]> 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 aacf4d7757e9dbc4994225eef7f50e8b67daea37..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
@@ -75,25 +79,14 @@ 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
-         - This is also needed for item container chests\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
@@ -105,72 +98,219 @@ SUGG: Make the amount of blocks sending to client and the total
          main network eater of this system, so it is the one that has\r
          to be throttled so that RTTs stay low.\r
 \r
-TODO: Untie client network operations from framerate\r
-      - Needs some input queues or something\r
-         - Not really necessary?\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
+Gaming ideas:\r
+-------------\r
+\r
+- Aim for something like controlling a single dwarf in Dwarf Fortress\r
+\r
+- The player could go faster by a crafting a boat, or riding an animal\r
+\r
+- Random NPC traders. what else?\r
 \r
-TODO: Better dungeons\r
-TODO: Cliffs, arcs\r
+Documentation:\r
+--------------\r
 \r
-TODO: Startup and configuration menu\r
+Build system / running:\r
+-----------------------\r
 \r
-TODO: There are some lighting-related todos and fixmes in\r
-      ServerMap::emergeBlock\r
+Networking and serialization:\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
+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
-TODO: Player inventory to be saved on disk\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
+SUGG: Draw cubes in inventory directly with 3D drawing commands, so that\r
+      animating them is easier.\r
+\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
+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: Get rid of GotSplitPacketException\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: TOSERVER_LEAVE\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: Better handling of objects and mobs\r
-      - Scripting?\r
-      - There has to be some way to do it with less spaghetti code\r
-         - Make separate classes for client and server\r
-           - Client should not discriminate between blocks, server should\r
-           - Make other players utilize the same framework\r
+Objects:\r
+--------\r
 \r
-TODO: Draw big amounts of torches better (that is, throw them in the\r
-      same meshbuffer (can the meshcollector class be used?))\r
+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
-Doing now:\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
-TODO: Convert the text input system to use a modal menu... or something\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
@@ -186,7 +326,7 @@ TODO: Convert the text input system to use a modal menu... or something
 */\r
 #define FIELD_OF_VIEW_TEST 0\r
 \r
-#ifdef UNITTEST_DISABLE\r
+#ifdef NDEBUG\r
        #ifdef _WIN32\r
                #pragma message ("Disabling unit tests")\r
        #else\r
@@ -200,57 +340,53 @@ TODO: Convert the text input system to use a modal menu... or something
 #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
+       #pragma comment(lib, "Irrlicht.lib")\r
+       //#pragma comment(lib, "jthread.lib")\r
+       #pragma comment(lib, "zlibwapi.lib")\r
+       #pragma comment(lib, "Shell32.lib")\r
+       // This would get rid of the console window\r
+       //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
 #endif\r
 \r
 #include <iostream>\r
 #include <fstream>\r
 #include <jmutexautolock.h>\r
 #include <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 "guiPauseMenu.h"\r
 #include "irrlichtwrapper.h"\r
 #include "gettime.h"\r
 #include "porting.h"\r
+#include "guiPauseMenu.h"\r
 #include "guiInventoryMenu.h"\r
+#include "guiTextInputMenu.h"\r
+#include "materials.h"\r
+#include "guiMessageMenu.h"\r
+#include "filesys.h"\r
+#include "config.h"\r
+#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
-\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
+// TODO: Remove this\r
+IrrlichtWrapper *g_irrlicht = NULL;\r
 \r
-// This is updated by the client's fetchBlocks routine\r
-//s16 g_actual_viewing_range_nodes = VIEWING_RANGE_NODES_DEFAULT;\r
+// This makes textures\r
+ITextureSource *g_texturesource = NULL;\r
 \r
-// If true, the preceding value has no meaning and all blocks\r
-// already existing in memory are drawn\r
-bool g_viewing_range_all = false;\r
-\r
-// This is the freetime ratio imposed by the dynamic viewing\r
-// range changing code.\r
-// It is controlled by the main loop to the smallest value that\r
-// inhibits glitches (dtime jitter) in the main loop.\r
-//float g_freetime_ratio = FREETIME_RATIO_MAX;\r
+MapDrawControl draw_control;\r
 \r
 /*\r
        Settings.\r
@@ -265,30 +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
-GUIPauseMenu *pauseMenu = NULL;\r
-GUIInventoryMenu *inventoryMenu = 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
-       if(pauseMenu && pauseMenu->isVisible())\r
-               return false;\r
-       if(inventoryMenu && inventoryMenu->isVisible())\r
-               return false;\r
-       return true;\r
+       return (g_menumgr.menuCount() == 0);\r
 }\r
 \r
-std::wstring g_text_buffer;\r
-bool g_text_buffer_accepted = false;\r
+bool g_disconnect_requested = false;\r
+\r
+class MainGameCallback : public IGameCallback\r
+{\r
+public:\r
+       virtual void exitToOS()\r
+       {\r
+               g_device->closeDevice();\r
+       }\r
+\r
+       virtual void disconnect()\r
+       {\r
+               g_disconnect_requested = true;\r
+       }\r
+};\r
+\r
+MainGameCallback g_gamecallback;\r
 \r
-// When true, the mouse and keyboard are grabbed\r
-bool g_game_focused = true;\r
+// Inventory actions from the menu are buffered here before sending\r
+Queue<InventoryAction*> inventory_action_queue;\r
+// This is a copy of the inventory that the client's environment has\r
+Inventory local_inventory;\r
+\r
+u16 g_selected_item = 0;\r
+\r
+bool g_show_map_plot = false;\r
+bool g_refresh_map_plot = false;\r
 \r
 /*\r
        Debug streams\r
@@ -325,12 +542,79 @@ u32 getTimeMs()
        return g_irrlicht->getTime();\r
 }\r
 \r
+/*\r
+       Text input system\r
+*/\r
+\r
+struct TextDestSign : public TextDest\r
+{\r
+       TextDestSign(v3s16 blockpos, s16 id, Client *client)\r
+       {\r
+               m_blockpos = blockpos;\r
+               m_id = id;\r
+               m_client = client;\r
+       }\r
+       void gotText(std::wstring text)\r
+       {\r
+               std::string ntext = wide_to_narrow(text);\r
+               dstream<<"Changing text of a sign object: "\r
+                               <<ntext<<std::endl;\r
+               m_client->sendSignText(m_blockpos, m_id, ntext);\r
+       }\r
+\r
+       v3s16 m_blockpos;\r
+       s16 m_id;\r
+       Client *m_client;\r
+};\r
+\r
+struct TextDestChat : public TextDest\r
+{\r
+       TextDestChat(Client *client)\r
+       {\r
+               m_client = client;\r
+       }\r
+       void gotText(std::wstring text)\r
+       {\r
+               // 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
 public:\r
        // This is the one method that we have to implement\r
        virtual bool OnEvent(const SEvent& event)\r
        {\r
+               /*\r
+                       React to nothing here if a menu is active\r
+               */\r
+               if(noMenuActive() == false)\r
+               {\r
+                       clearInput();\r
+                       return false;\r
+               }\r
+\r
                // Remember whether each key is down or up\r
                if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
                {\r
@@ -339,89 +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
-                                       {\r
-                                               g_text_buffer_accepted = true;\r
-                                       }\r
-                                       else if(key == irr::KEY_BACK)\r
+                                       if(event.KeyInput.Key == irr::KEY_ESCAPE\r
+                                               || event.KeyInput.Key == irr::KEY_KEY_M)\r
                                        {\r
-                                               if(g_text_buffer.size() > 0)\r
-                                                       g_text_buffer = g_text_buffer.substr\r
-                                                                       (0, g_text_buffer.size()-1);\r
-                                       }\r
-                                       else\r
-                                       {\r
-                                               wchar_t wc = event.KeyInput.Char;\r
-                                               if(wc != 0)\r
-                                                       g_text_buffer += wc;\r
+                                               g_show_map_plot = false;\r
                                        }\r
+                                       return true;\r
                                }\r
                                \r
-                               if(pauseMenu != NULL)\r
+                               /*\r
+                                       Launch menus\r
+                               */\r
+\r
+                               if(guienv != NULL && guiroot != NULL && g_device != NULL)\r
                                {\r
                                        if(event.KeyInput.Key == irr::KEY_ESCAPE)\r
                                        {\r
-                                               if(g_game_focused == true && noMenuActive())\r
-                                               {\r
-                                                       dstream<<DTIME<<"MyEventReceiver: "\r
-                                                                       <<"Launching pause menu"<<std::endl;\r
-                                                       pauseMenu->launch();\r
-                                                       return true;\r
-                                               }\r
+                                               dstream<<DTIME<<"MyEventReceiver: "\r
+                                                               <<"Launching pause menu"<<std::endl;\r
+                                               // It will delete itself by itself\r
+                                               (new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback,\r
+                                                               &g_menumgr))->drop();\r
+                                               return true;\r
                                        }\r
-                               }\r
-\r
-                               if(inventoryMenu != NULL)\r
-                               {\r
                                        if(event.KeyInput.Key == irr::KEY_KEY_I)\r
                                        {\r
-                                               if(g_game_focused == true && noMenuActive())\r
-                                               {\r
-                                                       dstream<<DTIME<<"MyEventReceiver: "\r
-                                                                       <<"Launching inventory"<<std::endl;\r
-                                                       inventoryMenu->launch();\r
-                                                       return true;\r
-                                               }\r
+                                               dstream<<DTIME<<"MyEventReceiver: "\r
+                                                               <<"Launching inventory"<<std::endl;\r
+                                               (new GUIInventoryMenu(guienv, guiroot, -1,\r
+                                                               &local_inventory, &inventory_action_queue,\r
+                                                               &g_menumgr))->drop();\r
+                                               return true;\r
+                                       }\r
+                                       if(event.KeyInput.Key == irr::KEY_KEY_T)\r
+                                       {\r
+                                               TextDest *dest = new TextDestChat(g_client);\r
+\r
+                                               (new GUITextInputMenu(guienv, guiroot, -1,\r
+                                                               &g_menumgr, dest,\r
+                                                               L""))->drop();\r
                                        }\r
                                }\r
 \r
-                               // 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
@@ -430,6 +705,16 @@ 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
@@ -468,9 +753,12 @@ class MyEventReceiver : public IEventReceiver
                                {\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 < PLAYER_INVENTORY_SIZE-1)\r
+                                               if(g_selected_item < max_item)\r
                                                        g_selected_item++;\r
                                                else\r
                                                        g_selected_item = 0;\r
@@ -480,7 +768,7 @@ class MyEventReceiver : public IEventReceiver
                                                if(g_selected_item > 0)\r
                                                        g_selected_item--;\r
                                                else\r
-                                                       g_selected_item = PLAYER_INVENTORY_SIZE-1;\r
+                                                       g_selected_item = max_item;\r
                                        }\r
                                }\r
                        }\r
@@ -495,10 +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
@@ -509,6 +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
@@ -523,6 +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
@@ -560,17 +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
@@ -603,14 +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
@@ -624,14 +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
@@ -658,8 +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
@@ -678,11 +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
@@ -704,37 +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
@@ -750,7 +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
@@ -786,7 +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
@@ -794,8 +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
@@ -803,221 +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
+       //counter = 0.1;\r
+       counter = 0.2;\r
 \r
-       float frametime_wanted = (1.0/(wanted_fps/(1.0-freetime_ratio)));\r
-\r
-       float fraction = sqrt(frametime_avg / frametime_wanted);\r
-\r
-       /*float fraction = sqrt(frametime_avg / frametime_wanted) / 2.0\r
-                       + frametime_avg / frametime_wanted / 2.0;*/\r
+       /*dstream<<__FUNCTION_NAME\r
+                       <<": Collected "<<added_frames<<" frames, total of "\r
+                       <<added_frametime<<"s."<<std::endl;*/\r
        \r
-       //float fraction = frametime_avg / frametime_wanted;\r
-\r
-       static bool fraction_is_good = false;\r
+       /*dstream<<"draw_control.blocks_drawn="\r
+                       <<draw_control.blocks_drawn\r
+                       <<", draw_control.blocks_would_have_drawn="\r
+                       <<draw_control.blocks_would_have_drawn\r
+                       <<std::endl;*/\r
        \r
-       //float fraction_good_threshold = 0.1;\r
-       //float fraction_bad_threshold = 0.25;\r
-       float fraction_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
+       float d_range = range - range_old;\r
+       f32 d_frametime = frametime - frametime_old;\r
+       // A sane default of 30ms per 50 nodes of range\r
+       static f32 time_per_range = 30. / 50;\r
+       if(d_range != 0)\r
+       {\r
+               time_per_range = d_frametime / d_range;\r
+       }\r
+       \r
+       // The minimum allowed calculated frametime-range derivative:\r
+       // Practically this sets the maximum speed of changing the range.\r
+       // The lower this value, the higher the maximum changing speed.\r
+       // A low value here results in wobbly range (0.001)\r
+       // A high value here results in slow changing range (0.0025)\r
+       // SUGG: This could be dynamically adjusted so that when\r
+       //       the camera is turning, this is lower\r
+       //float min_time_per_range = 0.0015;\r
+       float min_time_per_range = 0.0010;\r
+       //float min_time_per_range = 0.05 / range;\r
+       if(time_per_range < min_time_per_range)\r
+       {\r
+               time_per_range = min_time_per_range;\r
+               //dstream<<"time_per_range="<<time_per_range<<" (min)"<<std::endl;\r
+       }\r
+       else\r
+       {\r
+               //dstream<<"time_per_range="<<time_per_range<<std::endl;\r
+       }\r
 \r
-       s16 n = (float)g_viewing_range_nodes / fraction;\r
-       if(n < viewing_range_nodes_min)\r
-               n = viewing_range_nodes_min;\r
-       if(n > viewing_range_nodes_max)\r
-               n = viewing_range_nodes_max;\r
+       f32 wanted_range_change = wanted_frametime_change / time_per_range;\r
+       // Dampen the change a bit to kill oscillations\r
+       //wanted_range_change *= 0.9;\r
+       //wanted_range_change *= 0.75;\r
+       wanted_range_change *= 0.5;\r
+       //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;\r
 \r
-       bool can_change = true;\r
+       // If needed range change is very small, just return\r
+       if(fabs(wanted_range_change) < 0.001)\r
+       {\r
+               //dstream<<"ignoring small wanted_range_change"<<std::endl;\r
+               return;\r
+       }\r
 \r
-       if(client->isFetchingBlocks() == true && n > g_viewing_range_nodes)\r
-               can_change = false;\r
+       new_range += wanted_range_change;\r
+       //dstream<<"new_range="<<new_range/*<<std::endl*/;\r
        \r
-       if(can_change)\r
-               g_viewing_range_nodes = n;\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
-       /*dstream<<"g_viewing_range_nodes = "\r
-                       <<g_viewing_range_nodes<<std::endl;*/\r
+       draw_control.wanted_range = new_range;\r
+\r
+       range_old = new_range;\r
+       frametime_old = frametime;\r
 }\r
 \r
-class GUIQuickInventory : public IEventReceiver\r
+void draw_hotbar(video::IVideoDriver *driver, gui::IGUIFont *font,\r
+               v2s32 centerlowerpos, s32 imgsize, s32 itemcount,\r
+               Inventory *inventory)\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
-       }\r
-\r
-       virtual bool OnEvent(const SEvent& event)\r
+       InventoryList *mainlist = inventory->getList("main");\r
+       if(mainlist == NULL)\r
        {\r
-               return false;\r
+               dstream<<"WARNING: draw_hotbar(): mainlist == NULL"<<std::endl;\r
+               return;\r
        }\r
+       \r
+       s32 padding = imgsize/12;\r
+       //s32 height = imgsize + padding*2;\r
+       s32 width = itemcount*(imgsize+padding*2);\r
+       \r
+       // Position of upper left corner of bar\r
+       v2s32 pos = centerlowerpos - v2s32(width/2, imgsize+padding*2);\r
+       \r
+       // Draw background color\r
+       /*core::rect<s32> barrect(0,0,width,height);\r
+       barrect += pos;\r
+       video::SColor bgcolor(255,128,128,128);\r
+       driver->draw2DRectangle(bgcolor, barrect, NULL);*/\r
+\r
+       core::rect<s32> imgrect(0,0,imgsize,imgsize);\r
 \r
-       void setSelection(s32 i)\r
+       for(s32 i=0; i<itemcount; i++)\r
        {\r
-               m_selection = i;\r
-       }\r
-\r
-       void update()\r
-       {\r
-               s32 start = 0;\r
-\r
-               start = m_selection - m_itemcount / 2;\r
-\r
-               InventoryList *mainlist = m_inventory->getList("main");\r
-\r
-               for(s32 i=0; i<m_itemcount; i++)\r
+               InventoryItem *item = mainlist->getItem(i);\r
+               \r
+               core::rect<s32> rect = imgrect + pos\r
+                               + v2s32(padding+i*(imgsize+padding*2), padding);\r
+               \r
+               if(g_selected_item == i)\r
+               {\r
+                       driver->draw2DRectangle(video::SColor(255,255,0,0),\r
+                                       core::rect<s32>(rect.UpperLeftCorner - v2s32(1,1)*padding,\r
+                                                       rect.LowerRightCorner + v2s32(1,1)*padding),\r
+                                       NULL);\r
+               }\r
+               else\r
                {\r
-                       s32 j = i + start;\r
+                       video::SColor bgcolor2(128,0,0,0);\r
+                       driver->draw2DRectangle(bgcolor2, rect, NULL);\r
+               }\r
 \r
-                       if(j > (s32)mainlist->getSize() - 1)\r
-                               j -= mainlist->getSize();\r
-                       if(j < 0)\r
-                               j += mainlist->getSize();\r
-                       \r
-                       InventoryItem *item = mainlist->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
@@ -1034,6 +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
@@ -1065,21 +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
@@ -1113,191 +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
-\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
-\r
-       //\r
+       u16 screenW = g_settings.getU16("screenW");\r
+       u16 screenH = g_settings.getU16("screenH");\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
@@ -1306,9 +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
@@ -1326,17 +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
+\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
@@ -1344,67 +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
+               If an error occurs, this is set to something and the\r
+               menu-game loop is restarted. It is then displayed before\r
+               the menu.\r
+       */\r
+       std::wstring error_message = L"";\r
        \r
        /*\r
-               Load tile textures\r
+               Menu-game loop\r
        */\r
-       for(s32 i=0; i<TILES_COUNT; i++)\r
+       while(g_device->run() && kill == false)\r
        {\r
-               if(g_tile_texture_names[i] == NULL)\r
+       \r
+       // This is used for catching disconnects\r
+       try\r
+       {\r
+       \r
+       /*\r
+               Out-of-game menu loop.\r
+\r
+               Loop quits when menu returns proper parameters.\r
+       */\r
+       while(kill == false)\r
+       {\r
+               // Cursor can be non-visible when coming from the game\r
+               device->getCursorControl()->setVisible(true);\r
+               // Some stuff are left to scene manager when coming from the game\r
+               // (map at least?)\r
+               smgr->clear();\r
+               // Reset or hide the debug gui texts\r
+               guitext->setText(L"Minetest-c55");\r
+               guitext2->setVisible(false);\r
+               guitext_info->setVisible(false);\r
+               guitext_chat->setVisible(false);\r
+               \r
+               // Initialize menu data\r
+               MainMenuData menudata;\r
+               menudata.address = narrow_to_wide(address);\r
+               menudata.name = narrow_to_wide(playername);\r
+               menudata.port = narrow_to_wide(itos(port));\r
+               menudata.creative_mode = g_settings.getBool("creative_mode");\r
+\r
+               GUIMainMenu *menu =\r
+                               new GUIMainMenu(guienv, guiroot, -1, \r
+                                       &g_menumgr, &menudata, &g_gamecallback);\r
+               menu->allowFocusRemoval(true);\r
+\r
+               if(error_message != L"")\r
+               {\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
@@ -1412,38 +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
@@ -1451,12 +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
@@ -1471,13 +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
+       //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
-       video::SColor skycolor = video::SColor(255,90,140,200);\r
+       /*\r
+               Lighting test code. Doesn't quite work this way.\r
+               The CPU-computed lighting is good.\r
+       */\r
 \r
-       camera->setFOV(FOV_ANGLE);\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
-       // Just so big a value that everything rendered is visible\r
-       camera->setFarValue(100000*BS);\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
@@ -1491,47 +2193,34 @@ int main(int argc, char *argv[])
        /*\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
-       // This is a copy of the inventory that the client's environment has\r
-       Inventory local_inventory;\r
-       \r
-       GUIQuickInventory *quick_inventory = new GUIQuickInventory\r
-                       (guienv, NULL, v2s32(10, 70), 5, &local_inventory);\r
-       \r
-       /*\r
-               We need some kind of a root node to be able to add\r
-               custom elements directly on the screen.\r
-               Otherwise they won't be automatically drawn.\r
-       */\r
-       gui::IGUIStaticText *root = guienv->addStaticText(L"",\r
-                       core::rect<s32>(0, 0, 10000, 10000));\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
-       // Pause menu\r
-       pauseMenu = new GUIPauseMenu(guienv, root, -1, device);\r
+       // Launch pause menu\r
+       (new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback,\r
+                       &g_menumgr))->drop();\r
        \r
-       // Inventory menu\r
-       inventoryMenu = new GUIInventoryMenu(guienv, root, -1, &local_inventory);\r
+       // Enable texts\r
+       guitext2->setVisible(true);\r
+       guitext_info->setVisible(true);\r
+       guitext_chat->setVisible(true);\r
 \r
-       pauseMenu->launch();\r
-       //inventoryMenu->launch();\r
+       //s32 guitext_chat_pad_bottom = 70;\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
+       v2u32 screensize(0,0);\r
+       v2u32 last_screensize(0,0);\r
        \r
        /*\r
                Some statistics are collected in these\r
@@ -1540,40 +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
+       // A test\r
+       //throw con::PeerNotFoundException("lol");\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
+       core::list<float> frametime_log;\r
 \r
        /*\r
                Main loop\r
@@ -1582,32 +2242,49 @@ 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
+                       Process TextureSource's queue\r
+               */\r
+               texturesource->processQueue();\r
+\r
                /*\r
                        Random calculations\r
                */\r
-               v2u32 screensize = driver->getScreenSize();\r
-               core::vector2d<s32> displaycenter(screensize.X/2,screensize.Y/2);\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
-               pauseMenu->resizeGui();\r
-               inventoryMenu->resizeGui();\r
-\r
                // Hilight boxes collected during the loop and displayed\r
                core::list< core::aabbox3d<f32> > hilightboxes;\r
                \r
                // Info text\r
                std::wstring infotext;\r
 \r
+               // When screen size changes, update positions and sizes of stuff\r
+               /*if(screensize_changed)\r
+               {\r
+                       v2s32 pos(displaycenter.X-((quickinv_itemcount-1)*quickinv_spacing+quickinv_size)/2, screensize.Y-quickinv_spacing);\r
+                       quick_inventory->updatePosition(pos);\r
+               }*/\r
+\r
                //TimeTaker //timer1("//timer1");\r
                \r
                // Time of frame without fps limit\r
@@ -1632,7 +2309,6 @@ int main(int argc, char *argv[])
                        Viewing range\r
                */\r
                \r
-               //updateViewingRange(dtime, &client);\r
                updateViewingRange(busytime, &client);\r
                \r
                /*\r
@@ -1665,6 +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
@@ -1688,20 +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
@@ -1752,23 +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
-               /*if(g_i_pressed)\r
-               {\r
-                       inventoryMenu->setVisible(true);\r
-                       g_i_pressed = false;\r
-               }*/\r
 \r
                /*\r
                        Player speed control\r
                */\r
                \r
-               if(g_game_focused)\r
                {\r
                        /*bool a_up,\r
                        bool a_down,\r
@@ -1776,6 +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
@@ -1784,20 +2454,15 @@ 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
@@ -1822,11 +2487,7 @@ int main(int argc, char *argv[])
                        Mouse and camera control\r
                */\r
                \r
-               if((device->isWindowActive()\r
-                               && g_game_focused\r
-                               && noMenuActive()\r
-                               )\r
-                               || random_input)\r
+               if((device->isWindowActive() && noMenuActive()) || random_input)\r
                {\r
                        if(!random_input)\r
                                device->getCursorControl()->setVisible(false);\r
@@ -1859,20 +2520,20 @@ 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");\r
                        client.updateCamera(camera_position, camera_direction);\r
                }\r
@@ -1894,6 +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
@@ -1921,31 +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
@@ -1967,10 +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
@@ -2000,7 +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
@@ -2059,7 +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
@@ -2102,70 +2760,154 @@ 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
-                               float dig_time_complete = 0.5;\r
-                               MapNode n = client.getNode(nodepos);\r
-                               if(n.d == CONTENT_STONE)\r
-                                       dig_time_complete = 1.5;\r
-                               \r
-                               float dig_time_complete0 = dig_time_complete+client.getAvgRtt()*2;\r
-                               if(dig_time_complete0 < 0.0)\r
-                                       dig_time_complete0 = 0.0;\r
+                               if(nodepos != nodepos_old)\r
+                               {\r
+                                       std::cout<<DTIME<<"Pointing at ("<<nodepos.X<<","\r
+                                                       <<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;\r
 \r
-                               dig_index = (u16)((float)CRACK_ANIMATION_LENGTH\r
-                                               * dig_time/dig_time_complete0);\r
+                                       if(nodepos_old != v3s16(-32768,-32768,-32768))\r
+                                       {\r
+                                               client.clearTempMod(nodepos_old);\r
+                                               dig_time = 0.0;\r
+                                       }\r
+                               }\r
 \r
-                               if(dig_time > 0.125 && dig_index < CRACK_ANIMATION_LENGTH)\r
+                               if(g_input->getLeftClicked() ||\r
+                                               (g_input->getLeftState() && nodepos != nodepos_old))\r
+                               {\r
+                                       dstream<<DTIME<<"Started digging"<<std::endl;\r
+                                       client.groundAction(0, nodepos, neighbourpos, g_selected_item);\r
+                               }\r
+                               if(g_input->getLeftClicked())\r
                                {\r
-                                       //dstream<<"dig_index="<<dig_index<<std::endl;\r
-                                       client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, dig_index));\r
+                                       client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, 0));\r
                                }\r
+                               if(g_input->getLeftState())\r
+                               {\r
+                                       MapNode n = client.getNode(nodepos);\r
+                               \r
+                                       // Get tool name. Default is "" = bare hands\r
+                                       std::string toolname = "";\r
+                                       InventoryList *mlist = local_inventory.getList("main");\r
+                                       if(mlist != NULL)\r
+                                       {\r
+                                               InventoryItem *item = mlist->getItem(g_selected_item);\r
+                                               if(item && (std::string)item->getName() == "ToolItem")\r
+                                               {\r
+                                                       ToolItem *titem = (ToolItem*)item;\r
+                                                       toolname = titem->getToolName();\r
+                                               }\r
+                                       }\r
+\r
+                                       // Get digging properties for material and tool\r
+                                       u8 material = n.d;\r
+                                       DiggingProperties prop =\r
+                                                       getDiggingProperties(material, toolname);\r
+                                       \r
+                                       float dig_time_complete = 0.0;\r
+\r
+                                       if(prop.diggable == false)\r
+                                       {\r
+                                               /*dstream<<"Material "<<(int)material\r
+                                                               <<" not diggable with \""\r
+                                                               <<toolname<<"\""<<std::endl;*/\r
+                                               // I guess nobody will wait for this long\r
+                                               dig_time_complete = 10000000.0;\r
+                                       }\r
+                                       else\r
+                                       {\r
+                                               dig_time_complete = prop.time;\r
+                                       }\r
+                                       \r
+                                       if(dig_time_complete >= 0.001)\r
+                                       {\r
+                                               dig_index = (u16)((float)CRACK_ANIMATION_LENGTH\r
+                                                               * dig_time/dig_time_complete);\r
+                                       }\r
+                                       // This is for torches\r
+                                       else\r
+                                       {\r
+                                               dig_index = CRACK_ANIMATION_LENGTH;\r
+                                       }\r
+\r
+                                       if(dig_index < CRACK_ANIMATION_LENGTH)\r
+                                       {\r
+                                               //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
+                                       dig_time += dtime;\r
+                               }\r
                        }\r
                        \r
                        if(g_input->getRightClicked())\r
@@ -2186,7 +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
@@ -2205,11 +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
@@ -2217,19 +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
@@ -2240,60 +2998,131 @@ int main(int argc, char *argv[])
                //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
@@ -2307,52 +3136,22 @@ 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
+                       /*quick_inventory->setSelection(g_selected_item);\r
+                       quick_inventory->update();*/\r
                }\r
                \r
                /*\r
                        Send actions returned by the inventory menu\r
                */\r
-               while(InventoryAction *a = inventoryMenu->getNextAction())\r
+               while(inventory_action_queue.size() != 0)\r
                {\r
+                       InventoryAction *a = inventory_action_queue.pop_front();\r
+\r
                        client.sendInventoryAction(a);\r
                        // Eat it\r
                        delete a;\r
                }\r
 \r
-               if(input_guitext != NULL)\r
-               {\r
-                       /*wchar_t temptext[100];\r
-                       swprintf(temptext, 100,\r
-                                       SWPRINTF_CHARSTRING,\r
-                                       g_text_buffer.substr(0,99).c_str()\r
-                                       );*/\r
-                       input_guitext->setText(g_text_buffer.c_str());\r
-               }\r
-\r
-               /*\r
-                       Text input stuff\r
-               */\r
-               if(input_guitext != NULL && g_text_buffer_accepted)\r
-               {\r
-                       input_guitext->remove();\r
-                       input_guitext = NULL;\r
-                       \r
-                       if(textbuf_dest != NULL)\r
-                       {\r
-                               std::string text = wide_to_narrow(g_text_buffer);\r
-                               dstream<<"Sending text: "<<text<<std::endl;\r
-                               textbuf_dest->sendText(text);\r
-                               delete textbuf_dest;\r
-                               textbuf_dest = NULL;\r
-                       }\r
-\r
-                       focusGame();\r
-               }\r
-\r
-               //guiupdatetimer.stop();\r
-\r
                /*\r
                        Drawing begins\r
                */\r
@@ -2380,19 +3179,13 @@ int main(int argc, char *argv[])
                {\r
                //TimeTaker timer9("auxiliary drawings");\r
                // 0ms\r
-\r
-               driver->draw2DLine(displaycenter - core::vector2d<s32>(10,0),\r
-                               displaycenter + core::vector2d<s32>(10,0),\r
-                               video::SColor(255,255,255,255));\r
-               driver->draw2DLine(displaycenter - core::vector2d<s32>(0,10),\r
-                               displaycenter + core::vector2d<s32>(0,10),\r
-                               video::SColor(255,255,255,255));\r
-\r
+               \r
                //timer9.stop();\r
                //TimeTaker //timer10("//timer10");\r
                \r
                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
@@ -2409,8 +3202,51 @@ 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");\r
 \r
@@ -2419,6 +3255,14 @@ int main(int argc, char *argv[])
                */\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
@@ -2430,8 +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
@@ -2453,9 +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
@@ -2472,23 +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