continued.
[oweals/minetest.git] / src / mapblock.cpp
index 4ba597f6a215b68bec33c996067cdc71b43d7ebb..90ff05bd1468434066d23e51baa06dfe69b73ed6 100644 (file)
@@ -29,6 +29,46 @@ with this program; if not, write to the Free Software Foundation, Inc.,
        MapBlock
 */
 
+MapBlock::MapBlock(NodeContainer *parent, v3s16 pos, bool dummy):
+               m_parent(parent),
+               m_pos(pos),
+               changed(true),
+               is_underground(false),
+               m_day_night_differs(false),
+               m_objects(this)
+{
+       data = NULL;
+       if(dummy == false)
+               reallocate();
+       
+       m_spawn_timer = -10000;
+
+#ifndef SERVER
+       m_mesh_expired = false;
+       mesh_mutex.Init();
+       mesh = NULL;
+       m_temp_mods_mutex.Init();
+#endif
+}
+
+MapBlock::~MapBlock()
+{
+#ifndef SERVER
+       {
+               JMutexAutoLock lock(mesh_mutex);
+               
+               if(mesh)
+               {
+                       mesh->drop();
+                       mesh = NULL;
+               }
+       }
+#endif
+
+       if(data)
+               delete[] data;
+}
+
 bool MapBlock::isValidPositionParent(v3s16 p)
 {
        if(isValidPosition(p))
@@ -68,10 +108,79 @@ void MapBlock::setNodeParent(v3s16 p, MapNode & n)
        }
 }
 
-FastFace * MapBlock::makeFastFace(u16 tile, u8 light, v3f p,
-               v3f dir, v3f scale, v3f posRelative_f)
+MapNode MapBlock::getNodeParentNoEx(v3s16 p)
+{
+       if(isValidPosition(p) == false)
+       {
+               try{
+                       return m_parent->getNode(getPosRelative() + p);
+               }
+               catch(InvalidPositionException &e)
+               {
+                       return MapNode(CONTENT_IGNORE);
+               }
+       }
+       else
+       {
+               if(data == NULL)
+               {
+                       return MapNode(CONTENT_IGNORE);
+               }
+               return data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X];
+       }
+}
+
+/*
+       Parameters must consist of air and !air.
+       Order doesn't matter.
+
+       If either of the nodes doesn't exist, light is 0.
+       
+       parameters:
+               daynight_ratio: 0...1000
+               n: getNodeParent(p)
+               n2: getNodeParent(p + face_dir)
+               face_dir: axis oriented unit vector from p to p2
+*/
+u8 MapBlock::getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
+               v3s16 face_dir)
+{
+       try{
+               u8 light;
+               u8 l1 = n.getLightBlend(daynight_ratio);
+               u8 l2 = n2.getLightBlend(daynight_ratio);
+               if(l1 > l2)
+                       light = l1;
+               else
+                       light = l2;
+
+               // Make some nice difference to different sides
+
+               /*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
+                       light = diminish_light(diminish_light(light));
+               else if(face_dir.X == -1 || face_dir.Z == -1)
+                       light = diminish_light(light);*/
+
+               if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
+                       light = diminish_light(diminish_light(light));
+               else if(face_dir.Z == 1 || face_dir.Z == -1)
+                       light = diminish_light(light);
+
+               return light;
+       }
+       catch(InvalidPositionException &e)
+       {
+               return 0;
+       }
+}
+
+#ifndef SERVER
+
+void MapBlock::makeFastFace(TileSpec tile, u8 light, v3f p,
+               v3s16 dir, v3f scale, v3f posRelative_f,
+               core::array<FastFace> &dest)
 {
-       FastFace *f = new FastFace;
+       FastFace face;
        
        // Position is at the center of the cube.
        v3f pos = p * BS;
@@ -85,14 +194,39 @@ FastFace * MapBlock::makeFastFace(u16 tile, u8 light, v3f p,
        vertex_pos[2] = v3f(-BS/2, BS/2,BS/2);
        vertex_pos[3] = v3f( BS/2, BS/2,BS/2);
        
-       /*
-               TODO: Rotate it the right way (one side comes upside down)
-       */
-       core::CMatrix4<f32> m;
-       m.buildRotateFromTo(v3f(0,0,1), dir);
-       
-       for(u16 i=0; i<4; i++){
-               m.rotateVect(vertex_pos[i]);
+       if(dir == v3s16(0,0,1))
+       {
+               for(u16 i=0; i<4; i++)
+                       vertex_pos[i].rotateXZBy(0);
+       }
+       else if(dir == v3s16(0,0,-1))
+       {
+               for(u16 i=0; i<4; i++)
+                       vertex_pos[i].rotateXZBy(180);
+       }
+       else if(dir == v3s16(1,0,0))
+       {
+               for(u16 i=0; i<4; i++)
+                       vertex_pos[i].rotateXZBy(-90);
+       }
+       else if(dir == v3s16(-1,0,0))
+       {
+               for(u16 i=0; i<4; i++)
+                       vertex_pos[i].rotateXZBy(90);
+       }
+       else if(dir == v3s16(0,1,0))
+       {
+               for(u16 i=0; i<4; i++)
+                       vertex_pos[i].rotateYZBy(-90);
+       }
+       else if(dir == v3s16(0,-1,0))
+       {
+               for(u16 i=0; i<4; i++)
+                       vertex_pos[i].rotateYZBy(90);
+       }
+
+       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;
@@ -106,98 +240,111 @@ FastFace * MapBlock::makeFastFace(u16 tile, u8 light, v3f p,
 
        v3f zerovector = v3f(0,0,0);
        
-       u8 li = decode_light(light);
-       //u8 li = 150;
+       //u8 li = decode_light(light);
+       u8 li = light;
 
        u8 alpha = 255;
 
-       //if(material == CONTENT_WATER || material == CONTENT_OCEAN)
-       if(tile == CONTENT_WATER || tile == CONTENT_OCEAN)
-       //if(tile == TILE_WATER)
+       if(tile.id == TILE_WATER)
        {
                alpha = 128;
        }
 
        video::SColor c = video::SColor(alpha,li,li,li);
 
-       /*f->vertices[0] = video::S3DVertex(vertex_pos[0], zerovector, c,
-                       core::vector2d<f32>(0,1));
-       f->vertices[1] = video::S3DVertex(vertex_pos[1], zerovector, c,
-                       core::vector2d<f32>(abs_scale,1));
-       f->vertices[2] = video::S3DVertex(vertex_pos[2], zerovector, c,
-                       core::vector2d<f32>(abs_scale,0));
-       f->vertices[3] = video::S3DVertex(vertex_pos[3], zerovector, c,
-                       core::vector2d<f32>(0,0));*/
-       f->vertices[0] = video::S3DVertex(vertex_pos[0], zerovector, c,
+       face.vertices[0] = video::S3DVertex(vertex_pos[0], zerovector, c,
                        core::vector2d<f32>(0,1));
-       f->vertices[1] = video::S3DVertex(vertex_pos[1], zerovector, c,
+       face.vertices[1] = video::S3DVertex(vertex_pos[1], zerovector, c,
                        core::vector2d<f32>(abs_scale,1));
-       f->vertices[2] = video::S3DVertex(vertex_pos[2], zerovector, c,
+       face.vertices[2] = video::S3DVertex(vertex_pos[2], zerovector, c,
                        core::vector2d<f32>(abs_scale,0));
-       f->vertices[3] = video::S3DVertex(vertex_pos[3], zerovector, c,
+       face.vertices[3] = video::S3DVertex(vertex_pos[3], zerovector, c,
                        core::vector2d<f32>(0,0));
 
-       f->tile = tile;
-
-       return f;
+       face.tile = tile;
+       //DEBUG
+       //f->tile = TILE_STONE;
+       
+       dest.push_back(face);
+       //return f;
 }
        
 /*
-       Parameters must consist of air and !air.
-       Order doesn't matter.
-
-       If either of the nodes doesn't exist, light is 0.
+       Gets node tile from any place relative to block.
+       Returns TILE_NODE if doesn't exist or should not be drawn.
 */
-u8 MapBlock::getFaceLight(v3s16 p, v3s16 face_dir)
+TileSpec MapBlock::getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir)
 {
-       try{
-               MapNode n = getNodeParent(p);
-               MapNode n2 = getNodeParent(p + face_dir);
-               u8 light;
-               /*if(n.solidness() < n2.solidness())
-                       light = n.getLight();
-               else
-                       light = n2.getLight();*/
-               if(n.getLight() > n2.getLight())
-                       light = n.getLight();
-               else
-                       light = n2.getLight();
+       TileSpec spec;
 
-               // Make some nice difference to different sides
+       /*//DEBUG
+       {
+               spec.id = TILE_STONE;
+               return spec;
+       }*/
 
-               /*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
-                       light = diminish_light(diminish_light(light));
-               else if(face_dir.X == -1 || face_dir.Z == -1)
-                       light = diminish_light(light);*/
+       spec.feature = TILEFEAT_NONE;
+       //spec.id = TILE_STONE;
+       spec.id = mn.getTile(face_dir);
 
-               if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
-                       light = diminish_light(diminish_light(light));
-               else if(face_dir.Z == 1 || face_dir.Z == -1)
-                       light = diminish_light(light);
+       /*
+               Check temporary modifications on this node
+       */
+       core::map<v3s16, NodeMod>::Node *n;
+       n = m_temp_mods.find(p);
 
-               return light;
-       }
-       catch(InvalidPositionException &e)
+       // If modified
+       if(n != NULL)
        {
-               return 0;
+               struct NodeMod mod = n->getValue();
+               if(mod.type == NODEMOD_CHANGECONTENT)
+               {
+                       spec.id = content_tile(mod.param, face_dir);
+               }
+               if(mod.type == NODEMOD_CRACK)
+               {
+                       spec.feature = TILEFEAT_CRACK;
+                       spec.param.crack.progression = mod.param;
+               }
        }
+       
+       return spec;
 }
 
-/*
-       Gets node material from any place relative to block.
-       Returns CONTENT_IGNORE if doesn't exist or should not be drawn.
-*/
-u8 MapBlock::getNodeTile(v3s16 p)
+u8 MapBlock::getNodeContent(v3s16 p, MapNode mn)
 {
-       try{
-               MapNode n = getNodeParent(p);
-               
-               return content_tile(n.d);
-       }
-       catch(InvalidPositionException &e)
+       /*
+               Check temporary modifications on this node
+       */
+       core::map<v3s16, NodeMod>::Node *n;
+       n = m_temp_mods.find(p);
+
+       // If modified
+       if(n != NULL)
        {
-               return CONTENT_IGNORE;
+               struct NodeMod mod = n->getValue();
+               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.d;
 }
 
 /*
@@ -205,48 +352,48 @@ u8 MapBlock::getNodeTile(v3s16 p)
        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 MapBlock::updateFastFaceRow(v3s16 startpos,
+void MapBlock::updateFastFaceRow(
+               u32 daynight_ratio,
+               v3f posRelative_f,
+               v3s16 startpos,
                u16 length,
                v3s16 translate_dir,
+               v3f translate_dir_f,
                v3s16 face_dir,
-               core::list<FastFace*> &dest)
+               v3f face_dir_f,
+               core::array<FastFace> &dest)
 {
-       /*
-               Precalculate some variables
-       */
-       v3f translate_dir_f(translate_dir.X, translate_dir.Y,
-                       translate_dir.Z); // floating point conversion
-       v3f face_dir_f(face_dir.X, face_dir.Y,
-                       face_dir.Z); // floating point conversion
-       v3f posRelative_f(getPosRelative().X, getPosRelative().Y,
-                       getPosRelative().Z); // floating point conversion
-
        v3s16 p = startpos;
-       /*
-               The light in the air lights the surface is taken from
-               the node that is air.
-       */
-       u8 light = getFaceLight(p, face_dir);
        
        u16 continuous_tiles_count = 0;
        
-       u8 tile0 = getNodeTile(p);
-       u8 tile1 = getNodeTile(p + face_dir);
+       MapNode n0 = getNodeParentNoEx(p);
+       MapNode n1 = getNodeParentNoEx(p + face_dir);
+
+       u8 light = getFaceLight(daynight_ratio, n0, n1, face_dir);
                
+       TileSpec tile0 = getNodeTile(n0, p, face_dir);
+       TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir);
+
        for(u16 j=0; j<length; j++)
        {
                bool next_is_different = true;
                
                v3s16 p_next;
-               u8 tile0_next = 0;
-               u8 tile1_next = 0;
+               MapNode n0_next;
+               MapNode n1_next;
+               TileSpec tile0_next;
+               TileSpec tile1_next;
                u8 light_next = 0;
 
-               if(j != length - 1){
+               if(j != length - 1)
+               {
                        p_next = p + translate_dir;
-                       tile0_next = getNodeTile(p_next);
-                       tile1_next = getNodeTile(p_next + face_dir);
-                       light_next = getFaceLight(p_next, face_dir);
+                       n0_next = getNodeParentNoEx(p_next);
+                       n1_next = getNodeParentNoEx(p_next + face_dir);
+                       tile0_next = getNodeTile(n0_next, p_next, face_dir);
+                       tile1_next = getNodeTile(n1_next, p_next + face_dir, -face_dir);
+                       light_next = getFaceLight(daynight_ratio, n0_next, n1_next, face_dir);
 
                        if(tile0_next == tile0
                                        && tile1_next == tile1
@@ -263,7 +410,11 @@ void MapBlock::updateFastFaceRow(v3s16 startpos,
                        /*
                                Create a face if there should be one
                        */
-                       u8 mf = face_contents(tile0, tile1);
+                       //u8 mf = face_contents(tile0, tile1);
+                       // This is hackish
+                       u8 content0 = getNodeContent(p, n0);
+                       u8 content1 = getNodeContent(p + face_dir, n1);
+                       u8 mf = face_contents(content0, content1);
                        
                        if(mf != 0)
                        {
@@ -282,26 +433,28 @@ void MapBlock::updateFastFaceRow(v3s16 startpos,
                                        scale.Z = continuous_tiles_count;
                                }
                                
-                               FastFace *f;
+                               //FastFace *f;
 
                                // If node at sp (tile0) is more solid
                                if(mf == 1)
                                {
-                                       f = makeFastFace(tile0, light,
-                                                       sp, face_dir_f, scale,
-                                                       posRelative_f);
+                                       makeFastFace(tile0, decode_light(light),
+                                                       sp, face_dir, scale,
+                                                       posRelative_f, dest);
                                }
                                // If node at sp is less solid (mf == 2)
                                else
                                {
-                                       f = makeFastFace(tile1, light,
-                                                       sp+face_dir_f, -1*face_dir_f, scale,
-                                                       posRelative_f);
+                                       makeFastFace(tile1, decode_light(light),
+                                                       sp+face_dir_f, -face_dir, scale,
+                                                       posRelative_f, dest);
                                }
-                               dest.push_back(f);
+                               //dest.push_back(f);
                        }
 
                        continuous_tiles_count = 0;
+                       n0 = n0_next;
+                       n1 = n1_next;
                        tile0 = tile0_next;
                        tile1 = tile1_next;
                        light = light_next;
@@ -404,107 +557,144 @@ private:
        core::array<PreMeshBuffer> m_prebuffers;
 };
 
-void MapBlock::updateMesh()
+void MapBlock::updateMesh(u32 daynight_ratio)
 {
-       /*v3s16 p = getPosRelative();
-       std::cout<<"MapBlock("<<p.X<<","<<p.Y<<","<<p.Z<<")"
-                       <<"::updateMesh(): ";*/
-                       //<<"::updateMesh()"<<std::endl;
-       
+#if 0
        /*
-               TODO: Change this to directly generate the mesh (and get rid
-                     of FastFaces)
+               DEBUG: If mesh has been generated, don't generate it again
        */
+       {
+               JMutexAutoLock meshlock(mesh_mutex);
+               if(mesh != NULL)
+                       return;
+       }
+#endif
+       
+       // 4-21ms
+       //TimeTaker timer1("updateMesh()", g_device);
 
-       core::list<FastFace*> *fastfaces_new = new core::list<FastFace*>;
+       core::array<FastFace> fastfaces_new;
+       
+       v3f posRelative_f(getPosRelative().X, getPosRelative().Y,
+                       getPosRelative().Z); // floating point conversion
        
        /*
                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.
-       */
 
-       /*
-               Go through every y,z and get top faces in rows of x+
-       */
-       for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-       //for(s16 y=-1; y<MAP_BLOCKSIZE; y++){
-               for(s16 z=0; z<MAP_BLOCKSIZE; z++){
-                       updateFastFaceRow(v3s16(0,y,z), MAP_BLOCKSIZE,
-                                       v3s16(1,0,0),
-                                       v3s16(0,1,0),
-                                       *fastfaces_new);
-               }
-       }
-       /*
-               Go through every x,y and get right faces in rows of z+
+               NOTE: This is the slowest part of this method.
        */
-       for(s16 x=0; x<MAP_BLOCKSIZE; x++){
-       //for(s16 x=-1; x<MAP_BLOCKSIZE; x++){
+       
+       {
+               // Lock this, as m_temp_mods will be used directly
+               JMutexAutoLock lock(m_temp_mods_mutex);
+
+               /*
+                       Go through every y,z and get top faces in rows of x+
+               */
                for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-                       updateFastFaceRow(v3s16(x,y,0), MAP_BLOCKSIZE,
-                                       v3s16(0,0,1),
-                                       v3s16(1,0,0),
-                                       *fastfaces_new);
+                       for(s16 z=0; z<MAP_BLOCKSIZE; z++){
+                               updateFastFaceRow(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);
+                       }
+               }
+               /*
+                       Go through every x,y and get right faces in rows of z+
+               */
+               for(s16 x=0; x<MAP_BLOCKSIZE; x++){
+                       for(s16 y=0; y<MAP_BLOCKSIZE; y++){
+                               updateFastFaceRow(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);
+                       }
+               }
+               /*
+                       Go through every y,z and get back faces in rows of x+
+               */
+               for(s16 z=0; z<MAP_BLOCKSIZE; z++){
+                       for(s16 y=0; y<MAP_BLOCKSIZE; y++){
+                               updateFastFaceRow(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);
+                       }
                }
        }
+
+       // End of slow part
+
        /*
-               Go through every y,z and get back faces in rows of x+
+               Convert FastFaces to SMesh
        */
-       for(s16 z=0; z<MAP_BLOCKSIZE; z++){
-       //for(s16 z=-1; z<MAP_BLOCKSIZE; z++){
-               for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-                       updateFastFaceRow(v3s16(0,y,z), MAP_BLOCKSIZE,
-                                       v3s16(1,0,0),
-                                       v3s16(0,0,1),
-                                       *fastfaces_new);
-               }
-       }
 
        scene::SMesh *mesh_new = NULL;
        
        mesh_new = new scene::SMesh();
        
-       if(fastfaces_new->getSize() > 0)
+       if(fastfaces_new.size() > 0)
        {
                MeshCollector collector;
 
-               core::list<FastFace*>::Iterator i = fastfaces_new->begin();
-
-               for(; i != fastfaces_new->end(); i++)
+               for(u32 i=0; i<fastfaces_new.size(); i++)
                {
-                       FastFace *f = *i;
+                       FastFace &f = fastfaces_new[i];
 
                        const u16 indices[] = {0,1,2,2,3,0};
+                       
+                       if(f.tile.feature == TILEFEAT_NONE)
+                       {
+                               collector.append(tile_material_get(f.tile.id), f.vertices, 4,
+                                               indices, 6);
+                       }
+                       else if(f.tile.feature == TILEFEAT_CRACK)
+                       {
+                               const char *path = tile_texture_path_get(f.tile.id);
+
+                               u16 progression = f.tile.param.crack.progression;
+
+                               std::string name = (std::string)path + "_cracked_"
+                                               + (char)('0' + progression);
+
+                               TextureMod *mod = new CrackTextureMod(progression);
 
-                       /*collector.append(g_materials[f->material], f->vertices, 4,
-                                       indices, 6);*/
-                       collector.append(g_materials[f->tile], f->vertices, 4,
-                                       indices, 6);
+                               video::ITexture *texture = g_irrlicht->getTexture(
+                                               TextureSpec(name, path, mod));
+
+                               video::SMaterial material = tile_material_get(f.tile.id);
+                               material.setTexture(0, texture);
+
+                               collector.append(material, f.vertices, 4, indices, 6);
+                       }
+                       else
+                       {
+                               // No such feature
+                               assert(0);
+                       }
                }
 
                collector.fillMesh(mesh_new);
 
                // 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);
                
                /*std::cout<<"MapBlock has "<<fastfaces_new->getSize()<<" faces "
                                <<"and uses "<<mesh_new->getMeshBufferCount()
                                <<" materials (meshbuffers)"<<std::endl;*/
        }
-       
-       /*
-               Clear temporary FastFaces
-       */
-
-       core::list<FastFace*>::Iterator i;
-       i = fastfaces_new->begin();
-       for(; i != fastfaces_new->end(); i++)
-       {
-               delete *i;
-       }
-       fastfaces_new->clear();
-       delete fastfaces_new;
 
        /*
                Add special graphics:
@@ -513,14 +703,6 @@ void MapBlock::updateMesh()
                TODO: Optimize by using same meshbuffer for same textures
        */
 
-       /*scene::ISceneManager *smgr = NULL;
-       video::IVideoDriver* driver = NULL;
-       if(g_device)
-       {
-               smgr = g_device->getSceneManager();
-               driver = smgr->getVideoDriver();
-       }*/
-                       
        for(s16 z=0; z<MAP_BLOCKSIZE; z++)
        for(s16 y=0; y<MAP_BLOCKSIZE; y++)
        for(s16 x=0; x<MAP_BLOCKSIZE; x++)
@@ -529,7 +711,7 @@ void MapBlock::updateMesh()
 
                MapNode &n = getNodeRef(x,y,z);
                
-               if(n.d == CONTENT_LIGHT)
+               if(n.d == CONTENT_TORCH)
                {
                        //scene::IMeshBuffer *buf = new scene::SMeshBuffer();
                        scene::SMeshBuffer *buf = new scene::SMeshBuffer();
@@ -575,23 +757,24 @@ void MapBlock::updateMesh()
                                        = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
                        if(dir == v3s16(0,-1,0))
                                buf->getMaterial().setTexture(0,
-                                               g_texturecache.get("torch_on_floor"));
+                                               g_irrlicht->getTexture(porting::getDataPath("torch_on_floor.png").c_str()));
                        else if(dir == v3s16(0,1,0))
                                buf->getMaterial().setTexture(0,
-                                               g_texturecache.get("torch_on_ceiling"));
+                                               g_irrlicht->getTexture(porting::getDataPath("torch_on_ceiling.png").c_str()));
                        // For backwards compatibility
                        else if(dir == v3s16(0,0,0))
                                buf->getMaterial().setTexture(0,
-                                               g_texturecache.get("torch_on_floor"));
+                                               g_irrlicht->getTexture(porting::getDataPath("torch_on_floor.png").c_str()));
                        else
-                               buf->getMaterial().setTexture(0, g_texturecache.get("torch"));
+                               buf->getMaterial().setTexture(0, 
+                                               g_irrlicht->getTexture(porting::getDataPath("torch.png").c_str()));
 
                        // Add to mesh
                        mesh_new->addMeshBuffer(buf);
                        buf->drop();
                }
        }
-
+       
        /*
                Do some stuff to the mesh
        */
@@ -614,9 +797,12 @@ void MapBlock::updateMesh()
 
        mesh_mutex.Lock();
 
-       scene::SMesh *mesh_old = mesh;
+       //scene::SMesh *mesh_old = mesh[daynight_i];
+       //mesh[daynight_i] = mesh_new;
 
+       scene::SMesh *mesh_old = mesh;
        mesh = mesh_new;
+       setMeshExpired(false);
        
        if(mesh_old != NULL)
        {
@@ -627,8 +813,20 @@ void MapBlock::updateMesh()
                {
                        IMeshBuffer *buf = mesh_old->getMeshBuffer(i);
                }*/
+               
+               /*dstream<<"mesh_old->getReferenceCount()="
+                               <<mesh_old->getReferenceCount()<<std::endl;
+               u32 c = mesh_old->getMeshBufferCount();
+               for(u32 i=0; i<c; i++)
+               {
+                       scene::IMeshBuffer *buf = mesh_old->getMeshBuffer(i);
+                       dstream<<"buf->getReferenceCount()="
+                                       <<buf->getReferenceCount()<<std::endl;
+               }*/
+
                // Drop the mesh
                mesh_old->drop();
+
                //delete mesh_old;
        }
 
@@ -637,6 +835,20 @@ void MapBlock::updateMesh()
        //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
 }
 
+/*void MapBlock::updateMeshes(s32 first_i)
+{
+       assert(first_i >= 0 && first_i <= DAYNIGHT_CACHE_COUNT);
+       updateMesh(first_i);
+       for(s32 i=0; i<DAYNIGHT_CACHE_COUNT; i++)
+       {
+               if(i == first_i)
+                       continue;
+               updateMesh(i);
+       }
+}*/
+
+#endif // !SERVER
+
 /*
        Propagates sunlight down through the block.
        Doesn't modify nodes that are not affected by sunlight.
@@ -649,7 +861,9 @@ void MapBlock::updateMesh()
        is_underground is set.
 
        At the moment, all sunlighted nodes are added to light_sources.
-       TODO: This could be optimized.
+       - SUGG: This could be optimized
+
+       Turns sunglighted mud into grass.
 */
 bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
 {
@@ -667,12 +881,8 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
                        // Check if node above block has sunlight
                        try{
                                MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z));
-                               if(n.getLight() != LIGHT_SUN)
+                               if(n.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
                                {
-                                       /*if(is_underground)
-                                       {
-                                               no_sunlight = true;
-                                       }*/
                                        no_sunlight = true;
                                }
                        }
@@ -680,15 +890,14 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
                        {
                                no_top_block = true;
                                
-                               // TODO: This makes over-ground roofed places sunlighted
+                               // NOTE: This makes over-ground roofed places sunlighted
                                // Assume sunlight, unless is_underground==true
                                if(is_underground)
                                {
                                        no_sunlight = true;
                                }
                                
-                               // TODO: There has to be some way to allow this behaviour
-                               // As of now, it just makes everything dark.
+                               // NOTE: As of now, it just would make everything dark.
                                // No sunlight here
                                //no_sunlight = true;
                        }
@@ -713,11 +922,19 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
 
                                        if(n.sunlight_propagates())
                                        {
-                                               n.setLight(LIGHT_SUN);
+                                               n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
 
                                                light_sources.insert(pos_relative + pos, true);
                                        }
-                                       else{
+                                       else
+                                       {
+                                               // Turn mud into grass
+                                               if(n.d == CONTENT_MUD)
+                                               {
+                                                       n.d = CONTENT_GRASS;
+                                               }
+
+                                               // Sunlight goes no further
                                                break;
                                        }
                                }
@@ -733,7 +950,7 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
 
                                if(n.light_propagates())
                                {
-                                       n.setLight(0);
+                                       n.setLight(LIGHTBANK_DAY, 0);
                                }
                                else{
                                        break;
@@ -755,10 +972,10 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
                                MapNode n = getNodeParent(v3s16(x, -1, z));
                                if(n.light_propagates())
                                {
-                                       if(n.getLight() == LIGHT_SUN
+                                       if(n.getLight(LIGHTBANK_DAY) == LIGHT_SUN
                                                        && sunlight_should_go_down == false)
                                                block_below_is_valid = false;
-                                       else if(n.getLight() != LIGHT_SUN
+                                       else if(n.getLight(LIGHTBANK_DAY) != LIGHT_SUN
                                                        && sunlight_should_go_down == true)
                                                block_below_is_valid = false;
                                }
@@ -789,6 +1006,125 @@ void MapBlock::copyTo(VoxelManipulator &dst)
                core::array<DistanceSortedObject> &dest)
 {
 }*/
+void MapBlock::stepObjects(float dtime, bool server, u32 daynight_ratio)
+{
+       /*
+               Step objects
+       */
+       m_objects.step(dtime, server, daynight_ratio);
+       
+       /*
+               Spawn some objects at random.
+
+               Use dayNightDiffed() to approximate being near ground level
+       */
+       if(m_spawn_timer < -999)
+       {
+               m_spawn_timer = 60;
+       }
+       if(dayNightDiffed() == true && getObjectCount() == 0)
+       {
+               m_spawn_timer -= dtime;
+               if(m_spawn_timer <= 0.0)
+               {
+                       m_spawn_timer += myrand() % 300;
+                       
+                       v2s16 p2d(
+                               (myrand()%(MAP_BLOCKSIZE-1))+0,
+                               (myrand()%(MAP_BLOCKSIZE-1))+0
+                       );
+
+                       s16 y = getGroundLevel(p2d);
+                       
+                       if(y >= 0)
+                       {
+                               v3s16 p(p2d.X, y+1, p2d.Y);
+
+                               if(getNode(p).d == CONTENT_AIR
+                                               && getNode(p).getLightBlend(daynight_ratio) <= 11)
+                               {
+                                       RatObject *obj = new RatObject(NULL, -1, intToFloat(p));
+                                       addObject(obj);
+                               }
+                       }
+               }
+       }
+
+       setChangedFlag();
+}
+
+
+void MapBlock::updateDayNightDiff()
+{
+       if(data == NULL)
+       {
+               m_day_night_differs = false;
+               return;
+       }
+
+       bool differs = false;
+
+       /*
+               Check if any lighting value differs
+       */
+       for(u32 i=0; i<MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; i++)
+       {
+               MapNode &n = data[i];
+               if(n.getLight(LIGHTBANK_DAY) != n.getLight(LIGHTBANK_NIGHT))
+               {
+                       differs = true;
+                       break;
+               }
+       }
+
+       /*
+               If some lighting values differ, check if the whole thing is
+               just air. If it is, differ = false
+       */
+       if(differs)
+       {
+               bool only_air = true;
+               for(u32 i=0; i<MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; i++)
+               {
+                       MapNode &n = data[i];
+                       if(n.d != CONTENT_AIR)
+                       {
+                               only_air = false;
+                               break;
+                       }
+               }
+               if(only_air)
+                       differs = false;
+       }
+
+       // Set member variable
+       m_day_night_differs = differs;
+}
+
+s16 MapBlock::getGroundLevel(v2s16 p2d)
+{
+       if(isDummy())
+               return -3;
+       try
+       {
+               s16 y = MAP_BLOCKSIZE-1;
+               for(; y>=0; y--)
+               {
+                       if(is_ground_content(getNodeRef(p2d.X, y, p2d.Y).d))
+                       {
+                               if(y == MAP_BLOCKSIZE-1)
+                                       return -2;
+                               else
+                                       return y;
+                       }
+               }
+               return -1;
+       }
+       catch(InvalidPositionException &e)
+       {
+               return -3;
+       }
+}
 
 /*
        Serialization
@@ -864,7 +1200,12 @@ void MapBlock::serialize(std::ostream &os, u8 version)
        else
        {
                // First byte
-               os.write((char*)&is_underground, 1);
+               u8 flags = 0;
+               if(is_underground)
+                       flags |= 1;
+               if(m_day_night_differs)
+                       flags |= 2;
+               os.write((char*)&flags, 1);
 
                u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
 
@@ -981,9 +1322,10 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
        {
                u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
 
-               u8 t8;
-               is.read((char*)&t8, 1);
-               is_underground = t8;
+               u8 flags;
+               is.read((char*)&flags, 1);
+               is_underground = (flags & 1) ? true : false;
+               m_day_night_differs = (flags & 2) ? true : false;
 
                // Uncompress data
                std::ostringstream os(std::ios_base::binary);