]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/main.cpp
Mapgen is better now. Not a lot, but a bit!
[dragonfireclient.git] / src / main.cpp
index 6b545596519aa14819141a17f4ac2033751e8fa6..fb1b2d8fd9a80d00f4c6d0f59a41279d144a1425 100644 (file)
@@ -23,20 +23,24 @@ NOTE: Things starting with TODO are sometimes only suggestions.
 \r
 NOTE: VBO cannot be turned on for fast-changing stuff because there\r
       is an apparanet memory leak in irrlicht when using it (not sure)\r
+         - It is not a memory leak but some kind of a buffer.\r
 \r
 NOTE: iostream.imbue(std::locale("C")) is very slow\r
 NOTE: Global locale is now set at initialization\r
 \r
+Random suggeestions:\r
+--------------------\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: When a new sector is generated, it may change the ground level\r
+      of it's and it's neighbors border that two blocks that are\r
+         above and below each other and that are generated before and\r
+         after the sector heightmap generation (order doesn't matter),\r
+         can have a small gap between each other at the border.\r
+SUGG: Use same technique for sector heightmaps as what we're\r
+      using for UnlimitedHeightmap? (getting all neighbors\r
+         when generating)\r
 \r
 SUGG: Transfer more blocks in a single packet\r
 SUGG: A blockdata combiner class, to which blocks are added and at\r
@@ -75,110 +79,238 @@ SUGG: Split MapBlockObject serialization to to-client and to-disk
       - This will allow saving ages of rats on disk but not sending\r
            them to clients\r
 \r
-SUGG: Implement lighting using VoxelManipulator\r
-      - Would it be significantly faster?\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
-\r
 SUGG: MovingObject::move and Player::move are basically the same.\r
       combine them.\r
-\r
-SUGG: Implement a "Fast check queue" (a queue with a map for checking\r
-      if something is already in it)\r
-      - Use it in active block queue in water flowing\r
-\r
-SUGG: Signs could be done in the same way as torches. For this, blocks\r
-      need an additional metadata field for the texts\r
+         - NOTE: Player::move is more up-to-date.\r
 \r
 SUGG: Precalculate lighting translation table at runtime (at startup)\r
+      - This is not doable because it is currently hand-made and not\r
+           based on some mathematical function.\r
+               - Note: This has been changing lately\r
 \r
 SUGG: A version number to blocks, which increments when the block is\r
       modified (node add/remove, water update, lighting update)\r
          - This can then be used to make sure the most recent version of\r
            a block has been sent to client\r
 \r
-TODO: Stop player if focus of window is taken away (go to pause mode)\r
+SUGG: Make the amount of blocks sending to client and the total\r
+         amount of blocks dynamically limited. Transferring blocks is the\r
+         main network eater of this system, so it is the one that has\r
+         to be throttled so that RTTs stay low.\r
+\r
+SUGG: Meshes of blocks could be split into 6 meshes facing into\r
+      different directions and then only those drawn that need to be\r
 \r
-TODO: Combine MapBlock's face caches to so big pieces that VBO\r
-      gets used\r
-      - That is >500 vertices\r
+SUGG: Calculate lighting per vertex to get a lighting effect like in\r
+      bartwe's game\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
 \r
-TODO: Mobs\r
-      - Server:\r
-        - One single map container with ids as keys\r
-      - Client:\r
-           - ?\r
-TODO: - Keep track of the place of the mob in the last few hundreth's\r
-        of a second - then, if a player hits it, take the value that is\r
-               avg_rtt/2 before the moment the packet is received.\r
-TODO: - Scripting\r
+- The player could go faster by a crafting a boat, or riding an animal\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
+- Random NPC traders. what else?\r
 \r
-TODO: There are some lighting-related todos and fixmes in\r
-      ServerMap::emergeBlock\r
+Documentation:\r
+--------------\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
+Build system / running:\r
+-----------------------\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
+Networking and serialization:\r
+-----------------------------\r
 \r
-TODO: Server to load starting inventory from disk\r
+TODO: Get rid of GotSplitPacketException\r
+\r
+GUI:\r
+----\r
+\r
+TODO: Add gui option to remove map\r
+\r
+TODO: Configuration menu, at least for keys\r
 \r
-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
+Graphics:\r
+---------\r
+\r
+TODO: Optimize day/night mesh updating somehow\r
+      - create copies of all textures for all lighting values and only\r
+           change texture for material?\r
+         - Umm... the collecting of the faces is the slow part\r
+           -> what about just changing the color values of the existing\r
+                  meshbuffers? It should go quite fast.\r
+                  - This is not easy; There'd need to be a buffer somewhere\r
+                    that would contain the night and day lighting values.\r
+                        - Actually if FastFaces would be stored, they could\r
+                          hold both values\r
+\r
+FEATURE: Combine MapBlock's face caches to so big pieces that VBO\r
+      gets used\r
+      - That is >500 vertices\r
+         - This is not easy; all the MapBlocks close to the player would\r
+           still need to be drawn separately and combining the blocks\r
+               would have to happen in a background thread\r
 \r
 TODO: Make fetching sector's blocks more efficient when rendering\r
       sectors that have very large amounts of blocks (on client)\r
+         - Is this necessary at all?\r
 \r
-TODO: Make the video backend selectable\r
+TODO: Flowing water animation\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
+* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC\r
 \r
-TODO: Add config parameters for server's sending and generating distance\r
+SUGG: Draw cubes in inventory directly with 3D drawing commands, so that\r
+      animating them is easier.\r
 \r
-TODO: Copy the text of the last picked sign to inventory in creative\r
-      mode\r
+Configuration:\r
+--------------\r
+\r
+Client:\r
+-------\r
 \r
 TODO: Untie client network operations from framerate\r
       - Needs some input queues or something\r
 \r
-TODO: Get rid of GotSplitPacketException\r
+SUGG: Make morning and evening transition more smooth and maybe shorter\r
+\r
+SUGG: Don't update all meshes always on single node changes, but\r
+      check which ones should be updated\r
+         - implement Map::updateNodeMeshes()\r
+\r
+TODO: Remove IrrlichtWrapper\r
+\r
+Server:\r
+-------\r
+\r
+TODO: When player dies, throw items on map\r
+\r
+SUGG: Make an option to the server to disable building and digging near\r
+      the starting position\r
+\r
+TODO: Copy the text of the last picked sign to inventory in creative\r
+      mode\r
 \r
 TODO: Check what goes wrong with caching map to disk (Kray)\r
+      - Nothing?\r
 \r
-TODO: Remove LazyMeshUpdater. It is not used as supposed.\r
+FIXME: Server sometimes goes into some infinite PeerNotFoundException loop\r
 \r
-TODO: Add server unused sector deletion settings to settings\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
-TODO: TOSERVER_LEAVE\r
+Objects:\r
+--------\r
 \r
-Doing now:\r
-======================================================================\r
+TODO: There has to be some better way to handle static objects than to\r
+      send them all the time. This affects signs and item objects.\r
+SUGG: Signs could be done in the same way as torches. For this, blocks\r
+      need an additional metadata field for the texts\r
+         - This is also needed for item container chests\r
+\r
+Block object server side:\r
+      - A "near blocks" buffer, in which some nearby blocks are stored.\r
+         - For all blocks in the buffer, objects are stepped(). This\r
+           means they are active.\r
+         - TODO: A global active buffer is needed for the server\r
+         - TODO: A timestamp to blocks\r
+      - TODO: All blocks going in and out of the buffer are recorded.\r
+           - TODO: For outgoing blocks, timestamp is written.\r
+           - TODO: For incoming blocks, time difference is calculated and\r
+             objects are stepped according to it.\r
 \r
+- When an active object goes far from a player, either delete\r
+  it or store it statically.\r
+- When a statically stored active object comes near a player,\r
+  recreate the active object\r
+\r
+* Continue making the scripting system:\r
+  * Make updateNodeMesh for a less verbose mesh update on add/removenode\r
+  * Switch to using a safe way for the self and env pointers\r
+  * Make some global environment hooks, like node placed and general\r
+    on_step()\r
+* Add a global Lua spawn handler and such\r
+* Get rid of MapBlockObjects\r
+* Other players could be sent to clients as LuaCAOs\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
+\r
+FEATURE: Create a system that allows a huge amount of different "map\r
+            generator modules/filters"\r
+\r
+FEATURE: Erosion simulation at map generation time\r
+               - Simulate water flows, which would carve out dirt fast and\r
+                 then turn stone into gravel and sand and relocate it.\r
+               - How about relocating minerals, too? Coal and gold in\r
+                 downstream sand and gravel would be kind of cool\r
+                 - This would need a better way of handling minerals, mainly\r
+                   to have mineral content as a separate field. the first\r
+                       parameter field is free for this.\r
+               - Simulate rock falling from cliffs when water has removed\r
+                 enough solid rock from the bottom\r
+\r
+Mapgen v2 (not doing):\r
+* only_from_disk might not work anymore - check and fix it.\r
+* Make the generator to run in background and not blocking block\r
+  placement and transfer\r
+* Add some kind of erosion and other stuff that now is possible\r
+* Make client to fetch stuff asynchronously\r
+  - Needs method SyncProcessData\r
+* Better water generation (spread it to underwater caverns but don't\r
+  fill dungeons that don't touch big water masses)\r
+* When generating a chunk and the neighboring chunk doesn't have mud\r
+  and stuff yet and the ground is fairly flat, the mud will flow to\r
+  the other chunk making nasty straight walls when the other chunk\r
+  is generated. Fix it.\r
+\r
+Mapgen v4 (not doing):\r
+* only_from_disk might not work anymore - check and fix it.\r
+* Make the generator to run in background and not blocking block\r
+  placement and transfer\r
+* Make chunks to be tiled vertically too\r
+* MAKE IT FASTER\r
+\r
+Mapgen v3 (not doing):\r
+* Generate trees better\r
+  - Add a "trees_added" flag to sector, or something\r
+* How 'bout making turbulence controlled so that for a given 2d position\r
+  it can be completely turned off, and is usually so. This way generation\r
+  can be sped up a lot.\r
+* Add a way to generate a block partly, so that trees are not added, like\r
+  the chunks in v2\r
+* Add mud "discretely", not by guessing from the noise\r
+\r
+Mapgen v4:\r
+* This will be the final way.\r
+* Generate blocks in the same way as chunks, by copying a VoxelManipulator\r
+  from the map that is one block larger in all directions.\r
+\r
+Misc. stuff:\r
+------------\r
+* Make an "environment metafile" to store at least time of day\r
+* Move digging property stuff from material.{h,cpp} to mapnode.cpp...\r
+  - Or maybe move content_features to material.{h,cpp}?\r
+* Maybe:\r
+  Make a system for pregenerating quick information for mapblocks, so\r
+  that the client can show them as cubes before they are actually sent\r
+  or even generated.\r
+* Optimize VoxelManipulator lighting implementation by using indices\r
+  in place of coordinates?\r
+\r
+Making it more portable:\r
+------------------------\r
+* Some MSVC: std::sto* are defined without a namespace and collide\r
+  with the ones in utility.h\r
 \r
 ======================================================================\r
 \r
@@ -194,7 +326,7 @@ Doing now:
 */\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
@@ -208,64 +340,53 @@ Doing now:
 #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 <time.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 "test.h"\r
-#include "environment.h"\r
+//#include "environment.h"\r
 #include "server.h"\r
 #include "client.h"\r
-#include "serialization.h"\r
+//#include "serialization.h"\r
 #include "constants.h"\r
-#include "strfnd.h"\r
+//#include "strfnd.h"\r
+#include "porting.h"\r
+#include "irrlichtwrapper.h"\r
+#include "gettime.h"\r
 #include "porting.h"\r
 #include "guiPauseMenu.h"\r
+#include "guiInventoryMenu.h"\r
+#include "guiTextInputMenu.h"\r
+#include "materials.h"\r
+#include "guiMessageMenu.h"\r
+#include "filesys.h"\r
+#include "config.h"\r
+#include "guiMainMenu.h"\r
+#include "mineral.h"\r
+#include "noise.h"\r
+#include "tile.h"\r
 \r
-IrrlichtWrapper *g_irrlicht;\r
-\r
-// All range-related stuff below is locked behind this\r
-JMutex g_range_mutex;\r
+// TODO: Remove this\r
+IrrlichtWrapper *g_irrlicht = NULL;\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
+// This makes textures\r
+ITextureSource *g_texturesource = NULL;\r
 \r
+MapDrawControl draw_control;\r
 \r
 /*\r
        Settings.\r
@@ -280,16 +401,111 @@ extern void set_default_settings();
        Random stuff\r
 */\r
 \r
-//u16 g_selected_material = 0;\r
-u16 g_selected_item = 0;\r
+IrrlichtDevice *g_device = NULL;\r
+Client *g_client = NULL;\r
+\r
+/*const s16 quickinv_size = 40;\r
+const s16 quickinv_padding = 8;\r
+const s16 quickinv_spacing = quickinv_size + quickinv_padding;\r
+const s16 quickinv_outer_padding = 4;\r
+const s16 quickinv_itemcount = 8;*/\r
+\r
+const s32 hotbar_itemcount = 8;\r
+const s32 hotbar_imagesize = 36;\r
+\r
+/*\r
+       GUI Stuff\r
+*/\r
+\r
+gui::IGUIEnvironment* guienv = NULL;\r
+gui::IGUIStaticText *guiroot = NULL;\r
+\r
+class MainMenuManager : public IMenuManager\r
+{\r
+public:\r
+       virtual void createdMenu(GUIModalMenu *menu)\r
+       {\r
+               for(core::list<GUIModalMenu*>::Iterator\r
+                               i = m_stack.begin();\r
+                               i != m_stack.end(); i++)\r
+               {\r
+                       assert(*i != menu);\r
+               }\r
+\r
+               if(m_stack.size() != 0)\r
+                       (*m_stack.getLast())->setVisible(false);\r
+               m_stack.push_back(menu);\r
+       }\r
+\r
+       virtual void deletingMenu(GUIModalMenu *menu)\r
+       {\r
+               // Remove all entries if there are duplicates\r
+               bool removed_entry;\r
+               do{\r
+                       removed_entry = false;\r
+                       for(core::list<GUIModalMenu*>::Iterator\r
+                                       i = m_stack.begin();\r
+                                       i != m_stack.end(); i++)\r
+                       {\r
+                               if(*i == menu)\r
+                               {\r
+                                       m_stack.erase(i);\r
+                                       removed_entry = true;\r
+                                       break;\r
+                               }\r
+                       }\r
+               }while(removed_entry);\r
+\r
+               /*core::list<GUIModalMenu*>::Iterator i = m_stack.getLast();\r
+               assert(*i == menu);\r
+               m_stack.erase(i);*/\r
+               \r
+               if(m_stack.size() != 0)\r
+                       (*m_stack.getLast())->setVisible(true);\r
+       }\r
+\r
+       u32 menuCount()\r
+       {\r
+               return m_stack.size();\r
+       }\r
+\r
+       core::list<GUIModalMenu*> m_stack;\r
+};\r
+\r
+MainMenuManager g_menumgr;\r
+\r
+bool noMenuActive()\r
+{\r
+       return (g_menumgr.menuCount() == 0);\r
+}\r
+\r
+bool g_disconnect_requested = false;\r
+\r
+class MainGameCallback : public IGameCallback\r
+{\r
+public:\r
+       virtual void exitToOS()\r
+       {\r
+               g_device->closeDevice();\r
+       }\r
+\r
+       virtual void disconnect()\r
+       {\r
+               g_disconnect_requested = true;\r
+       }\r
+};\r
 \r
-bool g_esc_pressed = false;\r
+MainGameCallback g_gamecallback;\r
 \r
-std::wstring g_text_buffer;\r
-bool g_text_buffer_accepted = false;\r
+// Inventory actions from the menu are buffered here before sending\r
+Queue<InventoryAction*> inventory_action_queue;\r
+// This is a copy of the inventory that the client's environment has\r
+Inventory local_inventory;\r
+\r
+u16 g_selected_item = 0;\r
 \r
-// When true, the mouse and keyboard are grabbed\r
-bool g_game_focused = true;\r
+bool g_show_map_plot = false;\r
+bool g_refresh_map_plot = false;\r
 \r
 /*\r
        Debug streams\r
@@ -311,26 +527,78 @@ std::ostream *derr_server_ptr = &dstream;
 std::ostream *dout_client_ptr = &dstream;\r
 std::ostream *derr_client_ptr = &dstream;\r
 \r
+/*\r
+       gettime.h implementation\r
+*/\r
+\r
+u32 getTimeMs()\r
+{\r
+       /*\r
+               Use irrlicht because it is more precise than porting.h's\r
+               getTimeMs()\r
+       */\r
+       if(g_irrlicht == NULL)\r
+               return 0;\r
+       return g_irrlicht->getTime();\r
+}\r
 \r
 /*\r
-       Timestamp stuff\r
+       Text input system\r
 */\r
 \r
-JMutex g_timestamp_mutex;\r
-//std::string g_timestamp;\r
+struct TextDestSign : public TextDest\r
+{\r
+       TextDestSign(v3s16 blockpos, s16 id, Client *client)\r
+       {\r
+               m_blockpos = blockpos;\r
+               m_id = id;\r
+               m_client = client;\r
+       }\r
+       void gotText(std::wstring text)\r
+       {\r
+               std::string ntext = wide_to_narrow(text);\r
+               dstream<<"Changing text of a sign object: "\r
+                               <<ntext<<std::endl;\r
+               m_client->sendSignText(m_blockpos, m_id, ntext);\r
+       }\r
+\r
+       v3s16 m_blockpos;\r
+       s16 m_id;\r
+       Client *m_client;\r
+};\r
 \r
-std::string getTimestamp()\r
+struct TextDestChat : public TextDest\r
 {\r
-       if(g_timestamp_mutex.IsInitialized()==false)\r
-               return "";\r
-       JMutexAutoLock lock(g_timestamp_mutex);\r
-       //return g_timestamp;\r
-       time_t t = time(NULL);\r
-       struct tm *tm = localtime(&t);\r
-       char cs[20];\r
-       strftime(cs, 20, "%H:%M:%S", tm);\r
-       return cs;\r
-}\r
+       TextDestChat(Client *client)\r
+       {\r
+               m_client = client;\r
+       }\r
+       void gotText(std::wstring text)\r
+       {\r
+               // Discard empty line\r
+               if(text == L"")\r
+                       return;\r
+               \r
+               // Parse command (server command starts with "/#")\r
+               if(text[0] == L'/' && text[1] != L'#')\r
+               {\r
+                       std::wstring reply = L"Local: ";\r
+\r
+                       reply += L"Local commands not yet supported. "\r
+                                       L"Server prefix is \"/#\".";\r
+                       \r
+                       m_client->addChatMessage(reply);\r
+                       return;\r
+               }\r
+\r
+               // Send to others\r
+               m_client->sendChatMessage(text);\r
+               // Show locally\r
+               m_client->addChatMessage(text);\r
+       }\r
+\r
+       Client *m_client;\r
+};\r
 \r
 class MyEventReceiver : public IEventReceiver\r
 {\r
@@ -338,6 +606,15 @@ class MyEventReceiver : public IEventReceiver
        // This is the one method that we have to implement\r
        virtual bool OnEvent(const SEvent& event)\r
        {\r
+               /*\r
+                       React to nothing here if a menu is active\r
+               */\r
+               if(noMenuActive() == false)\r
+               {\r
+                       clearInput();\r
+                       return false;\r
+               }\r
+\r
                // Remember whether each key is down or up\r
                if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
                {\r
@@ -346,71 +623,80 @@ class MyEventReceiver : public IEventReceiver
                        if(event.KeyInput.PressedDown)\r
                        {\r
                                //dstream<<"Pressed key: "<<(char)event.KeyInput.Key<<std::endl;\r
-                               if(g_game_focused == false)\r
+                               if(g_show_map_plot)\r
                                {\r
-                                       s16 key = event.KeyInput.Key;\r
-                                       if(key == irr::KEY_RETURN || key == irr::KEY_ESCAPE)\r
+                                       if(event.KeyInput.Key == irr::KEY_ESCAPE\r
+                                               || event.KeyInput.Key == irr::KEY_KEY_M)\r
                                        {\r
-                                               g_text_buffer_accepted = true;\r
+                                               g_show_map_plot = false;\r
                                        }\r
-                                       else if(key == irr::KEY_BACK)\r
+                                       return true;\r
+                               }\r
+                               \r
+                               /*\r
+                                       Launch menus\r
+                               */\r
+\r
+                               if(guienv != NULL && guiroot != NULL && g_device != NULL)\r
+                               {\r
+                                       if(event.KeyInput.Key == irr::KEY_ESCAPE)\r
                                        {\r
-                                               if(g_text_buffer.size() > 0)\r
-                                                       g_text_buffer = g_text_buffer.substr\r
-                                                                       (0, g_text_buffer.size()-1);\r
+                                               dstream<<DTIME<<"MyEventReceiver: "\r
+                                                               <<"Launching pause menu"<<std::endl;\r
+                                               // It will delete itself by itself\r
+                                               (new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback,\r
+                                                               &g_menumgr))->drop();\r
+                                               return true;\r
                                        }\r
-                                       else\r
+                                       if(event.KeyInput.Key == irr::KEY_KEY_I)\r
                                        {\r
-                                               wchar_t wc = event.KeyInput.Char;\r
-                                               if(wc != 0)\r
-                                                       g_text_buffer += wc;\r
+                                               dstream<<DTIME<<"MyEventReceiver: "\r
+                                                               <<"Launching inventory"<<std::endl;\r
+                                               (new GUIInventoryMenu(guienv, guiroot, -1,\r
+                                                               &local_inventory, &inventory_action_queue,\r
+                                                               &g_menumgr))->drop();\r
+                                               return true;\r
                                        }\r
-                               }\r
-                               \r
-                               if(event.KeyInput.Key == irr::KEY_ESCAPE)\r
-                               {\r
-                                       //TODO: Not used anymore?\r
-                                       if(g_game_focused == true)\r
+                                       if(event.KeyInput.Key == irr::KEY_KEY_T)\r
                                        {\r
-                                               dstream<<DTIME<<"ESC pressed"<<std::endl;\r
-                                               g_esc_pressed = true;\r
+                                               TextDest *dest = new TextDestChat(g_client);\r
+\r
+                                               (new GUITextInputMenu(guienv, guiroot, -1,\r
+                                                               &g_menumgr, dest,\r
+                                                               L""))->drop();\r
                                        }\r
                                }\r
 \r
-                               // Material selection\r
-                               if(event.KeyInput.Key == irr::KEY_KEY_F)\r
+                               // Item selection\r
+                               if(event.KeyInput.Key >= irr::KEY_KEY_0\r
+                                               && event.KeyInput.Key <= irr::KEY_KEY_9)\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
+                                       u16 s1 = event.KeyInput.Key - irr::KEY_KEY_0;\r
+                                       if(event.KeyInput.Key == irr::KEY_KEY_0)\r
+                                               s1 = 10;\r
+                                       if(s1 < PLAYER_INVENTORY_SIZE && s1 < hotbar_itemcount)\r
+                                               g_selected_item = s1-1;\r
+                                       dstream<<DTIME<<"Selected item: "\r
+                                                       <<g_selected_item<<std::endl;\r
                                }\r
 \r
                                // Viewing range selection\r
-                               if(event.KeyInput.Key == irr::KEY_KEY_R\r
-                                               && g_game_focused)\r
+                               if(event.KeyInput.Key == irr::KEY_KEY_R)\r
                                {\r
-                                       JMutexAutoLock lock(g_range_mutex);\r
-                                       if(g_viewing_range_all)\r
+                                       if(draw_control.range_all)\r
                                        {\r
-                                               g_viewing_range_all = false;\r
+                                               draw_control.range_all = false;\r
                                                dstream<<DTIME<<"Disabled full viewing range"<<std::endl;\r
                                        }\r
                                        else\r
                                        {\r
-                                               g_viewing_range_all = true;\r
+                                               draw_control.range_all = true;\r
                                                dstream<<DTIME<<"Enabled full viewing range"<<std::endl;\r
                                        }\r
                                }\r
 \r
                                // Print debug stacks\r
-                               if(event.KeyInput.Key == irr::KEY_KEY_P\r
-                                               && g_game_focused)\r
+                               if(event.KeyInput.Key == irr::KEY_KEY_P)\r
                                {\r
                                        dstream<<"-----------------------------------------"\r
                                                        <<std::endl;\r
@@ -419,48 +705,71 @@ class MyEventReceiver : public IEventReceiver
                                                        <<std::endl;\r
                                        debug_stacks_print();\r
                                }\r
+\r
+                               // Map plot\r
+                               if(event.KeyInput.Key == irr::KEY_KEY_M)\r
+                               {\r
+                                       dstream<<"Map plot requested"<<std::endl;\r
+                                       g_show_map_plot = !g_show_map_plot;\r
+                                       if(g_show_map_plot)\r
+                                               g_refresh_map_plot = true;\r
+                               }\r
+                               \r
                        }\r
                }\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
+                       if(noMenuActive() == false)\r
                        {\r
-                               rightreleased = true;\r
+                               left_active = false;\r
+                               middle_active = false;\r
+                               right_active = false;\r
                        }\r
-                       if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
+                       else\r
                        {\r
-                               /*dstream<<"event.MouseInput.Wheel="\r
-                                               <<event.MouseInput.Wheel<<std::endl;*/\r
-                               if(event.MouseInput.Wheel < 0)\r
+                               //dstream<<"MyEventReceiver: mouse input"<<std::endl;\r
+                               left_active = event.MouseInput.isLeftPressed();\r
+                               middle_active = event.MouseInput.isMiddlePressed();\r
+                               right_active = event.MouseInput.isRightPressed();\r
+\r
+                               if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
                                {\r
-                                       if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
-                                               g_selected_item++;\r
-                                       else\r
-                                               g_selected_item = 0;\r
+                                       leftclicked = true;\r
                                }\r
-                               else if(event.MouseInput.Wheel > 0)\r
+                               if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
                                {\r
-                                       if(g_selected_item > 0)\r
-                                               g_selected_item--;\r
-                                       else\r
-                                               g_selected_item = PLAYER_INVENTORY_SIZE-1;\r
+                                       rightclicked = true;\r
+                               }\r
+                               if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)\r
+                               {\r
+                                       leftreleased = true;\r
+                               }\r
+                               if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)\r
+                               {\r
+                                       rightreleased = true;\r
+                               }\r
+                               if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
+                               {\r
+                                       /*dstream<<"event.MouseInput.Wheel="\r
+                                                       <<event.MouseInput.Wheel<<std::endl;*/\r
+                                       \r
+                                       u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE-1,\r
+                                                       hotbar_itemcount-1);\r
+                                       if(event.MouseInput.Wheel < 0)\r
+                                       {\r
+                                               if(g_selected_item < max_item)\r
+                                                       g_selected_item++;\r
+                                               else\r
+                                                       g_selected_item = 0;\r
+                                       }\r
+                                       else if(event.MouseInput.Wheel > 0)\r
+                                       {\r
+                                               if(g_selected_item > 0)\r
+                                                       g_selected_item--;\r
+                                               else\r
+                                                       g_selected_item = max_item;\r
+                                       }\r
                                }\r
                        }\r
                }\r
@@ -474,10 +783,11 @@ class MyEventReceiver : public IEventReceiver
                return keyIsDown[keyCode];\r
        }\r
 \r
-       MyEventReceiver()\r
+       void clearInput()\r
        {\r
                for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
                                keyIsDown[i] = false;\r
+               \r
                leftclicked = false;\r
                rightclicked = false;\r
                leftreleased = false;\r
@@ -488,6 +798,11 @@ class MyEventReceiver : public IEventReceiver
                right_active = false;\r
        }\r
 \r
+       MyEventReceiver()\r
+       {\r
+               clearInput();\r
+       }\r
+\r
        bool leftclicked;\r
        bool rightclicked;\r
        bool leftreleased;\r
@@ -502,6 +817,7 @@ class MyEventReceiver : public IEventReceiver
        bool keyIsDown[KEY_KEY_CODES_COUNT];\r
        //s32 mouseX;\r
        //s32 mouseY;\r
+       IrrlichtDevice *m_device;\r
 };\r
 \r
 class InputHandler\r
@@ -539,17 +855,6 @@ class InputHandler
 \r
 InputHandler *g_input = NULL;\r
 \r
-void focusGame()\r
-{\r
-       g_input->clear();\r
-       g_game_focused = true;\r
-}\r
-\r
-void unFocusGame()\r
-{\r
-       g_game_focused = false;\r
-}\r
-\r
 class RealInputHandler : public InputHandler\r
 {\r
 public:\r
@@ -582,14 +887,10 @@ 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
@@ -603,14 +904,10 @@ 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
@@ -637,8 +934,12 @@ 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
@@ -657,11 +958,11 @@ 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
@@ -683,37 +984,23 @@ 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 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
@@ -729,7 +1016,7 @@ 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[irr::KEY_KEY_E] = !keydown[irr::KEY_KEY_E];\r
                        }\r
                }\r
                {\r
@@ -765,7 +1052,11 @@ 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
@@ -773,8 +1064,12 @@ 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
@@ -782,219 +1077,462 @@ 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
+void updateViewingRange(f32 frametime_in, Client *client)\r
 {\r
-       // Range_all messes up frametime_avg\r
-       if(g_viewing_range_all == true)\r
+       if(draw_control.range_all == true)\r
                return;\r
-\r
-       float wanted_fps = g_settings.getFloat("wanted_fps");\r
        \r
-       // Initialize to the target value\r
-       static float frametime_avg = 1.0/wanted_fps;\r
-       //frametime_avg = frametime_avg * 0.9 + frametime * 0.1;\r
-       frametime_avg = frametime_avg * 0.7 + frametime * 0.3;\r
+       static f32 added_frametime = 0;\r
+       static s16 added_frames = 0;\r
+\r
+       added_frametime += frametime_in;\r
+       added_frames += 1;\r
 \r
+       // Actually this counter kind of sucks because frametime is busytime\r
        static f32 counter = 0;\r
-       if(counter > 0){\r
-               counter -= frametime;\r
+       counter -= frametime_in;\r
+       if(counter > 0)\r
                return;\r
-       }\r
-       //counter = 1.0; //seconds\r
-       counter = 0.5; //seconds\r
-\r
-       //float freetime_ratio = 0.2;\r
-       //float freetime_ratio = 0.4;\r
-       float freetime_ratio = FREETIME_RATIO;\r
-\r
-       float frametime_wanted = (1.0/(wanted_fps/(1.0-freetime_ratio)));\r
-\r
-       float fraction = sqrt(frametime_avg / frametime_wanted);\r
+       //counter = 0.1;\r
+       counter = 0.2;\r
 \r
-       /*float fraction = sqrt(frametime_avg / frametime_wanted) / 2.0\r
-                       + frametime_avg / frametime_wanted / 2.0;*/\r
+       /*dstream<<__FUNCTION_NAME\r
+                       <<": Collected "<<added_frames<<" frames, total of "\r
+                       <<added_frametime<<"s."<<std::endl;*/\r
        \r
-       //float fraction = frametime_avg / frametime_wanted;\r
-\r
-       static bool fraction_is_good = false;\r
+       /*dstream<<"draw_control.blocks_drawn="\r
+                       <<draw_control.blocks_drawn\r
+                       <<", draw_control.blocks_would_have_drawn="\r
+                       <<draw_control.blocks_would_have_drawn\r
+                       <<std::endl;*/\r
        \r
-       //float fraction_good_threshold = 0.1;\r
-       //float fraction_bad_threshold = 0.25;\r
-       float fraction_good_threshold = 0.075;\r
-       float fraction_bad_threshold = 0.125;\r
-       float fraction_limit;\r
-       // Use high limit if fraction is good AND the fraction would\r
-       // lower the range. We want to keep the range fairly high.\r
-       if(fraction_is_good && fraction > 1.0)\r
-               fraction_limit = fraction_bad_threshold;\r
-       else\r
-               fraction_limit = fraction_good_threshold;\r
-\r
-       if(fabs(fraction - 1.0) < fraction_limit)\r
+       float range_min = g_settings.getS16("viewing_range_nodes_min");\r
+       float range_max = g_settings.getS16("viewing_range_nodes_max");\r
+       \r
+       draw_control.wanted_min_range = range_min;\r
+       draw_control.wanted_max_blocks = (1.2*draw_control.blocks_drawn)+1;\r
+       \r
+       float block_draw_ratio = 1.0;\r
+       if(draw_control.blocks_would_have_drawn != 0)\r
        {\r
-               fraction_is_good = true;\r
-               return;\r
+               block_draw_ratio = (float)draw_control.blocks_drawn\r
+                       / (float)draw_control.blocks_would_have_drawn;\r
        }\r
-       else\r
+\r
+       // Calculate the average frametime in the case that all wanted\r
+       // blocks had been drawn\r
+       f32 frametime = added_frametime / added_frames / block_draw_ratio;\r
+       \r
+       added_frametime = 0.0;\r
+       added_frames = 0;\r
+       \r
+       float wanted_fps = g_settings.getFloat("wanted_fps");\r
+       float wanted_frametime = 1.0 / wanted_fps;\r
+       \r
+       f32 wanted_frametime_change = wanted_frametime - frametime;\r
+       //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;\r
+       \r
+       // If needed frametime change is small, just return\r
+       if(fabs(wanted_frametime_change) < wanted_frametime*0.4)\r
        {\r
-               fraction_is_good = false;\r
+               //dstream<<"ignoring small wanted_frametime_change"<<std::endl;\r
+               return;\r
        }\r
 \r
-       //dstream<<"frametime_avg="<<frametime_avg<<std::endl;\r
-       //dstream<<"frametime_wanted="<<frametime_wanted<<std::endl;\r
-       /*dstream<<"fetching="<<client->isFetchingBlocks()\r
-                       <<" faction = "<<fraction<<std::endl;*/\r
+       float range = draw_control.wanted_range;\r
+       float new_range = range;\r
 \r
-       JMutexAutoLock lock(g_range_mutex);\r
+       static s16 range_old = 0;\r
+       static f32 frametime_old = 0;\r
        \r
-       s16 viewing_range_nodes_min = g_settings.getS16("viewing_range_nodes_min");\r
-       s16 viewing_range_nodes_max = g_settings.getS16("viewing_range_nodes_max");\r
-\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
+       float d_range = range - range_old;\r
+       f32 d_frametime = frametime - frametime_old;\r
+       // A sane default of 30ms per 50 nodes of range\r
+       static f32 time_per_range = 30. / 50;\r
+       if(d_range != 0)\r
+       {\r
+               time_per_range = d_frametime / d_range;\r
+       }\r
        \r
-       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
-               }\r
+       // The minimum allowed calculated frametime-range derivative:\r
+       // Practically this sets the maximum speed of changing the range.\r
+       // The lower this value, the higher the maximum changing speed.\r
+       // A low value here results in wobbly range (0.001)\r
+       // A high value here results in slow changing range (0.0025)\r
+       // SUGG: This could be dynamically adjusted so that when\r
+       //       the camera is turning, this is lower\r
+       //float min_time_per_range = 0.0015;\r
+       float min_time_per_range = 0.0010;\r
+       //float min_time_per_range = 0.05 / range;\r
+       if(time_per_range < min_time_per_range)\r
+       {\r
+               time_per_range = min_time_per_range;\r
+               //dstream<<"time_per_range="<<time_per_range<<" (min)"<<std::endl;\r
        }\r
-\r
-       virtual bool OnEvent(const SEvent& event)\r
+       else\r
        {\r
-               return false;\r
+               //dstream<<"time_per_range="<<time_per_range<<std::endl;\r
        }\r
 \r
-       void setSelection(s32 i)\r
+       f32 wanted_range_change = wanted_frametime_change / time_per_range;\r
+       // Dampen the change a bit to kill oscillations\r
+       //wanted_range_change *= 0.9;\r
+       //wanted_range_change *= 0.75;\r
+       wanted_range_change *= 0.5;\r
+       //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;\r
+\r
+       // If needed range change is very small, just return\r
+       if(fabs(wanted_range_change) < 0.001)\r
        {\r
-               m_selection = i;\r
+               //dstream<<"ignoring small wanted_range_change"<<std::endl;\r
+               return;\r
        }\r
 \r
-       void update()\r
+       new_range += wanted_range_change;\r
+       //dstream<<"new_range="<<new_range/*<<std::endl*/;\r
+       \r
+       //float new_range_unclamped = new_range;\r
+       if(new_range < range_min)\r
+               new_range = range_min;\r
+       if(new_range > range_max)\r
+               new_range = range_max;\r
+       \r
+       /*if(new_range != new_range_unclamped)\r
+               dstream<<", clamped to "<<new_range<<std::endl;\r
+       else\r
+               dstream<<std::endl;*/\r
+\r
+       draw_control.wanted_range = new_range;\r
+\r
+       range_old = new_range;\r
+       frametime_old = frametime;\r
+}\r
+\r
+void draw_hotbar(video::IVideoDriver *driver, gui::IGUIFont *font,\r
+               v2s32 centerlowerpos, s32 imgsize, s32 itemcount,\r
+               Inventory *inventory)\r
+{\r
+       InventoryList *mainlist = inventory->getList("main");\r
+       if(mainlist == NULL)\r
        {\r
-               s32 start = 0;\r
+               dstream<<"WARNING: draw_hotbar(): mainlist == NULL"<<std::endl;\r
+               return;\r
+       }\r
+       \r
+       s32 padding = imgsize/12;\r
+       //s32 height = imgsize + padding*2;\r
+       s32 width = itemcount*(imgsize+padding*2);\r
+       \r
+       // Position of upper left corner of bar\r
+       v2s32 pos = centerlowerpos - v2s32(width/2, imgsize+padding*2);\r
+       \r
+       // Draw background color\r
+       /*core::rect<s32> barrect(0,0,width,height);\r
+       barrect += pos;\r
+       video::SColor bgcolor(255,128,128,128);\r
+       driver->draw2DRectangle(bgcolor, barrect, NULL);*/\r
 \r
-               start = m_selection - m_itemcount / 2;\r
+       core::rect<s32> imgrect(0,0,imgsize,imgsize);\r
 \r
-               for(s32 i=0; i<m_itemcount; i++)\r
+       for(s32 i=0; i<itemcount; i++)\r
+       {\r
+               InventoryItem *item = mainlist->getItem(i);\r
+               \r
+               core::rect<s32> rect = imgrect + pos\r
+                               + v2s32(padding+i*(imgsize+padding*2), padding);\r
+               \r
+               if(g_selected_item == i)\r
                {\r
-                       s32 j = i + start;\r
+                       driver->draw2DRectangle(video::SColor(255,255,0,0),\r
+                                       core::rect<s32>(rect.UpperLeftCorner - v2s32(1,1)*padding,\r
+                                                       rect.LowerRightCorner + v2s32(1,1)*padding),\r
+                                       NULL);\r
+               }\r
+               else\r
+               {\r
+                       video::SColor bgcolor2(128,0,0,0);\r
+                       driver->draw2DRectangle(bgcolor2, rect, NULL);\r
+               }\r
 \r
-                       if(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
+               if(item != NULL)\r
+               {\r
+                       drawInventoryItem(driver, font, item, rect, NULL);\r
+               }\r
+       }\r
+}\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
+video::ITexture *g_map_plot_texture = NULL;\r
+float g_map_plot_texture_scale = 4;\r
 \r
-                               // The next ifs will segfault with a NULL pointer\r
-                               continue;\r
-                       }\r
-                       \r
-                       \r
-                       m_images[i]->setImage(item->getImage());\r
+void updateMapPlotTexture(v2f centerpos, video::IVideoDriver* driver,\r
+               Client *client)\r
+{\r
+       assert(driver);\r
+       assert(client);\r
+\r
+       core::dimension2d<u32> dim(640,480);\r
+       video::IImage *img = driver->createImage(video::ECF_A8R8G8B8, dim);\r
+       assert(img);\r
+       for(u32 y=0; y<dim.Height; y++)\r
+       for(u32 x=0; x<dim.Width; x++)\r
+       {\r
+               v2f pf = v2f(x, dim.Height-y) - v2f(dim.Width, dim.Height)/2;\r
+               pf *= g_map_plot_texture_scale;\r
+               pf += centerpos;\r
+               double h = base_rock_level_2d(client->getMapSeed(), pf);\r
+               video::SColor c;\r
+               //double d1 = 50;\r
+               /*s32 ux = x - centerpos.X / g_map_plot_texture_scale;\r
+               s32 uy = y - centerpos.Y / g_map_plot_texture_scale;*/\r
                        \r
-                       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
+               // Screen coordinates that are based on multiples of\r
+               // 1000/g_map_plot_texture_scale and never negative\r
+               u32 ux = x + (u32)(1000/g_map_plot_texture_scale) * 10;\r
+               u32 uy = y + (u32)(1000/g_map_plot_texture_scale) * 10;\r
+               // Offset to center of image\r
+               ux -= dim.Width/2;\r
+               uy -= dim.Height/2;\r
+\r
+               if(uy % (u32)(1000/g_map_plot_texture_scale) == 0\r
+                               || ux % (u32)(1000/g_map_plot_texture_scale) == 0)\r
+                       c.set(255, 255, 255, 255);\r
+               else if(uy % (u32)(100/g_map_plot_texture_scale) == 0\r
+                               || ux % (u32)(100/g_map_plot_texture_scale) == 0)\r
+                       c.set(255, 160, 160, 160);\r
+               else if(h < WATER_LEVEL - 0.5) // Water\r
+                       c.set(255, 50, 50, 255);\r
+#if 0\r
+               else if(get_have_sand_ground(client->getMapSeed(), pf)\r
+                               || (h < WATER_LEVEL + 2\r
+                               && get_have_sand_coast(client->getMapSeed(), pf)))\r
+               {\r
+                       h -= WATER_LEVEL;\r
+                       h /= 50.0;\r
+                       h = 1.0 - exp(-h);\r
+\r
+                       video::SColor c1(255,237,201,175);\r
+                       //video::SColor c2(255,20,20,20);\r
+                       video::SColor c2(255,150,0,0);\r
+                       c = c2.getInterpolated(c1, h);\r
                }\r
+               else\r
+               {\r
+                       h -= WATER_LEVEL;\r
+                       h /= 50.0;\r
+                       h = 1.0 - exp(-h);\r
+\r
+                       video::SColor c1(255,110,185,90);\r
+                       //video::SColor c2(255,20,20,20);\r
+                       video::SColor c2(255,150,0,0);\r
+                       c = c2.getInterpolated(c1, h);\r
+               }\r
+#endif\r
+#if 1\r
+#if 0\r
+               else if(get_have_sand_ground(client->getMapSeed(), pf))\r
+               {\r
+                       h -= WATER_LEVEL;\r
+                       h /= 20.0;\r
+                       h = 1.0 - exp(-h);\r
+\r
+                       video::SColor c1(255,237,201,175);\r
+                       //video::SColor c2(255,20,20,20);\r
+                       video::SColor c2(255,150,0,0);\r
+                       c = c2.getInterpolated(c1, h);\r
+               }\r
+#endif\r
+               // Sand\r
+               else if(h < WATER_LEVEL + 2\r
+                               && get_have_sand_coast(client->getMapSeed(), pf))\r
+                       c.set(255, 237, 201, 175);\r
+#if 1\r
+               else if(h < WATER_LEVEL + 10)\r
+                       c.set(255, 50, 150, 50); // Green\r
+               else if(h < WATER_LEVEL + 20)\r
+                       c.set(255, 110, 185, 50); // Yellowish green\r
+               else if(h < WATER_LEVEL + 40)\r
+                       c.set(255, 180, 210, 50); // Greenish yellow\r
+               else if(h < WATER_LEVEL + 60)\r
+                       c.set(255, 220, 220, 50); // Yellow\r
+               else if(h < WATER_LEVEL + 80)\r
+                       c.set(255, 200, 200, 110); // Yellowish white\r
+               else if(h < WATER_LEVEL + 100)\r
+                       c.set(255, 190, 190, 190); // Grey\r
+               else\r
+                       c.set(255, 255, 255, 255); // White\r
+#endif\r
+#endif\r
+#if 0\r
+               else\r
+               {\r
+                       h -= WATER_LEVEL;\r
+                       h /= 20.0;\r
+                       h = 1.0 - exp(-h);\r
+\r
+                       video::SColor c1(255,200,200,50);\r
+                       video::SColor c2(255,0,150,0);\r
+                       c = c1.getInterpolated(c2, h);\r
+\r
+                       /*u32 a = (u32)(h*255);\r
+                       if(a > 255)\r
+                               a = 255;\r
+                       a = 255-a;\r
+                       c.set(255, a, a, a);*/\r
+               }\r
+#endif\r
+#if 1\r
+               if(h >= WATER_LEVEL - 0.5\r
+                       && get_have_sand_ground(client->getMapSeed(), pf))\r
+               {\r
+                       video::SColor c1(255,237,201,175);\r
+                       c = c.getInterpolated(c1, 0.5);\r
+               }\r
+#endif\r
+#if 1\r
+               double tf = get_turbulence_factor_2d(client->getMapSeed(), pf);\r
+               if(tf > 0.001)\r
+               {\r
+                       video::SColor c1(255,255,0,0);\r
+                       c = c.getInterpolated(c1, 1.0-(0.5*tf));\r
+               }\r
+#endif\r
+               img->setPixel(x, y, c);\r
        }\r
+       g_map_plot_texture = driver->addTexture("map_plot", img);\r
+       img->drop();\r
+       assert(g_map_plot_texture);\r
+}\r
 \r
-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
+// Chat data\r
+struct ChatLine\r
+{\r
+       ChatLine():\r
+               age(0.0)\r
+       {\r
+       }\r
+       ChatLine(const std::wstring &a_text):\r
+               age(0.0),\r
+               text(a_text)\r
+       {\r
+       }\r
+       float age;\r
+       std::wstring text;\r
 };\r
 \r
-int main(int argc, char *argv[])\r
+// These are defined global so that they're not optimized too much.\r
+// Can't change them to volatile.\r
+s16 temp16;\r
+f32 tempf;\r
+v3f tempv3f1;\r
+v3f tempv3f2;\r
+std::string tempstring;\r
+std::string tempstring2;\r
+\r
+void SpeedTests()\r
 {\r
-       /*\r
-               Low-level initialization\r
-       */\r
+       {\r
+               dstream<<"The following test should take around 20ms."<<std::endl;\r
+               TimeTaker timer("Testing std::string speed");\r
+               const u32 jj = 10000;\r
+               for(u32 j=0; j<jj; j++)\r
+               {\r
+                       tempstring = "";\r
+                       tempstring2 = "";\r
+                       const u32 ii = 10;\r
+                       for(u32 i=0; i<ii; i++){\r
+                               tempstring2 += "asd";\r
+                       }\r
+                       for(u32 i=0; i<ii+1; i++){\r
+                               tempstring += "asd";\r
+                               if(tempstring == tempstring2)\r
+                                       break;\r
+                       }\r
+               }\r
+       }\r
+       \r
+       dstream<<"All of the following tests should take around 100ms each."\r
+                       <<std::endl;\r
 \r
-       bool disable_stderr = false;\r
-#ifdef _WIN32\r
-       disable_stderr = true;\r
-#endif\r
+       {\r
+               TimeTaker timer("Testing floating-point conversion speed");\r
+               tempf = 0.001;\r
+               for(u32 i=0; i<4000000; i++){\r
+                       temp16 += tempf;\r
+                       tempf += 0.001;\r
+               }\r
+       }\r
+       \r
+       {\r
+               TimeTaker timer("Testing floating-point vector speed");\r
 \r
-       // Initialize debug streams\r
-       debugstreams_init(disable_stderr, DEBUGFILE);\r
-       // Initialize debug stacks\r
-       debug_stacks_init();\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
-       DSTACK(__FUNCTION_NAME);\r
+       {\r
+               TimeTaker timer("Testing core::map speed");\r
+               \r
+               core::map<v2s16, f32> map1;\r
+               tempf = -324;\r
+               const s16 ii=300;\r
+               for(s16 y=0; y<ii; y++){\r
+                       for(s16 x=0; x<ii; x++){\r
+                               map1.insert(v2s16(x,y), tempf);\r
+                               tempf += 1;\r
+                       }\r
+               }\r
+               for(s16 y=ii-1; y>=0; y--){\r
+                       for(s16 x=0; x<ii; x++){\r
+                               tempf = map1[v2s16(x,y)];\r
+                       }\r
+               }\r
+       }\r
 \r
-       try\r
        {\r
-       \r
+               dstream<<"Around 5000/ms should do well here."<<std::endl;\r
+               TimeTaker timer("Testing mutex speed");\r
+               \r
+               JMutex m;\r
+               m.Init();\r
+               u32 n = 0;\r
+               u32 i = 0;\r
+               do{\r
+                       n += 10000;\r
+                       for(; i<n; i++){\r
+                               m.Lock();\r
+                               m.Unlock();\r
+                       }\r
+               }\r
+               // Do at least 10ms\r
+               while(timer.getTime() < 10);\r
+\r
+               u32 dtime = timer.stop();\r
+               u32 per_ms = n / dtime;\r
+               std::cout<<"Done. "<<dtime<<"ms, "\r
+                               <<per_ms<<"/ms"<<std::endl;\r
+       }\r
+}\r
+\r
+int main(int argc, char *argv[])\r
+{\r
        /*\r
                Parse command line\r
        */\r
@@ -1011,6 +1549,11 @@ 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
@@ -1042,21 +1585,50 @@ 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
@@ -1066,9 +1638,6 @@ int main(int argc, char *argv[])
        sockets_init();\r
        atexit(sockets_cleanup);\r
        \r
-       // Initialize timestamp mutex\r
-       g_timestamp_mutex.Init();\r
-\r
        /*\r
                Initialization\r
        */\r
@@ -1093,193 +1662,143 @@ 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
+               Some 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(cmd_args.exists("port"))\r
+               port = g_settings.getU16("port");\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
-       */\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
-#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
+       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
        // create device and exit if creation failed\r
 \r
+       MyEventReceiver receiver;\r
+\r
        IrrlichtDevice *device;\r
        device = createDevice(driverType,\r
                        core::dimension2d<u32>(screenW, screenH),\r
@@ -1288,9 +1807,20 @@ int main(int argc, char *argv[])
        if (device == 0)\r
                return 1; // could not create selected driver.\r
        \r
+       g_device = device;\r
        g_irrlicht = new IrrlichtWrapper(device);\r
+       TextureSource *texturesource = new TextureSource(device);\r
+       g_texturesource = texturesource;\r
 \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
@@ -1308,20 +1838,28 @@ int main(int argc, char *argv[])
        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(porting::getDataPath("fontlucida.png").c_str());\r
        if(font)\r
                skin->setFont(font);\r
+       else\r
+               dstream<<"WARNING: Font file was not found."\r
+                               " Using default font."<<std::endl;\r
+       // If font was not found, this will get us one\r
+       font = skin->getFont();\r
+       assert(font);\r
+\r
+       u32 text_height = font->getDimension(L"Hello, world!").Height;\r
+       dstream<<"text_height="<<text_height<<std::endl;\r
+\r
        //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));\r
        skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));\r
        //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));\r
@@ -1329,67 +1867,207 @@ int main(int argc, char *argv[])
        skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
        skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
        \r
-       const wchar_t *text = L"Loading and connecting...";\r
-       core::vector2d<s32> center(screenW/2, screenH/2);\r
-       core::dimension2d<u32> textd = font->getDimension(text);\r
-       std::cout<<DTIME<<"Text w="<<textd.Width<<" h="<<textd.Height<<std::endl;\r
-       // Have to add a bit to disable the text from word wrapping\r
-       //core::vector2d<s32> textsize(textd.Width+4, textd.Height);\r
-       core::vector2d<s32> textsize(300, textd.Height);\r
-       core::rect<s32> textrect(center - textsize/2, center + textsize/2);\r
+       /*\r
+               Preload some textures and stuff\r
+       */\r
 \r
-       gui::IGUIStaticText *gui_loadingtext = guienv->addStaticText(\r
-                       text, textrect, false, false);\r
-       gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);\r
+       init_content_inventory_texture_paths();\r
+       init_mapnode(); // Second call with g_texturesource set\r
+       init_mineral();\r
 \r
-       driver->beginScene(true, true, video::SColor(255,0,0,0));\r
-       guienv->drawAll();\r
-       driver->endScene();\r
+       /*\r
+               GUI stuff\r
+       */\r
 \r
        /*\r
-               Preload some random textures that are used in threads\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
-#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
+       guiroot = guienv->addStaticText(L"",\r
+                       core::rect<s32>(0, 0, 10000, 10000));\r
+       \r
+       // First line of debug text\r
+       gui::IGUIStaticText *guitext = guienv->addStaticText(\r
+                       L"",\r
+                       core::rect<s32>(5, 5, 795, 5+text_height),\r
+                       false, false);\r
+       // Second line of debug text\r
+       gui::IGUIStaticText *guitext2 = guienv->addStaticText(\r
+                       L"",\r
+                       core::rect<s32>(5, 5+(text_height+5)*1, 795, (5+text_height)*2),\r
+                       false, false);\r
+       \r
+       // At the middle of the screen\r
+       // Object infos are shown in this\r
+       gui::IGUIStaticText *guitext_info = guienv->addStaticText(\r
+                       L"",\r
+                       core::rect<s32>(0,0,400,text_height+5) + v2s32(100,200),\r
+                       false, false);\r
+       \r
+       // Chat text\r
+       gui::IGUIStaticText *guitext_chat = guienv->addStaticText(\r
+                       L"",\r
+                       core::rect<s32>(0,0,0,0),\r
+                       false, false); // Disable word wrap as of now\r
+                       //false, true);\r
+       //guitext_chat->setBackgroundColor(video::SColor(96,0,0,0));\r
+       core::list<ChatLine> chat_lines;\r
        \r
        /*\r
-               Load tile textures\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
-       for(s32 i=0; i<TILES_COUNT; i++)\r
+       std::wstring error_message = L"";\r
+       \r
+       /*\r
+               Menu-game loop\r
+       */\r
+       while(g_device->run() && kill == false)\r
+       {\r
+       \r
+       // This is used for catching disconnects\r
+       try\r
        {\r
-               if(g_tile_texture_names[i] == NULL)\r
+       \r
+       /*\r
+               Out-of-game menu loop.\r
+\r
+               Loop quits when menu returns proper parameters.\r
+       */\r
+       while(kill == false)\r
+       {\r
+               // Cursor can be non-visible when coming from the game\r
+               device->getCursorControl()->setVisible(true);\r
+               // Some stuff are left to scene manager when coming from the game\r
+               // (map at least?)\r
+               smgr->clear();\r
+               // Reset or hide the debug gui texts\r
+               guitext->setText(L"Minetest-c55");\r
+               guitext2->setVisible(false);\r
+               guitext_info->setVisible(false);\r
+               guitext_chat->setVisible(false);\r
+               \r
+               // Initialize menu data\r
+               MainMenuData menudata;\r
+               menudata.address = narrow_to_wide(address);\r
+               menudata.name = narrow_to_wide(playername);\r
+               menudata.port = narrow_to_wide(itos(port));\r
+               menudata.creative_mode = g_settings.getBool("creative_mode");\r
+\r
+               GUIMainMenu *menu =\r
+                               new GUIMainMenu(guienv, guiroot, -1, \r
+                                       &g_menumgr, &menudata, &g_gamecallback);\r
+               menu->allowFocusRemoval(true);\r
+\r
+               if(error_message != L"")\r
+               {\r
+                       GUIMessageMenu *menu2 =\r
+                                       new GUIMessageMenu(guienv, guiroot, -1, \r
+                                               &g_menumgr, error_message.c_str());\r
+                       menu2->drop();\r
+                       error_message = L"";\r
+               }\r
+\r
+               video::IVideoDriver* driver = g_device->getVideoDriver();\r
+               \r
+               dstream<<"Created main menu"<<std::endl;\r
+\r
+               while(g_device->run() && kill == false)\r
+               {\r
+                       // Run global IrrlichtWrapper's main thread processing stuff\r
+                       g_irrlicht->Run();\r
+                       \r
+                       if(menu->getStatus() == true)\r
+                               break;\r
+\r
+                       //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
+                       driver->beginScene(true, true, video::SColor(255,128,128,128));\r
+                       guienv->drawAll();\r
+                       driver->endScene();\r
+               }\r
+               \r
+               // Break out of menu-game loop to shut down cleanly\r
+               if(g_device->run() == false || kill == true)\r
+                       break;\r
+               \r
+               dstream<<"Dropping main menu"<<std::endl;\r
+\r
+               menu->drop();\r
+               \r
+               // Delete map if requested\r
+               if(menudata.delete_map)\r
+               {\r
+                       bool r = fs::RecursiveDeleteContent(map_dir);\r
+                       if(r == false)\r
+                               error_message = L"Delete failed";\r
                        continue;\r
-               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
+               playername = wide_to_narrow(menudata.name);\r
+               address = wide_to_narrow(menudata.address);\r
+               port = stoi(wide_to_narrow(menudata.port));\r
+               g_settings.set("creative_mode", itos(menudata.creative_mode));\r
+               \r
+               // Check for valid parameters, restart menu if invalid.\r
+               if(playername == "")\r
+               {\r
+                       error_message = L"Name required.";\r
+                       continue;\r
+               }\r
+               \r
+               // Save settings\r
+               g_settings.set("name", playername);\r
+               g_settings.set("address", address);\r
+               g_settings.set("port", itos(port));\r
+               // Update configuration file\r
+               if(configpath != "")\r
+                       g_settings.updateConfigFile(configpath.c_str());\r
+       \r
+               // Continue to game\r
+               break;\r
        }\r
+       \r
+       // Break out of menu-game loop to shut down cleanly\r
+       if(g_device->run() == false)\r
+               break;\r
 \r
-#endif\r
+       /*\r
+               Make a scope here so that the client and the server and other\r
+               stuff gets removed when disconnected or the irrlicht device\r
+               is removed.\r
+       */\r
+       {\r
 \r
-       //tile_materials_preload(g_texturecache);\r
-       tile_materials_preload(g_irrlicht);\r
-       //tile_materials_init();\r
+       // This is set to true at the end of the scope\r
+       g_irrlicht->Shutdown(false);\r
 \r
        /*\r
-               Make a scope here for the client so that it gets removed\r
-               before the irrlicht device\r
+               Draw "Loading" screen\r
        */\r
-       {\r
+       const wchar_t *text = L"Loading and connecting...";\r
+       core::vector2d<s32> center(screenW/2, screenH/2);\r
+       core::vector2d<s32> textsize(300, text_height);\r
+       core::rect<s32> textrect(center - textsize/2, center + textsize/2);\r
+\r
+       gui::IGUIStaticText *gui_loadingtext = guienv->addStaticText(\r
+                       text, textrect, false, false);\r
+       gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);\r
+\r
+       driver->beginScene(true, true, video::SColor(255,0,0,0));\r
+       guienv->drawAll();\r
+       driver->endScene();\r
 \r
        std::cout<<DTIME<<"Creating server and client"<<std::endl;\r
        \r
        /*\r
-               Create server\r
+               Create server.\r
+               SharedPtr will delete it when it goes out of scope.\r
        */\r
        SharedPtr<Server> server;\r
-       if(hosting){\r
-               server = new Server("../map", hm_params, map_params);\r
+       if(address == ""){\r
+               server = new Server(map_dir);\r
                server->start(port);\r
        }\r
        \r
@@ -1397,38 +2075,58 @@ int main(int argc, char *argv[])
                Create client\r
        */\r
 \r
-       Client client(device, playername,\r
-                       g_range_mutex,\r
-                       g_viewing_range_nodes,\r
-                       g_viewing_range_all);\r
+       Client client(device, playername.c_str(), draw_control);\r
+                       \r
+       g_client = &client;\r
        \r
        Address connect_address(0,0,0,0, port);\r
        try{\r
-               connect_address.Resolve(connect_name);\r
+               if(address == "")\r
+                       //connect_address.Resolve("localhost");\r
+                       connect_address.setAddress(127,0,0,1);\r
+               else\r
+                       connect_address.Resolve(address.c_str());\r
        }\r
        catch(ResolveError &e)\r
        {\r
                std::cout<<DTIME<<"Couldn't resolve address"<<std::endl;\r
-               return 0;\r
+               //return 0;\r
+               error_message = L"Couldn't resolve address";\r
+               gui_loadingtext->remove();\r
+               continue;\r
        }\r
        \r
-       std::cout<<DTIME<<"Connecting to server..."<<std::endl;\r
+       dstream<<DTIME<<"Connecting to server at ";\r
+       connect_address.print(&dstream);\r
+       dstream<<std::endl;\r
        client.connect(connect_address);\r
        \r
        try{\r
                while(client.connectedAndInitialized() == false)\r
                {\r
+                       // Update screen\r
+                       driver->beginScene(true, true, video::SColor(255,0,0,0));\r
+                       guienv->drawAll();\r
+                       driver->endScene();\r
+\r
+                       // Update client and server\r
+\r
                        client.step(0.1);\r
-                       if(server != NULL){\r
+\r
+                       if(server != NULL)\r
                                server->step(0.1);\r
-                       }\r
+                       \r
+                       // Delay a bit\r
                        sleep_ms(100);\r
                }\r
        }\r
        catch(con::PeerNotFoundException &e)\r
        {\r
                std::cout<<DTIME<<"Timed out."<<std::endl;\r
-               return 0;\r
+               //return 0;\r
+               error_message = L"Connection timed out.";\r
+               gui_loadingtext->remove();\r
+               continue;\r
        }\r
 \r
        /*\r
@@ -1436,12 +2134,12 @@ int main(int argc, char *argv[])
        */\r
        /*scene::ISceneNode* skybox;\r
        skybox = smgr->addSkyBoxSceneNode(\r
-               driver->getTexture("../data/skybox2.png"),\r
-               driver->getTexture("../data/skybox3.png"),\r
-               driver->getTexture("../data/skybox1.png"),\r
-               driver->getTexture("../data/skybox1.png"),\r
-               driver->getTexture("../data/skybox1.png"),\r
-               driver->getTexture("../data/skybox1.png"));*/\r
+               driver->getTexture(porting::getDataPath("skybox2.png").c_str()),\r
+               driver->getTexture(porting::getDataPath("skybox3.png").c_str()),\r
+               driver->getTexture(porting::getDataPath("skybox1.png").c_str()),\r
+               driver->getTexture(porting::getDataPath("skybox1.png").c_str()),\r
+               driver->getTexture(porting::getDataPath("skybox1.png").c_str()),\r
+               driver->getTexture(porting::getDataPath("skybox1.png").c_str()));*/\r
        \r
        /*\r
                Create the camera node\r
@@ -1456,13 +2154,32 @@ int main(int argc, char *argv[])
 \r
        if(camera == NULL)\r
                return 1;\r
-       \r
-       video::SColor skycolor = video::SColor(255,90,140,200);\r
+\r
+       //video::SColor skycolor = video::SColor(255,90,140,200);\r
+       //video::SColor skycolor = video::SColor(255,166,202,244);\r
+       video::SColor skycolor = video::SColor(255,120,185,244);\r
 \r
        camera->setFOV(FOV_ANGLE);\r
 \r
        // Just so big a value that everything rendered is visible\r
        camera->setFarValue(100000*BS);\r
+       \r
+       /*\r
+               Lighting test code. Doesn't quite work this way.\r
+               The CPU-computed lighting is good.\r
+       */\r
+\r
+       /*\r
+       smgr->addLightSceneNode(NULL,\r
+               v3f(0, BS*1000000, 0),\r
+               video::SColorf(0.3,0.3,0.3),\r
+               BS*10000000);\r
+\r
+       smgr->setAmbientLight(video::SColorf(0.0, 0.0, 0.0));\r
+\r
+       scene::ILightSceneNode *light = smgr->addLightSceneNode(camera,\r
+                       v3f(0, 0, 0), video::SColorf(0.5,0.5,0.5), BS*4);\r
+       */\r
 \r
        f32 camera_yaw = 0; // "right/left"\r
        f32 camera_pitch = 0; // "up/down"\r
@@ -1473,35 +2190,37 @@ int main(int argc, char *argv[])
        \r
        gui_loadingtext->remove();\r
 \r
-       pauseMenu.setVisible(true);\r
-\r
        /*\r
                Add some gui stuff\r
        */\r
+\r
+       /*GUIQuickInventory *quick_inventory = new GUIQuickInventory\r
+                       (guienv, NULL, v2s32(10, 70), 5, &local_inventory);*/\r
+       /*GUIQuickInventory *quick_inventory = new GUIQuickInventory\r
+                       (guienv, NULL, v2s32(0, 0), quickinv_itemcount, &local_inventory);*/\r
        \r
-       // First line of debug text\r
-       gui::IGUIStaticText *guitext = guienv->addStaticText(\r
-                       L"Minetest-c55",\r
-                       core::rect<s32>(5, 5, 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
+       // Test the text input system\r
+       /*(new GUITextInputMenu(guienv, guiroot, -1, &g_menumgr,\r
+                       NULL))->drop();*/\r
+       /*GUIMessageMenu *menu =\r
+                       new GUIMessageMenu(guienv, guiroot, -1, \r
+                               &g_menumgr,\r
+                               L"Asd");\r
+       menu->drop();*/\r
        \r
-       // This is a copy of the inventory that the client's environment has\r
-       Inventory local_inventory(PLAYER_INVENTORY_SIZE);\r
+       // Launch pause menu\r
+       (new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback,\r
+                       &g_menumgr))->drop();\r
        \r
-       GUIQuickInventory *quick_inventory = new GUIQuickInventory\r
-                       (guienv, NULL, v2s32(10, 70), 5, &local_inventory);\r
+       // Enable texts\r
+       guitext2->setVisible(true);\r
+       guitext_info->setVisible(true);\r
+       guitext_chat->setVisible(true);\r
+\r
+       //s32 guitext_chat_pad_bottom = 70;\r
+\r
+       v2u32 screensize(0,0);\r
+       v2u32 last_screensize(0,0);\r
        \r
        /*\r
                Some statistics are collected in these\r
@@ -1510,45 +2229,11 @@ int main(int argc, char *argv[])
        u32 beginscenetime = 0;\r
        u32 scenetime = 0;\r
        u32 endscenetime = 0;\r
-\r
-       /*\r
-               Text input system\r
-       */\r
-       \r
-       struct TextDest\r
-       {\r
-               virtual void sendText(std::string text) = 0;\r
-       };\r
        \r
-       struct TextDestSign : public TextDest\r
-       {\r
-               TextDestSign(v3s16 blockpos, s16 id, Client *client)\r
-               {\r
-                       m_blockpos = blockpos;\r
-                       m_id = id;\r
-                       m_client = client;\r
-               }\r
-               void sendText(std::string text)\r
-               {\r
-                       dstream<<"Changing text of a sign object: "\r
-                                       <<text<<std::endl;\r
-                       m_client->sendSignText(m_blockpos, m_id, text);\r
-               }\r
-\r
-               v3s16 m_blockpos;\r
-               s16 m_id;\r
-               Client *m_client;\r
-       };\r
-\r
-       TextDest *textbuf_dest = NULL;\r
-       \r
-       //gui::IGUIWindow* input_window = NULL;\r
-       gui::IGUIStaticText* input_guitext = NULL;\r
+       // A test\r
+       //throw con::PeerNotFoundException("lol");\r
 \r
-       /*\r
-               Digging animation\r
-       */\r
-       //f32 \r
+       core::list<float> frametime_log;\r
 \r
        /*\r
                Main loop\r
@@ -1557,30 +2242,50 @@ int main(int argc, char *argv[])
        bool first_loop_after_window_activation = true;\r
 \r
        // Time is in milliseconds\r
-       // NOTE: getRealTime() without run()s causes strange problems in wine\r
-       // NOTE: Have to call run() between calls of this to update the timer\r
+       // NOTE: getRealTime() causes strange problems in wine (imprecision?)\r
+       // NOTE: So we have to use getTime() and call run()s between them\r
        u32 lasttime = device->getTimer()->getTime();\r
 \r
-       while(device->run())\r
+       while(device->run() && kill == false)\r
        {\r
+               if(g_disconnect_requested)\r
+               {\r
+                       g_disconnect_requested = false;\r
+                       break;\r
+               }\r
+\r
                /*\r
                        Run global IrrlichtWrapper's main thread processing stuff\r
                */\r
                g_irrlicht->Run();\r
 \r
                /*\r
-                       Random calculations\r
+                       Process TextureSource's queue\r
                */\r
-               v2u32 screensize = driver->getScreenSize();\r
-               core::vector2d<s32> displaycenter(screensize.X/2,screensize.Y/2);\r
+               texturesource->processQueue();\r
 \r
+               /*\r
+                       Random calculations\r
+               */\r
+               last_screensize = screensize;\r
+               screensize = driver->getScreenSize();\r
+               v2s32 displaycenter(screensize.X/2,screensize.Y/2);\r
+               //bool screensize_changed = screensize != last_screensize;\r
+               \r
                // Hilight boxes collected during the loop and displayed\r
                core::list< core::aabbox3d<f32> > hilightboxes;\r
                \r
                // Info text\r
                std::wstring infotext;\r
 \r
-               //TimeTaker //timer1("//timer1", g_irrlicht);\r
+               // When screen size changes, update positions and sizes of stuff\r
+               /*if(screensize_changed)\r
+               {\r
+                       v2s32 pos(displaycenter.X-((quickinv_itemcount-1)*quickinv_spacing+quickinv_size)/2, screensize.Y-quickinv_spacing);\r
+                       quick_inventory->updatePosition(pos);\r
+               }*/\r
+\r
+               //TimeTaker //timer1("//timer1");\r
                \r
                // Time of frame without fps limit\r
                float busytime;\r
@@ -1604,7 +2309,6 @@ int main(int argc, char *argv[])
                        Viewing range\r
                */\r
                \r
-               //updateViewingRange(dtime, &client);\r
                updateViewingRange(busytime, &client);\r
                \r
                /*\r
@@ -1637,6 +2341,23 @@ int main(int argc, char *argv[])
                        dtime = 0;\r
                lasttime = time;\r
 \r
+               /*\r
+                       Log frametime for visualization\r
+               */\r
+               frametime_log.push_back(dtime);\r
+               if(frametime_log.size() > 100)\r
+               {\r
+                       core::list<float>::Iterator i = frametime_log.begin();\r
+                       frametime_log.erase(i);\r
+               }\r
+\r
+               /*\r
+                       Visualize frametime in terminal\r
+               */\r
+               /*for(u32 i=0; i<dtime*400; i++)\r
+                       std::cout<<"X";\r
+               std::cout<<std::endl;*/\r
+\r
                /*\r
                        Time average and jitter calculation\r
                */\r
@@ -1660,20 +2381,6 @@ int main(int argc, char *argv[])
                                dtime_jitter1_max_fraction\r
                                                = dtime_jitter1_max_sample / (dtime_avg1+0.001);\r
                                jitter1_max = 0.0;\r
-                               \r
-                               /*\r
-                                       Control freetime ratio\r
-                               */\r
-                               /*if(dtime_jitter1_max_fraction > DTIME_JITTER_MAX_FRACTION)\r
-                               {\r
-                                       if(g_freetime_ratio < FREETIME_RATIO_MAX)\r
-                                               g_freetime_ratio += 0.01;\r
-                               }\r
-                               else\r
-                               {\r
-                                       if(g_freetime_ratio > FREETIME_RATIO_MIN)\r
-                                               g_freetime_ratio -= 0.01;\r
-                               }*/\r
                        }\r
                }\r
                \r
@@ -1724,18 +2431,13 @@ int main(int argc, char *argv[])
                g_input->step(dtime);\r
 \r
                /*\r
-                       Special keys\r
+                       Misc. stuff\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
@@ -1743,6 +2445,7 @@ int main(int argc, char *argv[])
                        bool a_right,\r
                        bool a_jump,\r
                        bool a_superspeed,\r
+                       bool a_sneak,\r
                        float a_pitch,\r
                        float a_yaw*/\r
                        PlayerControl control(\r
@@ -1751,46 +2454,40 @@ int main(int argc, char *argv[])
                                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
+                               g_input->isKeyDown(irr::KEY_KEY_E),\r
+                               g_input->isKeyDown(irr::KEY_LSHIFT)\r
+                                               || g_input->isKeyDown(irr::KEY_RSHIFT),\r
                                camera_pitch,\r
                                camera_yaw\r
                        );\r
                        client.setPlayerControl(control);\r
                }\r
-               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)", g_irrlicht);\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)", g_irrlicht);\r
+                       //TimeTaker timer("server->step(dtime)");\r
                        server->step(dtime);\r
                }\r
 \r
                v3f player_position = client.getPlayerPosition();\r
                \r
-               //TimeTaker //timer2("//timer2", g_irrlicht);\r
+               //TimeTaker //timer2("//timer2");\r
 \r
                /*\r
                        Mouse and camera control\r
                */\r
                \r
-               if((device->isWindowActive() && g_game_focused && !pauseMenu.isVisible())\r
-                               || random_input)\r
+               if((device->isWindowActive() && noMenuActive()) || random_input)\r
                {\r
                        if(!random_input)\r
                                device->getCursorControl()->setVisible(false);\r
@@ -1823,26 +2520,26 @@ int main(int argc, char *argv[])
                v3f camera_direction = v3f(0,0,1);\r
                camera_direction.rotateYZBy(camera_pitch);\r
                camera_direction.rotateXZBy(camera_yaw);\r
-\r
-               v3f camera_position =\r
-                               player_position + v3f(0, BS+BS/2, 0);\r
+               \r
+               // This is at the height of the eyes of the current figure\r
+               //v3f camera_position = player_position + v3f(0, BS+BS/2, 0);\r
+               // This is more like in minecraft\r
+               v3f camera_position = player_position + v3f(0, BS+BS*0.625, 0);\r
 \r
                camera->setPosition(camera_position);\r
                // *100.0 helps in large map coordinates\r
                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", g_irrlicht);\r
+                       //TimeTaker timer("client.updateCamera");\r
                        client.updateCamera(camera_position, camera_direction);\r
                }\r
                \r
                //timer2.stop();\r
-               //TimeTaker //timer3("//timer3", g_irrlicht);\r
+               //TimeTaker //timer3("//timer3");\r
 \r
                /*\r
                        Calculate what block is the crosshair pointing to\r
@@ -1858,6 +2555,10 @@ int main(int argc, char *argv[])
                MapBlockObject *selected_object = client.getSelectedObject\r
                                (d*BS, camera_position, shootline);\r
 \r
+               /*\r
+                       If it's pointing to a MapBlockObject\r
+               */\r
+\r
                if(selected_object != NULL)\r
                {\r
                        //dstream<<"Client returned selected_object != NULL"<<std::endl;\r
@@ -1885,31 +2586,24 @@ int main(int argc, char *argv[])
                                {\r
                                        dstream<<"Sign object right-clicked"<<std::endl;\r
                                        \r
-                                       unFocusGame();\r
+                                       if(random_input == false)\r
+                                       {\r
+                                               // Get a new text for it\r
 \r
-                                       input_guitext = guienv->addStaticText(L"",\r
-                                                       core::rect<s32>(150,100,350,120),\r
-                                                       true, // border?\r
-                                                       false, // wordwrap?\r
-                                                       NULL);\r
+                                               TextDest *dest = new TextDestSign(\r
+                                                               selected_object->getBlock()->getPos(),\r
+                                                               selected_object->getId(),\r
+                                                               &client);\r
 \r
-                                       input_guitext->setDrawBackground(true);\r
+                                               SignObject *sign_object = (SignObject*)selected_object;\r
 \r
-                                       if(random_input)\r
-                                       {\r
-                                               g_text_buffer = L"ASD LOL 8)";\r
-                                               g_text_buffer_accepted = true;\r
-                                       }\r
-                                       else\r
-                                       {\r
-                                               g_text_buffer = L"";\r
-                                               g_text_buffer_accepted = false;\r
-                                       }\r
+                                               std::wstring wtext =\r
+                                                               narrow_to_wide(sign_object->getText());\r
 \r
-                                       textbuf_dest = new TextDestSign(\r
-                                                       selected_object->getBlock()->getPos(),\r
-                                                       selected_object->getId(),\r
-                                                       &client);\r
+                                               (new GUITextInputMenu(guienv, guiroot, -1,\r
+                                                               &g_menumgr, dest,\r
+                                                               wtext))->drop();\r
+                                       }\r
                                }\r
                                /*\r
                                        Otherwise pass the event to the server as-is\r
@@ -1931,10 +2625,10 @@ int main(int argc, char *argv[])
                bool nodefound = false;\r
                v3s16 nodepos;\r
                v3s16 neighbourpos;\r
-               core::aabbox3d<f32> nodefacebox;\r
+               core::aabbox3d<f32> nodehilightbox;\r
                f32 mindistance = BS * 1001;\r
                \r
-               v3s16 pos_i = floatToInt(player_position);\r
+               v3s16 pos_i = floatToInt(player_position, BS);\r
 \r
                /*std::cout<<"pos_i=("<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z<<")"\r
                                <<std::endl;*/\r
@@ -1964,7 +2658,7 @@ int main(int argc, char *argv[])
                        }\r
 \r
                        v3s16 np(x,y,z);\r
-                       v3f npf = intToFloat(np);\r
+                       v3f npf = intToFloat(np, BS);\r
                        \r
                        f32 d = 0.01;\r
                        \r
@@ -2023,7 +2717,7 @@ int main(int argc, char *argv[])
                                                nodepos = np;\r
                                                neighbourpos = np;\r
                                                mindistance = distance;\r
-                                               nodefacebox = box;\r
+                                               nodehilightbox = box;\r
                                        }\r
                                }\r
                        }\r
@@ -2066,62 +2760,153 @@ int main(int argc, char *argv[])
                                                        nodepos = np;\r
                                                        neighbourpos = np + dirs[i];\r
                                                        mindistance = distance;\r
-                                                       nodefacebox = facebox;\r
+\r
+                                                       //nodehilightbox = facebox;\r
+\r
+                                                       const float d = 0.502;\r
+                                                       core::aabbox3d<f32> nodebox\r
+                                                                       (-BS*d, -BS*d, -BS*d, BS*d, BS*d, BS*d);\r
+                                                       v3f nodepos_f = intToFloat(nodepos, BS);\r
+                                                       nodebox.MinEdge += nodepos_f;\r
+                                                       nodebox.MaxEdge += nodepos_f;\r
+                                                       nodehilightbox = nodebox;\r
                                                }\r
                                        } // if distance < mindistance\r
                                } // for dirs\r
                        } // regular block\r
                } // for coords\r
 \r
+               static float nodig_delay_counter = 0.0;\r
+\r
                if(nodefound)\r
                {\r
                        static v3s16 nodepos_old(-32768,-32768,-32768);\r
 \r
                        static float dig_time = 0.0;\r
+                       static u16 dig_index = 0;\r
+                       \r
+                       // Visualize selection\r
 \r
-                       if(nodepos != nodepos_old)\r
-                       {\r
-                               std::cout<<DTIME<<"Pointing at ("<<nodepos.X<<","\r
-                                               <<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;\r
-\r
-                               if(nodepos_old != v3s16(-32768,-32768,-32768))\r
-                               {\r
-                                       client.clearTempMod(nodepos_old);\r
-                                       dig_time = 0.0;\r
-                               }\r
-                       }\r
+                       hilightboxes.push_back(nodehilightbox);\r
 \r
-                       hilightboxes.push_back(nodefacebox);\r
+                       // Handle digging\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
+                       if(nodig_delay_counter > 0.0)\r
                        {\r
-                               client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, 0));\r
+                               nodig_delay_counter -= dtime;\r
                        }\r
-                       if(g_input->getLeftState())\r
+                       else\r
                        {\r
-                               dig_time += dtime;\r
-                               \r
-                               float dig_time_complete = 0.5;\r
-                               MapNode n = client.getNode(nodepos);\r
-                               if(n.d == CONTENT_STONE)\r
-                                       dig_time_complete = 1.5;\r
+                               if(nodepos != nodepos_old)\r
+                               {\r
+                                       std::cout<<DTIME<<"Pointing at ("<<nodepos.X<<","\r
+                                                       <<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;\r
+\r
+                                       if(nodepos_old != v3s16(-32768,-32768,-32768))\r
+                                       {\r
+                                               client.clearTempMod(nodepos_old);\r
+                                               dig_time = 0.0;\r
+                                       }\r
+                               }\r
 \r
-                               u16 dig_index = (u16)(3.99*dig_time/dig_time_complete);\r
-                               if(dig_time > 0.2)\r
+                               if(g_input->getLeftClicked() ||\r
+                                               (g_input->getLeftState() && nodepos != nodepos_old))\r
+                               {\r
+                                       dstream<<DTIME<<"Started digging"<<std::endl;\r
+                                       client.groundAction(0, nodepos, neighbourpos, g_selected_item);\r
+                               }\r
+                               if(g_input->getLeftClicked())\r
+                               {\r
+                                       client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, 0));\r
+                               }\r
+                               if(g_input->getLeftState())\r
                                {\r
-                                       //dstream<<"dig_index="<<dig_index<<std::endl;\r
-                                       client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, dig_index));\r
+                                       MapNode n = client.getNode(nodepos);\r
+                               \r
+                                       // Get tool name. Default is "" = bare hands\r
+                                       std::string toolname = "";\r
+                                       InventoryList *mlist = local_inventory.getList("main");\r
+                                       if(mlist != NULL)\r
+                                       {\r
+                                               InventoryItem *item = mlist->getItem(g_selected_item);\r
+                                               if(item && (std::string)item->getName() == "ToolItem")\r
+                                               {\r
+                                                       ToolItem *titem = (ToolItem*)item;\r
+                                                       toolname = titem->getToolName();\r
+                                               }\r
+                                       }\r
+\r
+                                       // Get digging properties for material and tool\r
+                                       u8 material = n.d;\r
+                                       DiggingProperties prop =\r
+                                                       getDiggingProperties(material, toolname);\r
+                                       \r
+                                       float dig_time_complete = 0.0;\r
+\r
+                                       if(prop.diggable == false)\r
+                                       {\r
+                                               /*dstream<<"Material "<<(int)material\r
+                                                               <<" not diggable with \""\r
+                                                               <<toolname<<"\""<<std::endl;*/\r
+                                               // I guess nobody will wait for this long\r
+                                               dig_time_complete = 10000000.0;\r
+                                       }\r
+                                       else\r
+                                       {\r
+                                               dig_time_complete = prop.time;\r
+                                       }\r
+                                       \r
+                                       if(dig_time_complete >= 0.001)\r
+                                       {\r
+                                               dig_index = (u16)((float)CRACK_ANIMATION_LENGTH\r
+                                                               * dig_time/dig_time_complete);\r
+                                       }\r
+                                       // This is for torches\r
+                                       else\r
+                                       {\r
+                                               dig_index = CRACK_ANIMATION_LENGTH;\r
+                                       }\r
+\r
+                                       if(dig_index < CRACK_ANIMATION_LENGTH)\r
+                                       {\r
+                                               //TimeTaker timer("client.setTempMod");\r
+                                               //dstream<<"dig_index="<<dig_index<<std::endl;\r
+                                               client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, dig_index));\r
+                                       }\r
+                                       else\r
+                                       {\r
+                                               dstream<<DTIME<<"Digging completed"<<std::endl;\r
+                                               client.groundAction(3, nodepos, neighbourpos, g_selected_item);\r
+                                               client.clearTempMod(nodepos);\r
+                                               client.removeNode(nodepos);\r
+\r
+                                               dig_time = 0;\r
+\r
+                                               nodig_delay_counter = dig_time_complete\r
+                                                               / (float)CRACK_ANIMATION_LENGTH;\r
+\r
+                                               // We don't want a corresponding delay to\r
+                                               // very time consuming nodes\r
+                                               if(nodig_delay_counter > 0.5)\r
+                                               {\r
+                                                       nodig_delay_counter = 0.5;\r
+                                               }\r
+                                               // We want a slight delay to very little\r
+                                               // time consuming nodes\r
+                                               float mindelay = 0.15;\r
+                                               if(nodig_delay_counter < mindelay)\r
+                                               {\r
+                                                       nodig_delay_counter = mindelay;\r
+                                               }\r
+                                       }\r
+\r
+                                       dig_time += dtime;\r
                                }\r
                        }\r
                        \r
@@ -2143,7 +2928,8 @@ int main(int argc, char *argv[])
                \r
                if(g_input->getLeftReleased())\r
                {\r
-                       std::cout<<DTIME<<"Left released"<<std::endl;\r
+                       std::cout<<DTIME<<"Left button released (stopped digging)"\r
+                                       <<std::endl;\r
                        client.groundAction(2, v3s16(0,0,0), v3s16(0,0,0), 0);\r
                }\r
                if(g_input->getRightReleased())\r
@@ -2162,11 +2948,12 @@ int main(int argc, char *argv[])
                camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);\r
                \r
                u32 daynight_ratio = client.getDayNightRatio();\r
+               u8 l = decode_light((daynight_ratio * LIGHT_SUN) / 1000);\r
                video::SColor bgcolor = video::SColor(\r
                                255,\r
-                               skycolor.getRed() * daynight_ratio / 1000,\r
-                               skycolor.getGreen() * daynight_ratio / 1000,\r
-                               skycolor.getBlue() * daynight_ratio / 1000);\r
+                               skycolor.getRed() * l / 255,\r
+                               skycolor.getGreen() * l / 255,\r
+                               skycolor.getBlue() * l / 255);\r
 \r
                /*\r
                        Fog\r
@@ -2174,19 +2961,33 @@ int main(int argc, char *argv[])
                \r
                if(g_settings.getBool("enable_fog") == true)\r
                {\r
-                       f32 range = g_viewing_range_nodes * BS;\r
-                       if(g_viewing_range_all)\r
+                       //f32 range = draw_control.wanted_range * BS + MAP_BLOCKSIZE/2*BS;\r
+                       f32 range = draw_control.wanted_range * BS + 0.8*MAP_BLOCKSIZE*BS;\r
+                       //f32 range = draw_control.wanted_range * BS + 0.0*MAP_BLOCKSIZE*BS;\r
+                       if(draw_control.range_all)\r
                                range = 100000*BS;\r
 \r
                        driver->setFog(\r
                                bgcolor,\r
                                video::EFT_FOG_LINEAR,\r
-                               range*0.6,\r
-                               range,\r
+                               range*0.4,\r
+                               range*1.0,\r
+                               0.01,\r
+                               false, // pixel fog\r
+                               false // range fog\r
+                       );\r
+               }\r
+               else\r
+               {\r
+                       driver->setFog(\r
+                               bgcolor,\r
+                               video::EFT_FOG_LINEAR,\r
+                               100000*BS,\r
+                               110000*BS,\r
                                0.01,\r
                                false, // pixel fog\r
                                false // range fog\r
-                               );\r
+                       );\r
                }\r
 \r
 \r
@@ -2194,63 +2995,134 @@ int main(int argc, char *argv[])
                        Update gui stuff (0ms)\r
                */\r
 \r
-               //TimeTaker guiupdatetimer("Gui updating", g_irrlicht);\r
+               //TimeTaker guiupdatetimer("Gui updating");\r
                \r
                {\r
-                       wchar_t temptext[150];\r
-\r
                        static float drawtime_avg = 0;\r
-                       drawtime_avg = drawtime_avg * 0.98 + (float)drawtime*0.02;\r
+                       drawtime_avg = drawtime_avg * 0.95 + (float)drawtime*0.05;\r
                        static float beginscenetime_avg = 0;\r
-                       beginscenetime_avg = beginscenetime_avg * 0.98 + (float)beginscenetime*0.02;\r
+                       beginscenetime_avg = beginscenetime_avg * 0.95 + (float)beginscenetime*0.05;\r
                        static float scenetime_avg = 0;\r
-                       scenetime_avg = scenetime_avg * 0.98 + (float)scenetime*0.02;\r
+                       scenetime_avg = scenetime_avg * 0.95 + (float)scenetime*0.05;\r
                        static float endscenetime_avg = 0;\r
-                       endscenetime_avg = endscenetime_avg * 0.98 + (float)endscenetime*0.02;\r
+                       endscenetime_avg = endscenetime_avg * 0.95 + (float)endscenetime*0.05;\r
                        \r
-                       swprintf(temptext, 150, L"Minetest-c55 ("\r
-                                       L"F: item=%i"\r
-                                       L", R: range_all=%i"\r
-                                       L")"\r
-                                       L" drawtime=%.0f, beginscenetime=%.0f, scenetime=%.0f, endscenetime=%.0f",\r
+                       char temptext[300];\r
+                       snprintf(temptext, 300, "Minetest-c55 ("\r
+                                       "F: item=%i"\r
+                                       ", R: range_all=%i"\r
+                                       ")"\r
+                                       " drawtime=%.0f, beginscenetime=%.0f"\r
+                                       ", scenetime=%.0f, endscenetime=%.0f",\r
                                        g_selected_item,\r
-                                       g_viewing_range_all,\r
+                                       draw_control.range_all,\r
                                        drawtime_avg,\r
                                        beginscenetime_avg,\r
                                        scenetime_avg,\r
                                        endscenetime_avg\r
                                        );\r
                        \r
-                       guitext->setText(temptext);\r
+                       guitext->setText(narrow_to_wide(temptext).c_str());\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
+                       char temptext[300];\r
+                       snprintf(temptext, 300,\r
+                                       "(% .1f, % .1f, % .1f)"\r
+                                       " (% .3f < btime_jitter < % .3f"\r
+                                       ", dtime_jitter = % .1f %%"\r
+                                       ", v_range = %.1f)",\r
                                        player_position.X/BS,\r
                                        player_position.Y/BS,\r
                                        player_position.Z/BS,\r
                                        busytime_jitter1_min_sample,\r
                                        busytime_jitter1_max_sample,\r
-                                       dtime_jitter1_max_fraction * 100.0\r
+                                       dtime_jitter1_max_fraction * 100.0,\r
+                                       draw_control.wanted_range\r
                                        );\r
 \r
-                       guitext2->setText(temptext);\r
+                       guitext2->setText(narrow_to_wide(temptext).c_str());\r
                }\r
                \r
                {\r
-                       /*wchar_t temptext[100];\r
-                       swprintf(temptext, 100,\r
-                                       SWPRINTF_CHARSTRING,\r
-                                       infotext.substr(0,99).c_str()\r
-                                       );\r
+                       guitext_info->setText(infotext.c_str());\r
+               }\r
+               \r
+               /*\r
+                       Get chat messages from client\r
+               */\r
+               {\r
+                       // Get new messages\r
+                       std::wstring message;\r
+                       while(client.getChatMessage(message))\r
+                       {\r
+                               chat_lines.push_back(ChatLine(message));\r
+                               /*if(chat_lines.size() > 6)\r
+                               {\r
+                                       core::list<ChatLine>::Iterator\r
+                                                       i = chat_lines.begin();\r
+                                       chat_lines.erase(i);\r
+                               }*/\r
+                       }\r
+                       // Append them to form the whole static text and throw\r
+                       // it to the gui element\r
+                       std::wstring whole;\r
+                       // This will correspond to the line number counted from\r
+                       // top to bottom, from size-1 to 0\r
+                       s16 line_number = chat_lines.size();\r
+                       // Count of messages to be removed from the top\r
+                       u16 to_be_removed_count = 0;\r
+                       for(core::list<ChatLine>::Iterator\r
+                                       i = chat_lines.begin();\r
+                                       i != chat_lines.end(); i++)\r
+                       {\r
+                               // After this, line number is valid for this loop\r
+                               line_number--;\r
+                               // Increment age\r
+                               (*i).age += dtime;\r
+                               /*\r
+                                       This results in a maximum age of 60*6 to the\r
+                                       lowermost line and a maximum of 6 lines\r
+                               */\r
+                               float allowed_age = (6-line_number) * 60.0;\r
+\r
+                               if((*i).age > allowed_age)\r
+                               {\r
+                                       to_be_removed_count++;\r
+                                       continue;\r
+                               }\r
+                               whole += (*i).text + L'\n';\r
+                       }\r
+                       for(u16 i=0; i<to_be_removed_count; i++)\r
+                       {\r
+                               core::list<ChatLine>::Iterator\r
+                                               it = chat_lines.begin();\r
+                               chat_lines.erase(it);\r
+                       }\r
+                       guitext_chat->setText(whole.c_str());\r
+\r
+                       // Update gui element size and position\r
+\r
+                       /*core::rect<s32> rect(\r
+                                       10,\r
+                                       screensize.Y - guitext_chat_pad_bottom\r
+                                                       - text_height*chat_lines.size(),\r
+                                       screensize.X - 10,\r
+                                       screensize.Y - guitext_chat_pad_bottom\r
+                       );*/\r
+                       core::rect<s32> rect(\r
+                                       10,\r
+                                       50,\r
+                                       screensize.X - 10,\r
+                                       50 + text_height*chat_lines.size()\r
+                       );\r
 \r
-                       guitext_info->setText(temptext);*/\r
+                       guitext_chat->setRelativePosition(rect);\r
 \r
-                       guitext_info->setText(infotext.c_str());\r
+                       if(chat_lines.size() == 0)\r
+                               guitext_chat->setVisible(false);\r
+                       else\r
+                               guitext_chat->setVisible(true);\r
                }\r
 \r
                /*\r
@@ -2264,51 +3136,31 @@ int main(int argc, char *argv[])
                        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
+                       /*quick_inventory->setSelection(g_selected_item);\r
+                       quick_inventory->update();*/\r
                }\r
-\r
+               \r
                /*\r
-                       Text input stuff\r
+                       Send actions returned by the inventory menu\r
                */\r
-               if(input_guitext != NULL && g_text_buffer_accepted)\r
+               while(inventory_action_queue.size() != 0)\r
                {\r
-                       input_guitext->remove();\r
-                       input_guitext = NULL;\r
-                       \r
-                       if(textbuf_dest != NULL)\r
-                       {\r
-                               std::string text = wide_to_narrow(g_text_buffer);\r
-                               dstream<<"Sending text: "<<text<<std::endl;\r
-                               textbuf_dest->sendText(text);\r
-                               delete textbuf_dest;\r
-                               textbuf_dest = NULL;\r
-                       }\r
+                       InventoryAction *a = inventory_action_queue.pop_front();\r
 \r
-                       focusGame();\r
+                       client.sendInventoryAction(a);\r
+                       // Eat it\r
+                       delete a;\r
                }\r
 \r
-               //guiupdatetimer.stop();\r
-\r
                /*\r
                        Drawing begins\r
                */\r
 \r
-               TimeTaker drawtimer("Drawing", g_irrlicht);\r
+               TimeTaker drawtimer("Drawing");\r
 \r
                \r
                {\r
-                       TimeTaker timer("beginScene", g_irrlicht);\r
+                       TimeTaker timer("beginScene");\r
                        driver->beginScene(true, true, bgcolor);\r
                        //driver->beginScene(false, true, bgcolor);\r
                        beginscenetime = timer.stop(true);\r
@@ -2319,27 +3171,21 @@ int main(int argc, char *argv[])
                //std::cout<<DTIME<<"smgr->drawAll()"<<std::endl;\r
                \r
                {\r
-                       TimeTaker timer("smgr", g_irrlicht);\r
+                       TimeTaker timer("smgr");\r
                        smgr->drawAll();\r
                        scenetime = timer.stop(true);\r
                }\r
                \r
                {\r
-               //TimeTaker timer9("auxiliary drawings", g_irrlicht);\r
+               //TimeTaker timer9("auxiliary drawings");\r
                // 0ms\r
-\r
-               driver->draw2DLine(displaycenter - core::vector2d<s32>(10,0),\r
-                               displaycenter + core::vector2d<s32>(10,0),\r
-                               video::SColor(255,255,255,255));\r
-               driver->draw2DLine(displaycenter - core::vector2d<s32>(0,10),\r
-                               displaycenter + core::vector2d<s32>(0,10),\r
-                               video::SColor(255,255,255,255));\r
-\r
+               \r
                //timer9.stop();\r
-               //TimeTaker //timer10("//timer10", g_irrlicht);\r
+               //TimeTaker //timer10("//timer10");\r
                \r
                video::SMaterial m;\r
-               m.Thickness = 10;\r
+               //m.Thickness = 10;\r
+               m.Thickness = 3;\r
                m.Lighting = false;\r
                driver->setMaterial(m);\r
 \r
@@ -2356,20 +3202,71 @@ int main(int argc, char *argv[])
                        driver->draw3DBox(*i, video::SColor(255,0,0,0));\r
                }\r
 \r
+               /*\r
+                       Frametime log\r
+               */\r
+               if(g_settings.getBool("frametime_graph") == true)\r
+               {\r
+                       s32 x = 10;\r
+                       for(core::list<float>::Iterator\r
+                                       i = frametime_log.begin();\r
+                                       i != frametime_log.end();\r
+                                       i++)\r
+                       {\r
+                               driver->draw2DLine(v2s32(x,50),\r
+                                               v2s32(x,50+(*i)*1000),\r
+                                               video::SColor(255,255,255,255));\r
+                               x++;\r
+                       }\r
+               }\r
+\r
+               /*\r
+                       Draw map plot\r
+               */\r
+               if(g_show_map_plot && g_map_plot_texture)\r
+               {\r
+                       core::dimension2d<u32> drawdim(640,480);\r
+                       core::rect<s32> dest(v2s32(0,0), drawdim);\r
+                       dest += v2s32(\r
+                               (screensize.X-drawdim.Width)/2,\r
+                               (screensize.Y-drawdim.Height)/2\r
+                       );\r
+                       core::rect<s32> source(v2s32(0,0), g_map_plot_texture->getSize());\r
+                       driver->draw2DImage(g_map_plot_texture, dest, source);\r
                }\r
 \r
+               /*\r
+                       Draw crosshair\r
+               */\r
+               driver->draw2DLine(displaycenter - core::vector2d<s32>(10,0),\r
+                               displaycenter + core::vector2d<s32>(10,0),\r
+                               video::SColor(255,255,255,255));\r
+               driver->draw2DLine(displaycenter - core::vector2d<s32>(0,10),\r
+                               displaycenter + core::vector2d<s32>(0,10),\r
+                               video::SColor(255,255,255,255));\r
+\r
+               } // timer\r
+\r
                //timer10.stop();\r
-               //TimeTaker //timer11("//timer11", g_irrlicht);\r
+               //TimeTaker //timer11("//timer11");\r
 \r
                /*\r
                        Draw gui\r
                */\r
                // 0-1ms\r
                guienv->drawAll();\r
+\r
+               /*\r
+                       Draw hotbar\r
+               */\r
+               {\r
+                       draw_hotbar(driver, font, v2s32(displaycenter.X, screensize.Y),\r
+                                       hotbar_imagesize, hotbar_itemcount, &local_inventory);\r
+               }\r
                \r
                // End drawing\r
                {\r
-                       TimeTaker timer("endScene", g_irrlicht);\r
+                       TimeTaker timer("endScene");\r
                        driver->endScene();\r
                        endscenetime = timer.stop(true);\r
                }\r
@@ -2377,8 +3274,23 @@ int main(int argc, char *argv[])
                drawtime = drawtimer.stop(true);\r
 \r
                /*\r
-                       Drawing ends\r
+                       End of drawing\r
+               */\r
+\r
+               /*\r
+                       Refresh map plot if player has moved considerably\r
                */\r
+               if(g_refresh_map_plot)\r
+               {\r
+                       static v3f old_player_pos = v3f(1,1,1) * 10000000;\r
+                       v3f p = client.getPlayerPosition() / BS;\r
+                       if(old_player_pos.getDistanceFrom(p) > 4 * g_map_plot_texture_scale)\r
+                       {\r
+                               updateMapPlotTexture(v2f(p.X,p.Z), driver, &client);\r
+                               old_player_pos = p;\r
+                       }\r
+                       g_refresh_map_plot = false;\r
+               }\r
                \r
                static s16 lastFPS = 0;\r
                //u16 fps = driver->getFPS();\r
@@ -2400,9 +3312,26 @@ int main(int argc, char *argv[])
                        device->yield();*/\r
        }\r
 \r
-       delete quick_inventory;\r
+       //delete quick_inventory;\r
+\r
+       /*\r
+               Disable texture fetches and other stuff that is queued\r
+               to be processed by the main loop.\r
+\r
+               This has to be done before client goes out of scope.\r
+       */\r
+       g_irrlicht->Shutdown(true);\r
+\r
+       } // client and server are deleted at this point\r
+\r
+       } //try\r
+       catch(con::PeerNotFoundException &e)\r
+       {\r
+               dstream<<DTIME<<"Connection timed out."<<std::endl;\r
+               error_message = L"Connection timed out.";\r
+       }\r
 \r
-       } // client is deleted at this point\r
+       } // Menu-game loop\r
        \r
        delete g_input;\r
 \r
@@ -2419,23 +3348,8 @@ int main(int argc, char *argv[])
                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