Fixed some protocol comment errors in clientserver.h and elsewhere
[oweals/minetest.git] / src / voxel.cpp
index 55cd73893c3a6cae96f2ab27bf8785902dd3ed1b..616a197e3abfdd79afc77ac2417201d36f596da8 100644 (file)
@@ -19,10 +19,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "voxel.h"
 #include "map.h"
-
-// For TimeTaker
-#include "utility.h"
+#include "utility.h" // For TimeTaker
 #include "gettime.h"
+#include "content_mapnode.h"
 
 /*
        Debug stuff
@@ -41,7 +40,6 @@ VoxelManipulator::VoxelManipulator():
        m_data(NULL),
        m_flags(NULL)
 {
-       m_disable_water_climb = false;
 }
 
 VoxelManipulator::~VoxelManipulator()
@@ -95,8 +93,8 @@ void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode)
                                else
                                {
                                        c = 'X';
-                                       u8 m = m_data[m_area.index(x,y,z)].d;
-                                       u8 pr = m_data[m_area.index(x,y,z)].pressure;
+                                       content_t m = m_data[m_area.index(x,y,z)].getContent();
+                                       u8 pr = m_data[m_area.index(x,y,z)].param2;
                                        if(mode == VOXELPRINT_MATERIAL)
                                        {
                                                if(m <= 9)
@@ -110,7 +108,7 @@ void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode)
                                                        if(pr <= 9)
                                                                c = pr + '0';
                                                }
-                                               else if(liquid_replaces_content(m))
+                                               else if(m == CONTENT_AIR)
                                                {
                                                        c = ' ';
                                                }
@@ -221,71 +219,22 @@ void VoxelManipulator::copyFrom(MapNode *src, VoxelArea src_area,
        }
 }
 
-void VoxelManipulator::interpolate(VoxelArea area)
+void VoxelManipulator::copyTo(MapNode *dst, VoxelArea dst_area,
+               v3s16 dst_pos, v3s16 from_pos, v3s16 size)
 {
-       VoxelArea emerge_area = area;
-       emerge_area.MinEdge -= v3s16(1,1,1);
-       emerge_area.MaxEdge += v3s16(1,1,1);
-       emerge(emerge_area);
-
-       SharedBuffer<u8> buf(area.getVolume());
-
-       for(s32 z=area.MinEdge.Z; z<=area.MaxEdge.Z; z++)
-       for(s32 y=area.MinEdge.Y; y<=area.MaxEdge.Y; y++)
-       for(s32 x=area.MinEdge.X; x<=area.MaxEdge.X; x++)
-       {
-               v3s16 p(x,y,z);
-
-               v3s16 dirs[] = {
-                       v3s16(1,1,0),
-                       v3s16(1,0,1),
-                       v3s16(1,-1,0),
-                       v3s16(1,0,-1),
-                       v3s16(-1,1,0),
-                       v3s16(-1,0,1),
-                       v3s16(-1,-1,0),
-                       v3s16(-1,0,-1),
-               };
-               //const v3s16 *dirs = g_26dirs;
-               
-               s16 total = 0;
-               s16 airness = 0;
-               u8 m = CONTENT_IGNORE;
-
-               for(s16 i=0; i<8; i++)
-               //for(s16 i=0; i<26; i++)
-               {
-                       v3s16 p2 = p + dirs[i];
-
-                       u8 f = m_flags[m_area.index(p2)];
-                       assert(!(f & VOXELFLAG_NOT_LOADED));
-                       if(f & VOXELFLAG_INEXISTENT)
-                               continue;
-
-                       MapNode &n = m_data[m_area.index(p2)];
-
-                       airness += (n.d == CONTENT_AIR) ? 1 : -1;
-                       total++;
-
-                       if(m == CONTENT_IGNORE && n.d != CONTENT_AIR)
-                               m = n.d;
-               }
-
-               // 1 if air, 0 if not
-               buf[area.index(p)] = airness > -total/2 ? CONTENT_AIR : m;
-               //buf[area.index(p)] = airness > -total ? CONTENT_AIR : m;
-               //buf[area.index(p)] = airness >= -7 ? CONTENT_AIR : m;
-       }
-
-       for(s32 z=area.MinEdge.Z; z<=area.MaxEdge.Z; z++)
-       for(s32 y=area.MinEdge.Y; y<=area.MaxEdge.Y; y++)
-       for(s32 x=area.MinEdge.X; x<=area.MaxEdge.X; x++)
+       for(s16 z=0; z<size.Z; z++)
+       for(s16 y=0; y<size.Y; y++)
        {
-               v3s16 p(x,y,z);
-               m_data[m_area.index(p)].d = buf[area.index(p)];
+               s32 i_dst = dst_area.index(dst_pos.X, dst_pos.Y+y, dst_pos.Z+z);
+               s32 i_local = m_area.index(from_pos.X, from_pos.Y+y, from_pos.Z+z);
+               memcpy(&dst[i_dst], &m_data[i_local], size.X*sizeof(MapNode));
        }
 }
 
+/*
+       Algorithms
+       -----------------------------------------------------
+*/
 
 void VoxelManipulator::clearFlag(u8 flags)
 {
@@ -329,636 +278,396 @@ void VoxelManipulator::clearFlag(u8 flags)
                        <<volume<<" nodes"<<std::endl;*/
 }
 
-int VoxelManipulator::getWaterPressure(v3s16 p, s16 &highest_y, int recur_count)
+void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
+               core::map<v3s16, bool> & light_sources)
 {
-       m_flags[m_area.index(p)] |= VOXELFLAG_CHECKED2;
-
-       if(p.Y > highest_y)
-               highest_y = p.Y;
-       
-       /*if(recur_count > 1000)
-               throw ProcessingLimitException
-                               ("getWaterPressure recur_count limit reached");*/
-       
-       if(recur_count > 10000)
-               return -1;
-       
-       recur_count++;
-
        v3s16 dirs[6] = {
-               v3s16(0,1,0), // top
                v3s16(0,0,1), // back
-               v3s16(0,0,-1), // front
-               v3s16(1,0,0), // right
-               v3s16(-1,0,0), // left
-               v3s16(0,-1,0), // bottom
-       };
-
-       // Load neighboring nodes
-       emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)), 1);
-
-       s32 i;
-       for(i=0; i<6; i++)
-       {
-               v3s16 p2 = p + dirs[i];
-               u8 f = m_flags[m_area.index(p2)];
-               // Ignore inexistent or checked nodes
-               if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED2))
-                       continue;
-               MapNode &n = m_data[m_area.index(p2)];
-               // Ignore non-liquid nodes
-               if(content_liquid(n.d) == false)
-                       continue;
-
-               int pr;
-
-               // If at ocean surface
-               if(n.pressure == 1 && n.d == CONTENT_OCEAN)
-               //if(n.pressure == 1) // Causes glitches but is fast
-               {
-                       pr = 1;
-               }
-               // Otherwise recurse more
-               else
-               {
-                       pr = getWaterPressure(p2, highest_y, recur_count);
-                       if(pr == -1)
-                               continue;
-               }
-
-               // If block is at top, pressure here is one higher
-               if(i == 0)
-               {
-                       if(pr < 255)
-                               pr++;
-               }
-               // If block is at bottom, pressure here is one lower
-               else if(i == 5)
-               {
-                       if(pr > 1)
-                               pr--;
-               }
-               
-               // Node is on the pressure route
-               m_flags[m_area.index(p)] |= VOXELFLAG_CHECKED4;
-
-               // Got pressure
-               return pr;
-       }
-       
-       // Nothing useful found
-       return -1;
-}
-
-void VoxelManipulator::spreadWaterPressure(v3s16 p, int pr,
-               VoxelArea request_area,
-               core::map<v3s16, u8> &active_nodes,
-               int recur_count)
-{
-       //if(recur_count > 10000)
-               /*throw ProcessingLimitException
-                               ("spreadWaterPressure recur_count limit reached");*/
-       if(recur_count > 10)
-               return;
-       recur_count++;
-       
-       /*dstream<<"spreadWaterPressure: p=("
-                       <<p.X<<","<<p.Y<<","<<p.Z<<")"
-                       <<", oldpr="<<(int)m_data[m_area.index(p)].pressure
-                       <<", pr="<<pr
-                       <<", recur_count="<<recur_count
-                       <<", request_area=";
-       request_area.print(dstream);
-       dstream<<std::endl;*/
-
-       m_flags[m_area.index(p)] |= VOXELFLAG_CHECKED3;
-       m_data[m_area.index(p)].pressure = pr;
-
-       v3s16 dirs[6] = {
                v3s16(0,1,0), // top
-               v3s16(-1,0,0), // left
                v3s16(1,0,0), // right
                v3s16(0,0,-1), // front
-               v3s16(0,0,1), // back
                v3s16(0,-1,0), // bottom
+               v3s16(-1,0,0), // left
        };
+       
+       emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)));
 
-       // Load neighboring nodes
-       emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)), 2);
-
-       s32 i;
-       for(i=0; i<6; i++)
+       // Loop through 6 neighbors
+       for(u16 i=0; i<6; i++)
        {
-               v3s16 p2 = p + dirs[i];
+               // Get the position of the neighbor node
+               v3s16 n2pos = p + dirs[i];
                
-               u8 f = m_flags[m_area.index(p2)];
+               u32 n2i = m_area.index(n2pos);
 
-               // Ignore inexistent and checked nodes
-               if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED3))
+               if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
                        continue;
 
-               MapNode &n = m_data[m_area.index(p2)];
+               MapNode &n2 = m_data[n2i];
                
                /*
-                       If material is air:
-                               add to active_nodes if there is flow-causing pressure.
-                       NOTE: Do not remove anything from there. We cannot know
-                             here if some other neighbor of it causes flow.
+                       If the neighbor is dimmer than what was specified
+                       as oldlight (the light of the previous node)
                */
-               if(liquid_replaces_content(n.d))
+               if(n2.getLight(bank) < oldlight)
                {
-                       bool pressure_causes_flow = false;
-                       // If empty block is at top
-                       if(i == 0)
+                       /*
+                               And the neighbor is transparent and it has some light
+                       */
+                       if(n2.light_propagates() && n2.getLight(bank) != 0)
                        {
-                               if(m_disable_water_climb)
-                                       continue;
+                               /*
+                                       Set light to 0 and add to queue
+                               */
+
+                               u8 current_light = n2.getLight(bank);
+                               n2.setLight(bank, 0);
                                
-                               //if(pr >= PRESERVE_WATER_VOLUME ? 3 : 2)
-                               if(pr >= 3)
-                                       pressure_causes_flow = true;
-                       }
-                       // If block is at bottom
-                       else if(i == 5)
-                       {
-                               pressure_causes_flow = true;
-                       }
-                       // If block is at side
-                       else
-                       {
-                               //if(pr >= PRESERVE_WATER_VOLUME ? 2 : 1)
-                               if(pr >= 2)
-                                       pressure_causes_flow = true;
-                       }
-                       
-                       if(pressure_causes_flow)
-                       {
-                               active_nodes[p2] = 1;
+                               unspreadLight(bank, n2pos, current_light, light_sources);
+                               
+                               /*
+                                       Remove from light_sources if it is there
+                                       NOTE: This doesn't happen nearly at all
+                               */
+                               /*if(light_sources.find(n2pos))
+                               {
+                                       std::cout<<"Removed from light_sources"<<std::endl;
+                                       light_sources.remove(n2pos);
+                               }*/
                        }
-
-                       continue;
-               }
-
-               // Ignore non-liquid nodes
-               if(content_liquid(n.d) == false)
-                       continue;
-
-               int pr2 = pr;
-               // If block is at top, pressure there is lower
-               if(i == 0)
-               {
-                       if(pr2 > 0)
-                               pr2--;
                }
-               // If block is at bottom, pressure there is higher
-               else if(i == 5)
-               {
-                       if(pr2 < 255)
-                               pr2++;
+               else{
+                       light_sources.insert(n2pos, true);
                }
-
-               /*if(m_disable_water_climb)
-               {
-                       if(pr2 > 3)
-                               pr2 = 3;
-               }*/
-               
-               // Ignore if correct pressure is already set and is not on
-               // request_area.
-               // Thus, request_area can be used for updating as much
-               // pressure info in some area as possible to possibly
-               // make some calls to getWaterPressure unnecessary.
-               if(n.pressure == pr2 && request_area.contains(p2) == false)
-                       continue;
-
-               spreadWaterPressure(p2, pr2, request_area, active_nodes, recur_count);
        }
 }
 
-void VoxelManipulator::updateAreaWaterPressure(VoxelArea a,
-               core::map<v3s16, u8> &active_nodes,
-               bool checked3_is_clear)
-{
-       TimeTaker timer("updateAreaWaterPressure", &updateareawaterpressure_time);
+#if 1
+/*
+       Goes recursively through the neighbours of the node.
 
-       emerge(a, 3);
-       
-       bool checked2_clear = false;
-       
-       if(checked3_is_clear == false)
-       {
-               //clearFlag(VOXELFLAG_CHECKED3);
+       Alters only transparent nodes.
 
-               clearFlag(VOXELFLAG_CHECKED3 | VOXELFLAG_CHECKED2);
-               checked2_clear = true;
-       }
+       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 VoxelManipulator::unspreadLight(enum LightBank bank,
+               core::map<v3s16, u8> & from_nodes,
+               core::map<v3s16, bool> & light_sources)
+{
+       if(from_nodes.size() == 0)
+               return;
        
+       core::map<v3s16, u8>::Iterator j;
+       j = from_nodes.getIterator();
 
-       for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
-       for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
-       for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
+       for(; j.atEnd() == false; j++)
        {
-               v3s16 p(x,y,z);
-
-               u8 f = m_flags[m_area.index(p)];
-               // Ignore inexistent or checked nodes
-               if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED3))
-                       continue;
-               MapNode &n = m_data[m_area.index(p)];
-               // Ignore non-liquid nodes
-               if(content_liquid(n.d) == false)
-                       continue;
+               v3s16 pos = j.getNode()->getKey();
                
-               if(checked2_clear == false)
-               {
-                       clearFlag(VOXELFLAG_CHECKED2);
-                       checked2_clear = true;
-               }
+               //MapNode &n = m_data[m_area.index(pos)];
+               
+               u8 oldlight = j.getNode()->getValue();
 
-               checked2_clear = false;
+               unspreadLight(bank, pos, oldlight, light_sources);
+       }
+}
+#endif
 
-               s16 highest_y = -32768;
-               int recur_count = 0;
-               int pr = -1;
+#if 0
+/*
+       Goes recursively through the neighbours of the node.
 
-               try
-               {
-                       // 0-1ms @ recur_count <= 100
-                       //TimeTaker timer("getWaterPressure", g_irrlicht);
-                       pr = getWaterPressure(p, highest_y, recur_count);
-               }
-               catch(ProcessingLimitException &e)
-               {
-                       //dstream<<"getWaterPressure ProcessingLimitException"<<std::endl;
-               }
+       Alters only transparent nodes.
 
-               if(pr == -1)
-               {
-                       assert(highest_y != -32768);
-
-                       pr = highest_y - p.Y + 1;
-                       if(pr > 255)
-                               pr = 255;
-
-                       /*dstream<<"WARNING: Pressure at ("
-                                       <<p.X<<","<<p.Y<<","<<p.Z<<")"
-                                       <<" = "<<pr
-                                       //<<" and highest_y == -32768"
-                                       <<std::endl;
-                       assert(highest_y != -32768);
-                       continue;*/
-               }
-               
-               try
-               {
-                       // 0ms
-                       //TimeTaker timer("spreadWaterPressure", g_irrlicht);
-                       spreadWaterPressure(p, pr, a, active_nodes, 0);
-               }
-               catch(ProcessingLimitException &e)
-               {
-                       //dstream<<"getWaterPressure ProcessingLimitException"<<std::endl;
-               }
-       }
-}
+       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.
 
-bool VoxelManipulator::flowWater(v3s16 removed_pos,
-               core::map<v3s16, u8> &active_nodes,
-               int recursion_depth, bool debugprint,
-               u32 stoptime)
+       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 VoxelManipulator::unspreadLight(enum LightBank bank,
+               core::map<v3s16, u8> & from_nodes,
+               core::map<v3s16, bool> & light_sources)
 {
        v3s16 dirs[6] = {
-               v3s16(0,1,0), // top
-               v3s16(0,0,-1), // front
                v3s16(0,0,1), // back
-               v3s16(-1,0,0), // left
+               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
        };
-
-       recursion_depth++;
-
-       v3s16 p;
-       bool from_ocean = false;
-       
-       // Randomize horizontal order
-       static s32 cs = 0;
-       if(cs < 3)
-               cs++;
-       else
-               cs = 0;
-       s16 s1 = (cs & 1) ? 1 : -1;
-       s16 s2 = (cs & 2) ? 1 : -1;
-       //dstream<<"s1="<<s1<<", s2="<<s2<<std::endl;
-
-       {
-       TimeTaker timer1("flowWater pre", &flowwater_pre_time);
-       
-       // Load neighboring nodes
-       emerge(VoxelArea(removed_pos - v3s16(1,1,1), removed_pos + v3s16(1,1,1)), 4);
        
-       // Ignore incorrect removed_pos
-       {
-               u8 f = m_flags[m_area.index(removed_pos)];
-               // Ignore inexistent or checked node
-               if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED))
-                       return false;
-               MapNode &n = m_data[m_area.index(removed_pos)];
-               // Ignore nodes to which the water can't go
-               if(liquid_replaces_content(n.d) == false)
-                       return false;
-       }
+       if(from_nodes.size() == 0)
+               return;
        
-       s32 i;
-       for(i=0; i<6; i++)
-       {
-               // Don't raise water from bottom
-               if(m_disable_water_climb && i == 5)
-                       continue;
+       core::map<v3s16, u8> unlighted_nodes;
+       core::map<v3s16, u8>::Iterator j;
+       j = from_nodes.getIterator();
 
-               p = removed_pos + v3s16(s1*dirs[i].X, dirs[i].Y, s2*dirs[i].Z);
+       for(; j.atEnd() == false; j++)
+       {
+               v3s16 pos = j.getNode()->getKey();
+               
+               emerge(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));
 
-               u8 f = m_flags[m_area.index(p)];
-               // Inexistent or checked nodes can't move
-               if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED))
-                       continue;
-               MapNode &n = m_data[m_area.index(p)];
-               // Only liquid nodes can move
-               if(content_liquid(n.d) == false)
-                       continue;
-               // If block is at top, select it always
-               if(i == 0)
-               {
-                       break;
-               }
-               // If block is at bottom, select it if it has enough pressure
-               if(i == 5)
-               {
-                       //if(n.pressure >= PRESERVE_WATER_VOLUME ? 3 : 2)
-                       if(n.pressure >= 3)
-                               break;
-                       continue;
-               }
-               // Else block is at some side. Select it if it has enough pressure
-               //if(n.pressure >= PRESERVE_WATER_VOLUME ? 2 : 1)
-               if(n.pressure >= 2)
+               //MapNode &n = m_data[m_area.index(pos)];
+               
+               u8 oldlight = j.getNode()->getValue();
+               
+               // Loop through 6 neighbors
+               for(u16 i=0; i<6; i++)
                {
-                       break;
+                       // Get the position of the neighbor node
+                       v3s16 n2pos = pos + dirs[i];
+                       
+                       u32 n2i = m_area.index(n2pos);
+
+                       if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
+                               continue;
+
+                       MapNode &n2 = m_data[n2i];
+                       
+                       /*
+                               If the neighbor is dimmer than what was specified
+                               as oldlight (the light of the previous node)
+                       */
+                       if(n2.getLight(bank) < oldlight)
+                       {
+                               /*
+                                       And the neighbor is transparent and it has some light
+                               */
+                               if(n2.light_propagates() && n2.getLight(bank) != 0)
+                               {
+                                       /*
+                                               Set light to 0 and add to queue
+                                       */
+
+                                       u8 current_light = n2.getLight(bank);
+                                       n2.setLight(bank, 0);
+
+                                       unlighted_nodes.insert(n2pos, current_light);
+                                       
+                                       /*
+                                               Remove from light_sources if it is there
+                                               NOTE: This doesn't happen nearly at all
+                                       */
+                                       /*if(light_sources.find(n2pos))
+                                       {
+                                               std::cout<<"Removed from light_sources"<<std::endl;
+                                               light_sources.remove(n2pos);
+                                       }*/
+                               }
+                       }
+                       else{
+                               light_sources.insert(n2pos, true);
+                       }
                }
        }
 
-       // If there is nothing to move, return
-       if(i==6)
-               return false;
-
-       /*
-               Move water and bubble
-       */
+       /*dstream<<"unspreadLight(): Changed block "
+                       <<blockchangecount<<" times"
+                       <<" for "<<from_nodes.size()<<" nodes"
+                       <<std::endl;*/
+       
+       if(unlighted_nodes.size() > 0)
+               unspreadLight(bank, unlighted_nodes, light_sources);
+}
+#endif
 
-       u8 m = m_data[m_area.index(p)].d;
-       u8 f = m_flags[m_area.index(p)];
+void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p)
+{
+       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(m == CONTENT_OCEAN)
-               from_ocean = true;
+       emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)));
 
-       // Move air bubble if not taking water from ocean
-       if(from_ocean == false)
-       {
-               m_data[m_area.index(p)].d = m_data[m_area.index(removed_pos)].d;
-               m_flags[m_area.index(p)] = m_flags[m_area.index(removed_pos)];
-       }
+       u32 i = m_area.index(p);
        
-       /*
-               This has to be done to copy the brightness of a light source
-               correctly. Otherwise unspreadLight will fuck up when water
-               has replaced a light source.
-       */
-       u8 light = m_data[m_area.index(removed_pos)].getLightBanksWithSource();
-
-       m_data[m_area.index(removed_pos)].d = m;
-       m_flags[m_area.index(removed_pos)] = f;
+       if(m_flags[i] & VOXELFLAG_INEXISTENT)
+               return;
 
-       m_data[m_area.index(removed_pos)].setLightBanks(light);
-       
-       // Mark removed_pos checked
-       m_flags[m_area.index(removed_pos)] |= VOXELFLAG_CHECKED;
+       MapNode &n = m_data[i];
 
-       // If block was dropped from surface, increase pressure
-       if(i == 0 && m_data[m_area.index(removed_pos)].pressure == 1)
-       {
-               m_data[m_area.index(removed_pos)].pressure = 2;
-       }
-       
-       /*
-       NOTE: This does not work as-is
-       if(m == CONTENT_OCEAN)
-       {
-               // If block was raised to surface, increase pressure of
-               // source node
-               if(i == 5 && m_data[m_area.index(p)].pressure == 1)
-               {
-                       m_data[m_area.index(p)].pressure = 2;
-               }
-       }*/
-       
-       /*if(debugprint)
-       {
-               dstream<<"VoxelManipulator::flowWater(): Moved bubble:"<<std::endl;
-               print(dstream, VOXELPRINT_WATERPRESSURE);
-       }*/
+       u8 oldlight = n.getLight(bank);
+       u8 newlight = diminish_light(oldlight);
 
-       // Update pressure
-       VoxelArea a;
-       a.addPoint(p - v3s16(1,1,1));
-       a.addPoint(p + v3s16(1,1,1));
-       a.addPoint(removed_pos - v3s16(1,1,1));
-       a.addPoint(removed_pos + v3s16(1,1,1));
-       updateAreaWaterPressure(a, active_nodes);
-       
-       /*if(debugprint)
+       // Loop through 6 neighbors
+       for(u16 i=0; i<6; i++)
        {
-               dstream<<"VoxelManipulator::flowWater(): Pressure updated:"<<std::endl;
-               print(dstream, VOXELPRINT_WATERPRESSURE);
-               //std::cin.get();
-       }*/
+               // Get the position of the neighbor node
+               v3s16 n2pos = p + dirs[i];
+               
+               u32 n2i = m_area.index(n2pos);
 
-       if(debugprint)
-       {
-               dstream<<"VoxelManipulator::flowWater(): step done:"<<std::endl;
-               print(dstream, VOXELPRINT_WATERPRESSURE);
-               //std::cin.get();
-       }
-       
-       }//timer1
-       
-       //if(PRESERVE_WATER_VOLUME)
-       if(from_ocean == false)
-       {
-               // Flow water to the newly created empty position
-               /*flowWater(p, active_nodes, recursion_depth,
-                               debugprint, counter, counterlimit);*/
-               flowWater(p, active_nodes, recursion_depth,
-                               debugprint, stoptime);
-       }
-       
-       if(stoptime != 0)
-       {
-               u32 timenow = getTimeMs();
-               // Well, it is a bit hard to guess because we don't know the
-               // start time...
-               bool overflow = timenow < stoptime - 100000;
-               if(timenow >= stoptime || overflow)
-               {
-                       dstream<<"flowWater: stoptime reached"<<std::endl;
-                       throw ProcessingLimitException("flowWater stoptime reached");
-               }
-       }
-       
-find_again:
-       
-       // Try flowing water to empty positions around removed_pos.
-       // They are checked in reverse order compared to the previous loop.
-       for(s32 i=5; i>=0; i--)
-       {
-               // Don't try to flow to top
-               if(m_disable_water_climb && i == 0)
+               if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
                        continue;
 
-               //v3s16 p = removed_pos + dirs[i];
-               p = removed_pos + v3s16(s1*dirs[i].X, dirs[i].Y, s2*dirs[i].Z);
-
-               u8 f = m_flags[m_area.index(p)];
-               // Water can't move to inexistent nodes
-               if(f & VOXELFLAG_INEXISTENT)
-                       continue;
-               MapNode &n = m_data[m_area.index(p)];
-               // Water can only move to air
-               if(liquid_replaces_content(n.d) == false)
-                       continue;
-                       
-               // Flow water to node
-               bool moved =
-               flowWater(p, active_nodes, recursion_depth,
-                               debugprint, stoptime);
-               /*flowWater(p, active_nodes, recursion_depth,
-                               debugprint, counter, counterlimit);*/
+               MapNode &n2 = m_data[n2i];
                
-               if(moved)
+               /*
+                       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) > undiminish_light(oldlight))
+               {
+                       spreadLight(bank, n2pos);
+               }
+               /*
+                       If the neighbor is dimmer than how much light this node
+                       would spread on it, add to list
+               */
+               if(n2.getLight(bank) < newlight)
                {
-                       // Search again from all neighbors
-                       goto find_again;
+                       if(n2.light_propagates())
+                       {
+                               n2.setLight(bank, newlight);
+                               spreadLight(bank, n2pos);
+                       }
                }
        }
-
-       return true;
 }
 
-void VoxelManipulator::flowWater(
-               core::map<v3s16, u8> &active_nodes,
-               int recursion_depth, bool debugprint,
-               u32 timelimit)
+#if 0
+/*
+       Lights neighbors of from_nodes, collects all them and then
+       goes on recursively.
+
+       NOTE: This is faster on small areas but will overflow the
+             stack on large areas. Thus it is not used.
+*/
+void VoxelManipulator::spreadLight(enum LightBank bank,
+               core::map<v3s16, bool> & from_nodes)
 {
-       addarea_time = 0;
-       emerge_time = 0;
-       emerge_load_time = 0;
-       clearflag_time = 0;
-       updateareawaterpressure_time = 0;
-       flowwater_pre_time = 0;
-
-       if(active_nodes.size() == 0)
-       {
-               dstream<<"flowWater: no active nodes"<<std::endl;
+       if(from_nodes.size() == 0)
                return;
-       }
-
-       //TimeTaker timer1("flowWater (active_nodes)", g_irrlicht);
+       
+       core::map<v3s16, bool> lighted_nodes;
+       core::map<v3s16, bool>::Iterator j;
+       j = from_nodes.getIterator();
 
-       //dstream<<"active_nodes.size() = "<<active_nodes.size()<<std::endl;
+       for(; j.atEnd() == false; j++)
+       {
+               v3s16 pos = j.getNode()->getKey();
 
+               spreadLight(bank, pos);
+       }
+}
+#endif
 
-       u32 stoptime = 0;
-       stoptime = getTimeMs() + timelimit;
+#if 1
+/*
+       Lights neighbors of from_nodes, collects all them and then
+       goes on recursively.
+*/
+void VoxelManipulator::spreadLight(enum LightBank bank,
+               core::map<v3s16, bool> & from_nodes)
+{
+       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
+       };
 
-       // Count of handled active nodes
-       u32 handled_count = 0;
+       if(from_nodes.size() == 0)
+               return;
+       
+       core::map<v3s16, bool> lighted_nodes;
+       core::map<v3s16, bool>::Iterator j;
+       j = from_nodes.getIterator();
 
-       try
+       for(; j.atEnd() == false; j++)
        {
+               v3s16 pos = j.getNode()->getKey();
 
-       /*
-               Take random one at first
-
-               This is randomized only at the first time so that all
-               subsequent nodes will be taken at roughly the same position
-       */
-       s32 k = 0;
-       if(active_nodes.size() != 0)
-               k = (s32)rand() % (s32)active_nodes.size();
+               emerge(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));
 
-       // Flow water to active nodes
-       for(;;)
-       //for(s32 h=0; h<1; h++)
-       {
-               if(active_nodes.size() == 0)
-                       break;
-
-               handled_count++;
-               
-               // Clear check flags
-               clearFlag(VOXELFLAG_CHECKED);
+               u32 i = m_area.index(pos);
                
-               //dstream<<"Selecting a new active_node"<<std::endl;
+               if(m_flags[i] & VOXELFLAG_INEXISTENT)
+                       continue;
 
-#if 0
-               // Take first one
-               core::map<v3s16, u8>::Node
-                               *n = active_nodes.getIterator().getNode();
-#endif
+               MapNode &n = m_data[i];
 
-#if 1
-               
-               core::map<v3s16, u8>::Iterator
-                               i = active_nodes.getIterator().getNode();
-               for(s32 j=0; j<k; j++)
+               u8 oldlight = n.getLight(bank);
+               u8 newlight = diminish_light(oldlight);
+
+               // Loop through 6 neighbors
+               for(u16 i=0; i<6; i++)
                {
-                       i++;
-               }
-               core::map<v3s16, u8>::Node *n = i.getNode();
+                       // Get the position of the neighbor node
+                       v3s16 n2pos = pos + dirs[i];
+                       
+                       try
+                       {
+                               u32 n2i = m_area.index(n2pos);
 
-               // Decrement index if less than 0.
-               // This keeps us in existing indices always.
-               if(k > 0)
-                       k--;
-#endif
+                               if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
+                                       continue;
 
-               v3s16 p = n->getKey();
-               active_nodes.remove(p);
-               flowWater(p, active_nodes, recursion_depth,
-                               debugprint, stoptime);
+                               MapNode &n2 = m_data[n2i];
+                               
+                               /*
+                                       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) > undiminish_light(oldlight))
+                               {
+                                       lighted_nodes.insert(n2pos, true);
+                               }
+                               /*
+                                       If the neighbor is dimmer than how much light this node
+                                       would spread on it, add to list
+                               */
+                               if(n2.getLight(bank) < newlight)
+                               {
+                                       if(n2.light_propagates())
+                                       {
+                                               n2.setLight(bank, newlight);
+                                               lighted_nodes.insert(n2pos, true);
+                                       }
+                               }
+                       }
+                       catch(InvalidPositionException &e)
+                       {
+                               continue;
+                       }
+               }
        }
 
-       }
-       catch(ProcessingLimitException &e)
-       {
-               //dstream<<"getWaterPressure ProcessingLimitException"<<std::endl;
-       }
-       
-       /*v3s16 e = m_area.getExtent();
-       s32 v = m_area.getVolume();
-       dstream<<"flowWater (active): "
-                       <<"area ended up as "
-                       <<e.X<<"x"<<e.Y<<"x"<<e.Z<<" = "<<v
-                       <<", handled a_node count: "<<handled_count
-                       <<", active_nodes.size() = "<<active_nodes.size()
-                       <<std::endl;
-       dstream<<"addarea_time: "<<addarea_time
-                       <<", emerge_time: "<<emerge_time
-                       <<", emerge_load_time: "<<emerge_load_time
-                       <<", clearflag_time: "<<clearflag_time
-                       <<", flowwater_pre_time: "<<flowwater_pre_time
-                       <<", updateareawaterpressure_time: "<<updateareawaterpressure_time
+       /*dstream<<"spreadLight(): Changed block "
+                       <<blockchangecount<<" times"
+                       <<" for "<<from_nodes.size()<<" nodes"
                        <<std::endl;*/
+       
+       if(lighted_nodes.size() > 0)
+               spreadLight(bank, lighted_nodes);
 }
-
+#endif
 
 //END