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=================================================
Minetest World Format used as of 0.4.dev-20120322
=================================================

This applies to a world format carrying the block serialization version 22
which is used at least in version 0.4.dev-20120322.

The block serialization version used is 22. It does not fully specify every
aspect of this format; if compliance with this format is to be checked, it
needs to be done by detecting if the files and data indeed follows it.

Legacy stuff
=============
Data can, in theory, be contained in the flat file directory structure
described below in Version 17, but it is not officially supported. Also you
may stumble upon all kinds of oddities in not-so-recent formats.

Files
======
Everything is contained in a directory, the name of which is freeform, but
often serves as the name of the world.

Currently the authentication and ban data is stored on a per-world basis. It
can be copied over from an old world to a newly created world.

World
|-- auth.txt ----- Authentication data
|-- env_meta.txt - Environment metadata
|-- ipban.txt ---- Banned ips/users
|-- map_meta.txt - Map metadata
|-- map.sqlite --- Map data
|-- players ------ Player directory
|   |-- player1 -- Player file
|   '-- Foo ------ Player file
`-- world.mt ----- World metadata

auth.txt
---------
Contains authentication data, player per line.
  <name>:<password hash>:<privilege1,...>
Format of password hash is <name><password> SHA1'd, in the base64 encoding.

Example lines:
- Player "celeron55", no password, privileges "interact" and "shout":
    celeron55::interact,shout
- Player "Foo", password "bar", privilege "shout":
    foo:iEPX+SQWIR3p67lj/0zigSWTKHg:shout
- Player "bar", no password, no privileges:
    bar::

env_meta.txt
-------------
Simple global environment variables.
Example content (added indentation):
  game_time = 73471
  time_of_day = 19118
  EnvArgsEnd

ipban.txt
----------
Banned IP addresses and usernames.
Example content (added indentation):
  123.456.78.9|foo
  123.456.78.10|bar

map_meta.txt
-------------
Simple global map variables.
Example content (added indentation):
  seed = 7980462765762429666
  [end_of_params]

map.sqlite
-----------
Map data.
See Map File Format below.

player1, Foo
-------------
Player data.
Filename can be anything.
See Player File Format below.

world.mt
---------
World metadata.
Example content (added indentation):
  gameid = mesetint

Player File Format
===================

- Should be pretty self-explanatory.
- Note: position is in nodes * 10

Example content (added indentation):
  hp = 11
  name = celeron55
  pitch = 39.77
  position = (-5231.97,15,1961.41)
  version = 1
  yaw = 101.37
  PlayerArgsEnd
  List main 32
  Item default:torch 13
  Item default:pick_steel 1 50112
  Item experimental:tnt
  Item default:cobble 99
  Item default:pick_stone 1 13104
  Item default:shovel_steel 1 51838
  Item default:dirt 61
  Item default:rail 78
  Item default:coal_lump 3
  Item default:cobble 99
  Item default:leaves 22
  Item default:gravel 52
  Item default:axe_steel 1 2045
  Item default:cobble 98
  Item default:sand 61
  Item default:water_source 94
  Item default:glass 2
  Item default:mossycobble
  Item default:pick_steel 1 64428
  Item animalmaterials:bone
  Item default:sword_steel
  Item default:sapling
  Item default:sword_stone 1 10647
  Item default:dirt 99
  Empty
  Empty
  Empty
  Empty
  Empty
  Empty
  Empty
  Empty
  EndInventoryList
  List craft 9
  Empty
  Empty
  Empty
  Empty
  Empty
  Empty
  Empty
  Empty
  Empty
  EndInventoryList
  List craftpreview 1
  Empty
  EndInventoryList
  List craftresult 1
  Empty
  EndInventoryList
  EndInventory

Map File Format
================

Minetest maps consist of MapBlocks, chunks of 16x16x16 nodes.

In addition to the bulk node data, MapBlocks stored on disk also contain
other things.

History
--------
We need a bit of history in here. Initially Minetest stored maps in a
format called the "sectors" format. It was a directory/file structure like
this:
  sectors2/XXX/ZZZ/YYYY
For example, the MapBlock at (0,1,-2) was this file:
  sectors2/000/ffd/0001

Eventually Minetest outgrow this directory structure, as filesystems were
struggling under the amount of files and directories.

Large servers seriously needed a new format, and thus the base of the
current format was invented, suggested by celeron55 and implemented by
JacobF.

SQLite3 was slammed in, and blocks files were directly inserted as blobs
in a single table, indexed by integer primary keys, oddly mangled from
coordinates.

Today we know that SQLite3 allows multiple primary keys (which would allow
storing coordinates separately), but the format has been kept unchanged for
that part. So, this is where it has come.
</history>

So here goes
-------------
map.sqlite is an sqlite3 database, containg a single table, called
"blocks". It looks like this:

  CREATE TABLE `blocks` (`pos` INT NOT NULL PRIMARY KEY,`data` BLOB);

The key
--------
"pos" is created from the three coordinates of a MapBlock using this
algorithm, defined here in Python:

  def getBlockAsInteger(p):
      return int64(p[2]*16777216 + p[1]*4096 + p[0])
  
  def int64(u):
      while u >= 2**63:
          u -= 2**64
      while u <= -2**63:
          u += 2**64
      return u
  
It can be converted the other way by using this code:

  def getIntegerAsBlock(i):
      x = unsignedToSigned(i % 4096, 2048)
      i = int((i - x) / 4096)
      y = unsignedToSigned(i % 4096, 2048)
      i = int((i - y) / 4096)
      z = unsignedToSigned(i % 4096, 2048)
      return x,y,z
  
  def unsignedToSigned(i, max_positive):
      if i < max_positive:
          return i
      else:
          return i - 2*max_positive

The blob
---------
The blob is the data that would have otherwise gone into the file.

See below for description.

MapBlock serialization format
==============================
NOTE: Byte order is MSB first (big-endian).
NOTE: Zlib data is in such a format that Python's zlib at least can
      directly decompress.

u8 version
- map format version number, this one is version 22

u8 flags
- Flag bitmasks:
  - 0x01: is_underground: Should be set to 0 if there will be no light
    obstructions above the block. If/when sunlight of a block is updated
    and there is no block above it, this value is checked for determining
    whether sunlight comes from the top.
  - 0x02: day_night_differs: Whether the lighting of the block is different
    on day and night. Only blocks that have this bit set are updated when
    day transforms to night.
  - 0x04: lighting_expired: If true, lighting is invalid and should be
    updated.  If you can't calculate lighting in your generator properly,
    you could try setting this 1 to everything and setting the uppermost
    block in every sector as is_underground=0. I am quite sure it doesn't
    work properly, though.
  - 0x08: generated: True if the block has been generated. If false, block
    is mostly filled with CONTENT_IGNORE and is likely to contain eg. parts
    of trees of neighboring blocks.

u8 content_width
- Number of bytes in the content (param0) fields of nodes
- Always 1

u8 params_width
- Number of bytes used for parameters per node
- Always 2

zlib-compressed node data:
- content:
  u8[4096]: param0 fields
  u8[4096]: param1 fields
  u8[4096]: param2 fields
- The location of a node in each of those arrays is (z*16*16 + y*16 + x).

zlib-compressed node metadata list
- content:
  u16 version (=1)
  u16 count of metadata
  foreach count:
    u16 position (p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X)
    u16 type_id
    u16 content_size
    u8[content_size] (content of metadata)

u16 mapblockobject_count
- Always 0
- Should be removed in version 23 (TODO)

u8 static object version:
- Always 0

u16 static_object_count

foreach static_object_count:
  u8 type (object type-id)
  s32 pos_x_nodes * 10000
  s32 pos_y_nodes * 10000
  s32 pos_z_nodes * 10000
  u16 data_size
  u8[data_size] data

u32 timestamp
- Timestamp when last saved, as seconds from starting the game.
- 0xffffffff = invalid/unknown timestamp, nothing should be done with the time
               difference when loaded

u8 name-id-mapping version
- Always 0

u16 num_name_id_mappings

foreach num_name_id_mappings
  u16 id
  u16 name_len
  u8[name_len] name

EOF.

Format of nodes
----------------
A node is composed of the u8 fields param0, param1 and param2.

The content id of a node is determined as so:
- If param0 < 0x80,
    content_id = param0
- Otherwise
    content_id = (param0<<4) + (param2>>4)

The purpose of param1 and param2 depend on the definition of the node.

The name-id-mapping
--------------------
The mapping maps node content ids to node names.

Node metadata format
---------------------

1: Generic metadata
  serialized inventory
  u32 len
  u8[len] text
  u16 len
  u8[len] owner
  u16 len
  u8[len] infotext
  u16 len
  u8[len] inventory drawspec
  u8 allow_text_input (bool)
  u8 removal_disabled (bool)
  u8 enforce_owner (bool)
  u32 num_vars
  foreach num_vars
    u16 len
    u8[len] name
    u32 len
    u8[len] value

14: Sign metadata
  u16 text_len
  u8[text_len] text

15: Chest metadata
  serialized inventory

16: Furnace metadata
  TBD

17: Locked Chest metadata
  u16 len
  u8[len] owner
  serialized inventory

Static objects
---------------
Static objects are persistent freely moving objects in the world.

Object types:
1: Test object
2: Item
3: Rat (deprecated)
4: Oerkki (deprecated)
5: Firefly (deprecated)
6: MobV2 (deprecated)
7: LuaEntity

1: Item:
  u8 version
  version 0:
    u16 len
    u8[len] itemstring

7: LuaEntity:
  u8 version
  version 1:
    u16 len
    u8[len] entity name
    u32 len
    u8[len] static data
    s16 hp
    s32 velocity.x * 10000
    s32 velocity.y * 10000
    s32 velocity.z * 10000
    s32 yaw * 1000

Itemstring format
------------------
eg. 'default:dirt 5'
eg. 'default:pick_wood 21323'
eg. '"default:apple" 2'
eg. 'default:apple'
- The wear value in tools is 0...65535
- There are also a number of older formats that you might stumble upon:
eg. 'node "default:dirt" 5'
eg. 'NodeItem default:dirt 5'
eg. 'ToolItem WPick 21323'

Inventory serialization format
-------------------------------
- The inventory serialization format is line-based
- The newline character used is "\n"
- The end condition of a serialized inventory is always "EndInventory\n"
- All the slots in a list must always be serialized.

Example (format does not include "---"):
---
List foo 4
Item default:sapling
Item default:sword_stone 1 10647
Item default:dirt 99
Empty
EndInventoryList
List bar 9
Empty
Empty
Empty
Empty
Empty
Empty
Empty
Empty
Empty
EndInventoryList
EndInventory
---

==============================================
Minetest World Format used as of 2011-05 or so
==============================================

Map data serialization format version 17.

0.3.1 does not use this format, but a more recent one. This exists here for
historical reasons.

Directory structure:
sectors/XXXXZZZZ or sectors2/XXX/ZZZ
XXXX, ZZZZ, XXX and ZZZ being the hexadecimal X and Z coordinates.
Under these, the block files are stored, called YYYY.

There also exists files map_meta.txt and chunk_meta, that are used by the
generator. If they are not found or invalid, the generator will currently
behave quite strangely.

The MapBlock file format (sectors2/XXX/ZZZ/YYYY):
-------------------------------------------------

NOTE: Byte order is MSB first.

u8 version
- map format version number, this one is version 17

u8 flags
- Flag bitmasks:
  - 0x01: is_underground: Should be set to 0 if there will be no light
    obstructions above the block. If/when sunlight of a block is updated and
	there is no block above it, this value is checked for determining whether
	sunlight comes from the top.
  - 0x02: day_night_differs: Whether the lighting of the block is different on
    day and night. Only blocks that have this bit set are updated when day
	transforms to night.
  - 0x04: lighting_expired: If true, lighting is invalid and should be updated.
    If you can't calculate lighting in your generator properly, you could try
	setting this 1 to everything and setting the uppermost block in every
	sector as is_underground=0. I am quite sure it doesn't work properly,
	though.

zlib-compressed map data:
- content:
  u8[4096]: content types
  u8[4096]: param1 values
  u8[4096]: param2 values

zlib-compressed node metadata
- content:
  u16 version (=1)
  u16 count of metadata
  foreach count:
    u16 position (= p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X)
	u16 type_id
	u16 content_size
	u8[content_size] misc. stuff contained in the metadata

u16 mapblockobject_count
- always write as 0.
- if read != 0, just fail.

foreach mapblockobject_count:
  - deprecated, should not be used. Length of this data can only be known by
    properly parsing it. Just hope not to run into any of this.

u8 static object version:
- currently 0

u16 static_object_count

foreach static_object_count:
  u8 type (object type-id)
  s32 pos_x * 1000
  s32 pos_y * 1000
  s32 pos_z * 1000
  u16 data_size
  u8[data_size] data

u32 timestamp
- Timestamp when last saved, as seconds from starting the game.
- 0xffffffff = invalid/unknown timestamp, nothing will be done with the time
               difference when loaded (recommended)

Node metadata format:
---------------------

Sign metadata:
  u16 string_len
  u8[string_len] string

Furnace metadata:
  TBD

Chest metadata:
  TBD

Locking Chest metadata:
  u16 string_len
  u8[string_len] string
  TBD

// END

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/*
Minetest-c55
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#ifdef NDEBUG
	/*#ifdef _WIN32
		#pragma message ("Disabling unit tests")
	#else
		#warning "Disabling unit tests"
	#endif*/
	// Disable unit tests
	#define ENABLE_TESTS 0
#else
	// Enable unit tests
	#define ENABLE_TESTS 1
#endif

#ifdef _MSC_VER
#ifndef SERVER // Dedicated server isn't linked with Irrlicht
	#pragma comment(lib, "Irrlicht.lib")
	// This would get rid of the console window
	//#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
#endif
	#pragma comment(lib, "zlibwapi.lib")
	#pragma comment(lib, "Shell32.lib")
#endif

#include "irrlicht.h" // createDevice

#include "main.h"
#include "mainmenumanager.h"
#include <iostream>
#include <fstream>
#include <locale.h>
#include "common_irrlicht.h"
#include "debug.h"
#include "test.h"
#include "server.h"
#include "constants.h"
#include "porting.h"
#include "gettime.h"
#include "guiMessageMenu.h"
#include "filesys.h"
#include "config.h"
#include "guiMainMenu.h"
#include "game.h"
#include "keycode.h"
#include "tile.h"
#include "chat.h"
#include "defaultsettings.h"
#include "gettext.h"
#include "settings.h"
#include "profiler.h"
#include "log.h"
#include "mods.h"
#include "utility_string.h"
#include "subgame.h"
#include "quicktune.h"

/*
	Settings.
	These are loaded from the config file.
*/
Settings main_settings;
Settings *g_settings = &main_settings;

// Global profiler
Profiler main_profiler;
Profiler *g_profiler = &main_profiler;

/*
	Debug streams
*/

// Connection
std::ostream *dout_con_ptr = &dummyout;
std::ostream *derr_con_ptr = &verbosestream;
//std::ostream *dout_con_ptr = &infostream;
//std::ostream *derr_con_ptr = &errorstream;

// Server
std::ostream *dout_server_ptr = &infostream;
std::ostream *derr_server_ptr = &errorstream;

// Client
std::ostream *dout_client_ptr = &infostream;
std::ostream *derr_client_ptr = &errorstream;

#ifndef SERVER
/*
	Random stuff
*/

/* mainmenumanager.h */

gui::IGUIEnvironment* guienv = NULL;
gui::IGUIStaticText *guiroot = NULL;
MainMenuManager g_menumgr;

bool noMenuActive()
{
	return (g_menumgr.menuCount() == 0);
}

// Passed to menus to allow disconnecting and exiting
MainGameCallback *g_gamecallback = NULL;
#endif

/*
	gettime.h implementation
*/

#ifdef SERVER

u32 getTimeMs()
{
	/* Use imprecise system calls directly (from porting.h) */
	return porting::getTimeMs();
}

#else

// A small helper class
class TimeGetter
{
public:
	virtual u32 getTime() = 0;
};

// A precise irrlicht one
class IrrlichtTimeGetter: public TimeGetter
{
public:
	IrrlichtTimeGetter(IrrlichtDevice *device):
		m_device(device)
	{}
	u32 getTime()
	{
		if(m_device == NULL)
			return 0;
		return m_device->getTimer()->getRealTime();
	}
private:
	IrrlichtDevice *m_device;
};
// Not so precise one which works without irrlicht
class SimpleTimeGetter: public TimeGetter
{
public:
	u32 getTime()
	{
		return porting::getTimeMs();
	}
};

// A pointer to a global instance of the time getter
// TODO: why?
TimeGetter *g_timegetter = NULL;

u32 getTimeMs()
{
	if(g_timegetter == NULL)
		return 0;
	return g_timegetter->getTime();
}

#endif

class StderrLogOutput: public ILogOutput
{
public:
	/* line: Full line with timestamp, level and thread */
	void printLog(const std::string &line)
	{
		std::cerr<<line<<std::endl;
	}
} main_stderr_log_out;

class DstreamNoStderrLogOutput: public ILogOutput
{
public:
	/* line: Full line with timestamp, level and thread */
	void printLog(const std::string &line)
	{
		dstream_no_stderr<<line<<std::endl;
	}
} main_dstream_no_stderr_log_out;

#ifndef SERVER

/*
	Event handler for Irrlicht

	NOTE: Everything possible should be moved out from here,
	      probably to InputHandler and the_game
*/

class MyEventReceiver : public IEventReceiver
{
public:
	// This is the one method that we have to implement
	virtual bool OnEvent(const SEvent& event)
	{
		/*
			React to nothing here if a menu is active
		*/
		if(noMenuActive() == false)
		{
			return false;
		}

		// Remember whether each key is down or up
		if(event.EventType == irr::EET_KEY_INPUT_EVENT)
		{
			if(event.KeyInput.PressedDown) {
				keyIsDown.set(event.KeyInput);
				keyWasDown.set(event.KeyInput);
			} else {
				keyIsDown.unset(event.KeyInput);
			}
		}

		if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
		{
			if(noMenuActive() == false)
			{
				left_active = false;
				middle_active = false;
				right_active = false;
			}
			else
			{
				left_active = event.MouseInput.isLeftPressed();
				middle_active = event.MouseInput.isMiddlePressed();
				right_active = event.MouseInput.isRightPressed();

				if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
				{
					leftclicked = true;
				}
				if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
				{
					rightclicked = true;
				}
				if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
				{
					leftreleased = true;
				}
				if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
				{
					rightreleased = true;
				}
				if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
				{
					mouse_wheel += event.MouseInput.Wheel;
				}
			}
		}

		return false;
	}

	bool IsKeyDown(const KeyPress &keyCode) const
	{
		return keyIsDown[keyCode];
	}
	
	// Checks whether a key was down and resets the state
	bool WasKeyDown(const KeyPress &keyCode)
	{
		bool b = keyWasDown[keyCode];
		if (b)
			keyWasDown.unset(keyCode);
		return b;
	}

	s32 getMouseWheel()
	{
		s32 a = mouse_wheel;
		mouse_wheel = 0;
		return a;
	}

	void clearInput()
	{
		keyIsDown.clear();
		keyWasDown.clear();

		leftclicked = false;
		rightclicked = false;
		leftreleased = false;
		rightreleased = false;

		left_active = false;
		middle_active = false;
		right_active = false;

		mouse_wheel = 0;
	}

	MyEventReceiver()
	{
		clearInput();
	}

	bool leftclicked;
	bool rightclicked;
	bool leftreleased;
	bool rightreleased;

	bool left_active;
	bool middle_active;
	bool right_active;

	s32 mouse_wheel;

private:
	IrrlichtDevice *m_device;
	
	// The current state of keys
	KeyList keyIsDown;
	// Whether a key has been pressed or not
	KeyList keyWasDown;
};

/*
	Separated input handler
*/

class RealInputHandler : public InputHandler
{
public:
	RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
		m_device(device),
		m_receiver(receiver)
	{
	}
	virtual bool isKeyDown(const KeyPress &keyCode)
	{
		return m_receiver->IsKeyDown(keyCode);
	}
	virtual bool wasKeyDown(const KeyPress &keyCode)
	{
		return m_receiver->WasKeyDown(keyCode);
	}
	virtual v2s32 getMousePos()
	{
		return m_device->getCursorControl()->getPosition();
	}
	virtual void setMousePos(s32 x, s32 y)
	{
		m_device->getCursorControl()->setPosition(x, y);
	}

	virtual bool getLeftState()
	{
		return m_receiver->left_active;
	}
	virtual bool getRightState()
	{
		return m_receiver->right_active;
	}
	
	virtual bool getLeftClicked()
	{
		return m_receiver->leftclicked;
	}
	virtual bool getRightClicked()
	{
		return m_receiver->rightclicked;
	}
	virtual void resetLeftClicked()
	{
		m_receiver->leftclicked = false;
	}
	virtual void resetRightClicked()
	{
		m_receiver->rightclicked = false;
	}

	virtual bool getLeftReleased()
	{
		return m_receiver->leftreleased;
	}
	virtual bool getRightReleased()
	{
		return m_receiver->rightreleased;
	}
	virtual void resetLeftReleased()
	{
		m_receiver->leftreleased = false;
	}
	virtual void resetRightReleased()
	{
		m_receiver->rightreleased = false;
	}

	virtual s32 getMouseWheel()
	{
		return m_receiver->getMouseWheel();
	}

	void clear()
	{
		m_receiver->clearInput();
	}
private:
	IrrlichtDevice *m_device;
	MyEventReceiver *m_receiver;
};

class RandomInputHandler : public InputHandler
{
public:
	RandomInputHandler()
	{
		leftdown = false;
		rightdown = false;
		leftclicked = false;
		rightclicked = false;
		leftreleased = false;
		rightreleased = false;
		keydown.clear();
	}
	virtual bool isKeyDown(const KeyPress &keyCode)
	{
		return keydown[keyCode];
	}
	virtual bool wasKeyDown(const KeyPress &keyCode)
	{
		return false;
	}
	virtual v2s32 getMousePos()
	{
		return mousepos;
	}
	virtual void setMousePos(s32 x, s32 y)
	{
		mousepos = v2s32(x,y);
	}

	virtual bool getLeftState()
	{
		return leftdown;
	}
	virtual bool getRightState()
	{
		return rightdown;
	}

	virtual bool getLeftClicked()
	{
		return leftclicked;
	}
	virtual bool getRightClicked()
	{
		return rightclicked;
	}
	virtual void resetLeftClicked()
	{
		leftclicked = false;
	}
	virtual void resetRightClicked()
	{
		rightclicked = false;
	}

	virtual bool getLeftReleased()
	{
		return leftreleased;
	}
	virtual bool getRightReleased()
	{
		return rightreleased;
	}
	virtual void resetLeftReleased()
	{
		leftreleased = false;
	}
	virtual void resetRightReleased()
	{
		rightreleased = false;
	}

	virtual s32 getMouseWheel()
	{
		return 0;
	}

	virtual void step(float dtime)
	{
		{
			static float counter1 = 0;
			counter1 -= dtime;
			if(counter1 < 0.0)
			{
				counter1 = 0.1*Rand(1, 40);
				keydown.toggle(getKeySetting("keymap_jump"));
			}
		}
		{
			static float counter1 = 0;
			counter1 -= dtime;
			if(counter1 < 0.0)
			{
				counter1 = 0.1*Rand(1, 40);
				keydown.toggle(getKeySetting("keymap_special1"));
			}
		}
		{
			static float counter1 = 0;
			counter1 -= dtime;
			if(counter1 < 0.0)
			{
				counter1 = 0.1*Rand(1, 40);
				keydown.toggle(getKeySetting("keymap_forward"));
			}
		}
		{
			static float counter1 = 0;
			counter1 -= dtime;
			if(counter1 < 0.0)
			{
				counter1 = 0.1*Rand(1, 40);
				keydown.toggle(getKeySetting("keymap_left"));
			}
		}
		{
			static float counter1 = 0;
			counter1 -= dtime;
			if(counter1 < 0.0)
			{
				counter1 = 0.1*Rand(1, 20);
				mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
			}
		}
		{
			static float counter1 = 0;
			counter1 -= dtime;
			if(counter1 < 0.0)
			{
				counter1 = 0.1*Rand(1, 30);
				leftdown = !leftdown;
				if(leftdown)
					leftclicked = true;
				if(!leftdown)
					leftreleased = true;
			}
		}
		{
			static float counter1 = 0;
			counter1 -= dtime;
			if(counter1 < 0.0)
			{
				counter1 = 0.1*Rand(1, 15);
				rightdown = !rightdown;
				if(rightdown)
					rightclicked = true;
				if(!rightdown)
					rightreleased = true;
			}
		}
		mousepos += mousespeed;
	}

	s32 Rand(s32 min, s32 max)
	{
		return (myrand()%(max-min+1))+min;
	}
private:
	KeyList keydown;
	v2s32 mousepos;
	v2s32 mousespeed;
	bool leftdown;
	bool rightdown;
	bool leftclicked;
	bool rightclicked;
	bool leftreleased;
	bool rightreleased;
};

void drawMenuBackground(video::IVideoDriver* driver)
{
	core::dimension2d<u32> screensize = driver->getScreenSize();
		
	video::ITexture *bgtexture =
			driver->getTexture(getTexturePath("menubg.png").c_str());
	if(bgtexture)
	{
		s32 scaledsize = 128;
		
		// The important difference between destsize and screensize is
		// that destsize is rounded to whole scaled pixels.
		// These formulas use component-wise multiplication and division of v2u32.
		v2u32 texturesize = bgtexture->getSize();
		v2u32 sourcesize = texturesize * screensize / scaledsize + v2u32(1,1);
		v2u32 destsize = scaledsize * sourcesize / texturesize;
		
		// Default texture wrapping mode in Irrlicht is ETC_REPEAT.
		driver->draw2DImage(bgtexture,
			core::rect<s32>(0, 0, destsize.X, destsize.Y),
			core::rect<s32>(0, 0, sourcesize.X, sourcesize.Y),
			NULL, NULL, true);
	}
	
	video::ITexture *logotexture =
			driver->getTexture(getTexturePath("menulogo.png").c_str());
	if(logotexture)
	{
		v2s32 logosize(logotexture->getOriginalSize().Width,
				logotexture->getOriginalSize().Height);
		logosize *= 4;

		video::SColor bgcolor(255,50,50,50);
		core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
				screensize.Width, screensize.Height);
		driver->draw2DRectangle(bgcolor, bgrect, NULL);

		core::rect<s32> rect(0,0,logosize.X,logosize.Y);
		rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
		rect -= v2s32(logosize.X/2, 0);
		driver->draw2DImage(logotexture, rect,
			core::rect<s32>(core::position2d<s32>(0,0),
			core::dimension2di(logotexture->getSize())),
			NULL, NULL, true);
	}
}

#endif

// These are defined global so that they're not optimized too much.
// Can't change them to volatile.
s16 temp16;
f32 tempf;
v3f tempv3f1;
v3f tempv3f2;
std::string tempstring;
std::string tempstring2;

void SpeedTests()
{
	{
		infostream<<"The following test should take around 20ms."<<std::endl;
		TimeTaker timer("Testing std::string speed");
		const u32 jj = 10000;
		for(u32 j=0; j<jj; j++)
		{
			tempstring = "";
			tempstring2 = "";
			const u32 ii = 10;
			for(u32 i=0; i<ii; i++){
				tempstring2 += "asd";
			}
			for(u32 i=0; i<ii+1; i++){
				tempstring += "asd";
				if(tempstring == tempstring2)
					break;
			}
		}
	}
	
	infostream<<"All of the following tests should take around 100ms each."
			<<std::endl;

	{
		TimeTaker timer("Testing floating-point conversion speed");
		tempf = 0.001;
		for(u32 i=0; i<4000000; i++){
			temp16 += tempf;
			tempf += 0.001;
		}
	}
	
	{
		TimeTaker timer("Testing floating-point vector speed");

		tempv3f1 = v3f(1,2,3);
		tempv3f2 = v3f(4,5,6);
		for(u32 i=0; i<10000000; i++){
			tempf += tempv3f1.dotProduct(tempv3f2);
			tempv3f2 += v3f(7,8,9);
		}
	}

	{
		TimeTaker timer("Testing core::map speed");
		
		core::map<v2s16, f32> map1;
		tempf = -324;
		const s16 ii=300;
		for(s16 y=0; y<ii; y++){
			for(s16 x=0; x<ii; x++){
				map1.insert(v2s16(x,y), tempf);
				tempf += 1;
			}
		}
		for(s16 y=ii-1; y>=0; y--){
			for(s16 x=0; x<ii; x++){
				tempf = map1[v2s16(x,y)];
			}
		}
	}

	{
		infostream<<"Around 5000/ms should do well here."<<std::endl;
		TimeTaker timer("Testing mutex speed");
		
		JMutex m;
		m.Init();
		u32 n = 0;
		u32 i = 0;
		do{
			n += 10000;
			for(; i<n; i++){
				m.Lock();
				m.Unlock();
			}
		}
		// Do at least 10ms
		while(timer.getTime() < 10);

		u32 dtime = timer.stop();
		u32 per_ms = n / dtime;
		infostream<<"Done. "<<dtime<<"ms, "
				<<per_ms<<"/ms"<<std::endl;
	}
}

int main(int argc, char *argv[])
{
	int retval = 0;

	/*
		Initialization
	*/

	log_add_output_maxlev(&main_stderr_log_out, LMT_ACTION);
	log_add_output_all_levs(&main_dstream_no_stderr_log_out);

	log_register_thread("main");

	// Set locale. This is for forcing '.' as the decimal point.
	std::locale::global(std::locale("C"));
	// This enables printing all characters in bitmap font
	setlocale(LC_CTYPE, "en_US");

	/*
		Parse command line
	*/
	
	// List all allowed options
	core::map<std::string, ValueSpec> allowed_options;
	allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG,
			"Show allowed options"));
	allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
			"Load configuration from specified file"));
	allowed_options.insert("port", ValueSpec(VALUETYPE_STRING,
			"Set network port (UDP)"));
	allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG,
			"Disable unit tests"));
	allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG,
			"Enable unit tests"));
	allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING,
			"Same as --world (deprecated)"));
	allowed_options.insert("world", ValueSpec(VALUETYPE_STRING,
			"Set world path (implies local game)"));
	allowed_options.insert("verbose", ValueSpec(VALUETYPE_FLAG,
			"Print more information to console"));
	allowed_options.insert("logfile", ValueSpec(VALUETYPE_STRING,
			"Set logfile path ('' = no logging)"));
	allowed_options.insert("gameid", ValueSpec(VALUETYPE_STRING,