Added a check that avoids server crash (unhandled exception) when map generation...
[oweals/minetest.git] / src / map.cpp
1 /*
2 Minetest-c55
3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "map.h"
21 #include "main.h"
22 #include "jmutexautolock.h"
23 #include "client.h"
24 #include "filesys.h"
25 #include "utility.h"
26 #include "voxel.h"
27 #include "porting.h"
28 #include "mineral.h"
29 #include "noise.h"
30 #include "serverobject.h"
31
32 /*
33         Map
34 */
35
36 Map::Map(std::ostream &dout):
37         m_dout(dout),
38         m_sector_cache(NULL)
39 {
40         /*m_sector_mutex.Init();
41         assert(m_sector_mutex.IsInitialized());*/
42 }
43
44 Map::~Map()
45 {
46         /*
47                 Free all MapSectors
48         */
49         core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator();
50         for(; i.atEnd() == false; i++)
51         {
52                 MapSector *sector = i.getNode()->getValue();
53                 delete sector;
54         }
55 }
56
57 void Map::addEventReceiver(MapEventReceiver *event_receiver)
58 {
59         m_event_receivers.insert(event_receiver, false);
60 }
61
62 void Map::removeEventReceiver(MapEventReceiver *event_receiver)
63 {
64         if(m_event_receivers.find(event_receiver) == NULL)
65                 return;
66         m_event_receivers.remove(event_receiver);
67 }
68
69 void Map::dispatchEvent(MapEditEvent *event)
70 {
71         for(core::map<MapEventReceiver*, bool>::Iterator
72                         i = m_event_receivers.getIterator();
73                         i.atEnd()==false; i++)
74         {
75                 MapEventReceiver* event_receiver = i.getNode()->getKey();
76                 event_receiver->onMapEditEvent(event);
77         }
78 }
79
80 MapSector * Map::getSectorNoGenerateNoExNoLock(v2s16 p)
81 {
82         if(m_sector_cache != NULL && p == m_sector_cache_p){
83                 MapSector * sector = m_sector_cache;
84                 // Reset inactivity timer
85                 sector->usage_timer = 0.0;
86                 return sector;
87         }
88         
89         core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p);
90         
91         if(n == NULL)
92                 return NULL;
93         
94         MapSector *sector = n->getValue();
95         
96         // Cache the last result
97         m_sector_cache_p = p;
98         m_sector_cache = sector;
99
100         // Reset inactivity timer
101         sector->usage_timer = 0.0;
102         return sector;
103 }
104
105 MapSector * Map::getSectorNoGenerateNoEx(v2s16 p)
106 {
107         //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
108
109         return getSectorNoGenerateNoExNoLock(p);
110 }
111
112 MapSector * Map::getSectorNoGenerate(v2s16 p)
113 {
114         MapSector *sector = getSectorNoGenerateNoEx(p);
115         if(sector == NULL)
116                 throw InvalidPositionException();
117         
118         return sector;
119 }
120
121 MapBlock * Map::getBlockNoCreate(v3s16 p3d)
122 {       
123         v2s16 p2d(p3d.X, p3d.Z);
124         MapSector * sector = getSectorNoGenerate(p2d);
125
126         MapBlock *block = sector->getBlockNoCreate(p3d.Y);
127
128         return block;
129 }
130
131 MapBlock * Map::getBlockNoCreateNoEx(v3s16 p3d)
132 {
133         try
134         {
135                 v2s16 p2d(p3d.X, p3d.Z);
136                 MapSector * sector = getSectorNoGenerate(p2d);
137                 MapBlock *block = sector->getBlockNoCreate(p3d.Y);
138                 return block;
139         }
140         catch(InvalidPositionException &e)
141         {
142                 return NULL;
143         }
144 }
145
146 /*MapBlock * Map::getBlockCreate(v3s16 p3d)
147 {
148         v2s16 p2d(p3d.X, p3d.Z);
149         MapSector * sector = getSectorCreate(p2d);
150         assert(sector);
151         MapBlock *block = sector->getBlockNoCreate(p3d.Y);
152         if(block)
153                 return block;
154         block = sector->createBlankBlock(p3d.Y);
155         return block;
156 }*/
157
158 bool Map::isNodeUnderground(v3s16 p)
159 {
160         v3s16 blockpos = getNodeBlockPos(p);
161         try{
162                 MapBlock * block = getBlockNoCreate(blockpos);
163                 return block->getIsUnderground();
164         }
165         catch(InvalidPositionException &e)
166         {
167                 return false;
168         }
169 }
170
171 /*
172         Goes recursively through the neighbours of the node.
173
174         Alters only transparent nodes.
175
176         If the lighting of the neighbour is lower than the lighting of
177         the node was (before changing it to 0 at the step before), the
178         lighting of the neighbour is set to 0 and then the same stuff
179         repeats for the neighbour.
180
181         The ending nodes of the routine are stored in light_sources.
182         This is useful when a light is removed. In such case, this
183         routine can be called for the light node and then again for
184         light_sources to re-light the area without the removed light.
185
186         values of from_nodes are lighting values.
187 */
188 void Map::unspreadLight(enum LightBank bank,
189                 core::map<v3s16, u8> & from_nodes,
190                 core::map<v3s16, bool> & light_sources,
191                 core::map<v3s16, MapBlock*>  & modified_blocks)
192 {
193         v3s16 dirs[6] = {
194                 v3s16(0,0,1), // back
195                 v3s16(0,1,0), // top
196                 v3s16(1,0,0), // right
197                 v3s16(0,0,-1), // front
198                 v3s16(0,-1,0), // bottom
199                 v3s16(-1,0,0), // left
200         };
201         
202         if(from_nodes.size() == 0)
203                 return;
204         
205         u32 blockchangecount = 0;
206
207         core::map<v3s16, u8> unlighted_nodes;
208         core::map<v3s16, u8>::Iterator j;
209         j = from_nodes.getIterator();
210
211         /*
212                 Initialize block cache
213         */
214         v3s16 blockpos_last;
215         MapBlock *block = NULL;
216         // Cache this a bit, too
217         bool block_checked_in_modified = false;
218         
219         for(; j.atEnd() == false; j++)
220         {
221                 v3s16 pos = j.getNode()->getKey();
222                 v3s16 blockpos = getNodeBlockPos(pos);
223                 
224                 // Only fetch a new block if the block position has changed
225                 try{
226                         if(block == NULL || blockpos != blockpos_last){
227                                 block = getBlockNoCreate(blockpos);
228                                 blockpos_last = blockpos;
229
230                                 block_checked_in_modified = false;
231                                 blockchangecount++;
232                         }
233                 }
234                 catch(InvalidPositionException &e)
235                 {
236                         continue;
237                 }
238
239                 if(block->isDummy())
240                         continue;
241
242                 // Calculate relative position in block
243                 v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE;
244
245                 // Get node straight from the block
246                 MapNode n = block->getNode(relpos);
247                 
248                 u8 oldlight = j.getNode()->getValue();
249                 
250                 // Loop through 6 neighbors
251                 for(u16 i=0; i<6; i++)
252                 {
253                         // Get the position of the neighbor node
254                         v3s16 n2pos = pos + dirs[i];
255                         
256                         // Get the block where the node is located
257                         v3s16 blockpos = getNodeBlockPos(n2pos);
258
259                         try
260                         {
261                                 // Only fetch a new block if the block position has changed
262                                 try{
263                                         if(block == NULL || blockpos != blockpos_last){
264                                                 block = getBlockNoCreate(blockpos);
265                                                 blockpos_last = blockpos;
266
267                                                 block_checked_in_modified = false;
268                                                 blockchangecount++;
269                                         }
270                                 }
271                                 catch(InvalidPositionException &e)
272                                 {
273                                         continue;
274                                 }
275                                 
276                                 // Calculate relative position in block
277                                 v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE;
278                                 // Get node straight from the block
279                                 MapNode n2 = block->getNode(relpos);
280                                 
281                                 bool changed = false;
282
283                                 //TODO: Optimize output by optimizing light_sources?
284
285                                 /*
286                                         If the neighbor is dimmer than what was specified
287                                         as oldlight (the light of the previous node)
288                                 */
289                                 if(n2.getLight(bank) < oldlight)
290                                 {
291                                         /*
292                                                 And the neighbor is transparent and it has some light
293                                         */
294                                         if(n2.light_propagates() && n2.getLight(bank) != 0)
295                                         {
296                                                 /*
297                                                         Set light to 0 and add to queue
298                                                 */
299
300                                                 u8 current_light = n2.getLight(bank);
301                                                 n2.setLight(bank, 0);
302                                                 block->setNode(relpos, n2);
303
304                                                 unlighted_nodes.insert(n2pos, current_light);
305                                                 changed = true;
306
307                                                 /*
308                                                         Remove from light_sources if it is there
309                                                         NOTE: This doesn't happen nearly at all
310                                                 */
311                                                 /*if(light_sources.find(n2pos))
312                                                 {
313                                                         std::cout<<"Removed from light_sources"<<std::endl;
314                                                         light_sources.remove(n2pos);
315                                                 }*/
316                                         }
317                                         
318                                         /*// DEBUG
319                                         if(light_sources.find(n2pos) != NULL)
320                                                 light_sources.remove(n2pos);*/
321                                 }
322                                 else{
323                                         light_sources.insert(n2pos, true);
324                                 }
325
326                                 // Add to modified_blocks
327                                 if(changed == true && block_checked_in_modified == false)
328                                 {
329                                         // If the block is not found in modified_blocks, add.
330                                         if(modified_blocks.find(blockpos) == NULL)
331                                         {
332                                                 modified_blocks.insert(blockpos, block);
333                                         }
334                                         block_checked_in_modified = true;
335                                 }
336                         }
337                         catch(InvalidPositionException &e)
338                         {
339                                 continue;
340                         }
341                 }
342         }
343
344         /*dstream<<"unspreadLight(): Changed block "
345                         <<blockchangecount<<" times"
346                         <<" for "<<from_nodes.size()<<" nodes"
347                         <<std::endl;*/
348         
349         if(unlighted_nodes.size() > 0)
350                 unspreadLight(bank, unlighted_nodes, light_sources, modified_blocks);
351 }
352
353 /*
354         A single-node wrapper of the above
355 */
356 void Map::unLightNeighbors(enum LightBank bank,
357                 v3s16 pos, u8 lightwas,
358                 core::map<v3s16, bool> & light_sources,
359                 core::map<v3s16, MapBlock*>  & modified_blocks)
360 {
361         core::map<v3s16, u8> from_nodes;
362         from_nodes.insert(pos, lightwas);
363
364         unspreadLight(bank, from_nodes, light_sources, modified_blocks);
365 }
366
367 /*
368         Lights neighbors of from_nodes, collects all them and then
369         goes on recursively.
370 */
371 void Map::spreadLight(enum LightBank bank,
372                 core::map<v3s16, bool> & from_nodes,
373                 core::map<v3s16, MapBlock*> & modified_blocks)
374 {
375         const v3s16 dirs[6] = {
376                 v3s16(0,0,1), // back
377                 v3s16(0,1,0), // top
378                 v3s16(1,0,0), // right
379                 v3s16(0,0,-1), // front
380                 v3s16(0,-1,0), // bottom
381                 v3s16(-1,0,0), // left
382         };
383
384         if(from_nodes.size() == 0)
385                 return;
386         
387         u32 blockchangecount = 0;
388
389         core::map<v3s16, bool> lighted_nodes;
390         core::map<v3s16, bool>::Iterator j;
391         j = from_nodes.getIterator();
392
393         /*
394                 Initialize block cache
395         */
396         v3s16 blockpos_last;
397         MapBlock *block = NULL;
398         // Cache this a bit, too
399         bool block_checked_in_modified = false;
400         
401         for(; j.atEnd() == false; j++)
402         //for(; j != from_nodes.end(); j++)
403         {
404                 v3s16 pos = j.getNode()->getKey();
405                 //v3s16 pos = *j;
406                 //dstream<<"pos=("<<pos.X<<","<<pos.Y<<","<<pos.Z<<")"<<std::endl;
407                 v3s16 blockpos = getNodeBlockPos(pos);
408                 
409                 // Only fetch a new block if the block position has changed
410                 try{
411                         if(block == NULL || blockpos != blockpos_last){
412                                 block = getBlockNoCreate(blockpos);
413                                 blockpos_last = blockpos;
414
415                                 block_checked_in_modified = false;
416                                 blockchangecount++;
417                         }
418                 }
419                 catch(InvalidPositionException &e)
420                 {
421                         continue;
422                 }
423
424                 if(block->isDummy())
425                         continue;
426
427                 // Calculate relative position in block
428                 v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE;
429
430                 // Get node straight from the block
431                 MapNode n = block->getNode(relpos);
432
433                 u8 oldlight = n.getLight(bank);
434                 u8 newlight = diminish_light(oldlight);
435
436                 // Loop through 6 neighbors
437                 for(u16 i=0; i<6; i++){
438                         // Get the position of the neighbor node
439                         v3s16 n2pos = pos + dirs[i];
440                         
441                         // Get the block where the node is located
442                         v3s16 blockpos = getNodeBlockPos(n2pos);
443
444                         try
445                         {
446                                 // Only fetch a new block if the block position has changed
447                                 try{
448                                         if(block == NULL || blockpos != blockpos_last){
449                                                 block = getBlockNoCreate(blockpos);
450                                                 blockpos_last = blockpos;
451
452                                                 block_checked_in_modified = false;
453                                                 blockchangecount++;
454                                         }
455                                 }
456                                 catch(InvalidPositionException &e)
457                                 {
458                                         continue;
459                                 }
460                                 
461                                 // Calculate relative position in block
462                                 v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE;
463                                 // Get node straight from the block
464                                 MapNode n2 = block->getNode(relpos);
465                                 
466                                 bool changed = false;
467                                 /*
468                                         If the neighbor is brighter than the current node,
469                                         add to list (it will light up this node on its turn)
470                                 */
471                                 if(n2.getLight(bank) > undiminish_light(oldlight))
472                                 {
473                                         lighted_nodes.insert(n2pos, true);
474                                         //lighted_nodes.push_back(n2pos);
475                                         changed = true;
476                                 }
477                                 /*
478                                         If the neighbor is dimmer than how much light this node
479                                         would spread on it, add to list
480                                 */
481                                 if(n2.getLight(bank) < newlight)
482                                 {
483                                         if(n2.light_propagates())
484                                         {
485                                                 n2.setLight(bank, newlight);
486                                                 block->setNode(relpos, n2);
487                                                 lighted_nodes.insert(n2pos, true);
488                                                 //lighted_nodes.push_back(n2pos);
489                                                 changed = true;
490                                         }
491                                 }
492
493                                 // Add to modified_blocks
494                                 if(changed == true && block_checked_in_modified == false)
495                                 {
496                                         // If the block is not found in modified_blocks, add.
497                                         if(modified_blocks.find(blockpos) == NULL)
498                                         {
499                                                 modified_blocks.insert(blockpos, block);
500                                         }
501                                         block_checked_in_modified = true;
502                                 }
503                         }
504                         catch(InvalidPositionException &e)
505                         {
506                                 continue;
507                         }
508                 }
509         }
510
511         /*dstream<<"spreadLight(): Changed block "
512                         <<blockchangecount<<" times"
513                         <<" for "<<from_nodes.size()<<" nodes"
514                         <<std::endl;*/
515         
516         if(lighted_nodes.size() > 0)
517                 spreadLight(bank, lighted_nodes, modified_blocks);
518 }
519
520 /*
521         A single-node source variation of the above.
522 */
523 void Map::lightNeighbors(enum LightBank bank,
524                 v3s16 pos,
525                 core::map<v3s16, MapBlock*> & modified_blocks)
526 {
527         core::map<v3s16, bool> from_nodes;
528         from_nodes.insert(pos, true);
529         spreadLight(bank, from_nodes, modified_blocks);
530 }
531
532 v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
533 {
534         v3s16 dirs[6] = {
535                 v3s16(0,0,1), // back
536                 v3s16(0,1,0), // top
537                 v3s16(1,0,0), // right
538                 v3s16(0,0,-1), // front
539                 v3s16(0,-1,0), // bottom
540                 v3s16(-1,0,0), // left
541         };
542         
543         u8 brightest_light = 0;
544         v3s16 brightest_pos(0,0,0);
545         bool found_something = false;
546
547         // Loop through 6 neighbors
548         for(u16 i=0; i<6; i++){
549                 // Get the position of the neighbor node
550                 v3s16 n2pos = p + dirs[i];
551                 MapNode n2;
552                 try{
553                         n2 = getNode(n2pos);
554                 }
555                 catch(InvalidPositionException &e)
556                 {
557                         continue;
558                 }
559                 if(n2.getLight(bank) > brightest_light || found_something == false){
560                         brightest_light = n2.getLight(bank);
561                         brightest_pos = n2pos;
562                         found_something = true;
563                 }
564         }
565
566         if(found_something == false)
567                 throw InvalidPositionException();
568                 
569         return brightest_pos;
570 }
571
572 /*
573         Propagates sunlight down from a node.
574         Starting point gets sunlight.
575
576         Returns the lowest y value of where the sunlight went.
577
578         Mud is turned into grass in where the sunlight stops.
579 */
580 s16 Map::propagateSunlight(v3s16 start,
581                 core::map<v3s16, MapBlock*> & modified_blocks)
582 {
583         s16 y = start.Y;
584         for(; ; y--)
585         {
586                 v3s16 pos(start.X, y, start.Z);
587                 
588                 v3s16 blockpos = getNodeBlockPos(pos);
589                 MapBlock *block;
590                 try{
591                         block = getBlockNoCreate(blockpos);
592                 }
593                 catch(InvalidPositionException &e)
594                 {
595                         break;
596                 }
597
598                 v3s16 relpos = pos - blockpos*MAP_BLOCKSIZE;
599                 MapNode n = block->getNode(relpos);
600
601                 if(n.sunlight_propagates())
602                 {
603                         n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
604                         block->setNode(relpos, n);
605
606                         modified_blocks.insert(blockpos, block);
607                 }
608                 else
609                 {
610                         /*// Turn mud into grass
611                         if(n.d == CONTENT_MUD)
612                         {
613                                 n.d = CONTENT_GRASS;
614                                 block->setNode(relpos, n);
615                                 modified_blocks.insert(blockpos, block);
616                         }*/
617
618                         // Sunlight goes no further
619                         break;
620                 }
621         }
622         return y + 1;
623 }
624
625 void Map::updateLighting(enum LightBank bank,
626                 core::map<v3s16, MapBlock*> & a_blocks,
627                 core::map<v3s16, MapBlock*> & modified_blocks)
628 {
629         /*m_dout<<DTIME<<"Map::updateLighting(): "
630                         <<a_blocks.size()<<" blocks."<<std::endl;*/
631         
632         //TimeTaker timer("updateLighting");
633         
634         // For debugging
635         //bool debug=true;
636         //u32 count_was = modified_blocks.size();
637         
638         core::map<v3s16, MapBlock*> blocks_to_update;
639
640         core::map<v3s16, bool> light_sources;
641         
642         core::map<v3s16, u8> unlight_from;
643                 
644         core::map<v3s16, MapBlock*>::Iterator i;
645         i = a_blocks.getIterator();
646         for(; i.atEnd() == false; i++)
647         {
648                 MapBlock *block = i.getNode()->getValue();
649                 
650                 for(;;)
651                 {
652                         // Don't bother with dummy blocks.
653                         if(block->isDummy())
654                                 break;
655                 
656                         v3s16 pos = block->getPos();
657                         modified_blocks.insert(pos, block);
658
659                         blocks_to_update.insert(pos, block);
660
661                         /*
662                                 Clear all light from block
663                         */
664                         for(s16 z=0; z<MAP_BLOCKSIZE; z++)
665                         for(s16 x=0; x<MAP_BLOCKSIZE; x++)
666                         for(s16 y=0; y<MAP_BLOCKSIZE; y++)
667                         {
668                                 
669                                 try{
670                                         v3s16 p(x,y,z);
671                                         MapNode n = block->getNode(v3s16(x,y,z));
672                                         u8 oldlight = n.getLight(bank);
673                                         n.setLight(bank, 0);
674                                         block->setNode(v3s16(x,y,z), n);
675                                         
676                                         // Collect borders for unlighting
677                                         if(x==0 || x == MAP_BLOCKSIZE-1
678                                         || y==0 || y == MAP_BLOCKSIZE-1
679                                         || z==0 || z == MAP_BLOCKSIZE-1)
680                                         {
681                                                 v3s16 p_map = p + v3s16(
682                                                                 MAP_BLOCKSIZE*pos.X,
683                                                                 MAP_BLOCKSIZE*pos.Y,
684                                                                 MAP_BLOCKSIZE*pos.Z);
685                                                 unlight_from.insert(p_map, oldlight);
686                                         }
687                                 }
688                                 catch(InvalidPositionException &e)
689                                 {
690                                         /*
691                                                 This would happen when dealing with a
692                                                 dummy block.
693                                         */
694                                         //assert(0);
695                                         dstream<<"updateLighting(): InvalidPositionException"
696                                                         <<std::endl;
697                                 }
698                         }
699                         
700                         if(bank == LIGHTBANK_DAY)
701                         {
702                                 bool bottom_valid = block->propagateSunlight(light_sources);
703
704                                 // If bottom is valid, we're done.
705                                 if(bottom_valid)
706                                         break;
707                         }
708                         else if(bank == LIGHTBANK_NIGHT)
709                         {
710                                 // For night lighting, sunlight is not propagated
711                                 break;
712                         }
713                         else
714                         {
715                                 // Invalid lighting bank
716                                 assert(0);
717                         }
718                                 
719                         /*dstream<<"Bottom for sunlight-propagated block ("
720                                         <<pos.X<<","<<pos.Y<<","<<pos.Z<<") not valid"
721                                         <<std::endl;*/
722
723                         // Bottom sunlight is not valid; get the block and loop to it
724
725                         pos.Y--;
726                         try{
727                                 block = getBlockNoCreate(pos);
728                         }
729                         catch(InvalidPositionException &e)
730                         {
731                                 assert(0);
732                         }
733                         
734                 }
735         }
736
737 #if 0
738         {
739                 TimeTaker timer("unspreadLight");
740                 unspreadLight(bank, unlight_from, light_sources, modified_blocks);
741         }
742         
743         if(debug)
744         {
745                 u32 diff = modified_blocks.size() - count_was;
746                 count_was = modified_blocks.size();
747                 dstream<<"unspreadLight modified "<<diff<<std::endl;
748         }
749
750         {
751                 TimeTaker timer("spreadLight");
752                 spreadLight(bank, light_sources, modified_blocks);
753         }
754         
755         if(debug)
756         {
757                 u32 diff = modified_blocks.size() - count_was;
758                 count_was = modified_blocks.size();
759                 dstream<<"spreadLight modified "<<diff<<std::endl;
760         }
761 #endif
762         
763         {
764                 //MapVoxelManipulator vmanip(this);
765                 
766                 // Make a manual voxel manipulator and load all the blocks
767                 // that touch the requested blocks
768                 ManualMapVoxelManipulator vmanip(this);
769                 core::map<v3s16, MapBlock*>::Iterator i;
770                 i = blocks_to_update.getIterator();
771                 for(; i.atEnd() == false; i++)
772                 {
773                         MapBlock *block = i.getNode()->getValue();
774                         v3s16 p = block->getPos();
775                         
776                         // Add all surrounding blocks
777                         vmanip.initialEmerge(p - v3s16(1,1,1), p + v3s16(1,1,1));
778
779                         /*
780                                 Add all surrounding blocks that have up-to-date lighting
781                                 NOTE: This doesn't quite do the job (not everything
782                                       appropriate is lighted)
783                         */
784                         /*for(s16 z=-1; z<=1; z++)
785                         for(s16 y=-1; y<=1; y++)
786                         for(s16 x=-1; x<=1; x++)
787                         {
788                                 v3s16 p(x,y,z);
789                                 MapBlock *block = getBlockNoCreateNoEx(p);
790                                 if(block == NULL)
791                                         continue;
792                                 if(block->isDummy())
793                                         continue;
794                                 if(block->getLightingExpired())
795                                         continue;
796                                 vmanip.initialEmerge(p, p);
797                         }*/
798                         
799                         // Lighting of block will be updated completely
800                         block->setLightingExpired(false);
801                 }
802
803                 {
804                         //TimeTaker timer("unSpreadLight");
805                         vmanip.unspreadLight(bank, unlight_from, light_sources);
806                 }
807                 {
808                         //TimeTaker timer("spreadLight");
809                         vmanip.spreadLight(bank, light_sources);
810                 }
811                 {
812                         //TimeTaker timer("blitBack");
813                         vmanip.blitBack(modified_blocks);
814                 }
815                 /*dstream<<"emerge_time="<<emerge_time<<std::endl;
816                 emerge_time = 0;*/
817         }
818
819         //m_dout<<"Done ("<<getTimestamp()<<")"<<std::endl;
820 }
821
822 void Map::updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
823                 core::map<v3s16, MapBlock*> & modified_blocks)
824 {
825         updateLighting(LIGHTBANK_DAY, a_blocks, modified_blocks);
826         updateLighting(LIGHTBANK_NIGHT, a_blocks, modified_blocks);
827         
828         /*
829                 Update information about whether day and night light differ
830         */
831         for(core::map<v3s16, MapBlock*>::Iterator
832                         i = modified_blocks.getIterator();
833                         i.atEnd() == false; i++)
834         {
835                 MapBlock *block = i.getNode()->getValue();
836                 block->updateDayNightDiff();
837         }
838 }
839
840 /*
841 */
842 void Map::addNodeAndUpdate(v3s16 p, MapNode n,
843                 core::map<v3s16, MapBlock*> &modified_blocks)
844 {
845         /*PrintInfo(m_dout);
846         m_dout<<DTIME<<"Map::addNodeAndUpdate(): p=("
847                         <<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
848         
849         /*
850                 From this node to nodes underneath:
851                 If lighting is sunlight (1.0), unlight neighbours and
852                 set lighting to 0.
853                 Else discontinue.
854         */
855
856         v3s16 toppos = p + v3s16(0,1,0);
857         v3s16 bottompos = p + v3s16(0,-1,0);
858
859         bool node_under_sunlight = true;
860         core::map<v3s16, bool> light_sources;
861
862         /*
863                 If there is a node at top and it doesn't have sunlight,
864                 there has not been any sunlight going down.
865
866                 Otherwise there probably is.
867         */
868         try{
869                 MapNode topnode = getNode(toppos);
870
871                 if(topnode.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
872                         node_under_sunlight = false;
873         }
874         catch(InvalidPositionException &e)
875         {
876         }
877
878 #if 1
879         /*
880                 If the new node is solid and there is grass below, change it to mud
881         */
882         if(content_features(n.d).walkable == true)
883         {
884                 try{
885                         MapNode bottomnode = getNode(bottompos);
886                         
887                         if(bottomnode.d == CONTENT_GRASS
888                                         || bottomnode.d == CONTENT_GRASS_FOOTSTEPS)
889                         {
890                                 bottomnode.d = CONTENT_MUD;
891                                 setNode(bottompos, bottomnode);
892                         }
893                 }
894                 catch(InvalidPositionException &e)
895                 {
896                 }
897         }
898 #endif
899
900 #if 0
901         /*
902                 If the new node is mud and it is under sunlight, change it
903                 to grass
904         */
905         if(n.d == CONTENT_MUD && node_under_sunlight)
906         {
907                 n.d = CONTENT_GRASS;
908         }
909 #endif
910
911         /*
912                 Remove all light that has come out of this node
913         */
914
915         enum LightBank banks[] =
916         {
917                 LIGHTBANK_DAY,
918                 LIGHTBANK_NIGHT
919         };
920         for(s32 i=0; i<2; i++)
921         {
922                 enum LightBank bank = banks[i];
923
924                 u8 lightwas = getNode(p).getLight(bank);
925
926                 // Add the block of the added node to modified_blocks
927                 v3s16 blockpos = getNodeBlockPos(p);
928                 MapBlock * block = getBlockNoCreate(blockpos);
929                 assert(block != NULL);
930                 modified_blocks.insert(blockpos, block);
931                 
932                 assert(isValidPosition(p));
933                         
934                 // Unlight neighbours of node.
935                 // This means setting light of all consequent dimmer nodes
936                 // to 0.
937                 // This also collects the nodes at the border which will spread
938                 // light again into this.
939                 unLightNeighbors(bank, p, lightwas, light_sources, modified_blocks);
940
941                 n.setLight(bank, 0);
942         }
943
944         /*
945                 If node lets sunlight through and is under sunlight, it has
946                 sunlight too.
947         */
948         if(node_under_sunlight && content_features(n.d).sunlight_propagates)
949         {
950                 n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
951         }
952         
953         /*
954                 Set the node on the map
955         */
956         
957         setNode(p, n);
958
959         /*
960                 Add intial metadata
961         */
962
963         NodeMetadata *meta_proto = content_features(n.d).initial_metadata;
964         if(meta_proto)
965         {
966                 NodeMetadata *meta = meta_proto->clone();
967                 setNodeMetadata(p, meta);
968         }
969         
970         /*
971                 If node is under sunlight and doesn't let sunlight through,
972                 take all sunlighted nodes under it and clear light from them
973                 and from where the light has been spread.
974                 TODO: This could be optimized by mass-unlighting instead
975                       of looping
976         */
977         if(node_under_sunlight && !content_features(n.d).sunlight_propagates)
978         {
979                 s16 y = p.Y - 1;
980                 for(;; y--){
981                         //m_dout<<DTIME<<"y="<<y<<std::endl;
982                         v3s16 n2pos(p.X, y, p.Z);
983                         
984                         MapNode n2;
985                         try{
986                                 n2 = getNode(n2pos);
987                         }
988                         catch(InvalidPositionException &e)
989                         {
990                                 break;
991                         }
992
993                         if(n2.getLight(LIGHTBANK_DAY) == LIGHT_SUN)
994                         {
995                                 unLightNeighbors(LIGHTBANK_DAY,
996                                                 n2pos, n2.getLight(LIGHTBANK_DAY),
997                                                 light_sources, modified_blocks);
998                                 n2.setLight(LIGHTBANK_DAY, 0);
999                                 setNode(n2pos, n2);
1000                         }
1001                         else
1002                                 break;
1003                 }
1004         }
1005
1006         for(s32 i=0; i<2; i++)
1007         {
1008                 enum LightBank bank = banks[i];
1009                 
1010                 /*
1011                         Spread light from all nodes that might be capable of doing so
1012                 */
1013                 spreadLight(bank, light_sources, modified_blocks);
1014         }
1015
1016         /*
1017                 Update information about whether day and night light differ
1018         */
1019         for(core::map<v3s16, MapBlock*>::Iterator
1020                         i = modified_blocks.getIterator();
1021                         i.atEnd() == false; i++)
1022         {
1023                 MapBlock *block = i.getNode()->getValue();
1024                 block->updateDayNightDiff();
1025         }
1026
1027         /*
1028                 Add neighboring liquid nodes and the node itself if it is
1029                 liquid (=water node was added) to transform queue.
1030         */
1031         v3s16 dirs[7] = {
1032                 v3s16(0,0,0), // self
1033                 v3s16(0,0,1), // back
1034                 v3s16(0,1,0), // top
1035                 v3s16(1,0,0), // right
1036                 v3s16(0,0,-1), // front
1037                 v3s16(0,-1,0), // bottom
1038                 v3s16(-1,0,0), // left
1039         };
1040         for(u16 i=0; i<7; i++)
1041         {
1042                 try
1043                 {
1044
1045                 v3s16 p2 = p + dirs[i];
1046                 
1047                 MapNode n2 = getNode(p2);
1048                 if(content_liquid(n2.d))
1049                 {
1050                         m_transforming_liquid.push_back(p2);
1051                 }
1052                 
1053                 }catch(InvalidPositionException &e)
1054                 {
1055                 }
1056         }
1057 }
1058
1059 /*
1060 */
1061 void Map::removeNodeAndUpdate(v3s16 p,
1062                 core::map<v3s16, MapBlock*> &modified_blocks)
1063 {
1064         /*PrintInfo(m_dout);
1065         m_dout<<DTIME<<"Map::removeNodeAndUpdate(): p=("
1066                         <<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
1067         
1068         bool node_under_sunlight = true;
1069         
1070         v3s16 toppos = p + v3s16(0,1,0);
1071
1072         // Node will be replaced with this
1073         u8 replace_material = CONTENT_AIR;
1074         
1075         /*
1076                 If there is a node at top and it doesn't have sunlight,
1077                 there will be no sunlight going down.
1078         */
1079         try{
1080                 MapNode topnode = getNode(toppos);
1081
1082                 if(topnode.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
1083                         node_under_sunlight = false;
1084         }
1085         catch(InvalidPositionException &e)
1086         {
1087         }
1088
1089         core::map<v3s16, bool> light_sources;
1090
1091         enum LightBank banks[] =
1092         {
1093                 LIGHTBANK_DAY,
1094                 LIGHTBANK_NIGHT
1095         };
1096         for(s32 i=0; i<2; i++)
1097         {
1098                 enum LightBank bank = banks[i];
1099         
1100                 /*
1101                         Unlight neighbors (in case the node is a light source)
1102                 */
1103                 unLightNeighbors(bank, p,
1104                                 getNode(p).getLight(bank),
1105                                 light_sources, modified_blocks);
1106         }
1107
1108         /*
1109                 Remove node metadata
1110         */
1111
1112         removeNodeMetadata(p);
1113
1114         /*
1115                 Remove the node.
1116                 This also clears the lighting.
1117         */
1118
1119         MapNode n;
1120         n.d = replace_material;
1121         setNode(p, n);
1122         
1123         for(s32 i=0; i<2; i++)
1124         {
1125                 enum LightBank bank = banks[i];
1126         
1127                 /*
1128                         Recalculate lighting
1129                 */
1130                 spreadLight(bank, light_sources, modified_blocks);
1131         }
1132
1133         // Add the block of the removed node to modified_blocks
1134         v3s16 blockpos = getNodeBlockPos(p);
1135         MapBlock * block = getBlockNoCreate(blockpos);
1136         assert(block != NULL);
1137         modified_blocks.insert(blockpos, block);
1138
1139         /*
1140                 If the removed node was under sunlight, propagate the
1141                 sunlight down from it and then light all neighbors
1142                 of the propagated blocks.
1143         */
1144         if(node_under_sunlight)
1145         {
1146                 s16 ybottom = propagateSunlight(p, modified_blocks);
1147                 /*m_dout<<DTIME<<"Node was under sunlight. "
1148                                 "Propagating sunlight";
1149                 m_dout<<DTIME<<" -> ybottom="<<ybottom<<std::endl;*/
1150                 s16 y = p.Y;
1151                 for(; y >= ybottom; y--)
1152                 {
1153                         v3s16 p2(p.X, y, p.Z);
1154                         /*m_dout<<DTIME<<"lighting neighbors of node ("
1155                                         <<p2.X<<","<<p2.Y<<","<<p2.Z<<")"
1156                                         <<std::endl;*/
1157                         lightNeighbors(LIGHTBANK_DAY, p2, modified_blocks);
1158                 }
1159         }
1160         else
1161         {
1162                 // Set the lighting of this node to 0
1163                 // TODO: Is this needed? Lighting is cleared up there already.
1164                 try{
1165                         MapNode n = getNode(p);
1166                         n.setLight(LIGHTBANK_DAY, 0);
1167                         setNode(p, n);
1168                 }
1169                 catch(InvalidPositionException &e)
1170                 {
1171                         assert(0);
1172                 }
1173         }
1174
1175         for(s32 i=0; i<2; i++)
1176         {
1177                 enum LightBank bank = banks[i];
1178         
1179                 // Get the brightest neighbour node and propagate light from it
1180                 v3s16 n2p = getBrightestNeighbour(bank, p);
1181                 try{
1182                         MapNode n2 = getNode(n2p);
1183                         lightNeighbors(bank, n2p, modified_blocks);
1184                 }
1185                 catch(InvalidPositionException &e)
1186                 {
1187                 }
1188         }
1189
1190         /*
1191                 Update information about whether day and night light differ
1192         */
1193         for(core::map<v3s16, MapBlock*>::Iterator
1194                         i = modified_blocks.getIterator();
1195                         i.atEnd() == false; i++)
1196         {
1197                 MapBlock *block = i.getNode()->getValue();
1198                 block->updateDayNightDiff();
1199         }
1200
1201         /*
1202                 Add neighboring liquid nodes to transform queue.
1203         */
1204         v3s16 dirs[6] = {
1205                 v3s16(0,0,1), // back
1206                 v3s16(0,1,0), // top
1207                 v3s16(1,0,0), // right
1208                 v3s16(0,0,-1), // front
1209                 v3s16(0,-1,0), // bottom
1210                 v3s16(-1,0,0), // left
1211         };
1212         for(u16 i=0; i<6; i++)
1213         {
1214                 try
1215                 {
1216
1217                 v3s16 p2 = p + dirs[i];
1218                 
1219                 MapNode n2 = getNode(p2);
1220                 if(content_liquid(n2.d))
1221                 {
1222                         m_transforming_liquid.push_back(p2);
1223                 }
1224                 
1225                 }catch(InvalidPositionException &e)
1226                 {
1227                 }
1228         }
1229 }
1230
1231 bool Map::addNodeWithEvent(v3s16 p, MapNode n)
1232 {
1233         MapEditEvent event;
1234         event.type = MEET_ADDNODE;
1235         event.p = p;
1236         event.n = n;
1237
1238         bool succeeded = true;
1239         try{
1240                 core::map<v3s16, MapBlock*> modified_blocks;
1241                 addNodeAndUpdate(p, n, modified_blocks);
1242
1243                 // Copy modified_blocks to event
1244                 for(core::map<v3s16, MapBlock*>::Iterator
1245                                 i = modified_blocks.getIterator();
1246                                 i.atEnd()==false; i++)
1247                 {
1248                         event.modified_blocks.insert(i.getNode()->getKey(), false);
1249                 }
1250         }
1251         catch(InvalidPositionException &e){
1252                 succeeded = false;
1253         }
1254
1255         dispatchEvent(&event);
1256
1257         return succeeded;
1258 }
1259
1260 bool Map::removeNodeWithEvent(v3s16 p)
1261 {
1262         MapEditEvent event;
1263         event.type = MEET_REMOVENODE;
1264         event.p = p;
1265
1266         bool succeeded = true;
1267         try{
1268                 core::map<v3s16, MapBlock*> modified_blocks;
1269                 removeNodeAndUpdate(p, modified_blocks);
1270
1271                 // Copy modified_blocks to event
1272                 for(core::map<v3s16, MapBlock*>::Iterator
1273                                 i = modified_blocks.getIterator();
1274                                 i.atEnd()==false; i++)
1275                 {
1276                         event.modified_blocks.insert(i.getNode()->getKey(), false);
1277                 }
1278         }
1279         catch(InvalidPositionException &e){
1280                 succeeded = false;
1281         }
1282
1283         dispatchEvent(&event);
1284
1285         return succeeded;
1286 }
1287
1288 bool Map::dayNightDiffed(v3s16 blockpos)
1289 {
1290         try{
1291                 v3s16 p = blockpos + v3s16(0,0,0);
1292                 MapBlock *b = getBlockNoCreate(p);
1293                 if(b->dayNightDiffed())
1294                         return true;
1295         }
1296         catch(InvalidPositionException &e){}
1297         // Leading edges
1298         try{
1299                 v3s16 p = blockpos + v3s16(-1,0,0);
1300                 MapBlock *b = getBlockNoCreate(p);
1301                 if(b->dayNightDiffed())
1302                         return true;
1303         }
1304         catch(InvalidPositionException &e){}
1305         try{
1306                 v3s16 p = blockpos + v3s16(0,-1,0);
1307                 MapBlock *b = getBlockNoCreate(p);
1308                 if(b->dayNightDiffed())
1309                         return true;
1310         }
1311         catch(InvalidPositionException &e){}
1312         try{
1313                 v3s16 p = blockpos + v3s16(0,0,-1);
1314                 MapBlock *b = getBlockNoCreate(p);
1315                 if(b->dayNightDiffed())
1316                         return true;
1317         }
1318         catch(InvalidPositionException &e){}
1319         // Trailing edges
1320         try{
1321                 v3s16 p = blockpos + v3s16(1,0,0);
1322                 MapBlock *b = getBlockNoCreate(p);
1323                 if(b->dayNightDiffed())
1324                         return true;
1325         }
1326         catch(InvalidPositionException &e){}
1327         try{
1328                 v3s16 p = blockpos + v3s16(0,1,0);
1329                 MapBlock *b = getBlockNoCreate(p);
1330                 if(b->dayNightDiffed())
1331                         return true;
1332         }
1333         catch(InvalidPositionException &e){}
1334         try{
1335                 v3s16 p = blockpos + v3s16(0,0,1);
1336                 MapBlock *b = getBlockNoCreate(p);
1337                 if(b->dayNightDiffed())
1338                         return true;
1339         }
1340         catch(InvalidPositionException &e){}
1341
1342         return false;
1343 }
1344
1345 /*
1346         Updates usage timers
1347 */
1348 void Map::timerUpdate(float dtime)
1349 {
1350         //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
1351
1352         core::map<v2s16, MapSector*>::Iterator si;
1353
1354         si = m_sectors.getIterator();
1355         for(; si.atEnd() == false; si++)
1356         {
1357                 MapSector *sector = si.getNode()->getValue();
1358                 sector->usage_timer += dtime;
1359         }
1360 }
1361
1362 void Map::deleteSectors(core::list<v2s16> &list, bool only_blocks)
1363 {
1364         /*
1365                 Wait for caches to be removed before continuing.
1366                 
1367                 This disables the existence of caches while locked
1368         */
1369         //SharedPtr<JMutexAutoLock> cachelock(m_blockcachelock.waitCaches());
1370
1371         core::list<v2s16>::Iterator j;
1372         for(j=list.begin(); j!=list.end(); j++)
1373         {
1374                 MapSector *sector = m_sectors[*j];
1375                 if(only_blocks)
1376                 {
1377                         sector->deleteBlocks();
1378                 }
1379                 else
1380                 {
1381                         /*
1382                                 If sector is in sector cache, remove it from there
1383                         */
1384                         if(m_sector_cache == sector)
1385                         {
1386                                 m_sector_cache = NULL;
1387                         }
1388                         /*
1389                                 Remove from map and delete
1390                         */
1391                         m_sectors.remove(*j);
1392                         delete sector;
1393                 }
1394         }
1395 }
1396
1397 u32 Map::deleteUnusedSectors(float timeout, bool only_blocks,
1398                 core::list<v3s16> *deleted_blocks)
1399 {
1400         //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
1401
1402         core::list<v2s16> sector_deletion_queue;
1403         core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator();
1404         for(; i.atEnd() == false; i++)
1405         {
1406                 MapSector *sector = i.getNode()->getValue();
1407                 /*
1408                         Delete sector from memory if it hasn't been used in a long time
1409                 */
1410                 if(sector->usage_timer > timeout)
1411                 {
1412                         sector_deletion_queue.push_back(i.getNode()->getKey());
1413                         
1414                         if(deleted_blocks != NULL)
1415                         {
1416                                 // Collect positions of blocks of sector
1417                                 MapSector *sector = i.getNode()->getValue();
1418                                 core::list<MapBlock*> blocks;
1419                                 sector->getBlocks(blocks);
1420                                 for(core::list<MapBlock*>::Iterator i = blocks.begin();
1421                                                 i != blocks.end(); i++)
1422                                 {
1423                                         deleted_blocks->push_back((*i)->getPos());
1424                                 }
1425                         }
1426                 }
1427         }
1428         deleteSectors(sector_deletion_queue, only_blocks);
1429         return sector_deletion_queue.getSize();
1430 }
1431
1432 void Map::PrintInfo(std::ostream &out)
1433 {
1434         out<<"Map: ";
1435 }
1436
1437 #define WATER_DROP_BOOST 4
1438
1439 void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
1440 {
1441         DSTACK(__FUNCTION_NAME);
1442         //TimeTaker timer("transformLiquids()");
1443
1444         u32 loopcount = 0;
1445         u32 initial_size = m_transforming_liquid.size();
1446         
1447         /*if(initial_size != 0)
1448                 dstream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;*/
1449
1450         while(m_transforming_liquid.size() != 0)
1451         {
1452                 /*
1453                         Get a queued transforming liquid node
1454                 */
1455                 v3s16 p0 = m_transforming_liquid.pop_front();
1456
1457                 MapNode n0 = getNode(p0);
1458                 
1459                 // Don't deal with non-liquids
1460                 if(content_liquid(n0.d) == false)
1461                         continue;
1462
1463                 bool is_source = !content_flowing_liquid(n0.d);
1464                 
1465                 u8 liquid_level = 8;
1466                 if(is_source == false)
1467                         liquid_level = n0.param2 & 0x0f;
1468                 
1469                 // Turn possible source into non-source
1470                 u8 nonsource_c = make_liquid_flowing(n0.d);
1471
1472                 /*
1473                         If not source, check that some node flows into this one
1474                         and what is the level of liquid in this one
1475                 */
1476                 if(is_source == false)
1477                 {
1478                         s8 new_liquid_level_max = -1;
1479
1480                         v3s16 dirs_from[5] = {
1481                                 v3s16(0,1,0), // top
1482                                 v3s16(0,0,1), // back
1483                                 v3s16(1,0,0), // right
1484                                 v3s16(0,0,-1), // front
1485                                 v3s16(-1,0,0), // left
1486                         };
1487                         for(u16 i=0; i<5; i++)
1488                         {
1489                                 try
1490                                 {
1491
1492                                 bool from_top = (i==0);
1493
1494                                 v3s16 p2 = p0 + dirs_from[i];
1495                                 MapNode n2 = getNode(p2);
1496
1497                                 if(content_liquid(n2.d))
1498                                 {
1499                                         u8 n2_nonsource_c = make_liquid_flowing(n2.d);
1500                                         // Check that the liquids are the same type
1501                                         if(n2_nonsource_c != nonsource_c)
1502                                         {
1503                                                 dstream<<"WARNING: Not handling: different liquids"
1504                                                                 " collide"<<std::endl;
1505                                                 continue;
1506                                         }
1507                                         bool n2_is_source = !content_flowing_liquid(n2.d);
1508                                         s8 n2_liquid_level = 8;
1509                                         if(n2_is_source == false)
1510                                                 n2_liquid_level = n2.param2 & 0x07;
1511                                         
1512                                         s8 new_liquid_level = -1;
1513                                         if(from_top)
1514                                         {
1515                                                 //new_liquid_level = 7;
1516                                                 if(n2_liquid_level >= 7 - WATER_DROP_BOOST)
1517                                                         new_liquid_level = 7;
1518                                                 else
1519                                                         new_liquid_level = n2_liquid_level + WATER_DROP_BOOST;
1520                                         }
1521                                         else if(n2_liquid_level > 0)
1522                                         {
1523                                                 new_liquid_level = n2_liquid_level - 1;
1524                                         }
1525
1526                                         if(new_liquid_level > new_liquid_level_max)
1527                                                 new_liquid_level_max = new_liquid_level;
1528                                 }
1529
1530                                 }catch(InvalidPositionException &e)
1531                                 {
1532                                 }
1533                         } //for
1534                         
1535                         /*
1536                                 If liquid level should be something else, update it and
1537                                 add all the neighboring water nodes to the transform queue.
1538                         */
1539                         if(new_liquid_level_max != liquid_level)
1540                         {
1541                                 if(new_liquid_level_max == -1)
1542                                 {
1543                                         // Remove water alltoghether
1544                                         n0.d = CONTENT_AIR;
1545                                         n0.param2 = 0;
1546                                         setNode(p0, n0);
1547                                 }
1548                                 else
1549                                 {
1550                                         n0.param2 = new_liquid_level_max;
1551                                         setNode(p0, n0);
1552                                 }
1553                                 
1554                                 // Block has been modified
1555                                 {
1556                                         v3s16 blockpos = getNodeBlockPos(p0);
1557                                         MapBlock *block = getBlockNoCreateNoEx(blockpos);
1558                                         if(block != NULL)
1559                                                 modified_blocks.insert(blockpos, block);
1560                                 }
1561                                 
1562                                 /*
1563                                         Add neighboring non-source liquid nodes to transform queue.
1564                                 */
1565                                 v3s16 dirs[6] = {
1566                                         v3s16(0,0,1), // back
1567                                         v3s16(0,1,0), // top
1568                                         v3s16(1,0,0), // right
1569                                         v3s16(0,0,-1), // front
1570                                         v3s16(0,-1,0), // bottom
1571                                         v3s16(-1,0,0), // left
1572                                 };
1573                                 for(u16 i=0; i<6; i++)
1574                                 {
1575                                         try
1576                                         {
1577
1578                                         v3s16 p2 = p0 + dirs[i];
1579                                         
1580                                         MapNode n2 = getNode(p2);
1581                                         if(content_flowing_liquid(n2.d))
1582                                         {
1583                                                 m_transforming_liquid.push_back(p2);
1584                                         }
1585                                         
1586                                         }catch(InvalidPositionException &e)
1587                                         {
1588                                         }
1589                                 }
1590                         }
1591                 }
1592                 
1593                 // Get a new one from queue if the node has turned into non-water
1594                 if(content_liquid(n0.d) == false)
1595                         continue;
1596
1597                 /*
1598                         Flow water from this node
1599                 */
1600                 v3s16 dirs_to[5] = {
1601                         v3s16(0,-1,0), // bottom
1602                         v3s16(0,0,1), // back
1603                         v3s16(1,0,0), // right
1604                         v3s16(0,0,-1), // front
1605                         v3s16(-1,0,0), // left
1606                 };
1607                 for(u16 i=0; i<5; i++)
1608                 {
1609                         try
1610                         {
1611
1612                         bool to_bottom = (i == 0);
1613
1614                         // If liquid is at lowest possible height, it's not going
1615                         // anywhere except down
1616                         if(liquid_level == 0 && to_bottom == false)
1617                                 continue;
1618                         
1619                         u8 liquid_next_level = 0;
1620                         // If going to bottom
1621                         if(to_bottom)
1622                         {
1623                                 //liquid_next_level = 7;
1624                                 if(liquid_level >= 7 - WATER_DROP_BOOST)
1625                                         liquid_next_level = 7;
1626                                 else
1627                                         liquid_next_level = liquid_level + WATER_DROP_BOOST;
1628                         }
1629                         else
1630                                 liquid_next_level = liquid_level - 1;
1631
1632                         bool n2_changed = false;
1633                         bool flowed = false;
1634                         
1635                         v3s16 p2 = p0 + dirs_to[i];
1636
1637                         MapNode n2 = getNode(p2);
1638                         //dstream<<"[1] n2.param="<<(int)n2.param<<std::endl;
1639
1640                         if(content_liquid(n2.d))
1641                         {
1642                                 u8 n2_nonsource_c = make_liquid_flowing(n2.d);
1643                                 // Check that the liquids are the same type
1644                                 if(n2_nonsource_c != nonsource_c)
1645                                 {
1646                                         dstream<<"WARNING: Not handling: different liquids"
1647                                                         " collide"<<std::endl;
1648                                         continue;
1649                                 }
1650                                 bool n2_is_source = !content_flowing_liquid(n2.d);
1651                                 u8 n2_liquid_level = 8;
1652                                 if(n2_is_source == false)
1653                                         n2_liquid_level = n2.param2 & 0x07;
1654                                 
1655                                 if(to_bottom)
1656                                 {
1657                                         flowed = true;
1658                                 }
1659
1660                                 if(n2_is_source)
1661                                 {
1662                                         // Just flow into the source, nothing changes.
1663                                         // n2_changed is not set because destination didn't change
1664                                         flowed = true;
1665                                 }
1666                                 else
1667                                 {
1668                                         if(liquid_next_level > liquid_level)
1669                                         {
1670                                                 n2.param2 = liquid_next_level;
1671                                                 setNode(p2, n2);
1672
1673                                                 n2_changed = true;
1674                                                 flowed = true;
1675                                         }
1676                                 }
1677                         }
1678                         else if(n2.d == CONTENT_AIR)
1679                         {
1680                                 n2.d = nonsource_c;
1681                                 n2.param2 = liquid_next_level;
1682                                 setNode(p2, n2);
1683                                 
1684                                 n2_changed = true;
1685                                 flowed = true;
1686                         }
1687                         
1688                         //dstream<<"[2] n2.param="<<(int)n2.param<<std::endl;
1689
1690                         if(n2_changed)
1691                         {
1692                                 m_transforming_liquid.push_back(p2);
1693                                 
1694                                 v3s16 blockpos = getNodeBlockPos(p2);
1695                                 MapBlock *block = getBlockNoCreateNoEx(blockpos);
1696                                 if(block != NULL)
1697                                         modified_blocks.insert(blockpos, block);
1698                         }
1699                         
1700                         // If n2_changed to bottom, don't flow anywhere else
1701                         if(to_bottom && flowed && !is_source)
1702                                 break;
1703                                 
1704                         }catch(InvalidPositionException &e)
1705                         {
1706                         }
1707                 }
1708
1709                 loopcount++;
1710                 //if(loopcount >= 100000)
1711                 if(loopcount >= initial_size * 1)
1712                         break;
1713         }
1714         //dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
1715 }
1716
1717 NodeMetadata* Map::getNodeMetadata(v3s16 p)
1718 {
1719         v3s16 blockpos = getNodeBlockPos(p);
1720         v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
1721         MapBlock *block = getBlockNoCreateNoEx(blockpos);
1722         if(block == NULL)
1723         {
1724                 dstream<<"WARNING: Map::setNodeMetadata(): Block not found"
1725                                 <<std::endl;
1726                 return NULL;
1727         }
1728         NodeMetadata *meta = block->m_node_metadata.get(p_rel);
1729         return meta;
1730 }
1731
1732 void Map::setNodeMetadata(v3s16 p, NodeMetadata *meta)
1733 {
1734         v3s16 blockpos = getNodeBlockPos(p);
1735         v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
1736         MapBlock *block = getBlockNoCreateNoEx(blockpos);
1737         if(block == NULL)
1738         {
1739                 dstream<<"WARNING: Map::setNodeMetadata(): Block not found"
1740                                 <<std::endl;
1741                 return;
1742         }
1743         block->m_node_metadata.set(p_rel, meta);
1744 }
1745
1746 void Map::removeNodeMetadata(v3s16 p)
1747 {
1748         v3s16 blockpos = getNodeBlockPos(p);
1749         v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
1750         MapBlock *block = getBlockNoCreateNoEx(blockpos);
1751         if(block == NULL)
1752         {
1753                 dstream<<"WARNING: Map::removeNodeMetadata(): Block not found"
1754                                 <<std::endl;
1755                 return;
1756         }
1757         block->m_node_metadata.remove(p_rel);
1758 }
1759
1760 void Map::nodeMetadataStep(float dtime,
1761                 core::map<v3s16, MapBlock*> &changed_blocks)
1762 {
1763         /*
1764                 NOTE:
1765                 Currently there is no way to ensure that all the necessary
1766                 blocks are loaded when this is run. (They might get unloaded)
1767                 NOTE: ^- Actually, that might not be so. In a quick test it
1768                 reloaded a block with a furnace when I walked back to it from
1769                 a distance.
1770         */
1771         core::map<v2s16, MapSector*>::Iterator si;
1772         si = m_sectors.getIterator();
1773         for(; si.atEnd() == false; si++)
1774         {
1775                 MapSector *sector = si.getNode()->getValue();
1776                 core::list< MapBlock * > sectorblocks;
1777                 sector->getBlocks(sectorblocks);
1778                 core::list< MapBlock * >::Iterator i;
1779                 for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
1780                 {
1781                         MapBlock *block = *i;
1782                         bool changed = block->m_node_metadata.step(dtime);
1783                         if(changed)
1784                                 changed_blocks[block->getPos()] = block;
1785                 }
1786         }
1787 }
1788
1789 /*
1790         ServerMap
1791 */
1792
1793 ServerMap::ServerMap(std::string savedir):
1794         Map(dout_server),
1795         m_seed(0),
1796         m_map_metadata_changed(true)
1797 {
1798         dstream<<__FUNCTION_NAME<<std::endl;
1799         
1800         //m_chunksize = 64;
1801         //m_chunksize = 16; // Too slow
1802         m_chunksize = 8; // Takes a few seconds
1803         //m_chunksize = 4;
1804         //m_chunksize = 2;
1805         
1806         m_seed = (((u64)(myrand()%0xffff)<<0)
1807                         + ((u64)(myrand()%0xffff)<<16)
1808                         + ((u64)(myrand()%0xffff)<<32)
1809                         + ((u64)(myrand()%0xffff)<<48));
1810
1811         /*
1812                 Experimental and debug stuff
1813         */
1814         
1815         {
1816         }
1817         
1818         /*
1819                 Try to load map; if not found, create a new one.
1820         */
1821
1822         m_savedir = savedir;
1823         m_map_saving_enabled = false;
1824         
1825         try
1826         {
1827                 // If directory exists, check contents and load if possible
1828                 if(fs::PathExists(m_savedir))
1829                 {
1830                         // If directory is empty, it is safe to save into it.
1831                         if(fs::GetDirListing(m_savedir).size() == 0)
1832                         {
1833                                 dstream<<DTIME<<"Server: Empty save directory is valid."
1834                                                 <<std::endl;
1835                                 m_map_saving_enabled = true;
1836                         }
1837                         else
1838                         {
1839                                 try{
1840                                         // Load map metadata (seed, chunksize)
1841                                         loadMapMeta();
1842
1843                                         // Load chunk metadata
1844                                         loadChunkMeta();
1845                                 }
1846                                 catch(FileNotGoodException &e){
1847                                         dstream<<DTIME<<"WARNING: Server: Could not load "
1848                                                         <<"metafile(s). Disabling chunk-based "
1849                                                         <<"generation."<<std::endl;
1850                                         m_chunksize = 0;
1851                                 }
1852                         
1853                                 /*// Load sector (0,0) and throw and exception on fail
1854                                 if(loadSectorFull(v2s16(0,0)) == false)
1855                                         throw LoadError("Failed to load sector (0,0)");*/
1856
1857                                 /*dstream<<DTIME<<"Server: Successfully loaded chunk "
1858                                                 "metadata and sector (0,0) from "<<savedir<<
1859                                                 ", assuming valid save directory."
1860                                                 <<std::endl;*/
1861
1862                                 dstream<<DTIME<<"INFO: Server: Successfully loaded map "
1863                                                 <<"and chunk metadata from "<<savedir
1864                                                 <<", assuming valid save directory."
1865                                                 <<std::endl;
1866
1867                                 m_map_saving_enabled = true;
1868                                 // Map loaded, not creating new one
1869                                 return;
1870                         }
1871                 }
1872                 // If directory doesn't exist, it is safe to save to it
1873                 else{
1874                         m_map_saving_enabled = true;
1875                 }
1876         }
1877         catch(std::exception &e)
1878         {
1879                 dstream<<DTIME<<"WARNING: Server: Failed to load map from "<<savedir
1880                                 <<", exception: "<<e.what()<<std::endl;
1881                 dstream<<"Please remove the map or fix it."<<std::endl;
1882                 dstream<<"WARNING: Map saving will be disabled."<<std::endl;
1883         }
1884
1885         dstream<<DTIME<<"INFO: Initializing new map."<<std::endl;
1886         
1887         // Create zero sector
1888         emergeSector(v2s16(0,0));
1889
1890         // Initially write whole map
1891         save(false);
1892 }
1893
1894 ServerMap::~ServerMap()
1895 {
1896         dstream<<__FUNCTION_NAME<<std::endl;
1897         
1898         try
1899         {
1900                 if(m_map_saving_enabled)
1901                 {
1902                         //save(false);
1903                         // Save only changed parts
1904                         save(true);
1905                         dstream<<DTIME<<"Server: saved map to "<<m_savedir<<std::endl;
1906                 }
1907                 else
1908                 {
1909                         dstream<<DTIME<<"Server: map not saved"<<std::endl;
1910                 }
1911         }
1912         catch(std::exception &e)
1913         {
1914                 dstream<<DTIME<<"Server: Failed to save map to "<<m_savedir
1915                                 <<", exception: "<<e.what()<<std::endl;
1916         }
1917         
1918         /*
1919                 Free all MapChunks
1920         */
1921         core::map<v2s16, MapChunk*>::Iterator i = m_chunks.getIterator();
1922         for(; i.atEnd() == false; i++)
1923         {
1924                 MapChunk *chunk = i.getNode()->getValue();
1925                 delete chunk;
1926         }
1927 }
1928
1929 /*
1930         Some helper functions for the map generator
1931 */
1932
1933 s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
1934 {
1935         v3s16 em = vmanip.m_area.getExtent();
1936         s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
1937         s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
1938         u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
1939         s16 y;
1940         for(y=y_nodes_max; y>=y_nodes_min; y--)
1941         {
1942                 MapNode &n = vmanip.m_data[i];
1943                 if(content_walkable(n.d))
1944                         break;
1945                         
1946                 vmanip.m_area.add_y(em, i, -1);
1947         }
1948         if(y >= y_nodes_min)
1949                 return y;
1950         else
1951                 return y_nodes_min;
1952 }
1953
1954 s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
1955 {
1956         v3s16 em = vmanip.m_area.getExtent();
1957         s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
1958         s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
1959         u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
1960         s16 y;
1961         for(y=y_nodes_max; y>=y_nodes_min; y--)
1962         {
1963                 MapNode &n = vmanip.m_data[i];
1964                 if(content_walkable(n.d)
1965                                 && n.d != CONTENT_TREE
1966                                 && n.d != CONTENT_LEAVES)
1967                         break;
1968                         
1969                 vmanip.m_area.add_y(em, i, -1);
1970         }
1971         if(y >= y_nodes_min)
1972                 return y;
1973         else
1974                 return y_nodes_min;
1975 }
1976
1977 void make_tree(VoxelManipulator &vmanip, v3s16 p0)
1978 {
1979         MapNode treenode(CONTENT_TREE);
1980         MapNode leavesnode(CONTENT_LEAVES);
1981
1982         s16 trunk_h = myrand_range(3, 6);
1983         v3s16 p1 = p0;
1984         for(s16 ii=0; ii<trunk_h; ii++)
1985         {
1986                 if(vmanip.m_area.contains(p1))
1987                         vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
1988                 p1.Y++;
1989         }
1990         
1991         // p1 is now the last piece of the trunk
1992         p1.Y -= 1;
1993
1994         VoxelArea leaves_a(v3s16(-2,-2,-2), v3s16(2,2,2));
1995         //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
1996         Buffer<u8> leaves_d(leaves_a.getVolume());
1997         for(s32 i=0; i<leaves_a.getVolume(); i++)
1998                 leaves_d[i] = 0;
1999         
2000         // Force leaves at near the end of the trunk
2001         {
2002                 s16 d = 1;
2003                 for(s16 z=-d; z<=d; z++)
2004                 for(s16 y=-d; y<=d; y++)
2005                 for(s16 x=-d; x<=d; x++)
2006                 {
2007                         leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
2008                 }
2009         }
2010         
2011         // Add leaves randomly
2012         for(u32 iii=0; iii<7; iii++)
2013         {
2014                 s16 d = 1;
2015
2016                 v3s16 p(
2017                         myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
2018                         myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
2019                         myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
2020                 );
2021                 
2022                 for(s16 z=0; z<=d; z++)
2023                 for(s16 y=0; y<=d; y++)
2024                 for(s16 x=0; x<=d; x++)
2025                 {
2026                         leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
2027                 }
2028         }
2029         
2030         // Blit leaves to vmanip
2031         for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
2032         for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
2033         for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
2034         {
2035                 v3s16 p(x,y,z);
2036                 p += p1;
2037                 if(vmanip.m_area.contains(p) == false)
2038                         continue;
2039                 u32 vi = vmanip.m_area.index(p);
2040                 if(vmanip.m_data[vi].d != CONTENT_AIR)
2041                         continue;
2042                 u32 i = leaves_a.index(x,y,z);
2043                 if(leaves_d[i] == 1)
2044                         vmanip.m_data[vi] = leavesnode;
2045         }
2046 }
2047
2048 /*
2049         Noise functions. Make sure seed is mangled differently in each one.
2050 */
2051
2052 // Amount of trees per area in nodes
2053 double tree_amount_2d(u64 seed, v2s16 p)
2054 {
2055         double noise = noise2d_perlin(
2056                         0.5+(float)p.X/250, 0.5+(float)p.Y/250,
2057                         seed+2, 5, 0.66);
2058         double zeroval = -0.3;
2059         if(noise < zeroval)
2060                 return 0;
2061         else
2062                 return 0.04 * (noise-zeroval) / (1.0-zeroval);
2063 }
2064
2065 #define AVERAGE_MUD_AMOUNT 4
2066
2067 double base_rock_level_2d(u64 seed, v2s16 p)
2068 {
2069         // The base ground level
2070         double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
2071                         + 20. * noise2d_perlin(
2072                         0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
2073                         (seed>>32)+654879876, 6, 0.6);
2074         
2075         /*// A bit hillier one
2076         double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
2077                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
2078                         (seed>>27)+90340, 6, 0.69);
2079         if(base2 > base)
2080                 base = base2;*/
2081 #if 1
2082         // Higher ground level
2083         double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin(
2084                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
2085                         seed+85039, 5, 0.69);
2086         //higher = 30; // For debugging
2087
2088         // Limit higher to at least base
2089         if(higher < base)
2090                 higher = base;
2091                 
2092         // Steepness factor of cliffs
2093         double b = 1.0 + 1.0 * noise2d_perlin(
2094                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
2095                         seed-932, 7, 0.7);
2096         b = rangelim(b, 0.0, 1000.0);
2097         b = pow(b, 5);
2098         b *= 7;
2099         b = rangelim(b, 3.0, 1000.0);
2100         //dstream<<"b="<<b<<std::endl;
2101         //double b = 20;
2102
2103         // Offset to more low
2104         double a_off = -0.2;
2105         // High/low selector
2106         /*double a = 0.5 + b * (a_off + noise2d_perlin(
2107                         0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
2108                         seed-359, 6, 0.7));*/
2109         double a = (double)0.5 + b * (a_off + noise2d_perlin(
2110                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
2111                         seed-359, 5, 0.60));
2112         // Limit
2113         a = rangelim(a, 0.0, 1.0);
2114
2115         //dstream<<"a="<<a<<std::endl;
2116         
2117         double h = base*(1.0-a) + higher*a;
2118 #else
2119         double h = base;
2120 #endif
2121         return h;
2122 }
2123
2124 double get_mud_add_amount(u64 seed, v2s16 p)
2125 {
2126         return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
2127                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
2128                         seed+91013, 3, 0.55));
2129 }
2130
2131 /*
2132         Adds random objects to block, depending on the content of the block
2133 */
2134 void addRandomObjects(MapBlock *block)
2135 {
2136         for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
2137         for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
2138         {
2139                 bool last_node_walkable = false;
2140                 for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
2141                 {
2142                         v3s16 p(x0,y0,z0);
2143                         MapNode n = block->getNodeNoEx(p);
2144                         if(n.d == CONTENT_IGNORE)
2145                                 continue;
2146                         if(content_features(n.d).liquid_type != LIQUID_NONE)
2147                                 continue;
2148                         if(content_features(n.d).walkable)
2149                         {
2150                                 last_node_walkable = true;
2151                                 continue;
2152                         }
2153                         if(last_node_walkable)
2154                         {
2155                                 // If block contains light information
2156                                 if(content_features(n.d).param_type == CPT_LIGHT)
2157                                 {
2158                                         if(n.getLight(LIGHTBANK_DAY) <= 3)
2159                                         {
2160                                                 if(myrand() % 300 == 0)
2161                                                 {
2162                                                         v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
2163                                                         pos_f.Y -= BS*0.4;
2164                                                         ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f);
2165                                                         std::string data = obj->getStaticData();
2166                                                         StaticObject s_obj(obj->getType(),
2167                                                                         obj->getBasePosition(), data);
2168                                                         // Add some
2169                                                         block->m_static_objects.insert(0, s_obj);
2170                                                         block->m_static_objects.insert(0, s_obj);
2171                                                         block->m_static_objects.insert(0, s_obj);
2172                                                         block->m_static_objects.insert(0, s_obj);
2173                                                         block->m_static_objects.insert(0, s_obj);
2174                                                         block->m_static_objects.insert(0, s_obj);
2175                                                         delete obj;
2176                                                 }
2177                                                 if(myrand() % 300 == 0)
2178                                                 {
2179                                                         v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
2180                                                         pos_f.Y -= BS*0.4;
2181                                                         ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f);
2182                                                         std::string data = obj->getStaticData();
2183                                                         StaticObject s_obj(obj->getType(),
2184                                                                         obj->getBasePosition(), data);
2185                                                         // Add one
2186                                                         block->m_static_objects.insert(0, s_obj);
2187                                                         delete obj;
2188                                                 }
2189                                         }
2190                                 }
2191                         }
2192                         last_node_walkable = false;
2193                 }
2194         }
2195         block->setChangedFlag();
2196 }
2197
2198 #define VMANIP_FLAG_DUNGEON VOXELFLAG_CHECKED1
2199
2200 /*
2201         This is the main map generation method
2202 */
2203
2204 void makeChunk(ChunkMakeData *data)
2205 {
2206         if(data->no_op)
2207                 return;
2208         
2209         s16 y_nodes_min = data->y_blocks_min * MAP_BLOCKSIZE;
2210         s16 y_nodes_max = data->y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1;
2211         s16 h_blocks = data->y_blocks_max - data->y_blocks_min + 1;
2212         u32 relative_volume = (u32)data->sectorpos_base_size*MAP_BLOCKSIZE
2213                         *(u32)data->sectorpos_base_size*MAP_BLOCKSIZE
2214                         *(u32)h_blocks*MAP_BLOCKSIZE;
2215         v3s16 bigarea_blocks_min(
2216                 data->sectorpos_bigbase.X,
2217                 data->y_blocks_min,
2218                 data->sectorpos_bigbase.Y
2219         );
2220         v3s16 bigarea_blocks_max(
2221                 data->sectorpos_bigbase.X + data->sectorpos_bigbase_size - 1,
2222                 data->y_blocks_max,
2223                 data->sectorpos_bigbase.Y + data->sectorpos_bigbase_size - 1
2224         );
2225         s16 lighting_min_d = 0-data->max_spread_amount;
2226         s16 lighting_max_d = data->sectorpos_base_size*MAP_BLOCKSIZE
2227                         + data->max_spread_amount-1;
2228
2229         // Clear all flags
2230         data->vmanip.clearFlag(0xff);
2231
2232         TimeTaker timer_generate("makeChunk() generate");
2233
2234         // Maximum height of the stone surface and obstacles.
2235         // This is used to disable cave generation from going too high.
2236         s16 stone_surface_max_y = 0;
2237
2238         /*
2239                 Generate general ground level to full area
2240         */
2241         {
2242         // 22ms @cs=8
2243         TimeTaker timer1("Generating ground level");
2244
2245 #if 0
2246         NoiseBuffer noisebuf1;
2247         //NoiseBuffer noisebuf2;
2248         {
2249                 v3f minpos_f(
2250                         data->sectorpos_bigbase.X*MAP_BLOCKSIZE,
2251                         y_nodes_min,
2252                         data->sectorpos_bigbase.Y*MAP_BLOCKSIZE
2253                 );
2254                 v3f maxpos_f = minpos_f + v3f(
2255                         data->sectorpos_bigbase_size*MAP_BLOCKSIZE,
2256                         y_nodes_max-y_nodes_min,
2257                         data->sectorpos_bigbase_size*MAP_BLOCKSIZE
2258                 );
2259                 v3f samplelength_f = v3f(4.0, 4.0, 4.0);
2260
2261                 TimeTaker timer("noisebuf.create");
2262                 
2263                 noisebuf1.create(data->seed+25104, 6, 0.60, 200.0,
2264                                 minpos_f.X, minpos_f.Y, minpos_f.Z,
2265                                 maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
2266                                 samplelength_f.X, samplelength_f.Y, samplelength_f.Z);
2267                 /*noisebuf1.create(data->seed+25104, 3, 0.60, 25.0,
2268                                 minpos_f.X, minpos_f.Y, minpos_f.Z,
2269                                 maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
2270                                 samplelength_f.X, samplelength_f.Y, samplelength_f.Z);
2271                 noisebuf2.create(data->seed+25105, 4, 0.50, 200.0,
2272                                 minpos_f.X, minpos_f.Y, minpos_f.Z,
2273                                 maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
2274                                 samplelength_f.X, samplelength_f.Y, samplelength_f.Z);*/
2275         }
2276
2277         for(s16 x=0; x<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
2278         for(s16 z=0; z<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
2279         {
2280                 // Node position
2281                 v2s16 p2d = data->sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
2282                 
2283                 // Ground height at this point
2284                 float surface_y_f = 0.0;
2285
2286                 // Use perlin noise for ground height
2287                 surface_y_f = base_rock_level_2d(data->seed, p2d);
2288                 //surface_y_f = base_rock_level_2d(data->seed, p2d);
2289                 
2290                 // Convert to integer
2291                 s16 surface_y = (s16)surface_y_f;
2292                 
2293                 // Log it
2294                 if(surface_y > stone_surface_max_y)
2295                         stone_surface_max_y = surface_y;
2296
2297                 /*
2298                         Fill ground with stone
2299                 */
2300                 {
2301                         // Use fast index incrementing
2302                         v3s16 em = data->vmanip.m_area.getExtent();
2303                         u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y));
2304                         for(s16 y=y_nodes_min; y<=y_nodes_max; y++)
2305                         {
2306                                 // Skip if already generated.
2307                                 // This is done here because there might be a cave at
2308                                 // any point in ground, which could look like it
2309                                 // wasn't generated.
2310                                 if(data->vmanip.m_data[i].d != CONTENT_AIR)
2311                                         break;
2312
2313                                 /*s16 noiseval = 50.0 * noise3d_perlin(
2314                                                 0.5+(float)p2d.X/100.0,
2315                                                 0.5+(float)y/100.0,
2316                                                 0.5+(float)p2d.Y/100.0,
2317                                                 data->seed+123, 5, 0.5);*/
2318                                 double noiseval = 64.0 * noisebuf1.get(p2d.X, y, p2d.Y);
2319                                 /*double noiseval = 30.0 * noisebuf1.get(p2d.X, y, p2d.Y);
2320                                 noiseval *= MYMAX(0, -0.2 + noisebuf2.get(p2d.X, y, p2d.Y));*/
2321                                 
2322                                 //if(y < surface_y + noiseval)
2323                                 if(noiseval > 0)
2324                                 //if(noiseval > y)
2325                                         data->vmanip.m_data[i].d = CONTENT_STONE;
2326
2327                                 data->vmanip.m_area.add_y(em, i, 1);
2328                         }
2329                 }
2330         }
2331 #endif
2332         
2333 #if 1
2334         for(s16 x=0; x<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
2335         for(s16 z=0; z<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
2336         {
2337                 // Node position
2338                 v2s16 p2d = data->sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
2339                 
2340                 /*
2341                         Skip of already generated
2342                 */
2343                 /*{
2344                         v3s16 p(p2d.X, y_nodes_min, p2d.Y);
2345                         if(data->vmanip.m_data[data->vmanip.m_area.index(p)].d != CONTENT_AIR)
2346                                 continue;
2347                 }*/
2348
2349                 // Ground height at this point
2350                 float surface_y_f = 0.0;
2351
2352                 // Use perlin noise for ground height
2353                 surface_y_f = base_rock_level_2d(data->seed, p2d);
2354                 
2355                 /*// Experimental stuff
2356                 {
2357                         float a = highlands_level_2d(data->seed, p2d);
2358                         if(a > surface_y_f)
2359                                 surface_y_f = a;
2360                 }*/
2361
2362                 // Convert to integer
2363                 s16 surface_y = (s16)surface_y_f;
2364                 
2365                 // Log it
2366                 if(surface_y > stone_surface_max_y)
2367                         stone_surface_max_y = surface_y;
2368
2369                 /*
2370                         Fill ground with stone
2371                 */
2372                 {
2373                         // Use fast index incrementing
2374                         v3s16 em = data->vmanip.m_area.getExtent();
2375                         u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y));
2376                         for(s16 y=y_nodes_min; y<surface_y && y<=y_nodes_max; y++)
2377                         {
2378                                 // Skip if already generated.
2379                                 // This is done here because there might be a cave at
2380                                 // any point in ground, which could look like it
2381                                 // wasn't generated.
2382                                 if(data->vmanip.m_data[i].d != CONTENT_AIR)
2383                                         break;
2384
2385                                 data->vmanip.m_data[i].d = CONTENT_STONE;
2386
2387                                 data->vmanip.m_area.add_y(em, i, 1);
2388                         }
2389                 }
2390         }
2391 #endif
2392         
2393         }//timer1
2394
2395         /*
2396                 Randomize some parameters
2397         */
2398         
2399         //s32 stone_obstacle_count = 0;
2400         /*s32 stone_obstacle_count =
2401                         rangelim((1.0+noise2d(data->seed+897,
2402                         data->sectorpos_base.X, data->sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
2403         
2404         //s16 stone_obstacle_max_height = 0;
2405         /*s16 stone_obstacle_max_height =
2406                         rangelim((1.0+noise2d(data->seed+5902,
2407                         data->sectorpos_base.X, data->sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
2408
2409         /*
2410                 Loop this part, it will make stuff look older and newer nicely
2411         */
2412         const u32 age_loops = 2;
2413         for(u32 i_age=0; i_age<age_loops; i_age++)
2414         { // Aging loop
2415         /******************************
2416                 BEGINNING OF AGING LOOP
2417         ******************************/
2418
2419 #if 1
2420         {
2421         // 24ms @cs=8
2422         //TimeTaker timer1("caves");
2423
2424         /*
2425                 Make caves
2426         */
2427         u32 caves_count = relative_volume / 400000;
2428         u32 bruises_count = relative_volume * stone_surface_max_y / 40000000;
2429         if(stone_surface_max_y < WATER_LEVEL)
2430                 bruises_count = 0;
2431         /*u32 caves_count = 0;
2432         u32 bruises_count = 0;*/
2433         for(u32 jj=0; jj<caves_count+bruises_count; jj++)
2434         {
2435                 s16 min_tunnel_diameter = 3;
2436                 s16 max_tunnel_diameter = 5;
2437                 u16 tunnel_routepoints = 20;
2438                 
2439                 v3f main_direction(0,0,0);
2440
2441                 bool bruise_surface = (jj > caves_count);
2442
2443                 if(bruise_surface)
2444                 {
2445                         min_tunnel_diameter = 5;
2446                         max_tunnel_diameter = myrand_range(10, 20);
2447                         /*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
2448                         max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
2449                         
2450                         /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(data->seed+42,
2451                                         data->sectorpos_base.X, data->sectorpos_base.Y)), 0, 15);*/
2452
2453                         tunnel_routepoints = 5;
2454                 }
2455                 else
2456                 {
2457                 }
2458
2459                 // Allowed route area size in nodes
2460                 v3s16 ar(
2461                         data->sectorpos_base_size*MAP_BLOCKSIZE,
2462                         h_blocks*MAP_BLOCKSIZE,
2463                         data->sectorpos_base_size*MAP_BLOCKSIZE
2464                 );
2465
2466                 // Area starting point in nodes
2467                 v3s16 of(
2468                         data->sectorpos_base.X*MAP_BLOCKSIZE,
2469                         data->y_blocks_min*MAP_BLOCKSIZE,
2470                         data->sectorpos_base.Y*MAP_BLOCKSIZE
2471                 );
2472
2473                 // Allow a bit more
2474                 //(this should be more than the maximum radius of the tunnel)
2475                 //s16 insure = 5; // Didn't work with max_d = 20
2476                 s16 insure = 10;
2477                 s16 more = data->max_spread_amount - max_tunnel_diameter/2 - insure;
2478                 ar += v3s16(1,0,1) * more * 2;
2479                 of -= v3s16(1,0,1) * more;
2480                 
2481                 s16 route_y_min = 0;
2482                 // Allow half a diameter + 7 over stone surface
2483                 s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
2484
2485                 /*// If caves, don't go through surface too often
2486                 if(bruise_surface == false)
2487                         route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/
2488
2489                 // Limit maximum to area
2490                 route_y_max = rangelim(route_y_max, 0, ar.Y-1);
2491
2492                 if(bruise_surface)
2493                 {
2494                         /*// Minimum is at y=0
2495                         route_y_min = -of.Y - 0;*/
2496                         // Minimum is at y=max_tunnel_diameter/4
2497                         //route_y_min = -of.Y + max_tunnel_diameter/4;
2498                         //s16 min = -of.Y + max_tunnel_diameter/4;
2499                         s16 min = -of.Y + 0;
2500                         route_y_min = myrand_range(min, min + max_tunnel_diameter);
2501                         route_y_min = rangelim(route_y_min, 0, route_y_max);
2502                 }
2503
2504                 /*dstream<<"route_y_min = "<<route_y_min
2505                                 <<", route_y_max = "<<route_y_max<<std::endl;*/
2506
2507                 s16 route_start_y_min = route_y_min;
2508                 s16 route_start_y_max = route_y_max;
2509
2510                 // Start every 2nd cave from surface
2511                 bool coming_from_surface = (jj % 2 == 0 && bruise_surface == false);
2512
2513                 if(coming_from_surface)
2514                 {
2515                         route_start_y_min = -of.Y + stone_surface_max_y + 10;
2516                 }
2517                 
2518                 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
2519                 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
2520
2521                 // Randomize starting position
2522                 v3f orp(
2523                         (float)(myrand()%ar.X)+0.5,
2524                         (float)(myrand_range(route_start_y_min, route_start_y_max))+0.5,
2525                         (float)(myrand()%ar.Z)+0.5
2526                 );
2527
2528                 MapNode airnode(CONTENT_AIR);
2529                 
2530                 /*
2531                         Generate some tunnel starting from orp
2532                 */
2533                 
2534                 for(u16 j=0; j<tunnel_routepoints; j++)
2535                 {
2536                         if(j%7==0 && bruise_surface == false)
2537                         {
2538                                 main_direction = v3f(
2539                                         ((float)(myrand()%20)-(float)10)/10,
2540                                         ((float)(myrand()%20)-(float)10)/30,
2541                                         ((float)(myrand()%20)-(float)10)/10
2542                                 );
2543                                 main_direction *= (float)myrand_range(1, 3);
2544                         }
2545
2546                         // Randomize size
2547                         s16 min_d = min_tunnel_diameter;
2548                         s16 max_d = max_tunnel_diameter;
2549                         s16 rs = myrand_range(min_d, max_d);
2550                         
2551                         v3s16 maxlen;
2552                         if(bruise_surface)
2553                         {
2554                                 maxlen = v3s16(rs*7,rs*7,rs*7);
2555                         }
2556                         else
2557                         {
2558                                 maxlen = v3s16(rs*4, myrand_range(1, rs*3), rs*4);
2559                         }
2560
2561                         v3f vec;
2562                         
2563                         if(coming_from_surface && j < 3)
2564                         {
2565                                 vec = v3f(
2566                                         (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
2567                                         (float)(myrand()%(maxlen.Y*1))-(float)maxlen.Y,
2568                                         (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
2569                                 );
2570                         }
2571                         else
2572                         {
2573                                 vec = v3f(
2574                                         (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
2575                                         (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
2576                                         (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
2577                                 );
2578                         }
2579                         
2580                         vec += main_direction;
2581
2582                         v3f rp = orp + vec;
2583                         if(rp.X < 0)
2584                                 rp.X = 0;
2585                         else if(rp.X >= ar.X)
2586                                 rp.X = ar.X-1;
2587                         if(rp.Y < route_y_min)
2588                                 rp.Y = route_y_min;
2589                         else if(rp.Y >= route_y_max)
2590                                 rp.Y = route_y_max-1;
2591                         if(rp.Z < 0)
2592                                 rp.Z = 0;
2593                         else if(rp.Z >= ar.Z)
2594                                 rp.Z = ar.Z-1;
2595                         vec = rp - orp;
2596
2597                         for(float f=0; f<1.0; f+=1.0/vec.getLength())
2598                         {
2599                                 v3f fp = orp + vec * f;
2600                                 v3s16 cp(fp.X, fp.Y, fp.Z);
2601
2602                                 s16 d0 = -rs/2;
2603                                 s16 d1 = d0 + rs - 1;
2604                                 for(s16 z0=d0; z0<=d1; z0++)
2605                                 {
2606                                         //s16 si = rs - MYMAX(0, abs(z0)-rs/4);
2607                                         s16 si = rs - MYMAX(0, abs(z0)-rs/7);
2608                                         for(s16 x0=-si; x0<=si-1; x0++)
2609                                         {
2610                                                 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
2611                                                 //s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
2612                                                 s16 si2 = rs - MYMAX(0, maxabsxz-rs/7);
2613                                                 //s16 si2 = rs - abs(x0);
2614                                                 for(s16 y0=-si2+1+2; y0<=si2-1; y0++)
2615                                                 {
2616                                                         s16 z = cp.Z + z0;
2617                                                         s16 y = cp.Y + y0;
2618                                                         s16 x = cp.X + x0;
2619                                                         v3s16 p(x,y,z);
2620                                                         /*if(isInArea(p, ar) == false)
2621                                                                 continue;*/
2622                                                         // Check only height
2623                                                         if(y < 0 || y >= ar.Y)
2624                                                                 continue;
2625                                                         p += of;
2626                                                         
2627                                                         //assert(data->vmanip.m_area.contains(p));
2628                                                         if(data->vmanip.m_area.contains(p) == false)
2629                                                         {
2630                                                                 dstream<<"WARNING: "<<__FUNCTION_NAME
2631                                                                                 <<":"<<__LINE__<<": "
2632                                                                                 <<"point not in area"
2633                                                                                 <<std::endl;
2634                                                                 continue;
2635                                                         }
2636                                                         
2637                                                         // Just set it to air, it will be changed to
2638                                                         // water afterwards
2639                                                         u32 i = data->vmanip.m_area.index(p);
2640                                                         data->vmanip.m_data[i] = airnode;
2641
2642                                                         if(bruise_surface == false)
2643                                                         {
2644                                                                 // Set tunnel flag
2645                                                                 data->vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON;
2646                                                         }
2647                                                 }
2648                                         }
2649                                 }
2650                         }
2651
2652                         orp = rp;
2653                 }
2654         
2655         }
2656
2657         }//timer1
2658 #endif
2659
2660 #if 1
2661         {
2662         // 46ms @cs=8
2663         //TimeTaker timer1("ore veins");
2664
2665         /*
2666                 Make ore veins
2667         */
2668         for(u32 jj=0; jj<relative_volume/1000; jj++)
2669         {
2670                 s16 max_vein_diameter = 3;
2671
2672                 // Allowed route area size in nodes
2673                 v3s16 ar(
2674                         data->sectorpos_base_size*MAP_BLOCKSIZE,
2675                         h_blocks*MAP_BLOCKSIZE,
2676                         data->sectorpos_base_size*MAP_BLOCKSIZE
2677                 );
2678
2679                 // Area starting point in nodes
2680                 v3s16 of(
2681                         data->sectorpos_base.X*MAP_BLOCKSIZE,
2682                         data->y_blocks_min*MAP_BLOCKSIZE,
2683                         data->sectorpos_base.Y*MAP_BLOCKSIZE
2684                 );
2685
2686                 // Allow a bit more
2687                 //(this should be more than the maximum radius of the tunnel)
2688                 s16 insure = 3;
2689                 s16 more = data->max_spread_amount - max_vein_diameter/2 - insure;
2690                 ar += v3s16(1,0,1) * more * 2;
2691                 of -= v3s16(1,0,1) * more;
2692                 
2693                 // Randomize starting position
2694                 v3f orp(
2695                         (float)(myrand()%ar.X)+0.5,
2696                         (float)(myrand()%ar.Y)+0.5,
2697                         (float)(myrand()%ar.Z)+0.5
2698                 );
2699
2700                 // Randomize mineral
2701                 u8 mineral;
2702                 if(myrand()%3 != 0)
2703                         mineral = MINERAL_COAL;
2704                 else
2705                         mineral = MINERAL_IRON;
2706
2707                 /*
2708                         Generate some vein starting from orp
2709                 */
2710
2711                 for(u16 j=0; j<2; j++)
2712                 {
2713                         /*v3f rp(
2714                                 (float)(myrand()%ar.X)+0.5,
2715                                 (float)(myrand()%ar.Y)+0.5,
2716                                 (float)(myrand()%ar.Z)+0.5
2717                         );
2718                         v3f vec = rp - orp;*/
2719                         
2720                         v3s16 maxlen(5, 5, 5);
2721                         v3f vec(
2722                                 (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
2723                                 (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
2724                                 (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
2725                         );
2726                         v3f rp = orp + vec;
2727                         if(rp.X < 0)
2728                                 rp.X = 0;
2729                         else if(rp.X >= ar.X)
2730                                 rp.X = ar.X;
2731                         if(rp.Y < 0)
2732                                 rp.Y = 0;
2733                         else if(rp.Y >= ar.Y)
2734                                 rp.Y = ar.Y;
2735                         if(rp.Z < 0)
2736                                 rp.Z = 0;
2737                         else if(rp.Z >= ar.Z)
2738                                 rp.Z = ar.Z;
2739                         vec = rp - orp;
2740
2741                         // Randomize size
2742                         s16 min_d = 0;
2743                         s16 max_d = max_vein_diameter;
2744                         s16 rs = myrand_range(min_d, max_d);
2745                         
2746                         for(float f=0; f<1.0; f+=1.0/vec.getLength())
2747                         {
2748                                 v3f fp = orp + vec * f;
2749                                 v3s16 cp(fp.X, fp.Y, fp.Z);
2750                                 s16 d0 = -rs/2;
2751                                 s16 d1 = d0 + rs - 1;
2752                                 for(s16 z0=d0; z0<=d1; z0++)
2753                                 {
2754                                         s16 si = rs - abs(z0);
2755                                         for(s16 x0=-si; x0<=si-1; x0++)
2756                                         {
2757                                                 s16 si2 = rs - abs(x0);
2758                                                 for(s16 y0=-si2+1; y0<=si2-1; y0++)
2759                                                 {
2760                                                         // Don't put mineral to every place
2761                                                         if(myrand()%5 != 0)
2762                                                                 continue;
2763
2764                                                         s16 z = cp.Z + z0;
2765                                                         s16 y = cp.Y + y0;
2766                                                         s16 x = cp.X + x0;
2767                                                         v3s16 p(x,y,z);
2768                                                         /*if(isInArea(p, ar) == false)
2769                                                                 continue;*/
2770                                                         // Check only height
2771                                                         if(y < 0 || y >= ar.Y)
2772                                                                 continue;
2773                                                         p += of;
2774                                                         
2775                                                         assert(data->vmanip.m_area.contains(p));
2776                                                         
2777                                                         // Just set it to air, it will be changed to
2778                                                         // water afterwards
2779                                                         u32 i = data->vmanip.m_area.index(p);
2780                                                         MapNode *n = &data->vmanip.m_data[i];
2781                                                         if(n->d == CONTENT_STONE)
2782                                                                 n->param = mineral;
2783                                                 }
2784                                         }
2785                                 }
2786                         }
2787
2788                         orp = rp;
2789                 }
2790         
2791         }
2792
2793         }//timer1
2794 #endif
2795
2796 #if 1
2797         {
2798         // 15ms @cs=8
2799         TimeTaker timer1("add mud");
2800
2801         /*
2802                 Add mud to the central chunk
2803         */
2804         
2805         for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++)
2806         for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++)
2807         {
2808                 // Node position in 2d
2809                 v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
2810                 
2811                 // Randomize mud amount
2812                 s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0;
2813
2814                 // Find ground level
2815                 s16 surface_y = find_ground_level_clever(data->vmanip, p2d);
2816
2817                 /*
2818                         If topmost node is grass, change it to mud.
2819                         It might be if it was flown to there from a neighboring
2820                         chunk and then converted.
2821                 */
2822                 {
2823                         u32 i = data->vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
2824                         MapNode *n = &data->vmanip.m_data[i];
2825                         if(n->d == CONTENT_GRASS)
2826                                 *n = MapNode(CONTENT_MUD);
2827                                 //n->d = CONTENT_MUD;
2828                 }
2829
2830                 /*
2831                         Add mud on ground
2832                 */
2833                 {
2834                         s16 mudcount = 0;
2835                         v3s16 em = data->vmanip.m_area.getExtent();
2836                         s16 y_start = surface_y+1;
2837                         u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
2838                         for(s16 y=y_start; y<=y_nodes_max; y++)
2839                         {
2840                                 if(mudcount >= mud_add_amount)
2841                                         break;
2842                                         
2843                                 MapNode &n = data->vmanip.m_data[i];
2844                                 n = MapNode(CONTENT_MUD);
2845                                 //n.d = CONTENT_MUD;
2846                                 mudcount++;
2847
2848                                 data->vmanip.m_area.add_y(em, i, 1);
2849                         }
2850                 }
2851
2852         }
2853
2854         }//timer1
2855 #endif
2856
2857 #if 1
2858         {
2859         // 340ms @cs=8
2860         TimeTaker timer1("flow mud");
2861
2862         /*
2863                 Flow mud away from steep edges
2864         */
2865
2866         // Limit area by 1 because mud is flown into neighbors.
2867         s16 mudflow_minpos = 0-data->max_spread_amount+1;
2868         s16 mudflow_maxpos = data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-2;
2869
2870         // Iterate a few times
2871         for(s16 k=0; k<3; k++)
2872         {
2873
2874         for(s16 x=mudflow_minpos;
2875                         x<=mudflow_maxpos;
2876                         x++)
2877         for(s16 z=mudflow_minpos;
2878                         z<=mudflow_maxpos;
2879                         z++)
2880         {
2881                 // Invert coordinates every 2nd iteration
2882                 if(k%2 == 0)
2883                 {
2884                         x = mudflow_maxpos - (x-mudflow_minpos);
2885                         z = mudflow_maxpos - (z-mudflow_minpos);
2886                 }
2887
2888                 // Node position in 2d
2889                 v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
2890                 
2891                 v3s16 em = data->vmanip.m_area.getExtent();
2892                 u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
2893                 s16 y=y_nodes_max;
2894
2895                 for(;; y--)
2896                 {
2897                         MapNode *n = NULL;
2898                         // Find mud
2899                         for(; y>=y_nodes_min; y--)
2900                         {
2901                                 n = &data->vmanip.m_data[i];
2902                                 //if(content_walkable(n->d))
2903                                 //      break;
2904                                 if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
2905                                         break;
2906                                         
2907                                 data->vmanip.m_area.add_y(em, i, -1);
2908                         }
2909
2910                         // Stop if out of area
2911                         //if(data->vmanip.m_area.contains(i) == false)
2912                         if(y < y_nodes_min)
2913                                 break;
2914
2915                         /*// If not mud, do nothing to it
2916                         MapNode *n = &data->vmanip.m_data[i];
2917                         if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
2918                                 continue;*/
2919
2920                         /*
2921                                 Don't flow it if the stuff under it is not mud
2922                         */
2923                         {
2924                                 u32 i2 = i;
2925                                 data->vmanip.m_area.add_y(em, i2, -1);
2926                                 // Cancel if out of area
2927                                 if(data->vmanip.m_area.contains(i2) == false)
2928                                         continue;
2929                                 MapNode *n2 = &data->vmanip.m_data[i2];
2930                                 if(n2->d != CONTENT_MUD && n2->d != CONTENT_GRASS)
2931                                         continue;
2932                         }
2933
2934                         // Make it exactly mud
2935                         n->d = CONTENT_MUD;
2936                         
2937                         /*s16 recurse_count = 0;
2938         mudflow_recurse:*/
2939
2940                         v3s16 dirs4[4] = {
2941                                 v3s16(0,0,1), // back
2942                                 v3s16(1,0,0), // right
2943                                 v3s16(0,0,-1), // front
2944                                 v3s16(-1,0,0), // left
2945                         };
2946
2947                         // Theck that upper is air or doesn't exist.
2948                         // Cancel dropping if upper keeps it in place
2949                         u32 i3 = i;
2950                         data->vmanip.m_area.add_y(em, i3, 1);
2951                         if(data->vmanip.m_area.contains(i3) == true
2952                                         && content_walkable(data->vmanip.m_data[i3].d) == true)
2953                         {
2954                                 continue;
2955                         }
2956
2957                         // Drop mud on side
2958                         
2959                         for(u32 di=0; di<4; di++)
2960                         {
2961                                 v3s16 dirp = dirs4[di];
2962                                 u32 i2 = i;
2963                                 // Move to side
2964                                 data->vmanip.m_area.add_p(em, i2, dirp);
2965                                 // Fail if out of area
2966                                 if(data->vmanip.m_area.contains(i2) == false)
2967                                         continue;
2968                                 // Check that side is air
2969                                 MapNode *n2 = &data->vmanip.m_data[i2];
2970                                 if(content_walkable(n2->d))
2971                                         continue;
2972                                 // Check that under side is air
2973                                 data->vmanip.m_area.add_y(em, i2, -1);
2974                                 if(data->vmanip.m_area.contains(i2) == false)
2975                                         continue;
2976                                 n2 = &data->vmanip.m_data[i2];
2977                                 if(content_walkable(n2->d))
2978                                         continue;
2979                                 /*// Check that under that is air (need a drop of 2)
2980                                 data->vmanip.m_area.add_y(em, i2, -1);
2981                                 if(data->vmanip.m_area.contains(i2) == false)
2982                                         continue;
2983                                 n2 = &data->vmanip.m_data[i2];
2984                                 if(content_walkable(n2->d))
2985                                         continue;*/
2986                                 // Loop further down until not air
2987                                 do{
2988                                         data->vmanip.m_area.add_y(em, i2, -1);
2989                                         // Fail if out of area
2990                                         if(data->vmanip.m_area.contains(i2) == false)
2991                                                 continue;
2992                                         n2 = &data->vmanip.m_data[i2];
2993                                 }while(content_walkable(n2->d) == false);
2994                                 // Loop one up so that we're in air
2995                                 data->vmanip.m_area.add_y(em, i2, 1);
2996                                 n2 = &data->vmanip.m_data[i2];
2997
2998                                 // Move mud to new place
2999                                 *n2 = *n;
3000                                 // Set old place to be air
3001                                 *n = MapNode(CONTENT_AIR);
3002
3003                                 // Done
3004                                 break;
3005                         }
3006                 }
3007         }
3008         
3009         }
3010
3011         }//timer1
3012 #endif
3013
3014 #if 1
3015         {
3016         // 50ms @cs=8
3017         TimeTaker timer1("add water");
3018
3019         /*
3020                 Add water to the central chunk (and a bit more)
3021         */
3022         
3023         for(s16 x=0-data->max_spread_amount;
3024                         x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
3025                         x++)
3026         for(s16 z=0-data->max_spread_amount;
3027                         z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
3028                         z++)
3029         {
3030                 // Node position in 2d
3031                 v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
3032                 
3033                 // Find ground level
3034                 //s16 surface_y = find_ground_level(data->vmanip, p2d);
3035
3036                 /*
3037                         If ground level is over water level, skip.
3038                         NOTE: This leaves caves near water without water,
3039                         which looks especially crappy when the nearby water
3040                         won't start flowing either for some reason
3041                 */
3042                 /*if(surface_y > WATER_LEVEL)
3043                         continue;*/
3044
3045                 /*
3046                         Add water on ground
3047                 */
3048                 {
3049                         v3s16 em = data->vmanip.m_area.getExtent();
3050                         u8 light = LIGHT_MAX;
3051                         // Start at global water surface level
3052                         s16 y_start = WATER_LEVEL;
3053                         u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
3054                         MapNode *n = &data->vmanip.m_data[i];
3055
3056                         for(s16 y=y_start; y>=y_nodes_min; y--)
3057                         {
3058                                 n = &data->vmanip.m_data[i];
3059                                 
3060                                 // Stop when there is no water and no air
3061                                 if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE
3062                                                 && n->d != CONTENT_WATER)
3063                                 {
3064
3065                                         break;
3066                                 }
3067                                 
3068                                 // Make water only not in caves
3069                                 if(!(data->vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON))
3070                                 {
3071                                         n->d = CONTENT_WATERSOURCE;
3072                                         //n->setLight(LIGHTBANK_DAY, light);
3073
3074                                         // Add to transforming liquid queue (in case it'd
3075                                         // start flowing)
3076                                         v3s16 p = v3s16(p2d.X, y, p2d.Y);
3077                                         data->transforming_liquid.push_back(p);
3078                                 }
3079                                 
3080                                 // Next one
3081                                 data->vmanip.m_area.add_y(em, i, -1);
3082                                 if(light > 0)
3083                                         light--;
3084                         }
3085                 }
3086
3087         }
3088
3089         }//timer1
3090 #endif
3091         
3092         } // Aging loop
3093         /***********************
3094                 END OF AGING LOOP
3095         ************************/
3096
3097 #if 1
3098         {
3099         //TimeTaker timer1("convert mud to sand");
3100
3101         /*
3102                 Convert mud to sand
3103         */
3104         
3105         //s16 mud_add_amount = myrand_range(2, 4);
3106         //s16 mud_add_amount = 0;
3107         
3108         /*for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++)
3109         for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
3110         for(s16 x=0-data->max_spread_amount+1;
3111                         x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
3112                         x++)
3113         for(s16 z=0-data->max_spread_amount+1;
3114                         z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
3115                         z++)
3116         {
3117                 // Node position in 2d
3118                 v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
3119                 
3120                 // Determine whether to have sand here
3121                 double sandnoise = noise2d_perlin(
3122                                 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
3123                                 data->seed+59420, 3, 0.50);
3124
3125                 bool have_sand = (sandnoise > -0.15);
3126
3127                 if(have_sand == false)
3128                         continue;
3129
3130                 // Find ground level
3131                 s16 surface_y = find_ground_level_clever(data->vmanip, p2d);
3132                 
3133                 if(surface_y > WATER_LEVEL + 2)
3134                         continue;
3135
3136                 {
3137                         v3s16 em = data->vmanip.m_area.getExtent();
3138                         s16 y_start = surface_y;
3139                         u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
3140                         u32 not_sand_counter = 0;
3141                         for(s16 y=y_start; y>=y_nodes_min; y--)
3142                         {
3143                                 MapNode *n = &data->vmanip.m_data[i];
3144                                 if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
3145                                 {
3146                                         n->d = CONTENT_SAND;
3147                                 }
3148                                 else
3149                                 {
3150                                         not_sand_counter++;
3151                                         if(not_sand_counter > 3)
3152                                                 break;
3153                                 }
3154
3155                                 data->vmanip.m_area.add_y(em, i, -1);
3156                         }
3157                 }
3158
3159         }
3160
3161         }//timer1
3162 #endif
3163
3164 #if 1
3165         {
3166         // 1ms @cs=8
3167         //TimeTaker timer1("generate trees");
3168
3169         /*
3170                 Generate some trees
3171         */
3172         {
3173                 // Divide area into parts
3174                 s16 div = 8;
3175                 s16 sidelen = data->sectorpos_base_size*MAP_BLOCKSIZE / div;
3176                 double area = sidelen * sidelen;
3177                 for(s16 x0=0; x0<div; x0++)
3178                 for(s16 z0=0; z0<div; z0++)
3179                 {
3180                         // Center position of part of division
3181                         v2s16 p2d_center(
3182                                 data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0,
3183                                 data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0
3184                         );
3185                         // Minimum edge of part of division
3186                         v2s16 p2d_min(
3187                                 data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0,
3188                                 data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0
3189                         );
3190                         // Maximum edge of part of division
3191                         v2s16 p2d_max(
3192                                 data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1,
3193                                 data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1
3194                         );
3195                         // Amount of trees
3196                         u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
3197                         // Put trees in random places on part of division
3198                         for(u32 i=0; i<tree_count; i++)
3199                         {
3200                                 s16 x = myrand_range(p2d_min.X, p2d_max.X);
3201                                 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
3202                                 s16 y = find_ground_level(data->vmanip, v2s16(x,z));
3203                                 // Don't make a tree under water level
3204                                 if(y < WATER_LEVEL)
3205                                         continue;
3206                                 // Don't make a tree so high that it doesn't fit
3207                                 if(y > y_nodes_max - 6)
3208                                         continue;
3209                                 v3s16 p(x,y,z);
3210                                 /*
3211                                         Trees grow only on mud and grass
3212                                 */
3213                                 {
3214                                         u32 i = data->vmanip.m_area.index(v3s16(p));
3215                                         MapNode *n = &data->vmanip.m_data[i];
3216                                         if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
3217                                                 continue;
3218                                 }
3219                                 p.Y++;
3220                                 // Make a tree
3221                                 make_tree(data->vmanip, p);
3222                         }
3223                 }
3224                 /*u32 tree_max = relative_area / 60;
3225                 //u32 count = myrand_range(0, tree_max);
3226                 for(u32 i=0; i<count; i++)
3227                 {
3228                         s16 x = myrand_range(0, data->sectorpos_base_size*MAP_BLOCKSIZE-1);
3229                         s16 z = myrand_range(0, data->sectorpos_base_size*MAP_BLOCKSIZE-1);
3230                         x += data->sectorpos_base.X*MAP_BLOCKSIZE;
3231                         z += data->sectorpos_base.Y*MAP_BLOCKSIZE;
3232                         s16 y = find_ground_level(data->vmanip, v2s16(x,z));
3233                         // Don't make a tree under water level
3234                         if(y < WATER_LEVEL)
3235                                 continue;
3236                         v3s16 p(x,y+1,z);
3237                         // Make a tree
3238                         make_tree(data->vmanip, p);
3239                 }*/
3240         }
3241
3242         }//timer1
3243 #endif
3244
3245 #if 1
3246         {
3247         // 19ms @cs=8
3248         //TimeTaker timer1("grow grass");
3249
3250         /*
3251                 Grow grass
3252         */
3253
3254         /*for(s16 x=0-4; x<data->sectorpos_base_size*MAP_BLOCKSIZE+4; x++)
3255         for(s16 z=0-4; z<data->sectorpos_base_size*MAP_BLOCKSIZE+4; z++)*/
3256         for(s16 x=0-data->max_spread_amount;
3257                         x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
3258                         x++)
3259         for(s16 z=0-data->max_spread_amount;
3260                         z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
3261                         z++)
3262         {
3263                 // Node position in 2d
3264                 v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
3265                 
3266                 /*
3267                         Find the lowest surface to which enough light ends up
3268                         to make grass grow.
3269
3270                         Basically just wait until not air and not leaves.
3271                 */
3272                 s16 surface_y = 0;
3273                 {
3274                         v3s16 em = data->vmanip.m_area.getExtent();
3275                         u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
3276                         s16 y;
3277                         // Go to ground level
3278                         for(y=y_nodes_max; y>=y_nodes_min; y--)
3279                         {
3280                                 MapNode &n = data->vmanip.m_data[i];
3281                                 if(n.d != CONTENT_AIR
3282                                                 && n.d != CONTENT_LEAVES)
3283                                         break;
3284                                 data->vmanip.m_area.add_y(em, i, -1);
3285                         }
3286                         if(y >= y_nodes_min)
3287                                 surface_y = y;
3288                         else
3289                                 surface_y = y_nodes_min;
3290                 }
3291                 
3292                 u32 i = data->vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
3293                 MapNode *n = &data->vmanip.m_data[i];
3294                 if(n->d == CONTENT_MUD)
3295                         n->d = CONTENT_GRASS;
3296         }
3297
3298         }//timer1
3299 #endif
3300
3301         /*
3302                 Initial lighting (sunlight)
3303         */
3304
3305         core::map<v3s16, bool> light_sources;
3306
3307         {
3308         // 750ms @cs=8, can't optimize more
3309         TimeTaker timer1("initial lighting");
3310
3311         // NOTE: This is no used... umm... for some reason!
3312 #if 0
3313         /*
3314                 Go through the edges and add all nodes that have light to light_sources
3315         */
3316         
3317         // Four edges
3318         for(s16 i=0; i<4; i++)
3319         // Edge length
3320         for(s16 j=lighting_min_d;
3321                         j<=lighting_max_d;
3322                         j++)
3323         {
3324                 s16 x;
3325                 s16 z;
3326                 // +-X
3327                 if(i == 0 || i == 1)
3328                 {
3329                         x = (i==0) ? lighting_min_d : lighting_max_d;
3330                         if(i == 0)
3331                                 z = lighting_min_d;
3332                         else
3333                                 z = lighting_max_d;
3334                 }
3335                 // +-Z
3336                 else
3337                 {
3338                         z = (i==0) ? lighting_min_d : lighting_max_d;
3339                         if(i == 0)
3340                                 x = lighting_min_d;
3341                         else
3342                                 x = lighting_max_d;
3343                 }
3344                 
3345                 // Node position in 2d
3346                 v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
3347
3348                 {
3349                         v3s16 em = data->vmanip.m_area.getExtent();
3350                         s16 y_start = y_nodes_max;
3351                         u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
3352                         for(s16 y=y_start; y>=y_nodes_min; y--)
3353                         {
3354                                 MapNode *n = &data->vmanip.m_data[i];
3355                                 if(n->getLight(LIGHTBANK_DAY) != 0)
3356                                 {
3357                                         light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
3358                                 }
3359                                 //NOTE: This is broken, at least the index has to
3360                                 // be incremented
3361                         }
3362                 }
3363         }
3364 #endif
3365
3366 #if 1
3367         /*
3368                 Go through the edges and apply sunlight to them, not caring
3369                 about neighbors
3370         */
3371         
3372         // Four edges
3373         for(s16 i=0; i<4; i++)
3374         // Edge length
3375         for(s16 j=lighting_min_d;
3376                         j<=lighting_max_d;
3377                         j++)
3378         {
3379                 s16 x;
3380                 s16 z;
3381                 // +-X
3382                 if(i == 0 || i == 1)
3383                 {
3384                         x = (i==0) ? lighting_min_d : lighting_max_d;
3385                         if(i == 0)
3386                                 z = lighting_min_d;
3387                         else
3388                                 z = lighting_max_d;
3389                 }
3390                 // +-Z
3391                 else
3392                 {
3393                         z = (i==0) ? lighting_min_d : lighting_max_d;
3394                         if(i == 0)
3395                                 x = lighting_min_d;
3396                         else
3397                                 x = lighting_max_d;
3398                 }
3399                 
3400                 // Node position in 2d
3401                 v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
3402                 
3403                 // Loop from top to down
3404                 {
3405                         u8 light = LIGHT_SUN;
3406                         v3s16 em = data->vmanip.m_area.getExtent();
3407                         s16 y_start = y_nodes_max;
3408                         u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
3409                         for(s16 y=y_start; y>=y_nodes_min; y--)
3410                         {
3411                                 MapNode *n = &data->vmanip.m_data[i];
3412                                 if(light_propagates_content(n->d) == false)
3413                                 {
3414                                         light = 0;
3415                                 }
3416                                 else if(light != LIGHT_SUN
3417                                         || sunlight_propagates_content(n->d) == false)
3418                                 {
3419                                         if(light > 0)
3420                                                 light--;
3421                                 }
3422                                 
3423                                 n->setLight(LIGHTBANK_DAY, light);
3424                                 n->setLight(LIGHTBANK_NIGHT, 0);
3425                                 
3426                                 if(light != 0)
3427                                 {
3428                                         // Insert light source
3429                                         light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
3430                                 }
3431                                 
3432                                 // Increment index by y
3433                                 data->vmanip.m_area.add_y(em, i, -1);
3434                         }
3435                 }
3436         }
3437 #endif
3438
3439         /*for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++)
3440         for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
3441         /*for(s16 x=0-data->max_spread_amount+1;
3442                         x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
3443                         x++)
3444         for(s16 z=0-data->max_spread_amount+1;
3445                         z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
3446                         z++)*/
3447 #if 1
3448         /*
3449                 This has to be 1 smaller than the actual area, because
3450                 neighboring nodes are checked.
3451         */
3452         for(s16 x=lighting_min_d+1;
3453                         x<=lighting_max_d-1;
3454                         x++)
3455         for(s16 z=lighting_min_d+1;
3456                         z<=lighting_max_d-1;
3457                         z++)
3458         {
3459                 // Node position in 2d
3460                 v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
3461                 
3462                 /*
3463                         Apply initial sunlight
3464                 */
3465                 {
3466                         u8 light = LIGHT_SUN;
3467                         bool add_to_sources = false;
3468                         v3s16 em = data->vmanip.m_area.getExtent();
3469                         s16 y_start = y_nodes_max;
3470                         u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
3471                         for(s16 y=y_start; y>=y_nodes_min; y--)
3472                         {
3473                                 MapNode *n = &data->vmanip.m_data[i];
3474
3475                                 if(light_propagates_content(n->d) == false)
3476                                 {
3477                                         light = 0;
3478                                 }
3479                                 else if(light != LIGHT_SUN
3480                                         || sunlight_propagates_content(n->d) == false)
3481                                 {
3482                                         if(light > 0)
3483                                                 light--;
3484                                 }
3485                                 
3486                                 // This doesn't take much time
3487                                 if(add_to_sources == false)
3488                                 {
3489                                         /*
3490                                                 Check sides. If side is not air or water, start
3491                                                 adding to light_sources.
3492                                         */
3493                                         v3s16 dirs4[4] = {
3494                                                 v3s16(0,0,1), // back
3495                                                 v3s16(1,0,0), // right
3496                                                 v3s16(0,0,-1), // front
3497                                                 v3s16(-1,0,0), // left
3498                                         };
3499                                         for(u32 di=0; di<4; di++)
3500                                         {
3501                                                 v3s16 dirp = dirs4[di];
3502                                                 u32 i2 = i;
3503                                                 data->vmanip.m_area.add_p(em, i2, dirp);
3504                                                 MapNode *n2 = &data->vmanip.m_data[i2];
3505                                                 if(
3506                                                         n2->d != CONTENT_AIR
3507                                                         && n2->d != CONTENT_WATERSOURCE
3508                                                         && n2->d != CONTENT_WATER
3509                                                 ){
3510                                                         add_to_sources = true;
3511                                                         break;
3512                                                 }
3513                                         }
3514                                 }
3515                                 
3516                                 n->setLight(LIGHTBANK_DAY, light);
3517                                 n->setLight(LIGHTBANK_NIGHT, 0);
3518                                 
3519                                 // This doesn't take much time
3520                                 if(light != 0 && add_to_sources)
3521                                 {
3522                                         // Insert light source
3523                                         light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
3524                                 }
3525                                 
3526                                 // Increment index by y
3527                                 data->vmanip.m_area.add_y(em, i, -1);
3528                         }
3529                 }
3530         }
3531 #endif
3532
3533         }//timer1
3534
3535         // Spread light around
3536         {
3537                 TimeTaker timer("makeChunk() spreadLight");
3538                 data->vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
3539         }
3540         
3541         /*
3542                 Generation ended
3543         */
3544
3545         timer_generate.stop();
3546 }
3547
3548 //###################################################################
3549 //###################################################################
3550 //###################################################################
3551 //###################################################################
3552 //###################################################################
3553 //###################################################################
3554 //###################################################################
3555 //###################################################################
3556 //###################################################################
3557 //###################################################################
3558 //###################################################################
3559 //###################################################################
3560 //###################################################################
3561 //###################################################################
3562 //###################################################################
3563
3564 void ServerMap::initChunkMake(ChunkMakeData &data, v2s16 chunkpos)
3565 {
3566         if(m_chunksize == 0)
3567         {
3568                 data.no_op = true;
3569                 return;
3570         }
3571
3572         data.no_op = false;
3573
3574         // The distance how far into the neighbors the generator is allowed to go.
3575         s16 max_spread_amount_sectors = 2;
3576         assert(max_spread_amount_sectors <= m_chunksize);
3577         s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE;
3578
3579         s16 y_blocks_min = -4;
3580         s16 y_blocks_max = 3;
3581
3582         v2s16 sectorpos_base = chunk_to_sector(chunkpos);
3583         s16 sectorpos_base_size = m_chunksize;
3584
3585         v2s16 sectorpos_bigbase =
3586                         sectorpos_base - v2s16(1,1) * max_spread_amount_sectors;
3587         s16 sectorpos_bigbase_size =
3588                         sectorpos_base_size + 2 * max_spread_amount_sectors;
3589         
3590         // Check limits
3591         const s16 limit = MAP_GENERATION_LIMIT / MAP_BLOCKSIZE;
3592         if(sectorpos_bigbase.X < -limit
3593         || sectorpos_bigbase.X + sectorpos_bigbase_size >= limit
3594         || sectorpos_bigbase.Y < -limit
3595         || sectorpos_bigbase.Y + sectorpos_bigbase_size >= limit)
3596         {
3597                 data.no_op = true;
3598                 return;
3599         }
3600
3601         data.seed = m_seed;
3602         data.chunkpos = chunkpos;
3603         data.y_blocks_min = y_blocks_min;
3604         data.y_blocks_max = y_blocks_max;
3605         data.sectorpos_base = sectorpos_base;
3606         data.sectorpos_base_size = sectorpos_base_size;
3607         data.sectorpos_bigbase = sectorpos_bigbase;
3608         data.sectorpos_bigbase_size = sectorpos_bigbase_size;
3609         data.max_spread_amount = max_spread_amount;
3610
3611         /*
3612                 Create the whole area of this and the neighboring chunks
3613         */
3614         {
3615                 TimeTaker timer("initChunkMake() create area");
3616                 
3617                 for(s16 x=0; x<sectorpos_bigbase_size; x++)
3618                 for(s16 z=0; z<sectorpos_bigbase_size; z++)
3619                 {
3620                         v2s16 sectorpos = sectorpos_bigbase + v2s16(x,z);
3621                         ServerMapSector *sector = createSector(sectorpos);
3622                         assert(sector);
3623
3624                         for(s16 y=y_blocks_min; y<=y_blocks_max; y++)
3625                         {
3626                                 v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
3627                                 MapBlock *block = createBlock(blockpos);
3628
3629                                 // Lighting won't be calculated
3630                                 //block->setLightingExpired(true);
3631                                 // Lighting will be calculated
3632                                 block->setLightingExpired(false);
3633
3634                                 /*
3635                                         Block gets sunlight if this is true.
3636
3637                                         This should be set to true when the top side of a block
3638                                         is completely exposed to the sky.
3639
3640                                         Actually this doesn't matter now because the
3641                                         initial lighting is done here.
3642                                 */
3643                                 block->setIsUnderground(y != y_blocks_max);
3644                         }
3645                 }
3646         }
3647         
3648         /*
3649                 Now we have a big empty area.
3650
3651                 Make a ManualMapVoxelManipulator that contains this and the
3652                 neighboring chunks
3653         */
3654         
3655         v3s16 bigarea_blocks_min(
3656                 sectorpos_bigbase.X,
3657                 y_blocks_min,
3658                 sectorpos_bigbase.Y
3659         );
3660         v3s16 bigarea_blocks_max(
3661                 sectorpos_bigbase.X + sectorpos_bigbase_size - 1,
3662                 y_blocks_max,
3663                 sectorpos_bigbase.Y + sectorpos_bigbase_size - 1
3664         );
3665         
3666         data.vmanip.setMap(this);
3667         // Add the area
3668         {
3669                 TimeTaker timer("initChunkMake() initialEmerge");
3670                 data.vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
3671         }
3672         
3673 }
3674
3675 MapChunk* ServerMap::finishChunkMake(ChunkMakeData &data,
3676                 core::map<v3s16, MapBlock*> &changed_blocks)
3677 {
3678         if(data.no_op)
3679                 return NULL;
3680         
3681         /*
3682                 Blit generated stuff to map
3683         */
3684         {
3685                 // 70ms @cs=8
3686                 //TimeTaker timer("generateChunkRaw() blitBackAll");
3687                 data.vmanip.blitBackAll(&changed_blocks);
3688         }
3689
3690         /*
3691                 Update day/night difference cache of the MapBlocks
3692         */
3693         {
3694                 for(core::map<v3s16, MapBlock*>::Iterator i = changed_blocks.getIterator();
3695                                 i.atEnd() == false; i++)
3696                 {
3697                         MapBlock *block = i.getNode()->getValue();
3698                         block->updateDayNightDiff();
3699                 }
3700         }
3701
3702         /*
3703                 Copy transforming liquid information
3704         */
3705         while(data.transforming_liquid.size() > 0)
3706         {
3707                 v3s16 p = data.transforming_liquid.pop_front();
3708                 m_transforming_liquid.push_back(p);
3709         }
3710
3711         /*
3712                 Add random objects to blocks
3713         */
3714         {
3715                 for(s16 x=0; x<data.sectorpos_base_size; x++)
3716                 for(s16 z=0; z<data.sectorpos_base_size; z++)
3717                 {
3718                         v2s16 sectorpos = data.sectorpos_base + v2s16(x,z);
3719                         ServerMapSector *sector = createSector(sectorpos);
3720                         assert(sector);
3721
3722                         for(s16 y=data.y_blocks_min; y<=data.y_blocks_max; y++)
3723                         {
3724                                 v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
3725                                 MapBlock *block = createBlock(blockpos);
3726                                 addRandomObjects(block);
3727                         }
3728                 }
3729         }
3730
3731         /*
3732                 Create chunk metadata
3733         */
3734
3735         for(s16 x=-1; x<=1; x++)
3736         for(s16 y=-1; y<=1; y++)
3737         {
3738                 v2s16 chunkpos0 = data.chunkpos + v2s16(x,y);
3739                 // Add chunk meta information
3740                 MapChunk *chunk = getChunk(chunkpos0);
3741                 if(chunk == NULL)
3742                 {
3743                         chunk = new MapChunk();
3744                         m_chunks.insert(chunkpos0, chunk);
3745                 }
3746                 //chunk->setIsVolatile(true);
3747                 if(chunk->getGenLevel() > GENERATED_PARTLY)
3748                         chunk->setGenLevel(GENERATED_PARTLY);
3749         }
3750
3751         /*
3752                 Set central chunk non-volatile
3753         */
3754         MapChunk *chunk = getChunk(data.chunkpos);
3755         assert(chunk);
3756         // Set non-volatile
3757         //chunk->setIsVolatile(false);
3758         chunk->setGenLevel(GENERATED_FULLY);
3759         
3760         /*
3761                 Save changed parts of map
3762         */
3763         save(true);
3764         
3765         return chunk;
3766 }
3767
3768 #if 0
3769 // NOTE: Deprecated
3770 MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
3771                 core::map<v3s16, MapBlock*> &changed_blocks,
3772                 bool force)
3773 {
3774         DSTACK(__FUNCTION_NAME);
3775
3776         /*
3777                 Don't generate if already fully generated
3778         */
3779         if(force == false)
3780         {
3781                 MapChunk *chunk = getChunk(chunkpos);
3782                 if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
3783                 {
3784                         dstream<<"generateChunkRaw(): Chunk "
3785                                         <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
3786                                         <<" already generated"<<std::endl;
3787                         return chunk;
3788                 }
3789         }
3790
3791         dstream<<"generateChunkRaw(): Generating chunk "
3792                         <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
3793                         <<std::endl;
3794         
3795         TimeTaker timer("generateChunkRaw()");
3796
3797         ChunkMakeData data;
3798         
3799         // Initialize generation
3800         initChunkMake(data, chunkpos);
3801         
3802         // Generate stuff
3803         makeChunk(&data);
3804
3805         // Finalize generation
3806         MapChunk *chunk = finishChunkMake(data, changed_blocks);
3807
3808         /*
3809                 Return central chunk (which was requested)
3810         */
3811         return chunk;
3812 }
3813
3814 // NOTE: Deprecated
3815 MapChunk* ServerMap::generateChunk(v2s16 chunkpos1,
3816                 core::map<v3s16, MapBlock*> &changed_blocks)
3817 {
3818         dstream<<"generateChunk(): Generating chunk "
3819                         <<"("<<chunkpos1.X<<","<<chunkpos1.Y<<")"
3820                         <<std::endl;
3821         
3822         /*for(s16 x=-1; x<=1; x++)
3823         for(s16 y=-1; y<=1; y++)*/
3824         for(s16 x=-0; x<=0; x++)
3825         for(s16 y=-0; y<=0; y++)
3826         {
3827                 v2s16 chunkpos0 = chunkpos1 + v2s16(x,y);
3828                 MapChunk *chunk = getChunk(chunkpos0);
3829                 // Skip if already generated
3830                 if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
3831                         continue;
3832                 generateChunkRaw(chunkpos0, changed_blocks);
3833         }
3834         
3835         assert(chunkNonVolatile(chunkpos1));
3836
3837         MapChunk *chunk = getChunk(chunkpos1);
3838         return chunk;
3839 }
3840 #endif
3841
3842 ServerMapSector * ServerMap::createSector(v2s16 p2d)
3843 {
3844         DSTACKF("%s: p2d=(%d,%d)",
3845                         __FUNCTION_NAME,
3846                         p2d.X, p2d.Y);
3847         
3848         /*
3849                 Check if it exists already in memory
3850         */
3851         ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
3852         if(sector != NULL)
3853                 return sector;
3854         
3855         /*
3856                 Try to load it from disk (with blocks)
3857         */
3858         if(loadSectorFull(p2d) == true)
3859         {
3860                 ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
3861                 if(sector == NULL)
3862                 {
3863                         dstream<<"ServerMap::createSector(): loadSectorFull didn't make a sector"<<std::endl;
3864                         throw InvalidPositionException("");
3865                 }
3866                 return sector;
3867         }
3868
3869         /*
3870                 Do not create over-limit
3871         */
3872         if(p2d.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
3873         || p2d.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
3874         || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
3875         || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
3876                 throw InvalidPositionException("createSector(): pos. over limit");
3877
3878         /*
3879                 Generate blank sector
3880         */
3881         
3882         sector = new ServerMapSector(this, p2d);
3883         
3884         // Sector position on map in nodes
3885         v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
3886
3887         /*
3888                 Insert to container
3889         */
3890         m_sectors.insert(p2d, sector);
3891         
3892         return sector;
3893 }
3894
3895 #if 0
3896 MapSector * ServerMap::emergeSector(v2s16 p2d,
3897                 core::map<v3s16, MapBlock*> &changed_blocks)
3898 {
3899         DSTACK("%s: p2d=(%d,%d)",
3900                         __FUNCTION_NAME,
3901                         p2d.X, p2d.Y);
3902         
3903         /*
3904                 Check chunk status
3905         */
3906         v2s16 chunkpos = sector_to_chunk(p2d);
3907         /*bool chunk_nonvolatile = false;
3908         MapChunk *chunk = getChunk(chunkpos);
3909         if(chunk && chunk->getIsVolatile() == false)
3910                 chunk_nonvolatile = true;*/
3911         bool chunk_nonvolatile = chunkNonVolatile(chunkpos);
3912
3913         /*
3914                 If chunk is not fully generated, generate chunk
3915         */
3916         if(chunk_nonvolatile == false)
3917         {
3918                 // Generate chunk and neighbors
3919                 generateChunk(chunkpos, changed_blocks);
3920         }
3921         
3922         /*
3923                 Return sector if it exists now
3924         */
3925         MapSector *sector = getSectorNoGenerateNoEx(p2d);
3926         if(sector != NULL)
3927                 return sector;
3928         
3929         /*
3930                 Try to load it from disk
3931         */
3932         if(loadSectorFull(p2d) == true)
3933         {
3934                 MapSector *sector = getSectorNoGenerateNoEx(p2d);
3935                 if(sector == NULL)
3936                 {
3937                         dstream<<"ServerMap::emergeSector(): loadSectorFull didn't make a sector"<<std::endl;
3938                         throw InvalidPositionException("");
3939                 }
3940                 return sector;
3941         }
3942
3943         /*
3944                 generateChunk should have generated the sector
3945         */
3946         //assert(0);
3947         
3948         dstream<<"WARNING: ServerMap::emergeSector: Cannot find sector ("
3949                         <<p2d.X<<","<<p2d.Y<<" and chunk is already generated. "
3950                         <<std::endl;
3951
3952 #if 0
3953         dstream<<"WARNING: Creating an empty sector."<<std::endl;
3954
3955         return createSector(p2d);
3956         
3957 #endif
3958         
3959 #if 1
3960         dstream<<"WARNING: Forcing regeneration of chunk."<<std::endl;
3961
3962         // Generate chunk
3963         generateChunkRaw(chunkpos, changed_blocks, true);
3964
3965         /*
3966                 Return sector if it exists now
3967         */
3968         sector = getSectorNoGenerateNoEx(p2d);
3969         if(sector != NULL)
3970                 return sector;
3971         
3972         dstream<<"ERROR: Could not get sector from anywhere."<<std::endl;
3973         
3974         assert(0);
3975 #endif
3976         
3977         /*
3978                 Generate directly
3979         */
3980         //return generateSector();
3981 }
3982 #endif
3983
3984 /*
3985         NOTE: This is not used for main map generation, only for blocks
3986         that are very high or low
3987 */
3988 MapBlock * ServerMap::generateBlock(
3989                 v3s16 p,
3990                 MapBlock *original_dummy,
3991                 ServerMapSector *sector,
3992                 core::map<v3s16, MapBlock*> &changed_blocks,
3993                 core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
3994 )
3995 {
3996         DSTACKF("%s: p=(%d,%d,%d)",
3997                         __FUNCTION_NAME,
3998                         p.X, p.Y, p.Z);
3999
4000         // If chunks are disabled
4001         /*if(m_chunksize == 0)
4002         {
4003                 dstream<<"ServerMap::generateBlock(): Chunks disabled -> "
4004                                 <<"not generating."<<std::endl;
4005                 return NULL;
4006         }*/
4007         
4008         /*dstream<<"generateBlock(): "
4009                         <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
4010                         <<std::endl;*/
4011         
4012         MapBlock *block = original_dummy;
4013                         
4014         v2s16 p2d(p.X, p.Z);
4015         s16 block_y = p.Y;
4016         v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE;
4017         
4018         /*
4019                 Do not generate over-limit
4020         */
4021         if(blockpos_over_limit(p))
4022         {
4023                 dstream<<__FUNCTION_NAME<<": Block position over limit"<<std::endl;
4024                 throw InvalidPositionException("generateBlock(): pos. over limit");
4025         }
4026
4027         /*
4028                 If block doesn't exist, create one.
4029                 If it exists, it is a dummy. In that case unDummify() it.
4030
4031                 NOTE: This already sets the map as the parent of the block
4032         */
4033         if(block == NULL)
4034         {
4035                 block = sector->createBlankBlockNoInsert(block_y);
4036         }
4037         else
4038         {
4039                 // Remove the block so that nobody can get a half-generated one.
4040                 sector->removeBlock(block);
4041                 // Allocate the block to contain the generated data
4042                 block->unDummify();
4043         }
4044         
4045 #if 0
4046         /*
4047                 Generate a completely empty block
4048         */
4049         for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
4050         for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
4051         {
4052                 for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
4053                 {
4054                         MapNode n;
4055                         n.d = CONTENT_AIR;
4056                         block->setNode(v3s16(x0,y0,z0), n);
4057                 }
4058         }
4059 #else
4060         /*
4061                 Generate a proper block
4062         */
4063         
4064         u8 water_material = CONTENT_WATERSOURCE;
4065         
4066         s32 lowest_ground_y = 32767;
4067         s32 highest_ground_y = -32768;
4068         
4069         for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
4070         for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
4071         {
4072                 //dstream<<"generateBlock: x0="<<x0<<", z0="<<z0<<std::endl;
4073
4074                 //s16 surface_y = 0;
4075
4076                 s16 mud_add_amount = get_mud_add_amount(m_seed, p2d_nodes+v2s16(x0,z0));
4077
4078                 s16 surface_y = base_rock_level_2d(m_seed, p2d_nodes+v2s16(x0,z0))
4079                                 + mud_add_amount;
4080                 // If chunks are disabled
4081                 if(m_chunksize == 0)
4082                         surface_y = WATER_LEVEL + 1;
4083
4084                 if(surface_y < lowest_ground_y)
4085                         lowest_ground_y = surface_y;
4086                 if(surface_y > highest_ground_y)
4087                         highest_ground_y = surface_y;
4088
4089                 s32 surface_depth = AVERAGE_MUD_AMOUNT;
4090                 
4091                 for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
4092                 {
4093                         s16 real_y = block_y * MAP_BLOCKSIZE + y0;
4094                         MapNode n;
4095                         /*
4096                                 Calculate lighting
4097                                 
4098                                 NOTE: If there are some man-made structures above the
4099                                 newly created block, they won't be taken into account.
4100                         */
4101                         if(real_y > surface_y)
4102                                 n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
4103
4104                         /*
4105                                 Calculate material
4106                         */
4107
4108                         // If node is over heightmap y, it's air or water
4109                         if(real_y > surface_y)
4110                         {
4111                                 // If under water level, it's water
4112                                 if(real_y < WATER_LEVEL)
4113                                 {
4114                                         n.d = water_material;
4115                                         n.setLight(LIGHTBANK_DAY,
4116                                                         diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
4117                                         /*
4118                                                 Add to transforming liquid queue (in case it'd
4119                                                 start flowing)
4120                                         */
4121                                         v3s16 real_pos = v3s16(x0,y0,z0) + p*MAP_BLOCKSIZE;
4122                                         m_transforming_liquid.push_back(real_pos);
4123                                 }
4124                                 // else air
4125                                 else
4126                                         n.d = CONTENT_AIR;
4127                         }
4128                         // Else it's ground or caves (air)
4129                         else
4130                         {
4131                                 // If it's surface_depth under ground, it's stone
4132                                 if(real_y <= surface_y - surface_depth)
4133                                 {
4134                                         n.d = CONTENT_STONE;
4135                                 }
4136                                 else
4137                                 {
4138                                         // It is mud if it is under the first ground
4139                                         // level or under water
4140                                         if(real_y < WATER_LEVEL || real_y <= surface_y - 1)
4141                                         {
4142                                                 n.d = CONTENT_MUD;
4143                                         }
4144                                         else
4145                                         {
4146                                                 n.d = CONTENT_GRASS;
4147                                         }
4148
4149                                         //n.d = CONTENT_MUD;
4150                                         
4151                                         /*// If under water level, it's mud
4152                                         if(real_y < WATER_LEVEL)
4153                                                 n.d = CONTENT_MUD;
4154                                         // Only the topmost node is grass
4155                                         else if(real_y <= surface_y - 1)
4156                                                 n.d = CONTENT_MUD;
4157                                         else
4158                                                 n.d = CONTENT_GRASS;*/
4159                                 }
4160                         }
4161
4162                         block->setNode(v3s16(x0,y0,z0), n);
4163                 }
4164         }
4165         
4166         /*
4167                 Calculate some helper variables
4168         */
4169         
4170         // Completely underground if the highest part of block is under lowest
4171         // ground height.
4172         // This has to be very sure; it's probably one too strict now but
4173         // that's just better.
4174         bool completely_underground =
4175                         block_y * MAP_BLOCKSIZE + MAP_BLOCKSIZE < lowest_ground_y;
4176
4177         bool some_part_underground = block_y * MAP_BLOCKSIZE <= highest_ground_y;
4178
4179         bool mostly_underwater_surface = false;
4180         if(highest_ground_y < WATER_LEVEL
4181                         && some_part_underground && !completely_underground)
4182                 mostly_underwater_surface = true;
4183
4184         /*
4185                 Get local attributes
4186         */
4187
4188         //dstream<<"generateBlock(): Getting local attributes"<<std::endl;
4189
4190         float caves_amount = 0.5;
4191
4192 #if 0
4193         {
4194                 /*
4195                         NOTE: BEWARE: Too big amount of attribute points slows verything
4196                         down by a lot.
4197                         1 interpolation from 5000 points takes 2-3ms.
4198                 */
4199                 //TimeTaker timer("generateBlock() local attribute retrieval");
4200                 v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
4201                 PointAttributeList *list_caves_amount = m_padb.getList("caves_amount");
4202                 caves_amount = list_caves_amount->getInterpolatedFloat(nodepos2d);
4203         }
4204 #endif
4205
4206         //dstream<<"generateBlock(): Done"<<std::endl;
4207
4208         /*
4209                 Generate caves
4210         */
4211
4212         // Initialize temporary table
4213         const s32 ued = MAP_BLOCKSIZE;
4214         bool underground_emptiness[ued*ued*ued];
4215         for(s32 i=0; i<ued*ued*ued; i++)
4216         {
4217                 underground_emptiness[i] = 0;
4218         }
4219         
4220         // Fill table
4221 #if 1
4222         {
4223                 /*
4224                         Initialize orp and ors. Try to find if some neighboring
4225                         MapBlock has a tunnel ended in its side
4226                 */
4227
4228                 v3f orp(
4229                         (float)(myrand()%ued)+0.5,
4230                         (float)(myrand()%ued)+0.5,
4231                         (float)(myrand()%ued)+0.5
4232                 );
4233                 
4234                 bool found_existing = false;
4235
4236                 // Check z-
4237                 try
4238                 {
4239                         s16 z = -1;
4240                         for(s16 y=0; y<ued; y++)
4241                         for(s16 x=0; x<ued; x++)
4242                         {
4243                                 v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
4244                                 if(getNode(ap).d == CONTENT_AIR)
4245                                 {
4246                                         orp = v3f(x+1,y+1,0);
4247                                         found_existing = true;
4248                                         goto continue_generating;
4249                                 }
4250                         }
4251                 }
4252                 catch(InvalidPositionException &e){}
4253                 
4254                 // Check z+
4255                 try
4256                 {
4257                         s16 z = ued;
4258                         for(s16 y=0; y<ued; y++)
4259                         for(s16 x=0; x<ued; x++)
4260                         {
4261                                 v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
4262                                 if(getNode(ap).d == CONTENT_AIR)
4263                                 {
4264                                         orp = v3f(x+1,y+1,ued-1);
4265                                         found_existing = true;
4266                                         goto continue_generating;
4267                                 }
4268                         }
4269                 }
4270                 catch(InvalidPositionException &e){}
4271                 
4272                 // Check x-
4273                 try
4274                 {
4275                         s16 x = -1;
4276                         for(s16 y=0; y<ued; y++)
4277                         for(s16 z=0; z<ued; z++)
4278                         {
4279                                 v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
4280                                 if(getNode(ap).d == CONTENT_AIR)
4281                                 {
4282                                         orp = v3f(0,y+1,z+1);
4283                                         found_existing = true;
4284                                         goto continue_generating;
4285                                 }
4286                         }
4287                 }
4288                 catch(InvalidPositionException &e){}
4289                 
4290                 // Check x+
4291                 try
4292                 {
4293                         s16 x = ued;
4294                         for(s16 y=0; y<ued; y++)
4295                         for(s16 z=0; z<ued; z++)
4296                         {
4297                                 v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
4298                                 if(getNode(ap).d == CONTENT_AIR)
4299                                 {
4300                                         orp = v3f(ued-1,y+1,z+1);
4301                                         found_existing = true;
4302                                         goto continue_generating;
4303                                 }
4304                         }
4305                 }
4306                 catch(InvalidPositionException &e){}
4307
4308                 // Check y-
4309                 try
4310                 {
4311                         s16 y = -1;
4312                         for(s16 x=0; x<ued; x++)
4313                         for(s16 z=0; z<ued; z++)
4314                         {
4315                                 v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
4316                                 if(getNode(ap).d == CONTENT_AIR)
4317                                 {
4318                                         orp = v3f(x+1,0,z+1);
4319                                         found_existing = true;
4320                                         goto continue_generating;
4321                                 }
4322                         }
4323                 }
4324                 catch(InvalidPositionException &e){}
4325                 
4326                 // Check y+
4327                 try
4328                 {
4329                         s16 y = ued;
4330                         for(s16 x=0; x<ued; x++)
4331                         for(s16 z=0; z<ued; z++)
4332                         {
4333                                 v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
4334                                 if(getNode(ap).d == CONTENT_AIR)
4335                                 {
4336                                         orp = v3f(x+1,ued-1,z+1);
4337                                         found_existing = true;
4338                                         goto continue_generating;
4339                                 }
4340                         }
4341                 }
4342                 catch(InvalidPositionException &e){}
4343
4344 continue_generating:
4345                 
4346                 /*
4347                         Choose whether to actually generate cave
4348                 */
4349                 bool do_generate_caves = true;
4350                 // Don't generate if no part is underground
4351                 if(!some_part_underground)
4352                 {
4353                         do_generate_caves = false;
4354                 }
4355                 // Don't generate if mostly underwater surface
4356                 /*else if(mostly_underwater_surface)
4357                 {
4358                         do_generate_caves = false;
4359                 }*/
4360                 // Partly underground = cave
4361                 else if(!completely_underground)
4362                 {
4363                         do_generate_caves = (rand() % 100 <= (s32)(caves_amount*100));
4364                 }
4365                 // Found existing cave underground
4366                 else if(found_existing && completely_underground)
4367                 {
4368                         do_generate_caves = (rand() % 100 <= (s32)(caves_amount*100));
4369                 }
4370                 // Underground and no caves found
4371                 else
4372                 {
4373                         do_generate_caves = (rand() % 300 <= (s32)(caves_amount*100));
4374                 }
4375
4376                 if(do_generate_caves)
4377                 {
4378                         /*
4379                                 Generate some tunnel starting from orp and ors
4380                         */
4381                         for(u16 i=0; i<3; i++)
4382                         {
4383                                 v3f rp(
4384                                         (float)(myrand()%ued)+0.5,
4385                                         (float)(myrand()%ued)+0.5,
4386                                         (float)(myrand()%ued)+0.5
4387                                 );
4388                                 s16 min_d = 0;
4389                                 s16 max_d = 4;
4390                                 s16 rs = (myrand()%(max_d-min_d+1))+min_d;
4391                                 
4392                                 v3f vec = rp - orp;
4393
4394                                 for(float f=0; f<1.0; f+=0.04)
4395                                 {
4396                                         v3f fp = orp + vec * f;
4397                                         v3s16 cp(fp.X, fp.Y, fp.Z);
4398                                         s16 d0 = -rs/2;
4399                                         s16 d1 = d0 + rs - 1;
4400                                         for(s16 z0=d0; z0<=d1; z0++)
4401                                         {
4402                                                 s16 si = rs - abs(z0);
4403                                                 for(s16 x0=-si; x0<=si-1; x0++)
4404                                                 {
4405                                                         s16 si2 = rs - abs(x0);
4406                                                         for(s16 y0=-si2+1; y0<=si2-1; y0++)
4407                                                         {
4408                                                                 s16 z = cp.Z + z0;
4409                                                                 s16 y = cp.Y + y0;
4410                                                                 s16 x = cp.X + x0;
4411                                                                 v3s16 p(x,y,z);
4412                                                                 if(isInArea(p, ued) == false)
4413                                                                         continue;
4414                                                                 underground_emptiness[ued*ued*z + ued*y + x] = 1;
4415                                                         }
4416                                                 }
4417                                         }
4418                                 }
4419
4420                                 orp = rp;
4421                         }
4422                 }
4423         }
4424 #endif
4425
4426         // Set to true if has caves.
4427         // Set when some non-air is changed to air when making caves.
4428         bool has_caves = false;
4429
4430         /*
4431                 Apply temporary cave data to block
4432         */
4433
4434         for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
4435         for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
4436         {
4437                 for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
4438                 {
4439                         MapNode n = block->getNode(v3s16(x0,y0,z0));
4440
4441                         // Create caves
4442                         if(underground_emptiness[
4443                                         ued*ued*(z0*ued/MAP_BLOCKSIZE)
4444                                         +ued*(y0*ued/MAP_BLOCKSIZE)
4445                                         +(x0*ued/MAP_BLOCKSIZE)])
4446                         {
4447                                 if(content_features(n.d).walkable/*is_ground_content(n.d)*/)
4448                                 {
4449                                         // Has now caves
4450                                         has_caves = true;
4451                                         // Set air to node
4452                                         n.d = CONTENT_AIR;
4453                                 }
4454                         }
4455
4456                         block->setNode(v3s16(x0,y0,z0), n);
4457                 }
4458         }
4459         
4460         /*
4461                 This is used for guessing whether or not the block should
4462                 receive sunlight from the top if the block above doesn't exist
4463         */
4464         block->setIsUnderground(completely_underground);
4465
4466         /*
4467                 Force lighting update if some part of block is partly
4468                 underground and has caves.
4469         */
4470         /*if(some_part_underground && !completely_underground && has_caves)
4471         {
4472                 //dstream<<"Half-ground caves"<<std::endl;
4473                 lighting_invalidated_blocks[block->getPos()] = block;
4474         }*/
4475         
4476         // DEBUG: Always update lighting
4477         //lighting_invalidated_blocks[block->getPos()] = block;
4478
4479         /*
4480                 Add some minerals
4481         */
4482
4483         if(some_part_underground)
4484         {
4485                 s16 underground_level = (lowest_ground_y/MAP_BLOCKSIZE - block_y)+1;
4486
4487                 /*
4488                         Add meseblocks
4489                 */
4490                 for(s16 i=0; i<underground_level/4 + 1; i++)
4491                 {
4492                         if(myrand()%50 == 0)
4493                         {
4494                                 v3s16 cp(
4495                                         (myrand()%(MAP_BLOCKSIZE-2))+1,
4496                                         (myrand()%(MAP_BLOCKSIZE-2))+1,
4497                                         (myrand()%(MAP_BLOCKSIZE-2))+1
4498                                 );
4499
4500                                 MapNode n;
4501                                 n.d = CONTENT_MESE;
4502                                 
4503                                 for(u16 i=0; i<27; i++)
4504                                 {
4505                                         if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
4506                                                 if(myrand()%8 == 0)
4507                                                         block->setNode(cp+g_27dirs[i], n);
4508                                 }
4509                         }
4510                 }
4511
4512                 /*
4513                         Add coal
4514                 */
4515                 u16 coal_amount = 30;
4516                 u16 coal_rareness = 60 / coal_amount;
4517                 if(coal_rareness == 0)
4518                         coal_rareness = 1;
4519                 if(myrand()%coal_rareness == 0)
4520                 {
4521                         u16 a = myrand() % 16;
4522                         u16 amount = coal_amount * a*a*a / 1000;
4523                         for(s16 i=0; i<amount; i++)
4524                         {
4525                                 v3s16 cp(
4526                                         (myrand()%(MAP_BLOCKSIZE-2))+1,
4527                                         (myrand()%(MAP_BLOCKSIZE-2))+1,
4528                                         (myrand()%(MAP_BLOCKSIZE-2))+1
4529                                 );
4530
4531                                 MapNode n;
4532                                 n.d = CONTENT_STONE;
4533                                 n.param = MINERAL_COAL;
4534
4535                                 for(u16 i=0; i<27; i++)
4536                                 {
4537                                         if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
4538                                                 if(myrand()%8 == 0)
4539                                                         block->setNode(cp+g_27dirs[i], n);
4540                                 }
4541                         }
4542                 }
4543
4544                 /*
4545                         Add iron
4546                 */
4547                 //TODO: change to iron_amount or whatever
4548                 u16 iron_amount = 15;
4549                 u16 iron_rareness = 60 / iron_amount;
4550                 if(iron_rareness == 0)
4551                         iron_rareness = 1;
4552                 if(myrand()%iron_rareness == 0)
4553                 {
4554                         u16 a = myrand() % 16;
4555                         u16 amount = iron_amount * a*a*a / 1000;
4556                         for(s16 i=0; i<amount; i++)
4557                         {
4558                                 v3s16 cp(
4559                                         (myrand()%(MAP_BLOCKSIZE-2))+1,
4560                                         (myrand()%(MAP_BLOCKSIZE-2))+1,
4561                                         (myrand()%(MAP_BLOCKSIZE-2))+1
4562                                 );
4563
4564                                 MapNode n;
4565                                 n.d = CONTENT_STONE;
4566                                 n.param = MINERAL_IRON;
4567
4568                                 for(u16 i=0; i<27; i++)
4569                                 {
4570                                         if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
4571                                                 if(myrand()%8 == 0)
4572                                                         block->setNode(cp+g_27dirs[i], n);
4573                                 }
4574                         }
4575                 }
4576         }
4577         
4578         /*
4579                 Create a few rats in empty blocks underground
4580         */
4581         if(completely_underground)
4582         {
4583                 //for(u16 i=0; i<2; i++)
4584                 {
4585                         v3s16 cp(
4586                                 (myrand()%(MAP_BLOCKSIZE-2))+1,
4587                                 (myrand()%(MAP_BLOCKSIZE-2))+1,
4588                                 (myrand()%(MAP_BLOCKSIZE-2))+1
4589                         );
4590
4591                         // Check that the place is empty
4592                         //if(!is_ground_content(block->getNode(cp).d))
4593                         if(1)
4594                         {
4595                                 RatObject *obj = new RatObject(NULL, -1, intToFloat(cp, BS));
4596                                 block->addObject(obj);
4597                         }
4598                 }
4599         }
4600
4601 #endif // end of proper block generation
4602         
4603         /*
4604                 Add block to sector.
4605         */
4606         sector->insertBlock(block);
4607         
4608         // Lighting is invalid after generation.
4609         block->setLightingExpired(true);
4610         
4611 #if 0
4612         /*
4613                 Debug information
4614         */
4615         dstream
4616         <<"lighting_invalidated_blocks.size()"
4617         <<", has_caves"
4618         <<", completely_ug"
4619         <<", some_part_ug"
4620         <<"  "<<lighting_invalidated_blocks.size()
4621         <<", "<<has_caves
4622         <<", "<<completely_underground
4623         <<", "<<some_part_underground
4624         <<std::endl;
4625 #endif
4626
4627         return block;
4628 }
4629
4630 MapBlock * ServerMap::createBlock(v3s16 p)
4631 {
4632         DSTACKF("%s: p=(%d,%d,%d)",
4633                         __FUNCTION_NAME, p.X, p.Y, p.Z);
4634         
4635         /*
4636                 Do not create over-limit
4637         */
4638         if(p.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
4639         || p.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
4640         || p.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
4641         || p.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
4642         || p.Z < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
4643         || p.Z > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
4644                 throw InvalidPositionException("createBlock(): pos. over limit");
4645         
4646         v2s16 p2d(p.X, p.Z);
4647         s16 block_y = p.Y;
4648         /*
4649                 This will create or load a sector if not found in memory.
4650                 If block exists on disk, it will be loaded.
4651
4652                 NOTE: On old save formats, this will be slow, as it generates
4653                       lighting on blocks for them.
4654         */
4655         ServerMapSector *sector;
4656         try{
4657                 sector = (ServerMapSector*)createSector(p2d);
4658                 assert(sector->getId() == MAPSECTOR_SERVER);
4659         }
4660         catch(InvalidPositionException &e)
4661         {
4662                 dstream<<"createBlock: createSector() failed"<<std::endl;
4663                 throw e;
4664         }
4665         /*
4666                 NOTE: This should not be done, or at least the exception
4667                 should not be passed on as std::exception, because it
4668                 won't be catched at all.
4669         */
4670         /*catch(std::exception &e)
4671         {
4672                 dstream<<"createBlock: createSector() failed: "
4673                                 <<e.what()<<std::endl;
4674                 throw e;
4675         }*/
4676
4677         /*
4678                 Try to get a block from the sector
4679         */
4680
4681         MapBlock *block = sector->getBlockNoCreateNoEx(block_y);
4682         if(block)
4683                 return block;
4684         // Create blank
4685         block = sector->createBlankBlock(block_y);
4686         return block;
4687 }
4688
4689 MapBlock * ServerMap::emergeBlock(
4690                 v3s16 p,
4691                 bool only_from_disk,
4692                 core::map<v3s16, MapBlock*> &changed_blocks,
4693                 core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
4694 )
4695 {
4696         DSTACKF("%s: p=(%d,%d,%d), only_from_disk=%d",
4697                         __FUNCTION_NAME,
4698                         p.X, p.Y, p.Z, only_from_disk);
4699         
4700         /*
4701                 Do not generate over-limit
4702         */
4703         if(p.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
4704         || p.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
4705         || p.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
4706         || p.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
4707         || p.Z < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
4708         || p.Z > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
4709                 throw InvalidPositionException("emergeBlock(): pos. over limit");
4710         
4711         v2s16 p2d(p.X, p.Z);
4712         s16 block_y = p.Y;
4713         /*
4714                 This will create or load a sector if not found in memory.
4715                 If block exists on disk, it will be loaded.
4716         */
4717         ServerMapSector *sector;
4718         try{
4719                 sector = (ServerMapSector*)emergeSector(p2d, changed_blocks);
4720                 assert(sector->getId() == MAPSECTOR_SERVER);
4721         }
4722         catch(InvalidPositionException &e)
4723         {
4724                 dstream<<"emergeBlock: emergeSector() failed: "
4725                                 <<e.what()<<std::endl;
4726                 dstream<<"Path to failed sector: "<<getSectorDir(p2d)
4727                                 <<std::endl
4728                                 <<"You could try to delete it."<<std::endl;
4729                 throw e;
4730         }
4731         catch(VersionMismatchException &e)
4732         {
4733                 dstream<<"emergeBlock: emergeSector() failed: "
4734                                 <<e.what()<<std::endl;
4735                 dstream<<"Path to failed sector: "<<getSectorDir(p2d)
4736                                 <<std::endl
4737                                 <<"You could try to delete it."<<std::endl;
4738                 throw e;
4739         }
4740         /*
4741                 NOTE: This should not be done, or at least the exception
4742                 should not be passed on as std::exception, because it
4743                 won't be catched at all.
4744         */
4745         /*catch(std::exception &e)
4746         {
4747                 dstream<<"emergeBlock: emergeSector() failed: "
4748                                 <<e.what()<<std::endl;
4749                 dstream<<"Path to failed sector: "<<getSectorDir(p2d)
4750                                 <<std::endl
4751                                 <<"You could try to delete it."<<std::endl;
4752                 throw e;
4753         }*/
4754
4755         /*
4756                 Try to get a block from the sector
4757         */
4758
4759         bool does_not_exist = false;
4760         bool lighting_expired = false;
4761         MapBlock *block = sector->getBlockNoCreateNoEx(block_y);
4762
4763         if(block == NULL)
4764         {
4765                 does_not_exist = true;
4766         }
4767         else if(block->isDummy() == true)
4768         {
4769                 does_not_exist = true;
4770         }
4771         else if(block->getLightingExpired())
4772         {
4773                 lighting_expired = true;
4774         }
4775         else
4776         {
4777                 // Valid block
4778                 //dstream<<"emergeBlock(): Returning already valid block"<<std::endl;
4779                 return block;
4780         }
4781         
4782         /*
4783                 If block was not found on disk and not going to generate a
4784                 new one, make sure there is a dummy block in place.
4785         */
4786         if(only_from_disk && (does_not_exist || lighting_expired))
4787         {
4788                 //dstream<<"emergeBlock(): Was not on disk but not generating"<<std::endl;
4789
4790                 if(block == NULL)
4791                 {
4792                         // Create dummy block
4793                         block = new MapBlock(this, p, true);
4794
4795                         // Add block to sector
4796                         sector->insertBlock(block);
4797                 }
4798                 // Done.
4799                 return block;
4800         }
4801
4802         //dstream<<"Not found on disk, generating."<<std::endl;
4803         // 0ms
4804         //TimeTaker("emergeBlock() generate");
4805
4806         //dstream<<"emergeBlock(): Didn't find valid block -> making one"<<std::endl;
4807
4808         /*
4809                 If the block doesn't exist, generate the block.
4810         */
4811         if(does_not_exist)
4812         {
4813                 block = generateBlock(p, block, sector, changed_blocks,
4814                                 lighting_invalidated_blocks); 
4815         }
4816
4817         if(lighting_expired)
4818         {
4819                 lighting_invalidated_blocks.insert(p, block);
4820         }
4821
4822         /*
4823                 Initially update sunlight
4824         */
4825         
4826         {
4827                 core::map<v3s16, bool> light_sources;
4828                 bool black_air_left = false;
4829                 bool bottom_invalid =
4830                                 block->propagateSunlight(light_sources, true,
4831                                 &black_air_left, true);
4832
4833                 // If sunlight didn't reach everywhere and part of block is
4834                 // above ground, lighting has to be properly updated
4835                 //if(black_air_left && some_part_underground)
4836                 if(black_air_left)
4837                 {
4838                         lighting_invalidated_blocks[block->getPos()] = block;
4839                 }
4840
4841                 if(bottom_invalid)
4842                 {
4843                         lighting_invalidated_blocks[block->getPos()] = block;
4844                 }
4845         }
4846         
4847         return block;
4848 }
4849
4850 s16 ServerMap::findGroundLevel(v2s16 p2d)
4851 {
4852         /*
4853                 Uh, just do something random...
4854         */
4855         // Find existing map from top to down
4856         s16 max=63;
4857         s16 min=-64;
4858         v3s16 p(p2d.X, max, p2d.Y);
4859         for(; p.Y>min; p.Y--)
4860         {
4861                 MapNode n = getNodeNoEx(p);
4862                 if(n.d != CONTENT_IGNORE)
4863                         break;
4864         }
4865         if(p.Y == min)
4866                 goto plan_b;
4867         // If this node is not air, go to plan b
4868         if(getNodeNoEx(p).d != CONTENT_AIR)
4869                 goto plan_b;
4870         // Search existing walkable and return it
4871         for(; p.Y>min; p.Y--)
4872         {
4873                 MapNode n = getNodeNoEx(p);
4874                 if(content_walkable(n.d) && n.d != CONTENT_IGNORE)
4875                         return p.Y;
4876         }
4877         // Move to plan b
4878 plan_b:
4879         /*
4880                 Plan B: Get from map generator perlin noise function
4881         */
4882         // This won't work if proper generation is disabled
4883         if(m_chunksize == 0)
4884                 return WATER_LEVEL+2;
4885         double level = base_rock_level_2d(m_seed, p2d) + AVERAGE_MUD_AMOUNT;
4886         return (s16)level;
4887 }
4888
4889 void ServerMap::createDirs(std::string path)
4890 {
4891         if(fs::CreateAllDirs(path) == false)
4892         {
4893                 m_dout<<DTIME<<"ServerMap: Failed to create directory "
4894                                 <<"\""<<path<<"\""<<std::endl;
4895                 throw BaseException("ServerMap failed to create directory");
4896         }
4897 }
4898
4899 std::string ServerMap::getSectorDir(v2s16 pos, int layout)
4900 {
4901         char cc[9];
4902         switch(layout)
4903         {
4904                 case 1:
4905                         snprintf(cc, 9, "%.4x%.4x",
4906                                 (unsigned int)pos.X&0xffff,
4907                                 (unsigned int)pos.Y&0xffff);
4908
4909                         return m_savedir + "/sectors/" + cc;
4910                 case 2:
4911                         snprintf(cc, 9, "%.3x/%.3x",
4912                                 (unsigned int)pos.X&0xfff,
4913                                 (unsigned int)pos.Y&0xfff);
4914
4915                         return m_savedir + "/sectors2/" + cc;
4916                 default:
4917                         assert(false);
4918         }
4919 }
4920
4921 v2s16 ServerMap::getSectorPos(std::string dirname)
4922 {
4923         unsigned int x, y;
4924         int r;
4925         size_t spos = dirname.rfind('/') + 1;
4926         assert(spos != std::string::npos);
4927         if(dirname.size() - spos == 8)
4928         {
4929                 // Old layout
4930                 r = sscanf(dirname.substr(spos).c_str(), "%4x%4x", &x, &y);
4931         }
4932         else if(dirname.size() - spos == 3)
4933         {
4934                 // New layout
4935                 r = sscanf(dirname.substr(spos-4).c_str(), "%3x/%3x", &x, &y);
4936                 // Sign-extend the 12 bit values up to 16 bits...
4937                 if(x&0x800) x|=0xF000;
4938                 if(y&0x800) y|=0xF000;
4939         }
4940         else
4941         {
4942                 assert(false);
4943         }
4944         assert(r == 2);
4945         v2s16 pos((s16)x, (s16)y);
4946         return pos;
4947 }
4948
4949 v3s16 ServerMap::getBlockPos(std::string sectordir, std::string blockfile)
4950 {
4951         v2s16 p2d = getSectorPos(sectordir);
4952
4953         if(blockfile.size() != 4){
4954                 throw InvalidFilenameException("Invalid block filename");
4955         }
4956         unsigned int y;
4957         int r = sscanf(blockfile.c_str(), "%4x", &y);
4958         if(r != 1)
4959                 throw InvalidFilenameException("Invalid block filename");
4960         return v3s16(p2d.X, y, p2d.Y);
4961 }
4962
4963 void ServerMap::save(bool only_changed)
4964 {
4965         DSTACK(__FUNCTION_NAME);
4966         if(m_map_saving_enabled == false)
4967         {
4968                 dstream<<DTIME<<"WARNING: Not saving map, saving disabled."<<std::endl;
4969                 return;
4970         }
4971         
4972         if(only_changed == false)
4973                 dstream<<DTIME<<"ServerMap: Saving whole map, this can take time."
4974                                 <<std::endl;
4975         
4976         if(only_changed == false || m_map_metadata_changed)
4977         {
4978                 saveMapMeta();
4979         }
4980
4981         // Disable saving chunk metadata if chunks are disabled
4982         if(m_chunksize != 0)
4983         {
4984                 if(only_changed == false || anyChunkModified())
4985                         saveChunkMeta();
4986         }
4987         
4988         u32 sector_meta_count = 0;
4989         u32 block_count = 0;
4990         
4991         { //sectorlock
4992         //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
4993         
4994         core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator();
4995         for(; i.atEnd() == false; i++)
4996         {
4997                 ServerMapSector *sector = (ServerMapSector*)i.getNode()->getValue();
4998                 assert(sector->getId() == MAPSECTOR_SERVER);
4999         
5000                 if(sector->differs_from_disk || only_changed == false)
5001                 {
5002                         saveSectorMeta(sector);
5003                         sector_meta_count++;
5004                 }
5005                 core::list<MapBlock*> blocks;
5006                 sector->getBlocks(blocks);
5007                 core::list<MapBlock*>::Iterator j;
5008                 for(j=blocks.begin(); j!=blocks.end(); j++)
5009                 {
5010                         MapBlock *block = *j;
5011                         if(block->getChangedFlag() || only_changed == false)
5012                         {
5013                                 saveBlock(block);
5014                                 block_count++;
5015
5016                                 /*dstream<<"ServerMap: Written block ("
5017                                                 <<block->getPos().X<<","
5018                                                 <<block->getPos().Y<<","
5019                                                 <<block->getPos().Z<<")"
5020                                                 <<std::endl;*/
5021                         }
5022                 }
5023         }
5024
5025         }//sectorlock
5026         
5027         /*
5028                 Only print if something happened or saved whole map
5029         */
5030         if(only_changed == false || sector_meta_count != 0
5031                         || block_count != 0)
5032         {
5033                 dstream<<DTIME<<"ServerMap: Written: "
5034                                 <<sector_meta_count<<" sector metadata files, "
5035                                 <<block_count<<" block files"
5036                                 <<std::endl;
5037         }
5038 }
5039
5040 #if 0
5041 // NOTE: Doing this is insane. Deprecated and probably broken.
5042 void ServerMap::loadAll()
5043 {
5044         DSTACK(__FUNCTION_NAME);
5045         dstream<<DTIME<<"ServerMap: Loading map..."<<std::endl;
5046         
5047         loadMapMeta();
5048         loadChunkMeta();
5049
5050         std::vector<fs::DirListNode> list = fs::GetDirListing(m_savedir+"/sectors/");
5051
5052         dstream<<DTIME<<"There are "<<list.size()<<" sectors."<<std::endl;
5053         
5054         //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
5055         
5056         s32 counter = 0;
5057         s32 printed_counter = -100000;
5058         s32 count = list.size();
5059
5060         std::vector<fs::DirListNode>::iterator i;
5061         for(i=list.begin(); i!=list.end(); i++)
5062         {
5063                 if(counter > printed_counter + 10)
5064                 {
5065                         dstream<<DTIME<<counter<<"/"<<count<<std::endl;
5066                         printed_counter = counter;
5067                 }
5068                 counter++;
5069
5070                 MapSector *sector = NULL;
5071
5072                 // We want directories
5073                 if(i->dir == false)
5074                         continue;
5075                 try{
5076                         sector = loadSectorMeta(i->name);
5077                 }
5078                 catch(InvalidFilenameException &e)
5079                 {
5080                         // This catches unknown crap in directory
5081                 }
5082                 
5083                 std::vector<fs::DirListNode> list2 = fs::GetDirListing
5084                                 (m_savedir+"/sectors/"+i->name);
5085                 std::vector<fs::DirListNode>::iterator i2;
5086                 for(i2=list2.begin(); i2!=list2.end(); i2++)
5087                 {
5088                         // We want files
5089                         if(i2->dir)
5090                                 continue;
5091                         try{
5092                                 loadBlock(i->name, i2->name, sector);
5093                         }
5094                         catch(InvalidFilenameException &e)
5095                         {
5096                                 // This catches unknown crap in directory
5097                         }
5098                 }
5099         }
5100         dstream<<DTIME<<"ServerMap: Map loaded."<<std::endl;
5101 }
5102 #endif
5103
5104 #if 0
5105 void ServerMap::saveMasterHeightmap()
5106 {
5107         DSTACK(__FUNCTION_NAME);
5108         
5109         dstream<<"DEPRECATED: "<<__FUNCTION_NAME<<std::endl;
5110
5111         createDir(m_savedir);
5112         
5113         /*std::string fullpath = m_savedir + "/master_heightmap";
5114         std::ofstream o(fullpath.c_str(), std::ios_base::binary);
5115         if(o.good() == false)
5116                 throw FileNotGoodException("Cannot open master heightmap");*/
5117         
5118         // Format used for writing
5119         //u8 version = SER_FMT_VER_HIGHEST;
5120 }
5121
5122 void ServerMap::loadMasterHeightmap()
5123 {
5124         DSTACK(__FUNCTION_NAME);
5125         
5126         dstream<<"DEPRECATED: "<<__FUNCTION_NAME<<std::endl;
5127
5128         /*std::string fullpath = m_savedir + "/master_heightmap";
5129         std::ifstream is(fullpath.c_str(), std::ios_base::binary);
5130         if(is.good() == false)
5131                 throw FileNotGoodException("Cannot open master heightmap");*/
5132 }
5133 #endif
5134
5135 void ServerMap::saveMapMeta()
5136 {
5137         DSTACK(__FUNCTION_NAME);
5138         
5139         dstream<<"INFO: ServerMap::saveMapMeta(): "
5140                         <<"seed="<<m_seed<<", chunksize="<<m_chunksize
5141                         <<std::endl;
5142
5143         createDirs(m_savedir);
5144         
5145         std::string fullpath = m_savedir + "/map_meta.txt";
5146         std::ofstream os(fullpath.c_str(), std::ios_base::binary);
5147         if(os.good() == false)
5148         {
5149                 dstream<<"ERROR: ServerMap::saveMapMeta(): "
5150                                 <<"could not open"<<fullpath<<std::endl;
5151                 throw FileNotGoodException("Cannot open chunk metadata");
5152         }
5153         
5154         Settings params;
5155         params.setU64("seed", m_seed);
5156         params.setS32("chunksize", m_chunksize);
5157
5158         params.writeLines(os);
5159
5160         os<<"[end_of_params]\n";
5161         
5162         m_map_metadata_changed = false;
5163 }
5164
5165 void ServerMap::loadMapMeta()
5166 {
5167         DSTACK(__FUNCTION_NAME);
5168         
5169         dstream<<"INFO: ServerMap::loadMapMeta(): Loading map metadata"
5170                         <<std::endl;
5171
5172         std::string fullpath = m_savedir + "/map_meta.txt";
5173         std::ifstream is(fullpath.c_str(), std::ios_base::binary);
5174         if(is.good() == false)
5175         {
5176                 dstream<<"ERROR: ServerMap::loadMapMeta(): "
5177                                 <<"could not open"<<fullpath<<std::endl;
5178                 throw FileNotGoodException("Cannot open map metadata");
5179         }
5180
5181         Settings params;
5182
5183         for(;;)
5184         {
5185                 if(is.eof())
5186                         throw SerializationError
5187                                         ("ServerMap::loadMapMeta(): [end_of_params] not found");
5188                 std::string line;
5189                 std::getline(is, line);
5190                 std::string trimmedline = trim(line);
5191                 if(trimmedline == "[end_of_params]")
5192                         break;
5193                 params.parseConfigLine(line);
5194         }
5195
5196         m_seed = params.getU64("seed");
5197         m_chunksize = params.getS32("chunksize");
5198
5199         dstream<<"INFO: ServerMap::loadMapMeta(): "
5200                         <<"seed="<<m_seed<<", chunksize="<<m_chunksize
5201                         <<std::endl;
5202 }
5203
5204 void ServerMap::saveChunkMeta()
5205 {
5206         DSTACK(__FUNCTION_NAME);
5207
5208         // This should not be called if chunks are disabled.
5209         assert(m_chunksize != 0);
5210         
5211         u32 count = m_chunks.size();
5212
5213         dstream<<"INFO: ServerMap::saveChunkMeta(): Saving metadata of "
5214                         <<count<<" chunks"<<std::endl;
5215
5216         createDirs(m_savedir);
5217         
5218         std::string fullpath = m_savedir + "/chunk_meta";
5219         std::ofstream os(fullpath.c_str(), std::ios_base::binary);
5220         if(os.good() == false)
5221         {
5222                 dstream<<"ERROR: ServerMap::saveChunkMeta(): "
5223                                 <<"could not open"<<fullpath<<std::endl;
5224                 throw FileNotGoodException("Cannot open chunk metadata");
5225         }
5226         
5227         u8 version = 0;
5228         
5229         // Write version
5230         os.write((char*)&version, 1);
5231
5232         u8 buf[4];
5233         
5234         // Write count
5235         writeU32(buf, count);
5236         os.write((char*)buf, 4);
5237         
5238         for(core::map<v2s16, MapChunk*>::Iterator
5239                         i = m_chunks.getIterator();
5240                         i.atEnd()==false; i++)
5241         {
5242                 v2s16 p = i.getNode()->getKey();
5243                 MapChunk *chunk = i.getNode()->getValue();
5244                 // Write position
5245                 writeV2S16(buf, p);
5246                 os.write((char*)buf, 4);
5247                 // Write chunk data
5248                 chunk->serialize(os, version);
5249         }
5250
5251         setChunksNonModified();
5252 }
5253
5254 void ServerMap::loadChunkMeta()
5255 {
5256         DSTACK(__FUNCTION_NAME);
5257         
5258         dstream<<"INFO: ServerMap::loadChunkMeta(): Loading chunk metadata"
5259                         <<std::endl;
5260
5261         std::string fullpath = m_savedir + "/chunk_meta";
5262         std::ifstream is(fullpath.c_str(), std::ios_base::binary);
5263         if(is.good() == false)
5264         {
5265                 dstream<<"ERROR: ServerMap::loadChunkMeta(): "
5266                                 <<"could not open"<<fullpath<<std::endl;
5267                 throw FileNotGoodException("Cannot open chunk metadata");
5268         }
5269
5270         u8 version = 0;
5271         
5272         // Read version
5273         is.read((char*)&version, 1);
5274
5275         u8 buf[4];
5276         
5277         // Read count
5278         is.read((char*)buf, 4);
5279         u32 count = readU32(buf);
5280
5281         dstream<<"INFO: ServerMap::loadChunkMeta(): Loading metadata of "
5282                         <<count<<" chunks"<<std::endl;
5283         
5284         for(u32 i=0; i<count; i++)
5285         {
5286                 v2s16 p;
5287                 MapChunk *chunk = new MapChunk();
5288                 // Read position
5289                 is.read((char*)buf, 4);
5290                 p = readV2S16(buf);
5291                 // Read chunk data
5292                 chunk->deSerialize(is, version);
5293                 m_chunks.insert(p, chunk);
5294         }
5295 }
5296
5297 void ServerMap::saveSectorMeta(ServerMapSector *sector)
5298 {
5299         DSTACK(__FUNCTION_NAME);
5300         // Format used for writing
5301         u8 version = SER_FMT_VER_HIGHEST;
5302         // Get destination
5303         v2s16 pos = sector->getPos();
5304         std::string dir = getSectorDir(pos);
5305         createDirs(dir);
5306         
5307         std::string fullpath = dir + "/meta";
5308         std::ofstream o(fullpath.c_str(), std::ios_base::binary);
5309         if(o.good() == false)
5310                 throw FileNotGoodException("Cannot open sector metafile");
5311
5312         sector->serialize(o, version);
5313         
5314         sector->differs_from_disk = false;
5315 }
5316
5317 MapSector* ServerMap::loadSectorMeta(std::string sectordir, bool save_after_load)
5318 {
5319         DSTACK(__FUNCTION_NAME);
5320         // Get destination
5321         v2s16 p2d = getSectorPos(sectordir);
5322
5323         ServerMapSector *sector = NULL;
5324
5325         std::string fullpath = sectordir + "/meta";
5326         std::ifstream is(fullpath.c_str(), std::ios_base::binary);
5327         if(is.good() == false)
5328         {
5329                 // If the directory exists anyway, it probably is in some old
5330                 // format. Just go ahead and create the sector.
5331                 if(fs::PathExists(sectordir))
5332                 {
5333                         dstream<<"ServerMap::loadSectorMeta(): Sector metafile "
5334                                         <<fullpath<<" doesn't exist but directory does."
5335                                         <<" Continuing with a sector with no metadata."
5336                                         <<std::endl;
5337                         sector = new ServerMapSector(this, p2d);
5338                         m_sectors.insert(p2d, sector);
5339                 }
5340                 else
5341                 {
5342                         throw FileNotGoodException("Cannot open sector metafile");
5343                 }
5344         }
5345         else
5346         {
5347                 sector = ServerMapSector::deSerialize
5348                                 (is, this, p2d, m_sectors);
5349                 if(save_after_load)
5350                         saveSectorMeta(sector);
5351         }
5352         
5353         sector->differs_from_disk = false;
5354
5355         return sector;
5356 }
5357
5358 bool ServerMap::loadSectorFull(v2s16 p2d)
5359 {
5360         DSTACK(__FUNCTION_NAME);
5361
5362         MapSector *sector = NULL;
5363
5364         // The directory layout we're going to load from.
5365         //  1 - original sectors/xxxxzzzz/
5366         //  2 - new sectors2/xxx/zzz/
5367         //  If we load from anything but the latest structure, we will
5368         //  immediately save to the new one, and remove the old.
5369         int loadlayout = 1;
5370         std::string sectordir1 = getSectorDir(p2d, 1);
5371         std::string sectordir;
5372         if(fs::PathExists(sectordir1))
5373         {
5374                 sectordir = sectordir1;
5375         }
5376         else
5377         {
5378                 loadlayout = 2;
5379                 sectordir = getSectorDir(p2d, 2);
5380         }
5381
5382         //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
5383
5384         try{
5385                 sector = loadSectorMeta(sectordir, loadlayout != 2);
5386         }
5387         catch(InvalidFilenameException &e)
5388         {
5389                 return false;
5390         }
5391         catch(FileNotGoodException &e)
5392         {
5393                 return false;
5394         }
5395         catch(std::exception &e)
5396         {
5397                 return false;
5398         }
5399         
5400         /*
5401                 Load blocks
5402         */
5403         std::vector<fs::DirListNode> list2 = fs::GetDirListing
5404                         (sectordir);
5405         std::vector<fs::DirListNode>::iterator i2;
5406         for(i2=list2.begin(); i2!=list2.end(); i2++)
5407         {
5408                 // We want files
5409                 if(i2->dir)
5410                         continue;
5411                 try{
5412                         loadBlock(sectordir, i2->name, sector, loadlayout != 2);
5413                 }
5414                 catch(InvalidFilenameException &e)
5415                 {
5416                         // This catches unknown crap in directory
5417                 }
5418         }
5419
5420         if(loadlayout != 2)
5421         {
5422                 dstream<<"Sector converted to new layout - deleting "<<
5423                         sectordir1<<std::endl;
5424                 fs::RecursiveDelete(sectordir1);
5425         }
5426
5427         return true;
5428 }
5429
5430
5431 void ServerMap::saveBlock(MapBlock *block)
5432 {
5433         DSTACK(__FUNCTION_NAME);
5434         /*
5435                 Dummy blocks are not written
5436         */
5437         if(block->isDummy())
5438         {
5439                 /*v3s16 p = block->getPos();
5440                 dstream<<"ServerMap::saveBlock(): WARNING: Not writing dummy block "
5441                                 <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
5442                 return;
5443         }
5444
5445         // Format used for writing
5446         u8 version = SER_FMT_VER_HIGHEST;
5447         // Get destination
5448         v3s16 p3d = block->getPos();
5449         v2s16 p2d(p3d.X, p3d.Z);
5450         std::string dir = getSectorDir(p2d);
5451         createDirs(dir);
5452         
5453         char cc[5];
5454         snprintf(cc, 5, "%.4x", (unsigned int)p3d.Y&0xffff);
5455         std::string fullpath = dir + "/" + cc;
5456         std::ofstream o(fullpath.c_str(), std::ios_base::binary);
5457         if(o.good() == false)
5458                 throw FileNotGoodException("Cannot open block data");
5459
5460         /*
5461                 [0] u8 serialization version
5462                 [1] data
5463         */
5464         o.write((char*)&version, 1);
5465         
5466         // Write basic data
5467         block->serialize(o, version);
5468         
5469         // Write extra data stored on disk
5470         block->serializeDiskExtra(o, version);
5471
5472         // We just wrote it to the disk so clear modified flag
5473         block->resetChangedFlag();
5474 }
5475
5476 void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector, bool save_after_load)
5477 {
5478         DSTACK(__FUNCTION_NAME);
5479
5480         std::string fullpath = sectordir+"/"+blockfile;
5481         try{
5482
5483                 std::ifstream is(fullpath.c_str(), std::ios_base::binary);
5484                 if(is.good() == false)
5485                         throw FileNotGoodException("Cannot open block file");
5486                 
5487                 v3s16 p3d = getBlockPos(sectordir, blockfile);
5488                 v2s16 p2d(p3d.X, p3d.Z);
5489                 
5490                 assert(sector->getPos() == p2d);
5491                 
5492                 u8 version = SER_FMT_VER_INVALID;
5493                 is.read((char*)&version, 1);
5494
5495                 if(is.fail())
5496                         throw SerializationError("ServerMap::loadBlock(): Failed"
5497                                         " to read MapBlock version");
5498
5499                 /*u32 block_size = MapBlock::serializedLength(version);
5500                 SharedBuffer<u8> data(block_size);
5501                 is.read((char*)*data, block_size);*/
5502
5503                 // This will always return a sector because we're the server
5504                 //MapSector *sector = emergeSector(p2d);
5505
5506                 MapBlock *block = NULL;
5507                 bool created_new = false;
5508                 try{
5509                         block = sector->getBlockNoCreate(p3d.Y);
5510                 }
5511                 catch(InvalidPositionException &e)
5512                 {
5513                         block = sector->createBlankBlockNoInsert(p3d.Y);
5514                         created_new = true;
5515                 }
5516                 
5517                 // Read basic data
5518                 block->deSerialize(is, version);
5519
5520                 // Read extra data stored on disk
5521                 block->deSerializeDiskExtra(is, version);
5522                 
5523                 // If it's a new block, insert it to the map
5524                 if(created_new)
5525                         sector->insertBlock(block);
5526                 
5527                 /*
5528                         Save blocks loaded in old format in new format
5529                 */
5530
5531                 if(version < SER_FMT_VER_HIGHEST || save_after_load)
5532                 {
5533                         saveBlock(block);
5534                 }
5535                 
5536                 // We just loaded it from the disk, so it's up-to-date.
5537                 block->resetChangedFlag();
5538
5539         }
5540         catch(SerializationError &e)
5541         {
5542                 dstream<<"WARNING: Invalid block data on disk "
5543                                 "(SerializationError). Ignoring. "
5544                                 "A new one will be generated."
5545                                 <<std::endl;
5546
5547                 // TODO: Backup file; name is in fullpath.
5548         }
5549 }
5550
5551 void ServerMap::PrintInfo(std::ostream &out)
5552 {
5553         out<<"ServerMap: ";
5554 }
5555
5556 #ifndef SERVER
5557
5558 /*
5559         ClientMap
5560 */
5561
5562 ClientMap::ClientMap(
5563                 Client *client,
5564                 MapDrawControl &control,
5565                 scene::ISceneNode* parent,
5566                 scene::ISceneManager* mgr,
5567                 s32 id
5568 ):
5569         Map(dout_client),
5570         scene::ISceneNode(parent, mgr, id),
5571         m_client(client),
5572         m_control(control),
5573         m_camera_position(0,0,0),
5574         m_camera_direction(0,0,1)
5575 {
5576         m_camera_mutex.Init();
5577         assert(m_camera_mutex.IsInitialized());
5578         
5579         m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
5580                         BS*1000000,BS*1000000,BS*1000000);
5581 }
5582
5583 ClientMap::~ClientMap()
5584 {
5585         /*JMutexAutoLock lock(mesh_mutex);
5586         
5587         if(mesh != NULL)
5588         {
5589                 mesh->drop();
5590                 mesh = NULL;
5591         }*/
5592 }
5593
5594 MapSector * ClientMap::emergeSector(v2s16 p2d)
5595 {
5596         DSTACK(__FUNCTION_NAME);
5597         // Check that it doesn't exist already
5598         try{
5599                 return getSectorNoGenerate(p2d);
5600         }
5601         catch(InvalidPositionException &e)
5602         {
5603         }
5604         
5605         // Create a sector
5606         ClientMapSector *sector = new ClientMapSector(this, p2d);
5607         
5608         {
5609                 //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
5610                 m_sectors.insert(p2d, sector);
5611         }
5612         
5613         return sector;
5614 }
5615
5616 void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
5617 {
5618         DSTACK(__FUNCTION_NAME);
5619         ClientMapSector *sector = NULL;
5620
5621         //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
5622         
5623         core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p2d);
5624
5625         if(n != NULL)
5626         {
5627                 sector = (ClientMapSector*)n->getValue();
5628                 assert(sector->getId() == MAPSECTOR_CLIENT);
5629         }
5630         else
5631         {
5632                 sector = new ClientMapSector(this, p2d);
5633                 {
5634                         //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
5635                         m_sectors.insert(p2d, sector);
5636                 }
5637         }
5638
5639         sector->deSerialize(is);
5640 }
5641
5642 void ClientMap::OnRegisterSceneNode()
5643 {
5644         if(IsVisible)
5645         {
5646                 SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
5647                 SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
5648         }
5649
5650         ISceneNode::OnRegisterSceneNode();
5651 }
5652
5653 void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
5654 {
5655         //m_dout<<DTIME<<"Rendering map..."<<std::endl;
5656         DSTACK(__FUNCTION_NAME);
5657
5658         bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
5659
5660         /*
5661                 Get time for measuring timeout.
5662                 
5663                 Measuring time is very useful for long delays when the
5664                 machine is swapping a lot.
5665         */
5666         int time1 = time(0);
5667
5668         //u32 daynight_ratio = m_client->getDayNightRatio();
5669
5670         m_camera_mutex.Lock();
5671         v3f camera_position = m_camera_position;
5672         v3f camera_direction = m_camera_direction;
5673         m_camera_mutex.Unlock();
5674
5675         /*
5676                 Get all blocks and draw all visible ones
5677         */
5678
5679         v3s16 cam_pos_nodes(
5680                         camera_position.X / BS,
5681                         camera_position.Y / BS,
5682                         camera_position.Z / BS);
5683
5684         v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
5685
5686         v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
5687         v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
5688
5689         // Take a fair amount as we will be dropping more out later
5690         v3s16 p_blocks_min(
5691                         p_nodes_min.X / MAP_BLOCKSIZE - 1,
5692                         p_nodes_min.Y / MAP_BLOCKSIZE - 1,
5693                         p_nodes_min.Z / MAP_BLOCKSIZE - 1);
5694         v3s16 p_blocks_max(
5695                         p_nodes_max.X / MAP_BLOCKSIZE + 1,
5696                         p_nodes_max.Y / MAP_BLOCKSIZE + 1,
5697                         p_nodes_max.Z / MAP_BLOCKSIZE + 1);
5698         
5699         u32 vertex_count = 0;
5700         
5701         // For limiting number of mesh updates per frame
5702         u32 mesh_update_count = 0;
5703         
5704         u32 blocks_would_have_drawn = 0;
5705         u32 blocks_drawn = 0;
5706
5707         //NOTE: The sectors map should be locked but we're not doing it
5708         // because it'd cause too much delays
5709
5710         int timecheck_counter = 0;
5711         core::map<v2s16, MapSector*>::Iterator si;
5712         si = m_sectors.getIterator();
5713         for(; si.atEnd() == false; si++)
5714         {
5715                 {
5716                         timecheck_counter++;
5717                         if(timecheck_counter > 50)
5718                         {
5719                                 timecheck_counter = 0;
5720                                 int time2 = time(0);
5721                                 if(time2 > time1 + 4)
5722                                 {
5723                                         dstream<<"ClientMap::renderMap(): "
5724                                                 "Rendering takes ages, returning."
5725                                                 <<std::endl;
5726                                         return;
5727                                 }
5728                         }
5729                 }
5730
5731                 MapSector *sector = si.getNode()->getValue();
5732                 v2s16 sp = sector->getPos();
5733                 
5734                 if(m_control.range_all == false)
5735                 {
5736                         if(sp.X < p_blocks_min.X
5737                         || sp.X > p_blocks_max.X
5738                         || sp.Y < p_blocks_min.Z
5739                         || sp.Y > p_blocks_max.Z)
5740                                 continue;
5741                 }
5742
5743                 core::list< MapBlock * > sectorblocks;
5744                 sector->getBlocks(sectorblocks);
5745                 
5746                 /*
5747                         Draw blocks
5748                 */
5749
5750                 core::list< MapBlock * >::Iterator i;
5751                 for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
5752                 {
5753                         MapBlock *block = *i;
5754
5755                         /*
5756                                 Compare block position to camera position, skip
5757                                 if not seen on display
5758                         */
5759                         
5760                         float range = 100000 * BS;
5761                         if(m_control.range_all == false)
5762                                 range = m_control.wanted_range * BS;
5763                         
5764                         float d = 0.0;
5765                         if(isBlockInSight(block->getPos(), camera_position,
5766                                         camera_direction, range, &d) == false)
5767                         {
5768                                 continue;
5769                         }
5770                         
5771                         // This is ugly (spherical distance limit?)
5772                         /*if(m_control.range_all == false &&
5773                                         d - 0.5*BS*MAP_BLOCKSIZE > range)
5774                                 continue;*/
5775
5776 #if 1
5777                         /*
5778                                 Update expired mesh (used for day/night change)
5779
5780                                 It doesn't work exactly like it should now with the
5781                                 tasked mesh update but whatever.
5782                         */
5783
5784                         bool mesh_expired = false;
5785                         
5786                         {
5787                                 JMutexAutoLock lock(block->mesh_mutex);
5788
5789                                 mesh_expired = block->getMeshExpired();
5790
5791                                 // Mesh has not been expired and there is no mesh:
5792                                 // block has no content
5793                                 if(block->mesh == NULL && mesh_expired == false)
5794                                         continue;
5795                         }
5796
5797                         f32 faraway = BS*50;
5798                         //f32 faraway = m_control.wanted_range * BS;
5799                         
5800                         /*
5801                                 This has to be done with the mesh_mutex unlocked
5802                         */
5803                         // Pretty random but this should work somewhat nicely
5804                         if(mesh_expired && (
5805                                         (mesh_update_count < 3
5806                                                 && (d < faraway || mesh_update_count < 2)
5807                                         )
5808                                         || 
5809                                         (m_control.range_all && mesh_update_count < 20)
5810                                 )
5811                         )
5812                         /*if(mesh_expired && mesh_update_count < 6
5813                                         && (d < faraway || mesh_update_count < 3))*/
5814                         {
5815                                 mesh_update_count++;
5816
5817                                 // Mesh has been expired: generate new mesh
5818                                 //block->updateMesh(daynight_ratio);
5819                                 m_client->addUpdateMeshTask(block->getPos());
5820
5821                                 mesh_expired = false;
5822                         }
5823                         
5824 #endif
5825                         /*
5826                                 Draw the faces of the block
5827                         */
5828                         {
5829                                 JMutexAutoLock lock(block->mesh_mutex);
5830
5831                                 scene::SMesh *mesh = block->mesh;
5832
5833                                 if(mesh == NULL)
5834                                         continue;
5835                                 
5836                                 blocks_would_have_drawn++;
5837                                 if(blocks_drawn >= m_control.wanted_max_blocks
5838                                                 && m_control.range_all == false
5839                                                 && d > m_control.wanted_min_range * BS)
5840                                         continue;
5841                                 blocks_drawn++;
5842
5843                                 u32 c = mesh->getMeshBufferCount();
5844
5845                                 for(u32 i=0; i<c; i++)
5846                                 {
5847                                         scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
5848                                         const video::SMaterial& material = buf->getMaterial();
5849                                         video::IMaterialRenderer* rnd =
5850                                                         driver->getMaterialRenderer(material.MaterialType);
5851                                         bool transparent = (rnd && rnd->isTransparent());
5852                                         // Render transparent on transparent pass and likewise.
5853                                         if(transparent == is_transparent_pass)
5854                                         {
5855                                                 /*
5856                                                         This *shouldn't* hurt too much because Irrlicht
5857                                                         doesn't change opengl textures if the old
5858                                                         material is set again.
5859                                                 */
5860                                                 driver->setMaterial(buf->getMaterial());
5861                                                 driver->drawMeshBuffer(buf);
5862                                                 vertex_count += buf->getVertexCount();
5863                                         }
5864                                 }
5865                         }
5866                 } // foreach sectorblocks
5867         }
5868         
5869         m_control.blocks_drawn = blocks_drawn;
5870         m_control.blocks_would_have_drawn = blocks_would_have_drawn;
5871
5872         /*dstream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
5873                         <<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
5874 }
5875
5876 bool ClientMap::setTempMod(v3s16 p, NodeMod mod,
5877                 core::map<v3s16, MapBlock*> *affected_blocks)
5878 {
5879         bool changed = false;
5880         /*
5881                 Add it to all blocks touching it
5882         */
5883         v3s16 dirs[7] = {
5884                 v3s16(0,0,0), // this
5885                 v3s16(0,0,1), // back
5886                 v3s16(0,1,0), // top
5887                 v3s16(1,0,0), // right
5888                 v3s16(0,0,-1), // front
5889                 v3s16(0,-1,0), // bottom
5890                 v3s16(-1,0,0), // left
5891         };
5892         for(u16 i=0; i<7; i++)
5893         {
5894                 v3s16 p2 = p + dirs[i];
5895                 // Block position of neighbor (or requested) node
5896                 v3s16 blockpos = getNodeBlockPos(p2);
5897                 MapBlock * blockref = getBlockNoCreateNoEx(blockpos);
5898                 if(blockref == NULL)
5899                         continue;
5900                 // Relative position of requested node
5901                 v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
5902                 if(blockref->setTempMod(relpos, mod))
5903                 {
5904                         changed = true;
5905                 }
5906         }
5907         if(changed && affected_blocks!=NULL)
5908         {
5909                 for(u16 i=0; i<7; i++)
5910                 {
5911                         v3s16 p2 = p + dirs[i];
5912                         // Block position of neighbor (or requested) node
5913                         v3s16 blockpos = getNodeBlockPos(p2);
5914                         MapBlock * blockref = getBlockNoCreateNoEx(blockpos);
5915                         if(blockref == NULL)
5916                                 continue;
5917                         affected_blocks->insert(blockpos, blockref);
5918                 }
5919         }
5920         return changed;
5921 }
5922
5923 bool ClientMap::clearTempMod(v3s16 p,
5924                 core::map<v3s16, MapBlock*> *affected_blocks)
5925 {
5926         bool changed = false;
5927         v3s16 dirs[7] = {
5928                 v3s16(0,0,0), // this
5929                 v3s16(0,0,1), // back
5930                 v3s16(0,1,0), // top
5931                 v3s16(1,0,0), // right
5932                 v3s16(0,0,-1), // front
5933                 v3s16(0,-1,0), // bottom
5934                 v3s16(-1,0,0), // left
5935         };
5936         for(u16 i=0; i<7; i++)
5937         {
5938                 v3s16 p2 = p + dirs[i];
5939                 // Block position of neighbor (or requested) node
5940                 v3s16 blockpos = getNodeBlockPos(p2);
5941                 MapBlock * blockref = getBlockNoCreateNoEx(blockpos);
5942                 if(blockref == NULL)
5943                         continue;
5944                 // Relative position of requested node
5945                 v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
5946                 if(blockref->clearTempMod(relpos))
5947                 {
5948                         changed = true;
5949                 }
5950         }
5951         if(changed && affected_blocks!=NULL)
5952         {
5953                 for(u16 i=0; i<7; i++)
5954                 {
5955                         v3s16 p2 = p + dirs[i];
5956                         // Block position of neighbor (or requested) node
5957                         v3s16 blockpos = getNodeBlockPos(p2);
5958                         MapBlock * blockref = getBlockNoCreateNoEx(blockpos);
5959                         if(blockref == NULL)
5960                                 continue;
5961                         affected_blocks->insert(blockpos, blockref);
5962                 }
5963         }
5964         return changed;
5965 }
5966
5967 void ClientMap::expireMeshes(bool only_daynight_diffed)
5968 {
5969         TimeTaker timer("expireMeshes()");
5970
5971         core::map<v2s16, MapSector*>::Iterator si;
5972         si = m_sectors.getIterator();
5973         for(; si.atEnd() == false; si++)
5974         {
5975                 MapSector *sector = si.getNode()->getValue();
5976
5977                 core::list< MapBlock * > sectorblocks;
5978                 sector->getBlocks(sectorblocks);
5979                 
5980                 core::list< MapBlock * >::Iterator i;
5981                 for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
5982                 {
5983                         MapBlock *block = *i;
5984
5985                         if(only_daynight_diffed && dayNightDiffed(block->getPos()) == false)
5986                         {
5987                                 continue;
5988                         }
5989                         
5990                         {
5991                                 JMutexAutoLock lock(block->mesh_mutex);
5992                                 if(block->mesh != NULL)
5993                                 {
5994                                         /*block->mesh->drop();
5995                                         block->mesh = NULL;*/
5996                                         block->setMeshExpired(true);
5997                                 }
5998                         }
5999                 }
6000         }
6001 }
6002
6003 void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
6004 {
6005         assert(mapType() == MAPTYPE_CLIENT);
6006
6007         try{
6008                 v3s16 p = blockpos + v3s16(0,0,0);
6009                 MapBlock *b = getBlockNoCreate(p);
6010                 b->updateMesh(daynight_ratio);
6011                 //b->setMeshExpired(true);
6012         }
6013         catch(InvalidPositionException &e){}
6014         // Leading edge
6015         try{
6016                 v3s16 p = blockpos + v3s16(-1,0,0);
6017                 MapBlock *b = getBlockNoCreate(p);
6018                 b->updateMesh(daynight_ratio);
6019                 //b->setMeshExpired(true);
6020         }
6021         catch(InvalidPositionException &e){}
6022         try{
6023                 v3s16 p = blockpos + v3s16(0,-1,0);
6024                 MapBlock *b = getBlockNoCreate(p);
6025                 b->updateMesh(daynight_ratio);
6026                 //b->setMeshExpired(true);
6027         }
6028         catch(InvalidPositionException &e){}
6029         try{
6030                 v3s16 p = blockpos + v3s16(0,0,-1);
6031                 MapBlock *b = getBlockNoCreate(p);
6032                 b->updateMesh(daynight_ratio);
6033                 //b->setMeshExpired(true);
6034         }
6035         catch(InvalidPositionException &e){}
6036 }
6037
6038 #if 0
6039 /*
6040         Update mesh of block in which the node is, and if the node is at the
6041         leading edge, update the appropriate leading blocks too.
6042 */
6043 void ClientMap::updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio)
6044 {
6045         v3s16 dirs[4] = {
6046                 v3s16(0,0,0),
6047                 v3s16(-1,0,0),
6048                 v3s16(0,-1,0),
6049                 v3s16(0,0,-1),
6050         };
6051         v3s16 blockposes[4];
6052         for(u32 i=0; i<4; i++)
6053         {
6054                 v3s16 np = nodepos + dirs[i];
6055                 blockposes[i] = getNodeBlockPos(np);
6056                 // Don't update mesh of block if it has been done already
6057                 bool already_updated = false;
6058                 for(u32 j=0; j<i; j++)
6059                 {
6060                         if(blockposes[j] == blockposes[i])
6061                         {
6062                                 already_updated = true;
6063                                 break;
6064                         }
6065                 }
6066                 if(already_updated)
6067                         continue;
6068                 // Update mesh
6069                 MapBlock *b = getBlockNoCreate(blockposes[i]);
6070                 b->updateMesh(daynight_ratio);
6071         }
6072 }
6073 #endif
6074
6075 void ClientMap::PrintInfo(std::ostream &out)
6076 {
6077         out<<"ClientMap: ";
6078 }
6079
6080 #endif // !SERVER
6081
6082 /*
6083         MapVoxelManipulator
6084 */
6085
6086 MapVoxelManipulator::MapVoxelManipulator(Map *map)
6087 {
6088         m_map = map;
6089 }
6090
6091 MapVoxelManipulator::~MapVoxelManipulator()
6092 {
6093         /*dstream<<"MapVoxelManipulator: blocks: "<<m_loaded_blocks.size()
6094                         <<std::endl;*/
6095 }
6096
6097 void MapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
6098 {
6099         TimeTaker timer1("emerge", &emerge_time);
6100
6101         // Units of these are MapBlocks
6102         v3s16 p_min = getNodeBlockPos(a.MinEdge);
6103         v3s16 p_max = getNodeBlockPos(a.MaxEdge);
6104
6105         VoxelArea block_area_nodes
6106                         (p_min*MAP_BLOCKSIZE, (p_max+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
6107
6108         addArea(block_area_nodes);
6109
6110         for(s32 z=p_min.Z; z<=p_max.Z; z++)
6111         for(s32 y=p_min.Y; y<=p_max.Y; y++)
6112         for(s32 x=p_min.X; x<=p_max.X; x++)
6113         {
6114                 v3s16 p(x,y,z);
6115                 core::map<v3s16, bool>::Node *n;
6116                 n = m_loaded_blocks.find(p);
6117                 if(n != NULL)
6118                         continue;
6119                 
6120                 bool block_data_inexistent = false;
6121                 try
6122                 {
6123                         TimeTaker timer1("emerge load", &emerge_load_time);
6124
6125                         /*dstream<<"Loading block (caller_id="<<caller_id<<")"
6126                                         <<" ("<<p.X<<","<<p.Y<<","<<p.Z<<")"
6127                                         <<" wanted area: ";
6128                         a.print(dstream);
6129                         dstream<<std::endl;*/
6130                         
6131                         MapBlock *block = m_map->getBlockNoCreate(p);
6132                         if(block->isDummy())
6133                                 block_data_inexistent = true;
6134                         else
6135                                 block->copyTo(*this);
6136                 }
6137                 catch(InvalidPositionException &e)
6138                 {
6139                         block_data_inexistent = true;
6140                 }
6141
6142                 if(block_data_inexistent)
6143                 {
6144                         VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
6145                         // Fill with VOXELFLAG_INEXISTENT
6146                         for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
6147                         for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
6148                         {
6149                                 s32 i = m_area.index(a.MinEdge.X,y,z);
6150                                 memset(&m_flags[i], VOXELFLAG_INEXISTENT, MAP_BLOCKSIZE);
6151                         }
6152                 }
6153
6154                 m_loaded_blocks.insert(p, !block_data_inexistent);
6155         }
6156
6157         //dstream<<"emerge done"<<std::endl;
6158 }
6159
6160 /*
6161         SUGG: Add an option to only update eg. water and air nodes.
6162               This will make it interfere less with important stuff if
6163                   run on background.
6164 */
6165 void MapVoxelManipulator::blitBack
6166                 (core::map<v3s16, MapBlock*> & modified_blocks)
6167 {
6168         if(m_area.getExtent() == v3s16(0,0,0))
6169                 return;
6170         
6171         //TimeTaker timer1("blitBack");
6172
6173         /*dstream<<"blitBack(): m_loaded_blocks.size()="
6174                         <<m_loaded_blocks.size()<<std::endl;*/
6175         
6176         /*
6177                 Initialize block cache
6178         */
6179         v3s16 blockpos_last;
6180         MapBlock *block = NULL;
6181         bool block_checked_in_modified = false;
6182
6183         for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
6184         for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
6185         for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
6186         {
6187                 v3s16 p(x,y,z);
6188
6189                 u8 f = m_flags[m_area.index(p)];
6190                 if(f & (VOXELFLAG_NOT_LOADED|VOXELFLAG_INEXISTENT))
6191                         continue;
6192
6193                 MapNode &n = m_data[m_area.index(p)];
6194                         
6195                 v3s16 blockpos = getNodeBlockPos(p);
6196                 
6197                 try
6198                 {
6199                         // Get block
6200                         if(block == NULL || blockpos != blockpos_last){
6201                                 block = m_map->getBlockNoCreate(blockpos);
6202                                 blockpos_last = blockpos;
6203                                 block_checked_in_modified = false;
6204                         }
6205                         
6206                         // Calculate relative position in block
6207                         v3s16 relpos = p - blockpos * MAP_BLOCKSIZE;
6208
6209                         // Don't continue if nothing has changed here
6210                         if(block->getNode(relpos) == n)
6211                                 continue;
6212
6213                         //m_map->setNode(m_area.MinEdge + p, n);
6214                         block->setNode(relpos, n);
6215                         
6216                         /*
6217                                 Make sure block is in modified_blocks
6218                         */
6219                         if(block_checked_in_modified == false)
6220                         {
6221                                 modified_blocks[blockpos] = block;
6222                                 block_checked_in_modified = true;
6223                         }
6224                 }
6225                 catch(InvalidPositionException &e)
6226                 {
6227                 }
6228         }
6229 }
6230
6231 ManualMapVoxelManipulator::ManualMapVoxelManipulator(Map *map):
6232                 MapVoxelManipulator(map),
6233                 m_create_area(false)
6234 {
6235 }
6236
6237 ManualMapVoxelManipulator::~ManualMapVoxelManipulator()
6238 {
6239 }
6240
6241 void ManualMapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
6242 {
6243         // Just create the area so that it can be pointed to
6244         VoxelManipulator::emerge(a, caller_id);
6245 }
6246
6247 void ManualMapVoxelManipulator::initialEmerge(
6248                 v3s16 blockpos_min, v3s16 blockpos_max)
6249 {
6250         TimeTaker timer1("initialEmerge", &emerge_time);
6251
6252         // Units of these are MapBlocks
6253         v3s16 p_min = blockpos_min;
6254         v3s16 p_max = blockpos_max;
6255
6256         VoxelArea block_area_nodes
6257                         (p_min*MAP_BLOCKSIZE, (p_max+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
6258         
6259         u32 size_MB = block_area_nodes.getVolume()*4/1000000;
6260         if(size_MB >= 1)
6261         {
6262                 dstream<<"initialEmerge: area: ";
6263                 block_area_nodes.print(dstream);
6264                 dstream<<" ("<<size_MB<<"MB)";
6265                 dstream<<std::endl;
6266         }
6267
6268         addArea(block_area_nodes);
6269
6270         for(s32 z=p_min.Z; z<=p_max.Z; z++)
6271         for(s32 y=p_min.Y; y<=p_max.Y; y++)
6272         for(s32 x=p_min.X; x<=p_max.X; x++)
6273         {
6274                 v3s16 p(x,y,z);
6275                 core::map<v3s16, bool>::Node *n;
6276                 n = m_loaded_blocks.find(p);
6277                 if(n != NULL)
6278                         continue;
6279                 
6280                 bool block_data_inexistent = false;
6281                 try
6282                 {
6283                         TimeTaker timer1("emerge load", &emerge_load_time);
6284
6285                         MapBlock *block = m_map->getBlockNoCreate(p);
6286                         if(block->isDummy())
6287                                 block_data_inexistent = true;
6288                         else
6289                                 block->copyTo(*this);
6290                 }
6291                 catch(InvalidPositionException &e)
6292                 {
6293                         block_data_inexistent = true;
6294                 }
6295
6296                 if(block_data_inexistent)
6297                 {
6298                         /*
6299                                 Mark area inexistent
6300                         */
6301                         VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
6302                         // Fill with VOXELFLAG_INEXISTENT
6303                         for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
6304                         for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
6305                         {
6306                                 s32 i = m_area.index(a.MinEdge.X,y,z);
6307                                 memset(&m_flags[i], VOXELFLAG_INEXISTENT, MAP_BLOCKSIZE);
6308                         }
6309                 }
6310
6311                 m_loaded_blocks.insert(p, !block_data_inexistent);
6312         }
6313 }
6314
6315 void ManualMapVoxelManipulator::blitBackAll(
6316                 core::map<v3s16, MapBlock*> * modified_blocks)
6317 {
6318         if(m_area.getExtent() == v3s16(0,0,0))
6319                 return;
6320         
6321         /*
6322                 Copy data of all blocks
6323         */
6324         for(core::map<v3s16, bool>::Iterator
6325                         i = m_loaded_blocks.getIterator();
6326                         i.atEnd() == false; i++)
6327         {
6328                 bool existed = i.getNode()->getValue();
6329                 if(existed == false)
6330                         continue;
6331                 v3s16 p = i.getNode()->getKey();
6332                 MapBlock *block = m_map->getBlockNoCreateNoEx(p);
6333                 if(block == NULL)
6334                 {
6335                         dstream<<"WARNING: "<<__FUNCTION_NAME
6336                                         <<": got NULL block "
6337                                         <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
6338                                         <<std::endl;
6339                         continue;
6340                 }
6341
6342                 block->copyFrom(*this);
6343
6344                 if(modified_blocks)
6345                         modified_blocks->insert(p, block);
6346         }
6347 }
6348
6349 //END