aboutsummaryrefslogtreecommitdiff
path: root/src/mapblock_mesh.cpp
blob: c625983b059c906558ba97010ee61e63a6c68073 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
/*
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.
*/

#include "mapblock_mesh.h"
#include "light.h"
#include "mapblock.h"
#include "map.h"
#include "main.h" // For g_settings and g_texturesource
#include "content_mapblock.h"

void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
{
	m_daynight_ratio = daynight_ratio;
	m_blockpos = block->getPos();

	v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
	
	/*
		There is no harm not copying the TempMods of the neighbors
		because they are already copied to this block
	*/
	m_temp_mods.clear();
	block->copyTempMods(m_temp_mods);
	
	/*
		Copy data
	*/

	// Allocate this block + neighbors
	m_vmanip.clear();
	m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
			blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1)));

	{
		//TimeTaker timer("copy central block data");
		// 0ms

		// Copy our data
		block->copyTo(m_vmanip);
	}
	{
		//TimeTaker timer("copy neighbor block data");
		// 0ms

		/*
			Copy neighbors. This is lightning fast.
			Copying only the borders would be *very* slow.
		*/
		
		// Get map
		Map *map = block->getParent();

		for(u16 i=0; i<6; i++)
		{
			const v3s16 &dir = g_6dirs[i];
			v3s16 bp = m_blockpos + dir;
			MapBlock *b = map->getBlockNoCreateNoEx(bp);
			if(b)
				b->copyTo(m_vmanip);
		}
	}
}

/*
	vertex_dirs: v3s16[4]
*/
void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
{
	/*
		If looked from outside the node towards the face, the corners are:
		0: bottom-right
		1: bottom-left
		2: top-left
		3: top-right
	*/
	if(dir == v3s16(0,0,1))
	{
		// If looking towards z+, this is the face that is behind
		// the center point, facing towards z+.
		vertex_dirs[0] = v3s16(-1,-1, 1);
		vertex_dirs[1] = v3s16( 1,-1, 1);
		vertex_dirs[2] = v3s16( 1, 1, 1);
		vertex_dirs[3] = v3s16(-1, 1, 1);
	}
	else if(dir == v3s16(0,0,-1))
	{
		// faces towards Z-
		vertex_dirs[0] = v3s16( 1,-1,-1);
		vertex_dirs[1] = v3s16(-1,-1,-1);
		vertex_dirs[2] = v3s16(-1, 1,-1);
		vertex_dirs[3] = v3s16( 1, 1,-1);
	}
	else if(dir == v3s16(1,0,0))
	{
		// faces towards X+
		vertex_dirs[0] = v3s16( 1,-1, 1);
		vertex_dirs[1] = v3s16( 1,-1,-1);
		vertex_dirs[2] = v3s16( 1, 1,-1);
		vertex_dirs[3] = v3s16( 1, 1, 1);
	}
	else if(dir == v3s16(-1,0,0))
	{
		// faces towards X-
		vertex_dirs[0] = v3s16(-1,-1,-1);
		vertex_dirs[1] = v3s16(-1,-1, 1);
		vertex_dirs[2] = v3s16(-1, 1, 1);
		vertex_dirs[3] = v3s16(-1, 1,-1);
	}
	else if(dir == v3s16(0,1,0))
	{
		// faces towards Y+ (assume Z- as "down" in texture)
		vertex_dirs[0] = v3s16( 1, 1,-1);
		vertex_dirs[1] = v3s16(-1, 1,-1);
		vertex_dirs[2] = v3s16(-1, 1, 1);
		vertex_dirs[3] = v3s16( 1, 1, 1);
	}
	else if(dir == v3s16(0,-1,0))
	{
		// faces towards Y- (assume Z+ as "down" in texture)
		vertex_dirs[0] = v3s16( 1,-1, 1);
		vertex_dirs[1] = v3s16(-1,-1, 1);
		vertex_dirs[2] = v3s16(-1,-1,-1);
		vertex_dirs[3] = v3s16( 1,-1,-1);
	}
}

video::SColor MapBlock_LightColor(u8 alpha, u8 light)
{
#if 0
	return video::SColor(alpha,light,light,light);
#endif
	//return video::SColor(alpha,light,light,MYMAX(0, (s16)light-25)+25);
	/*return video::SColor(alpha,light,light,MYMAX(0,
			pow((float)light/255.0, 0.8)*255.0));*/
#if 1
	// Emphase blue a bit in darker places
	float lim = 80;
	float power = 0.8;
	if(light > lim)
		return video::SColor(alpha,light,light,light);
	else
		return video::SColor(alpha,light,light,MYMAX(0,
				pow((float)light/lim, power)*lim));
#endif
}

struct FastFace
{
	TileSpec tile;
	video::S3DVertex vertices[4]; // Precalculated vertices
};

void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
		v3s16 dir, v3f scale, v3f posRelative_f,
		core::array<FastFace> &dest)
{
	FastFace face;
	
	// Position is at the center of the cube.
	v3f pos = p * BS;
	posRelative_f *= BS;

	v3f vertex_pos[4];
	v3s16 vertex_dirs[4];
	getNodeVertexDirs(dir, vertex_dirs);
	for(u16 i=0; i<4; i++)
	{
		vertex_pos[i] = v3f(
				BS/2*vertex_dirs[i].X,
				BS/2*vertex_dirs[i].Y,
				BS/2*vertex_dirs[i].Z
		);
	}

	for(u16 i=0; i<4; i++)
	{
		vertex_pos[i].X *= scale.X;
		vertex_pos[i].Y *= scale.Y;
		vertex_pos[i].Z *= scale.Z;
		vertex_pos[i] += pos + posRelative_f;
	}

	f32 abs_scale = 1.;
	if     (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
	else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
	else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;

	v3f zerovector = v3f(0,0,0);
	
	u8 alpha = tile.alpha;
	/*u8 alpha = 255;
	if(tile.id == TILE_WATER)
		alpha = WATER_ALPHA;*/

	float x0 = tile.texture.pos.X;
	float y0 = tile.texture.pos.Y;
	float w = tile.texture.size.X;
	float h = tile.texture.size.Y;

	/*video::SColor c = MapBlock_LightColor(alpha, li);

	face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
			core::vector2d<f32>(x0+w*abs_scale, y0+h));
	face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
			core::vector2d<f32>(x0, y0+h));
	face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
			core::vector2d<f32>(x0, y0));
	face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
			core::vector2d<f32>(x0+w*abs_scale, y0));*/

	face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
			MapBlock_LightColor(alpha, li0),
			core::vector2d<f32>(x0+w*abs_scale, y0+h));
	face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
			MapBlock_LightColor(alpha, li1),
			core::vector2d<f32>(x0, y0+h));
	face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
			MapBlock_LightColor(alpha, li2),
			core::vector2d<f32>(x0, y0));
	face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
			MapBlock_LightColor(alpha, li3),
			core::vector2d<f32>(x0+w*abs_scale, y0));

	face.tile = tile;
	//DEBUG
	//f->tile = TILE_STONE;
	
	dest.push_back(face);
}
	
/*
	Gets node tile from any place relative to block.
	Returns TILE_NODE if doesn't exist or should not be drawn.
*/
TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
		NodeModMap &temp_mods)
{
	TileSpec spec;
	spec = mn.getTile(face_dir);
	
	/*
		Check temporary modifications on this node
	*/
	/*core::map<v3s16, NodeMod>::Node *n;
	n = m_temp_mods.find(p);
	// If modified
	if(n != NULL)
	{
		struct NodeMod mod = n->getValue();*/
	NodeMod mod;
	if(temp_mods.get(p, &mod))
	{
		if(mod.type == NODEMOD_CHANGECONTENT)
		{
			MapNode mn2(mod.param);
			spec = mn2.getTile(face_dir);
		}
		if(mod.type == NODEMOD_CRACK)
		{
			/*
				Get texture id, translate it to name, append stuff to
				name, get texture id
			*/

			// Get original texture name
			u32 orig_id = spec.texture.id;
			std::string orig_name = g_texturesource->getTextureName(orig_id);

			// Create new texture name
			std::ostringstream os;
			os<<orig_name<<"^[crack"<<mod.param;

			// Get new texture
			u32 new_id = g_texturesource->getTextureId(os.str());
			
			/*dstream<<"MapBlock::getNodeTile(): Switching from "
					<<orig_name<<" to "<<os.str()<<" ("
					<<orig_id<<" to "<<new_id<<")"<<std::endl;*/
			
			spec.texture = g_texturesource->getTexture(new_id);
		}
	}
	
	return spec;
}

content_t getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
{
	/*
		Check temporary modifications on this node
	*/
	/*core::map<v3s16, NodeMod>::Node *n;
	n = m_temp_mods.find(p);
	// If modified
	if(n != NULL)
	{
		struct NodeMod mod = n->getValue();*/
	NodeMod mod;
	if(temp_mods.get(p, &mod))
	{
		if(mod.type == NODEMOD_CHANGECONTENT)
		{
			// Overrides content
			return mod.param;
		}
		if(mod.type == NODEMOD_CRACK)
		{
			/*
				Content doesn't change.
				
				face_contents works just like it should, because
				there should not be faces between differently cracked
				nodes.

				If a semi-transparent node is cracked in front an
				another one, it really doesn't matter whether there
				is a cracked face drawn in between or not.
			*/
		}
	}

	return mn.getContent();
}

v3s16 dirs8[8] = {
	v3s16(0,0,0),
	v3s16(0,0,1),
	v3s16(0,1,0),
	v3s16(0,1,1),
	v3s16(1,0,0),
	v3s16(1,1,0),
	v3s16(1,0,1),
	v3s16(1,1,1),
};

// Calculate lighting at the XYZ- corner of p
u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
{
	u16 ambient_occlusion = 0;
	u16 light = 0;
	u16 light_count = 0;
	for(u32 i=0; i<8; i++)
	{
		MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
		if(content_features(n).param_type == CPT_LIGHT
				// Fast-style leaves look better this way
				&& content_features(n).solidness != 2)
		{
			light += decode_light(n.getLightBlend(daynight_ratio));
			light_count++;
		}
		else
		{
			if(n.getContent() != CONTENT_IGNORE)
				ambient_occlusion++;
		}
	}

	if(light_count == 0)
		return 255;
	
	light /= light_count;

	if(ambient_occlusion > 4)
	{
		ambient_occlusion -= 4;
		light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
	}

	return light;
}

// Calculate lighting at the given corner of p
u8 getSmoothLight(v3s16 p, v3s16 corner,
		VoxelManipulator &vmanip, u32 daynight_ratio)
{
	if(corner.X == 1) p.X += 1;
	else              assert(corner.X == -1);
	if(corner.Y == 1) p.Y += 1;
	else              assert(corner.Y == -1);
	if(corner.Z == 1) p.Z += 1;
	else              assert(corner.Z == -1);
	
	return getSmoothLight(p, vmanip, daynight_ratio);
}

void getTileInfo(
		// Input:
		v3s16 blockpos_nodes,
		v3s16 p,
		v3s16 face_dir,
		u32 daynight_ratio,
		VoxelManipulator &vmanip,
		NodeModMap &temp_mods,
		bool smooth_lighting,
		// Output:
		bool &makes_face,
		v3s16 &p_corrected,
		v3s16 &face_dir_corrected,
		u8 *lights,
		TileSpec &tile
	)
{
	MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
	MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
	TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
	TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
	
	// This is hackish
	content_t content0 = getNodeContent(p, n0, temp_mods);
	content_t content1 = getNodeContent(p + face_dir, n1, temp_mods);
	u8 mf = face_contents(content0, content1);

	if(mf == 0)
	{
		makes_face = false;
		return;
	}

	makes_face = true;
	
	if(mf == 1)
	{
		tile = tile0;
		p_corrected = p;
		face_dir_corrected = face_dir;
	}
	else
	{
		tile = tile1;
		p_corrected = p + face_dir;
		face_dir_corrected = -face_dir;
	}
	
	if(smooth_lighting == false)
	{
		lights[0] = lights[1] = lights[2] = lights[3] =
				decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
	}
	else
	{
		v3s16 vertex_dirs[4];
		getNodeVertexDirs(face_dir_corrected, vertex_dirs);
		for(u16 i=0; i<4; i++)
		{
			lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
					vertex_dirs[i], vmanip, daynight_ratio);
		}
	}
	
	return;
}

/*
	startpos:
	translate_dir: unit vector with only one of x, y or z
	face_dir: unit vector with only one of x, y or z
*/
void updateFastFaceRow(
		u32 daynight_ratio,
		v3f posRelative_f,
		v3s16 startpos,
		u16 length,
		v3s16 translate_dir,
		v3f translate_dir_f,
		v3s16 face_dir,
		v3f face_dir_f,
		core::array<FastFace> &dest,
		NodeModMap &temp_mods,
		VoxelManipulator &vmanip,
		v3s16 blockpos_nodes,
		bool smooth_lighting)
{
	v3s16 p = startpos;
	
	u16 continuous_tiles_count = 0;
	
	bool makes_face;
	v3s16 p_corrected;
	v3s16 face_dir_corrected;
	u8 lights[4];
	TileSpec tile;
	getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
			vmanip, temp_mods, smooth_lighting,
			makes_face, p_corrected, face_dir_corrected, lights, tile);

	for(u16 j=0; j<length; j++)
	{
		// If tiling can be done, this is set to false in the next step
		bool next_is_different = true;
		
		v3s16 p_next;
		
		bool next_makes_face = false;
		v3s16 next_p_corrected;
		v3s16 next_face_dir_corrected;
		u8 next_lights[4] = {0,0,0,0};
		TileSpec next_tile;
		
		// If at last position, there is nothing to compare to and
		// the face must be drawn anyway
		if(j != length - 1)
		{
			p_next = p + translate_dir;
			
			getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
					vmanip, temp_mods, smooth_lighting,
					next_makes_face, next_p_corrected,
					next_face_dir_corrected, next_lights,
					next_tile);
			
			if(next_makes_face == makes_face
					&& next_p_corrected == p_corrected
					&& next_face_dir_corrected == face_dir_corrected
					&& next_lights[0] == lights[0]
					&& next_lights[1] == lights[1]
					&& next_lights[2] == lights[2]
					&& next_lights[3] == lights[3]
					&& next_tile == tile)
			{
				next_is_different = false;
			}
		}

		continuous_tiles_count++;
		
		// This is set to true if the texture doesn't allow more tiling
		bool end_of_texture = false;
		/*
			If there is no texture, it can be tiled infinitely.
			If tiled==0, it means the texture can be tiled infinitely.
			Otherwise check tiled agains continuous_tiles_count.
		*/
		if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
		{
			if(tile.texture.tiled <= continuous_tiles_count)
				end_of_texture = true;
		}
		
		// Do this to disable tiling textures
		//end_of_texture = true; //DEBUG
		
		if(next_is_different || end_of_texture)
		{
			/*
				Create a face if there should be one
			*/
			if(makes_face)
			{
				// Floating point conversion of the position vector
				v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
				// Center point of face (kind of)
				v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
				v3f scale(1,1,1);

				if(translate_dir.X != 0)
				{
					scale.X = continuous_tiles_count;
				}
				if(translate_dir.Y != 0)
				{
					scale.Y = continuous_tiles_count;
				}
				if(translate_dir.Z != 0)
				{
					scale.Z = continuous_tiles_count;
				}
				
				makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
						sp, face_dir_corrected, scale,
						posRelative_f, dest);
			}

			continuous_tiles_count = 0;
			
			makes_face = next_makes_face;
			p_corrected = next_p_corrected;
			face_dir_corrected = next_face_dir_corrected;
			lights[0] = next_lights[0];
			lights[1] = next_lights[1];
			lights[2] = next_lights[2];
			lights[3] = next_lights[3];
			tile = next_tile;
		}
		
		p = p_next;
	}
}

scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
{
	// 4-21ms for MAP_BLOCKSIZE=16
	// 24-155ms for MAP_BLOCKSIZE=32
	//TimeTaker timer1("makeMapBlockMesh()");

	core::array<FastFace> fastfaces_new;

	v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
	
	// floating point conversion
	v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z);
	
	/*
		Some settings
	*/
	//bool new_style_water = g_settings.getBool("new_style_water");
	//bool new_style_leaves = g_settings.getBool("new_style_leaves");
	bool smooth_lighting = g_settings.getBool("smooth_lighting");
	
	/*
		We are including the faces of the trailing edges of the block.
		This means that when something changes, the caller must
		also update the meshes of the blocks at the leading edges.

		NOTE: This is the slowest part of this method.
	*/
	
	{
		// 4-23ms for MAP_BLOCKSIZE=16
		//TimeTaker timer2("updateMesh() collect");

		/*
			Go through every y,z and get top(y+) faces in rows of x+
		*/
		for(s16 y=0; y<MAP_BLOCKSIZE; y++){
			for(s16 z=0; z<MAP_BLOCKSIZE; z++){
				updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
						v3s16(0,y,z), MAP_BLOCKSIZE,
						v3s16(1,0,0), //dir
						v3f  (1,0,0),
						v3s16(0,1,0), //face dir
						v3f  (0,1,0),
						fastfaces_new,
						data->m_temp_mods,
						data->m_vmanip,
						blockpos_nodes,
						smooth_lighting);
			}
		}
		/*
			Go through every x,y and get right(x+) faces in rows of z+
		*/
		for(s16 x=0; x<MAP_BLOCKSIZE; x++){
			for(s16 y=0; y<MAP_BLOCKSIZE; y++){
				updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
						v3s16(x,y,0), MAP_BLOCKSIZE,
						v3s16(0,0,1),
						v3f  (0,0,1),
						v3s16(1,0,0),
						v3f  (1,0,0),
						fastfaces_new,
						data->m_temp_mods,
						data->m_vmanip,
						blockpos_nodes,
						smooth_lighting);
			}
		}
		/*
			Go through every y,z and get back(z+) faces in rows of x+
		*/
		for(s16 z=0; z<MAP_BLOCKSIZE; z++){
			for(s16 y=0; y<MAP_BLOCKSIZE; y++){
				updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
						v3s16(0,y,z), MAP_BLOCKSIZE,
						v3s16(1,0,0),
						v3f  (1,0,0),
						v3s16(0,0,1),
						v3f  (0,0,1),
						fastfaces_new,
						data->m_temp_mods,
						data->m_vmanip,
						blockpos_nodes,
						smooth_lighting);
			}
		}
	}

	// End of slow part

	/*
		Convert FastFaces to SMesh
	*/

	MeshCollector collector;

	if(fastfaces_new.size() > 0)
	{
		// avg 0ms (100ms spikes when loading textures the first time)
		//TimeTaker timer2("updateMesh() mesh building");

		video::SMaterial material;
		material.setFlag(video::EMF_LIGHTING, false);
		material.setFlag(video::EMF_BILINEAR_FILTER, false);
		material.setFlag(video::EMF_FOG_ENABLE, true);
		//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
		//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);

		for(u32 i=0; i<fastfaces_new.size(); i++)
		{
			FastFace &f = fastfaces_new[i];

			const u16 indices[] = {0,1,2,2,3,0};
			const u16 indices_alternate[] = {0,1,3,2,3,1};
			
			video::ITexture *texture = f.tile.texture.atlas;
			if(texture == NULL)
				continue;

			material.setTexture(0, texture);
			
			f.tile.applyMaterialOptions(material);

			const u16 *indices_p = indices;
			
			/*
				Revert triangles for nicer looking gradient if vertices
				1 and 3 have same color or 0 and 2 have different color.
			*/
			if(f.vertices[0].Color != f.vertices[2].Color
					|| f.vertices[1].Color == f.vertices[3].Color)
				indices_p = indices_alternate;
			
			collector.append(material, f.vertices, 4, indices_p, 6);
		}
	}

	/*
		Add special graphics:
		- torches
		- flowing water
		- fences
		- whatever
	*/

	mapblock_mesh_generate_special(data, collector);
	
	/*
		Add stuff from collector to mesh
	*/
	
	scene::SMesh *mesh_new = NULL;
	mesh_new = new scene::SMesh();
	
	collector.fillMesh(mesh_new);

	/*
		Do some stuff to the mesh
	*/

	mesh_new->recalculateBoundingBox();

	/*
		Delete new mesh if it is empty
	*/

	if(mesh_new->getMeshBufferCount() == 0)
	{
		mesh_new->drop();
		mesh_new = NULL;
	}

	if(mesh_new)
	{
#if 0
		// Usually 1-700 faces and 1-7 materials
		std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
				<<"and uses "<<mesh_new->getMeshBufferCount()
				<<" materials (meshbuffers)"<<std::endl;
#endif

		// Use VBO for mesh (this just would set this for ever buffer)
		// This will lead to infinite memory usage because or irrlicht.
		//mesh_new->setHardwareMappingHint(scene::EHM_STATIC);

		/*
			NOTE: If that is enabled, some kind of a queue to the main
			thread should be made which would call irrlicht to delete
			the hardware buffer and then delete the mesh
		*/
	}

	return mesh_new;
	
	//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
}

#n3156'>3156 3157 3158 3159 3160 3161 3162 3163 3164 3165 3166 3167 3168 3169 3170 3171 3172 3173 3174 3175 3176 3177 3178 3179 3180 3181 3182 3183 3184 3185 3186 3187 3188 3189 3190 3191 3192 3193 3194 3195 3196 3197 3198 3199 3200 3201 3202 3203 3204 3205 3206 3207 3208 3209 3210 3211 3212 3213 3214 3215 3216 3217 3218 3219 3220 3221 3222 3223 3224 3225 3226 3227 3228 3229 3230 3231 3232 3233 3234 3235 3236 3237 3238 3239 3240 3241 3242 3243 3244 3245 3246 3247 3248 3249 3250 3251 3252 3253 3254 3255 3256 3257 3258 3259 3260 3261 3262 3263 3264 3265 3266 3267 3268 3269 3270 3271 3272 3273 3274 3275 3276 3277 3278 3279 3280 3281 3282 3283 3284 3285 3286 3287 3288 3289 3290 3291 3292 3293 3294 3295 3296 3297 3298 3299 3300 3301 3302 3303 3304 3305 3306 3307 3308 3309 3310 3311 3312 3313 3314 3315 3316 3317 3318 3319 3320 3321 3322 3323 3324 3325 3326 3327 3328 3329 3330 3331 3332 3333 3334 3335 3336 3337 3338 3339 3340 3341 3342 3343 3344 3345 3346 3347 3348 3349 3350 3351 3352 3353 3354 3355 3356 3357 3358 3359 3360 3361 3362 3363 3364 3365 3366 3367 3368 3369 3370 3371 3372 3373 3374 3375 3376 3377 3378 3379 3380 3381 3382 3383 3384 3385 3386 3387 3388 3389 3390 3391 3392 3393 3394 3395 3396 3397 3398 3399 3400 3401 3402 3403 3404 3405 3406 3407 3408 3409 3410 3411 3412 3413 3414 3415 3416 3417 3418 3419 3420 3421 3422 3423 3424 3425 3426 3427 3428 3429 3430 3431 3432 3433 3434 3435 3436 3437 3438 3439 3440 3441 3442 3443 3444 3445 3446 3447 3448 3449 3450 3451 3452 3453 3454 3455 3456 3457 3458 3459 3460 3461 3462 3463 3464 3465 3466 3467 3468 3469 3470 3471 3472 3473 3474 3475 3476 3477 3478 3479 3480 3481 3482 3483 3484 3485 3486 3487 3488 3489 3490 3491 3492 3493 3494 3495 3496 3497 3498 3499 3500 3501 3502 3503 3504 3505 3506 3507 3508 3509 3510 3511 3512 3513 3514 3515 3516 3517 3518 3519 3520 3521 3522 3523 3524 3525 3526 3527 3528 3529 3530 3531 3532 3533 3534 3535 3536 3537 3538 3539 3540 3541 3542 3543 3544 3545 3546 3547 3548 3549 3550 3551 3552 3553 3554 3555 3556 3557 3558 3559 3560 3561 3562 3563 3564 3565 3566 3567 3568 3569 3570 3571 3572 3573 3574 3575 3576 3577 3578 3579 3580 3581 3582 3583 3584 3585 3586 3587 3588 3589 3590 3591 3592 3593 3594 3595 3596 3597 3598 3599 3600 3601 3602 3603 3604 3605 3606 3607 3608 3609 3610 3611 3612 3613 3614 3615 3616 3617 3618 3619 3620 3621 3622 3623 3624 3625 3626 3627 3628 3629 3630 3631 3632 3633 3634 3635 3636 3637 3638 3639 3640 3641 3642 3643 3644 3645 3646 3647 3648 3649 3650 3651 3652 3653 3654 3655 3656 3657 3658 3659 3660 3661 3662 3663 3664 3665 3666 3667 3668 3669 3670 3671 3672 3673 3674 3675 3676 3677 3678 3679 3680 3681 3682 3683 3684 3685 3686 3687 3688 3689 3690 3691 3692 3693 3694 3695 3696 3697 3698 3699 3700 3701 3702 3703 3704 3705 3706 3707 3708 3709 3710 3711 3712 3713 3714 3715 3716 3717 3718 3719 3720 3721 3722 3723 3724 3725 3726 3727 3728 3729 3730 3731 3732 3733 3734 3735 3736 3737 3738 3739 3740 3741 3742 3743 3744 3745 3746 3747 3748 3749 3750 3751 3752 3753 3754 3755 3756 3757 3758 3759 3760 3761 3762 3763 3764 3765 3766 3767 3768 3769 3770 3771
/*
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 Lesser General Public License as published by
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.

You should have received a copy of the GNU Lesser 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.
*/

#include "map.h"
#include "mapsector.h"
#include "mapblock.h"
#include "main.h"
#include "filesys.h"
#include "voxel.h"
#include "porting.h"
#include "mapgen.h"
#include "nodemetadata.h"
#include "settings.h"
#include "log.h"
#include "profiler.h"
#include "nodedef.h"
#include "gamedef.h"
#include "util/directiontables.h"

#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"

/*
	SQLite format specification:
	- Initially only replaces sectors/ and sectors2/
	
	If map.sqlite does not exist in the save dir
	or the block was not found in the database
	the map will try to load from sectors folder.
	In either case, map.sqlite will be created
	and all future saves will save there.
	
	Structure of map.sqlite:
	Tables:
		blocks
			(PK) INT pos
			BLOB data
*/

/*
	Map
*/

Map::Map(std::ostream &dout, IGameDef *gamedef):
	m_dout(dout),
	m_gamedef(gamedef),
	m_sector_cache(NULL)
{
	/*m_sector_mutex.Init();
	assert(m_sector_mutex.IsInitialized());*/
}

Map::~Map()
{
	/*
		Free all MapSectors
	*/
	core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator();
	for(; i.atEnd() == false; i++)
	{
		MapSector *sector = i.getNode()->getValue();
		delete sector;
	}
}

void Map::addEventReceiver(MapEventReceiver *event_receiver)
{
	m_event_receivers.insert(event_receiver, false);
}

void Map::removeEventReceiver(MapEventReceiver *event_receiver)
{
	if(m_event_receivers.find(event_receiver) == NULL)
		return;
	m_event_receivers.remove(event_receiver);
}

void Map::dispatchEvent(MapEditEvent *event)
{
	for(core::map<MapEventReceiver*, bool>::Iterator
			i = m_event_receivers.getIterator();
			i.atEnd()==false; i++)
	{
		MapEventReceiver* event_receiver = i.getNode()->getKey();
		event_receiver->onMapEditEvent(event);
	}
}

MapSector * Map::getSectorNoGenerateNoExNoLock(v2s16 p)
{
	if(m_sector_cache != NULL && p == m_sector_cache_p){
		MapSector * sector = m_sector_cache;
		return sector;
	}
	
	core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p);
	
	if(n == NULL)
		return NULL;
	
	MapSector *sector = n->getValue();
	
	// Cache the last result
	m_sector_cache_p = p;
	m_sector_cache = sector;

	return sector;
}

MapSector * Map::getSectorNoGenerateNoEx(v2s16 p)
{
	return getSectorNoGenerateNoExNoLock(p);
}

MapSector * Map::getSectorNoGenerate(v2s16 p)
{
	MapSector *sector = getSectorNoGenerateNoEx(p);
	if(sector == NULL)
		throw InvalidPositionException();
	
	return sector;
}

MapBlock * Map::getBlockNoCreateNoEx(v3s16 p3d)
{
	v2s16 p2d(p3d.X, p3d.Z);
	MapSector * sector = getSectorNoGenerateNoEx(p2d);
	if(sector == NULL)
		return NULL;
	MapBlock *block = sector->getBlockNoCreateNoEx(p3d.Y);
	return block;
}

MapBlock * Map::getBlockNoCreate(v3s16 p3d)
{	
	MapBlock *block = getBlockNoCreateNoEx(p3d);
	if(block == NULL)
		throw InvalidPositionException();
	return block;
}

bool Map::isNodeUnderground(v3s16 p)
{
	v3s16 blockpos = getNodeBlockPos(p);
	try{
		MapBlock * block = getBlockNoCreate(blockpos);
		return block->getIsUnderground();
	}
	catch(InvalidPositionException &e)
	{
		return false;
	}
}

bool Map::isValidPosition(v3s16 p)
{
	v3s16 blockpos = getNodeBlockPos(p);
	MapBlock *block = getBlockNoCreate(blockpos);
	return (block != NULL);
}

// Returns a CONTENT_IGNORE node if not found
MapNode Map::getNodeNoEx(v3s16 p)
{
	v3s16 blockpos = getNodeBlockPos(p);
	MapBlock *block = getBlockNoCreateNoEx(blockpos);
	if(block == NULL)
		return MapNode(CONTENT_IGNORE);
	v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
	return block->getNodeNoCheck(relpos);
}

// throws InvalidPositionException if not found
MapNode Map::getNode(v3s16 p)
{
	v3s16 blockpos = getNodeBlockPos(p);
	MapBlock *block = getBlockNoCreateNoEx(blockpos);
	if(block == NULL)
		throw InvalidPositionException();
	v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
	return block->getNodeNoCheck(relpos);
}

// throws InvalidPositionException if not found
void Map::setNode(v3s16 p, MapNode & n)
{
	v3s16 blockpos = getNodeBlockPos(p);
	MapBlock *block = getBlockNoCreate(blockpos);
	v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
	// Never allow placing CONTENT_IGNORE, it fucks up stuff
	if(n.getContent() == CONTENT_IGNORE){
		errorstream<<"Map::setNode(): Not allowing to place CONTENT_IGNORE"
				<<" while trying to replace \""
				<<m_gamedef->ndef()->get(block->getNodeNoCheck(relpos)).name
				<<"\" at "<<PP(p)<<" (block "<<PP(blockpos)<<")"<<std::endl;
		debug_stacks_print_to(infostream);
		return;
	}
	block->setNodeNoCheck(relpos, n);
}


/*
	Goes recursively through the neighbours of the node.

	Alters only transparent nodes.

	If the lighting of the neighbour is lower than the lighting of
	the node was (before changing it to 0 at the step before), the
	lighting of the neighbour is set to 0 and then the same stuff
	repeats for the neighbour.

	The ending nodes of the routine are stored in light_sources.
	This is useful when a light is removed. In such case, this
	routine can be called for the light node and then again for
	light_sources to re-light the area without the removed light.

	values of from_nodes are lighting values.
*/
void Map::unspreadLight(enum LightBank bank,
		core::map<v3s16, u8> & from_nodes,
		core::map<v3s16, bool> & light_sources,
		core::map<v3s16, MapBlock*>  & modified_blocks)
{
	INodeDefManager *nodemgr = m_gamedef->ndef();

	v3s16 dirs[6] = {
		v3s16(0,0,1), // back
		v3s16(0,1,0), // top
		v3s16(1,0,0), // right
		v3s16(0,0,-1), // front
		v3s16(0,-1,0), // bottom
		v3s16(-1,0,0), // left
	};
	
	if(from_nodes.size() == 0)
		return;
	
	u32 blockchangecount = 0;

	core::map<v3s16, u8> unlighted_nodes;
	core::map<v3s16, u8>::Iterator j;
	j = from_nodes.getIterator();

	/*
		Initialize block cache
	*/
	v3s16 blockpos_last;
	MapBlock *block = NULL;
	// Cache this a bit, too
	bool block_checked_in_modified = false;
	
	for(; j.atEnd() == false; j++)
	{
		v3s16 pos = j.getNode()->getKey();
		v3s16 blockpos = getNodeBlockPos(pos);
		
		// Only fetch a new block if the block position has changed
		try{
			if(block == NULL || blockpos != blockpos_last){
				block = getBlockNoCreate(blockpos);
				blockpos_last = blockpos;

				block_checked_in_modified = false;
				blockchangecount++;
			}
		}
		catch(InvalidPositionException &e)
		{
			continue;
		}

		if(block->isDummy())
			continue;

		// Calculate relative position in block
		v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE;

		// Get node straight from the block
		MapNode n = block->getNode(relpos);

		u8 oldlight = j.getNode()->getValue();

		// Loop through 6 neighbors
		for(u16 i=0; i<6; i++)
		{
			// Get the position of the neighbor node
			v3s16 n2pos = pos + dirs[i];

			// Get the block where the node is located
			v3s16 blockpos = getNodeBlockPos(n2pos);

			try
			{
				// Only fetch a new block if the block position has changed
				try{
					if(block == NULL || blockpos != blockpos_last){
						block = getBlockNoCreate(blockpos);
						blockpos_last = blockpos;

						block_checked_in_modified = false;
						blockchangecount++;
					}
				}
				catch(InvalidPositionException &e)
				{
					continue;
				}

				// Calculate relative position in block
				v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE;
				// Get node straight from the block
				MapNode n2 = block->getNode(relpos);

				bool changed = false;

				//TODO: Optimize output by optimizing light_sources?

				/*
					If the neighbor is dimmer than what was specified
					as oldlight (the light of the previous node)
				*/
				if(n2.getLight(bank, nodemgr) < oldlight)
				{
					/*
						And the neighbor is transparent and it has some light
					*/
					if(nodemgr->get(n2).light_propagates
							&& n2.getLight(bank, nodemgr) != 0)
					{
						/*
							Set light to 0 and add to queue
						*/

						u8 current_light = n2.getLight(bank, nodemgr);
						n2.setLight(bank, 0, nodemgr);
						block->setNode(relpos, n2);

						unlighted_nodes.insert(n2pos, current_light);
						changed = true;

						/*
							Remove from light_sources if it is there
							NOTE: This doesn't happen nearly at all
						*/
						/*if(light_sources.find(n2pos))
						{
							infostream<<"Removed from light_sources"<<std::endl;
							light_sources.remove(n2pos);
						}*/
					}

					/*// DEBUG
					if(light_sources.find(n2pos) != NULL)
						light_sources.remove(n2pos);*/
				}
				else{
					light_sources.insert(n2pos, true);
				}

				// Add to modified_blocks
				if(changed == true && block_checked_in_modified == false)
				{
					// If the block is not found in modified_blocks, add.
					if(modified_blocks.find(blockpos) == NULL)
					{
						modified_blocks.insert(blockpos, block);
					}
					block_checked_in_modified = true;
				}
			}
			catch(InvalidPositionException &e)
			{
				continue;
			}
		}
	}

	/*infostream<<"unspreadLight(): Changed block "
			<<blockchangecount<<" times"
			<<" for "<<from_nodes.size()<<" nodes"
			<<std::endl;*/

	if(unlighted_nodes.size() > 0)
		unspreadLight(bank, unlighted_nodes, light_sources, modified_blocks);
}

/*
	A single-node wrapper of the above
*/
void Map::unLightNeighbors(enum LightBank bank,
		v3s16 pos, u8 lightwas,
		core::map<v3s16, bool> & light_sources,
		core::map<v3s16, MapBlock*>  & modified_blocks)
{
	core::map<v3s16, u8> from_nodes;
	from_nodes.insert(pos, lightwas);

	unspreadLight(bank, from_nodes, light_sources, modified_blocks);
}

/*
	Lights neighbors of from_nodes, collects all them and then
	goes on recursively.
*/
void Map::spreadLight(enum LightBank bank,
		core::map<v3s16, bool> & from_nodes,
		core::map<v3s16, MapBlock*> & modified_blocks)
{
	INodeDefManager *nodemgr = m_gamedef->ndef();

	const v3s16 dirs[6] = {
		v3s16(0,0,1), // back
		v3s16(0,1,0), // top
		v3s16(1,0,0), // right
		v3s16(0,0,-1), // front
		v3s16(0,-1,0), // bottom
		v3s16(-1,0,0), // left
	};

	if(from_nodes.size() == 0)
		return;

	u32 blockchangecount = 0;

	core::map<v3s16, bool> lighted_nodes;
	core::map<v3s16, bool>::Iterator j;
	j = from_nodes.getIterator();

	/*
		Initialize block cache
	*/
	v3s16 blockpos_last;
	MapBlock *block = NULL;
	// Cache this a bit, too
	bool block_checked_in_modified = false;

	for(; j.atEnd() == false; j++)
	//for(; j != from_nodes.end(); j++)
	{
		v3s16 pos = j.getNode()->getKey();
		//v3s16 pos = *j;
		//infostream<<"pos=("<<pos.X<<","<<pos.Y<<","<<pos.Z<<")"<<std::endl;
		v3s16 blockpos = getNodeBlockPos(pos);

		// Only fetch a new block if the block position has changed
		try{
			if(block == NULL || blockpos != blockpos_last){
				block = getBlockNoCreate(blockpos);
				blockpos_last = blockpos;

				block_checked_in_modified = false;
				blockchangecount++;
			}
		}
		catch(InvalidPositionException &e)
		{
			continue;
		}

		if(block->isDummy())
			continue;

		// Calculate relative position in block
		v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE;

		// Get node straight from the block
		MapNode n = block->getNode(relpos);

		u8 oldlight = n.getLight(bank, nodemgr);
		u8 newlight = diminish_light(oldlight);

		// Loop through 6 neighbors
		for(u16 i=0; i<6; i++){
			// Get the position of the neighbor node
			v3s16 n2pos = pos + dirs[i];

			// Get the block where the node is located
			v3s16 blockpos = getNodeBlockPos(n2pos);

			try
			{
				// Only fetch a new block if the block position has changed
				try{
					if(block == NULL || blockpos != blockpos_last){
						block = getBlockNoCreate(blockpos);
						blockpos_last = blockpos;

						block_checked_in_modified = false;
						blockchangecount++;
					}
				}
				catch(InvalidPositionException &e)
				{
					continue;
				}

				// Calculate relative position in block
				v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE;
				// Get node straight from the block
				MapNode n2 = block->getNode(relpos);

				bool changed = false;
				/*
					If the neighbor is brighter than the current node,
					add to list (it will light up this node on its turn)
				*/
				if(n2.getLight(bank, nodemgr) > undiminish_light(oldlight))
				{
					lighted_nodes.insert(n2pos, true);
					//lighted_nodes.push_back(n2pos);
					changed = true;
				}
				/*
					If the neighbor is dimmer than how much light this node
					would spread on it, add to list
				*/
				if(n2.getLight(bank, nodemgr) < newlight)
				{
					if(nodemgr->get(n2).light_propagates)
					{
						n2.setLight(bank, newlight, nodemgr);
						block->setNode(relpos, n2);
						lighted_nodes.insert(n2pos, true);
						//lighted_nodes.push_back(n2pos);
						changed = true;
					}
				}

				// Add to modified_blocks
				if(changed == true && block_checked_in_modified == false)
				{
					// If the block is not found in modified_blocks, add.
					if(modified_blocks.find(blockpos) == NULL)
					{
						modified_blocks.insert(blockpos, block);
					}
					block_checked_in_modified = true;
				}
			}
			catch(InvalidPositionException &e)
			{
				continue;
			}
		}
	}

	/*infostream<<"spreadLight(): Changed block "
			<<blockchangecount<<" times"
			<<" for "<<from_nodes.size()<<" nodes"
			<<std::endl;*/

	if(lighted_nodes.size() > 0)
		spreadLight(bank, lighted_nodes, modified_blocks);
}

/*
	A single-node source variation of the above.
*/
void Map::lightNeighbors(enum LightBank bank,
		v3s16 pos,
		core::map<v3s16, MapBlock*> & modified_blocks)
{
	core::map<v3s16, bool> from_nodes;
	from_nodes.insert(pos, true);
	spreadLight(bank, from_nodes, modified_blocks);
}

v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
{
	INodeDefManager *nodemgr = m_gamedef->ndef();

	v3s16 dirs[6] = {
		v3s16(0,0,1), // back
		v3s16(0,1,0), // top
		v3s16(1,0,0), // right
		v3s16(0,0,-1), // front
		v3s16(0,-1,0), // bottom
		v3s16(-1,0,0), // left
	};

	u8 brightest_light = 0;
	v3s16 brightest_pos(0,0,0);
	bool found_something = false;

	// Loop through 6 neighbors
	for(u16 i=0; i<6; i++){
		// Get the position of the neighbor node
		v3s16 n2pos = p + dirs[i];
		MapNode n2;
		try{
			n2 = getNode(n2pos);
		}
		catch(InvalidPositionException &e)
		{
			continue;
		}
		if(n2.getLight(bank, nodemgr) > brightest_light || found_something == false){
			brightest_light = n2.getLight(bank, nodemgr);
			brightest_pos = n2pos;
			found_something = true;
		}
	}

	if(found_something == false)
		throw InvalidPositionException();

	return brightest_pos;
}

/*
	Propagates sunlight down from a node.
	Starting point gets sunlight.

	Returns the lowest y value of where the sunlight went.

	Mud is turned into grass in where the sunlight stops.
*/
s16 Map::propagateSunlight(v3s16 start,
		core::map<v3s16, MapBlock*> & modified_blocks)
{
	INodeDefManager *nodemgr = m_gamedef->ndef();

	s16 y = start.Y;
	for(; ; y--)
	{
		v3s16 pos(start.X, y, start.Z);

		v3s16 blockpos = getNodeBlockPos(pos);
		MapBlock *block;
		try{
			block = getBlockNoCreate(blockpos);
		}
		catch(InvalidPositionException &e)
		{
			break;
		}

		v3s16 relpos = pos - blockpos*MAP_BLOCKSIZE;
		MapNode n = block->getNode(relpos);

		if(nodemgr->get(n).sunlight_propagates)
		{
			n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr);
			block->setNode(relpos, n);

			modified_blocks.insert(blockpos, block);
		}
		else
		{
			// Sunlight goes no further
			break;
		}
	}
	return y + 1;
}

void Map::updateLighting(enum LightBank bank,
		core::map<v3s16, MapBlock*> & a_blocks,
		core::map<v3s16, MapBlock*> & modified_blocks)
{
	INodeDefManager *nodemgr = m_gamedef->ndef();

	/*m_dout<<DTIME<<"Map::updateLighting(): "
			<<a_blocks.size()<<" blocks."<<std::endl;*/

	//TimeTaker timer("updateLighting");

	// For debugging
	//bool debug=true;
	//u32 count_was = modified_blocks.size();

	core::map<v3s16, MapBlock*> blocks_to_update;

	core::map<v3s16, bool> light_sources;

	core::map<v3s16, u8> unlight_from;

	int num_bottom_invalid = 0;
	
	{
	//TimeTaker t("first stuff");

	core::map<v3s16, MapBlock*>::Iterator i;
	i = a_blocks.getIterator();
	for(; i.atEnd() == false; i++)
	{
		MapBlock *block = i.getNode()->getValue();

		for(;;)
		{
			// Don't bother with dummy blocks.
			if(block->isDummy())
				break;

			v3s16 pos = block->getPos();
			v3s16 posnodes = block->getPosRelative();
			modified_blocks.insert(pos, block);

			blocks_to_update.insert(pos, block);

			/*
				Clear all light from block
			*/
			for(s16 z=0; z<MAP_BLOCKSIZE; z++)
			for(s16 x=0; x<MAP_BLOCKSIZE; x++)
			for(s16 y=0; y<MAP_BLOCKSIZE; y++)
			{

				try{
					v3s16 p(x,y,z);
					MapNode n = block->getNode(p);
					u8 oldlight = n.getLight(bank, nodemgr);
					n.setLight(bank, 0, nodemgr);
					block->setNode(p, n);

					// If node sources light, add to list
					u8 source = nodemgr->get(n).light_source;
					if(source != 0)
						light_sources[p + posnodes] = true;

					// Collect borders for unlighting
					if((x==0 || x == MAP_BLOCKSIZE-1
					|| y==0 || y == MAP_BLOCKSIZE-1
					|| z==0 || z == MAP_BLOCKSIZE-1)
					&& oldlight != 0)
					{
						v3s16 p_map = p + posnodes;
						unlight_from.insert(p_map, oldlight);
					}
				}
				catch(InvalidPositionException &e)
				{
					/*
						This would happen when dealing with a
						dummy block.
					*/
					//assert(0);
					infostream<<"updateLighting(): InvalidPositionException"
							<<std::endl;
				}
			}

			if(bank == LIGHTBANK_DAY)
			{
				bool bottom_valid = block->propagateSunlight(light_sources);

				if(!bottom_valid)
					num_bottom_invalid++;

				// If bottom is valid, we're done.
				if(bottom_valid)
					break;
			}
			else if(bank == LIGHTBANK_NIGHT)
			{
				// For night lighting, sunlight is not propagated
				break;
			}
			else
			{
				// Invalid lighting bank
				assert(0);
			}

			/*infostream<<"Bottom for sunlight-propagated block ("
					<<pos.X<<","<<pos.Y<<","<<pos.Z<<") not valid"
					<<std::endl;*/

			// Bottom sunlight is not valid; get the block and loop to it

			pos.Y--;
			try{
				block = getBlockNoCreate(pos);
			}
			catch(InvalidPositionException &e)
			{
				assert(0);
			}

		}
	}

	}

	/*
		Enable this to disable proper lighting for speeding up map
		generation for testing or whatever
	*/
#if 0
	//if(g_settings->get(""))
	{
		core::map<v3s16, MapBlock*>::Iterator i;
		i = blocks_to_update.getIterator();
		for(; i.atEnd() == false; i++)
		{
			MapBlock *block = i.getNode()->getValue();
			v3s16 p = block->getPos();
			block->setLightingExpired(false);
		}
		return;
	}
#endif

#if 1
	{
		//TimeTaker timer("unspreadLight");
		unspreadLight(bank, unlight_from, light_sources, modified_blocks);
	}

	/*if(debug)
	{
		u32 diff = modified_blocks.size() - count_was;
		count_was = modified_blocks.size();
		infostream<<"unspreadLight modified "<<diff<<std::endl;
	}*/

	{
		//TimeTaker timer("spreadLight");
		spreadLight(bank, light_sources, modified_blocks);
	}

	/*if(debug)
	{
		u32 diff = modified_blocks.size() - count_was;
		count_was = modified_blocks.size();
		infostream<<"spreadLight modified "<<diff<<std::endl;
	}*/
#endif

#if 0
	{
		//MapVoxelManipulator vmanip(this);
		
		// Make a manual voxel manipulator and load all the blocks
		// that touch the requested blocks
		ManualMapVoxelManipulator vmanip(this);

		{
		//TimeTaker timer("initialEmerge");

		core::map<v3s16, MapBlock*>::Iterator i;
		i = blocks_to_update.getIterator();
		for(; i.atEnd() == false; i++)
		{
			MapBlock *block = i.getNode()->getValue();
			v3s16 p = block->getPos();

			// Add all surrounding blocks
			vmanip.initialEmerge(p - v3s16(1,1,1), p + v3s16(1,1,1));

			/*
				Add all surrounding blocks that have up-to-date lighting
				NOTE: This doesn't quite do the job (not everything
					  appropriate is lighted)
			*/
			/*for(s16 z=-1; z<=1; z++)
			for(s16 y=-1; y<=1; y++)
			for(s16 x=-1; x<=1; x++)
			{
				v3s16 p2 = p + v3s16(x,y,z);
				MapBlock *block = getBlockNoCreateNoEx(p2);
				if(block == NULL)
					continue;
				if(block->isDummy())
					continue;
				if(block->getLightingExpired())
					continue;
				vmanip.initialEmerge(p2, p2);
			}*/

			// Lighting of block will be updated completely
			block->setLightingExpired(false);
		}
		}

		{
			//TimeTaker timer("unSpreadLight");
			vmanip.unspreadLight(bank, unlight_from, light_sources, nodemgr);
		}
		{
			//TimeTaker timer("spreadLight");
			vmanip.spreadLight(bank, light_sources, nodemgr);
		}
		{
			//TimeTaker timer("blitBack");
			vmanip.blitBack(modified_blocks);
		}
		/*infostream<<"emerge_time="<<emerge_time<<std::endl;
		emerge_time = 0;*/
	}
#endif

	//m_dout<<"Done ("<<getTimestamp()<<")"<<std::endl;
}

void Map::updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
		core::map<v3s16, MapBlock*> & modified_blocks)
{
	updateLighting(LIGHTBANK_DAY, a_blocks, modified_blocks);
	updateLighting(LIGHTBANK_NIGHT, a_blocks, modified_blocks);

	/*
		Update information about whether day and night light differ
	*/
	for(core::map<v3s16, MapBlock*>::Iterator
			i = modified_blocks.getIterator();
			i.atEnd() == false; i++)
	{
		MapBlock *block = i.getNode()->getValue();
		block->expireDayNightDiff();
	}
}

/*
*/
void Map::addNodeAndUpdate(v3s16 p, MapNode n,
		core::map<v3s16, MapBlock*> &modified_blocks)
{
	INodeDefManager *nodemgr = m_gamedef->ndef();

	/*PrintInfo(m_dout);
	m_dout<<DTIME<<"Map::addNodeAndUpdate(): p=("
			<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/

	/*
		From this node to nodes underneath:
		If lighting is sunlight (1.0), unlight neighbours and
		set lighting to 0.
		Else discontinue.
	*/

	v3s16 toppos = p + v3s16(0,1,0);
	v3s16 bottompos = p + v3s16(0,-1,0);

	bool node_under_sunlight = true;
	core::map<v3s16, bool> light_sources;

	/*
		If there is a node at top and it doesn't have sunlight,
		there has not been any sunlight going down.

		Otherwise there probably is.
	*/
	try{
		MapNode topnode = getNode(toppos);

		if(topnode.getLight(LIGHTBANK_DAY, nodemgr) != LIGHT_SUN)
			node_under_sunlight = false;
	}
	catch(InvalidPositionException &e)
	{
	}

	/*
		Remove all light that has come out of this node
	*/

	enum LightBank banks[] =
	{
		LIGHTBANK_DAY,
		LIGHTBANK_NIGHT
	};
	for(s32 i=0; i<2; i++)
	{
		enum LightBank bank = banks[i];

		u8 lightwas = getNode(p).getLight(bank, nodemgr);

		// Add the block of the added node to modified_blocks
		v3s16 blockpos = getNodeBlockPos(p);
		MapBlock * block = getBlockNoCreate(blockpos);
		assert(block != NULL);
		modified_blocks.insert(blockpos, block);

		assert(isValidPosition(p));

		// Unlight neighbours of node.
		// This means setting light of all consequent dimmer nodes
		// to 0.
		// This also collects the nodes at the border which will spread
		// light again into this.
		unLightNeighbors(bank, p, lightwas, light_sources, modified_blocks);

		n.setLight(bank, 0, nodemgr);
	}

	/*
		If node lets sunlight through and is under sunlight, it has
		sunlight too.
	*/
	if(node_under_sunlight && nodemgr->get(n).sunlight_propagates)
	{
		n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr);
	}

	/*
		Remove node metadata
	*/

	removeNodeMetadata(p);

	/*
		Set the node on the map
	*/

	setNode(p, n);

	/*
		If node is under sunlight and doesn't let sunlight through,
		take all sunlighted nodes under it and clear light from them
		and from where the light has been spread.
		TODO: This could be optimized by mass-unlighting instead
			  of looping
	*/
	if(node_under_sunlight && !nodemgr->get(n).sunlight_propagates)
	{
		s16 y = p.Y - 1;
		for(;; y--){
			//m_dout<<DTIME<<"y="<<y<<std::endl;
			v3s16 n2pos(p.X, y, p.Z);

			MapNode n2;
			try{
				n2 = getNode(n2pos);
			}
			catch(InvalidPositionException &e)
			{
				break;
			}

			if(n2.getLight(LIGHTBANK_DAY, nodemgr) == LIGHT_SUN)
			{
				unLightNeighbors(LIGHTBANK_DAY,
						n2pos, n2.getLight(LIGHTBANK_DAY, nodemgr),
						light_sources, modified_blocks);
				n2.setLight(LIGHTBANK_DAY, 0, nodemgr);
				setNode(n2pos, n2);
			}
			else
				break;
		}
	}

	for(s32 i=0; i<2; i++)
	{
		enum LightBank bank = banks[i];

		/*
			Spread light from all nodes that might be capable of doing so
		*/
		spreadLight(bank, light_sources, modified_blocks);
	}

	/*
		Update information about whether day and night light differ
	*/
	for(core::map<v3s16, MapBlock*>::Iterator
			i = modified_blocks.getIterator();
			i.atEnd() == false; i++)
	{
		MapBlock *block = i.getNode()->getValue();
		block->expireDayNightDiff();
	}

	/*
		Add neighboring liquid nodes and the node itself if it is
		liquid (=water node was added) to transform queue.
	*/
	v3s16 dirs[7] = {
		v3s16(0,0,0), // self
		v3s16(0,0,1), // back
		v3s16(0,1,0), // top
		v3s16(1,0,0), // right
		v3s16(0,0,-1), // front
		v3s16(0,-1,0), // bottom
		v3s16(-1,0,0), // left
	};
	for(u16 i=0; i<7; i++)
	{
		try
		{

		v3s16 p2 = p + dirs[i];

		MapNode n2 = getNode(p2);
		if(nodemgr->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
		{
			m_transforming_liquid.push_back(p2);
		}

		}catch(InvalidPositionException &e)
		{
		}
	}
}

/*
*/
void Map::removeNodeAndUpdate(v3s16 p,
		core::map<v3s16, MapBlock*> &modified_blocks)
{
	INodeDefManager *nodemgr = m_gamedef->ndef();

	/*PrintInfo(m_dout);
	m_dout<<DTIME<<"Map::removeNodeAndUpdate(): p=("
			<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/

	bool node_under_sunlight = true;

	v3s16 toppos = p + v3s16(0,1,0);

	// Node will be replaced with this
	content_t replace_material = CONTENT_AIR;

	/*
		If there is a node at top and it doesn't have sunlight,
		there will be no sunlight going down.
	*/
	try{
		MapNode topnode = getNode(toppos);

		if(topnode.getLight(LIGHTBANK_DAY, nodemgr) != LIGHT_SUN)
			node_under_sunlight = false;
	}
	catch(InvalidPositionException &e)
	{
	}

	core::map<v3s16, bool> light_sources;

	enum LightBank banks[] =
	{
		LIGHTBANK_DAY,
		LIGHTBANK_NIGHT
	};
	for(s32 i=0; i<2; i++)
	{
		enum LightBank bank = banks[i];

		/*
			Unlight neighbors (in case the node is a light source)
		*/
		unLightNeighbors(bank, p,
				getNode(p).getLight(bank, nodemgr),
				light_sources, modified_blocks);
	}

	/*
		Remove node metadata
	*/

	removeNodeMetadata(p);

	/*
		Remove the node.
		This also clears the lighting.
	*/

	MapNode n;
	n.setContent(replace_material);
	setNode(p, n);

	for(s32 i=0; i<2; i++)
	{
		enum LightBank bank = banks[i];

		/*
			Recalculate lighting
		*/
		spreadLight(bank, light_sources, modified_blocks);
	}

	// Add the block of the removed node to modified_blocks
	v3s16 blockpos = getNodeBlockPos(p);
	MapBlock * block = getBlockNoCreate(blockpos);
	assert(block != NULL);
	modified_blocks.insert(blockpos, block);

	/*
		If the removed node was under sunlight, propagate the
		sunlight down from it and then light all neighbors
		of the propagated blocks.
	*/
	if(node_under_sunlight)
	{
		s16 ybottom = propagateSunlight(p, modified_blocks);
		/*m_dout<<DTIME<<"Node was under sunlight. "
				"Propagating sunlight";
		m_dout<<DTIME<<" -> ybottom="<<ybottom<<std::endl;*/
		s16 y = p.Y;
		for(; y >= ybottom; y--)
		{
			v3s16 p2(p.X, y, p.Z);
			/*m_dout<<DTIME<<"lighting neighbors of node ("
					<<p2.X<<","<<p2.Y<<","<<p2.Z<<")"
					<<std::endl;*/
			lightNeighbors(LIGHTBANK_DAY, p2, modified_blocks);
		}
	}
	else
	{
		// Set the lighting of this node to 0
		// TODO: Is this needed? Lighting is cleared up there already.
		try{
			MapNode n = getNode(p);
			n.setLight(LIGHTBANK_DAY, 0, nodemgr);
			setNode(p, n);
		}
		catch(InvalidPositionException &e)
		{
			assert(0);
		}
	}

	for(s32 i=0; i<2; i++)
	{
		enum LightBank bank = banks[i];

		// Get the brightest neighbour node and propagate light from it
		v3s16 n2p = getBrightestNeighbour(bank, p);
		try{
			MapNode n2 = getNode(n2p);
			lightNeighbors(bank, n2p, modified_blocks);
		}
		catch(InvalidPositionException &e)
		{
		}
	}

	/*
		Update information about whether day and night light differ
	*/
	for(core::map<v3s16, MapBlock*>::Iterator
			i = modified_blocks.getIterator();
			i.atEnd() == false; i++)
	{
		MapBlock *block = i.getNode()->getValue();
		block->expireDayNightDiff();
	}

	/*
		Add neighboring liquid nodes and this node to transform queue.
		(it's vital for the node itself to get updated last.)
	*/
	v3s16 dirs[7] = {
		v3s16(0,0,1), // back
		v3s16(0,1,0), // top
		v3s16(1,0,0), // right
		v3s16(0,0,-1), // front
		v3s16(0,-1,0), // bottom
		v3s16(-1,0,0), // left
		v3s16(0,0,0), // self
	};
	for(u16 i=0; i<7; i++)
	{
		try
		{

		v3s16 p2 = p + dirs[i];

		MapNode n2 = getNode(p2);
		if(nodemgr->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
		{
			m_transforming_liquid.push_back(p2);
		}

		}catch(InvalidPositionException &e)
		{
		}
	}
}

bool Map::addNodeWithEvent(v3s16 p, MapNode n)
{
	MapEditEvent event;
	event.type = MEET_ADDNODE;
	event.p = p;
	event.n = n;

	bool succeeded = true;
	try{
		core::map<v3s16, MapBlock*> modified_blocks;
		addNodeAndUpdate(p, n, modified_blocks);

		// Copy modified_blocks to event
		for(core::map<v3s16, MapBlock*>::Iterator
				i = modified_blocks.getIterator();
				i.atEnd()==false; i++)
		{
			event.modified_blocks.insert(i.getNode()->getKey(), false);
		}
	}
	catch(InvalidPositionException &e){
		succeeded = false;
	}

	dispatchEvent(&event);

	return succeeded;
}

bool Map::removeNodeWithEvent(v3s16 p)
{
	MapEditEvent event;
	event.type = MEET_REMOVENODE;
	event.p = p;

	bool succeeded = true;
	try{
		core::map<v3s16, MapBlock*> modified_blocks;
		removeNodeAndUpdate(p, modified_blocks);

		// Copy modified_blocks to event
		for(core::map<v3s16, MapBlock*>::Iterator
				i = modified_blocks.getIterator();
				i.atEnd()==false; i++)
		{
			event.modified_blocks.insert(i.getNode()->getKey(), false);
		}
	}
	catch(InvalidPositionException &e){
		succeeded = false;
	}

	dispatchEvent(&event);

	return succeeded;
}

bool Map::getDayNightDiff(v3s16 blockpos)
{
	try{
		v3s16 p = blockpos + v3s16(0,0,0);
		MapBlock *b = getBlockNoCreate(p);
		if(b->getDayNightDiff())
			return true;
	}
	catch(InvalidPositionException &e){}
	// Leading edges
	try{
		v3s16 p = blockpos + v3s16(-1,0,0);
		MapBlock *b = getBlockNoCreate(p);
		if(b->getDayNightDiff())
			return true;
	}
	catch(InvalidPositionException &e){}
	try{
		v3s16 p = blockpos + v3s16(0,-1,0);
		MapBlock *b = getBlockNoCreate(p);
		if(b->getDayNightDiff())
			return true;
	}
	catch(InvalidPositionException &e){}
	try{
		v3s16 p = blockpos + v3s16(0,0,-1);
		MapBlock *b = getBlockNoCreate(p);
		if(b->getDayNightDiff())
			return true;
	}
	catch(InvalidPositionException &e){}
	// Trailing edges
	try{
		v3s16 p = blockpos + v3s16(1,0,0);
		MapBlock *b = getBlockNoCreate(p);
		if(b->getDayNightDiff())
			return true;
	}
	catch(InvalidPositionException &e){}
	try{
		v3s16 p = blockpos + v3s16(0,1,0);
		MapBlock *b = getBlockNoCreate(p);
		if(b->getDayNightDiff())
			return true;
	}
	catch(InvalidPositionException &e){}
	try{
		v3s16 p = blockpos + v3s16(0,0,1);
		MapBlock *b = getBlockNoCreate(p);
		if(b->getDayNightDiff())
			return true;
	}
	catch(InvalidPositionException &e){}

	return false;
}

/*
	Updates usage timers
*/
void Map::timerUpdate(float dtime, float unload_timeout,
		core::list<v3s16> *unloaded_blocks)
{
	bool save_before_unloading = (mapType() == MAPTYPE_SERVER);
	
	// Profile modified reasons
	Profiler modprofiler;
	
	core::list<v2s16> sector_deletion_queue;
	u32 deleted_blocks_count = 0;
	u32 saved_blocks_count = 0;
	u32 block_count_all = 0;

	core::map<v2s16, MapSector*>::Iterator si;

	beginSave();
	si = m_sectors.getIterator();
	for(; si.atEnd() == false; si++)
	{
		MapSector *sector = si.getNode()->getValue();

		bool all_blocks_deleted = true;

		core::list<MapBlock*> blocks;
		sector->getBlocks(blocks);
		
		for(core::list<MapBlock*>::Iterator i = blocks.begin();
				i != blocks.end(); i++)
		{
			MapBlock *block = (*i);
			
			block->incrementUsageTimer(dtime);
			
			if(block->getUsageTimer() > unload_timeout)
			{
				v3s16 p = block->getPos();

				// Save if modified
				if(block->getModified() != MOD_STATE_CLEAN
						&& save_before_unloading)
				{
					modprofiler.add(block->getModifiedReason(), 1);
					saveBlock(block);
					saved_blocks_count++;
				}

				// Delete from memory
				sector->deleteBlock(block);

				if(unloaded_blocks)
					unloaded_blocks->push_back(p);

				deleted_blocks_count++;
			}
			else
			{
				all_blocks_deleted = false;
				block_count_all++;
			}
		}

		if(all_blocks_deleted)
		{
			sector_deletion_queue.push_back(si.getNode()->getKey());
		}
	}
	endSave();
	
	// Finally delete the empty sectors
	deleteSectors(sector_deletion_queue);
	
	if(deleted_blocks_count != 0)
	{
		PrintInfo(infostream); // ServerMap/ClientMap:
		infostream<<"Unloaded "<<deleted_blocks_count
				<<" blocks from memory";
		if(save_before_unloading)
			infostream<<", of which "<<saved_blocks_count<<" were written";
		infostream<<", "<<block_count_all<<" blocks in memory";
		infostream<<"."<<std::endl;
		if(saved_blocks_count != 0){
			PrintInfo(infostream); // ServerMap/ClientMap:
			infostream<<"Blocks modified by: "<<std::endl;
			modprofiler.print(infostream);
		}
	}
}

void Map::deleteSectors(core::list<v2s16> &list)
{
	core::list<v2s16>::Iterator j;
	for(j=list.begin(); j!=list.end(); j++)
	{
		MapSector *sector = m_sectors[*j];
		// If sector is in sector cache, remove it from there
		if(m_sector_cache == sector)
			m_sector_cache = NULL;
		// Remove from map and delete
		m_sectors.remove(*j);
		delete sector;
	}
}

#if 0
void Map::unloadUnusedData(float timeout,
		core::list<v3s16> *deleted_blocks)
{
	core::list<v2s16> sector_deletion_queue;
	u32 deleted_blocks_count = 0;
	u32 saved_blocks_count = 0;

	core::map<v2s16, MapSector*>::Iterator si = m_sectors.getIterator();
	for(; si.atEnd() == false; si++)
	{
		MapSector *sector = si.getNode()->getValue();

		bool all_blocks_deleted = true;

		core::list<MapBlock*> blocks;
		sector->getBlocks(blocks);
		for(core::list<MapBlock*>::Iterator i = blocks.begin();
				i != blocks.end(); i++)
		{
			MapBlock *block = (*i);
			
			if(block->getUsageTimer() > timeout)
			{
				// Save if modified
				if(block->getModified() != MOD_STATE_CLEAN)
				{
					saveBlock(block);
					saved_blocks_count++;
				}
				// Delete from memory
				sector->deleteBlock(block);
				deleted_blocks_count++;
			}
			else
			{
				all_blocks_deleted = false;
			}
		}

		if(all_blocks_deleted)
		{
			sector_deletion_queue.push_back(si.getNode()->getKey());
		}
	}

	deleteSectors(sector_deletion_queue);

	infostream<<"Map: Unloaded "<<deleted_blocks_count<<" blocks from memory"
			<<", of which "<<saved_blocks_count<<" were wr."
			<<std::endl;

	//return sector_deletion_queue.getSize();
	//return deleted_blocks_count;
}
#endif

void Map::PrintInfo(std::ostream &out)
{
	out<<"Map: ";
}

#define WATER_DROP_BOOST 4

enum NeighborType {
	NEIGHBOR_UPPER,
	NEIGHBOR_SAME_LEVEL,
	NEIGHBOR_LOWER
};
struct NodeNeighbor {
	MapNode n;
	NeighborType t;
	v3s16 p;
};

void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
{
	INodeDefManager *nodemgr = m_gamedef->ndef();

	DSTACK(__FUNCTION_NAME);
	//TimeTaker timer("transformLiquids()");

	u32 loopcount = 0;
	u32 initial_size = m_transforming_liquid.size();

	/*if(initial_size != 0)
		infostream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;*/

	// list of nodes that due to viscosity have not reached their max level height
	UniqueQueue<v3s16> must_reflow;
	
	// List of MapBlocks that will require a lighting update (due to lava)
	core::map<v3s16, MapBlock*> lighting_modified_blocks;

	while(m_transforming_liquid.size() != 0)
	{
		// This should be done here so that it is done when continue is used
		if(loopcount >= initial_size * 3)
			break;
		loopcount++;

		/*
			Get a queued transforming liquid node
		*/