]> 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 d2f8a6b9d559a25dbd9780a31ec55b12acf8624e..fb1b2d8fd9a80d00f4c6d0f59a41279d144a1425 100644 (file)
@@ -28,6 +28,9 @@ NOTE: VBO cannot be turned on for fast-changing stuff because there
 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
 NOTE: When a new sector is generated, it may change the ground level\r
@@ -78,14 +81,12 @@ SUGG: Split MapBlockObject serialization to to-client and to-disk
 \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
+         - 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
@@ -99,17 +100,18 @@ SUGG: Make the amount of blocks sending to client and the total
 \r
 SUGG: Meshes of blocks could be split into 6 meshes facing into\r
       different directions and then only those drawn that need to be\r
-         - Also an 1-dimensional tile map would be nice probably\r
+\r
+SUGG: Calculate lighting per vertex to get a lighting effect like in\r
+      bartwe's game\r
 \r
 Gaming ideas:\r
 -------------\r
 \r
-- How would some GTA-style ideas work?\r
-  - Cars? Stealing? Unlawful stuff and cops? Lots of guns?\r
+- Aim for something like controlling a single dwarf in Dwarf Fortress\r
 \r
-- RPG style?\r
+- The player could go faster by a crafting a boat, or riding an animal\r
 \r
-- Space racer style?\r
+- Random NPC traders. what else?\r
 \r
 Documentation:\r
 --------------\r
@@ -117,19 +119,6 @@ Gaming ideas:
 Build system / running:\r
 -----------------------\r
 \r
-NOTE: The following fixme is not apparently valid, and it does work.\r
-FIXME: Graphical mode seems to segfault with Irrlicht 1.7.1 on 64-bit\r
-       systems. (Ubuntu)\r
-       - http://pastebin.no/32bo\r
-          - Might be just a bad build, too\r
-          - Doesn't affect Irrlicht 1.7.2 or 32-bit 1.7.1. (Arch/Debian)\r
-          - A similar error occurs when getTexture is called from a thread\r
-            when the texture has not been already loaded from disk:\r
-                http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?p=68830\r
-\r
-FIXME: Some network errors on Windows that cause local game to not work\r
-       - See siggjen's emails.\r
-\r
 Networking and serialization:\r
 -----------------------------\r
 \r
@@ -153,8 +142,10 @@ TODO: Optimize day/night mesh updating somehow
                   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
-TODO: Combine MapBlock's face caches to so big pieces that VBO\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
@@ -167,52 +158,53 @@ TODO: Make fetching sector's blocks more efficient when rendering
 \r
 TODO: Flowing water animation\r
 \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
-TODO: Make the video backend selectable\r
-\r
 Client:\r
 -------\r
 \r
 TODO: Untie client network operations from framerate\r
       - Needs some input queues or something\r
-         - Not really necessary?\r
 \r
-TODO: Make morning and evening shorter\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
-TODO: Make an option to the server to disable building and digging near\r
+SUGG: Make an option to the server to disable building and digging near\r
       the starting position\r
 \r
-TODO: Save players with inventories to disk\r
-TODO: Players to be saved as text in map/players/<name>\r
-\r
 TODO: Copy the text of the last picked sign to inventory in creative\r
       mode\r
 \r
 TODO: Check what goes wrong with caching map to disk (Kray)\r
       - Nothing?\r
 \r
-TODO: When server sees that client is removing an inexistent block or\r
-      adding a block to an existent position, resend the MapBlock.\r
+FIXME: Server sometimes goes into some infinite PeerNotFoundException loop\r
+\r
+* Fix the problem with the server constantly saving one or a few\r
+  blocks? List the first saved block, maybe it explains.\r
+  - It is probably caused by oscillating water\r
+* Make a small history check to transformLiquids to detect and log\r
+  continuous oscillations, in such detail that they can be fixed.\r
 \r
 Objects:\r
 --------\r
 \r
-TODO: Better handling of objects and mobs\r
-      - Scripting?\r
-      - There has to be some way to do it with less messy code\r
-         - Make separate classes for client and server\r
-           - Client should not discriminate between blocks, server should\r
-           - Make other players utilize the same framework\r
-               - This is also needed for objects that don't get sent to client\r
-                 but are used for triggers etc\r
-\r
 TODO: 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
@@ -230,40 +222,95 @@ Block object server side:
            - TODO: For incoming blocks, time difference is calculated and\r
              objects are stepped according to it.\r
 \r
-Map:\r
-----\r
-\r
-NOTE: There are some lighting-related todos and fixmes in\r
-      ServerMap::emergeBlock. And there always will be. 8)\r
-\r
-TODO: Map generator version 2\r
-       - Create surface areas based on central points; a given point's\r
-         area type is given by the nearest central point\r
-         - Separate points for heightmap, caves, plants and minerals?\r
-         - Flat land, mountains, forest, jungle\r
-    - Cliffs, arcs\r
-       - There could be a certain height (to which mountains only reach)\r
-         where some minerals are found\r
-       - Create a system that allows a huge amount of different "map\r
-         generator modules/filters"\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
-TODO: Change AttributeList to split the area into smaller sections so\r
-      that searching won't be as heavy.\r
-TODO: Change AttributeList to be 2D, as it would be too slow to search\r
-      in 3D fields anyway.\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
-FIXME: The new pre-sunlight-propagation code messes up with initial\r
-       water lighting. Does it any more?\r
+Map:\r
+----\r
 \r
-TODO: Remove HMParams\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
-TODO: Remove duplicate lighting implementation from Map (leave\r
-      VoxelManipulator)\r
-\r
-Doing now:\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
@@ -293,29 +340,30 @@ Doing now:
 #endif\r
 \r
 #ifdef _MSC_VER\r
-#pragma comment(lib, "Irrlicht.lib")\r
-//#pragma comment(lib, "jthread.lib")\r
-#pragma comment(lib, "zlibwapi.lib")\r
-// This would get rid of the console window\r
-//#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
+       #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 "irrlichtwrapper.h"\r
 #include "gettime.h"\r
@@ -328,8 +376,15 @@ Doing now:
 #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
+// TODO: Remove this\r
+IrrlichtWrapper *g_irrlicht = NULL;\r
+\r
+// This makes textures\r
+ITextureSource *g_texturesource = NULL;\r
 \r
 MapDrawControl draw_control;\r
 \r
@@ -349,6 +404,15 @@ extern void set_default_settings();
 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
@@ -440,6 +504,9 @@ Inventory local_inventory;
 \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
 */\r
@@ -508,7 +575,25 @@ struct TextDestChat : public TextDest
        }\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
@@ -538,6 +623,15 @@ class MyEventReceiver : public IEventReceiver
                        if(event.KeyInput.PressedDown)\r
                        {\r
                                //dstream<<"Pressed key: "<<(char)event.KeyInput.Key<<std::endl;\r
+                               if(g_show_map_plot)\r
+                               {\r
+                                       if(event.KeyInput.Key == irr::KEY_ESCAPE\r
+                                               || event.KeyInput.Key == irr::KEY_KEY_M)\r
+                                       {\r
+                                               g_show_map_plot = false;\r
+                                       }\r
+                                       return true;\r
+                               }\r
                                \r
                                /*\r
                                        Launch menus\r
@@ -573,13 +667,15 @@ class MyEventReceiver : public IEventReceiver
                                        }\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_selected_item < PLAYER_INVENTORY_SIZE-1)\r
-                                               g_selected_item++;\r
-                                       else\r
-                                               g_selected_item = 0;\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
@@ -609,6 +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
@@ -647,9 +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
@@ -659,7 +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
@@ -825,8 +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
@@ -845,11 +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
@@ -871,37 +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
@@ -917,7 +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
@@ -953,7 +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
@@ -961,8 +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
@@ -976,8 +1083,12 @@ class RandomInputHandler : public InputHandler
        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_in, Client *client)\r
@@ -1035,8 +1146,8 @@ void updateViewingRange(f32 frametime_in, Client *client)
        f32 wanted_frametime_change = wanted_frametime - frametime;\r
        //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;\r
        \r
-       // If needed frametime change is very small, just return\r
-       if(fabs(wanted_frametime_change) < wanted_frametime*0.2)\r
+       // If needed frametime change is small, just return\r
+       if(fabs(wanted_frametime_change) < wanted_frametime*0.4)\r
        {\r
                //dstream<<"ignoring small wanted_frametime_change"<<std::endl;\r
                return;\r
@@ -1111,115 +1222,200 @@ void updateViewingRange(f32 frametime_in, Client *client)
        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
+       InventoryList *mainlist = inventory->getList("main");\r
+       if(mainlist == NULL)\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
+               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
-       ~GUIQuickInventory()\r
+       for(s32 i=0; i<itemcount; i++)\r
        {\r
-               for(u32 i=0; i<m_texts.size(); 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
-                       m_texts[i]->remove();\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
-               for(u32 i=0; i<m_images.size(); i++)\r
+               else\r
                {\r
-                       m_images[i]->remove();\r
+                       video::SColor bgcolor2(128,0,0,0);\r
+                       driver->draw2DRectangle(bgcolor2, rect, NULL);\r
                }\r
-       }\r
-\r
-       virtual bool OnEvent(const SEvent& event)\r
-       {\r
-               return false;\r
-       }\r
-\r
-       void setSelection(s32 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
+               if(item != NULL)\r
                {\r
-                       s32 j = i + start;\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
+                       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
-\r
-private:\r
-       s32 m_itemcount;\r
-       core::array<gui::IGUIStaticText*> m_texts;\r
-       core::array<gui::IGUIImage*> m_images;\r
-       Inventory *m_inventory;\r
-       s32 m_selection;\r
-};\r
+       g_map_plot_texture = driver->addTexture("map_plot", img);\r
+       img->drop();\r
+       assert(g_map_plot_texture);\r
+}\r
 \r
 // Chat data\r
 struct ChatLine\r
@@ -1237,38 +1433,106 @@ struct ChatLine
        std::wstring text;\r
 };\r
 \r
-int main(int argc, char *argv[])\r
-{\r
-       /*\r
-               Low-level initialization\r
-       */\r
+// These are defined global so that they're not optimized too much.\r
+// Can't change them to volatile.\r
+s16 temp16;\r
+f32 tempf;\r
+v3f tempv3f1;\r
+v3f tempv3f2;\r
+std::string tempstring;\r
+std::string tempstring2;\r
 \r
-       bool disable_stderr = false;\r
-#ifdef _WIN32\r
-       disable_stderr = true;\r
-#endif\r
+void SpeedTests()\r
+{\r
+       {\r
+               dstream<<"The following test should take around 20ms."<<std::endl;\r
+               TimeTaker timer("Testing std::string speed");\r
+               const u32 jj = 10000;\r
+               for(u32 j=0; j<jj; j++)\r
+               {\r
+                       tempstring = "";\r
+                       tempstring2 = "";\r
+                       const u32 ii = 10;\r
+                       for(u32 i=0; i<ii; i++){\r
+                               tempstring2 += "asd";\r
+                       }\r
+                       for(u32 i=0; i<ii+1; i++){\r
+                               tempstring += "asd";\r
+                               if(tempstring == tempstring2)\r
+                                       break;\r
+                       }\r
+               }\r
+       }\r
+       \r
+       dstream<<"All of the following tests should take around 100ms each."\r
+                       <<std::endl;\r
 \r
-       // Initialize debug streams\r
-       debugstreams_init(disable_stderr, DEBUGFILE);\r
-       // Initialize debug stacks\r
-       debug_stacks_init();\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
-       DSTACK(__FUNCTION_NAME);\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
-       porting::initializePaths();\r
-       // Create user data directory\r
-       fs::CreateDir(porting::path_userdata);\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
-       initializeMaterialProperties();\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
-       BEGIN_DEBUG_EXCEPTION_HANDLER\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
-       // Print startup message\r
-       dstream<<DTIME<<"minetest-c55"\r
-                       " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
-                       <<", "<<BUILD_INFO\r
-                       <<std::endl;\r
-       \r
+int main(int argc, char *argv[])\r
+{\r
        /*\r
                Parse command line\r
        */\r
@@ -1286,6 +1550,10 @@ int main(int argc, char *argv[])
        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
@@ -1317,8 +1585,43 @@ int main(int argc, char *argv[])
 \r
                return cmd_args.getFlag("help") ? 0 : 1;\r
        }\r
+       \r
+       /*\r
+               Low-level initialization\r
+       */\r
+\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
+                       <<", "<<BUILD_INFO\r
+                       <<std::endl;\r
+       \r
        /*\r
                Basic initialization\r
        */\r
@@ -1374,33 +1677,42 @@ int main(int argc, char *argv[])
                                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
-       // 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
+       /*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
                Some parameters\r
        */\r
@@ -1425,11 +1737,11 @@ int main(int argc, char *argv[])
                DSTACK("Dedicated server branch");\r
 \r
                // Create server\r
-               Server server(map_dir.c_str(), hm_params, map_params);\r
+               Server server(map_dir.c_str());\r
                server.start(port);\r
                \r
                // Run server\r
-               dedicated_server_loop(server);\r
+               dedicated_server_loop(server, kill);\r
 \r
                return 0;\r
        }\r
@@ -1452,30 +1764,41 @@ int main(int argc, char *argv[])
        \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 = g_settings.getU16("screenW");\r
        u16 screenH = g_settings.getU16("screenH");\r
 \r
-       //\r
-\r
-       MyEventReceiver receiver;\r
+       // Determine driver\r
 \r
        video::E_DRIVER_TYPE driverType;\r
-\r
-#ifdef _WIN32\r
-       //driverType = video::EDT_DIRECT3D9;\r
-       driverType = video::EDT_OPENGL;\r
-#else\r
-       driverType = video::EDT_OPENGL;\r
-       //driverType = video::EDT_BURNINGSVIDEO;\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
@@ -1486,8 +1809,18 @@ int main(int argc, char *argv[])
        \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
@@ -1505,12 +1838,13 @@ 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(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(porting::getDataPath("fontlucida.png").c_str());\r
@@ -1534,11 +1868,12 @@ int main(int argc, char *argv[])
        skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
        \r
        /*\r
-               Preload some textures\r
+               Preload some textures and stuff\r
        */\r
 \r
        init_content_inventory_texture_paths();\r
-       init_tile_textures();\r
+       init_mapnode(); // Second call with g_texturesource set\r
+       init_mineral();\r
 \r
        /*\r
                GUI stuff\r
@@ -1567,15 +1902,16 @@ int main(int argc, char *argv[])
        // Object infos are shown in this\r
        gui::IGUIStaticText *guitext_info = guienv->addStaticText(\r
                        L"",\r
-                       core::rect<s32>(100, 70, 100+400, 70+(text_height+5)),\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, true);\r
-       guitext_chat->setBackgroundColor(video::SColor(96,0,0,0));\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
@@ -1588,7 +1924,7 @@ int main(int argc, char *argv[])
        /*\r
                Menu-game loop\r
        */\r
-       while(g_device->run())\r
+       while(g_device->run() && kill == false)\r
        {\r
        \r
        // This is used for catching disconnects\r
@@ -1596,11 +1932,11 @@ int main(int argc, char *argv[])
        {\r
        \r
        /*\r
-               Out-of-game menu loop\r
+               Out-of-game menu loop.\r
+\r
+               Loop quits when menu returns proper parameters.\r
        */\r
-       \r
-       // Wait for proper parameters\r
-       for(;;)\r
+       while(kill == false)\r
        {\r
                // Cursor can be non-visible when coming from the game\r
                device->getCursorControl()->setVisible(true);\r
@@ -1638,7 +1974,7 @@ int main(int argc, char *argv[])
                \r
                dstream<<"Created main menu"<<std::endl;\r
 \r
-               while(g_device->run())\r
+               while(g_device->run() && kill == false)\r
                {\r
                        // Run global IrrlichtWrapper's main thread processing stuff\r
                        g_irrlicht->Run();\r
@@ -1653,12 +1989,21 @@ int main(int argc, char *argv[])
                }\r
                \r
                // Break out of menu-game loop to shut down cleanly\r
-               if(g_device->run() == false)\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
+               }\r
 \r
                playername = wide_to_narrow(menudata.name);\r
                address = wide_to_narrow(menudata.address);\r
@@ -1695,6 +2040,9 @@ int main(int argc, char *argv[])
        */\r
        {\r
 \r
+       // This is set to true at the end of the scope\r
+       g_irrlicht->Shutdown(false);\r
+\r
        /*\r
                Draw "Loading" screen\r
        */\r
@@ -1719,7 +2067,7 @@ int main(int argc, char *argv[])
        */\r
        SharedPtr<Server> server;\r
        if(address == ""){\r
-               server = new Server(map_dir, hm_params, map_params);\r
+               server = new Server(map_dir);\r
                server->start(port);\r
        }\r
        \r
@@ -1734,7 +2082,8 @@ int main(int argc, char *argv[])
        Address connect_address(0,0,0,0, port);\r
        try{\r
                if(address == "")\r
-                       connect_address.Resolve("localhost");\r
+                       //connect_address.Resolve("localhost");\r
+                       connect_address.setAddress(127,0,0,1);\r
                else\r
                        connect_address.Resolve(address.c_str());\r
        }\r
@@ -1747,7 +2096,9 @@ int main(int argc, char *argv[])
                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
@@ -1803,13 +2154,32 @@ int main(int argc, char *argv[])
 \r
        if(camera == NULL)\r
                return 1;\r
-       \r
-       video::SColor skycolor = video::SColor(255,90,140,200);\r
+\r
+       //video::SColor skycolor = video::SColor(255,90,140,200);\r
+       //video::SColor skycolor = video::SColor(255,166,202,244);\r
+       video::SColor skycolor = video::SColor(255,120,185,244);\r
 \r
        camera->setFOV(FOV_ANGLE);\r
 \r
        // Just so big a value that everything rendered is visible\r
        camera->setFarValue(100000*BS);\r
+       \r
+       /*\r
+               Lighting test code. Doesn't quite work this way.\r
+               The CPU-computed lighting is good.\r
+       */\r
+\r
+       /*\r
+       smgr->addLightSceneNode(NULL,\r
+               v3f(0, BS*1000000, 0),\r
+               video::SColorf(0.3,0.3,0.3),\r
+               BS*10000000);\r
+\r
+       smgr->setAmbientLight(video::SColorf(0.0, 0.0, 0.0));\r
+\r
+       scene::ILightSceneNode *light = smgr->addLightSceneNode(camera,\r
+                       v3f(0, 0, 0), video::SColorf(0.5,0.5,0.5), BS*4);\r
+       */\r
 \r
        f32 camera_yaw = 0; // "right/left"\r
        f32 camera_pitch = 0; // "up/down"\r
@@ -1824,8 +2194,10 @@ int main(int argc, char *argv[])
                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(10, 70), 5, &local_inventory);*/\r
+       /*GUIQuickInventory *quick_inventory = new GUIQuickInventory\r
+                       (guienv, NULL, v2s32(0, 0), quickinv_itemcount, &local_inventory);*/\r
        \r
        // Test the text input system\r
        /*(new GUITextInputMenu(guienv, guiroot, -1, &g_menumgr,\r
@@ -1844,6 +2216,11 @@ int main(int argc, char *argv[])
        guitext2->setVisible(true);\r
        guitext_info->setVisible(true);\r
        guitext_chat->setVisible(true);\r
+\r
+       //s32 guitext_chat_pad_bottom = 70;\r
+\r
+       v2u32 screensize(0,0);\r
+       v2u32 last_screensize(0,0);\r
        \r
        /*\r
                Some statistics are collected in these\r
@@ -1856,6 +2233,8 @@ int main(int argc, char *argv[])
        // A test\r
        //throw con::PeerNotFoundException("lol");\r
 \r
+       core::list<float> frametime_log;\r
+\r
        /*\r
                Main loop\r
        */\r
@@ -1867,7 +2246,7 @@ int main(int argc, char *argv[])
        // 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
@@ -1880,11 +2259,18 @@ int main(int argc, char *argv[])
                */\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
                // Hilight boxes collected during the loop and displayed\r
                core::list< core::aabbox3d<f32> > hilightboxes;\r
@@ -1892,6 +2278,13 @@ int main(int argc, char *argv[])
                // 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
@@ -1948,6 +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
@@ -1971,20 +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
@@ -2034,6 +2430,10 @@ int main(int argc, char *argv[])
                */\r
                g_input->step(dtime);\r
 \r
+               /*\r
+                       Misc. stuff\r
+               */\r
+\r
                /*\r
                        Player speed control\r
                */\r
@@ -2045,6 +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
@@ -2053,7 +2454,9 @@ 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
@@ -2119,20 +2522,18 @@ int main(int argc, char *argv[])
                camera_direction.rotateXZBy(camera_yaw);\r
                \r
                // This is at the height of the eyes of the current figure\r
-               v3f camera_position = player_position + v3f(0, BS+BS/2, 0);\r
+               //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
+               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
@@ -2224,10 +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
@@ -2257,7 +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
@@ -2316,7 +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
@@ -2359,7 +2760,16 @@ 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
@@ -2374,8 +2784,12 @@ int main(int argc, char *argv[])
 \r
                        static float dig_time = 0.0;\r
                        static u16 dig_index = 0;\r
+                       \r
+                       // Visualize selection\r
 \r
-                       hilightboxes.push_back(nodefacebox);\r
+                       hilightboxes.push_back(nodehilightbox);\r
+\r
+                       // Handle digging\r
                        \r
                        if(g_input->getLeftReleased())\r
                        {\r
@@ -2461,6 +2875,7 @@ int main(int argc, char *argv[])
 \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
@@ -2484,8 +2899,7 @@ int main(int argc, char *argv[])
                                                }\r
                                                // We want a slight delay to very little\r
                                                // time consuming nodes\r
-                                               //float mindelay = 0.15;\r
-                                               float mindelay = 0.20;\r
+                                               float mindelay = 0.15;\r
                                                if(nodig_delay_counter < mindelay)\r
                                                {\r
                                                        nodig_delay_counter = mindelay;\r
@@ -2534,12 +2948,6 @@ int main(int argc, char *argv[])
                camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);\r
                \r
                u32 daynight_ratio = client.getDayNightRatio();\r
-               /*video::SColor bgcolor = video::SColor(\r
-                               255,\r
-                               skycolor.getRed() * daynight_ratio / 1000,\r
-                               skycolor.getGreen() * daynight_ratio / 1000,\r
-                               skycolor.getBlue() * daynight_ratio / 1000);*/\r
-\r
                u8 l = decode_light((daynight_ratio * LIGHT_SUN) / 1000);\r
                video::SColor bgcolor = video::SColor(\r
                                255,\r
@@ -2553,19 +2961,33 @@ int main(int argc, char *argv[])
                \r
                if(g_settings.getBool("enable_fog") == true)\r
                {\r
-                       f32 range = draw_control.wanted_range * BS;\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
@@ -2576,8 +2998,6 @@ 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 * 0.95 + (float)drawtime*0.05;\r
                        static float beginscenetime_avg = 0;\r
@@ -2587,11 +3007,13 @@ int main(int argc, char *argv[])
                        static float endscenetime_avg = 0;\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
                                        draw_control.range_all,\r
                                        drawtime_avg,\r
@@ -2600,16 +3022,16 @@ int main(int argc, char *argv[])
                                        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
-                                       L", v_range = %.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
@@ -2619,7 +3041,7 @@ int main(int argc, char *argv[])
                                        draw_control.wanted_range\r
                                        );\r
 \r
-                       guitext2->setText(temptext);\r
+                       guitext2->setText(narrow_to_wide(temptext).c_str());\r
                }\r
                \r
                {\r
@@ -2678,13 +3100,23 @@ int main(int argc, char *argv[])
                                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
-                                       screensize.Y - 10 - text_height*chat_lines.size(),\r
+                                       50,\r
                                        screensize.X - 10,\r
-                                       screensize.Y - 10\r
+                                       50 + text_height*chat_lines.size()\r
                        );\r
+\r
                        guitext_chat->setRelativePosition(rect);\r
 \r
                        if(chat_lines.size() == 0)\r
@@ -2704,8 +3136,8 @@ 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
@@ -2752,7 +3184,8 @@ int main(int argc, char *argv[])
                //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
@@ -2769,6 +3202,39 @@ 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
@@ -2779,7 +3245,7 @@ int main(int argc, char *argv[])
                                displaycenter + core::vector2d<s32>(0,10),\r
                                video::SColor(255,255,255,255));\r
 \r
-               }\r
+               } // timer\r
 \r
                //timer10.stop();\r
                //TimeTaker //timer11("//timer11");\r
@@ -2789,6 +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
@@ -2800,8 +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
@@ -2823,7 +3312,15 @@ 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