]> git.lizzy.rs Git - minetest.git/blobdiff - src/voxel.cpp
Migrate to STL containers/algorithms.
[minetest.git] / src / voxel.cpp
index a0cc44d715967397c260c79bf04f732d68dd490d..f859a1f0382cf6025a41c0b60dd48a7c83ad3eb2 100644 (file)
@@ -1,28 +1,27 @@
 /*
-Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
 #include "voxel.h"
 #include "map.h"
-
-// For TimeTaker
-#include "utility.h"
 #include "gettime.h"
+#include "nodedef.h"
+#include "util/timetaker.h"
 
 /*
        Debug stuff
@@ -41,7 +40,6 @@ VoxelManipulator::VoxelManipulator():
        m_data(NULL),
        m_flags(NULL)
 {
-       m_disable_water_climb = false;
 }
 
 VoxelManipulator::~VoxelManipulator()
@@ -65,7 +63,8 @@ void VoxelManipulator::clear()
        m_flags = NULL;
 }
 
-void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode)
+void VoxelManipulator::print(std::ostream &o, INodeDefManager *ndef,
+               VoxelPrintMode mode)
 {
        v3s16 em = m_area.getExtent();
        v3s16 of = m_area.MinEdge;
@@ -95,8 +94,9 @@ void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode)
                                else
                                {
                                        c = 'X';
-                                       u8 m = m_data[m_area.index(x,y,z)].d;
-                                       u8 pr = m_data[m_area.index(x,y,z)].pressure;
+                                       MapNode n = m_data[m_area.index(x,y,z)];
+                                       content_t m = n.getContent();
+                                       u8 pr = n.param2;
                                        if(mode == VOXELPRINT_MATERIAL)
                                        {
                                                if(m <= 9)
@@ -104,13 +104,13 @@ void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode)
                                        }
                                        else if(mode == VOXELPRINT_WATERPRESSURE)
                                        {
-                                               if(m == CONTENT_WATER)
+                                               if(ndef->get(m).isLiquid())
                                                {
                                                        c = 'w';
                                                        if(pr <= 9)
                                                                c = pr + '0';
                                                }
-                                               else if(liquid_replaces_content(m))
+                                               else if(m == CONTENT_AIR)
                                                {
                                                        c = ' ';
                                                }
@@ -119,6 +119,21 @@ void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode)
                                                        c = '#';
                                                }
                                        }
+                                       else if(mode == VOXELPRINT_LIGHT_DAY)
+                                       {
+                                               if(ndef->get(m).light_source != 0)
+                                                       c = 'S';
+                                               else if(ndef->get(m).light_propagates == false)
+                                                       c = 'X';
+                                               else
+                                               {
+                                                       u8 light = n.getLight(LIGHTBANK_DAY, ndef);
+                                                       if(light < 10)
+                                                               c = '0' + light;
+                                                       else
+                                                               c = 'a' + (light-10);
+                                               }
+                                       }
                                }
                                o<<c;
                        }
@@ -221,6 +236,28 @@ void VoxelManipulator::copyFrom(MapNode *src, VoxelArea src_area,
        }
 }
 
+void VoxelManipulator::copyTo(MapNode *dst, VoxelArea dst_area,
+               v3s16 dst_pos, v3s16 from_pos, v3s16 size)
+{
+       for(s16 z=0; z<size.Z; z++)
+       for(s16 y=0; y<size.Y; y++)
+       {
+               s32 i_dst = dst_area.index(dst_pos.X, dst_pos.Y+y, dst_pos.Z+z);
+               s32 i_local = m_area.index(from_pos.X, from_pos.Y+y, from_pos.Z+z);
+               for (s16 x = 0; x < size.X; x++) {
+                       if (m_data[i_local].getContent() != CONTENT_IGNORE)
+                               dst[i_dst] = m_data[i_local];
+                       i_dst++;
+                       i_local++;
+               }
+               //memcpy(&dst[i_dst], &m_data[i_local], size.X*sizeof(MapNode));
+       }
+}
+
+/*
+       Algorithms
+       -----------------------------------------------------
+*/
 
 void VoxelManipulator::clearFlag(u8 flags)
 {
@@ -265,7 +302,7 @@ void VoxelManipulator::clearFlag(u8 flags)
 }
 
 void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
-               core::map<v3s16, bool> & light_sources)
+               std::set<v3s16> & light_sources, INodeDefManager *nodemgr)
 {
        v3s16 dirs[6] = {
                v3s16(0,0,1), // back
@@ -295,21 +332,21 @@ void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
                        If the neighbor is dimmer than what was specified
                        as oldlight (the light of the previous node)
                */
-               if(n2.getLight(bank) < oldlight)
+               u8 light2 = n2.getLight(bank, nodemgr);
+               if(light2 < oldlight)
                {
                        /*
                                And the neighbor is transparent and it has some light
                        */
-                       if(n2.light_propagates() && n2.getLight(bank) != 0)
+                       if(nodemgr->get(n2).light_propagates && light2 != 0)
                        {
                                /*
                                        Set light to 0 and add to queue
                                */
 
-                               u8 current_light = n2.getLight(bank);
-                               n2.setLight(bank, 0);
+                               n2.setLight(bank, 0, nodemgr);
                                
-                               unspreadLight(bank, n2pos, current_light, light_sources);
+                               unspreadLight(bank, n2pos, light2, light_sources, nodemgr);
                                
                                /*
                                        Remove from light_sources if it is there
@@ -323,7 +360,7 @@ void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
                        }
                }
                else{
-                       light_sources.insert(n2pos, true);
+                       light_sources.insert(n2pos);
                }
        }
 }
@@ -347,24 +384,16 @@ void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
        values of from_nodes are lighting values.
 */
 void VoxelManipulator::unspreadLight(enum LightBank bank,
-               core::map<v3s16, u8> & from_nodes,
-               core::map<v3s16, bool> & light_sources)
+               std::map<v3s16, u8> & from_nodes,
+               std::set<v3s16> & light_sources, INodeDefManager *nodemgr)
 {
        if(from_nodes.size() == 0)
                return;
        
-       core::map<v3s16, u8>::Iterator j;
-       j = from_nodes.getIterator();
-
-       for(; j.atEnd() == false; j++)
+       for(std::map<v3s16, u8>::iterator j = from_nodes.begin();
+               j != from_nodes.end(); ++j)
        {
-               v3s16 pos = j.getNode()->getKey();
-               
-               //MapNode &n = m_data[m_area.index(pos)];
-               
-               u8 oldlight = j.getNode()->getValue();
-
-               unspreadLight(bank, pos, oldlight, light_sources);
+               unspreadLight(bank, j->first, j->second, light_sources, nodemgr);
        }
 }
 #endif
@@ -434,18 +463,18 @@ void VoxelManipulator::unspreadLight(enum LightBank bank,
                                If the neighbor is dimmer than what was specified
                                as oldlight (the light of the previous node)
                        */
-                       if(n2.getLight(bank) < oldlight)
+                       if(n2.getLight(bank, nodemgr) < oldlight)
                        {
                                /*
                                        And the neighbor is transparent and it has some light
                                */
-                               if(n2.light_propagates() && n2.getLight(bank) != 0)
+                               if(nodemgr->get(n2).light_propagates && n2.getLight(bank, nodemgr) != 0)
                                {
                                        /*
                                                Set light to 0 and add to queue
                                        */
 
-                                       u8 current_light = n2.getLight(bank);
+                                       u8 current_light = n2.getLight(bank, nodemgr);
                                        n2.setLight(bank, 0);
 
                                        unlighted_nodes.insert(n2pos, current_light);
@@ -477,7 +506,8 @@ void VoxelManipulator::unspreadLight(enum LightBank bank,
 }
 #endif
 
-void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p)
+void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
+               INodeDefManager *nodemgr)
 {
        const v3s16 dirs[6] = {
                v3s16(0,0,1), // back
@@ -497,7 +527,7 @@ void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p)
 
        MapNode &n = m_data[i];
 
-       u8 oldlight = n.getLight(bank);
+       u8 oldlight = n.getLight(bank, nodemgr);
        u8 newlight = diminish_light(oldlight);
 
        // Loop through 6 neighbors
@@ -512,34 +542,39 @@ void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p)
                        continue;
 
                MapNode &n2 = m_data[n2i];
+
+               u8 light2 = n2.getLight(bank, nodemgr);
                
                /*
                        If the neighbor is brighter than the current node,
                        add to list (it will light up this node on its turn)
                */
-               if(n2.getLight(bank) > undiminish_light(oldlight))
+               if(light2 > undiminish_light(oldlight))
                {
-                       spreadLight(bank, n2pos);
+                       spreadLight(bank, n2pos, nodemgr);
                }
                /*
                        If the neighbor is dimmer than how much light this node
                        would spread on it, add to list
                */
-               if(n2.getLight(bank) < newlight)
+               if(light2 < newlight)
                {
-                       if(n2.light_propagates())
+                       if(nodemgr->get(n2).light_propagates)
                        {
-                               n2.setLight(bank, newlight);
-                               spreadLight(bank, n2pos);
+                               n2.setLight(bank, newlight, nodemgr);
+                               spreadLight(bank, n2pos, nodemgr);
                        }
                }
        }
 }
 
-#if 1
+#if 0
 /*
        Lights neighbors of from_nodes, collects all them and then
        goes on recursively.
+
+       NOTE: This is faster on small areas but will overflow the
+             stack on large areas. Thus it is not used.
 */
 void VoxelManipulator::spreadLight(enum LightBank bank,
                core::map<v3s16, bool> & from_nodes)
@@ -560,13 +595,13 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
 }
 #endif
 
-#if 0
+#if 1
 /*
        Lights neighbors of from_nodes, collects all them and then
        goes on recursively.
 */
 void VoxelManipulator::spreadLight(enum LightBank bank,
-               core::map<v3s16, bool> & from_nodes)
+               std::set<v3s16> & from_nodes, INodeDefManager *nodemgr)
 {
        const v3s16 dirs[6] = {
                v3s16(0,0,1), // back
@@ -580,13 +615,12 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
        if(from_nodes.size() == 0)
                return;
        
-       core::map<v3s16, bool> lighted_nodes;
-       core::map<v3s16, bool>::Iterator j;
-       j = from_nodes.getIterator();
+       std::set<v3s16> lighted_nodes;
 
-       for(; j.atEnd() == false; j++)
+       for(std::set<v3s16>::iterator j = from_nodes.begin();
+               j != from_nodes.end(); ++j)
        {
-               v3s16 pos = j.getNode()->getKey();
+               v3s16 pos = *j;
 
                emerge(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));
 
@@ -597,7 +631,7 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
 
                MapNode &n = m_data[i];
 
-               u8 oldlight = n.getLight(bank);
+               u8 oldlight = n.getLight(bank, nodemgr);
                u8 newlight = diminish_light(oldlight);
 
                // Loop through 6 neighbors
@@ -614,25 +648,27 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
                                        continue;
 
                                MapNode &n2 = m_data[n2i];
+
+                               u8 light2 = n2.getLight(bank, nodemgr);
                                
                                /*
                                        If the neighbor is brighter than the current node,
                                        add to list (it will light up this node on its turn)
                                */
-                               if(n2.getLight(bank) > undiminish_light(oldlight))
+                               if(light2 > undiminish_light(oldlight))
                                {
-                                       lighted_nodes.insert(n2pos, true);
+                                       lighted_nodes.insert(n2pos);
                                }
                                /*
                                        If the neighbor is dimmer than how much light this node
                                        would spread on it, add to list
                                */
-                               if(n2.getLight(bank) < newlight)
+                               if(light2 < newlight)
                                {
-                                       if(n2.light_propagates())
+                                       if(nodemgr->get(n2).light_propagates)
                                        {
-                                               n2.setLight(bank, newlight);
-                                               lighted_nodes.insert(n2pos, true);
+                                               n2.setLight(bank, newlight, nodemgr);
+                                               lighted_nodes.insert(n2pos);
                                        }
                                }
                        }
@@ -649,640 +685,7 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
                        <<std::endl;*/
        
        if(lighted_nodes.size() > 0)
-               spreadLight(bank, lighted_nodes);
-}
-#endif
-
-#if 0
-int VoxelManipulator::getWaterPressure(v3s16 p, s16 &highest_y, int recur_count)
-{
-       m_flags[m_area.index(p)] |= VOXELFLAG_CHECKED2;
-
-       if(p.Y > highest_y)
-               highest_y = p.Y;
-       
-       /*if(recur_count > 1000)
-               throw ProcessingLimitException
-                               ("getWaterPressure recur_count limit reached");*/
-       
-       if(recur_count > 10000)
-               return -1;
-       
-       recur_count++;
-
-       v3s16 dirs[6] = {
-               v3s16(0,1,0), // top
-               v3s16(0,0,1), // back
-               v3s16(0,0,-1), // front
-               v3s16(1,0,0), // right
-               v3s16(-1,0,0), // left
-               v3s16(0,-1,0), // bottom
-       };
-
-       // Load neighboring nodes
-       emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)), 1);
-
-       s32 i;
-       for(i=0; i<6; i++)
-       {
-               v3s16 p2 = p + dirs[i];
-               u8 f = m_flags[m_area.index(p2)];
-               // Ignore inexistent or checked nodes
-               if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED2))
-                       continue;
-               MapNode &n = m_data[m_area.index(p2)];
-               // Ignore non-liquid nodes
-               if(content_liquid(n.d) == false)
-                       continue;
-
-               int pr;
-
-               // If at ocean surface
-               if(n.pressure == 1 && n.d == CONTENT_WATERSOURCE)
-               //if(n.pressure == 1) // Causes glitches but is fast
-               {
-                       pr = 1;
-               }
-               // Otherwise recurse more
-               else
-               {
-                       pr = getWaterPressure(p2, highest_y, recur_count);
-                       if(pr == -1)
-                               continue;
-               }
-
-               // If block is at top, pressure here is one higher
-               if(i == 0)
-               {
-                       if(pr < 255)
-                               pr++;
-               }
-               // If block is at bottom, pressure here is one lower
-               else if(i == 5)
-               {
-                       if(pr > 1)
-                               pr--;
-               }
-               
-               // Node is on the pressure route
-               m_flags[m_area.index(p)] |= VOXELFLAG_CHECKED4;
-
-               // Got pressure
-               return pr;
-       }
-       
-       // Nothing useful found
-       return -1;
-}
-
-void VoxelManipulator::spreadWaterPressure(v3s16 p, int pr,
-               VoxelArea request_area,
-               core::map<v3s16, u8> &active_nodes,
-               int recur_count)
-{
-       //if(recur_count > 10000)
-               /*throw ProcessingLimitException
-                               ("spreadWaterPressure recur_count limit reached");*/
-       if(recur_count > 10)
-               return;
-       recur_count++;
-       
-       /*dstream<<"spreadWaterPressure: p=("
-                       <<p.X<<","<<p.Y<<","<<p.Z<<")"
-                       <<", oldpr="<<(int)m_data[m_area.index(p)].pressure
-                       <<", pr="<<pr
-                       <<", recur_count="<<recur_count
-                       <<", request_area=";
-       request_area.print(dstream);
-       dstream<<std::endl;*/
-
-       m_flags[m_area.index(p)] |= VOXELFLAG_CHECKED3;
-       m_data[m_area.index(p)].pressure = pr;
-
-       v3s16 dirs[6] = {
-               v3s16(0,1,0), // top
-               v3s16(-1,0,0), // left
-               v3s16(1,0,0), // right
-               v3s16(0,0,-1), // front
-               v3s16(0,0,1), // back
-               v3s16(0,-1,0), // bottom
-       };
-
-       // Load neighboring nodes
-       emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)), 2);
-
-       s32 i;
-       for(i=0; i<6; i++)
-       {
-               v3s16 p2 = p + dirs[i];
-               
-               u8 f = m_flags[m_area.index(p2)];
-
-               // Ignore inexistent and checked nodes
-               if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED3))
-                       continue;
-
-               MapNode &n = m_data[m_area.index(p2)];
-               
-               /*
-                       If material is air:
-                               add to active_nodes if there is flow-causing pressure.
-                       NOTE: Do not remove anything from there. We cannot know
-                             here if some other neighbor of it causes flow.
-               */
-               if(liquid_replaces_content(n.d))
-               {
-                       bool pressure_causes_flow = false;
-                       // If empty block is at top
-                       if(i == 0)
-                       {
-                               if(m_disable_water_climb)
-                                       continue;
-                               
-                               //if(pr >= PRESERVE_WATER_VOLUME ? 3 : 2)
-                               if(pr >= 3)
-                                       pressure_causes_flow = true;
-                       }
-                       // If block is at bottom
-                       else if(i == 5)
-                       {
-                               pressure_causes_flow = true;
-                       }
-                       // If block is at side
-                       else
-                       {
-                               //if(pr >= PRESERVE_WATER_VOLUME ? 2 : 1)
-                               if(pr >= 2)
-                                       pressure_causes_flow = true;
-                       }
-                       
-                       if(pressure_causes_flow)
-                       {
-                               active_nodes[p2] = 1;
-                       }
-
-                       continue;
-               }
-
-               // Ignore non-liquid nodes
-               if(content_liquid(n.d) == false)
-                       continue;
-
-               int pr2 = pr;
-               // If block is at top, pressure there is lower
-               if(i == 0)
-               {
-                       if(pr2 > 0)
-                               pr2--;
-               }
-               // If block is at bottom, pressure there is higher
-               else if(i == 5)
-               {
-                       if(pr2 < 255)
-                               pr2++;
-               }
-
-               /*if(m_disable_water_climb)
-               {
-                       if(pr2 > 3)
-                               pr2 = 3;
-               }*/
-               
-               // Ignore if correct pressure is already set and is not on
-               // request_area.
-               // Thus, request_area can be used for updating as much
-               // pressure info in some area as possible to possibly
-               // make some calls to getWaterPressure unnecessary.
-               if(n.pressure == pr2 && request_area.contains(p2) == false)
-                       continue;
-
-               spreadWaterPressure(p2, pr2, request_area, active_nodes, recur_count);
-       }
-}
-
-void VoxelManipulator::updateAreaWaterPressure(VoxelArea a,
-               core::map<v3s16, u8> &active_nodes,
-               bool checked3_is_clear)
-{
-       TimeTaker timer("updateAreaWaterPressure", &updateareawaterpressure_time);
-
-       emerge(a, 3);
-       
-       bool checked2_clear = false;
-       
-       if(checked3_is_clear == false)
-       {
-               //clearFlag(VOXELFLAG_CHECKED3);
-
-               clearFlag(VOXELFLAG_CHECKED3 | VOXELFLAG_CHECKED2);
-               checked2_clear = true;
-       }
-       
-
-       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++)
-       {
-               v3s16 p(x,y,z);
-
-               u8 f = m_flags[m_area.index(p)];
-               // Ignore inexistent or checked nodes
-               if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED3))
-                       continue;
-               MapNode &n = m_data[m_area.index(p)];
-               // Ignore non-liquid nodes
-               if(content_liquid(n.d) == false)
-                       continue;
-               
-               if(checked2_clear == false)
-               {
-                       clearFlag(VOXELFLAG_CHECKED2);
-                       checked2_clear = true;
-               }
-
-               checked2_clear = false;
-
-               s16 highest_y = -32768;
-               int recur_count = 0;
-               int pr = -1;
-
-               try
-               {
-                       // 0-1ms @ recur_count <= 100
-                       //TimeTaker timer("getWaterPressure", g_irrlicht);
-                       pr = getWaterPressure(p, highest_y, recur_count);
-               }
-               catch(ProcessingLimitException &e)
-               {
-                       //dstream<<"getWaterPressure ProcessingLimitException"<<std::endl;
-               }
-
-               if(pr == -1)
-               {
-                       assert(highest_y != -32768);
-
-                       pr = highest_y - p.Y + 1;
-                       if(pr > 255)
-                               pr = 255;
-
-                       /*dstream<<"WARNING: Pressure at ("
-                                       <<p.X<<","<<p.Y<<","<<p.Z<<")"
-                                       <<" = "<<pr
-                                       //<<" and highest_y == -32768"
-                                       <<std::endl;
-                       assert(highest_y != -32768);
-                       continue;*/
-               }
-               
-               try
-               {
-                       // 0ms
-                       //TimeTaker timer("spreadWaterPressure", g_irrlicht);
-                       spreadWaterPressure(p, pr, a, active_nodes, 0);
-               }
-               catch(ProcessingLimitException &e)
-               {
-                       //dstream<<"getWaterPressure ProcessingLimitException"<<std::endl;
-               }
-       }
-}
-
-bool VoxelManipulator::flowWater(v3s16 removed_pos,
-               core::map<v3s16, u8> &active_nodes,
-               int recursion_depth, bool debugprint,
-               u32 stoptime)
-{
-       v3s16 dirs[6] = {
-               v3s16(0,1,0), // top
-               v3s16(0,0,-1), // front
-               v3s16(0,0,1), // back
-               v3s16(-1,0,0), // left
-               v3s16(1,0,0), // right
-               v3s16(0,-1,0), // bottom
-       };
-
-       recursion_depth++;
-
-       v3s16 p;
-       bool from_ocean = false;
-       
-       // Randomize horizontal order
-       static s32 cs = 0;
-       if(cs < 3)
-               cs++;
-       else
-               cs = 0;
-       s16 s1 = (cs & 1) ? 1 : -1;
-       s16 s2 = (cs & 2) ? 1 : -1;
-       //dstream<<"s1="<<s1<<", s2="<<s2<<std::endl;
-
-       {
-       TimeTaker timer1("flowWater pre", &flowwater_pre_time);
-       
-       // Load neighboring nodes
-       emerge(VoxelArea(removed_pos - v3s16(1,1,1), removed_pos + v3s16(1,1,1)), 4);
-       
-       // Ignore incorrect removed_pos
-       {
-               u8 f = m_flags[m_area.index(removed_pos)];
-               // Ignore inexistent or checked node
-               if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED))
-                       return false;
-               MapNode &n = m_data[m_area.index(removed_pos)];
-               // Ignore nodes to which the water can't go
-               if(liquid_replaces_content(n.d) == false)
-                       return false;
-       }
-       
-       s32 i;
-       for(i=0; i<6; i++)
-       {
-               // Don't raise water from bottom
-               if(m_disable_water_climb && i == 5)
-                       continue;
-
-               p = removed_pos + v3s16(s1*dirs[i].X, dirs[i].Y, s2*dirs[i].Z);
-
-               u8 f = m_flags[m_area.index(p)];
-               // Inexistent or checked nodes can't move
-               if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED))
-                       continue;
-               MapNode &n = m_data[m_area.index(p)];
-               // Only liquid nodes can move
-               if(content_liquid(n.d) == false)
-                       continue;
-               // If block is at top, select it always
-               if(i == 0)
-               {
-                       break;
-               }
-               // If block is at bottom, select it if it has enough pressure
-               if(i == 5)
-               {
-                       //if(n.pressure >= PRESERVE_WATER_VOLUME ? 3 : 2)
-                       if(n.pressure >= 3)
-                               break;
-                       continue;
-               }
-               // Else block is at some side. Select it if it has enough pressure
-               //if(n.pressure >= PRESERVE_WATER_VOLUME ? 2 : 1)
-               if(n.pressure >= 2)
-               {
-                       break;
-               }
-       }
-
-       // If there is nothing to move, return
-       if(i==6)
-               return false;
-
-       /*
-               Move water and bubble
-       */
-
-       u8 m = m_data[m_area.index(p)].d;
-       u8 f = m_flags[m_area.index(p)];
-
-       if(m == CONTENT_WATERSOURCE)
-               from_ocean = true;
-
-       // Move air bubble if not taking water from ocean
-       if(from_ocean == false)
-       {
-               m_data[m_area.index(p)].d = m_data[m_area.index(removed_pos)].d;
-               m_flags[m_area.index(p)] = m_flags[m_area.index(removed_pos)];
-       }
-       
-       /*
-               This has to be done to copy the brightness of a light source
-               correctly. Otherwise unspreadLight will fuck up when water
-               has replaced a light source.
-       */
-       u8 light = m_data[m_area.index(removed_pos)].getLightBanksWithSource();
-
-       m_data[m_area.index(removed_pos)].d = m;
-       m_flags[m_area.index(removed_pos)] = f;
-
-       m_data[m_area.index(removed_pos)].setLightBanks(light);
-       
-       // Mark removed_pos checked
-       m_flags[m_area.index(removed_pos)] |= VOXELFLAG_CHECKED;
-
-       // If block was dropped from surface, increase pressure
-       if(i == 0 && m_data[m_area.index(removed_pos)].pressure == 1)
-       {
-               m_data[m_area.index(removed_pos)].pressure = 2;
-       }
-       
-       /*
-       NOTE: This does not work as-is
-       if(m == CONTENT_WATERSOURCE)
-       {
-               // If block was raised to surface, increase pressure of
-               // source node
-               if(i == 5 && m_data[m_area.index(p)].pressure == 1)
-               {
-                       m_data[m_area.index(p)].pressure = 2;
-               }
-       }*/
-       
-       /*if(debugprint)
-       {
-               dstream<<"VoxelManipulator::flowWater(): Moved bubble:"<<std::endl;
-               print(dstream, VOXELPRINT_WATERPRESSURE);
-       }*/
-
-       // Update pressure
-       VoxelArea a;
-       a.addPoint(p - v3s16(1,1,1));
-       a.addPoint(p + v3s16(1,1,1));
-       a.addPoint(removed_pos - v3s16(1,1,1));
-       a.addPoint(removed_pos + v3s16(1,1,1));
-       updateAreaWaterPressure(a, active_nodes);
-       
-       /*if(debugprint)
-       {
-               dstream<<"VoxelManipulator::flowWater(): Pressure updated:"<<std::endl;
-               print(dstream, VOXELPRINT_WATERPRESSURE);
-               //std::cin.get();
-       }*/
-
-       if(debugprint)
-       {
-               dstream<<"VoxelManipulator::flowWater(): step done:"<<std::endl;
-               print(dstream, VOXELPRINT_WATERPRESSURE);
-               //std::cin.get();
-       }
-       
-       }//timer1
-       
-       //if(PRESERVE_WATER_VOLUME)
-       if(from_ocean == false)
-       {
-               // Flow water to the newly created empty position
-               /*flowWater(p, active_nodes, recursion_depth,
-                               debugprint, counter, counterlimit);*/
-               flowWater(p, active_nodes, recursion_depth,
-                               debugprint, stoptime);
-       }
-       
-       if(stoptime != 0)
-       {
-               u32 timenow = getTimeMs();
-               // Well, it is a bit hard to guess because we don't know the
-               // start time...
-               bool overflow = timenow < stoptime - 100000;
-               if(timenow >= stoptime || overflow)
-               {
-                       dstream<<"flowWater: stoptime reached"<<std::endl;
-                       throw ProcessingLimitException("flowWater stoptime reached");
-               }
-       }
-       
-find_again:
-       
-       // Try flowing water to empty positions around removed_pos.
-       // They are checked in reverse order compared to the previous loop.
-       for(s32 i=5; i>=0; i--)
-       {
-               // Don't try to flow to top
-               if(m_disable_water_climb && i == 0)
-                       continue;
-
-               //v3s16 p = removed_pos + dirs[i];
-               p = removed_pos + v3s16(s1*dirs[i].X, dirs[i].Y, s2*dirs[i].Z);
-
-               u8 f = m_flags[m_area.index(p)];
-               // Water can't move to inexistent nodes
-               if(f & VOXELFLAG_INEXISTENT)
-                       continue;
-               MapNode &n = m_data[m_area.index(p)];
-               // Water can only move to air
-               if(liquid_replaces_content(n.d) == false)
-                       continue;
-                       
-               // Flow water to node
-               bool moved =
-               flowWater(p, active_nodes, recursion_depth,
-                               debugprint, stoptime);
-               /*flowWater(p, active_nodes, recursion_depth,
-                               debugprint, counter, counterlimit);*/
-               
-               if(moved)
-               {
-                       // Search again from all neighbors
-                       goto find_again;
-               }
-       }
-
-       return true;
-}
-
-void VoxelManipulator::flowWater(
-               core::map<v3s16, u8> &active_nodes,
-               int recursion_depth, bool debugprint,
-               u32 timelimit)
-{
-       addarea_time = 0;
-       emerge_time = 0;
-       emerge_load_time = 0;
-       clearflag_time = 0;
-       updateareawaterpressure_time = 0;
-       flowwater_pre_time = 0;
-
-       if(active_nodes.size() == 0)
-       {
-               dstream<<"flowWater: no active nodes"<<std::endl;
-               return;
-       }
-
-       //TimeTaker timer1("flowWater (active_nodes)", g_irrlicht);
-
-       //dstream<<"active_nodes.size() = "<<active_nodes.size()<<std::endl;
-
-
-       u32 stoptime = 0;
-       stoptime = getTimeMs() + timelimit;
-
-       // Count of handled active nodes
-       u32 handled_count = 0;
-
-       try
-       {
-
-       /*
-               Take random one at first
-
-               This is randomized only at the first time so that all
-               subsequent nodes will be taken at roughly the same position
-       */
-       s32 k = 0;
-       if(active_nodes.size() != 0)
-               k = (s32)myrand() % (s32)active_nodes.size();
-
-       // Flow water to active nodes
-       for(;;)
-       //for(s32 h=0; h<1; h++)
-       {
-               if(active_nodes.size() == 0)
-                       break;
-
-               handled_count++;
-               
-               // Clear check flags
-               clearFlag(VOXELFLAG_CHECKED);
-               
-               //dstream<<"Selecting a new active_node"<<std::endl;
-
-#if 0
-               // Take first one
-               core::map<v3s16, u8>::Node
-                               *n = active_nodes.getIterator().getNode();
-#endif
-
-#if 1
-               
-               core::map<v3s16, u8>::Iterator
-                               i = active_nodes.getIterator().getNode();
-               for(s32 j=0; j<k; j++)
-               {
-                       i++;
-               }
-               core::map<v3s16, u8>::Node *n = i.getNode();
-
-               // Decrement index if less than 0.
-               // This keeps us in existing indices always.
-               if(k > 0)
-                       k--;
-#endif
-
-               v3s16 p = n->getKey();
-               active_nodes.remove(p);
-               flowWater(p, active_nodes, recursion_depth,
-                               debugprint, stoptime);
-       }
-
-       }
-       catch(ProcessingLimitException &e)
-       {
-               //dstream<<"getWaterPressure ProcessingLimitException"<<std::endl;
-       }
-       
-       /*v3s16 e = m_area.getExtent();
-       s32 v = m_area.getVolume();
-       dstream<<"flowWater (active): "
-                       <<"area ended up as "
-                       <<e.X<<"x"<<e.Y<<"x"<<e.Z<<" = "<<v
-                       <<", handled a_node count: "<<handled_count
-                       <<", active_nodes.size() = "<<active_nodes.size()
-                       <<std::endl;
-       dstream<<"addarea_time: "<<addarea_time
-                       <<", emerge_time: "<<emerge_time
-                       <<", emerge_load_time: "<<emerge_load_time
-                       <<", clearflag_time: "<<clearflag_time
-                       <<", flowwater_pre_time: "<<flowwater_pre_time
-                       <<", updateareawaterpressure_time: "<<updateareawaterpressure_time
-                       <<std::endl;*/
+               spreadLight(bank, lighted_nodes, nodemgr);
 }
 #endif