\r
                        }\r
                }\r
@@ -768,16 +521,33 @@ class MyEventReceiver : public IEventReceiver
                return false;\r
        }\r
 \r
-       // This is used to check whether a key is being held down\r
-       virtual bool IsKeyDown(EKEY_CODE keyCode) const\r
+       bool IsKeyDown(EKEY_CODE keyCode) const\r
        {\r
                return keyIsDown[keyCode];\r
        }\r
+       \r
+       // Checks whether a key was down and resets the state\r
+       bool WasKeyDown(EKEY_CODE keyCode)\r
+       {\r
+               bool b = keyWasDown[keyCode];\r
+               keyWasDown[keyCode] = false;\r
+               return b;\r
+       }\r
+\r
+       s32 getMouseWheel()\r
+       {\r
+               s32 a = mouse_wheel;\r
+               mouse_wheel = 0;\r
+               return a;\r
+       }\r
 \r
        void clearInput()\r
        {\r
-               for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
-                               keyIsDown[i] = false;\r
+               for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)\r
+               {\r
+                       keyIsDown[i] = false;\r
+                       keyWasDown[i] = false;\r
+               }\r
                \r
                leftclicked = false;\r
                rightclicked = false;\r
@@ -787,6 +557,8 @@ class MyEventReceiver : public IEventReceiver
                left_active = false;\r
                middle_active = false;\r
                right_active = false;\r
+\r
+               mouse_wheel = 0;\r
        }\r
 \r
        MyEventReceiver()\r
@@ -803,48 +575,20 @@ class MyEventReceiver : public IEventReceiver
        bool middle_active;\r
        bool right_active;\r
 \r
+       s32 mouse_wheel;\r
+\r
 private:\r
-       // We use this array to store the current state of each key\r
-       bool keyIsDown[KEY_KEY_CODES_COUNT];\r
-       //s32 mouseX;\r
-       //s32 mouseY;\r
        IrrlichtDevice *m_device;\r
-};\r
-\r
-class InputHandler\r
-{\r
-public:\r
-       InputHandler()\r
-       {\r
-       }\r
-       virtual ~InputHandler()\r
-       {\r
-       }\r
-\r
-       virtual bool isKeyDown(EKEY_CODE keyCode) = 0;\r
-\r
-       virtual v2s32 getMousePos() = 0;\r
-       virtual void setMousePos(s32 x, s32 y) = 0;\r
-\r
-       virtual bool getLeftState() = 0;\r
-       virtual bool getRightState() = 0;\r
-\r
-       virtual bool getLeftClicked() = 0;\r
-       virtual bool getRightClicked() = 0;\r
-       virtual void resetLeftClicked() = 0;\r
-       virtual void resetRightClicked() = 0;\r
-\r
-       virtual bool getLeftReleased() = 0;\r
-       virtual bool getRightReleased() = 0;\r
-       virtual void resetLeftReleased() = 0;\r
-       virtual void resetRightReleased() = 0;\r
        \r
-       virtual void step(float dtime) {};\r
-\r
-       virtual void clear() {};\r
+       // The current state of keys\r
+       bool keyIsDown[KEY_KEY_CODES_COUNT];\r
+       // Whether a key has been pressed or not\r
+       bool keyWasDown[KEY_KEY_CODES_COUNT];\r
 };\r
 \r
-InputHandler *g_input = NULL;\r
+/*\r
+       Separated input handler\r
+*/\r
 \r
 class RealInputHandler : public InputHandler\r
 {\r
@@ -858,6 +602,10 @@ class RealInputHandler : public InputHandler
        {\r
                return m_receiver->IsKeyDown(keyCode);\r
        }\r
+       virtual bool wasKeyDown(EKEY_CODE keyCode)\r
+       {\r
+               return m_receiver->WasKeyDown(keyCode);\r
+       }\r
        virtual v2s32 getMousePos()\r
        {\r
                return m_device->getCursorControl()->getPosition();\r
@@ -910,10 +658,14 @@ class RealInputHandler : public InputHandler
                m_receiver->rightreleased = false;\r
        }\r
 \r
+       virtual s32 getMouseWheel()\r
+       {\r
+               return m_receiver->getMouseWheel();\r
+       }\r
+\r
        void clear()\r
        {\r
-               resetRightClicked();\r
-               resetLeftClicked();\r
+               m_receiver->clearInput();\r
        }\r
 private:\r
        IrrlichtDevice *m_device;\r
@@ -938,6 +690,10 @@ class RandomInputHandler : public InputHandler
        {\r
                return keydown[keyCode];\r
        }\r
+       virtual bool wasKeyDown(EKEY_CODE keyCode)\r
+       {\r
+               return false;\r
+       }\r
        virtual v2s32 getMousePos()\r
        {\r
                return mousepos;\r
@@ -990,6 +746,11 @@ class RandomInputHandler : public InputHandler
                rightreleased = false;\r
        }\r
 \r
+       virtual s32 getMouseWheel()\r
+       {\r
+               return 0;\r
+       }\r
+\r
        virtual void step(float dtime)\r
        {\r
                {\r
@@ -998,7 +759,8 @@ class RandomInputHandler : public InputHandler
                        if(counter1 < 0.0)\r
                        {\r
                                counter1 = 0.1*Rand(1, 40);\r
-                               keydown[irr::KEY_SPACE] = !keydown[irr::KEY_SPACE];\r
+                               keydown[getKeySetting("keymap_jump")] =\r
+                                               !keydown[getKeySetting("keymap_jump")];\r
                        }\r
                }\r
                {\r
@@ -1007,7 +769,8 @@ class RandomInputHandler : public InputHandler
                        if(counter1 < 0.0)\r
                        {\r
                                counter1 = 0.1*Rand(1, 40);\r
-                               keydown[irr::KEY_KEY_E] = !keydown[irr::KEY_KEY_E];\r
+                               keydown[getKeySetting("keymap_special1")] =\r
+                                               !keydown[getKeySetting("keymap_special1")];\r
                        }\r
                }\r
                {\r
@@ -1016,7 +779,8 @@ class RandomInputHandler : public InputHandler
                        if(counter1 < 0.0)\r
                        {\r
                                counter1 = 0.1*Rand(1, 40);\r
-                               keydown[irr::KEY_KEY_W] = !keydown[irr::KEY_KEY_W];\r
+                               keydown[getKeySetting("keymap_forward")] =\r
+                                               !keydown[getKeySetting("keymap_forward")];\r
                        }\r
                }\r
                {\r
@@ -1025,7 +789,8 @@ class RandomInputHandler : public InputHandler
                        if(counter1 < 0.0)\r
                        {\r
                                counter1 = 0.1*Rand(1, 40);\r
-                               keydown[irr::KEY_KEY_A] = !keydown[irr::KEY_KEY_A];\r
+                               keydown[getKeySetting("keymap_left")] =\r
+                                               !keydown[getKeySetting("keymap_left")];\r
                        }\r
                }\r
                {\r
@@ -1082,345 +847,58 @@ class RandomInputHandler : public InputHandler
        bool rightreleased;\r
 };\r
 \r
-void updateViewingRange(f32 frametime_in, Client *client)\r
+// These are defined global so that they're not optimized too much.\r
+// Can't change them to volatile.\r
+s16 temp16;\r
+f32 tempf;\r
+v3f tempv3f1;\r
+v3f tempv3f2;\r
+std::string tempstring;\r
+std::string tempstring2;\r
+\r
+void SpeedTests()\r
 {\r
-       if(draw_control.range_all == true)\r
-               return;\r
-       \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
-       counter -= frametime_in;\r
-       if(counter > 0)\r
-               return;\r
-       //counter = 0.1;\r
-       counter = 0.2;\r
-\r
-       /*dstream<<__FUNCTION_NAME\r
-                       <<": Collected "<<added_frames<<" frames, total of "\r
-                       <<added_frametime<<"s."<<std::endl;*/\r
-       \r
-       /*dstream<<"draw_control.blocks_drawn="\r
-                       <<draw_control.blocks_drawn\r
-                       <<", draw_control.blocks_would_have_drawn="\r
-                       <<draw_control.blocks_would_have_drawn\r
-                       <<std::endl;*/\r
-       \r
-       float range_min = g_settings.getS16("viewing_range_nodes_min");\r
-       float range_max = g_settings.getS16("viewing_range_nodes_max");\r
-       \r
-       draw_control.wanted_min_range = range_min;\r
-       draw_control.wanted_max_blocks = (1.2*draw_control.blocks_drawn)+1;\r
-       \r
-       float block_draw_ratio = 1.0;\r
-       if(draw_control.blocks_would_have_drawn != 0)\r
        {\r
-               block_draw_ratio = (float)draw_control.blocks_drawn\r
-                       / (float)draw_control.blocks_would_have_drawn;\r
+               dstream<<"The following test should take around 20ms."<<std::endl;\r
+               TimeTaker timer("Testing std::string speed");\r
+               const u32 jj = 10000;\r
+               for(u32 j=0; j<jj; j++)\r
+               {\r
+                       tempstring = "";\r
+                       tempstring2 = "";\r
+                       const u32 ii = 10;\r
+                       for(u32 i=0; i<ii; i++){\r
+                               tempstring2 += "asd";\r
+                       }\r
+                       for(u32 i=0; i<ii+1; i++){\r
+                               tempstring += "asd";\r
+                               if(tempstring == tempstring2)\r
+                                       break;\r
+                       }\r
+               }\r
        }\r
-\r
-       // 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 small, just return\r
-       if(fabs(wanted_frametime_change) < wanted_frametime*0.4)\r
-       {\r
-               //dstream<<"ignoring small wanted_frametime_change"<<std::endl;\r
-               return;\r
-       }\r
-\r
-       float range = draw_control.wanted_range;\r
-       float new_range = range;\r
+       dstream<<"All of the following tests should take around 100ms each."\r
+                       <<std::endl;\r
 \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
+               TimeTaker timer("Testing floating-point conversion speed");\r
+               tempf = 0.001;\r
+               for(u32 i=0; i<4000000; i++){\r
+                       temp16 += tempf;\r
+                       tempf += 0.001;\r
+               }\r
        }\r
        \r
-       // 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
-       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
+               TimeTaker timer("Testing floating-point vector speed");\r
 \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
-       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(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
-       range_old = new_range;\r
-       frametime_old = frametime;\r
-}\r
-\r
-void draw_hotbar(video::IVideoDriver *driver, gui::IGUIFont *font,\r
-               v2s32 centerlowerpos, s32 imgsize, s32 itemcount,\r
-               Inventory *inventory)\r
-{\r
-       InventoryList *mainlist = inventory->getList("main");\r
-       if(mainlist == NULL)\r
-       {\r
-               dstream<<"WARNING: draw_hotbar(): mainlist == NULL"<<std::endl;\r
-               return;\r
-       }\r
-       \r
-       s32 padding = imgsize/12;\r
-       //s32 height = imgsize + padding*2;\r
-       s32 width = itemcount*(imgsize+padding*2);\r
-       \r
-       // Position of upper left corner of bar\r
-       v2s32 pos = centerlowerpos - v2s32(width/2, imgsize+padding*2);\r
-       \r
-       // Draw background color\r
-       /*core::rect<s32> barrect(0,0,width,height);\r
-       barrect += pos;\r
-       video::SColor bgcolor(255,128,128,128);\r
-       driver->draw2DRectangle(bgcolor, barrect, NULL);*/\r
-\r
-       core::rect<s32> imgrect(0,0,imgsize,imgsize);\r
-\r
-       for(s32 i=0; i<itemcount; i++)\r
-       {\r
-               InventoryItem *item = mainlist->getItem(i);\r
-               \r
-               core::rect<s32> rect = imgrect + pos\r
-                               + v2s32(padding+i*(imgsize+padding*2), padding);\r
-               \r
-               if(g_selected_item == i)\r
-               {\r
-                       driver->draw2DRectangle(video::SColor(255,255,0,0),\r
-                                       core::rect<s32>(rect.UpperLeftCorner - v2s32(1,1)*padding,\r
-                                                       rect.LowerRightCorner + v2s32(1,1)*padding),\r
-                                       NULL);\r
-               }\r
-               else\r
-               {\r
-                       video::SColor bgcolor2(128,0,0,0);\r
-                       driver->draw2DRectangle(bgcolor2, rect, NULL);\r
-               }\r
-\r
-               if(item != NULL)\r
-               {\r
-                       drawInventoryItem(driver, font, item, rect, NULL);\r
-               }\r
-       }\r
-}\r
-\r
-video::ITexture *g_map_plot_texture = NULL;\r
-float g_map_plot_texture_scale = 2;\r
-\r
-void updateMapPlotTexture(v2f centerpos, video::IVideoDriver* driver,\r
-               Client *client)\r
-{\r
-       assert(driver);\r
-       assert(client);\r
-\r
-       core::dimension2d<u32> dim(640,480);\r
-       video::IImage *img = driver->createImage(video::ECF_A8R8G8B8, dim);\r
-       assert(img);\r
-       for(u32 y=0; y<dim.Height; y++)\r
-       for(u32 x=0; x<dim.Width; x++)\r
-       {\r
-               v2f pf = v2f(x, dim.Height-y) - v2f(dim.Width, dim.Height)/2;\r
-               pf *= g_map_plot_texture_scale;\r
-               pf += centerpos;\r
-               double h = base_rock_level_2d(client->getMapSeed(), pf);\r
-               video::SColor c;\r
-               //double d1 = 50;\r
-               /*s32 ux = x - centerpos.X / g_map_plot_texture_scale;\r
-               s32 uy = y - centerpos.Y / g_map_plot_texture_scale;*/\r
-                       \r
-               // Screen coordinates that are based on multiples of\r
-               // 1000/g_map_plot_texture_scale and never negative\r
-               u32 ux = x + (u32)(1000/g_map_plot_texture_scale) * 10;\r
-               u32 uy = y + (u32)(1000/g_map_plot_texture_scale) * 10;\r
-               // Offset to center of image\r
-               ux -= dim.Width/2;\r
-               uy -= dim.Height/2;\r
-\r
-               if(uy % (u32)(1000/g_map_plot_texture_scale) == 0\r
-                               || ux % (u32)(1000/g_map_plot_texture_scale) == 0)\r
-                       c.set(255, 255, 255, 255);\r
-               else if(uy % (u32)(100/g_map_plot_texture_scale) == 0\r
-                               || ux % (u32)(100/g_map_plot_texture_scale) == 0)\r
-                       c.set(255, 160, 160, 160);\r
-               else if(h < WATER_LEVEL - 0.5) // Water\r
-                       c.set(255, 50, 50, 255);\r
-               else if(h < WATER_LEVEL + 2) // Sand\r
-                       c.set(255, 237, 201, 175);\r
-#if 1\r
-               else if(h < WATER_LEVEL + 10) // Green\r
-                       c.set(255, 50, 150, 50);\r
-               else if(h < WATER_LEVEL + 20) // Greenish yellow\r
-                       c.set(255, 110, 185, 50);\r
-               else if(h < WATER_LEVEL + 50) // Yellow\r
-                       c.set(255, 220, 220, 50);\r
-               else if(h < WATER_LEVEL + 100) // White\r
-                       c.set(255, 180, 180, 180);\r
-               else\r
-                       c.set(255, 255, 255, 255);\r
-#endif\r
-               /*else if(h < WATER_LEVEL + d1)\r
-               {\r
-                       h -= WATER_LEVEL;\r
-                       u32 a = (u32)(h / d1 * 255);\r
-                       if(a > 255)\r
-                               a = 255;\r
-                       c.set(255, 0, a, 0);\r
-               }*/\r
-#if 0\r
-               else\r
-               {\r
-                       h -= WATER_LEVEL;\r
-                       h /= 20.0;\r
-                       h = 1.0 - exp(-h);\r
-\r
-                       video::SColor c1(255,200,200,50);\r
-                       video::SColor c2(255,0,150,0);\r
-                       c = c1.getInterpolated(c2, h);\r
-\r
-                       /*u32 a = (u32)(h*255);\r
-                       if(a > 255)\r
-                               a = 255;\r
-                       a = 255-a;\r
-                       c.set(255, a, a, a);*/\r
-               }\r
-#endif\r
-               img->setPixel(x, y, c);\r
-       }\r
-       g_map_plot_texture = driver->addTexture("map_plot", img);\r
-       img->drop();\r
-       assert(g_map_plot_texture);\r
-}\r
-\r
-// Chat data\r
-struct ChatLine\r
-{\r
-       ChatLine():\r
-               age(0.0)\r
-       {\r
-       }\r
-       ChatLine(const std::wstring &a_text):\r
-               age(0.0),\r
-               text(a_text)\r
-       {\r
-       }\r
-       float age;\r
-       std::wstring text;\r
-};\r
-\r
-// These are defined global so that they're not optimized too much.\r
-// Can't change them to volatile.\r
-s16 temp16;\r
-f32 tempf;\r
-v3f tempv3f1;\r
-v3f tempv3f2;\r
-std::string tempstring;\r
-std::string tempstring2;\r
-\r
-void SpeedTests()\r
-{\r
-       {\r
-               dstream<<"The following test should take around 20ms."<<std::endl;\r
-               TimeTaker timer("Testing std::string speed");\r
-               const u32 jj = 10000;\r
-               for(u32 j=0; j<jj; j++)\r
-               {\r
-                       tempstring = "";\r
-                       tempstring2 = "";\r
-                       const u32 ii = 10;\r
-                       for(u32 i=0; i<ii; i++){\r
-                               tempstring2 += "asd";\r
-                       }\r
-                       for(u32 i=0; i<ii+1; i++){\r
-                               tempstring += "asd";\r
-                               if(tempstring == tempstring2)\r
-                                       break;\r
-                       }\r
-               }\r
-       }\r
-       \r
-       dstream<<"All of the following tests should take around 100ms each."\r
-                       <<std::endl;\r
-\r
-       {\r
-               TimeTaker timer("Testing floating-point conversion speed");\r
-               tempf = 0.001;\r
-               for(u32 i=0; i<4000000; i++){\r
-                       temp16 += tempf;\r
-                       tempf += 0.001;\r
-               }\r
-       }\r
-       \r
-       {\r
-               TimeTaker timer("Testing floating-point vector speed");\r
-\r
-               tempv3f1 = v3f(1,2,3);\r
-               tempv3f2 = v3f(4,5,6);\r
-               for(u32 i=0; i<10000000; i++){\r
-                       tempf += tempv3f1.dotProduct(tempv3f2);\r
-                       tempv3f2 += v3f(7,8,9);\r
-               }\r
+               tempv3f1 = v3f(1,2,3);\r
+               tempv3f2 = v3f(4,5,6);\r
+               for(u32 i=0; i<10000000; i++){\r
+                       tempf += tempv3f1.dotProduct(tempv3f2);\r
+                       tempv3f2 += v3f(7,8,9);\r
+               }\r
        }\r
 \r
        {\r
@@ -1467,6 +945,53 @@ void SpeedTests()
        }\r
 }\r
 \r
+void drawMenuBackground(video::IVideoDriver* driver)\r
+{\r
+       core::dimension2d<u32> screensize = driver->getScreenSize();\r
+               \r
+       video::ITexture *bgtexture =\r
+                       driver->getTexture(getTexturePath("mud.png").c_str());\r
+       if(bgtexture)\r
+       {\r
+               s32 texturesize = 128;\r
+               s32 tiled_y = screensize.Height / texturesize + 1;\r
+               s32 tiled_x = screensize.Width / texturesize + 1;\r
+               \r
+               for(s32 y=0; y<tiled_y; y++)\r
+               for(s32 x=0; x<tiled_x; x++)\r
+               {\r
+                       core::rect<s32> rect(0,0,texturesize,texturesize);\r
+                       rect += v2s32(x*texturesize, y*texturesize);\r
+                       driver->draw2DImage(bgtexture, rect,\r
+                               core::rect<s32>(core::position2d<s32>(0,0),\r
+                               core::dimension2di(bgtexture->getSize())),\r
+                               NULL, NULL, true);\r
+               }\r
+       }\r
+       \r
+       video::ITexture *logotexture =\r
+                       driver->getTexture(getTexturePath("menulogo.png").c_str());\r
+       if(logotexture)\r
+       {\r
+               v2s32 logosize(logotexture->getOriginalSize().Width,\r
+                               logotexture->getOriginalSize().Height);\r
+               logosize *= 4;\r
+\r
+               video::SColor bgcolor(255,50,50,50);\r
+               core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,\r
+                               screensize.Width, screensize.Height);\r
+               driver->draw2DRectangle(bgcolor, bgrect, NULL);\r
+\r
+               core::rect<s32> rect(0,0,logosize.X,logosize.Y);\r
+               rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);\r
+               rect -= v2s32(logosize.X/2, 0);\r
+               driver->draw2DImage(logotexture, rect,\r
+                       core::rect<s32>(core::position2d<s32>(0,0),\r
+                       core::dimension2di(logotexture->getSize())),\r
+                       NULL, NULL, true);\r
+       }\r
+}\r
+\r
 int main(int argc, char *argv[])\r
 {\r
        /*\r
@@ -1650,15 +1175,17 @@ int main(int argc, char *argv[])
        return 0;*/\r
        \r
        /*\r
-               Some parameters\r
+               Game parameters\r
        */\r
 \r
        // Port\r
        u16 port = 30000;\r
        if(cmd_args.exists("port"))\r
                port = cmd_args.getU16("port");\r
-       else if(cmd_args.exists("port"))\r
+       else if(g_settings.exists("port"))\r
                port = g_settings.getU16("port");\r
+       if(port == 0)\r
+               port = 30000;\r
        \r
        // Map directory\r
        std::string map_dir = porting::path_userdata+"/map";\r
@@ -1682,6 +1209,7 @@ int main(int argc, char *argv[])
                return 0;\r
        }\r
 \r
+\r
        /*\r
                More parameters\r
        */\r
@@ -1700,6 +1228,10 @@ int main(int argc, char *argv[])
        \r
        std::string playername = g_settings.get("name");\r
 \r
+       /*\r
+               Device initialization\r
+       */\r
+\r
        // Resolution selection\r
        \r
        bool fullscreen = false;\r
@@ -1731,7 +1263,9 @@ int main(int argc, char *argv[])
                driverType = video::EDT_OPENGL;\r
        }\r
 \r
-       // create device and exit if creation failed\r
+       /*\r
+               Create device and exit if creation failed\r
+       */\r
 \r
        MyEventReceiver receiver;\r
 \r
@@ -1743,10 +1277,17 @@ 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
-       TextureSource *texturesource = new TextureSource(device);\r
-       g_texturesource = texturesource;\r
+       // Set device in game parameters\r
+       device = device;\r
+       \r
+       // Create time getter\r
+       g_timegetter = new TimeGetter(device);\r
+       \r
+       // Create game callback for menus\r
+       g_gamecallback = new MainGameCallback(device);\r
+       \r
+       // Create texture source\r
+       g_texturesource = new TextureSource(device);\r
 \r
        /*\r
                Speed tests (done after irrlicht is loaded to get timer)\r
@@ -1762,16 +1303,17 @@ int main(int argc, char *argv[])
 \r
        bool random_input = g_settings.getBool("random_input")\r
                        || cmd_args.getFlag("random-input");\r
+       InputHandler *input = NULL;\r
        if(random_input)\r
-               g_input = new RandomInputHandler();\r
+               input = new RandomInputHandler();\r
        else\r
-               g_input = new RealInputHandler(device, &receiver);\r
+               input = new RealInputHandler(device, &receiver);\r
        \r
        /*\r
                Continue initialization\r
        */\r
 \r
-       video::IVideoDriver* driver = device->getVideoDriver();\r
+       //video::IVideoDriver* driver = device->getVideoDriver();\r
 \r
        /*\r
                This changes the minimum allowed number of vertices in a VBO.\r
@@ -1783,7 +1325,7 @@ int main(int argc, char *argv[])
 \r
        guienv = device->getGUIEnvironment();\r
        gui::IGUISkin* skin = guienv->getSkin();\r
-       gui::IGUIFont* font = guienv->getFont(porting::getDataPath("fontlucida.png").c_str());\r
+       gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());\r
        if(font)\r
                skin->setFont(font);\r
        else\r
@@ -1792,7 +1334,7 @@ int main(int argc, char *argv[])
        // If font was not found, this will get us one\r
        font = skin->getFont();\r
        assert(font);\r
-\r
+       \r
        u32 text_height = font->getDimension(L"Hello, world!").Height;\r
        dstream<<"text_height="<<text_height<<std::endl;\r
 \r
@@ -1815,1475 +1357,211 @@ int main(int argc, char *argv[])
                GUI stuff\r
        */\r
 \r
-       /*\r
-               We need some kind of a root node to be able to add\r
-               custom gui elements directly on the screen.\r
-               Otherwise they won't be automatically drawn.\r
-       */\r
-       guiroot = guienv->addStaticText(L"",\r
-                       core::rect<s32>(0, 0, 10000, 10000));\r
-       \r
-       // First line of debug text\r
-       gui::IGUIStaticText *guitext = guienv->addStaticText(\r
-                       L"",\r
-                       core::rect<s32>(5, 5, 795, 5+text_height),\r
-                       false, false);\r
-       // Second line of debug text\r
-       gui::IGUIStaticText *guitext2 = guienv->addStaticText(\r
-                       L"",\r
-                       core::rect<s32>(5, 5+(text_height+5)*1, 795, (5+text_height)*2),\r
-                       false, false);\r
-       \r
-       // At the middle of the screen\r
-       // Object infos are shown in this\r
-       gui::IGUIStaticText *guitext_info = guienv->addStaticText(\r
-                       L"",\r
-                       core::rect<s32>(0,0,400,text_height+5) + v2s32(100,200),\r
-                       false, false);\r
-       \r
-       // Chat text\r
-       gui::IGUIStaticText *guitext_chat = guienv->addStaticText(\r
-                       L"",\r
-                       core::rect<s32>(0,0,0,0),\r
-                       false, false); // Disable word wrap as of now\r
-                       //false, true);\r
-       //guitext_chat->setBackgroundColor(video::SColor(96,0,0,0));\r
-       core::list<ChatLine> chat_lines;\r
-       \r
        /*\r
                If an error occurs, this is set to something and the\r
                menu-game loop is restarted. It is then displayed before\r
                the menu.\r
        */\r
        std::wstring error_message = L"";\r
-       \r
+\r
+       // The password entered during the menu screen,\r
+       std::string password;\r
+\r
        /*\r
                Menu-game loop\r
        */\r
-       while(g_device->run() && kill == false)\r
-       {\r
-       \r
-       // This is used for catching disconnects\r
-       try\r
+       while(device->run() && kill == false)\r
        {\r
-       \r
-       /*\r
-               Out-of-game menu loop.\r
 \r
-               Loop quits when menu returns proper parameters.\r
-       */\r
-       while(kill == false)\r
-       {\r
-               // Cursor can be non-visible when coming from the game\r
-               device->getCursorControl()->setVisible(true);\r
-               // Some stuff are left to scene manager when coming from the game\r
-               // (map at least?)\r
-               smgr->clear();\r
-               // Reset or hide the debug gui texts\r
-               guitext->setText(L"Minetest-c55");\r
-               guitext2->setVisible(false);\r
-               guitext_info->setVisible(false);\r
-               guitext_chat->setVisible(false);\r
-               \r
-               // Initialize menu data\r
-               MainMenuData menudata;\r
-               menudata.address = narrow_to_wide(address);\r
-               menudata.name = narrow_to_wide(playername);\r
-               menudata.port = narrow_to_wide(itos(port));\r
-               menudata.creative_mode = g_settings.getBool("creative_mode");\r
-\r
-               GUIMainMenu *menu =\r
-                               new GUIMainMenu(guienv, guiroot, -1, \r
-                                       &g_menumgr, &menudata, &g_gamecallback);\r
-               menu->allowFocusRemoval(true);\r
-\r
-               if(error_message != L"")\r
+               // This is used for catching disconnects\r
+               try\r
                {\r
-                       GUIMessageMenu *menu2 =\r
-                                       new GUIMessageMenu(guienv, guiroot, -1, \r
-                                               &g_menumgr, error_message.c_str());\r
-                       menu2->drop();\r
-                       error_message = L"";\r
-               }\r
-\r
-               video::IVideoDriver* driver = g_device->getVideoDriver();\r
-               \r
-               dstream<<"Created main menu"<<std::endl;\r
 \r
-               while(g_device->run() && kill == false)\r
-               {\r
-                       // Run global IrrlichtWrapper's main thread processing stuff\r
-                       g_irrlicht->Run();\r
+                       /*\r
+                               Clear everything from the GUIEnvironment\r
+                       */\r
+                       guienv->clear();\r
                        \r
-                       if(menu->getStatus() == true)\r
-                               break;\r
+                       /*\r
+                               We need some kind of a root node to be able to add\r
+                               custom gui elements directly on the screen.\r
+                               Otherwise they won't be automatically drawn.\r
+                       */\r
+                       guiroot = guienv->addStaticText(L"",\r
+                                       core::rect<s32>(0, 0, 10000, 10000));\r
+                       \r
+                       /*\r
+                               Out-of-game menu loop.\r
 \r
-                       //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
-                       driver->beginScene(true, true, video::SColor(255,128,128,128));\r
-                       guienv->drawAll();\r
-                       driver->endScene();\r
-               }\r
-               \r
-               // Break out of menu-game loop to shut down cleanly\r
-               if(g_device->run() == false || kill == true)\r
-                       break;\r
-               \r
-               dstream<<"Dropping main menu"<<std::endl;\r
+                               Loop quits when menu returns proper parameters.\r
+                       */\r
+                       while(kill == false)\r
+                       {\r
+                               // Cursor can be non-visible when coming from the game\r
+                               device->getCursorControl()->setVisible(true);\r
+                               // Some stuff are left to scene manager when coming from the game\r
+                               // (map at least?)\r
+                               smgr->clear();\r
+                               // Reset or hide the debug gui texts\r
+                               /*guitext->setText(L"Minetest-c55");\r
+                               guitext2->setVisible(false);\r
+                               guitext_info->setVisible(false);\r
+                               guitext_chat->setVisible(false);*/\r
+                               \r
+                               // Initialize menu data\r
+                               MainMenuData menudata;\r
+                               menudata.address = narrow_to_wide(address);\r
+                               menudata.name = narrow_to_wide(playername);\r
+                               menudata.port = narrow_to_wide(itos(port));\r
+                               menudata.fancy_trees = g_settings.getBool("new_style_leaves");\r
+                               menudata.smooth_lighting = g_settings.getBool("smooth_lighting");\r
+                               menudata.creative_mode = g_settings.getBool("creative_mode");\r
+                               menudata.enable_damage = g_settings.getBool("enable_damage");\r
+\r
+                               GUIMainMenu *menu =\r
+                                               new GUIMainMenu(guienv, guiroot, -1, \r
+                                                       &g_menumgr, &menudata, g_gamecallback);\r
+                               menu->allowFocusRemoval(true);\r
+\r
+                               if(error_message != L"")\r
+                               {\r
+                                       dstream<<"WARNING: error_message = "\r
+                                                       <<wide_to_narrow(error_message)<<std::endl;\r
+\r
+                                       GUIMessageMenu *menu2 =\r
+                                                       new GUIMessageMenu(guienv, guiroot, -1, \r
+                                                               &g_menumgr, error_message.c_str());\r
+                                       menu2->drop();\r
+                                       error_message = L"";\r
+                               }\r
 \r
-               menu->drop();\r
-               \r
-               // Delete map if requested\r
-               if(menudata.delete_map)\r
-               {\r
-                       bool r = fs::RecursiveDeleteContent(map_dir);\r
-                       if(r == false)\r
-                               error_message = L"Delete failed";\r
-                       continue;\r
-               }\r
+                               video::IVideoDriver* driver = device->getVideoDriver();\r
+                               \r
+                               dstream<<"Created main menu"<<std::endl;\r
 \r
-               playername = wide_to_narrow(menudata.name);\r
-               address = wide_to_narrow(menudata.address);\r
-               port = stoi(wide_to_narrow(menudata.port));\r
-               g_settings.set("creative_mode", itos(menudata.creative_mode));\r
-               \r
-               // Check for valid parameters, restart menu if invalid.\r
-               if(playername == "")\r
-               {\r
-                       error_message = L"Name required.";\r
-                       continue;\r
-               }\r
-               \r
-               // Save settings\r
-               g_settings.set("name", playername);\r
-               g_settings.set("address", address);\r
-               g_settings.set("port", itos(port));\r
-               // Update configuration file\r
-               if(configpath != "")\r
-                       g_settings.updateConfigFile(configpath.c_str());\r
-       \r
-               // Continue to game\r
-               break;\r
-       }\r
-       \r
-       // Break out of menu-game loop to shut down cleanly\r
-       if(g_device->run() == false)\r
-               break;\r
+                               while(device->run() && kill == false)\r
+                               {\r
+                                       if(menu->getStatus() == true)\r
+                                               break;\r
 \r
-       /*\r
-               Make a scope here so that the client and the server and other\r
-               stuff gets removed when disconnected or the irrlicht device\r
-               is removed.\r
-       */\r
-       {\r
+                                       //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
+                                       driver->beginScene(true, true, video::SColor(255,128,128,128));\r
 \r
-       // This is set to true at the end of the scope\r
-       g_irrlicht->Shutdown(false);\r
+                                       drawMenuBackground(driver);\r
 \r
-       /*\r
-               Draw "Loading" screen\r
-       */\r
-       const wchar_t *text = L"Loading and connecting...";\r
-       core::vector2d<s32> center(screenW/2, screenH/2);\r
-       core::vector2d<s32> textsize(300, text_height);\r
-       core::rect<s32> textrect(center - textsize/2, center + textsize/2);\r
+                                       guienv->drawAll();\r
+                                       \r
+                                       driver->endScene();\r
+                                       \r
+                                       // On some computers framerate doesn't seem to be\r
+                                       // automatically limited\r
+                                       sleep_ms(25);\r
+                               }\r
+                               \r
+                               // Break out of menu-game loop to shut down cleanly\r
+                               if(device->run() == false || kill == true)\r
+                                       break;\r
+                               \r
+                               dstream<<"Dropping main menu"<<std::endl;\r
 \r
-       gui::IGUIStaticText *gui_loadingtext = guienv->addStaticText(\r
-                       text, textrect, false, false);\r
-       gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);\r
+                               menu->drop();\r
+                               \r
+                               // Delete map if requested\r
+                               if(menudata.delete_map)\r
+                               {\r
+                                       bool r = fs::RecursiveDeleteContent(map_dir);\r
+                                       if(r == false)\r
+                                               error_message = L"Delete failed";\r
+                                       continue;\r
+                               }\r
 \r
-       driver->beginScene(true, true, video::SColor(255,0,0,0));\r
-       guienv->drawAll();\r
-       driver->endScene();\r
+                               playername = wide_to_narrow(menudata.name);\r
 \r
-       std::cout<<DTIME<<"Creating server and client"<<std::endl;\r
-       \r
-       /*\r
-               Create server.\r
-               SharedPtr will delete it when it goes out of scope.\r
-       */\r
-       SharedPtr<Server> server;\r
-       if(address == ""){\r
-               server = new Server(map_dir);\r
-               server->start(port);\r
-       }\r
-       \r
-       /*\r
-               Create client\r
-       */\r
+                               password = translatePassword(playername, menudata.password);\r
 \r
-       Client client(device, playername.c_str(), draw_control);\r
+                               address = wide_to_narrow(menudata.address);\r
+                               int newport = stoi(wide_to_narrow(menudata.port));\r
+                               if(newport != 0)\r
+                                       port = newport;\r
+                               g_settings.set("new_style_leaves", itos(menudata.fancy_trees));\r
+                               g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));\r
+                               g_settings.set("creative_mode", itos(menudata.creative_mode));\r
+                               g_settings.set("enable_damage", itos(menudata.enable_damage));\r
+                               \r
+                               // Check for valid parameters, restart menu if invalid.\r
+                               if(playername == "")\r
+                               {\r
+                                       error_message = L"Name required.";\r
+                                       continue;\r
+                               }\r
+                               \r
+                               // Save settings\r
+                               g_settings.set("name", playername);\r
+                               g_settings.set("address", address);\r
+                               g_settings.set("port", itos(port));\r
+                               // Update configuration file\r
+                               if(configpath != "")\r
+                                       g_settings.updateConfigFile(configpath.c_str());\r
                        \r
-       g_client = &client;\r
-       \r
-       Address connect_address(0,0,0,0, port);\r
-       try{\r
-               if(address == "")\r
-                       //connect_address.Resolve("localhost");\r
-                       connect_address.setAddress(127,0,0,1);\r
-               else\r
-                       connect_address.Resolve(address.c_str());\r
-       }\r
-       catch(ResolveError &e)\r
-       {\r
-               std::cout<<DTIME<<"Couldn't resolve address"<<std::endl;\r
-               //return 0;\r
-               error_message = L"Couldn't resolve address";\r
-               gui_loadingtext->remove();\r
-               continue;\r
-       }\r
-       \r
-       dstream<<DTIME<<"Connecting to server at ";\r
-       connect_address.print(&dstream);\r
-       dstream<<std::endl;\r
-       client.connect(connect_address);\r
-       \r
-       try{\r
-               while(client.connectedAndInitialized() == false)\r
-               {\r
-                       // Update screen\r
-                       driver->beginScene(true, true, video::SColor(255,0,0,0));\r
-                       guienv->drawAll();\r
-                       driver->endScene();\r
-\r
-                       // Update client and server\r
-\r
-                       client.step(0.1);\r
-\r
-                       if(server != NULL)\r
-                               server->step(0.1);\r
+                               // Continue to game\r
+                               break;\r
+                       }\r
                        \r
-                       // Delay a bit\r
-                       sleep_ms(100);\r
-               }\r
-       }\r
-       catch(con::PeerNotFoundException &e)\r
-       {\r
-               std::cout<<DTIME<<"Timed out."<<std::endl;\r
-               //return 0;\r
-               error_message = L"Connection timed out.";\r
-               gui_loadingtext->remove();\r
-               continue;\r
-       }\r
-\r
-       /*\r
-               Create skybox\r
-       */\r
-       /*scene::ISceneNode* skybox;\r
-       skybox = smgr->addSkyBoxSceneNode(\r
-               driver->getTexture(porting::getDataPath("skybox2.png").c_str()),\r
-               driver->getTexture(porting::getDataPath("skybox3.png").c_str()),\r
-               driver->getTexture(porting::getDataPath("skybox1.png").c_str()),\r
-               driver->getTexture(porting::getDataPath("skybox1.png").c_str()),\r
-               driver->getTexture(porting::getDataPath("skybox1.png").c_str()),\r
-               driver->getTexture(porting::getDataPath("skybox1.png").c_str()));*/\r
-       \r
-       /*\r
-               Create the camera node\r
-       */\r
-\r
-       scene::ICameraSceneNode* camera = smgr->addCameraSceneNode(\r
-               0, // Camera parent\r
-               v3f(BS*100, BS*2, BS*100), // Look from\r
-               v3f(BS*100+1, BS*2, BS*100), // Look to\r
-               -1 // Camera ID\r
-       );\r
-\r
-       if(camera == NULL)\r
-               return 1;\r
-\r
-       //video::SColor skycolor = video::SColor(255,90,140,200);\r
-       //video::SColor skycolor = video::SColor(255,166,202,244);\r
-       video::SColor skycolor = video::SColor(255,120,185,244);\r
-\r
-       camera->setFOV(FOV_ANGLE);\r
-\r
-       // Just so big a value that everything rendered is visible\r
-       camera->setFarValue(100000*BS);\r
-       \r
-       /*\r
-               Lighting test code. Doesn't quite work this way.\r
-               The CPU-computed lighting is good.\r
-       */\r
-\r
-       /*\r
-       smgr->addLightSceneNode(NULL,\r
-               v3f(0, BS*1000000, 0),\r
-               video::SColorf(0.3,0.3,0.3),\r
-               BS*10000000);\r
-\r
-       smgr->setAmbientLight(video::SColorf(0.0, 0.0, 0.0));\r
+                       // Break out of menu-game loop to shut down cleanly\r
+                       if(device->run() == false)\r
+                               break;\r
+                       \r
+                       // Initialize mapnode again to enable changed graphics settings\r
+                       init_mapnode();\r
 \r
-       scene::ILightSceneNode *light = smgr->addLightSceneNode(camera,\r
-                       v3f(0, 0, 0), video::SColorf(0.5,0.5,0.5), BS*4);\r
-       */\r
+                       /*\r
+                               Run game\r
+                       */\r
+                       the_game(\r
+                               kill,\r
+                               random_input,\r
+                               input,\r
+                               device,\r
+                               font,\r
+                               map_dir,\r
+                               playername,\r
+                               password,\r
+                               address,\r
+                               port,\r
+                               error_message\r
+                       );\r
 \r
-       f32 camera_yaw = 0; // "right/left"\r
-       f32 camera_pitch = 0; // "up/down"\r
+               } //try\r
+               catch(con::PeerNotFoundException &e)\r
+               {\r
+                       dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;\r
+                       error_message = L"Connection error (timed out?)";\r
+               }\r
+               catch(SocketException &e)\r
+               {\r
+                       dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;\r
+                       error_message = L"Socket error (port already in use?)";\r
+               }\r
+#ifdef NDEBUG\r
+               catch(std::exception &e)\r
+               {\r
+                       std::string narrow_message = "Some exception, what()=\"";\r
+                       narrow_message += e.what();\r
+                       narrow_message += "\"";\r
+                       dstream<<DTIME<<narrow_message<<std::endl;\r
+                       error_message = narrow_to_wide(narrow_message);\r
+               }\r
+#endif\r
 \r
-       /*\r
-               Move into game\r
-       */\r
+       } // Menu-game loop\r
        \r
-       gui_loadingtext->remove();\r
+       delete input;\r
 \r
        /*\r
-               Add some gui stuff\r
+               In the end, delete the Irrlicht device.\r
        */\r
-\r
-       /*GUIQuickInventory *quick_inventory = new GUIQuickInventory\r
-                       (guienv, NULL, v2s32(10, 70), 5, &local_inventory);*/\r
-       /*GUIQuickInventory *quick_inventory = new GUIQuickInventory\r
-                       (guienv, NULL, v2s32(0, 0), quickinv_itemcount, &local_inventory);*/\r
-       \r
-       // Test the text input system\r
-       /*(new GUITextInputMenu(guienv, guiroot, -1, &g_menumgr,\r
-                       NULL))->drop();*/\r
-       /*GUIMessageMenu *menu =\r
-                       new GUIMessageMenu(guienv, guiroot, -1, \r
-                               &g_menumgr,\r
-                               L"Asd");\r
-       menu->drop();*/\r
-       \r
-       // Launch pause menu\r
-       (new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback,\r
-                       &g_menumgr))->drop();\r
+       device->drop();\r
        \r
-       // Enable texts\r
-       guitext2->setVisible(true);\r
-       guitext_info->setVisible(true);\r
-       guitext_chat->setVisible(true);\r
-\r
-       //s32 guitext_chat_pad_bottom = 70;\r
-\r
-       v2u32 screensize(0,0);\r
-       v2u32 last_screensize(0,0);\r
-       \r
-       /*\r
-               Some statistics are collected in these\r
-       */\r
-       u32 drawtime = 0;\r
-       u32 beginscenetime = 0;\r
-       u32 scenetime = 0;\r
-       u32 endscenetime = 0;\r
-       \r
-       // A test\r
-       //throw con::PeerNotFoundException("lol");\r
-\r
-       core::list<float> frametime_log;\r
-\r
-       /*\r
-               Main loop\r
-       */\r
-\r
-       bool first_loop_after_window_activation = true;\r
-\r
-       // Time is in milliseconds\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() && kill == false)\r
-       {\r
-               if(g_disconnect_requested)\r
-               {\r
-                       g_disconnect_requested = false;\r
-                       break;\r
-               }\r
-\r
-               /*\r
-                       Run global IrrlichtWrapper's main thread processing stuff\r
-               */\r
-               g_irrlicht->Run();\r
-\r
-               /*\r
-                       Process TextureSource's queue\r
-               */\r
-               texturesource->processQueue();\r
-\r
-               /*\r
-                       Random calculations\r
-               */\r
-               last_screensize = screensize;\r
-               screensize = driver->getScreenSize();\r
-               v2s32 displaycenter(screensize.X/2,screensize.Y/2);\r
-               //bool screensize_changed = screensize != last_screensize;\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
-               // When screen size changes, update positions and sizes of stuff\r
-               /*if(screensize_changed)\r
-               {\r
-                       v2s32 pos(displaycenter.X-((quickinv_itemcount-1)*quickinv_spacing+quickinv_size)/2, screensize.Y-quickinv_spacing);\r
-                       quick_inventory->updatePosition(pos);\r
-               }*/\r
-\r
-               //TimeTaker //timer1("//timer1");\r
-               \r
-               // Time of frame without fps limit\r
-               float busytime;\r
-               u32 busytime_u32;\r
-               {\r
-                       // not using getRealTime is necessary for wine\r
-                       u32 time = device->getTimer()->getTime();\r
-                       if(time > lasttime)\r
-                               busytime_u32 = time - lasttime;\r
-                       else\r
-                               busytime_u32 = 0;\r
-                       busytime = busytime_u32 / 1000.0;\r
-               }\r
-\r
-               //std::cout<<"busytime_u32="<<busytime_u32<<std::endl;\r
-       \r
-               // Absolutelu necessary for wine!\r
-               device->run();\r
-\r
-               /*\r
-                       Viewing range\r
-               */\r
-               \r
-               updateViewingRange(busytime, &client);\r
-               \r
-               /*\r
-                       FPS limiter\r
-               */\r
-\r
-               {\r
-                       float fps_max = g_settings.getFloat("fps_max");\r
-                       u32 frametime_min = 1000./fps_max;\r
-                       \r
-                       if(busytime_u32 < frametime_min)\r
-                       {\r
-                               u32 sleeptime = frametime_min - busytime_u32;\r
-                               device->sleep(sleeptime);\r
-                       }\r
-               }\r
-\r
-               // Absolutelu necessary for wine!\r
-               device->run();\r
-\r
-               /*\r
-                       Time difference calculation\r
-               */\r
-               f32 dtime; // in seconds\r
-               \r
-               u32 time = device->getTimer()->getTime();\r
-               if(time > lasttime)\r
-                       dtime = (time - lasttime) / 1000.0;\r
-               else\r
-                       dtime = 0;\r
-               lasttime = time;\r
-\r
-               /*\r
-                       Log frametime for visualization\r
-               */\r
-               frametime_log.push_back(dtime);\r
-               if(frametime_log.size() > 100)\r
-               {\r
-                       core::list<float>::Iterator i = frametime_log.begin();\r
-                       frametime_log.erase(i);\r
-               }\r
-\r
-               /*\r
-                       Visualize frametime in terminal\r
-               */\r
-               /*for(u32 i=0; i<dtime*400; i++)\r
-                       std::cout<<"X";\r
-               std::cout<<std::endl;*/\r
-\r
-               /*\r
-                       Time average and jitter calculation\r
-               */\r
-\r
-               static f32 dtime_avg1 = 0.0;\r
-               dtime_avg1 = dtime_avg1 * 0.98 + dtime * 0.02;\r
-               f32 dtime_jitter1 = dtime - dtime_avg1;\r
-\r
-               static f32 dtime_jitter1_max_sample = 0.0;\r
-               static f32 dtime_jitter1_max_fraction = 0.0;\r
-               {\r
-                       static f32 jitter1_max = 0.0;\r
-                       static f32 counter = 0.0;\r
-                       if(dtime_jitter1 > jitter1_max)\r
-                               jitter1_max = dtime_jitter1;\r
-                       counter += dtime;\r
-                       if(counter > 0.0)\r
-                       {\r
-                               counter -= 3.0;\r
-                               dtime_jitter1_max_sample = jitter1_max;\r
-                               dtime_jitter1_max_fraction\r
-                                               = dtime_jitter1_max_sample / (dtime_avg1+0.001);\r
-                               jitter1_max = 0.0;\r
-                       }\r
-               }\r
-               \r
-               /*\r
-                       Busytime average and jitter calculation\r
-               */\r
-\r
-               static f32 busytime_avg1 = 0.0;\r
-               busytime_avg1 = busytime_avg1 * 0.98 + busytime * 0.02;\r
-               f32 busytime_jitter1 = busytime - busytime_avg1;\r
-               \r
-               static f32 busytime_jitter1_max_sample = 0.0;\r
-               static f32 busytime_jitter1_min_sample = 0.0;\r
-               {\r
-                       static f32 jitter1_max = 0.0;\r
-                       static f32 jitter1_min = 0.0;\r
-                       static f32 counter = 0.0;\r
-                       if(busytime_jitter1 > jitter1_max)\r
-                               jitter1_max = busytime_jitter1;\r
-                       if(busytime_jitter1 < jitter1_min)\r
-                               jitter1_min = busytime_jitter1;\r
-                       counter += dtime;\r
-                       if(counter > 0.0){\r
-                               counter -= 3.0;\r
-                               busytime_jitter1_max_sample = jitter1_max;\r
-                               busytime_jitter1_min_sample = jitter1_min;\r
-                               jitter1_max = 0.0;\r
-                               jitter1_min = 0.0;\r
-                       }\r
-               }\r
-               \r
-               /*\r
-                       Debug info for client\r
-               */\r
-               {\r
-                       static float counter = 0.0;\r
-                       counter -= dtime;\r
-                       if(counter < 0)\r
-                       {\r
-                               counter = 30.0;\r
-                               client.printDebugInfo(std::cout);\r
-                       }\r
-               }\r
-\r
-               /*\r
-                       Input handler step()\r
-               */\r
-               g_input->step(dtime);\r
-\r
-               /*\r
-                       Misc. stuff\r
-               */\r
-\r
-               /*\r
-                       Player speed control\r
-               */\r
-               \r
-               {\r
-                       /*bool a_up,\r
-                       bool a_down,\r
-                       bool a_left,\r
-                       bool a_right,\r
-                       bool a_jump,\r
-                       bool a_superspeed,\r
-                       bool a_sneak,\r
-                       float a_pitch,\r
-                       float a_yaw*/\r
-                       PlayerControl control(\r
-                               g_input->isKeyDown(irr::KEY_KEY_W),\r
-                               g_input->isKeyDown(irr::KEY_KEY_S),\r
-                               g_input->isKeyDown(irr::KEY_KEY_A),\r
-                               g_input->isKeyDown(irr::KEY_KEY_D),\r
-                               g_input->isKeyDown(irr::KEY_SPACE),\r
-                               g_input->isKeyDown(irr::KEY_KEY_E),\r
-                               g_input->isKeyDown(irr::KEY_LSHIFT)\r
-                                               || g_input->isKeyDown(irr::KEY_RSHIFT),\r
-                               camera_pitch,\r
-                               camera_yaw\r
-                       );\r
-                       client.setPlayerControl(control);\r
-               }\r
-\r
-               /*\r
-                       Process environment\r
-               */\r
-               \r
-               {\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)");\r
-                       server->step(dtime);\r
-               }\r
-\r
-               v3f player_position = client.getPlayerPosition();\r
-               \r
-               //TimeTaker //timer2("//timer2");\r
-\r
-               /*\r
-                       Mouse and camera control\r
-               */\r
-               \r
-               if((device->isWindowActive() && noMenuActive()) || random_input)\r
-               {\r
-                       if(!random_input)\r
-                               device->getCursorControl()->setVisible(false);\r
-\r
-                       if(first_loop_after_window_activation){\r
-                               //std::cout<<"window active, first loop"<<std::endl;\r
-                               first_loop_after_window_activation = false;\r
-                       }\r
-                       else{\r
-                               s32 dx = g_input->getMousePos().X - displaycenter.X;\r
-                               s32 dy = g_input->getMousePos().Y - displaycenter.Y;\r
-                               //std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;\r
-                               camera_yaw -= dx*0.2;\r
-                               camera_pitch += dy*0.2;\r
-                               if(camera_pitch < -89.5) camera_pitch = -89.5;\r
-                               if(camera_pitch > 89.5) camera_pitch = 89.5;\r
-                       }\r
-                       g_input->setMousePos(displaycenter.X, displaycenter.Y);\r
-               }\r
-               else{\r
-                       device->getCursorControl()->setVisible(true);\r
-\r
-                       //std::cout<<"window inactive"<<std::endl;\r
-                       first_loop_after_window_activation = true;\r
-               }\r
-\r
-               camera_yaw = wrapDegrees(camera_yaw);\r
-               camera_pitch = wrapDegrees(camera_pitch);\r
-               \r
-               v3f camera_direction = v3f(0,0,1);\r
-               camera_direction.rotateYZBy(camera_pitch);\r
-               camera_direction.rotateXZBy(camera_yaw);\r
-               \r
-               // This is at the height of the eyes of the current figure\r
-               //v3f camera_position = player_position + v3f(0, BS+BS/2, 0);\r
-               // This is more like in minecraft\r
-               v3f camera_position = player_position + v3f(0, BS+BS*0.625, 0);\r
-\r
-               camera->setPosition(camera_position);\r
-               // *100.0 helps in large map coordinates\r
-               camera->setTarget(camera_position + camera_direction * 100.0);\r
-\r
-               if(FIELD_OF_VIEW_TEST){\r
-                       client.updateCamera(v3f(0,0,0), v3f(0,0,1));\r
-               }\r
-               else{\r
-                       //TimeTaker timer("client.updateCamera");\r
-                       client.updateCamera(camera_position, camera_direction);\r
-               }\r
-               \r
-               //timer2.stop();\r
-               //TimeTaker //timer3("//timer3");\r
-\r
-               /*\r
-                       Calculate what block is the crosshair pointing to\r
-               */\r
-               \r
-               //u32 t1 = device->getTimer()->getRealTime();\r
-               \r
-               //f32 d = 4; // max. distance\r
-               f32 d = 4; // max. distance\r
-               core::line3d<f32> shootline(camera_position,\r
-                               camera_position + camera_direction * BS * (d+1));\r
-\r
-               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
-\r
-                       core::aabbox3d<f32> box_on_map\r
-                                       = selected_object->getSelectionBoxOnMap();\r
-\r
-                       hilightboxes.push_back(box_on_map);\r
-\r
-                       infotext = narrow_to_wide(selected_object->infoText());\r
-\r
-                       if(g_input->getLeftClicked())\r
-                       {\r
-                               std::cout<<DTIME<<"Left-clicked object"<<std::endl;\r
-                               client.clickObject(0, selected_object->getBlock()->getPos(),\r
-                                               selected_object->getId(), g_selected_item);\r
-                       }\r
-                       else if(g_input->getRightClicked())\r
-                       {\r
-                               std::cout<<DTIME<<"Right-clicked object"<<std::endl;\r
-                               /*\r
-                                       Check if we want to modify the object ourselves\r
-                               */\r
-                               if(selected_object->getTypeId() == MAPBLOCKOBJECT_TYPE_SIGN)\r
-                               {\r
-                                       dstream<<"Sign object right-clicked"<<std::endl;\r
-                                       \r
-                                       if(random_input == false)\r
-                                       {\r
-                                               // Get a new text for it\r
-\r
-                                               TextDest *dest = new TextDestSign(\r
-                                                               selected_object->getBlock()->getPos(),\r
-                                                               selected_object->getId(),\r
-                                                               &client);\r
-\r
-                                               SignObject *sign_object = (SignObject*)selected_object;\r
-\r
-                                               std::wstring wtext =\r
-                                                               narrow_to_wide(sign_object->getText());\r
-\r
-                                               (new GUITextInputMenu(guienv, guiroot, -1,\r
-                                                               &g_menumgr, dest,\r
-                                                               wtext))->drop();\r
-                                       }\r
-                               }\r
-                               /*\r
-                                       Otherwise pass the event to the server as-is\r
-                               */\r
-                               else\r
-                               {\r
-                                       client.clickObject(1, selected_object->getBlock()->getPos(),\r
-                                                       selected_object->getId(), g_selected_item);\r
-                               }\r
-                       }\r
-               }\r
-               else // selected_object == NULL\r
-               {\r
-\r
-               /*\r
-                       Find out which node we are pointing at\r
-               */\r
-               \r
-               bool nodefound = false;\r
-               v3s16 nodepos;\r
-               v3s16 neighbourpos;\r
-               core::aabbox3d<f32> nodehilightbox;\r
-               f32 mindistance = BS * 1001;\r
-               \r
-               v3s16 pos_i = floatToInt(player_position, BS);\r
-\r
-               /*std::cout<<"pos_i=("<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z<<")"\r
-                               <<std::endl;*/\r
-\r
-               s16 a = d;\r
-               s16 ystart = pos_i.Y + 0 - (camera_direction.Y<0 ? a : 1);\r
-               s16 zstart = pos_i.Z - (camera_direction.Z<0 ? a : 1);\r
-               s16 xstart = pos_i.X - (camera_direction.X<0 ? a : 1);\r
-               s16 yend = pos_i.Y + 1 + (camera_direction.Y>0 ? a : 1);\r
-               s16 zend = pos_i.Z + (camera_direction.Z>0 ? a : 1);\r
-               s16 xend = pos_i.X + (camera_direction.X>0 ? a : 1);\r
-               \r
-               for(s16 y = ystart; y <= yend; y++)\r
-               for(s16 z = zstart; z <= zend; z++)\r
-               for(s16 x = xstart; x <= xend; x++)\r
-               {\r
-                       MapNode n;\r
-                       try\r
-                       {\r
-                               n = client.getNode(v3s16(x,y,z));\r
-                               if(content_pointable(n.d) == false)\r
-                                       continue;\r
-                       }\r
-                       catch(InvalidPositionException &e)\r
-                       {\r
-                               continue;\r
-                       }\r
-\r
-                       v3s16 np(x,y,z);\r
-                       v3f npf = intToFloat(np, BS);\r
-                       \r
-                       f32 d = 0.01;\r
-                       \r
-                       v3s16 dirs[6] = {\r
-                               v3s16(0,0,1), // back\r
-                               v3s16(0,1,0), // top\r
-                               v3s16(1,0,0), // right\r
-                               v3s16(0,0,-1), // front\r
-                               v3s16(0,-1,0), // bottom\r
-                               v3s16(-1,0,0), // left\r
-                       };\r
-                       \r
-                       /*\r
-                               Meta-objects\r
-                       */\r
-                       if(n.d == CONTENT_TORCH)\r
-                       {\r
-                               v3s16 dir = unpackDir(n.dir);\r
-                               v3f dir_f = v3f(dir.X, dir.Y, dir.Z);\r
-                               dir_f *= BS/2 - BS/6 - BS/20;\r
-                               v3f cpf = npf + dir_f;\r
-                               f32 distance = (cpf - camera_position).getLength();\r
-\r
-                               core::aabbox3d<f32> box;\r
-                               \r
-                               // bottom\r
-                               if(dir == v3s16(0,-1,0))\r
-                               {\r
-                                       box = core::aabbox3d<f32>(\r
-                                               npf - v3f(BS/6, BS/2, BS/6),\r
-                                               npf + v3f(BS/6, -BS/2+BS/3*2, BS/6)\r
-                                       );\r
-                               }\r
-                               // top\r
-                               else if(dir == v3s16(0,1,0))\r
-                               {\r
-                                       box = core::aabbox3d<f32>(\r
-                                               npf - v3f(BS/6, -BS/2+BS/3*2, BS/6),\r
-                                               npf + v3f(BS/6, BS/2, BS/6)\r
-                                       );\r
-                               }\r
-                               // side\r
-                               else\r
-                               {\r
-                                       box = core::aabbox3d<f32>(\r
-                                               cpf - v3f(BS/6, BS/3, BS/6),\r
-                                               cpf + v3f(BS/6, BS/3, BS/6)\r
-                                       );\r
-                               }\r
-\r
-                               if(distance < mindistance)\r
-                               {\r
-                                       if(box.intersectsWithLine(shootline))\r
-                                       {\r
-                                               nodefound = true;\r
-                                               nodepos = np;\r
-                                               neighbourpos = np;\r
-                                               mindistance = distance;\r
-                                               nodehilightbox = box;\r
-                                       }\r
-                               }\r
-                       }\r
-                       /*\r
-                               Regular blocks\r
-                       */\r
-                       else\r
-                       {\r
-                               for(u16 i=0; i<6; i++)\r
-                               {\r
-                                       v3f dir_f = v3f(dirs[i].X,\r
-                                                       dirs[i].Y, dirs[i].Z);\r
-                                       v3f centerpoint = npf + dir_f * BS/2;\r
-                                       f32 distance =\r
-                                                       (centerpoint - camera_position).getLength();\r
-                                       \r
-                                       if(distance < mindistance)\r
-                                       {\r
-                                               core::CMatrix4<f32> m;\r
-                                               m.buildRotateFromTo(v3f(0,0,1), dir_f);\r
-\r
-                                               // This is the back face\r
-                                               v3f corners[2] = {\r
-                                                       v3f(BS/2, BS/2, BS/2),\r
-                                                       v3f(-BS/2, -BS/2, BS/2+d)\r
-                                               };\r
-                                               \r
-                                               for(u16 j=0; j<2; j++)\r
-                                               {\r
-                                                       m.rotateVect(corners[j]);\r
-                                                       corners[j] += npf;\r
-                                               }\r
-\r
-                                               core::aabbox3d<f32> facebox(corners[0]);\r
-                                               facebox.addInternalPoint(corners[1]);\r
-\r
-                                               if(facebox.intersectsWithLine(shootline))\r
-                                               {\r
-                                                       nodefound = true;\r
-                                                       nodepos = np;\r
-                                                       neighbourpos = np + dirs[i];\r
-                                                       mindistance = distance;\r
-\r
-                                                       //nodehilightbox = facebox;\r
-\r
-                                                       const float d = 0.502;\r
-                                                       core::aabbox3d<f32> nodebox\r
-                                                                       (-BS*d, -BS*d, -BS*d, BS*d, BS*d, BS*d);\r
-                                                       v3f nodepos_f = intToFloat(nodepos, BS);\r
-                                                       nodebox.MinEdge += nodepos_f;\r
-                                                       nodebox.MaxEdge += nodepos_f;\r
-                                                       nodehilightbox = nodebox;\r
-                                               }\r
-                                       } // if distance < mindistance\r
-                               } // for dirs\r
-                       } // regular block\r
-               } // for coords\r
-\r
-               static float nodig_delay_counter = 0.0;\r
-\r
-               if(nodefound)\r
-               {\r
-                       static v3s16 nodepos_old(-32768,-32768,-32768);\r
-\r
-                       static float dig_time = 0.0;\r
-                       static u16 dig_index = 0;\r
-                       \r
-                       // Visualize selection\r
-\r
-                       hilightboxes.push_back(nodehilightbox);\r
-\r
-                       // Handle digging\r
-                       \r
-                       if(g_input->getLeftReleased())\r
-                       {\r
-                               client.clearTempMod(nodepos);\r
-                               dig_time = 0.0;\r
-                       }\r
-                       \r
-                       if(nodig_delay_counter > 0.0)\r
-                       {\r
-                               nodig_delay_counter -= dtime;\r
-                       }\r
-                       else\r
-                       {\r
-                               if(nodepos != nodepos_old)\r
-                               {\r
-                                       std::cout<<DTIME<<"Pointing at ("<<nodepos.X<<","\r
-                                                       <<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;\r
-\r
-                                       if(nodepos_old != v3s16(-32768,-32768,-32768))\r
-                                       {\r
-                                               client.clearTempMod(nodepos_old);\r
-                                               dig_time = 0.0;\r
-                                       }\r
-                               }\r
-\r
-                               if(g_input->getLeftClicked() ||\r
-                                               (g_input->getLeftState() && nodepos != nodepos_old))\r
-                               {\r
-                                       dstream<<DTIME<<"Started digging"<<std::endl;\r
-                                       client.groundAction(0, nodepos, neighbourpos, g_selected_item);\r
-                               }\r
-                               if(g_input->getLeftClicked())\r
-                               {\r
-                                       client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, 0));\r
-                               }\r
-                               if(g_input->getLeftState())\r
-                               {\r
-                                       MapNode n = client.getNode(nodepos);\r
-                               \r
-                                       // Get tool name. Default is "" = bare hands\r
-                                       std::string toolname = "";\r
-                                       InventoryList *mlist = local_inventory.getList("main");\r
-                                       if(mlist != NULL)\r
-                                       {\r
-                                               InventoryItem *item = mlist->getItem(g_selected_item);\r
-                                               if(item && (std::string)item->getName() == "ToolItem")\r
-                                               {\r
-                                                       ToolItem *titem = (ToolItem*)item;\r
-                                                       toolname = titem->getToolName();\r
-                                               }\r
-                                       }\r
-\r
-                                       // Get digging properties for material and tool\r
-                                       u8 material = n.d;\r
-                                       DiggingProperties prop =\r
-                                                       getDiggingProperties(material, toolname);\r
-                                       \r
-                                       float dig_time_complete = 0.0;\r
-\r
-                                       if(prop.diggable == false)\r
-                                       {\r
-                                               /*dstream<<"Material "<<(int)material\r
-                                                               <<" not diggable with \""\r
-                                                               <<toolname<<"\""<<std::endl;*/\r
-                                               // I guess nobody will wait for this long\r
-                                               dig_time_complete = 10000000.0;\r
-                                       }\r
-                                       else\r
-                                       {\r
-                                               dig_time_complete = prop.time;\r
-                                       }\r
-                                       \r
-                                       if(dig_time_complete >= 0.001)\r
-                                       {\r
-                                               dig_index = (u16)((float)CRACK_ANIMATION_LENGTH\r
-                                                               * dig_time/dig_time_complete);\r
-                                       }\r
-                                       // This is for torches\r
-                                       else\r
-                                       {\r
-                                               dig_index = CRACK_ANIMATION_LENGTH;\r
-                                       }\r
-\r
-                                       if(dig_index < CRACK_ANIMATION_LENGTH)\r
-                                       {\r
-                                               //TimeTaker timer("client.setTempMod");\r
-                                               //dstream<<"dig_index="<<dig_index<<std::endl;\r
-                                               client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, dig_index));\r
-                                       }\r
-                                       else\r
-                                       {\r
-                                               dstream<<DTIME<<"Digging completed"<<std::endl;\r
-                                               client.groundAction(3, nodepos, neighbourpos, g_selected_item);\r
-                                               client.clearTempMod(nodepos);\r
-                                               client.removeNode(nodepos);\r
-\r
-                                               dig_time = 0;\r
-\r
-                                               nodig_delay_counter = dig_time_complete\r
-                                                               / (float)CRACK_ANIMATION_LENGTH;\r
-\r
-                                               // We don't want a corresponding delay to\r
-                                               // very time consuming nodes\r
-                                               if(nodig_delay_counter > 0.5)\r
-                                               {\r
-                                                       nodig_delay_counter = 0.5;\r
-                                               }\r
-                                               // We want a slight delay to very little\r
-                                               // time consuming nodes\r
-                                               float mindelay = 0.15;\r
-                                               if(nodig_delay_counter < mindelay)\r
-                                               {\r
-                                                       nodig_delay_counter = mindelay;\r
-                                               }\r
-                                       }\r
-\r
-                                       dig_time += dtime;\r
-                               }\r
-                       }\r
-                       \r
-                       if(g_input->getRightClicked())\r
-                       {\r
-                               std::cout<<DTIME<<"Ground right-clicked"<<std::endl;\r
-                               client.groundAction(1, nodepos, neighbourpos, g_selected_item);\r
-                       }\r
-                       \r
-                       nodepos_old = nodepos;\r
-               }\r
-               else{\r
-               }\r
-\r
-               } // selected_object == NULL\r
-               \r
-               g_input->resetLeftClicked();\r
-               g_input->resetRightClicked();\r
-               \r
-               if(g_input->getLeftReleased())\r
-               {\r
-                       std::cout<<DTIME<<"Left button released (stopped digging)"\r
-                                       <<std::endl;\r
-                       client.groundAction(2, v3s16(0,0,0), v3s16(0,0,0), 0);\r
-               }\r
-               if(g_input->getRightReleased())\r
-               {\r
-                       //std::cout<<DTIME<<"Right released"<<std::endl;\r
-                       // Nothing here\r
-               }\r
-               \r
-               g_input->resetLeftReleased();\r
-               g_input->resetRightReleased();\r
-               \r
-               /*\r
-                       Calculate stuff for drawing\r
-               */\r
-\r
-               camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);\r
-               \r
-               u32 daynight_ratio = client.getDayNightRatio();\r
-               u8 l = decode_light((daynight_ratio * LIGHT_SUN) / 1000);\r
-               video::SColor bgcolor = video::SColor(\r
-                               255,\r
-                               skycolor.getRed() * l / 255,\r
-                               skycolor.getGreen() * l / 255,\r
-                               skycolor.getBlue() * l / 255);\r
-\r
-               /*\r
-                       Fog\r
-               */\r
-               \r
-               if(g_settings.getBool("enable_fog") == true)\r
-               {\r
-                       //f32 range = draw_control.wanted_range * BS + MAP_BLOCKSIZE/2*BS;\r
-                       f32 range = draw_control.wanted_range * BS + 0.8*MAP_BLOCKSIZE*BS;\r
-                       //f32 range = draw_control.wanted_range * BS + 0.0*MAP_BLOCKSIZE*BS;\r
-                       if(draw_control.range_all)\r
-                               range = 100000*BS;\r
-\r
-                       driver->setFog(\r
-                               bgcolor,\r
-                               video::EFT_FOG_LINEAR,\r
-                               range*0.6,\r
-                               range*1.0,\r
-                               0.01,\r
-                               false, // pixel fog\r
-                               false // range fog\r
-                       );\r
-               }\r
-               else\r
-               {\r
-                       driver->setFog(\r
-                               bgcolor,\r
-                               video::EFT_FOG_LINEAR,\r
-                               100000*BS,\r
-                               110000*BS,\r
-                               0.01,\r
-                               false, // pixel fog\r
-                               false // range fog\r
-                       );\r
-               }\r
-\r
-\r
-               /*\r
-                       Update gui stuff (0ms)\r
-               */\r
-\r
-               //TimeTaker guiupdatetimer("Gui updating");\r
-               \r
-               {\r
-                       static float drawtime_avg = 0;\r
-                       drawtime_avg = drawtime_avg * 0.95 + (float)drawtime*0.05;\r
-                       static float beginscenetime_avg = 0;\r
-                       beginscenetime_avg = beginscenetime_avg * 0.95 + (float)beginscenetime*0.05;\r
-                       static float scenetime_avg = 0;\r
-                       scenetime_avg = scenetime_avg * 0.95 + (float)scenetime*0.05;\r
-                       static float endscenetime_avg = 0;\r
-                       endscenetime_avg = endscenetime_avg * 0.95 + (float)endscenetime*0.05;\r
-                       \r
-                       char temptext[300];\r
-                       snprintf(temptext, 300, "Minetest-c55 ("\r
-                                       "F: item=%i"\r
-                                       ", R: range_all=%i"\r
-                                       ")"\r
-                                       " drawtime=%.0f, beginscenetime=%.0f"\r
-                                       ", scenetime=%.0f, endscenetime=%.0f",\r
-                                       g_selected_item,\r
-                                       draw_control.range_all,\r
-                                       drawtime_avg,\r
-                                       beginscenetime_avg,\r
-                                       scenetime_avg,\r
-                                       endscenetime_avg\r
-                                       );\r
-                       \r
-                       guitext->setText(narrow_to_wide(temptext).c_str());\r
-               }\r
-               \r
-               {\r
-                       char temptext[300];\r
-                       snprintf(temptext, 300,\r
-                                       "(% .1f, % .1f, % .1f)"\r
-                                       " (% .3f < btime_jitter < % .3f"\r
-                                       ", dtime_jitter = % .1f %%"\r
-                                       ", 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
-                                       draw_control.wanted_range\r
-                                       );\r
-\r
-                       guitext2->setText(narrow_to_wide(temptext).c_str());\r
-               }\r
-               \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
-                               if((*i).age > allowed_age)\r
-                               {\r
-                                       to_be_removed_count++;\r
-                                       continue;\r
-                               }\r
-                               whole += (*i).text + L'\n';\r
-                       }\r
-                       for(u16 i=0; i<to_be_removed_count; i++)\r
-                       {\r
-                               core::list<ChatLine>::Iterator\r
-                                               it = chat_lines.begin();\r
-                               chat_lines.erase(it);\r
-                       }\r
-                       guitext_chat->setText(whole.c_str());\r
-\r
-                       // Update gui element size and position\r
-\r
-                       /*core::rect<s32> rect(\r
-                                       10,\r
-                                       screensize.Y - guitext_chat_pad_bottom\r
-                                                       - text_height*chat_lines.size(),\r
-                                       screensize.X - 10,\r
-                                       screensize.Y - guitext_chat_pad_bottom\r
-                       );*/\r
-                       core::rect<s32> rect(\r
-                                       10,\r
-                                       50,\r
-                                       screensize.X - 10,\r
-                                       50 + text_height*chat_lines.size()\r
-                       );\r
-\r
-                       guitext_chat->setRelativePosition(rect);\r
-\r
-                       if(chat_lines.size() == 0)\r
-                               guitext_chat->setVisible(false);\r
-                       else\r
-                               guitext_chat->setVisible(true);\r
-               }\r
-\r
-               /*\r
-                       Inventory\r
-               */\r
-               \r
-               static u16 old_selected_item = 65535;\r
-               if(client.getLocalInventoryUpdated()\r
-                               || g_selected_item != old_selected_item)\r
-               {\r
-                       old_selected_item = g_selected_item;\r
-                       //std::cout<<"Updating local inventory"<<std::endl;\r
-                       client.getLocalInventory(local_inventory);\r
-                       /*quick_inventory->setSelection(g_selected_item);\r
-                       quick_inventory->update();*/\r
-               }\r
-               \r
-               /*\r
-                       Send actions returned by the inventory menu\r
-               */\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
-               /*\r
-                       Drawing begins\r
-               */\r
-\r
-               TimeTaker drawtimer("Drawing");\r
-\r
-               \r
-               {\r
-                       TimeTaker timer("beginScene");\r
-                       driver->beginScene(true, true, bgcolor);\r
-                       //driver->beginScene(false, true, bgcolor);\r
-                       beginscenetime = timer.stop(true);\r
-               }\r
-\r
-               //timer3.stop();\r
-               \r
-               //std::cout<<DTIME<<"smgr->drawAll()"<<std::endl;\r
-               \r
-               {\r
-                       TimeTaker timer("smgr");\r
-                       smgr->drawAll();\r
-                       scenetime = timer.stop(true);\r
-               }\r
-               \r
-               {\r
-               //TimeTaker timer9("auxiliary drawings");\r
-               // 0ms\r
-               \r
-               //timer9.stop();\r
-               //TimeTaker //timer10("//timer10");\r
-               \r
-               video::SMaterial m;\r
-               //m.Thickness = 10;\r
-               m.Thickness = 3;\r
-               m.Lighting = false;\r
-               driver->setMaterial(m);\r
-\r
-               driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);\r
-\r
-               for(core::list< core::aabbox3d<f32> >::Iterator i=hilightboxes.begin();\r
-                               i != hilightboxes.end(); i++)\r
-               {\r
-                       /*std::cout<<"hilightbox min="\r
-                                       <<"("<<i->MinEdge.X<<","<<i->MinEdge.Y<<","<<i->MinEdge.Z<<")"\r
-                                       <<" max="\r
-                                       <<"("<<i->MaxEdge.X<<","<<i->MaxEdge.Y<<","<<i->MaxEdge.Z<<")"\r
-                                       <<std::endl;*/\r
-                       driver->draw3DBox(*i, video::SColor(255,0,0,0));\r
-               }\r
-\r
-               /*\r
-                       Frametime log\r
-               */\r
-               if(g_settings.getBool("frametime_graph") == true)\r
-               {\r
-                       s32 x = 10;\r
-                       for(core::list<float>::Iterator\r
-                                       i = frametime_log.begin();\r
-                                       i != frametime_log.end();\r
-                                       i++)\r
-                       {\r
-                               driver->draw2DLine(v2s32(x,50),\r
-                                               v2s32(x,50+(*i)*1000),\r
-                                               video::SColor(255,255,255,255));\r
-                               x++;\r
-                       }\r
-               }\r
-\r
-               /*\r
-                       Draw map plot\r
-               */\r
-               if(g_show_map_plot && g_map_plot_texture)\r
-               {\r
-                       core::dimension2d<u32> drawdim(640,480);\r
-                       core::rect<s32> dest(v2s32(0,0), drawdim);\r
-                       dest += v2s32(\r
-                               (screensize.X-drawdim.Width)/2,\r
-                               (screensize.Y-drawdim.Height)/2\r
-                       );\r
-                       core::rect<s32> source(v2s32(0,0), g_map_plot_texture->getSize());\r
-                       driver->draw2DImage(g_map_plot_texture, dest, source);\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
-               } // timer\r
-\r
-               //timer10.stop();\r
-               //TimeTaker //timer11("//timer11");\r
-\r
-               /*\r
-                       Draw gui\r
-               */\r
-               // 0-1ms\r
-               guienv->drawAll();\r
-\r
-               /*\r
-                       Draw hotbar\r
-               */\r
-               {\r
-                       draw_hotbar(driver, font, v2s32(displaycenter.X, screensize.Y),\r
-                                       hotbar_imagesize, hotbar_itemcount, &local_inventory);\r
-               }\r
-               \r
-               // End drawing\r
-               {\r
-                       TimeTaker timer("endScene");\r
-                       driver->endScene();\r
-                       endscenetime = timer.stop(true);\r
-               }\r
-\r
-               drawtime = drawtimer.stop(true);\r
-\r
-               /*\r
-                       End of drawing\r
-               */\r
-\r
-               /*\r
-                       Refresh map plot if player has moved considerably\r
-               */\r
-               if(g_refresh_map_plot)\r
-               {\r
-                       static v3f old_player_pos = v3f(1,1,1) * 10000000;\r
-                       v3f p = client.getPlayerPosition() / BS;\r
-                       if(old_player_pos.getDistanceFrom(p) > 4 * g_map_plot_texture_scale)\r
-                       {\r
-                               updateMapPlotTexture(v2f(p.X,p.Z), driver, &client);\r
-                               old_player_pos = p;\r
-                       }\r
-                       g_refresh_map_plot = false;\r
-               }\r
-               \r
-               static s16 lastFPS = 0;\r
-               //u16 fps = driver->getFPS();\r
-               u16 fps = (1.0/dtime_avg1);\r
-\r
-               if (lastFPS != fps)\r
-               {\r
-                       core::stringw str = L"Minetest [";\r
-                       str += driver->getName();\r
-                       str += "] FPS:";\r
-                       str += fps;\r
-\r
-                       device->setWindowCaption(str.c_str());\r
-                       lastFPS = fps;\r
-               }\r
-               \r
-               /*}\r
-               else\r
-                       device->yield();*/\r
-       }\r
-\r
-       //delete quick_inventory;\r
-\r
-       /*\r
-               Disable texture fetches and other stuff that is queued\r
-               to be processed by the main loop.\r
-\r
-               This has to be done before client goes out of scope.\r
-       */\r
-       g_irrlicht->Shutdown(true);\r
-\r
-       } // client and server are deleted at this point\r
-\r
-       } //try\r
-       catch(con::PeerNotFoundException &e)\r
-       {\r
-               dstream<<DTIME<<"Connection timed out."<<std::endl;\r
-               error_message = L"Connection timed out.";\r
-       }\r
-\r
-       } // Menu-game loop\r
-       \r
-       delete g_input;\r
-\r
-       /*\r
-               In the end, delete the Irrlicht device.\r
-       */\r
-       device->drop();\r
-       \r
-       /*\r
-               Update configuration file\r
-       */\r
-       /*if(configpath != "")\r
-       {\r
-               g_settings.updateConfigFile(configpath.c_str());\r
-       }*/\r
-\r
        END_DEBUG_EXCEPTION_HANDLER\r
        \r
        debugstreams_deinit();\r