]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/main.cpp
+ paper, book, bookshelf
[dragonfireclient.git] / src / main.cpp
index 8325680f253080f72757d930a9537f75285aa323..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
@@ -21,29 +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
-\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
-FIXME: When a new sector is generated, it may change the ground level\r
-       of it's and it's neighbors border that two blocks that are\r
-          above and below each other and that are generated before and\r
-          after the sector heightmap generation (order doesn't matter),\r
-          can have a small gap between each other at the border.\r
-SUGGESTION: Use same technique for sector heightmaps as what we're\r
-            using for UnlimitedHeightmap? (getting all neighbors\r
-                       when generating)\r
+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
@@ -57,137 +44,280 @@ 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
+         - This might not give much network performance gain though.\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
+SUGG: Precalculate lighting translation table at runtime (at startup)\r
+      - This is not doable because it is currently hand-made and not\r
+           based on some mathematical function.\r
+               - Note: This has been changing lately\r
 \r
-SUGG: Implement lighting using VoxelManipulator\r
-      - Would it be significantly faster?\r
+SUGG: A version number to blocks, which increments when the block is\r
+      modified (node add/remove, water update, lighting update)\r
+         - This can then be used to make sure the most recent version of\r
+           a block has been sent to client, for example\r
 \r
-FIXME: Rats somehow go underground sometimes (you can see it in water)\r
-       - Does their position get saved to a border value or something?\r
-          - Does this happen anymore?\r
+SUGG: Make the amount of blocks sending to client and the total\r
+         amount of blocks dynamically limited. Transferring blocks is the\r
+         main network eater of this system, so it is the one that has\r
+         to be throttled so that RTTs stay low.\r
 \r
-SUGG: MovingObject::move and Player::move are basically the same.\r
-      combine them.\r
+SUGG: Meshes of blocks could be split into 6 meshes facing into\r
+      different directions and then only those drawn that need to be\r
 \r
-SUGG: Implement a "Fast check queue" (a queue with a map for checking\r
-      if something is already in it)\r
-      - Use it in active block queue in water flowing\r
+SUGG: Calculate lighting per vertex to get a lighting effect like in\r
+      bartwe's game\r
 \r
-SUGG: Signs could be done in the same way as torches. For this, blocks\r
-      need an additional metadata field for the texts\r
+SUGG: Background music based on cellular automata?\r
+      http://www.earslap.com/projectslab/otomata\r
 \r
-SUGG: Precalculate lighting translation table at runtime (at startup)\r
+SUGG: Simple light color information to air\r
 \r
-SUGG: A version number to blocks, which increments when the block is\r
-      modified (node add/remove, water update, lighting update)\r
-         - This can then be used to make sure the most recent version of\r
-           a block has been sent to client\r
+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
-TODO: Combine MapBlock's face caches to so big pieces that VBO\r
-      gets used\r
-      - That is >500 vertices\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
-TODO: Better dungeons\r
-TODO: Cliffs, arcs\r
+Gaming ideas:\r
+-------------\r
 \r
-TODO: Menus\r
+- Aim for something like controlling a single dwarf in Dwarf Fortress\r
+- The player could go faster by a crafting a boat, or riding an animal\r
+- Random NPC traders. what else?\r
 \r
-TODO: Moving players more smoothly. Calculate moving animation\r
-      in a way that doesn't make the player jump to the right place\r
-         immediately when the server sends a new position\r
+Game content:\r
+-------------\r
 \r
-TODO: There are some lighting-related todos and fixmes in\r
-      ServerMap::emergeBlock\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
-TODO: Proper handling of spawning place (try to find something that\r
-      is not in the middle of an ocean (some land to stand on at\r
-         least) and save it in map config.\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
-TODO: Make the amount of blocks sending to client and the total\r
-         amount of blocks dynamically limited. Transferring blocks is the\r
-         main network eater of this system, so it is the one that has\r
-         to be throttled so that RTTs stay low.\r
+- 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
-TODO: Server to load starting inventory from disk\r
+- A bomb\r
+- A spread-items-on-map routine for the bomb, and for dying players\r
 \r
-TODO: Players to only be hidden when the client quits.\r
-TODO: - Players to be saved on disk, with inventory\r
-TODO: Players to be saved as text in map/players/<name>\r
+- Fighting:\r
+  - Proper sword swing simulation\r
+  - Player should get damage from colliding to a wall at high speed\r
 \r
-TODO: Make fetching sector's blocks more efficient when rendering\r
-      sectors that have very large amounts of blocks (on client)\r
+Documentation:\r
+--------------\r
 \r
-TODO: Make the video backend selectable\r
+Build system / running:\r
+-----------------------\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
+Networking and serialization:\r
+-----------------------------\r
 \r
-TODO: Copy the text of the last picked sign to inventory in creative\r
-      mode\r
+SUGG: Fix address to be ipv6 compatible\r
 \r
-TODO: Untie client network operations from framerate\r
-      - Needs some input queues or something\r
+User Interface:\r
+---------------\r
 \r
-TODO: Get rid of GotSplitPacketException\r
+Graphics:\r
+---------\r
 \r
-TODO: Check what goes wrong with caching map to disk (Kray)\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: Remove LazyMeshUpdater. It is not used as supposed.\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: TOSERVER_LEAVE\r
+TODO: Flowing water animation\r
 \r
-TODO: Better handling of objects and mobs\r
-      - Update brightness according to day-night blended light of node\r
-           in position\r
-      - Scripting?\r
+SUGG: Draw cubes in inventory directly with 3D drawing commands, so that\r
+      animating them is easier.\r
 \r
-Doing now:\r
-======================================================================\r
+SUGG: Option for enabling proper alpha channel for textures\r
+TODO: A setting for enabling bilinear filtering for textures\r
 \r
-TODO: Get rid of g_irrlicht for server build\r
+TODO: Better control of draw_control.wanted_max_blocks\r
 \r
-TODO: Implement getGlobalTime for server build\r
-      - It is needed for controlling the time used for flowing water\r
+TODO: Block mesh generator to tile properly on smooth lighting\r
 \r
-======================================================================\r
+Configuration:\r
+--------------\r
 \r
-*/\r
+Client:\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
+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
+TODO: Don't update all meshes always on single node changes, but\r
+      check which ones should be updated\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
+- Tool/weapon visualization\r
+\r
+FIXME: When disconnected to the menu, memory is not freed properly\r
+\r
+Server:\r
+-------\r
+\r
+SUGG: Make an option to the server to disable building and digging near\r
+      the starting position\r
+\r
+FIXME: Server sometimes goes into some infinite PeerNotFoundException loop\r
+\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: 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: 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
+\r
+TODO: Mineral and ground material properties\r
+      - This way mineral ground toughness can be calculated with just\r
+           some formula, as well as tool strengths\r
+\r
+TODO: Flowing water to actually contain flow direction information\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. 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
-       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 UNITTEST_DISABLE\r
+#ifdef NDEBUG\r
        #ifdef _WIN32\r
                #pragma message ("Disabling unit tests")\r
        #else\r
@@ -201,64 +331,42 @@ TODO: Implement getGlobalTime for server build
 #endif\r
 \r
 #ifdef _MSC_VER\r
-#pragma comment(lib, "Irrlicht.lib")\r
-#pragma comment(lib, "jthread.lib")\r
-#pragma comment(lib, "zlibwapi.lib")\r
-// This would get rid of the console window\r
-//#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
-#endif\r
-\r
-#ifdef _WIN32\r
-       #define WIN32_LEAN_AND_MEAN\r
-       #include <windows.h>\r
-       #define sleep_ms(x) Sleep(x)\r
-#else\r
-       #include <unistd.h>\r
-       #define sleep_ms(x) usleep(x*1000)\r
+       #pragma comment(lib, "Irrlicht.lib")\r
+       //#pragma comment(lib, "jthread.lib")\r
+       #pragma comment(lib, "zlibwapi.lib")\r
+       #pragma comment(lib, "Shell32.lib")\r
+       // This would get rid of the console window\r
+       //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
 #endif\r
 \r
 #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 "main.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 "guiPauseMenu.h"\r
-#include "irrlichtwrapper.h"\r
 #include "gettime.h"\r
-\r
-IrrlichtWrapper *g_irrlicht;\r
-\r
-// All range-related stuff below is locked behind this\r
-JMutex g_range_mutex;\r
-\r
-// Blocks are viewed in this range from the player\r
-s16 g_viewing_range_nodes = 60;\r
-//s16 g_viewing_range_nodes = 0;\r
-\r
-// This is updated by the client's fetchBlocks routine\r
-//s16 g_actual_viewing_range_nodes = VIEWING_RANGE_NODES_DEFAULT;\r
-\r
-// If true, the preceding value has no meaning and all blocks\r
-// already existing in memory are drawn\r
-bool g_viewing_range_all = false;\r
-\r
-// This is the freetime ratio imposed by the dynamic viewing\r
-// range changing code.\r
-// It is controlled by the main loop to the smallest value that\r
-// inhibits glitches (dtime jitter) in the main loop.\r
-//float g_freetime_ratio = FREETIME_RATIO_MAX;\r
+#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
+#include "materials.h"\r
+#include "game.h"\r
+#include "keycode.h"\r
+\r
+// This makes textures\r
+ITextureSource *g_texturesource = NULL;\r
 \r
 /*\r
        Settings.\r
@@ -266,23 +374,30 @@ bool g_viewing_range_all = false;
 */\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
-//u16 g_selected_material = 0;\r
-u16 g_selected_item = 0;\r
+/*\r
+       GUI Stuff\r
+*/\r
+\r
+gui::IGUIEnvironment* guienv = NULL;\r
+gui::IGUIStaticText *guiroot = NULL;\r
+\r
+MainMenuManager g_menumgr;\r
 \r
-bool g_esc_pressed = false;\r
+bool noMenuActive()\r
+{\r
+       return (g_menumgr.menuCount() == 0);\r
+}\r
 \r
-std::wstring g_text_buffer;\r
-bool g_text_buffer_accepted = false;\r
+// Passed to menus to allow disconnecting and exiting\r
 \r
-// When true, the mouse and keyboard are grabbed\r
-bool g_game_focused = true;\r
+MainGameCallback *g_gamecallback = NULL;\r
 \r
 /*\r
        Debug streams\r
@@ -308,146 +423,97 @@ std::ostream *derr_client_ptr = &dstream;
        gettime.h implementation\r
 */\r
 \r
+// A small helper class\r
+class TimeGetter\r
+{\r
+public:\r
+       TimeGetter(IrrlichtDevice *device):\r
+               m_device(device)\r
+       {}\r
+       u32 getTime()\r
+       {\r
+               if(m_device == NULL)\r
+                       return 0;\r
+               return m_device->getTimer()->getRealTime();\r
+       }\r
+private:\r
+       IrrlichtDevice *m_device;\r
+};\r
+\r
+// A pointer to a global instance of the time getter\r
+TimeGetter *g_timegetter = NULL;\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
+       if(g_timegetter == NULL)\r
                return 0;\r
-       return g_irrlicht->getTime();\r
+       return g_timegetter->getTime();\r
 }\r
 \r
+/*\r
+       Event handler for Irrlicht\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
 public:\r
        // This is the one method that we have to implement\r
        virtual bool OnEvent(const SEvent& event)\r
        {\r
+               /*\r
+                       React to nothing here if a menu is active\r
+               */\r
+               if(noMenuActive() == false)\r
+               {\r
+                       return false;\r
+               }\r
+\r
                // Remember whether each key is down or up\r
                if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
                {\r
                        keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;\r
 \r
                        if(event.KeyInput.PressedDown)\r
+                               keyWasDown[event.KeyInput.Key] = true;\r
+               }\r
+\r
+               if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
+               {\r
+                       if(noMenuActive() == false)\r
                        {\r
-                               //dstream<<"Pressed key: "<<(char)event.KeyInput.Key<<std::endl;\r
-                               if(g_game_focused == false)\r
-                               {\r
-                                       s16 key = event.KeyInput.Key;\r
-                                       if(key == irr::KEY_RETURN || key == irr::KEY_ESCAPE)\r
-                                       {\r
-                                               g_text_buffer_accepted = true;\r
-                                       }\r
-                                       else if(key == irr::KEY_BACK)\r
-                                       {\r
-                                               if(g_text_buffer.size() > 0)\r
-                                                       g_text_buffer = g_text_buffer.substr\r
-                                                                       (0, g_text_buffer.size()-1);\r
-                                       }\r
-                                       else\r
-                                       {\r
-                                               wchar_t wc = event.KeyInput.Char;\r
-                                               if(wc != 0)\r
-                                                       g_text_buffer += wc;\r
-                                       }\r
-                               }\r
-                               \r
-                               if(event.KeyInput.Key == irr::KEY_ESCAPE)\r
-                               {\r
-                                       //TODO: Not used anymore?\r
-                                       if(g_game_focused == true)\r
-                                       {\r
-                                               dstream<<DTIME<<"ESC pressed"<<std::endl;\r
-                                               g_esc_pressed = true;\r
-                                       }\r
-                               }\r
+                               left_active = false;\r
+                               middle_active = false;\r
+                               right_active = false;\r
+                       }\r
+                       else\r
+                       {\r
+                               //dstream<<"MyEventReceiver: mouse input"<<std::endl;\r
+                               left_active = event.MouseInput.isLeftPressed();\r
+                               middle_active = event.MouseInput.isMiddlePressed();\r
+                               right_active = event.MouseInput.isRightPressed();\r
 \r
-                               // Material selection\r
-                               if(event.KeyInput.Key == irr::KEY_KEY_F)\r
+                               if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
                                {\r
-                                       if(g_game_focused == true)\r
-                                       {\r
-                                               if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
-                                                       g_selected_item++;\r
-                                               else\r
-                                                       g_selected_item = 0;\r
-                                               dstream<<DTIME<<"Selected item: "\r
-                                                               <<g_selected_item<<std::endl;\r
-                                       }\r
+                                       leftclicked = true;\r
                                }\r
-\r
-                               // Viewing range selection\r
-                               if(event.KeyInput.Key == irr::KEY_KEY_R\r
-                                               && g_game_focused)\r
+                               if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
                                {\r
-                                       JMutexAutoLock lock(g_range_mutex);\r
-                                       if(g_viewing_range_all)\r
-                                       {\r
-                                               g_viewing_range_all = false;\r
-                                               dstream<<DTIME<<"Disabled full viewing range"<<std::endl;\r
-                                       }\r
-                                       else\r
-                                       {\r
-                                               g_viewing_range_all = true;\r
-                                               dstream<<DTIME<<"Enabled full viewing range"<<std::endl;\r
-                                       }\r
+                                       rightclicked = true;\r
                                }\r
-\r
-                               // Print debug stacks\r
-                               if(event.KeyInput.Key == irr::KEY_KEY_P\r
-                                               && g_game_focused)\r
+                               if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)\r
                                {\r
-                                       dstream<<"-----------------------------------------"\r
-                                                       <<std::endl;\r
-                                       dstream<<DTIME<<"Printing debug stacks:"<<std::endl;\r
-                                       dstream<<"-----------------------------------------"\r
-                                                       <<std::endl;\r
-                                       debug_stacks_print();\r
+                                       leftreleased = true;\r
                                }\r
-                       }\r
-               }\r
-\r
-               if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
-               {\r
-                       left_active = event.MouseInput.isLeftPressed();\r
-                       middle_active = event.MouseInput.isMiddlePressed();\r
-                       right_active = event.MouseInput.isRightPressed();\r
-\r
-                       if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
-                       {\r
-                               leftclicked = true;\r
-                       }\r
-                       if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
-                       {\r
-                               rightclicked = true;\r
-                       }\r
-                       if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)\r
-                       {\r
-                               leftreleased = true;\r
-                       }\r
-                       if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)\r
-                       {\r
-                               rightreleased = true;\r
-                       }\r
-                       if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
-                       {\r
-                               /*dstream<<"event.MouseInput.Wheel="\r
-                                               <<event.MouseInput.Wheel<<std::endl;*/\r
-                               if(event.MouseInput.Wheel < 0)\r
+                               if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)\r
                                {\r
-                                       if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
-                                               g_selected_item++;\r
-                                       else\r
-                                               g_selected_item = 0;\r
+                                       rightreleased = true;\r
                                }\r
-                               else if(event.MouseInput.Wheel > 0)\r
+                               if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
                                {\r
-                                       if(g_selected_item > 0)\r
-                                               g_selected_item--;\r
-                                       else\r
-                                               g_selected_item = PLAYER_INVENTORY_SIZE-1;\r
+                                       mouse_wheel += event.MouseInput.Wheel;\r
                                }\r
                        }\r
                }\r
@@ -455,16 +521,34 @@ 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
-       MyEventReceiver()\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
                leftreleased = false;\r
@@ -473,6 +557,13 @@ 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
+       {\r
+               clearInput();\r
        }\r
 \r
        bool leftclicked;\r
@@ -484,58 +575,20 @@ class MyEventReceiver : public IEventReceiver
        bool middle_active;\r
        bool right_active;\r
 \r
-private:\r
-       // We use this array to store the current state of each key\r
-       bool keyIsDown[KEY_KEY_CODES_COUNT];\r
-       //s32 mouseX;\r
-       //s32 mouseY;\r
-};\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
+       s32 mouse_wheel;\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
+private:\r
+       IrrlichtDevice *m_device;\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
-void focusGame()\r
-{\r
-       g_input->clear();\r
-       g_game_focused = true;\r
-}\r
-\r
-void unFocusGame()\r
-{\r
-       g_game_focused = false;\r
-}\r
+/*\r
+       Separated input handler\r
+*/\r
 \r
 class RealInputHandler : public InputHandler\r
 {\r
@@ -549,6 +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
@@ -569,14 +626,10 @@ class RealInputHandler : public InputHandler
        \r
        virtual bool getLeftClicked()\r
        {\r
-               if(g_game_focused == false)\r
-                       return false;\r
                return m_receiver->leftclicked;\r
        }\r
        virtual bool getRightClicked()\r
        {\r
-               if(g_game_focused == false)\r
-                       return false;\r
                return m_receiver->rightclicked;\r
        }\r
        virtual void resetLeftClicked()\r
@@ -590,14 +643,10 @@ class RealInputHandler : public InputHandler
 \r
        virtual bool getLeftReleased()\r
        {\r
-               if(g_game_focused == false)\r
-                       return false;\r
                return m_receiver->leftreleased;\r
        }\r
        virtual bool getRightReleased()\r
        {\r
-               if(g_game_focused == false)\r
-                       return false;\r
                return m_receiver->rightreleased;\r
        }\r
        virtual void resetLeftReleased()\r
@@ -609,10 +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
@@ -624,8 +677,12 @@ class RandomInputHandler : public InputHandler
 public:\r
        RandomInputHandler()\r
        {\r
+               leftdown = false;\r
+               rightdown = false;\r
                leftclicked = false;\r
                rightclicked = false;\r
+               leftreleased = false;\r
+               rightreleased = false;\r
                for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
                        keydown[i] = false;\r
        }\r
@@ -633,6 +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
@@ -644,11 +705,11 @@ class RandomInputHandler : public InputHandler
 \r
        virtual bool getLeftState()\r
        {\r
-               return false;\r
+               return leftdown;\r
        }\r
        virtual bool getRightState()\r
        {\r
-               return false;\r
+               return rightdown;\r
        }\r
 \r
        virtual bool getLeftClicked()\r
@@ -670,44 +731,36 @@ class RandomInputHandler : public InputHandler
 \r
        virtual bool getLeftReleased()\r
        {\r
-               return false;\r
+               return leftreleased;\r
        }\r
        virtual bool getRightReleased()\r
        {\r
-               return false;\r
+               return rightreleased;\r
        }\r
        virtual void resetLeftReleased()\r
        {\r
+               leftreleased = false;\r
        }\r
        virtual void resetRightReleased()\r
        {\r
+               rightreleased = false;\r
+       }\r
+\r
+       virtual s32 getMouseWheel()\r
+       {\r
+               return 0;\r
        }\r
 \r
        virtual void step(float dtime)\r
        {\r
-               {\r
-                       static float counter1 = 0;\r
-                       counter1 -= dtime;\r
-                       if(counter1 < 0.0)\r
-                       {\r
-                               counter1 = 0.1*Rand(1,10);\r
-                               /*if(g_selected_material < USEFUL_CONTENT_COUNT-1)\r
-                                       g_selected_material++;\r
-                               else\r
-                                       g_selected_material = 0;*/\r
-                               if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
-                                       g_selected_item++;\r
-                               else\r
-                                       g_selected_item = 0;\r
-                       }\r
-               }\r
                {\r
                        static float counter1 = 0;\r
                        counter1 -= dtime;\r
                        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
@@ -716,7 +769,8 @@ class RandomInputHandler : public InputHandler
                        if(counter1 < 0.0)\r
                        {\r
                                counter1 = 0.1*Rand(1, 40);\r
-                               keydown[irr::KEY_KEY_2] = !keydown[irr::KEY_KEY_2];\r
+                               keydown[getKeySetting("keymap_special1")] =\r
+                                               !keydown[getKeySetting("keymap_special1")];\r
                        }\r
                }\r
                {\r
@@ -725,7 +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
@@ -734,7 +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
@@ -752,7 +808,11 @@ class RandomInputHandler : public InputHandler
                        if(counter1 < 0.0)\r
                        {\r
                                counter1 = 0.1*Rand(1, 30);\r
-                               leftclicked = true;\r
+                               leftdown = !leftdown;\r
+                               if(leftdown)\r
+                                       leftclicked = true;\r
+                               if(!leftdown)\r
+                                       leftreleased = true;\r
                        }\r
                }\r
                {\r
@@ -760,8 +820,12 @@ class RandomInputHandler : public InputHandler
                        counter1 -= dtime;\r
                        if(counter1 < 0.0)\r
                        {\r
-                               counter1 = 0.1*Rand(1, 20);\r
-                               rightclicked = true;\r
+                               counter1 = 0.1*Rand(1, 15);\r
+                               rightdown = !rightdown;\r
+                               if(rightdown)\r
+                                       rightclicked = true;\r
+                               if(!rightdown)\r
+                                       rightreleased = true;\r
                        }\r
                }\r
                mousepos += mousespeed;\r
@@ -769,219 +833,167 @@ class RandomInputHandler : public InputHandler
 \r
        s32 Rand(s32 min, s32 max)\r
        {\r
-               return (rand()%(max-min+1))+min;\r
+               return (myrand()%(max-min+1))+min;\r
        }\r
 private:\r
        bool keydown[KEY_KEY_CODES_COUNT];\r
        v2s32 mousepos;\r
        v2s32 mousespeed;\r
+       bool leftdown;\r
+       bool rightdown;\r
        bool leftclicked;\r
        bool rightclicked;\r
+       bool leftreleased;\r
+       bool rightreleased;\r
 };\r
 \r
-void updateViewingRange(f32 frametime, Client *client)\r
-{\r
-       // Range_all messes up frametime_avg\r
-       if(g_viewing_range_all == true)\r
-               return;\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
-       float wanted_fps = g_settings.getFloat("wanted_fps");\r
-       \r
-       // Initialize to the target value\r
-       static float frametime_avg = 1.0/wanted_fps;\r
-       //frametime_avg = frametime_avg * 0.9 + frametime * 0.1;\r
-       frametime_avg = frametime_avg * 0.7 + frametime * 0.3;\r
-\r
-       static f32 counter = 0;\r
-       if(counter > 0){\r
-               counter -= frametime;\r
-               return;\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
-       //counter = 1.0; //seconds\r
-       counter = 0.5; //seconds\r
-\r
-       //float freetime_ratio = 0.2;\r
-       //float freetime_ratio = 0.4;\r
-       float freetime_ratio = FREETIME_RATIO;\r
-\r
-       float frametime_wanted = (1.0/(wanted_fps/(1.0-freetime_ratio)));\r
-\r
-       float fraction = sqrt(frametime_avg / frametime_wanted);\r
-\r
-       /*float fraction = sqrt(frametime_avg / frametime_wanted) / 2.0\r
-                       + frametime_avg / frametime_wanted / 2.0;*/\r
-       \r
-       //float fraction = frametime_avg / frametime_wanted;\r
-\r
-       static bool fraction_is_good = false;\r
        \r
-       //float fraction_good_threshold = 0.1;\r
-       //float fraction_bad_threshold = 0.25;\r
-       float fraction_good_threshold = 0.075;\r
-       float fraction_bad_threshold = 0.125;\r
-       float fraction_limit;\r
-       // Use high limit if fraction is good AND the fraction would\r
-       // lower the range. We want to keep the range fairly high.\r
-       if(fraction_is_good && fraction > 1.0)\r
-               fraction_limit = fraction_bad_threshold;\r
-       else\r
-               fraction_limit = fraction_good_threshold;\r
+       dstream<<"All of the following tests should take around 100ms each."\r
+                       <<std::endl;\r
 \r
-       if(fabs(fraction - 1.0) < fraction_limit)\r
-       {\r
-               fraction_is_good = true;\r
-               return;\r
-       }\r
-       else\r
        {\r
-               fraction_is_good = false;\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
-       //dstream<<"frametime_avg="<<frametime_avg<<std::endl;\r
-       //dstream<<"frametime_wanted="<<frametime_wanted<<std::endl;\r
-       /*dstream<<"fetching="<<client->isFetchingBlocks()\r
-                       <<" faction = "<<fraction<<std::endl;*/\r
-\r
-       JMutexAutoLock lock(g_range_mutex);\r
-       \r
-       s16 viewing_range_nodes_min = g_settings.getS16("viewing_range_nodes_min");\r
-       s16 viewing_range_nodes_max = g_settings.getS16("viewing_range_nodes_max");\r
-\r
-       s16 n = (float)g_viewing_range_nodes / fraction;\r
-       if(n < viewing_range_nodes_min)\r
-               n = viewing_range_nodes_min;\r
-       if(n > viewing_range_nodes_max)\r
-               n = viewing_range_nodes_max;\r
-\r
-       bool can_change = true;\r
-\r
-       if(client->isFetchingBlocks() == true && n > g_viewing_range_nodes)\r
-               can_change = false;\r
        \r
-       if(can_change)\r
-               g_viewing_range_nodes = n;\r
-\r
-       /*dstream<<"g_viewing_range_nodes = "\r
-                       <<g_viewing_range_nodes<<std::endl;*/\r
-}\r
-\r
-class GUIQuickInventory : public IEventReceiver\r
-{\r
-public:\r
-       GUIQuickInventory(\r
-                       gui::IGUIEnvironment* env,\r
-                       gui::IGUIElement* parent,\r
-                       v2s32 pos,\r
-                       s32 itemcount,\r
-                       Inventory *inventory):\r
-               m_itemcount(itemcount),\r
-               m_inventory(inventory)\r
        {\r
-               core::rect<s32> imgsize(0,0,48,48);\r
-               core::rect<s32> textsize(0,0,48,16);\r
-               v2s32 spacing(0, 64);\r
-               for(s32 i=0; i<m_itemcount; i++)\r
-               {\r
-                       m_images.push_back(env->addImage(\r
-                               imgsize + pos + spacing*i\r
-                       ));\r
-                       m_images[i]->setScaleImage(true);\r
-                       m_texts.push_back(env->addStaticText(\r
-                               L"",\r
-                               textsize + pos + spacing*i,\r
-                               false, false\r
-                       ));\r
-                       m_texts[i]->setBackgroundColor(\r
-                                       video::SColor(128,0,0,0));\r
-                       m_texts[i]->setTextAlignment(\r
-                                       gui::EGUIA_CENTER,\r
-                                       gui::EGUIA_UPPERLEFT);\r
+               TimeTaker timer("Testing floating-point vector speed");\r
+\r
+               tempv3f1 = v3f(1,2,3);\r
+               tempv3f2 = v3f(4,5,6);\r
+               for(u32 i=0; i<10000000; i++){\r
+                       tempf += tempv3f1.dotProduct(tempv3f2);\r
+                       tempv3f2 += v3f(7,8,9);\r
                }\r
        }\r
 \r
-       virtual bool OnEvent(const SEvent& event)\r
        {\r
-               return false;\r
+               TimeTaker timer("Testing core::map speed");\r
+               \r
+               core::map<v2s16, f32> map1;\r
+               tempf = -324;\r
+               const s16 ii=300;\r
+               for(s16 y=0; y<ii; y++){\r
+                       for(s16 x=0; x<ii; x++){\r
+                               map1.insert(v2s16(x,y), tempf);\r
+                               tempf += 1;\r
+                       }\r
+               }\r
+               for(s16 y=ii-1; y>=0; y--){\r
+                       for(s16 x=0; x<ii; x++){\r
+                               tempf = map1[v2s16(x,y)];\r
+                       }\r
+               }\r
        }\r
 \r
-       void setSelection(s32 i)\r
        {\r
-               m_selection = i;\r
+               dstream<<"Around 5000/ms should do well here."<<std::endl;\r
+               TimeTaker timer("Testing mutex speed");\r
+               \r
+               JMutex m;\r
+               m.Init();\r
+               u32 n = 0;\r
+               u32 i = 0;\r
+               do{\r
+                       n += 10000;\r
+                       for(; i<n; i++){\r
+                               m.Lock();\r
+                               m.Unlock();\r
+                       }\r
+               }\r
+               // Do at least 10ms\r
+               while(timer.getTime() < 10);\r
+\r
+               u32 dtime = timer.stop();\r
+               u32 per_ms = n / dtime;\r
+               std::cout<<"Done. "<<dtime<<"ms, "\r
+                               <<per_ms<<"/ms"<<std::endl;\r
        }\r
+}\r
 \r
-       void update()\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 start = 0;\r
-\r
-               start = m_selection - m_itemcount / 2;\r
-\r
-               for(s32 i=0; i<m_itemcount; i++)\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
-                       s32 j = i + start;\r
-\r
-                       if(j > (s32)m_inventory->getSize() - 1)\r
-                               j -= m_inventory->getSize();\r
-                       if(j < 0)\r
-                               j += m_inventory->getSize();\r
-                       \r
-                       InventoryItem *item = m_inventory->getItem(j);\r
-                       // Null items\r
-                       if(item == NULL)\r
-                       {\r
-                               m_images[i]->setImage(NULL);\r
-\r
-                               wchar_t t[10];\r
-                               if(m_selection == j)\r
-                                       swprintf(t, 10, L"<-");\r
-                               else\r
-                                       swprintf(t, 10, L"");\r
-                               m_texts[i]->setText(t);\r
-\r
-                               // The next ifs will segfault with a NULL pointer\r
-                               continue;\r
-                       }\r
-                       \r
-                       \r
-                       m_images[i]->setImage(item->getImage());\r
-                       \r
-                       wchar_t t[10];\r
-                       if(m_selection == j)\r
-                               swprintf(t, 10, SWPRINTF_CHARSTRING L" <-", item->getText().c_str());\r
-                       else\r
-                               swprintf(t, 10, SWPRINTF_CHARSTRING, item->getText().c_str());\r
-                       m_texts[i]->setText(t);\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
-private:\r
-       s32 m_itemcount;\r
-       core::array<gui::IGUIStaticText*> m_texts;\r
-       core::array<gui::IGUIImage*> m_images;\r
-       Inventory *m_inventory;\r
-       s32 m_selection;\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
-               Low-level initialization\r
-       */\r
-\r
-       bool disable_stderr = false;\r
-#ifdef _WIN32\r
-       disable_stderr = true;\r
-#endif\r
-\r
-       // Initialize debug streams\r
-       debugstreams_init(disable_stderr, DEBUGFILE);\r
-       // Initialize debug stacks\r
-       debug_stacks_init();\r
-\r
-       DSTACK(__FUNCTION_NAME);\r
-\r
-       try\r
-       {\r
-       \r
        /*\r
                Parse command line\r
        */\r
@@ -998,6 +1010,11 @@ int main(int argc, char *argv[])
        allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));\r
        allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));\r
        allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));\r
+       allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));\r
+#ifdef _WIN32\r
+       allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));\r
+#endif\r
+       allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));\r
 \r
        Settings cmd_args;\r
        \r
@@ -1029,21 +1046,50 @@ int main(int argc, char *argv[])
 \r
                return cmd_args.getFlag("help") ? 0 : 1;\r
        }\r
-\r
-\r
+       \r
        /*\r
-               Basic initialization\r
+               Low-level initialization\r
        */\r
 \r
-       // Initialize default settings\r
-       set_default_settings();\r
+       bool disable_stderr = false;\r
+#ifdef _WIN32\r
+       if(cmd_args.getFlag("dstream-on-stderr") == false)\r
+               disable_stderr = true;\r
+#endif\r
+\r
+       // Initialize debug streams\r
+       debugstreams_init(disable_stderr, DEBUGFILE);\r
+       // Initialize debug stacks\r
+       debug_stacks_init();\r
+\r
+       DSTACK(__FUNCTION_NAME);\r
+\r
+       porting::signal_handler_init();\r
+       bool &kill = *porting::signal_handler_killstatus();\r
+       \r
+       porting::initializePaths();\r
+       // Create user data directory\r
+       fs::CreateDir(porting::path_userdata);\r
        \r
+       // C-style stuff initialization\r
+       initializeMaterialProperties();\r
+\r
+       // Debug handler\r
+       BEGIN_DEBUG_EXCEPTION_HANDLER\r
+\r
        // Print startup message\r
        dstream<<DTIME<<"minetest-c55"\r
                        " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
-                       <<", ENABLE_TESTS="<<ENABLE_TESTS\r
+                       <<", "<<BUILD_INFO\r
                        <<std::endl;\r
        \r
+       /*\r
+               Basic initialization\r
+       */\r
+\r
+       // Initialize default settings\r
+       set_default_settings();\r
+       \r
        // Set locale. This is for forcing '.' as the decimal point.\r
        std::locale::global(std::locale("C"));\r
        // This enables printing all characters in bitmap font\r
@@ -1077,192 +1123,151 @@ int main(int argc, char *argv[])
        }\r
        else\r
        {\r
-               const char *filenames[2] =\r
-               {\r
-                       "../minetest.conf",\r
-                       "../../minetest.conf"\r
-               };\r
+               core::array<std::string> filenames;\r
+               filenames.push_back(porting::path_userdata + "/minetest.conf");\r
+#ifdef RUN_IN_PLACE\r
+               filenames.push_back(porting::path_userdata + "/../minetest.conf");\r
+#endif\r
 \r
-               for(u32 i=0; i<2; i++)\r
+               for(u32 i=0; i<filenames.size(); i++)\r
                {\r
-                       bool r = g_settings.readConfigFile(filenames[i]);\r
+                       bool r = g_settings.readConfigFile(filenames[i].c_str());\r
                        if(r)\r
                        {\r
                                configpath = filenames[i];\r
                                break;\r
                        }\r
                }\r
+               \r
+               // If no path found, use the first one (menu creates the file)\r
+               if(configpath == "")\r
+                       configpath = filenames[0];\r
        }\r
 \r
        // Initialize random seed\r
        srand(time(0));\r
+       mysrand(time(0));\r
+\r
+       /*\r
+               Pre-initialize some stuff with a dummy irrlicht wrapper.\r
+\r
+               These are needed for unit tests at least.\r
+       */\r
+       \r
+       // Initial call with g_texturesource not set.\r
+       init_mapnode();\r
 \r
        /*\r
                Run unit tests\r
        */\r
+\r
        if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)\r
                        || cmd_args.getFlag("enable-unittests") == true)\r
        {\r
                run_tests();\r
        }\r
        \r
+       /*for(s16 y=-100; y<100; y++)\r
+       for(s16 x=-100; x<100; x++)\r
+       {\r
+               std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;\r
+       }\r
+       return 0;*/\r
+       \r
        /*\r
-               Global range mutex\r
-       */\r
-       g_range_mutex.Init();\r
-       assert(g_range_mutex.IsInitialized());\r
-\r
-       // Read map parameters from settings\r
-\r
-       HMParams hm_params;\r
-       hm_params.blocksize = g_settings.getU16("heightmap_blocksize");\r
-       hm_params.randmax = g_settings.get("height_randmax");\r
-       hm_params.randfactor = g_settings.get("height_randfactor");\r
-       hm_params.base = g_settings.get("height_base");\r
-\r
-       MapParams map_params;\r
-       map_params.plants_amount = g_settings.getFloat("plants_amount");\r
-       map_params.ravines_amount = g_settings.getFloat("ravines_amount");\r
-\r
-       /*\r
-               Ask some stuff\r
+               Game parameters\r
        */\r
 \r
-       std::cout<<std::endl<<std::endl;\r
-       \r
-       std::cout\r
-       <<"        .__               __                   __   "<<std::endl\r
-       <<"  _____ |__| ____   _____/  |_  ____   _______/  |_ "<<std::endl\r
-       <<" /     \\|  |/    \\_/ __ \\   __\\/ __ \\ /  ___/\\   __\\"<<std::endl\r
-       <<"|  Y Y  \\  |   |  \\  ___/|  | \\  ___/ \\___ \\  |  |  "<<std::endl\r
-       <<"|__|_|  /__|___|  /\\___  >__|  \\___  >____  > |__|  "<<std::endl\r
-       <<"      \\/        \\/     \\/          \\/     \\/        "<<std::endl\r
-       <<std::endl\r
-       <<"Now with more waterish water!"\r
-       <<std::endl;\r
-\r
-       std::cout<<std::endl;\r
-       //char templine[100];\r
-       \r
-       // Port?\r
+       // Port\r
        u16 port = 30000;\r
        if(cmd_args.exists("port"))\r
-       {\r
                port = cmd_args.getU16("port");\r
-       }\r
-       else\r
-       {\r
-               port = g_settings.getU16Ask("port", "Port", 30000);\r
-               std::cout<<"-> "<<port<<std::endl;\r
-       }\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
+       if(cmd_args.exists("map-dir"))\r
+               map_dir = cmd_args.get("map-dir");\r
+       else if(g_settings.exists("map-dir"))\r
+               map_dir = g_settings.get("map-dir");\r
+       \r
+       // Run dedicated server if asked to\r
        if(cmd_args.getFlag("server"))\r
        {\r
                DSTACK("Dedicated server branch");\r
-               \r
-               std::cout<<std::endl;\r
-               std::cout<<"========================"<<std::endl;\r
-               std::cout<<"Running dedicated server"<<std::endl;\r
-               std::cout<<"========================"<<std::endl;\r
-               std::cout<<std::endl;\r
 \r
-               Server server("../map", hm_params, map_params);\r
+               // Create server\r
+               Server server(map_dir.c_str());\r
                server.start(port);\r
-       \r
-               for(;;)\r
-               {\r
-                       // This is kind of a hack but can be done like this\r
-                       // because server.step() is very light\r
-                       sleep_ms(30);\r
-                       server.step(0.030);\r
-\r
-                       static int counter = 0;\r
-                       counter--;\r
-                       if(counter <= 0)\r
-                       {\r
-                               counter = 10;\r
-\r
-                               core::list<PlayerInfo> list = server.getPlayerInfo();\r
-                               core::list<PlayerInfo>::Iterator i;\r
-                               static u32 sum_old = 0;\r
-                               u32 sum = PIChecksum(list);\r
-                               if(sum != sum_old)\r
-                               {\r
-                                       std::cout<<DTIME<<"Player info:"<<std::endl;\r
-                                       for(i=list.begin(); i!=list.end(); i++)\r
-                                       {\r
-                                               i->PrintLine(&std::cout);\r
-                                       }\r
-                               }\r
-                               sum_old = sum;\r
-                       }\r
-               }\r
+               \r
+               // Run server\r
+               dedicated_server_loop(server, kill);\r
 \r
                return 0;\r
        }\r
 \r
-       bool hosting = false;\r
-       char connect_name[100] = "";\r
 \r
-       if(cmd_args.exists("address"))\r
-       {\r
-               snprintf(connect_name, 100, "%s", cmd_args.get("address").c_str());\r
-       }\r
-       else if(g_settings.get("address") != "" && is_yes(g_settings.get("host_game")) == false)\r
-       {\r
-               std::cout<<g_settings.get("address")<<std::endl;\r
-               snprintf(connect_name, 100, "%s", g_settings.get("address").c_str());\r
-       }\r
-       else\r
-       {\r
-               std::cout<<"Address to connect to [empty = host a game]: ";\r
-               std::cin.getline(connect_name, 100);\r
-       }\r
-       \r
-       if(connect_name[0] == 0){\r
-               snprintf(connect_name, 100, "127.0.0.1");\r
-               hosting = true;\r
-       }\r
+       /*\r
+               More parameters\r
+       */\r
        \r
-       if(hosting)\r
-               std::cout<<"> Hosting game"<<std::endl;\r
-       else\r
-               std::cout<<"> Connecting to "<<connect_name<<std::endl;\r
+       // Address to connect to\r
+       std::string address = "";\r
        \r
-       char playername[PLAYERNAME_SIZE] = "";\r
-       if(g_settings.get("name") != "")\r
+       if(cmd_args.exists("address"))\r
        {\r
-               snprintf(playername, PLAYERNAME_SIZE, "%s", g_settings.get("name").c_str());\r
+               address = cmd_args.get("address");\r
        }\r
        else\r
        {\r
-               std::cout<<"Name of player: ";\r
-               std::cin.getline(playername, PLAYERNAME_SIZE);\r
+               address = g_settings.get("address");\r
        }\r
-       std::cout<<"-> \""<<playername<<"\""<<std::endl;\r
+       \r
+       std::string playername = g_settings.get("name");\r
 \r
        /*\r
-               Resolution selection\r
+               Device initialization\r
        */\r
+\r
+       // Resolution selection\r
        \r
        bool fullscreen = false;\r
-       u16 screenW = atoi(g_settings.get("screenW").c_str());\r
-       u16 screenH = atoi(g_settings.get("screenH").c_str());\r
+       u16 screenW = g_settings.getU16("screenW");\r
+       u16 screenH = g_settings.getU16("screenH");\r
 \r
-       //\r
-\r
-       MyEventReceiver receiver;\r
+       // Determine driver\r
 \r
        video::E_DRIVER_TYPE driverType;\r
+       \r
+       std::string driverstring = g_settings.get("video_driver");\r
+\r
+       if(driverstring == "null")\r
+               driverType = video::EDT_NULL;\r
+       else if(driverstring == "software")\r
+               driverType = video::EDT_SOFTWARE;\r
+       else if(driverstring == "burningsvideo")\r
+               driverType = video::EDT_BURNINGSVIDEO;\r
+       else if(driverstring == "direct3d8")\r
+               driverType = video::EDT_DIRECT3D8;\r
+       else if(driverstring == "direct3d9")\r
+               driverType = video::EDT_DIRECT3D9;\r
+       else if(driverstring == "opengl")\r
+               driverType = video::EDT_OPENGL;\r
+       else\r
+       {\r
+               dstream<<"WARNING: Invalid video_driver specified; defaulting "\r
+                               "to opengl"<<std::endl;\r
+               driverType = video::EDT_OPENGL;\r
+       }\r
 \r
-#ifdef _WIN32\r
-       //driverType = video::EDT_DIRECT3D9; // Doesn't seem to work\r
-       driverType = video::EDT_OPENGL;\r
-#else\r
-       driverType = video::EDT_OPENGL;\r
-#endif\r
+       /*\r
+               Create device and exit if creation failed\r
+       */\r
 \r
-       // create device and exit if creation failed\r
+       MyEventReceiver receiver;\r
 \r
        IrrlichtDevice *device;\r
        device = createDevice(driverType,\r
@@ -1272,40 +1277,67 @@ int main(int argc, char *argv[])
        if (device == 0)\r
                return 1; // could not create selected driver.\r
        \r
-       g_irrlicht = new IrrlichtWrapper(device);\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
-       //g_device = device;\r
+       /*\r
+               Speed tests (done after irrlicht is loaded to get timer)\r
+       */\r
+       if(cmd_args.getFlag("speedtests"))\r
+       {\r
+               dstream<<"Running speed tests"<<std::endl;\r
+               SpeedTests();\r
+               return 0;\r
+       }\r
        \r
        device->setResizable(true);\r
 \r
        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
+               This changes the minimum allowed number of vertices in a VBO.\r
+               Default is 500.\r
        */\r
-       //driver->setMinHardwareBufferVertexCount(1);\r
+       //driver->setMinHardwareBufferVertexCount(50);\r
 \r
        scene::ISceneManager* smgr = device->getSceneManager();\r
-       \r
-       // Pause menu\r
-       guiPauseMenu pauseMenu(device, &receiver);\r
 \r
-       gui::IGUIEnvironment* guienv = device->getGUIEnvironment();\r
+       guienv = device->getGUIEnvironment();\r
        gui::IGUISkin* skin = guienv->getSkin();\r
-       gui::IGUIFont* font = guienv->getFont("../data/fontlucida.png");\r
+       gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());\r
        if(font)\r
                skin->setFont(font);\r
+       else\r
+               dstream<<"WARNING: Font file was not found."\r
+                               " Using default font."<<std::endl;\r
+       // If font was not found, this will get us one\r
+       font = skin->getFont();\r
+       assert(font);\r
+       \r
+       u32 text_height = font->getDimension(L"Hello, world!").Height;\r
+       dstream<<"text_height="<<text_height<<std::endl;\r
+\r
        //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));\r
        skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));\r
        //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));\r
@@ -1313,1113 +1345,225 @@ int main(int argc, char *argv[])
        skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
        skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
        \r
-       const wchar_t *text = L"Loading and connecting...";\r
-       core::vector2d<s32> center(screenW/2, screenH/2);\r
-       core::dimension2d<u32> textd = font->getDimension(text);\r
-       std::cout<<DTIME<<"Text w="<<textd.Width<<" h="<<textd.Height<<std::endl;\r
-       // Have to add a bit to disable the text from word wrapping\r
-       //core::vector2d<s32> textsize(textd.Width+4, textd.Height);\r
-       core::vector2d<s32> textsize(300, textd.Height);\r
-       core::rect<s32> textrect(center - textsize/2, center + textsize/2);\r
-\r
-       gui::IGUIStaticText *gui_loadingtext = guienv->addStaticText(\r
-                       text, textrect, false, false);\r
-       gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);\r
-\r
-       driver->beginScene(true, true, video::SColor(255,0,0,0));\r
-       guienv->drawAll();\r
-       driver->endScene();\r
-\r
-       /*\r
-               Preload some random textures that are used in threads\r
-       */\r
-#if 0\r
-       g_texturecache.set("torch", driver->getTexture("../data/torch.png"));\r
-       g_texturecache.set("torch_on_floor", driver->getTexture("../data/torch_on_floor.png"));\r
-       g_texturecache.set("torch_on_ceiling", driver->getTexture("../data/torch_on_ceiling.png"));\r
-       g_texturecache.set("crack", driver->getTexture("../data/crack.png"));\r
-       \r
        /*\r
-               Load tile textures\r
+               Preload some textures and stuff\r
        */\r
-       for(s32 i=0; i<TILES_COUNT; i++)\r
-       {\r
-               if(g_tile_texture_names[i] == NULL)\r
-                       continue;\r
-               std::string name = g_tile_texture_names[i];\r
-               std::string filename;\r
-               filename += "../data/";\r
-               filename += name;\r
-               filename += ".png";\r
-               g_texturecache.set(name, driver->getTexture(filename.c_str()));\r
-       }\r
-\r
-#endif\r
 \r
-       //tile_materials_preload(g_texturecache);\r
-       tile_materials_preload(g_irrlicht);\r
-       //tile_materials_init();\r
+       init_content_inventory_texture_paths();\r
+       init_mapnode(); // Second call with g_texturesource set\r
+       init_mineral();\r
 \r
        /*\r
-               Make a scope here for the client so that it gets removed\r
-               before the irrlicht device\r
+               GUI stuff\r
        */\r
-       {\r
 \r
-       std::cout<<DTIME<<"Creating server and client"<<std::endl;\r
-       \r
-       /*\r
-               Create server\r
-       */\r
-       SharedPtr<Server> server;\r
-       if(hosting){\r
-               server = new Server("../map", hm_params, map_params);\r
-               server->start(port);\r
-       }\r
-       \r
        /*\r
-               Create client\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
-       Client client(device, playername,\r
-                       g_range_mutex,\r
-                       g_viewing_range_nodes,\r
-                       g_viewing_range_all);\r
-       \r
-       Address connect_address(0,0,0,0, port);\r
-       try{\r
-               connect_address.Resolve(connect_name);\r
-       }\r
-       catch(ResolveError &e)\r
-       {\r
-               std::cout<<DTIME<<"Couldn't resolve address"<<std::endl;\r
-               return 0;\r
-       }\r
-       \r
-       std::cout<<DTIME<<"Connecting to server..."<<std::endl;\r
-       client.connect(connect_address);\r
-       \r
-       try{\r
-               while(client.connectedAndInitialized() == false)\r
-               {\r
-                       client.step(0.1);\r
-                       if(server != NULL){\r
-                               server->step(0.1);\r
-                       }\r
-                       sleep_ms(100);\r
-               }\r
-       }\r
-       catch(con::PeerNotFoundException &e)\r
-       {\r
-               std::cout<<DTIME<<"Timed out."<<std::endl;\r
-               return 0;\r
-       }\r
+       // The password entered during the menu screen,\r
+       std::string password;\r
 \r
        /*\r
-               Create skybox\r
+               Menu-game loop\r
        */\r
-       /*scene::ISceneNode* skybox;\r
-       skybox = smgr->addSkyBoxSceneNode(\r
-               driver->getTexture("../data/skybox2.png"),\r
-               driver->getTexture("../data/skybox3.png"),\r
-               driver->getTexture("../data/skybox1.png"),\r
-               driver->getTexture("../data/skybox1.png"),\r
-               driver->getTexture("../data/skybox1.png"),\r
-               driver->getTexture("../data/skybox1.png"));*/\r
-       \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
-\r
-       camera->setFOV(FOV_ANGLE);\r
-\r
-       // Just so big a value that everything rendered is visible\r
-       camera->setFarValue(100000*BS);\r
-\r
-       f32 camera_yaw = 0; // "right/left"\r
-       f32 camera_pitch = 0; // "up/down"\r
-\r
-       /*\r
-               Move into game\r
-       */\r
-       \r
-       gui_loadingtext->remove();\r
-\r
-       pauseMenu.setVisible(true);\r
-\r
-       /*\r
-               Add some gui stuff\r
-       */\r
-       \r
-       // First line of debug text\r
-       gui::IGUIStaticText *guitext = guienv->addStaticText(\r
-                       L"Minetest-c55",\r
-                       core::rect<s32>(5, 5, 795, 5+textsize.Y),\r
-                       false, false);\r
-       // Second line of debug text\r
-       gui::IGUIStaticText *guitext2 = guienv->addStaticText(\r
-                       L"",\r
-                       core::rect<s32>(5, 5+(textsize.Y+5)*1, 795, (5+textsize.Y)*2),\r
-                       false, false);\r
-       \r
-       // At the middle of the screen\r
-       // Object infos are shown in this\r
-       gui::IGUIStaticText *guitext_info = guienv->addStaticText(\r
-                       L"test",\r
-                       core::rect<s32>(100, 70, 100+400, 70+(textsize.Y+5)),\r
-                       false, false);\r
-       \r
-       // This is a copy of the inventory that the client's environment has\r
-       Inventory local_inventory(PLAYER_INVENTORY_SIZE);\r
-       \r
-       GUIQuickInventory *quick_inventory = new GUIQuickInventory\r
-                       (guienv, NULL, v2s32(10, 70), 5, &local_inventory);\r
-       \r
-       /*\r
-               Some statistics are collected in these\r
-       */\r
-       u32 drawtime = 0;\r
-       u32 beginscenetime = 0;\r
-       u32 scenetime = 0;\r
-       u32 endscenetime = 0;\r
-\r
-       /*\r
-               Text input system\r
-       */\r
-       \r
-       struct TextDest\r
+       while(device->run() && kill == false)\r
        {\r
-               virtual void sendText(std::string text) = 0;\r
-       };\r
-       \r
-       struct TextDestSign : public TextDest\r
-       {\r
-               TextDestSign(v3s16 blockpos, s16 id, Client *client)\r
-               {\r
-                       m_blockpos = blockpos;\r
-                       m_id = id;\r
-                       m_client = client;\r
-               }\r
-               void sendText(std::string text)\r
-               {\r
-                       dstream<<"Changing text of a sign object: "\r
-                                       <<text<<std::endl;\r
-                       m_client->sendSignText(m_blockpos, m_id, text);\r
-               }\r
-\r
-               v3s16 m_blockpos;\r
-               s16 m_id;\r
-               Client *m_client;\r
-       };\r
-\r
-       TextDest *textbuf_dest = NULL;\r
-       \r
-       //gui::IGUIWindow* input_window = NULL;\r
-       gui::IGUIStaticText* input_guitext = NULL;\r
-\r
-       /*\r
-               Digging animation\r
-       */\r
-       //f32 \r
-\r
-       /*\r
-               Main loop\r
-       */\r
-\r
-       bool first_loop_after_window_activation = true;\r
-\r
-       // Time is in milliseconds\r
-       // NOTE: getRealTime() without run()s causes strange problems in wine\r
-       // NOTE: Have to call run() between calls of this to update the timer\r
-       u32 lasttime = device->getTimer()->getTime();\r
-\r
-       while(device->run())\r
-       {\r
-               /*\r
-                       Run global IrrlichtWrapper's main thread processing stuff\r
-               */\r
-               g_irrlicht->Run();\r
-\r
-               /*\r
-                       Random calculations\r
-               */\r
-               v2u32 screensize = driver->getScreenSize();\r
-               core::vector2d<s32> displaycenter(screensize.X/2,screensize.Y/2);\r
-\r
-               // Hilight boxes collected during the loop and displayed\r
-               core::list< core::aabbox3d<f32> > hilightboxes;\r
-               \r
-               // Info text\r
-               std::wstring infotext;\r
 \r
-               //TimeTaker //timer1("//timer1");\r
-               \r
-               // Time of frame without fps limit\r
-               float busytime;\r
-               u32 busytime_u32;\r
+               // This is used for catching disconnects\r
+               try\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(dtime, &client);\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
+                               Clear everything from the GUIEnvironment\r
+                       */\r
+                       guienv->clear();\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
-                       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
+                               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
-               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
+                               Loop quits when menu returns proper parameters.\r
+                       */\r
+                       while(kill == false)\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
+                               // 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
-                               /*\r
-                                       Control freetime ratio\r
-                               */\r
-                               /*if(dtime_jitter1_max_fraction > DTIME_JITTER_MAX_FRACTION)\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
-                                       if(g_freetime_ratio < FREETIME_RATIO_MAX)\r
-                                               g_freetime_ratio += 0.01;\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
-                               else\r
-                               {\r
-                                       if(g_freetime_ratio > FREETIME_RATIO_MIN)\r
-                                               g_freetime_ratio -= 0.01;\r
-                               }*/\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
-                       Special keys\r
-               */\r
-               /*if(g_esc_pressed)\r
-               {\r
-                       break;\r
-               }*/\r
-\r
-               /*\r
-                       Player speed control\r
-               */\r
-               \r
-               if(g_game_focused)\r
-               {\r
-                       /*bool a_up,\r
-                       bool a_down,\r
-                       bool a_left,\r
-                       bool a_right,\r
-                       bool a_jump,\r
-                       bool a_superspeed,\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_2),\r
-                               camera_pitch,\r
-                               camera_yaw\r
-                       );\r
-                       client.setPlayerControl(control);\r
-               }\r
-               else\r
-               {\r
-                       // Set every key to inactive\r
-                       PlayerControl control;\r
-                       client.setPlayerControl(control);\r
-               }\r
-\r
-               //timer1.stop();\r
-               /*\r
-                       Process environment\r
-               */\r
-               \r
-               {\r
-                       //TimeTaker timer("client.step(dtime)");\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() && g_game_focused && !pauseMenu.isVisible())\r
-                               || 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
-               v3f camera_position =\r
-                               player_position + v3f(0, BS+BS/2, 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.m_env.getMap().updateCamera(v3f(0,0,0), v3f(0,0,1));\r
-                       client.updateCamera(v3f(0,0,0), v3f(0,0,1));\r
-               }\r
-               else{\r
-                       //client.m_env.getMap().updateCamera(camera_position, camera_direction);\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
-               if(selected_object != NULL)\r
-               {\r
-                       //dstream<<"Client returned selected_object != NULL"<<std::endl;\r
+                               video::IVideoDriver* driver = device->getVideoDriver();\r
+                               \r
+                               dstream<<"Created main menu"<<std::endl;\r
 \r
-                       core::aabbox3d<f32> box_on_map\r
-                                       = selected_object->getSelectionBoxOnMap();\r
+                               while(device->run() && kill == false)\r
+                               {\r
+                                       if(menu->getStatus() == true)\r
+                                               break;\r
 \r
-                       hilightboxes.push_back(box_on_map);\r
+                                       //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
+                                       driver->beginScene(true, true, video::SColor(255,128,128,128));\r
 \r
-                       infotext = narrow_to_wide(selected_object->infoText());\r
+                                       drawMenuBackground(driver);\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
+                                       guienv->drawAll();\r
                                        \r
-                                       unFocusGame();\r
-\r
-                                       input_guitext = guienv->addStaticText(L"",\r
-                                                       core::rect<s32>(150,100,350,120),\r
-                                                       true, // border?\r
-                                                       false, // wordwrap?\r
-                                                       NULL);\r
-\r
-                                       input_guitext->setDrawBackground(true);\r
-\r
-                                       if(random_input)\r
-                                       {\r
-                                               g_text_buffer = L"ASD LOL 8)";\r
-                                               g_text_buffer_accepted = true;\r
-                                       }\r
-                                       else\r
-                                       {\r
-                                               g_text_buffer = L"";\r
-                                               g_text_buffer_accepted = false;\r
-                                       }\r
-\r
-                                       textbuf_dest = new TextDestSign(\r
-                                                       selected_object->getBlock()->getPos(),\r
-                                                       selected_object->getId(),\r
-                                                       &client);\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
+                                       driver->endScene();\r
+                                       \r
+                                       // On some computers framerate doesn't seem to be\r
+                                       // automatically limited\r
+                                       sleep_ms(25);\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> nodefacebox;\r
-               f32 mindistance = BS * 1001;\r
-               \r
-               v3s16 pos_i = floatToInt(player_position);\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);\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
+                               // 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
-                               if(distance < mindistance)\r
+                               menu->drop();\r
+                               \r
+                               // Delete map if requested\r
+                               if(menudata.delete_map)\r
                                {\r
-                                       if(box.intersectsWithLine(shootline))\r
-                                       {\r
-                                               nodefound = true;\r
-                                               nodepos = np;\r
-                                               neighbourpos = np;\r
-                                               mindistance = distance;\r
-                                               nodefacebox = box;\r
-                                       }\r
+                                       bool r = fs::RecursiveDeleteContent(map_dir);\r
+                                       if(r == false)\r
+                                               error_message = L"Delete failed";\r
+                                       continue;\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
-                                                       nodefacebox = facebox;\r
-                                               }\r
-                                       } // if distance < mindistance\r
-                               } // for dirs\r
-                       } // regular block\r
-               } // for coords\r
-\r
-               if(nodefound)\r
-               {\r
-                       static v3s16 nodepos_old(-32768,-32768,-32768);\r
 \r
-                       static float dig_time = 0.0;\r
+                               playername = wide_to_narrow(menudata.name);\r
 \r
-                       if(nodepos != nodepos_old)\r
-                       {\r
-                               std::cout<<DTIME<<"Pointing at ("<<nodepos.X<<","\r
-                                               <<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;\r
+                               password = translatePassword(playername, menudata.password);\r
 \r
-                               if(nodepos_old != v3s16(-32768,-32768,-32768))\r
-                               {\r
-                                       client.clearTempMod(nodepos_old);\r
-                                       dig_time = 0.0;\r
-                               }\r
-                       }\r
-\r
-                       hilightboxes.push_back(nodefacebox);\r
-                       \r
-                       if(g_input->getLeftReleased())\r
-                       {\r
-                               client.clearTempMod(nodepos);\r
-                               dig_time = 0.0;\r
-                       }\r
-                       if(g_input->getLeftClicked() ||\r
-                                       (g_input->getLeftState() && nodepos != nodepos_old))\r
-                       {\r
-                               std::cout<<DTIME<<"Ground left-clicked"<<std::endl;\r
-                               client.groundAction(0, nodepos, neighbourpos, g_selected_item);\r
-                       }\r
-                       if(g_input->getLeftClicked())\r
-                       {\r
-                               client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, 0));\r
-                       }\r
-                       if(g_input->getLeftState())\r
-                       {\r
-                               dig_time += dtime;\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
-                               float dig_time_complete = 0.5;\r
-                               MapNode n = client.getNode(nodepos);\r
-                               if(n.d == CONTENT_STONE)\r
-                                       dig_time_complete = 1.5;\r
-\r
-                               u16 dig_index = (u16)(3.99*dig_time/dig_time_complete);\r
-                               if(dig_time > 0.125)\r
+                               // Check for valid parameters, restart menu if invalid.\r
+                               if(playername == "")\r
                                {\r
-                                       //dstream<<"dig_index="<<dig_index<<std::endl;\r
-                                       client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, dig_index));\r
+                                       error_message = L"Name required.";\r
+                                       continue;\r
                                }\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
-                       if(g_input->getRightClicked())\r
-                       {\r
-                               std::cout<<DTIME<<"Ground right-clicked"<<std::endl;\r
-                               client.groundAction(1, nodepos, neighbourpos, g_selected_item);\r
+                               // Continue to game\r
+                               break;\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 released"<<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
-               video::SColor bgcolor = video::SColor(\r
-                               255,\r
-                               skycolor.getRed() * daynight_ratio / 1000,\r
-                               skycolor.getGreen() * daynight_ratio / 1000,\r
-                               skycolor.getBlue() * daynight_ratio / 1000);\r
-\r
-               /*\r
-                       Fog\r
-               */\r
-               \r
-               if(g_settings.getBool("enable_fog") == true)\r
-               {\r
-                       f32 range = g_viewing_range_nodes * BS;\r
-                       if(g_viewing_range_all)\r
-                               range = 100000*BS;\r
-\r
-                       driver->setFog(\r
-                               bgcolor,\r
-                               video::EFT_FOG_LINEAR,\r
-                               range*0.6,\r
-                               range,\r
-                               0.01,\r
-                               false, // pixel fog\r
-                               false // range fog\r
-                               );\r
-               }\r
-\r
-\r
-               /*\r
-                       Update gui stuff (0ms)\r
-               */\r
-\r
-               //TimeTaker guiupdatetimer("Gui updating");\r
-               \r
-               {\r
-                       wchar_t temptext[150];\r
-\r
-                       static float drawtime_avg = 0;\r
-                       drawtime_avg = drawtime_avg * 0.98 + (float)drawtime*0.02;\r
-                       static float beginscenetime_avg = 0;\r
-                       beginscenetime_avg = beginscenetime_avg * 0.98 + (float)beginscenetime*0.02;\r
-                       static float scenetime_avg = 0;\r
-                       scenetime_avg = scenetime_avg * 0.98 + (float)scenetime*0.02;\r
-                       static float endscenetime_avg = 0;\r
-                       endscenetime_avg = endscenetime_avg * 0.98 + (float)endscenetime*0.02;\r
-                       \r
-                       swprintf(temptext, 150, L"Minetest-c55 ("\r
-                                       L"F: item=%i"\r
-                                       L", R: range_all=%i"\r
-                                       L")"\r
-                                       L" drawtime=%.0f, beginscenetime=%.0f, scenetime=%.0f, endscenetime=%.0f",\r
-                                       g_selected_item,\r
-                                       g_viewing_range_all,\r
-                                       drawtime_avg,\r
-                                       beginscenetime_avg,\r
-                                       scenetime_avg,\r
-                                       endscenetime_avg\r
-                                       );\r
-                       \r
-                       guitext->setText(temptext);\r
-               }\r
-               \r
-               {\r
-                       wchar_t temptext[150];\r
-                       swprintf(temptext, 150,\r
-                                       L"(% .1f, % .1f, % .1f)"\r
-                                       L" (% .3f < btime_jitter < % .3f"\r
-                                       L", dtime_jitter = % .1f %%)",\r
-                                       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
-                                       );\r
-\r
-                       guitext2->setText(temptext);\r
-               }\r
-               \r
-               {\r
-                       /*wchar_t temptext[100];\r
-                       swprintf(temptext, 100,\r
-                                       SWPRINTF_CHARSTRING,\r
-                                       infotext.substr(0,99).c_str()\r
-                                       );\r
-\r
-                       guitext_info->setText(temptext);*/\r
-\r
-                       guitext_info->setText(infotext.c_str());\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
-               if(input_guitext != NULL)\r
-               {\r
-                       /*wchar_t temptext[100];\r
-                       swprintf(temptext, 100,\r
-                                       SWPRINTF_CHARSTRING,\r
-                                       g_text_buffer.substr(0,99).c_str()\r
-                                       );*/\r
-                       input_guitext->setText(g_text_buffer.c_str());\r
-               }\r
-\r
-               /*\r
-                       Text input stuff\r
-               */\r
-               if(input_guitext != NULL && g_text_buffer_accepted)\r
-               {\r
-                       input_guitext->remove();\r
-                       input_guitext = NULL;\r
+                       // Break out of menu-game loop to shut down cleanly\r
+                       if(device->run() == false)\r
+                               break;\r
                        \r
-                       if(textbuf_dest != NULL)\r
-                       {\r
-                               std::string text = wide_to_narrow(g_text_buffer);\r
-                               dstream<<"Sending text: "<<text<<std::endl;\r
-                               textbuf_dest->sendText(text);\r
-                               delete textbuf_dest;\r
-                               textbuf_dest = NULL;\r
-                       }\r
-\r
-                       focusGame();\r
-               }\r
-\r
-               //guiupdatetimer.stop();\r
-\r
-               /*\r
-                       Drawing begins\r
-               */\r
-\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
+                       // Initialize mapnode again to enable changed graphics settings\r
+                       init_mapnode();\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
-               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
-               //timer9.stop();\r
-               //TimeTaker //timer10("//timer10");\r
-               \r
-               video::SMaterial m;\r
-               m.Thickness = 10;\r
-               m.Lighting = false;\r
-               driver->setMaterial(m);\r
-\r
-               driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);\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
-               for(core::list< core::aabbox3d<f32> >::Iterator i=hilightboxes.begin();\r
-                               i != hilightboxes.end(); i++)\r
+               } //try\r
+               catch(con::PeerNotFoundException &e)\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
+                       dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;\r
+                       error_message = L"Connection error (timed out?)";\r
                }\r
-\r
-               //timer10.stop();\r
-               //TimeTaker //timer11("//timer11");\r
-\r
-               /*\r
-                       Draw gui\r
-               */\r
-               // 0-1ms\r
-               guienv->drawAll();\r
-               \r
-               // End drawing\r
+               catch(SocketException &e)\r
                {\r
-                       TimeTaker timer("endScene");\r
-                       driver->endScene();\r
-                       endscenetime = timer.stop(true);\r
+                       dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;\r
+                       error_message = L"Socket error (port already in use?)";\r
                }\r
-\r
-               drawtime = drawtimer.stop(true);\r
-\r
-               /*\r
-                       Drawing ends\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
+#ifdef NDEBUG\r
+               catch(std::exception &e)\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
+                       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
-               \r
-               /*}\r
-               else\r
-                       device->yield();*/\r
-       }\r
-\r
-       delete quick_inventory;\r
+#endif\r
 \r
-       } // client is deleted at this point\r
+       } // Menu-game loop\r
        \r
-       delete g_input;\r
+       delete 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
-       } //try\r
-       catch(con::PeerNotFoundException &e)\r
-       {\r
-               dstream<<DTIME<<"Connection timed out."<<std::endl;\r
-       }\r
-#if CATCH_UNHANDLED_EXCEPTIONS\r
-       /*\r
-               This is what has to be done in every thread to get suitable debug info\r
-       */\r
-       catch(std::exception &e)\r
-       {\r
-               dstream<<std::endl<<DTIME<<"An unhandled exception occurred: "\r
-                               <<e.what()<<std::endl;\r
-               assert(0);\r
-       }\r
-#endif\r
-\r
+       END_DEBUG_EXCEPTION_HANDLER\r
+       \r
        debugstreams_deinit();\r
        \r
        return 0;\r