]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/map.cpp
comments
[dragonfireclient.git] / src / map.cpp
index 9a0952c753567cd1cdadd6800a1ab0af9aae68bf..2782cef03dd1a210118ee43850f07fd337ed163b 100644 (file)
@@ -24,51 +24,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "filesys.h"
 #include "utility.h"
 #include "voxel.h"
-
-#ifdef _WIN32
-       #include <windows.h>
-       #define sleep_ms(x) Sleep(x)
-#else
-       #include <unistd.h>
-       #define sleep_ms(x) usleep(x*1000)
-#endif
-
-MapBlockPointerCache::MapBlockPointerCache(Map *map)
-{
-       m_map = map;
-       m_map->m_blockcachelock.cacheCreated();
-
-       m_from_cache_count = 0;
-       m_from_map_count = 0;
-}
-
-MapBlockPointerCache::~MapBlockPointerCache()
-{
-       m_map->m_blockcachelock.cacheRemoved();
-
-       /*dstream<<"MapBlockPointerCache:"
-                       <<" from_cache_count="<<m_from_cache_count
-                       <<" from_map_count="<<m_from_map_count
-                       <<std::endl;*/
-}
-
-MapBlock * MapBlockPointerCache::getBlockNoCreate(v3s16 p)
-{
-       core::map<v3s16, MapBlock*>::Node *n = NULL;
-       n = m_blocks.find(p);
-       if(n != NULL)
-       {
-               m_from_cache_count++;
-               return n->getValue();
-       }
-       
-       m_from_map_count++;
-       
-       // Throws InvalidPositionException if not found
-       MapBlock *b = m_map->getBlockNoCreate(p);
-       m_blocks[p] = b;
-       return b;
-}
+#include "porting.h"
+#include "mineral.h"
 
 /*
        Map
@@ -79,8 +36,7 @@ Map::Map(std::ostream &dout):
        m_camera_position(0,0,0),
        m_camera_direction(0,0,1),
        m_sector_cache(NULL),
-       m_hwrapper(this),
-       drawoffset(0,0,0)
+       m_hwrapper(this)
 {
        m_sector_mutex.Init();
        m_camera_mutex.Init();
@@ -614,6 +570,8 @@ v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
        Starting point gets sunlight.
 
        Returns the lowest y value of where the sunlight went.
+
+       Mud is turned into grass in where the sunlight stops.
 */
 s16 Map::propagateSunlight(v3s16 start,
                core::map<v3s16, MapBlock*> & modified_blocks)
@@ -643,7 +601,17 @@ s16 Map::propagateSunlight(v3s16 start,
 
                        modified_blocks.insert(blockpos, block);
                }
-               else{
+               else
+               {
+                       // Turn mud into grass
+                       if(n.d == CONTENT_MUD)
+                       {
+                               n.d = CONTENT_GRASS;
+                               block->setNode(relpos, n);
+                               modified_blocks.insert(blockpos, block);
+                       }
+
+                       // Sunlight goes no further
                        break;
                }
        }
@@ -655,11 +623,13 @@ void Map::updateLighting(enum LightBank bank,
                core::map<v3s16, MapBlock*> & modified_blocks)
 {
        /*m_dout<<DTIME<<"Map::updateLighting(): "
-                       <<a_blocks.getSize()<<" blocks... ";*/
+                       <<a_blocks.size()<<" blocks."<<std::endl;*/
+       
+       //TimeTaker timer("updateLighting");
        
        // For debugging
-       bool debug=false;
-       u32 count_was = modified_blocks.size();
+       //bool debug=true;
+       //u32 count_was = modified_blocks.size();
 
        core::map<v3s16, bool> light_sources;
        
@@ -753,9 +723,10 @@ void Map::updateLighting(enum LightBank bank,
                        
                }
        }
-       
+
+#if 0
        {
-               //TimeTaker timer("unspreadLight");
+               TimeTaker timer("unspreadLight");
                unspreadLight(bank, unlight_from, light_sources, modified_blocks);
        }
        
@@ -774,7 +745,7 @@ void Map::updateLighting(enum LightBank bank,
        //       - Find out why it works
 
        {
-               //TimeTaker timer("spreadLight");
+               TimeTaker timer("spreadLight");
                spreadLight(bank, light_sources, modified_blocks);
        }
        
@@ -784,6 +755,36 @@ void Map::updateLighting(enum LightBank bank,
                count_was = modified_blocks.size();
                dstream<<"spreadLight modified "<<diff<<std::endl;
        }
+#endif
+       
+       {
+               //MapVoxelManipulator vmanip(this);
+
+               ManualMapVoxelManipulator vmanip(this);
+               
+               core::map<v3s16, MapBlock*>::Iterator i;
+               i = a_blocks.getIterator();
+               for(; i.atEnd() == false; i++)
+               {
+                       MapBlock *block = i.getNode()->getValue();
+                       v3s16 p = block->getPos();
+                       vmanip.initialEmerge(p - v3s16(1,1,1), p + v3s16(1,1,1));
+               }
+               {
+                       //TimeTaker timer("unSpreadLight");
+                       vmanip.unspreadLight(bank, unlight_from, light_sources);
+               }
+               {
+                       //TimeTaker timer("spreadLight");
+                       vmanip.spreadLight(bank, light_sources);
+               }
+               {
+                       //TimeTaker timer("blitBack");
+                       vmanip.blitBack(modified_blocks);
+               }
+               /*dstream<<"emerge_time="<<emerge_time<<std::endl;
+               emerge_time = 0;*/
+       }
 
        //m_dout<<"Done ("<<getTimestamp()<<")"<<std::endl;
 }
@@ -959,6 +960,37 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
                MapBlock *block = i.getNode()->getValue();
                block->updateDayNightDiff();
        }
+
+       /*
+               Add neighboring liquid nodes and the node itself if it is
+               liquid (=water node was added) to transform queue.
+       */
+       v3s16 dirs[7] = {
+               v3s16(0,0,0), // self
+               v3s16(0,0,1), // back
+               v3s16(0,1,0), // top
+               v3s16(1,0,0), // right
+               v3s16(0,0,-1), // front
+               v3s16(0,-1,0), // bottom
+               v3s16(-1,0,0), // left
+       };
+       for(u16 i=0; i<7; i++)
+       {
+               try
+               {
+
+               v3s16 p2 = p + dirs[i];
+               
+               MapNode n2 = getNode(p2);
+               if(content_liquid(n2.d))
+               {
+                       m_transforming_liquid.push_back(p2);
+               }
+               
+               }catch(InvalidPositionException &e)
+               {
+               }
+       }
 }
 
 /*
@@ -1096,6 +1128,35 @@ void Map::removeNodeAndUpdate(v3s16 p,
                MapBlock *block = i.getNode()->getValue();
                block->updateDayNightDiff();
        }
+
+       /*
+               Add neighboring liquid nodes to transform queue.
+       */
+       v3s16 dirs[6] = {
+               v3s16(0,0,1), // back
+               v3s16(0,1,0), // top
+               v3s16(1,0,0), // right
+               v3s16(0,0,-1), // front
+               v3s16(0,-1,0), // bottom
+               v3s16(-1,0,0), // left
+       };
+       for(u16 i=0; i<6; i++)
+       {
+               try
+               {
+
+               v3s16 p2 = p + dirs[i];
+               
+               MapNode n2 = getNode(p2);
+               if(content_liquid(n2.d))
+               {
+                       m_transforming_liquid.push_back(p2);
+               }
+               
+               }catch(InvalidPositionException &e)
+               {
+               }
+       }
 }
 
 #ifndef SERVER
@@ -1268,7 +1329,7 @@ void Map::deleteSectors(core::list<v2s16> &list, bool only_blocks)
                
                This disables the existence of caches while locked
        */
-       SharedPtr<JMutexAutoLock> cachelock(m_blockcachelock.waitCaches());
+       //SharedPtr<JMutexAutoLock> cachelock(m_blockcachelock.waitCaches());
 
        core::list<v2s16>::Iterator j;
        for(j=list.begin(); j!=list.end(); j++)
@@ -1336,6 +1397,283 @@ void Map::PrintInfo(std::ostream &out)
        out<<"Map: ";
 }
 
+#define WATER_DROP_BOOST 4
+
+void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
+{
+       DSTACK(__FUNCTION_NAME);
+       //TimeTaker timer("transformLiquids()");
+
+       u32 loopcount = 0;
+       u32 initial_size = m_transforming_liquid.size();
+
+       while(m_transforming_liquid.size() != 0)
+       {
+               /*
+                       Get a queued transforming liquid node
+               */
+               v3s16 p0 = m_transforming_liquid.pop_front();
+
+               MapNode n0 = getNode(p0);
+               
+               // Don't deal with non-liquids
+               if(content_liquid(n0.d) == false)
+                       continue;
+
+               bool is_source = !content_flowing_liquid(n0.d);
+               
+               u8 liquid_level = 8;
+               if(is_source == false)
+                       liquid_level = n0.param2 & 0x0f;
+               
+               // Turn possible source into non-source
+               u8 nonsource_c = make_liquid_flowing(n0.d);
+
+               /*
+                       If not source, check that some node flows into this one
+                       and what is the level of liquid in this one
+               */
+               if(is_source == false)
+               {
+                       s8 new_liquid_level_max = -1;
+
+                       v3s16 dirs_from[5] = {
+                               v3s16(0,1,0), // top
+                               v3s16(0,0,1), // back
+                               v3s16(1,0,0), // right
+                               v3s16(0,0,-1), // front
+                               v3s16(-1,0,0), // left
+                       };
+                       for(u16 i=0; i<5; i++)
+                       {
+                               try
+                               {
+
+                               bool from_top = (i==0);
+
+                               v3s16 p2 = p0 + dirs_from[i];
+                               MapNode n2 = getNode(p2);
+
+                               if(content_liquid(n2.d))
+                               {
+                                       u8 n2_nonsource_c = make_liquid_flowing(n2.d);
+                                       // Check that the liquids are the same type
+                                       if(n2_nonsource_c != nonsource_c)
+                                       {
+                                               dstream<<"WARNING: Not handling: different liquids"
+                                                               " collide"<<std::endl;
+                                               continue;
+                                       }
+                                       bool n2_is_source = !content_flowing_liquid(n2.d);
+                                       s8 n2_liquid_level = 8;
+                                       if(n2_is_source == false)
+                                               n2_liquid_level = n2.param2 & 0x07;
+                                       
+                                       s8 new_liquid_level = -1;
+                                       if(from_top)
+                                       {
+                                               //new_liquid_level = 7;
+                                               if(n2_liquid_level >= 7 - WATER_DROP_BOOST)
+                                                       new_liquid_level = 7;
+                                               else
+                                                       new_liquid_level = n2_liquid_level + WATER_DROP_BOOST;
+                                       }
+                                       else if(n2_liquid_level > 0)
+                                       {
+                                               new_liquid_level = n2_liquid_level - 1;
+                                       }
+
+                                       if(new_liquid_level > new_liquid_level_max)
+                                               new_liquid_level_max = new_liquid_level;
+                               }
+
+                               }catch(InvalidPositionException &e)
+                               {
+                               }
+                       } //for
+                       
+                       /*
+                               If liquid level should be something else, update it and
+                               add all the neighboring water nodes to the transform queue.
+                       */
+                       if(new_liquid_level_max != liquid_level)
+                       {
+                               if(new_liquid_level_max == -1)
+                               {
+                                       // Remove water alltoghether
+                                       n0.d = CONTENT_AIR;
+                                       n0.param2 = 0;
+                                       setNode(p0, n0);
+                               }
+                               else
+                               {
+                                       n0.param2 = new_liquid_level_max;
+                                       setNode(p0, n0);
+                               }
+                               
+                               // Block has been modified
+                               {
+                                       v3s16 blockpos = getNodeBlockPos(p0);
+                                       MapBlock *block = getBlockNoCreateNoEx(blockpos);
+                                       if(block != NULL)
+                                               modified_blocks.insert(blockpos, block);
+                               }
+                               
+                               /*
+                                       Add neighboring non-source liquid nodes to transform queue.
+                               */
+                               v3s16 dirs[6] = {
+                                       v3s16(0,0,1), // back
+                                       v3s16(0,1,0), // top
+                                       v3s16(1,0,0), // right
+                                       v3s16(0,0,-1), // front
+                                       v3s16(0,-1,0), // bottom
+                                       v3s16(-1,0,0), // left
+                               };
+                               for(u16 i=0; i<6; i++)
+                               {
+                                       try
+                                       {
+
+                                       v3s16 p2 = p0 + dirs[i];
+                                       
+                                       MapNode n2 = getNode(p2);
+                                       if(content_flowing_liquid(n2.d))
+                                       {
+                                               m_transforming_liquid.push_back(p2);
+                                       }
+                                       
+                                       }catch(InvalidPositionException &e)
+                                       {
+                                       }
+                               }
+                       }
+               }
+               
+               // Get a new one from queue if the node has turned into non-water
+               if(content_liquid(n0.d) == false)
+                       continue;
+
+               /*
+                       Flow water from this node
+               */
+               v3s16 dirs_to[5] = {
+                       v3s16(0,-1,0), // bottom
+                       v3s16(0,0,1), // back
+                       v3s16(1,0,0), // right
+                       v3s16(0,0,-1), // front
+                       v3s16(-1,0,0), // left
+               };
+               for(u16 i=0; i<5; i++)
+               {
+                       try
+                       {
+
+                       bool to_bottom = (i == 0);
+
+                       // If liquid is at lowest possible height, it's not going
+                       // anywhere except down
+                       if(liquid_level == 0 && to_bottom == false)
+                               continue;
+                       
+                       u8 liquid_next_level = 0;
+                       // If going to bottom
+                       if(to_bottom)
+                       {
+                               //liquid_next_level = 7;
+                               if(liquid_level >= 7 - WATER_DROP_BOOST)
+                                       liquid_next_level = 7;
+                               else
+                                       liquid_next_level = liquid_level + WATER_DROP_BOOST;
+                       }
+                       else
+                               liquid_next_level = liquid_level - 1;
+
+                       bool n2_changed = false;
+                       bool flowed = false;
+                       
+                       v3s16 p2 = p0 + dirs_to[i];
+
+                       MapNode n2 = getNode(p2);
+                       //dstream<<"[1] n2.param="<<(int)n2.param<<std::endl;
+
+                       if(content_liquid(n2.d))
+                       {
+                               u8 n2_nonsource_c = make_liquid_flowing(n2.d);
+                               // Check that the liquids are the same type
+                               if(n2_nonsource_c != nonsource_c)
+                               {
+                                       dstream<<"WARNING: Not handling: different liquids"
+                                                       " collide"<<std::endl;
+                                       continue;
+                               }
+                               bool n2_is_source = !content_flowing_liquid(n2.d);
+                               u8 n2_liquid_level = 8;
+                               if(n2_is_source == false)
+                                       n2_liquid_level = n2.param2 & 0x07;
+                               
+                               if(to_bottom)
+                               {
+                                       flowed = true;
+                               }
+
+                               if(n2_is_source)
+                               {
+                                       // Just flow into the source, nothing changes.
+                                       // n2_changed is not set because destination didn't change
+                                       flowed = true;
+                               }
+                               else
+                               {
+                                       if(liquid_next_level > liquid_level)
+                                       {
+                                               n2.param2 = liquid_next_level;
+                                               setNode(p2, n2);
+
+                                               n2_changed = true;
+                                               flowed = true;
+                                       }
+                               }
+                       }
+                       else if(n2.d == CONTENT_AIR)
+                       {
+                               n2.d = nonsource_c;
+                               n2.param2 = liquid_next_level;
+                               setNode(p2, n2);
+                               
+                               n2_changed = true;
+                               flowed = true;
+                       }
+                       
+                       //dstream<<"[2] n2.param="<<(int)n2.param<<std::endl;
+
+                       if(n2_changed)
+                       {
+                               m_transforming_liquid.push_back(p2);
+                               
+                               v3s16 blockpos = getNodeBlockPos(p2);
+                               MapBlock *block = getBlockNoCreateNoEx(blockpos);
+                               if(block != NULL)
+                                       modified_blocks.insert(blockpos, block);
+                       }
+                       
+                       // If n2_changed to bottom, don't flow anywhere else
+                       if(to_bottom && flowed && !is_source)
+                               break;
+                               
+                       }catch(InvalidPositionException &e)
+                       {
+                       }
+               }
+
+               loopcount++;
+               //if(loopcount >= 100000)
+               if(loopcount >= initial_size * 1)
+                       break;
+       }
+       //dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
+}
+
 /*
        ServerMap
 */
@@ -1344,31 +1682,216 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
        Map(dout_server),
        m_heightmap(NULL)
 {
-       m_savedir = savedir;
-       m_map_saving_enabled = false;
+       /*
+               Experimental and debug stuff
+       */
        
-       try
        {
-               // If directory exists, check contents and load if possible
-               if(fs::PathExists(m_savedir))
+               dstream<<"Generating map point attribute lists"<<std::endl;
+               
+               PointAttributeList *list_baseheight = m_padb.getList("hm_baseheight");
+               PointAttributeList *list_randmax = m_padb.getList("hm_randmax");
+               PointAttributeList *list_randfactor = m_padb.getList("hm_randfactor");
+               PointAttributeList *list_plants_amount = m_padb.getList("plants_amount");
+               PointAttributeList *list_caves_amount = m_padb.getList("caves_amount");
+
+               /*
+                       NOTE: BEWARE: Too big amount of these will make map generation
+                       slow. Especially those that are read by every block emerge.
+                       
+                       Fetch times:
+                       1000 points: 2-3ms
+                       5000 points: 15ms
+                       15000 points: 40ms
+               */
+               
+               for(u32 i=0; i<5000; i++)
                {
-                       // If directory is empty, it is safe to save into it.
-                       if(fs::GetDirListing(m_savedir).size() == 0)
+                       /*u32 lim = MAP_GENERATION_LIMIT;
+                       if(i < 400)
+                               lim = 2000;*/
+
+                       u32 lim = 1000 + MAP_GENERATION_LIMIT * i / 5000;
+
+                       v3s16 p(
+                               -lim + myrand()%(lim*2),
+                               0,
+                               -lim + myrand()%(lim*2)
+                       );
+                       /*float plants_amount = (float)(myrand()%1050) / 1000.0;
+                       plants_amount = pow(plants_amount, 5);
+                       list_plants_amount->addPoint(p, Attribute(plants_amount));*/
+                       
+                       float plants_amount = 0;
+                       if(myrand()%4 == 0)
                        {
-                               dstream<<DTIME<<"Server: Empty save directory is valid."
-                                               <<std::endl;
-                               m_map_saving_enabled = true;
+                               plants_amount = 1.5;
+                       }
+                       else if(myrand()%4 == 0)
+                       {
+                               plants_amount = 0.5;
+                       }
+                       else if(myrand()%2 == 0)
+                       {
+                               plants_amount = 0.03;
                        }
                        else
                        {
-                               // Load master heightmap
-                               loadMasterHeightmap();
-                               
-                               // Load sector (0,0) and throw and exception on fail
-                               if(loadSectorFull(v2s16(0,0)) == false)
-                                       throw LoadError("Failed to load sector (0,0)");
+                               plants_amount = 0.0;
+                       }
 
-                               dstream<<DTIME<<"Server: Successfully loaded master "
+
+                       list_plants_amount->addPoint(p, Attribute(plants_amount));
+               }
+
+               for(u32 i=0; i<1000; i++)
+               {
+                       /*u32 lim = MAP_GENERATION_LIMIT;
+                       if(i < 400)
+                               lim = 2000;*/
+
+                       u32 lim = 500 + MAP_GENERATION_LIMIT * i / 1000;
+
+                       v3s16 p(
+                               -lim + myrand()%(lim*2),
+                               0,
+                               -lim + myrand()%(lim*2)
+                       );
+
+                       float caves_amount = 0;
+                       if(myrand()%5 == 0)
+                       {
+                               caves_amount = 1.0;
+                       }
+                       else if(myrand()%3 == 0)
+                       {
+                               caves_amount = 0.3;
+                       }
+                       else
+                       {
+                               caves_amount = 0.05;
+                       }
+
+                       list_caves_amount->addPoint(p, Attribute(caves_amount));
+               }
+               
+               for(u32 i=0; i<5000; i++)
+               {
+                       /*u32 lim = MAP_GENERATION_LIMIT;
+                       if(i < 400)
+                               lim = 2000;*/
+
+                       u32 lim = 1000 + MAP_GENERATION_LIMIT * i / 5000;
+
+                       v3s16 p(
+                               -lim + (myrand()%(lim*2)),
+                               0,
+                               -lim + (myrand()%(lim*2))
+                       );
+                       
+                       /*s32 bh_i = (myrand()%200) - 50;
+                       float baseheight = (float)bh_i;
+                       
+                       float m = 100.;
+                       float e = 3.;
+                       float randmax = (float)(myrand()%(int)(10.*pow(m, 1./e)))/10.;
+                       randmax = pow(randmax, e);
+
+                       //float randmax = (float)(myrand()%60);
+                       float randfactor = (float)(myrand()%450) / 1000.0 + 0.4;*/
+
+                       float baseheight = 0;
+                       float randmax = 0;
+                       float randfactor = 0;
+
+                       /*if(myrand()%5 == 0)
+                       {
+                               baseheight = 100;
+                               randmax = 50;
+                               randfactor = 0.63;
+                       }
+                       else if(myrand()%6 == 0)
+                       {
+                               baseheight = 200;
+                               randmax = 100;
+                               randfactor = 0.66;
+                       }
+                       else if(myrand()%4 == 0)
+                       {
+                               baseheight = -3;
+                               randmax = 30;
+                               randfactor = 0.7;
+                       }
+                       else if(myrand()%3 == 0)
+                       {
+                               baseheight = 0;
+                               randmax = 30;
+                               randfactor = 0.63;
+                       }
+                       else
+                       {
+                               baseheight = -3;
+                               randmax = 20;
+                               randfactor = 0.5;
+                       }*/
+                       
+                       if(myrand()%3 < 2)
+                       {
+                               baseheight = 10;
+                               randmax = 30;
+                               randfactor = 0.7;
+                       }
+                       else
+                       {
+                               baseheight = 0;
+                               randmax = 15;
+                               randfactor = 0.63;
+                       }
+
+                       list_baseheight->addPoint(p, Attribute(baseheight));
+                       list_randmax->addPoint(p, Attribute(randmax));
+                       list_randfactor->addPoint(p, Attribute(randfactor));
+               }
+
+               /*list_baseheight->addPoint(v3s16(0,0,0), Attribute(5));
+               list_randmax->addPoint(v3s16(0,0,0), Attribute(20));
+               list_randfactor->addPoint(v3s16(0,0,0), Attribute(0.6));*/
+
+               // Easy spawn point
+               /*list_baseheight->addPoint(v3s16(0,0,0), Attribute(0));
+               list_randmax->addPoint(v3s16(0,0,0), Attribute(10));
+               list_randfactor->addPoint(v3s16(0,0,0), Attribute(0.65));*/
+       }
+
+       /*
+               Try to load map; if not found, create a new one.
+       */
+
+       m_savedir = savedir;
+       m_map_saving_enabled = false;
+       
+       try
+       {
+               // If directory exists, check contents and load if possible
+               if(fs::PathExists(m_savedir))
+               {
+                       // If directory is empty, it is safe to save into it.
+                       if(fs::GetDirListing(m_savedir).size() == 0)
+                       {
+                               dstream<<DTIME<<"Server: Empty save directory is valid."
+                                               <<std::endl;
+                               m_map_saving_enabled = true;
+                       }
+                       else
+                       {
+                               // Load master heightmap
+                               loadMasterHeightmap();
+                               
+                               // Load sector (0,0) and throw and exception on fail
+                               if(loadSectorFull(v2s16(0,0)) == false)
+                                       throw LoadError("Failed to load sector (0,0)");
+
+                               dstream<<DTIME<<"Server: Successfully loaded master "
                                                "heightmap and sector (0,0) from "<<savedir<<
                                                ", assuming valid save directory."
                                                <<std::endl;
@@ -1394,14 +1917,20 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
        dstream<<DTIME<<"Initializing new map."<<std::endl;
        
        // Create master heightmap
-       ValueGenerator *maxgen =
+       /*ValueGenerator *maxgen =
                        ValueGenerator::deSerialize(hmp.randmax);
        ValueGenerator *factorgen =
                        ValueGenerator::deSerialize(hmp.randfactor);
        ValueGenerator *basegen =
                        ValueGenerator::deSerialize(hmp.base);
        m_heightmap = new UnlimitedHeightmap
-                       (hmp.blocksize, maxgen, factorgen, basegen);
+                       (hmp.blocksize, maxgen, factorgen, basegen, &m_padb);*/
+
+       /*m_heightmap = new UnlimitedHeightmap
+                       (hmp.blocksize, &m_padb);*/
+
+       m_heightmap = new UnlimitedHeightmap
+                       (32, &m_padb);
        
        // Set map parameters
        m_params = mp;
@@ -1488,48 +2017,17 @@ MapSector * ServerMap::emergeSector(v2s16 p2d)
        s16 hm_d = MAP_BLOCKSIZE / hm_split;
 
        ServerMapSector *sector = new ServerMapSector(this, p2d, hm_split);
+       
+       // Sector position on map in nodes
+       v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
 
        /*dstream<<"Generating sector ("<<p2d.X<<","<<p2d.Y<<")"
                        " heightmaps and objects"<<std::endl;*/
        
-       // Loop through sub-heightmaps
-       for(s16 y=0; y<hm_split; y++)
-       for(s16 x=0; x<hm_split; x++)
-       {
-               v2s16 p_in_sector = v2s16(x,y);
-               v2s16 mhm_p = p2d * hm_split + p_in_sector;
-               f32 corners[4] = {
-                       m_heightmap->getGroundHeight(mhm_p+v2s16(0,0)),
-                       m_heightmap->getGroundHeight(mhm_p+v2s16(1,0)),
-                       m_heightmap->getGroundHeight(mhm_p+v2s16(1,1)),
-                       m_heightmap->getGroundHeight(mhm_p+v2s16(0,1)),
-               };
-
-               /*dstream<<"p_in_sector=("<<p_in_sector.X<<","<<p_in_sector.Y<<")"
-                               <<" mhm_p=("<<mhm_p.X<<","<<mhm_p.Y<<")"
-                               <<std::endl;*/
-
-               FixedHeightmap *hm = new FixedHeightmap(&m_hwrapper,
-                               mhm_p, hm_d);
-               sector->setHeightmap(p_in_sector, hm);
-
-               //TODO: Make these values configurable
-               //hm->generateContinued(0.0, 0.0, corners);
-               hm->generateContinued(0.5, 0.2, corners);
-               //hm->generateContinued(1.0, 0.2, corners);
-               //hm->generateContinued(2.0, 0.2, corners);
-
-               //hm->print();
-               
-       }
-
        /*
-               Generate objects
+               Calculate some information about local properties
        */
        
-       core::map<v3s16, u8> *objects = new core::map<v3s16, u8>;
-       sector->setObjects(objects);
-       
        v2s16 mhm_p = p2d * hm_split;
        f32 corners[4] = {
                m_heightmap->getGroundHeight(mhm_p+v2s16(0,0)*hm_split),
@@ -1565,25 +2063,93 @@ MapSector * ServerMap::emergeSector(v2s16 p2d)
        pitness /= 4.0;
        pitness /= MAP_BLOCKSIZE;
        //dstream<<"pitness="<<pitness<<std::endl;
+
+       /*
+               Get local attributes
+       */
        
+       float local_plants_amount = 0.0;
+       {
+               //dstream<<"emergeSector(): Reading point attribute lists"<<std::endl;
+               //TimeTaker attrtimer("emergeSector() attribute fetch");
+               
+               // Get plant amount from attributes
+               PointAttributeList *palist = m_padb.getList("plants_amount");
+               assert(palist);
+               /*local_plants_amount =
+                               palist->getNearAttr(nodepos2d).getFloat();*/
+               local_plants_amount =
+                               palist->getInterpolatedFloat(nodepos2d);
+       }
+
+       /*
+               Generate sector heightmap
+       */
+
+       // Loop through sub-heightmaps
+       for(s16 y=0; y<hm_split; y++)
+       for(s16 x=0; x<hm_split; x++)
+       {
+               v2s16 p_in_sector = v2s16(x,y);
+               v2s16 mhm_p = p2d * hm_split + p_in_sector;
+               f32 corners[4] = {
+                       m_heightmap->getGroundHeight(mhm_p+v2s16(0,0)),
+                       m_heightmap->getGroundHeight(mhm_p+v2s16(1,0)),
+                       m_heightmap->getGroundHeight(mhm_p+v2s16(1,1)),
+                       m_heightmap->getGroundHeight(mhm_p+v2s16(0,1)),
+               };
+
+               /*dstream<<"p_in_sector=("<<p_in_sector.X<<","<<p_in_sector.Y<<")"
+                               <<" mhm_p=("<<mhm_p.X<<","<<mhm_p.Y<<")"
+                               <<std::endl;*/
+
+               FixedHeightmap *hm = new FixedHeightmap(&m_hwrapper,
+                               mhm_p, hm_d);
+               sector->setHeightmap(p_in_sector, hm);
+
+               //TODO: Make these values configurable
+               //hm->generateContinued(0.0, 0.0, corners);
+               //hm->generateContinued(0.25, 0.2, corners);
+               //hm->generateContinued(0.5, 0.2, corners);
+               //hm->generateContinued(1.0, 0.2, corners);
+               //hm->generateContinued(2.0, 0.2, corners);
+               //hm->generateContinued(2.0 * avgslope, 0.5, corners);
+               hm->generateContinued(avgslope * MAP_BLOCKSIZE/8, 0.5, corners);
+
+               //hm->print();
+       }
+
+       /*
+               Generate objects
+       */
+       
+       core::map<v3s16, u8> *objects = new core::map<v3s16, u8>;
+       sector->setObjects(objects);
+
+       float area = MAP_BLOCKSIZE * MAP_BLOCKSIZE;
+
        /*
                Plant some trees if there is not much slope
        */
        {
                // Avgslope is the derivative of a hill
-               float t = avgslope * avgslope;
-               float a = MAP_BLOCKSIZE * m_params.plants_amount;
+               //float t = avgslope * avgslope;
+               float t = avgslope;
+               float a = area/16 * m_params.plants_amount * local_plants_amount;
                u32 tree_max;
-               if(t > 0.03)
-                       tree_max = a / (t/0.03);
+               //float something = 0.17*0.17;
+               float something = 0.3;
+               if(t > something)
+                       tree_max = a / (t/something);
                else
                        tree_max = a;
-               u32 count = (rand()%(tree_max+1));
+               
+               u32 count = (myrand()%(tree_max+1));
                //u32 count = tree_max;
                for(u32 i=0; i<count; i++)
                {
-                       s16 x = (rand()%(MAP_BLOCKSIZE-2))+1;
-                       s16 z = (rand()%(MAP_BLOCKSIZE-2))+1;
+                       s16 x = (myrand()%(MAP_BLOCKSIZE-2))+1;
+                       s16 z = (myrand()%(MAP_BLOCKSIZE-2))+1;
                        s16 y = sector->getGroundHeight(v2s16(x,z))+1;
                        if(y < WATER_LEVEL)
                                continue;
@@ -1597,16 +2163,16 @@ MapSector * ServerMap::emergeSector(v2s16 p2d)
        {
                // Pitness usually goes at around -0.5...0.5
                u32 bush_max = 0;
-               u32 a = MAP_BLOCKSIZE * 3.0 * m_params.plants_amount;
+               u32 a = area/16 * 3.0 * m_params.plants_amount * local_plants_amount;
                if(pitness > 0)
                        bush_max = (pitness*a*4);
                if(bush_max > a)
                        bush_max = a;
-               u32 count = (rand()%(bush_max+1));
+               u32 count = (myrand()%(bush_max+1));
                for(u32 i=0; i<count; i++)
                {
-                       s16 x = rand()%(MAP_BLOCKSIZE-0)+0;
-                       s16 z = rand()%(MAP_BLOCKSIZE-0)+0;
+                       s16 x = myrand()%(MAP_BLOCKSIZE-0)+0;
+                       s16 z = myrand()%(MAP_BLOCKSIZE-0)+0;
                        s16 y = sector->getGroundHeight(v2s16(x,z))+1;
                        if(y < WATER_LEVEL)
                                continue;
@@ -1617,13 +2183,13 @@ MapSector * ServerMap::emergeSector(v2s16 p2d)
        /*
                Add ravine (randomly)
        */
-       if(m_params.ravines_amount != 0)
+       if(m_params.ravines_amount > 0.001)
        {
-               if(rand()%(s32)(20.0 / m_params.ravines_amount) == 0)
+               if(myrand()%(s32)(200.0 / m_params.ravines_amount) == 0)
                {
                        s16 s = 6;
-                       s16 x = rand()%(MAP_BLOCKSIZE-s*2-1)+s;
-                       s16 z = rand()%(MAP_BLOCKSIZE-s*2-1)+s;
+                       s16 x = myrand()%(MAP_BLOCKSIZE-s*2-1)+s;
+                       s16 z = myrand()%(MAP_BLOCKSIZE-s*2-1)+s;
                        /*s16 x = 8;
                        s16 z = 8;*/
                        s16 y = sector->getGroundHeight(v2s16(x,z))+1;
@@ -1701,7 +2267,8 @@ MapBlock * ServerMap::emergeBlock(
        }
 
        //dstream<<"Not found on disk, generating."<<std::endl;
-       //TimeTaker("emergeBlock()", g_irrlicht);
+       // 0ms
+       //TimeTaker("emergeBlock() generate");
 
        /*
                Do not generate over-limit
@@ -1722,6 +2289,8 @@ MapBlock * ServerMap::emergeBlock(
        /*
                If block doesn't exist, create one.
                If it exists, it is a dummy. In that case unDummify() it.
+
+               NOTE: This already sets the map as the parent of the block
        */
        if(block == NULL)
        {
@@ -1731,98 +2300,14 @@ MapBlock * ServerMap::emergeBlock(
        {
                // Remove the block so that nobody can get a half-generated one.
                sector->removeBlock(block);
-               // Allocate the block to be a proper one.
+               // Allocate the block to contain the generated data
                block->unDummify();
        }
-
-       // Randomize a bit. This makes dungeons.
-       /*bool low_block_is_empty = false;
-       if(rand() % 4 == 0)
-               low_block_is_empty = true;*/
        
-       const s32 ued = 4;
-       //const s32 ued = 8;
-       bool underground_emptiness[ued*ued*ued];
-       for(s32 i=0; i<ued*ued*ued; i++)
-       {
-               underground_emptiness[i] = ((rand() % 5) == 0);
-       }
-
-#if 1
-       /*
-               This is a messy hack to sort the emptiness a bit
-       */
-       for(s32 j=0; j<2; j++)
-       for(s32 y0=0; y0<ued; y0++)
-       for(s32 z0=0; z0<ued; z0++)
-       for(s32 x0=0; x0<ued; x0++)
-       {
-               v3s16 p0(x0,y0,z0);
-               bool &e0 = underground_emptiness[
-                               ued*ued*(z0*ued/MAP_BLOCKSIZE)
-                               +ued*(y0*ued/MAP_BLOCKSIZE)
-                               +(x0*ued/MAP_BLOCKSIZE)];
-                               
-               v3s16 dirs[6] = {
-                       v3s16(0,0,1), // back
-                       v3s16(1,0,0), // right
-                       v3s16(0,0,-1), // front
-                       v3s16(-1,0,0), // left
-                       /*v3s16(0,1,0), // top
-                       v3s16(0,-1,0), // bottom*/
-               };
-               for(s32 i=0; i<4; i++)
-               {
-                       v3s16 p1 = p0 + dirs[i];
-                       if(isInArea(p1, ued) == false)
-                               continue;
-                       bool &e1 = underground_emptiness[
-                                       ued*ued*(p1.Z*ued/MAP_BLOCKSIZE)
-                                       +ued*(p1.Y*ued/MAP_BLOCKSIZE)
-                                       +(p1.X*ued/MAP_BLOCKSIZE)];
-                       if(e0 == e1)
-                               continue;
-                               
-                       v3s16 dirs[6] = {
-                               v3s16(0,1,0), // top
-                               v3s16(0,-1,0), // bottom
-                               /*v3s16(0,0,1), // back
-                               v3s16(1,0,0), // right
-                               v3s16(0,0,-1), // front
-                               v3s16(-1,0,0), // left*/
-                       };
-                       for(s32 i=0; i<2; i++)
-                       {
-                               v3s16 p2 = p1 + dirs[i];
-                               if(p2 == p0)
-                                       continue;
-                               if(isInArea(p2, ued) == false)
-                                       continue;
-                               bool &e2 = underground_emptiness[
-                                               ued*ued*(p2.Z*ued/MAP_BLOCKSIZE)
-                                               +ued*(p2.Y*ued/MAP_BLOCKSIZE)
-                                               +(p2.X*ued/MAP_BLOCKSIZE)];
-                               if(e2 != e0)
-                                       continue;
-                               
-                               bool t = e1;
-                               e1 = e2;
-                               e2 = t;
-
-                               break;
-                       }
-                       //break;
-               }
-       }
-#endif
-       
-       // This is the basic material of what the visible flat ground
-       // will consist of
-       u8 material = CONTENT_GRASS;
-
-       u8 water_material = CONTENT_WATER;
+       /*u8 water_material = CONTENT_WATER;
        if(g_settings.getBool("endless_water"))
-               water_material = CONTENT_OCEAN;
+               water_material = CONTENT_WATERSOURCE;*/
+       u8 water_material = CONTENT_WATERSOURCE;
        
        s32 lowest_ground_y = 32767;
        s32 highest_ground_y = -32768;
@@ -1861,6 +2346,7 @@ MapBlock * ServerMap::emergeBlock(
                float max_slope = 1.20;
                float min_slope_depth = 5.0;
                float max_slope_depth = 0;
+
                if(slope < min_slope)
                        surface_depth = min_slope_depth;
                else if(slope > max_slope)
@@ -1882,106 +2368,472 @@ MapBlock * ServerMap::emergeBlock(
                                n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
 
                        /*
-                               Calculate material
+                               Calculate material
+                       */
+
+                       // If node is over heightmap y, it's air or water
+                       if(real_y > surface_y)
+                       {
+                               // If under water level, it's water
+                               if(real_y < WATER_LEVEL)
+                               {
+                                       n.d = water_material;
+                                       n.setLight(LIGHTBANK_DAY,
+                                                       diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
+                                       /*
+                                               Add to transforming liquid queue (in case it'd
+                                               start flowing)
+                                       */
+                                       v3s16 real_pos = v3s16(x0,y0,z0) + p*MAP_BLOCKSIZE;
+                                       m_transforming_liquid.push_back(real_pos);
+                               }
+                               // else air
+                               else
+                                       n.d = CONTENT_AIR;
+                       }
+                       // Else it's ground or dungeons (air)
+                       else
+                       {
+                               // If it's surface_depth under ground, it's stone
+                               if(real_y <= surface_y - surface_depth)
+                               {
+                                       n.d = CONTENT_STONE;
+                               }
+                               else
+                               {
+                                       // It is mud if it is under the first ground
+                                       // level or under water
+                                       if(real_y < WATER_LEVEL || real_y <= surface_y - 1)
+                                       {
+                                               n.d = CONTENT_MUD;
+                                       }
+                                       else
+                                       {
+                                               n.d = CONTENT_GRASS;
+                                       }
+
+                                       //n.d = CONTENT_MUD;
+                                       
+                                       /*// If under water level, it's mud
+                                       if(real_y < WATER_LEVEL)
+                                               n.d = CONTENT_MUD;
+                                       // Only the topmost node is grass
+                                       else if(real_y <= surface_y - 1)
+                                               n.d = CONTENT_MUD;
+                                       else
+                                               n.d = CONTENT_GRASS;*/
+                               }
+                       }
+
+                       block->setNode(v3s16(x0,y0,z0), n);
+               }
+       }
+       
+       /*
+               Calculate some helper variables
+       */
+       
+       // Completely underground if the highest part of block is under lowest
+       // ground height.
+       // This has to be very sure; it's probably one too strict now but
+       // that's just better.
+       bool completely_underground =
+                       block_y * MAP_BLOCKSIZE + MAP_BLOCKSIZE < lowest_ground_y;
+
+       bool some_part_underground = block_y * MAP_BLOCKSIZE <= highest_ground_y;
+
+       bool mostly_underwater_surface = false;
+       if(highest_ground_y < WATER_LEVEL
+                       && some_part_underground && !completely_underground)
+               mostly_underwater_surface = true;
+
+       /*
+               Get local attributes
+       */
+
+       //dstream<<"emergeBlock(): Getting local attributes"<<std::endl;
+
+       float caves_amount = 0;
+       
+       {
+               /*
+                       NOTE: BEWARE: Too big amount of attribute points slows verything
+                       down by a lot.
+                       1 interpolation from 5000 points takes 2-3ms.
+               */
+               //TimeTaker timer("emergeBlock() local attribute retrieval");
+               v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
+               PointAttributeList *list_caves_amount = m_padb.getList("caves_amount");
+               caves_amount = list_caves_amount->getInterpolatedFloat(nodepos2d);
+       }
+
+       //dstream<<"emergeBlock(): Done"<<std::endl;
+
+       /*
+               Generate dungeons
+       */
+
+       // Initialize temporary table
+       const s32 ued = MAP_BLOCKSIZE;
+       bool underground_emptiness[ued*ued*ued];
+       for(s32 i=0; i<ued*ued*ued; i++)
+       {
+               underground_emptiness[i] = 0;
+       }
+       
+       // Fill table
+#if 1
+       {
+               /*
+                       Initialize orp and ors. Try to find if some neighboring
+                       MapBlock has a tunnel ended in its side
+               */
+
+               v3f orp(
+                       (float)(myrand()%ued)+0.5,
+                       (float)(myrand()%ued)+0.5,
+                       (float)(myrand()%ued)+0.5
+               );
+               
+               bool found_existing = false;
+
+               // Check z-
+               try
+               {
+                       s16 z = -1;
+                       for(s16 y=0; y<ued; y++)
+                       for(s16 x=0; x<ued; x++)
+                       {
+                               v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
+                               if(getNode(ap).d == CONTENT_AIR)
+                               {
+                                       orp = v3f(x+1,y+1,0);
+                                       found_existing = true;
+                                       goto continue_generating;
+                               }
+                       }
+               }
+               catch(InvalidPositionException &e){}
+               
+               // Check z+
+               try
+               {
+                       s16 z = ued;
+                       for(s16 y=0; y<ued; y++)
+                       for(s16 x=0; x<ued; x++)
+                       {
+                               v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
+                               if(getNode(ap).d == CONTENT_AIR)
+                               {
+                                       orp = v3f(x+1,y+1,ued-1);
+                                       found_existing = true;
+                                       goto continue_generating;
+                               }
+                       }
+               }
+               catch(InvalidPositionException &e){}
+               
+               // Check x-
+               try
+               {
+                       s16 x = -1;
+                       for(s16 y=0; y<ued; y++)
+                       for(s16 z=0; z<ued; z++)
+                       {
+                               v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
+                               if(getNode(ap).d == CONTENT_AIR)
+                               {
+                                       orp = v3f(0,y+1,z+1);
+                                       found_existing = true;
+                                       goto continue_generating;
+                               }
+                       }
+               }
+               catch(InvalidPositionException &e){}
+               
+               // Check x+
+               try
+               {
+                       s16 x = ued;
+                       for(s16 y=0; y<ued; y++)
+                       for(s16 z=0; z<ued; z++)
+                       {
+                               v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
+                               if(getNode(ap).d == CONTENT_AIR)
+                               {
+                                       orp = v3f(ued-1,y+1,z+1);
+                                       found_existing = true;
+                                       goto continue_generating;
+                               }
+                       }
+               }
+               catch(InvalidPositionException &e){}
+
+               // Check y-
+               try
+               {
+                       s16 y = -1;
+                       for(s16 x=0; x<ued; x++)
+                       for(s16 z=0; z<ued; z++)
+                       {
+                               v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
+                               if(getNode(ap).d == CONTENT_AIR)
+                               {
+                                       orp = v3f(x+1,0,z+1);
+                                       found_existing = true;
+                                       goto continue_generating;
+                               }
+                       }
+               }
+               catch(InvalidPositionException &e){}
+               
+               // Check y+
+               try
+               {
+                       s16 y = ued;
+                       for(s16 x=0; x<ued; x++)
+                       for(s16 z=0; z<ued; z++)
+                       {
+                               v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
+                               if(getNode(ap).d == CONTENT_AIR)
+                               {
+                                       orp = v3f(x+1,ued-1,z+1);
+                                       found_existing = true;
+                                       goto continue_generating;
+                               }
+                       }
+               }
+               catch(InvalidPositionException &e){}
+
+continue_generating:
+               
+               /*
+                       Choose whether to actually generate dungeon
+               */
+               bool do_generate_dungeons = true;
+               // Don't generate if no part is underground
+               if(!some_part_underground)
+               {
+                       do_generate_dungeons = false;
+               }
+               // Don't generate if mostly underwater surface
+               else if(mostly_underwater_surface)
+               {
+                       do_generate_dungeons = false;
+               }
+               // Partly underground = cave
+               else if(!completely_underground)
+               {
+                       do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
+               }
+               // Found existing dungeon underground
+               else if(found_existing && completely_underground)
+               {
+                       do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
+               }
+               // Underground and no dungeons found
+               else
+               {
+                       do_generate_dungeons = (rand() % 300 <= (s32)(caves_amount*100));
+               }
+
+               if(do_generate_dungeons)
+               {
+                       /*
+                               Generate some tunnel starting from orp and ors
                        */
-
-                       if(real_y <= surface_y - surface_depth)
+                       for(u16 i=0; i<3; i++)
                        {
-                               // Create dungeons
-                               if(underground_emptiness[
-                                               ued*ued*(z0*ued/MAP_BLOCKSIZE)
-                                               +ued*(y0*ued/MAP_BLOCKSIZE)
-                                               +(x0*ued/MAP_BLOCKSIZE)])
-                               {
-                                       n.d = CONTENT_AIR;
-                               }
-                               else
+                               v3f rp(
+                                       (float)(myrand()%ued)+0.5,
+                                       (float)(myrand()%ued)+0.5,
+                                       (float)(myrand()%ued)+0.5
+                               );
+                               s16 min_d = 0;
+                               s16 max_d = 4;
+                               s16 rs = (myrand()%(max_d-min_d+1))+min_d;
+                               
+                               v3f vec = rp - orp;
+
+                               for(float f=0; f<1.0; f+=0.04)
                                {
-                                       n.d = CONTENT_STONE;
+                                       v3f fp = orp + vec * f;
+                                       v3s16 cp(fp.X, fp.Y, fp.Z);
+                                       s16 d0 = -rs/2;
+                                       s16 d1 = d0 + rs - 1;
+                                       for(s16 z0=d0; z0<=d1; z0++)
+                                       {
+                                               s16 si = rs - abs(z0);
+                                               for(s16 x0=-si; x0<=si-1; x0++)
+                                               {
+                                                       s16 si2 = rs - abs(x0);
+                                                       for(s16 y0=-si2+1; y0<=si2-1; y0++)
+                                                       {
+                                                               s16 z = cp.Z + z0;
+                                                               s16 y = cp.Y + y0;
+                                                               s16 x = cp.X + x0;
+                                                               v3s16 p(x,y,z);
+                                                               if(isInArea(p, ued) == false)
+                                                                       continue;
+                                                               underground_emptiness[ued*ued*z + ued*y + x] = 1;
+                                                       }
+                                               }
+                                       }
                                }
+
+                               orp = rp;
                        }
-                       // If node is at or under heightmap y
-                       else if(real_y <= surface_y)
+               }
+       }
+#endif
+
+       // Set to true if has caves.
+       // Set when some non-air is changed to air when making caves.
+       bool has_dungeons = false;
+
+       /*
+               Apply temporary cave data to block
+       */
+
+       for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+       for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
+       {
+               for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
+               {
+                       MapNode n = block->getNode(v3s16(x0,y0,z0));
+
+                       // Create dungeons
+                       if(underground_emptiness[
+                                       ued*ued*(z0*ued/MAP_BLOCKSIZE)
+                                       +ued*(y0*ued/MAP_BLOCKSIZE)
+                                       +(x0*ued/MAP_BLOCKSIZE)])
                        {
-                               // If under water level, it's mud
-                               if(real_y < WATER_LEVEL)
-                                       n.d = CONTENT_MUD;
-                               // Only the topmost node is grass
-                               else if(real_y <= surface_y - 1)
-                                       n.d = CONTENT_MUD;
-                               // Else it's the main material
-                               else
-                                       n.d = material;
-                       }
-                       // If node is over heightmap y
-                       else{
-                               // If under water level, it's water
-                               if(real_y < WATER_LEVEL)
+                               if(content_features(n.d).walkable/*is_ground_content(n.d)*/)
                                {
-                                       n.d = water_material;
-                                       n.setLight(LIGHTBANK_DAY,
-                                                       diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
-                               }
-                               // else air
-                               else
+                                       // Has now caves
+                                       has_dungeons = true;
+                                       // Set air to node
                                        n.d = CONTENT_AIR;
+                               }
                        }
+
                        block->setNode(v3s16(x0,y0,z0), n);
                }
        }
-
+       
        /*
-               Calculate is_underground
+               This is used for guessing whether or not the block should
+               receive sunlight from the top if the top block doesn't exist
        */
-       // Probably underground if the highest part of block is under lowest
-       // ground height
-       bool is_underground = (block_y+1) * MAP_BLOCKSIZE <= lowest_ground_y;
-       block->setIsUnderground(is_underground);
+       block->setIsUnderground(completely_underground);
 
        /*
-               Force lighting update if some part of block is underground
-               This is needed because of caves.
+               Force lighting update if some part of block is partly
+               underground and has caves.
        */
-       
-       bool some_part_underground = (block_y+0) * MAP_BLOCKSIZE < highest_ground_y;
-       if(some_part_underground)
-       //if(is_underground)
+       /*if(some_part_underground && !completely_underground && has_dungeons)
        {
+               //dstream<<"Half-ground caves"<<std::endl;
                lighting_invalidated_blocks[block->getPos()] = block;
-       }
+       }*/
        
+       // DEBUG: Always update lighting
+       //lighting_invalidated_blocks[block->getPos()] = block;
+
        /*
                Add some minerals
        */
 
-       //if(is_underground)
        if(some_part_underground)
        {
                s16 underground_level = (lowest_ground_y/MAP_BLOCKSIZE - block_y)+1;
-               for(s16 i=0; i<underground_level*3; i++)
+
+               /*
+                       Add meseblocks
+               */
+               for(s16 i=0; i<underground_level/4 + 1; i++)
                {
-                       if(rand()%2 == 0)
+                       if(myrand()%50 == 0)
                        {
                                v3s16 cp(
-                                       (rand()%(MAP_BLOCKSIZE-2))+1,
-                                       (rand()%(MAP_BLOCKSIZE-2))+1,
-                                       (rand()%(MAP_BLOCKSIZE-2))+1
+                                       (myrand()%(MAP_BLOCKSIZE-2))+1,
+                                       (myrand()%(MAP_BLOCKSIZE-2))+1,
+                                       (myrand()%(MAP_BLOCKSIZE-2))+1
                                );
 
                                MapNode n;
                                n.d = CONTENT_MESE;
                                
-                               //if(is_ground_content(block->getNode(cp).d))
-                               if(block->getNode(cp).d == CONTENT_STONE)
-                                       if(rand()%8 == 0)
-                                               block->setNode(cp, n);
+                               for(u16 i=0; i<27; i++)
+                               {
+                                       if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
+                                               if(myrand()%8 == 0)
+                                                       block->setNode(cp+g_27dirs[i], n);
+                               }
+                       }
+               }
+
+               /*
+                       Add coal
+               */
+               u16 coal_amount = 30.0 * g_settings.getFloat("coal_amount");
+               u16 coal_rareness = 60 / coal_amount;
+               if(coal_rareness == 0)
+                       coal_rareness = 1;
+               if(myrand()%coal_rareness == 0)
+               {
+                       u16 a = myrand() % 16;
+                       u16 amount = coal_amount * a*a*a / 1000;
+                       for(s16 i=0; i<amount; i++)
+                       {
+                               v3s16 cp(
+                                       (myrand()%(MAP_BLOCKSIZE-2))+1,
+                                       (myrand()%(MAP_BLOCKSIZE-2))+1,
+                                       (myrand()%(MAP_BLOCKSIZE-2))+1
+                               );
+
+                               MapNode n;
+                               n.d = CONTENT_STONE;
+                               n.param = MINERAL_COAL;
+
+                               for(u16 i=0; i<27; i++)
+                               {
+                                       if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
+                                               if(myrand()%8 == 0)
+                                                       block->setNode(cp+g_27dirs[i], n);
+                               }
+                       }
+               }
+
+               /*
+                       Add iron
+               */
+               //TODO: change to iron_amount or whatever
+               u16 iron_amount = 30.0 * g_settings.getFloat("coal_amount");
+               u16 iron_rareness = 60 / iron_amount;
+               if(iron_rareness == 0)
+                       iron_rareness = 1;
+               if(myrand()%iron_rareness == 0)
+               {
+                       u16 a = myrand() % 16;
+                       u16 amount = iron_amount * a*a*a / 1000;
+                       for(s16 i=0; i<amount; i++)
+                       {
+                               v3s16 cp(
+                                       (myrand()%(MAP_BLOCKSIZE-2))+1,
+                                       (myrand()%(MAP_BLOCKSIZE-2))+1,
+                                       (myrand()%(MAP_BLOCKSIZE-2))+1
+                               );
+
+                               MapNode n;
+                               n.d = CONTENT_STONE;
+                               n.param = MINERAL_IRON;
 
-                               for(u16 i=0; i<26; i++)
+                               for(u16 i=0; i<27; i++)
                                {
-                                       //if(is_ground_content(block->getNode(cp+g_26dirs[i]).d))
-                                       if(block->getNode(cp+g_26dirs[i]).d == CONTENT_STONE)
-                                               if(rand()%8 == 0)
-                                                       block->setNode(cp+g_26dirs[i], n);
+                                       if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
+                                               if(myrand()%8 == 0)
+                                                       block->setNode(cp+g_27dirs[i], n);
                                }
                        }
                }
@@ -1990,14 +2842,14 @@ MapBlock * ServerMap::emergeBlock(
        /*
                Create a few rats in empty blocks underground
        */
-       if(is_underground)
+       if(completely_underground)
        {
                //for(u16 i=0; i<2; i++)
                {
                        v3s16 cp(
-                               (rand()%(MAP_BLOCKSIZE-2))+1,
-                               (rand()%(MAP_BLOCKSIZE-2))+1,
-                               (rand()%(MAP_BLOCKSIZE-2))+1
+                               (myrand()%(MAP_BLOCKSIZE-2))+1,
+                               (myrand()%(MAP_BLOCKSIZE-2))+1,
+                               (myrand()%(MAP_BLOCKSIZE-2))+1
                        );
 
                        // Check that the place is empty
@@ -2035,8 +2887,34 @@ MapBlock * ServerMap::emergeBlock(
                v2s16 p2d(p.X,p.Z);
                u8 d = i.getNode()->getValue();
 
-               //v3s16 p = p_sector - v3s16(0, block_y*MAP_BLOCKSIZE, 0);
+               // Ground level point (user for stuff that is on ground)
+               v3s16 gp = p;
+               bool ground_found = true;
                
+               // Search real ground level
+               try{
+                       for(;;)
+                       {
+                               MapNode n = sector->getNode(gp);
+
+                               // If not air, go one up and continue to placing the tree
+                               if(n.d != CONTENT_AIR)
+                               {
+                                       gp += v3s16(0,1,0);
+                                       break;
+                               }
+
+                               // If air, go one down
+                               gp += v3s16(0,-1,0);
+                       }
+               }catch(InvalidPositionException &e)
+               {
+                       // Ground not found.
+                       ground_found = false;
+                       // This is most close to ground
+                       gp += v3s16(0,1,0);
+               }
+
                try
                {
 
@@ -2053,40 +2931,64 @@ MapBlock * ServerMap::emergeBlock(
                }
                else if(d == SECTOR_OBJECT_TREE_1)
                {
-                       v3s16 p_min = p + v3s16(-1,0,-1);
-                       v3s16 p_max = p + v3s16(1,4,1);
+                       if(ground_found == false)
+                               continue;
+
+                       v3s16 p_min = gp + v3s16(-1,0,-1);
+                       v3s16 p_max = gp + v3s16(1,5,1);
                        if(sector->isValidArea(p_min, p_max,
                                        &changed_blocks_sector))
                        {
                                MapNode n;
                                n.d = CONTENT_TREE;
-                               sector->setNode(p+v3s16(0,0,0), n);
-                               sector->setNode(p+v3s16(0,1,0), n);
-                               sector->setNode(p+v3s16(0,2,0), n);
-                               sector->setNode(p+v3s16(0,3,0), n);
+                               sector->setNode(gp+v3s16(0,0,0), n);
+                               sector->setNode(gp+v3s16(0,1,0), n);
+                               sector->setNode(gp+v3s16(0,2,0), n);
+                               sector->setNode(gp+v3s16(0,3,0), n);
 
                                n.d = CONTENT_LEAVES;
 
-                               sector->setNode(p+v3s16(0,4,0), n);
+                               if(myrand()%4!=0) sector->setNode(gp+v3s16(0,5,0), n);
+
+                               if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,5,0), n);
+                               if(myrand()%3!=0) sector->setNode(gp+v3s16(1,5,0), n);
+                               if(myrand()%3!=0) sector->setNode(gp+v3s16(0,5,-1), n);
+                               if(myrand()%3!=0) sector->setNode(gp+v3s16(0,5,1), n);
+                               /*if(myrand()%3!=0) sector->setNode(gp+v3s16(1,5,1), n);
+                               if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,5,1), n);
+                               if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,5,-1), n);
+                               if(myrand()%3!=0) sector->setNode(gp+v3s16(1,5,-1), n);*/
+
+                               sector->setNode(gp+v3s16(0,4,0), n);
+                               
+                               sector->setNode(gp+v3s16(-1,4,0), n);
+                               sector->setNode(gp+v3s16(1,4,0), n);
+                               sector->setNode(gp+v3s16(0,4,-1), n);
+                               sector->setNode(gp+v3s16(0,4,1), n);
+                               sector->setNode(gp+v3s16(1,4,1), n);
+                               sector->setNode(gp+v3s16(-1,4,1), n);
+                               sector->setNode(gp+v3s16(-1,4,-1), n);
+                               sector->setNode(gp+v3s16(1,4,-1), n);
+
+                               sector->setNode(gp+v3s16(-1,3,0), n);
+                               sector->setNode(gp+v3s16(1,3,0), n);
+                               sector->setNode(gp+v3s16(0,3,-1), n);
+                               sector->setNode(gp+v3s16(0,3,1), n);
+                               sector->setNode(gp+v3s16(1,3,1), n);
+                               sector->setNode(gp+v3s16(-1,3,1), n);
+                               sector->setNode(gp+v3s16(-1,3,-1), n);
+                               sector->setNode(gp+v3s16(1,3,-1), n);
                                
-                               sector->setNode(p+v3s16(-1,4,0), n);
-                               sector->setNode(p+v3s16(1,4,0), n);
-                               sector->setNode(p+v3s16(0,4,-1), n);
-                               sector->setNode(p+v3s16(0,4,1), n);
-                               sector->setNode(p+v3s16(1,4,1), n);
-                               sector->setNode(p+v3s16(-1,4,1), n);
-                               sector->setNode(p+v3s16(-1,4,-1), n);
-                               sector->setNode(p+v3s16(1,4,-1), n);
-
-                               sector->setNode(p+v3s16(-1,3,0), n);
-                               sector->setNode(p+v3s16(1,3,0), n);
-                               sector->setNode(p+v3s16(0,3,-1), n);
-                               sector->setNode(p+v3s16(0,3,1), n);
-                               sector->setNode(p+v3s16(1,3,1), n);
-                               sector->setNode(p+v3s16(-1,3,1), n);
-                               sector->setNode(p+v3s16(-1,3,-1), n);
-                               sector->setNode(p+v3s16(1,3,-1), n);
+                               if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,2,0), n);
+                               if(myrand()%3!=0) sector->setNode(gp+v3s16(1,2,0), n);
+                               if(myrand()%3!=0) sector->setNode(gp+v3s16(0,2,-1), n);
+                               if(myrand()%3!=0) sector->setNode(gp+v3s16(0,2,1), n);
+                               /*if(myrand()%3!=0) sector->setNode(gp+v3s16(1,2,1), n);
+                               if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,2,1), n);
+                               if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,2,-1), n);
+                               if(myrand()%3!=0) sector->setNode(gp+v3s16(1,2,-1), n);*/
                                
+                               // Objects are identified by wanted position
                                objects_to_remove.push_back(p);
                                
                                // Lighting has to be recalculated for this one.
@@ -2096,13 +2998,17 @@ MapBlock * ServerMap::emergeBlock(
                }
                else if(d == SECTOR_OBJECT_BUSH_1)
                {
-                       if(sector->isValidArea(p + v3s16(0,0,0),
-                                       p + v3s16(0,0,0), &changed_blocks_sector))
+                       if(ground_found == false)
+                               continue;
+                       
+                       if(sector->isValidArea(gp + v3s16(0,0,0),
+                                       gp + v3s16(0,0,0), &changed_blocks_sector))
                        {
                                MapNode n;
                                n.d = CONTENT_LEAVES;
-                               sector->setNode(p+v3s16(0,0,0), n);
+                               sector->setNode(gp+v3s16(0,0,0), n);
                                
+                               // Objects are identified by wanted position
                                objects_to_remove.push_back(p);
                        }
                }
@@ -2118,39 +3024,40 @@ MapBlock * ServerMap::emergeBlock(
                                n.d = CONTENT_STONE;
                                MapNode n2;
                                n2.d = CONTENT_AIR;
-                               s16 depth = maxdepth + (rand()%10);
+                               s16 depth = maxdepth + (myrand()%10);
                                s16 z = 0;
                                s16 minz = -6 - (-2);
                                s16 maxz = 6 -1;
                                for(s16 x=-6; x<=6; x++)
                                {
-                                       z += -1 + (rand()%3);
+                                       z += -1 + (myrand()%3);
                                        if(z < minz)
                                                z = minz;
                                        if(z > maxz)
                                                z = maxz;
-                                       for(s16 y=depth+(rand()%2); y<=6; y++)
+                                       for(s16 y=depth+(myrand()%2); y<=6; y++)
                                        {
                                                /*std::cout<<"("<<p2.X<<","<<p2.Y<<","<<p2.Z<<")"
                                                                <<std::endl;*/
                                                {
                                                        v3s16 p2 = p + v3s16(x,y,z-2);
-                                                       if(is_ground_content(sector->getNode(p2).d))
+                                                       //if(is_ground_content(sector->getNode(p2).d))
+                                                       if(content_features(sector->getNode(p2).d).walkable)
                                                                sector->setNode(p2, n);
                                                }
                                                {
                                                        v3s16 p2 = p + v3s16(x,y,z-1);
-                                                       if(is_ground_content(sector->getNode(p2).d))
+                                                       if(content_features(sector->getNode(p2).d).walkable)
                                                                sector->setNode(p2, n2);
                                                }
                                                {
                                                        v3s16 p2 = p + v3s16(x,y,z+0);
-                                                       if(is_ground_content(sector->getNode(p2).d))
+                                                       if(content_features(sector->getNode(p2).d).walkable)
                                                                sector->setNode(p2, n2);
                                                }
                                                {
                                                        v3s16 p2 = p + v3s16(x,y,z+1);
-                                                       if(is_ground_content(sector->getNode(p2).d))
+                                                       if(content_features(sector->getNode(p2).d).walkable)
                                                                sector->setNode(p2, n);
                                                }
 
@@ -2192,6 +3099,34 @@ MapBlock * ServerMap::emergeBlock(
                objects->remove(*i);
        }
 
+       /*
+               Initially update sunlight
+       */
+       
+       {
+               core::map<v3s16, bool> light_sources;
+               bool black_air_left = false;
+               bool bottom_invalid =
+                               block->propagateSunlight(light_sources, true,
+                               &black_air_left, true);
+
+               // If sunlight didn't reach everywhere and part of block is
+               // above ground, lighting has to be properly updated
+               if(black_air_left && some_part_underground)
+               {
+                       lighting_invalidated_blocks[block->getPos()] = block;
+               }
+
+               if(bottom_invalid)
+               {
+                       lighting_invalidated_blocks[block->getPos()] = block;
+               }
+       }
+
+       /*
+               Translate sector's changed blocks to global changed blocks
+       */
+       
        for(core::map<s16, MapBlock*>::Iterator
                        i = changed_blocks_sector.getIterator();
                        i.atEnd() == false; i++)
@@ -2201,6 +3136,33 @@ MapBlock * ServerMap::emergeBlock(
                changed_blocks.insert(block->getPos(), block);
        }
 
+       /*
+               Debug information
+       */
+       if(0)
+       {
+               dstream
+               <<"lighting_invalidated_blocks.size()"
+               <<", has_dungeons"
+               <<", completely_ug"
+               <<", some_part_ug"
+               <<"  "<<lighting_invalidated_blocks.size()
+               <<", "<<has_dungeons
+               <<", "<<completely_underground
+               <<", "<<some_part_underground
+               <<std::endl;
+       }
+
+       /*
+               Debug mode operation
+       */
+       bool haxmode = g_settings.getBool("haxmode");
+       if(haxmode)
+       {
+               // Don't calculate lighting at all
+               //lighting_invalidated_blocks.clear();
+       }
+
        return block;
 }
 
@@ -2433,7 +3395,7 @@ void ServerMap::loadMasterHeightmap()
        if(m_heightmap != NULL)
                delete m_heightmap;
                
-       m_heightmap = UnlimitedHeightmap::deSerialize(is);
+       m_heightmap = UnlimitedHeightmap::deSerialize(is, &m_padb);
 }
 
 void ServerMap::saveSectorMeta(ServerMapSector *sector)
@@ -2708,9 +3670,7 @@ void ServerMap::PrintInfo(std::ostream &out)
 
 ClientMap::ClientMap(
                Client *client,
-               JMutex &range_mutex,
-               s16 &viewing_range_nodes,
-               bool &viewing_range_all,
+               MapDrawControl &control,
                scene::ISceneNode* parent,
                scene::ISceneManager* mgr,
                s32 id
@@ -2719,9 +3679,7 @@ ClientMap::ClientMap(
        scene::ISceneNode(parent, mgr, id),
        m_client(client),
        mesh(NULL),
-       m_range_mutex(range_mutex),
-       m_viewing_range_nodes(viewing_range_nodes),
-       m_viewing_range_all(viewing_range_all)
+       m_control(control)
 {
        mesh_mutex.Init();
 
@@ -2822,24 +3780,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
        */
        int time1 = time(0);
 
-       //s32 daynight_i = m_client->getDayNightIndex();
        u32 daynight_ratio = m_client->getDayNightRatio();
 
-       /*
-               Collect all blocks that are in the view range
-
-               Should not optimize more here as we want to auto-update
-               all changed nodes in viewing range at the next step.
-       */
-
-       s16 viewing_range_nodes;
-       bool viewing_range_all;
-       {
-               JMutexAutoLock lock(m_range_mutex);
-               viewing_range_nodes = m_viewing_range_nodes;
-               viewing_range_all = m_viewing_range_all;
-       }
-
        m_camera_mutex.Lock();
        v3f camera_position = m_camera_position;
        v3f camera_direction = m_camera_direction;
@@ -2854,7 +3796,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                        camera_position.Y / BS,
                        camera_position.Z / BS);
 
-       v3s16 box_nodes_d = viewing_range_nodes * v3s16(1,1,1);
+       v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
 
        v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
        v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
@@ -2873,12 +3815,14 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
        
        // For limiting number of mesh updates per frame
        u32 mesh_update_count = 0;
+       
+       u32 blocks_would_have_drawn = 0;
+       u32 blocks_drawn = 0;
 
        //NOTE: The sectors map should be locked but we're not doing it
        // because it'd cause too much delays
 
        int timecheck_counter = 0;
-
        core::map<v2s16, MapSector*>::Iterator si;
        si = m_sectors.getIterator();
        for(; si.atEnd() == false; si++)
@@ -2901,7 +3845,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                MapSector *sector = si.getNode()->getValue();
                v2s16 sp = sector->getPos();
                
-               if(viewing_range_all == false)
+               if(m_control.range_all == false)
                {
                        if(sp.X < p_blocks_min.X
                        || sp.X > p_blocks_max.X
@@ -2927,6 +3871,17 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                                if not seen on display
                        */
                        
+                       float range = 100000 * BS;
+                       if(m_control.range_all == false)
+                               range = m_control.wanted_range * BS;
+
+                       if(isBlockInSight(block->getPos(), camera_position,
+                                       camera_direction, range) == false)
+                       {
+                               continue;
+                       }
+
+#if 0                  
                        v3s16 blockpos_nodes = block->getPosRelative();
                        
                        // Block center position
@@ -2945,12 +3900,10 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                        // Total distance
                        f32 d = blockpos_relative.getLength();
                        
-                       if(viewing_range_all == false)
+                       if(m_control.range_all == false)
                        {
                                // If block is far away, don't draw it
-                               if(d > viewing_range_nodes * BS)
-                               // This is nicer when fog is used
-                               //if((dforward+d)/2 > viewing_range_nodes * BS)
+                               if(d > m_control.wanted_range * BS)
                                        continue;
                        }
                        
@@ -2975,11 +3928,28 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                                if(cosangle < cos(FOV_ANGLE/2. * 4./3.))
                                        continue;
                        }
+#endif                 
+
+                       v3s16 blockpos_nodes = block->getPosRelative();
+                       
+                       // Block center position
+                       v3f blockpos(
+                                       ((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS,
+                                       ((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS,
+                                       ((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS
+                       );
+
+                       // Block position relative to camera
+                       v3f blockpos_relative = blockpos - camera_position;
+
+                       // Total distance
+                       f32 d = blockpos_relative.getLength();
                        
+#if 1
                        /*
-                               Draw the faces of the block
+                               Update expired mesh
                        */
-#if 1
+
                        bool mesh_expired = false;
                        
                        {
@@ -2994,14 +3964,22 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                        }
 
                        f32 faraway = BS*50;
-                       //f32 faraway = viewing_range_nodes * BS;
+                       //f32 faraway = m_control.wanted_range * BS;
                        
                        /*
                                This has to be done with the mesh_mutex unlocked
                        */
-                       if(mesh_expired && mesh_update_count < 6
-                                       && (d < faraway || mesh_update_count < 3))
-                       //if(mesh_expired && mesh_update_count < 4)
+                       // Pretty random but this should work somewhat nicely
+                       if(mesh_expired && (
+                                       (mesh_update_count < 3
+                                               && (d < faraway || mesh_update_count < 2)
+                                       )
+                                       || 
+                                       (m_control.range_all && mesh_update_count < 20)
+                               )
+                       )
+                       /*if(mesh_expired && mesh_update_count < 6
+                                       && (d < faraway || mesh_update_count < 3))*/
                        {
                                mesh_update_count++;
 
@@ -3029,6 +4007,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                                continue;
                        }*/
 #endif
+                       /*
+                               Draw the faces of the block
+                       */
                        {
                                JMutexAutoLock lock(block->mesh_mutex);
 
@@ -3036,6 +4017,13 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
 
                                if(mesh == NULL)
                                        continue;
+                               
+                               blocks_would_have_drawn++;
+                               if(blocks_drawn >= m_control.wanted_max_blocks
+                                               && m_control.range_all == false
+                                               && d > m_control.wanted_min_range * BS)
+                                       continue;
+                               blocks_drawn++;
 
                                u32 c = mesh->getMeshBufferCount();
 
@@ -3057,13 +4045,18 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                        }
                } // foreach sectorblocks
        }
+       
+       m_control.blocks_drawn = blocks_drawn;
+       m_control.blocks_would_have_drawn = blocks_would_have_drawn;
 
        /*dstream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
                        <<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
 }
 
-v3s16 ClientMap::setTempMod(v3s16 p, NodeMod mod)
+bool ClientMap::setTempMod(v3s16 p, NodeMod mod,
+               core::map<v3s16, MapBlock*> *affected_blocks)
 {
+       bool changed = false;
        /*
                Add it to all blocks touching it
        */
@@ -3086,12 +4079,31 @@ v3s16 ClientMap::setTempMod(v3s16 p, NodeMod mod)
                        continue;
                // Relative position of requested node
                v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
-               blockref->setTempMod(relpos, mod);
+               if(blockref->setTempMod(relpos, mod))
+               {
+                       changed = true;
+               }
+       }
+       if(changed && affected_blocks!=NULL)
+       {
+               for(u16 i=0; i<7; i++)
+               {
+                       v3s16 p2 = p + dirs[i];
+                       // Block position of neighbor (or requested) node
+                       v3s16 blockpos = getNodeBlockPos(p2);
+                       MapBlock * blockref = getBlockNoCreateNoEx(blockpos);
+                       if(blockref == NULL)
+                               continue;
+                       affected_blocks->insert(blockpos, blockref);
+               }
        }
-       return getNodeBlockPos(p);
+       return changed;
 }
-v3s16 ClientMap::clearTempMod(v3s16 p)
+
+bool ClientMap::clearTempMod(v3s16 p,
+               core::map<v3s16, MapBlock*> *affected_blocks)
 {
+       bool changed = false;
        v3s16 dirs[7] = {
                v3s16(0,0,0), // this
                v3s16(0,0,1), // back
@@ -3111,9 +4123,25 @@ v3s16 ClientMap::clearTempMod(v3s16 p)
                        continue;
                // Relative position of requested node
                v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
-               blockref->clearTempMod(relpos);
+               if(blockref->clearTempMod(relpos))
+               {
+                       changed = true;
+               }
+       }
+       if(changed && affected_blocks!=NULL)
+       {
+               for(u16 i=0; i<7; i++)
+               {
+                       v3s16 p2 = p + dirs[i];
+                       // Block position of neighbor (or requested) node
+                       v3s16 blockpos = getNodeBlockPos(p2);
+                       MapBlock * blockref = getBlockNoCreateNoEx(blockpos);
+                       if(blockref == NULL)
+                               continue;
+                       affected_blocks->insert(blockpos, blockref);
+               }
        }
-       return getNodeBlockPos(p);
+       return changed;
 }
 
 void ClientMap::PrintInfo(std::ostream &out)
@@ -3204,7 +4232,10 @@ void MapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
 #endif
 
 #if 0
-void MapVoxelManipulator::emerge(VoxelArea a)
+/*
+       NOTE: This is slow
+*/
+void MapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
 {
        TimeTaker timer1("emerge", &emerge_time);
        
@@ -3240,7 +4271,7 @@ void MapVoxelManipulator::emerge(VoxelArea a)
 
 
 /*
-       TODO: Add an option to only update eg. water and air nodes.
+       SUGG: Add an option to only update eg. water and air nodes.
              This will make it interfere less with important stuff if
                  run on background.
 */
@@ -3251,6 +4282,9 @@ void MapVoxelManipulator::blitBack
                return;
        
        //TimeTaker timer1("blitBack");
+
+       /*dstream<<"blitBack(): m_loaded_blocks.size()="
+                       <<m_loaded_blocks.size()<<std::endl;*/
        
        /*
                Initialize block cache
@@ -3307,4 +4341,90 @@ void MapVoxelManipulator::blitBack
        }
 }
 
+ManualMapVoxelManipulator::ManualMapVoxelManipulator(Map *map):
+               MapVoxelManipulator(map)
+{
+}
+
+ManualMapVoxelManipulator::~ManualMapVoxelManipulator()
+{
+}
+
+void ManualMapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
+{
+       // Just create the area to avoid segfaults
+       VoxelManipulator::emerge(a, caller_id);
+
+       /*
+               Just create the area to avoid segfaults
+       */
+       /*addArea(a);
+       for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
+       for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
+       for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
+       {
+               s32 i = m_area.index(x,y,z);
+               // Don't touch nodes that have already been loaded
+               if(!(m_flags[i] & VOXELFLAG_NOT_LOADED))
+                       continue;
+               m_flags[i] = VOXELFLAG_INEXISTENT;
+       }*/
+}
+
+void ManualMapVoxelManipulator::initialEmerge(
+               v3s16 blockpos_min, v3s16 blockpos_max)
+{
+       TimeTaker timer1("emerge", &emerge_time);
+
+       // Units of these are MapBlocks
+       v3s16 p_min = blockpos_min;
+       v3s16 p_max = blockpos_max;
+
+       VoxelArea block_area_nodes
+                       (p_min*MAP_BLOCKSIZE, (p_max+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
+
+       addArea(block_area_nodes);
+
+       for(s32 z=p_min.Z; z<=p_max.Z; z++)
+       for(s32 y=p_min.Y; y<=p_max.Y; y++)
+       for(s32 x=p_min.X; x<=p_max.X; x++)
+       {
+               v3s16 p(x,y,z);
+               core::map<v3s16, bool>::Node *n;
+               n = m_loaded_blocks.find(p);
+               if(n != NULL)
+                       continue;
+               
+               bool block_data_inexistent = false;
+               try
+               {
+                       TimeTaker timer1("emerge load", &emerge_load_time);
+
+                       MapBlock *block = m_map->getBlockNoCreate(p);
+                       if(block->isDummy())
+                               block_data_inexistent = true;
+                       else
+                               block->copyTo(*this);
+               }
+               catch(InvalidPositionException &e)
+               {
+                       block_data_inexistent = true;
+               }
+
+               if(block_data_inexistent)
+               {
+                       VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
+                       // Fill with VOXELFLAG_INEXISTENT
+                       for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
+                       for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
+                       {
+                               s32 i = m_area.index(a.MinEdge.X,y,z);
+                               memset(&m_flags[i], VOXELFLAG_INEXISTENT, MAP_BLOCKSIZE);
+                       }
+               }
+
+               m_loaded_blocks.insert(p, true);
+       }
+}
+
 //END