]> git.lizzy.rs Git - minetest.git/commitdiff
Moved the temporary mapgen test files and added a modified map.cpp too... These are...
authorPerttu Ahola <celeron55@gmail.com>
Thu, 19 May 2011 17:10:17 +0000 (20:10 +0300)
committerPerttu Ahola <celeron55@gmail.com>
Thu, 19 May 2011 17:10:17 +0000 (20:10 +0300)
--HG--
rename : src/noise.cpp.new => misc/noise.cpp
rename : src/noise.h.new => misc/noise.h

misc/map.cpp [new file with mode: 0644]
misc/noise.cpp [new file with mode: 0644]
misc/noise.h [new file with mode: 0644]
src/noise.cpp.new [deleted file]
src/noise.h.new [deleted file]

diff --git a/misc/map.cpp b/misc/map.cpp
new file mode 100644 (file)
index 0000000..78a849f
--- /dev/null
@@ -0,0 +1,6393 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2011 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
+(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.
+
+You should have received a copy of the GNU 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 "map.h"
+#include "main.h"
+#include "jmutexautolock.h"
+#include "client.h"
+#include "filesys.h"
+#include "utility.h"
+#include "voxel.h"
+#include "porting.h"
+#include "mineral.h"
+#include "noise.h"
+#include "serverobject.h"
+
+/*
+       Map
+*/
+
+Map::Map(std::ostream &dout):
+       m_dout(dout),
+       m_sector_cache(NULL)
+{
+       /*m_sector_mutex.Init();
+       assert(m_sector_mutex.IsInitialized());*/
+}
+
+Map::~Map()
+{
+       /*
+               Free all MapSectors
+       */
+       core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator();
+       for(; i.atEnd() == false; i++)
+       {
+               MapSector *sector = i.getNode()->getValue();
+               delete sector;
+       }
+}
+
+void Map::addEventReceiver(MapEventReceiver *event_receiver)
+{
+       m_event_receivers.insert(event_receiver, false);
+}
+
+void Map::removeEventReceiver(MapEventReceiver *event_receiver)
+{
+       if(m_event_receivers.find(event_receiver) == NULL)
+               return;
+       m_event_receivers.remove(event_receiver);
+}
+
+void Map::dispatchEvent(MapEditEvent *event)
+{
+       for(core::map<MapEventReceiver*, bool>::Iterator
+                       i = m_event_receivers.getIterator();
+                       i.atEnd()==false; i++)
+       {
+               MapEventReceiver* event_receiver = i.getNode()->getKey();
+               event_receiver->onMapEditEvent(event);
+       }
+}
+
+MapSector * Map::getSectorNoGenerateNoExNoLock(v2s16 p)
+{
+       if(m_sector_cache != NULL && p == m_sector_cache_p){
+               MapSector * sector = m_sector_cache;
+               // Reset inactivity timer
+               sector->usage_timer = 0.0;
+               return sector;
+       }
+       
+       core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p);
+       
+       if(n == NULL)
+               return NULL;
+       
+       MapSector *sector = n->getValue();
+       
+       // Cache the last result
+       m_sector_cache_p = p;
+       m_sector_cache = sector;
+
+       // Reset inactivity timer
+       sector->usage_timer = 0.0;
+       return sector;
+}
+
+MapSector * Map::getSectorNoGenerateNoEx(v2s16 p)
+{
+       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
+
+       return getSectorNoGenerateNoExNoLock(p);
+}
+
+MapSector * Map::getSectorNoGenerate(v2s16 p)
+{
+       MapSector *sector = getSectorNoGenerateNoEx(p);
+       if(sector == NULL)
+               throw InvalidPositionException();
+       
+       return sector;
+}
+
+MapBlock * Map::getBlockNoCreate(v3s16 p3d)
+{      
+       v2s16 p2d(p3d.X, p3d.Z);
+       MapSector * sector = getSectorNoGenerate(p2d);
+
+       MapBlock *block = sector->getBlockNoCreate(p3d.Y);
+
+       return block;
+}
+
+MapBlock * Map::getBlockNoCreateNoEx(v3s16 p3d)
+{
+       try
+       {
+               v2s16 p2d(p3d.X, p3d.Z);
+               MapSector * sector = getSectorNoGenerate(p2d);
+               MapBlock *block = sector->getBlockNoCreate(p3d.Y);
+               return block;
+       }
+       catch(InvalidPositionException &e)
+       {
+               return NULL;
+       }
+}
+
+/*MapBlock * Map::getBlockCreate(v3s16 p3d)
+{
+       v2s16 p2d(p3d.X, p3d.Z);
+       MapSector * sector = getSectorCreate(p2d);
+       assert(sector);
+       MapBlock *block = sector->getBlockNoCreate(p3d.Y);
+       if(block)
+               return block;
+       block = sector->createBlankBlock(p3d.Y);
+       return block;
+}*/
+
+bool Map::isNodeUnderground(v3s16 p)
+{
+       v3s16 blockpos = getNodeBlockPos(p);
+       try{
+               MapBlock * block = getBlockNoCreate(blockpos);
+               return block->getIsUnderground();
+       }
+       catch(InvalidPositionException &e)
+       {
+               return false;
+       }
+}
+
+/*
+       Goes recursively through the neighbours of the node.
+
+       Alters only transparent nodes.
+
+       If the lighting of the neighbour is lower than the lighting of
+       the node was (before changing it to 0 at the step before), the
+       lighting of the neighbour is set to 0 and then the same stuff
+       repeats for the neighbour.
+
+       The ending nodes of the routine are stored in light_sources.
+       This is useful when a light is removed. In such case, this
+       routine can be called for the light node and then again for
+       light_sources to re-light the area without the removed light.
+
+       values of from_nodes are lighting values.
+*/
+void Map::unspreadLight(enum LightBank bank,
+               core::map<v3s16, u8> & from_nodes,
+               core::map<v3s16, bool> & light_sources,
+               core::map<v3s16, MapBlock*>  & modified_blocks)
+{
+       v3s16 dirs[6] = {
+               v3s16(0,0,1), // back
+               v3s16(0,1,0), // top
+               v3s16(1,0,0), // right
+               v3s16(0,0,-1), // front
+               v3s16(0,-1,0), // bottom
+               v3s16(-1,0,0), // left
+       };
+       
+       if(from_nodes.size() == 0)
+               return;
+       
+       u32 blockchangecount = 0;
+
+       core::map<v3s16, u8> unlighted_nodes;
+       core::map<v3s16, u8>::Iterator j;
+       j = from_nodes.getIterator();
+
+       /*
+               Initialize block cache
+       */
+       v3s16 blockpos_last;
+       MapBlock *block = NULL;
+       // Cache this a bit, too
+       bool block_checked_in_modified = false;
+       
+       for(; j.atEnd() == false; j++)
+       {
+               v3s16 pos = j.getNode()->getKey();
+               v3s16 blockpos = getNodeBlockPos(pos);
+               
+               // Only fetch a new block if the block position has changed
+               try{
+                       if(block == NULL || blockpos != blockpos_last){
+                               block = getBlockNoCreate(blockpos);
+                               blockpos_last = blockpos;
+
+                               block_checked_in_modified = false;
+                               blockchangecount++;
+                       }
+               }
+               catch(InvalidPositionException &e)
+               {
+                       continue;
+               }
+
+               if(block->isDummy())
+                       continue;
+
+               // Calculate relative position in block
+               v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE;
+
+               // Get node straight from the block
+               MapNode n = block->getNode(relpos);
+               
+               u8 oldlight = j.getNode()->getValue();
+               
+               // Loop through 6 neighbors
+               for(u16 i=0; i<6; i++)
+               {
+                       // Get the position of the neighbor node
+                       v3s16 n2pos = pos + dirs[i];
+                       
+                       // Get the block where the node is located
+                       v3s16 blockpos = getNodeBlockPos(n2pos);
+
+                       try
+                       {
+                               // Only fetch a new block if the block position has changed
+                               try{
+                                       if(block == NULL || blockpos != blockpos_last){
+                                               block = getBlockNoCreate(blockpos);
+                                               blockpos_last = blockpos;
+
+                                               block_checked_in_modified = false;
+                                               blockchangecount++;
+                                       }
+                               }
+                               catch(InvalidPositionException &e)
+                               {
+                                       continue;
+                               }
+                               
+                               // Calculate relative position in block
+                               v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE;
+                               // Get node straight from the block
+                               MapNode n2 = block->getNode(relpos);
+                               
+                               bool changed = false;
+
+                               //TODO: Optimize output by optimizing light_sources?
+
+                               /*
+                                       If the neighbor is dimmer than what was specified
+                                       as oldlight (the light of the previous node)
+                               */
+                               if(n2.getLight(bank) < oldlight)
+                               {
+                                       /*
+                                               And the neighbor is transparent and it has some light
+                                       */
+                                       if(n2.light_propagates() && n2.getLight(bank) != 0)
+                                       {
+                                               /*
+                                                       Set light to 0 and add to queue
+                                               */
+
+                                               u8 current_light = n2.getLight(bank);
+                                               n2.setLight(bank, 0);
+                                               block->setNode(relpos, n2);
+
+                                               unlighted_nodes.insert(n2pos, current_light);
+                                               changed = true;
+
+                                               /*
+                                                       Remove from light_sources if it is there
+                                                       NOTE: This doesn't happen nearly at all
+                                               */
+                                               /*if(light_sources.find(n2pos))
+                                               {
+                                                       std::cout<<"Removed from light_sources"<<std::endl;
+                                                       light_sources.remove(n2pos);
+                                               }*/
+                                       }
+                                       
+                                       /*// DEBUG
+                                       if(light_sources.find(n2pos) != NULL)
+                                               light_sources.remove(n2pos);*/
+                               }
+                               else{
+                                       light_sources.insert(n2pos, true);
+                               }
+
+                               // Add to modified_blocks
+                               if(changed == true && block_checked_in_modified == false)
+                               {
+                                       // If the block is not found in modified_blocks, add.
+                                       if(modified_blocks.find(blockpos) == NULL)
+                                       {
+                                               modified_blocks.insert(blockpos, block);
+                                       }
+                                       block_checked_in_modified = true;
+                               }
+                       }
+                       catch(InvalidPositionException &e)
+                       {
+                               continue;
+                       }
+               }
+       }
+
+       /*dstream<<"unspreadLight(): Changed block "
+                       <<blockchangecount<<" times"
+                       <<" for "<<from_nodes.size()<<" nodes"
+                       <<std::endl;*/
+       
+       if(unlighted_nodes.size() > 0)
+               unspreadLight(bank, unlighted_nodes, light_sources, modified_blocks);
+}
+
+/*
+       A single-node wrapper of the above
+*/
+void Map::unLightNeighbors(enum LightBank bank,
+               v3s16 pos, u8 lightwas,
+               core::map<v3s16, bool> & light_sources,
+               core::map<v3s16, MapBlock*>  & modified_blocks)
+{
+       core::map<v3s16, u8> from_nodes;
+       from_nodes.insert(pos, lightwas);
+
+       unspreadLight(bank, from_nodes, light_sources, modified_blocks);
+}
+
+/*
+       Lights neighbors of from_nodes, collects all them and then
+       goes on recursively.
+*/
+void Map::spreadLight(enum LightBank bank,
+               core::map<v3s16, bool> & from_nodes,
+               core::map<v3s16, MapBlock*> & modified_blocks)
+{
+       const v3s16 dirs[6] = {
+               v3s16(0,0,1), // back
+               v3s16(0,1,0), // top
+               v3s16(1,0,0), // right
+               v3s16(0,0,-1), // front
+               v3s16(0,-1,0), // bottom
+               v3s16(-1,0,0), // left
+       };
+
+       if(from_nodes.size() == 0)
+               return;
+       
+       u32 blockchangecount = 0;
+
+       core::map<v3s16, bool> lighted_nodes;
+       core::map<v3s16, bool>::Iterator j;
+       j = from_nodes.getIterator();
+
+       /*
+               Initialize block cache
+       */
+       v3s16 blockpos_last;
+       MapBlock *block = NULL;
+       // Cache this a bit, too
+       bool block_checked_in_modified = false;
+       
+       for(; j.atEnd() == false; j++)
+       //for(; j != from_nodes.end(); j++)
+       {
+               v3s16 pos = j.getNode()->getKey();
+               //v3s16 pos = *j;
+               //dstream<<"pos=("<<pos.X<<","<<pos.Y<<","<<pos.Z<<")"<<std::endl;
+               v3s16 blockpos = getNodeBlockPos(pos);
+               
+               // Only fetch a new block if the block position has changed
+               try{
+                       if(block == NULL || blockpos != blockpos_last){
+                               block = getBlockNoCreate(blockpos);
+                               blockpos_last = blockpos;
+
+                               block_checked_in_modified = false;
+                               blockchangecount++;
+                       }
+               }
+               catch(InvalidPositionException &e)
+               {
+                       continue;
+               }
+
+               if(block->isDummy())
+                       continue;
+
+               // Calculate relative position in block
+               v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE;
+
+               // Get node straight from the block
+               MapNode n = block->getNode(relpos);
+
+               u8 oldlight = n.getLight(bank);
+               u8 newlight = diminish_light(oldlight);
+
+               // Loop through 6 neighbors
+               for(u16 i=0; i<6; i++){
+                       // Get the position of the neighbor node
+                       v3s16 n2pos = pos + dirs[i];
+                       
+                       // Get the block where the node is located
+                       v3s16 blockpos = getNodeBlockPos(n2pos);
+
+                       try
+                       {
+                               // Only fetch a new block if the block position has changed
+                               try{
+                                       if(block == NULL || blockpos != blockpos_last){
+                                               block = getBlockNoCreate(blockpos);
+                                               blockpos_last = blockpos;
+
+                                               block_checked_in_modified = false;
+                                               blockchangecount++;
+                                       }
+                               }
+                               catch(InvalidPositionException &e)
+                               {
+                                       continue;
+                               }
+                               
+                               // Calculate relative position in block
+                               v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE;
+                               // Get node straight from the block
+                               MapNode n2 = block->getNode(relpos);
+                               
+                               bool changed = false;
+                               /*
+                                       If the neighbor is brighter than the current node,
+                                       add to list (it will light up this node on its turn)
+                               */
+                               if(n2.getLight(bank) > undiminish_light(oldlight))
+                               {
+                                       lighted_nodes.insert(n2pos, true);
+                                       //lighted_nodes.push_back(n2pos);
+                                       changed = true;
+                               }
+                               /*
+                                       If the neighbor is dimmer than how much light this node
+                                       would spread on it, add to list
+                               */
+                               if(n2.getLight(bank) < newlight)
+                               {
+                                       if(n2.light_propagates())
+                                       {
+                                               n2.setLight(bank, newlight);
+                                               block->setNode(relpos, n2);
+                                               lighted_nodes.insert(n2pos, true);
+                                               //lighted_nodes.push_back(n2pos);
+                                               changed = true;
+                                       }
+                               }
+
+                               // Add to modified_blocks
+                               if(changed == true && block_checked_in_modified == false)
+                               {
+                                       // If the block is not found in modified_blocks, add.
+                                       if(modified_blocks.find(blockpos) == NULL)
+                                       {
+                                               modified_blocks.insert(blockpos, block);
+                                       }
+                                       block_checked_in_modified = true;
+                               }
+                       }
+                       catch(InvalidPositionException &e)
+                       {
+                               continue;
+                       }
+               }
+       }
+
+       /*dstream<<"spreadLight(): Changed block "
+                       <<blockchangecount<<" times"
+                       <<" for "<<from_nodes.size()<<" nodes"
+                       <<std::endl;*/
+       
+       if(lighted_nodes.size() > 0)
+               spreadLight(bank, lighted_nodes, modified_blocks);
+}
+
+/*
+       A single-node source variation of the above.
+*/
+void Map::lightNeighbors(enum LightBank bank,
+               v3s16 pos,
+               core::map<v3s16, MapBlock*> & modified_blocks)
+{
+       core::map<v3s16, bool> from_nodes;
+       from_nodes.insert(pos, true);
+       spreadLight(bank, from_nodes, modified_blocks);
+}
+
+v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
+{
+       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
+       };
+       
+       u8 brightest_light = 0;
+       v3s16 brightest_pos(0,0,0);
+       bool found_something = false;
+
+       // Loop through 6 neighbors
+       for(u16 i=0; i<6; i++){
+               // Get the position of the neighbor node
+               v3s16 n2pos = p + dirs[i];
+               MapNode n2;
+               try{
+                       n2 = getNode(n2pos);
+               }
+               catch(InvalidPositionException &e)
+               {
+                       continue;
+               }
+               if(n2.getLight(bank) > brightest_light || found_something == false){
+                       brightest_light = n2.getLight(bank);
+                       brightest_pos = n2pos;
+                       found_something = true;
+               }
+       }
+
+       if(found_something == false)
+               throw InvalidPositionException();
+               
+       return brightest_pos;
+}
+
+/*
+       Propagates sunlight down from a node.
+       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)
+{
+       s16 y = start.Y;
+       for(; ; y--)
+       {
+               v3s16 pos(start.X, y, start.Z);
+               
+               v3s16 blockpos = getNodeBlockPos(pos);
+               MapBlock *block;
+               try{
+                       block = getBlockNoCreate(blockpos);
+               }
+               catch(InvalidPositionException &e)
+               {
+                       break;
+               }
+
+               v3s16 relpos = pos - blockpos*MAP_BLOCKSIZE;
+               MapNode n = block->getNode(relpos);
+
+               if(n.sunlight_propagates())
+               {
+                       n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
+                       block->setNode(relpos, n);
+
+                       modified_blocks.insert(blockpos, block);
+               }
+               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;
+               }
+       }
+       return y + 1;
+}
+
+void Map::updateLighting(enum LightBank bank,
+               core::map<v3s16, MapBlock*> & a_blocks,
+               core::map<v3s16, MapBlock*> & modified_blocks)
+{
+       /*m_dout<<DTIME<<"Map::updateLighting(): "
+                       <<a_blocks.size()<<" blocks."<<std::endl;*/
+       
+       //TimeTaker timer("updateLighting");
+       
+       // For debugging
+       //bool debug=true;
+       //u32 count_was = modified_blocks.size();
+       
+       core::map<v3s16, MapBlock*> blocks_to_update;
+
+       core::map<v3s16, bool> light_sources;
+       
+       core::map<v3s16, u8> unlight_from;
+               
+       core::map<v3s16, MapBlock*>::Iterator i;
+       i = a_blocks.getIterator();
+       for(; i.atEnd() == false; i++)
+       {
+               MapBlock *block = i.getNode()->getValue();
+               
+               for(;;)
+               {
+                       // Don't bother with dummy blocks.
+                       if(block->isDummy())
+                               break;
+               
+                       v3s16 pos = block->getPos();
+                       modified_blocks.insert(pos, block);
+
+                       blocks_to_update.insert(pos, block);
+
+                       /*
+                               Clear all light from block
+                       */
+                       for(s16 z=0; z<MAP_BLOCKSIZE; z++)
+                       for(s16 x=0; x<MAP_BLOCKSIZE; x++)
+                       for(s16 y=0; y<MAP_BLOCKSIZE; y++)
+                       {
+                               
+                               try{
+                                       v3s16 p(x,y,z);
+                                       MapNode n = block->getNode(v3s16(x,y,z));
+                                       u8 oldlight = n.getLight(bank);
+                                       n.setLight(bank, 0);
+                                       block->setNode(v3s16(x,y,z), n);
+                                       
+                                       // Collect borders for unlighting
+                                       if(x==0 || x == MAP_BLOCKSIZE-1
+                                       || y==0 || y == MAP_BLOCKSIZE-1
+                                       || z==0 || z == MAP_BLOCKSIZE-1)
+                                       {
+                                               v3s16 p_map = p + v3s16(
+                                                               MAP_BLOCKSIZE*pos.X,
+                                                               MAP_BLOCKSIZE*pos.Y,
+                                                               MAP_BLOCKSIZE*pos.Z);
+                                               unlight_from.insert(p_map, oldlight);
+                                       }
+                               }
+                               catch(InvalidPositionException &e)
+                               {
+                                       /*
+                                               This would happen when dealing with a
+                                               dummy block.
+                                       */
+                                       //assert(0);
+                                       dstream<<"updateLighting(): InvalidPositionException"
+                                                       <<std::endl;
+                               }
+                       }
+                       
+                       if(bank == LIGHTBANK_DAY)
+                       {
+                               bool bottom_valid = block->propagateSunlight(light_sources);
+
+                               // If bottom is valid, we're done.
+                               if(bottom_valid)
+                                       break;
+                       }
+                       else if(bank == LIGHTBANK_NIGHT)
+                       {
+                               // For night lighting, sunlight is not propagated
+                               break;
+                       }
+                       else
+                       {
+                               // Invalid lighting bank
+                               assert(0);
+                       }
+                               
+                       /*dstream<<"Bottom for sunlight-propagated block ("
+                                       <<pos.X<<","<<pos.Y<<","<<pos.Z<<") not valid"
+                                       <<std::endl;*/
+
+                       // Bottom sunlight is not valid; get the block and loop to it
+
+                       pos.Y--;
+                       try{
+                               block = getBlockNoCreate(pos);
+                       }
+                       catch(InvalidPositionException &e)
+                       {
+                               assert(0);
+                       }
+                       
+               }
+       }
+
+#if 0
+       {
+               TimeTaker timer("unspreadLight");
+               unspreadLight(bank, unlight_from, light_sources, modified_blocks);
+       }
+       
+       if(debug)
+       {
+               u32 diff = modified_blocks.size() - count_was;
+               count_was = modified_blocks.size();
+               dstream<<"unspreadLight modified "<<diff<<std::endl;
+       }
+
+       {
+               TimeTaker timer("spreadLight");
+               spreadLight(bank, light_sources, modified_blocks);
+       }
+       
+       if(debug)
+       {
+               u32 diff = modified_blocks.size() - count_was;
+               count_was = modified_blocks.size();
+               dstream<<"spreadLight modified "<<diff<<std::endl;
+       }
+#endif
+       
+       {
+               //MapVoxelManipulator vmanip(this);
+               
+               // Make a manual voxel manipulator and load all the blocks
+               // that touch the requested blocks
+               ManualMapVoxelManipulator vmanip(this);
+               core::map<v3s16, MapBlock*>::Iterator i;
+               i = blocks_to_update.getIterator();
+               for(; i.atEnd() == false; i++)
+               {
+                       MapBlock *block = i.getNode()->getValue();
+                       v3s16 p = block->getPos();
+                       
+                       // Add all surrounding blocks
+                       vmanip.initialEmerge(p - v3s16(1,1,1), p + v3s16(1,1,1));
+
+                       /*
+                               Add all surrounding blocks that have up-to-date lighting
+                               NOTE: This doesn't quite do the job (not everything
+                                     appropriate is lighted)
+                       */
+                       /*for(s16 z=-1; z<=1; z++)
+                       for(s16 y=-1; y<=1; y++)
+                       for(s16 x=-1; x<=1; x++)
+                       {
+                               v3s16 p(x,y,z);
+                               MapBlock *block = getBlockNoCreateNoEx(p);
+                               if(block == NULL)
+                                       continue;
+                               if(block->isDummy())
+                                       continue;
+                               if(block->getLightingExpired())
+                                       continue;
+                               vmanip.initialEmerge(p, p);
+                       }*/
+                       
+                       // Lighting of block will be updated completely
+                       block->setLightingExpired(false);
+               }
+
+               {
+                       //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;
+}
+
+void Map::updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
+               core::map<v3s16, MapBlock*> & modified_blocks)
+{
+       updateLighting(LIGHTBANK_DAY, a_blocks, modified_blocks);
+       updateLighting(LIGHTBANK_NIGHT, a_blocks, modified_blocks);
+       
+       /*
+               Update information about whether day and night light differ
+       */
+       for(core::map<v3s16, MapBlock*>::Iterator
+                       i = modified_blocks.getIterator();
+                       i.atEnd() == false; i++)
+       {
+               MapBlock *block = i.getNode()->getValue();
+               block->updateDayNightDiff();
+       }
+}
+
+/*
+       This is called after changing a node from transparent to opaque.
+       The lighting value of the node should be left as-is after changing
+       other values. This sets the lighting value to 0.
+*/
+void Map::addNodeAndUpdate(v3s16 p, MapNode n,
+               core::map<v3s16, MapBlock*> &modified_blocks)
+{
+       /*PrintInfo(m_dout);
+       m_dout<<DTIME<<"Map::addNodeAndUpdate(): p=("
+                       <<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
+       
+       /*
+               From this node to nodes underneath:
+               If lighting is sunlight (1.0), unlight neighbours and
+               set lighting to 0.
+               Else discontinue.
+       */
+
+       v3s16 toppos = p + v3s16(0,1,0);
+       v3s16 bottompos = p + v3s16(0,-1,0);
+
+       bool node_under_sunlight = true;
+       core::map<v3s16, bool> light_sources;
+
+       /*
+               If there is a node at top and it doesn't have sunlight,
+               there has not been any sunlight going down.
+
+               Otherwise there probably is.
+       */
+       try{
+               MapNode topnode = getNode(toppos);
+
+               if(topnode.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
+                       node_under_sunlight = false;
+       }
+       catch(InvalidPositionException &e)
+       {
+       }
+       
+       /*
+               If the new node doesn't propagate sunlight and there is
+               grass below, change it to mud
+       */
+       if(content_features(n.d).sunlight_propagates == false)
+       {
+               try{
+                       MapNode bottomnode = getNode(bottompos);
+                       
+                       if(bottomnode.d == CONTENT_GRASS
+                                       || bottomnode.d == CONTENT_GRASS_FOOTSTEPS)
+                       {
+                               bottomnode.d = CONTENT_MUD;
+                               setNode(bottompos, bottomnode);
+                       }
+               }
+               catch(InvalidPositionException &e)
+               {
+               }
+       }
+
+       /*
+               If the new node is mud and it is under sunlight, change it
+               to grass
+       */
+       if(n.d == CONTENT_MUD && node_under_sunlight)
+       {
+               n.d = CONTENT_GRASS;
+       }
+
+       /*
+               Remove all light that has come out of this node
+       */
+
+       enum LightBank banks[] =
+       {
+               LIGHTBANK_DAY,
+               LIGHTBANK_NIGHT
+       };
+       for(s32 i=0; i<2; i++)
+       {
+               enum LightBank bank = banks[i];
+
+               u8 lightwas = getNode(p).getLight(bank);
+
+               // Add the block of the added node to modified_blocks
+               v3s16 blockpos = getNodeBlockPos(p);
+               MapBlock * block = getBlockNoCreate(blockpos);
+               assert(block != NULL);
+               modified_blocks.insert(blockpos, block);
+               
+               assert(isValidPosition(p));
+                       
+               // Unlight neighbours of node.
+               // This means setting light of all consequent dimmer nodes
+               // to 0.
+               // This also collects the nodes at the border which will spread
+               // light again into this.
+               unLightNeighbors(bank, p, lightwas, light_sources, modified_blocks);
+
+               n.setLight(bank, 0);
+       }
+
+       /*
+               If node lets sunlight through and is under sunlight, it has
+               sunlight too.
+       */
+       if(node_under_sunlight && content_features(n.d).sunlight_propagates)
+       {
+               n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
+       }
+       
+       /*
+               Set the node on the map
+       */
+       
+       setNode(p, n);
+
+       /*
+               Add intial metadata
+       */
+
+       NodeMetadata *meta_proto = content_features(n.d).initial_metadata;
+       if(meta_proto)
+       {
+               NodeMetadata *meta = meta_proto->clone();
+               setNodeMetadata(p, meta);
+       }
+       
+       /*
+               If node is under sunlight and doesn't let sunlight through,
+               take all sunlighted nodes under it and clear light from them
+               and from where the light has been spread.
+               TODO: This could be optimized by mass-unlighting instead
+                     of looping
+       */
+       if(node_under_sunlight && !content_features(n.d).sunlight_propagates)
+       {
+               s16 y = p.Y - 1;
+               for(;; y--){
+                       //m_dout<<DTIME<<"y="<<y<<std::endl;
+                       v3s16 n2pos(p.X, y, p.Z);
+                       
+                       MapNode n2;
+                       try{
+                               n2 = getNode(n2pos);
+                       }
+                       catch(InvalidPositionException &e)
+                       {
+                               break;
+                       }
+
+                       if(n2.getLight(LIGHTBANK_DAY) == LIGHT_SUN)
+                       {
+                               unLightNeighbors(LIGHTBANK_DAY,
+                                               n2pos, n2.getLight(LIGHTBANK_DAY),
+                                               light_sources, modified_blocks);
+                               n2.setLight(LIGHTBANK_DAY, 0);
+                               setNode(n2pos, n2);
+                       }
+                       else
+                               break;
+               }
+       }
+
+       for(s32 i=0; i<2; i++)
+       {
+               enum LightBank bank = banks[i];
+               
+               /*
+                       Spread light from all nodes that might be capable of doing so
+               */
+               spreadLight(bank, light_sources, modified_blocks);
+       }
+
+       /*
+               Update information about whether day and night light differ
+       */
+       for(core::map<v3s16, MapBlock*>::Iterator
+                       i = modified_blocks.getIterator();
+                       i.atEnd() == false; i++)
+       {
+               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)
+               {
+               }
+       }
+}
+
+/*
+*/
+void Map::removeNodeAndUpdate(v3s16 p,
+               core::map<v3s16, MapBlock*> &modified_blocks)
+{
+       /*PrintInfo(m_dout);
+       m_dout<<DTIME<<"Map::removeNodeAndUpdate(): p=("
+                       <<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
+       
+       bool node_under_sunlight = true;
+       
+       v3s16 toppos = p + v3s16(0,1,0);
+
+       // Node will be replaced with this
+       u8 replace_material = CONTENT_AIR;
+       
+       /*
+               If there is a node at top and it doesn't have sunlight,
+               there will be no sunlight going down.
+       */
+       try{
+               MapNode topnode = getNode(toppos);
+
+               if(topnode.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
+                       node_under_sunlight = false;
+       }
+       catch(InvalidPositionException &e)
+       {
+       }
+
+       core::map<v3s16, bool> light_sources;
+
+       enum LightBank banks[] =
+       {
+               LIGHTBANK_DAY,
+               LIGHTBANK_NIGHT
+       };
+       for(s32 i=0; i<2; i++)
+       {
+               enum LightBank bank = banks[i];
+       
+               /*
+                       Unlight neighbors (in case the node is a light source)
+               */
+               unLightNeighbors(bank, p,
+                               getNode(p).getLight(bank),
+                               light_sources, modified_blocks);
+       }
+
+       /*
+               Remove node metadata
+       */
+
+       removeNodeMetadata(p);
+
+       /*
+               Remove the node.
+               This also clears the lighting.
+       */
+
+       MapNode n;
+       n.d = replace_material;
+       setNode(p, n);
+       
+       for(s32 i=0; i<2; i++)
+       {
+               enum LightBank bank = banks[i];
+       
+               /*
+                       Recalculate lighting
+               */
+               spreadLight(bank, light_sources, modified_blocks);
+       }
+
+       // Add the block of the removed node to modified_blocks
+       v3s16 blockpos = getNodeBlockPos(p);
+       MapBlock * block = getBlockNoCreate(blockpos);
+       assert(block != NULL);
+       modified_blocks.insert(blockpos, block);
+
+       /*
+               If the removed node was under sunlight, propagate the
+               sunlight down from it and then light all neighbors
+               of the propagated blocks.
+       */
+       if(node_under_sunlight)
+       {
+               s16 ybottom = propagateSunlight(p, modified_blocks);
+               /*m_dout<<DTIME<<"Node was under sunlight. "
+                               "Propagating sunlight";
+               m_dout<<DTIME<<" -> ybottom="<<ybottom<<std::endl;*/
+               s16 y = p.Y;
+               for(; y >= ybottom; y--)
+               {
+                       v3s16 p2(p.X, y, p.Z);
+                       /*m_dout<<DTIME<<"lighting neighbors of node ("
+                                       <<p2.X<<","<<p2.Y<<","<<p2.Z<<")"
+                                       <<std::endl;*/
+                       lightNeighbors(LIGHTBANK_DAY, p2, modified_blocks);
+               }
+       }
+       else
+       {
+               // Set the lighting of this node to 0
+               // TODO: Is this needed? Lighting is cleared up there already.
+               try{
+                       MapNode n = getNode(p);
+                       n.setLight(LIGHTBANK_DAY, 0);
+                       setNode(p, n);
+               }
+               catch(InvalidPositionException &e)
+               {
+                       assert(0);
+               }
+       }
+
+       for(s32 i=0; i<2; i++)
+       {
+               enum LightBank bank = banks[i];
+       
+               // Get the brightest neighbour node and propagate light from it
+               v3s16 n2p = getBrightestNeighbour(bank, p);
+               try{
+                       MapNode n2 = getNode(n2p);
+                       lightNeighbors(bank, n2p, modified_blocks);
+               }
+               catch(InvalidPositionException &e)
+               {
+               }
+       }
+
+       /*
+               Update information about whether day and night light differ
+       */
+       for(core::map<v3s16, MapBlock*>::Iterator
+                       i = modified_blocks.getIterator();
+                       i.atEnd() == false; i++)
+       {
+               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)
+               {
+               }
+       }
+}
+
+bool Map::addNodeWithEvent(v3s16 p, MapNode n)
+{
+       MapEditEvent event;
+       event.type = MEET_ADDNODE;
+       event.p = p;
+       event.n = n;
+
+       bool succeeded = true;
+       try{
+               core::map<v3s16, MapBlock*> modified_blocks;
+               addNodeAndUpdate(p, n, modified_blocks);
+
+               // Copy modified_blocks to event
+               for(core::map<v3s16, MapBlock*>::Iterator
+                               i = modified_blocks.getIterator();
+                               i.atEnd()==false; i++)
+               {
+                       event.modified_blocks.insert(i.getNode()->getKey(), false);
+               }
+       }
+       catch(InvalidPositionException &e){
+               succeeded = false;
+       }
+
+       dispatchEvent(&event);
+
+       return succeeded;
+}
+
+bool Map::removeNodeWithEvent(v3s16 p)
+{
+       MapEditEvent event;
+       event.type = MEET_REMOVENODE;
+       event.p = p;
+
+       bool succeeded = true;
+       try{
+               core::map<v3s16, MapBlock*> modified_blocks;
+               removeNodeAndUpdate(p, modified_blocks);
+
+               // Copy modified_blocks to event
+               for(core::map<v3s16, MapBlock*>::Iterator
+                               i = modified_blocks.getIterator();
+                               i.atEnd()==false; i++)
+               {
+                       event.modified_blocks.insert(i.getNode()->getKey(), false);
+               }
+       }
+       catch(InvalidPositionException &e){
+               succeeded = false;
+       }
+
+       dispatchEvent(&event);
+
+       return succeeded;
+}
+
+bool Map::dayNightDiffed(v3s16 blockpos)
+{
+       try{
+               v3s16 p = blockpos + v3s16(0,0,0);
+               MapBlock *b = getBlockNoCreate(p);
+               if(b->dayNightDiffed())
+                       return true;
+       }
+       catch(InvalidPositionException &e){}
+       // Leading edges
+       try{
+               v3s16 p = blockpos + v3s16(-1,0,0);
+               MapBlock *b = getBlockNoCreate(p);
+               if(b->dayNightDiffed())
+                       return true;
+       }
+       catch(InvalidPositionException &e){}
+       try{
+               v3s16 p = blockpos + v3s16(0,-1,0);
+               MapBlock *b = getBlockNoCreate(p);
+               if(b->dayNightDiffed())
+                       return true;
+       }
+       catch(InvalidPositionException &e){}
+       try{
+               v3s16 p = blockpos + v3s16(0,0,-1);
+               MapBlock *b = getBlockNoCreate(p);
+               if(b->dayNightDiffed())
+                       return true;
+       }
+       catch(InvalidPositionException &e){}
+       // Trailing edges
+       try{
+               v3s16 p = blockpos + v3s16(1,0,0);
+               MapBlock *b = getBlockNoCreate(p);
+               if(b->dayNightDiffed())
+                       return true;
+       }
+       catch(InvalidPositionException &e){}
+       try{
+               v3s16 p = blockpos + v3s16(0,1,0);
+               MapBlock *b = getBlockNoCreate(p);
+               if(b->dayNightDiffed())
+                       return true;
+       }
+       catch(InvalidPositionException &e){}
+       try{
+               v3s16 p = blockpos + v3s16(0,0,1);
+               MapBlock *b = getBlockNoCreate(p);
+               if(b->dayNightDiffed())
+                       return true;
+       }
+       catch(InvalidPositionException &e){}
+
+       return false;
+}
+
+/*
+       Updates usage timers
+*/
+void Map::timerUpdate(float dtime)
+{
+       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
+
+       core::map<v2s16, MapSector*>::Iterator si;
+
+       si = m_sectors.getIterator();
+       for(; si.atEnd() == false; si++)
+       {
+               MapSector *sector = si.getNode()->getValue();
+               sector->usage_timer += dtime;
+       }
+}
+
+void Map::deleteSectors(core::list<v2s16> &list, bool only_blocks)
+{
+       /*
+               Wait for caches to be removed before continuing.
+               
+               This disables the existence of caches while locked
+       */
+       //SharedPtr<JMutexAutoLock> cachelock(m_blockcachelock.waitCaches());
+
+       core::list<v2s16>::Iterator j;
+       for(j=list.begin(); j!=list.end(); j++)
+       {
+               MapSector *sector = m_sectors[*j];
+               if(only_blocks)
+               {
+                       sector->deleteBlocks();
+               }
+               else
+               {
+                       /*
+                               If sector is in sector cache, remove it from there
+                       */
+                       if(m_sector_cache == sector)
+                       {
+                               m_sector_cache = NULL;
+                       }
+                       /*
+                               Remove from map and delete
+                       */
+                       m_sectors.remove(*j);
+                       delete sector;
+               }
+       }
+}
+
+u32 Map::deleteUnusedSectors(float timeout, bool only_blocks,
+               core::list<v3s16> *deleted_blocks)
+{
+       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
+
+       core::list<v2s16> sector_deletion_queue;
+       core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator();
+       for(; i.atEnd() == false; i++)
+       {
+               MapSector *sector = i.getNode()->getValue();
+               /*
+                       Delete sector from memory if it hasn't been used in a long time
+               */
+               if(sector->usage_timer > timeout)
+               {
+                       sector_deletion_queue.push_back(i.getNode()->getKey());
+                       
+                       if(deleted_blocks != NULL)
+                       {
+                               // Collect positions of blocks of sector
+                               MapSector *sector = i.getNode()->getValue();
+                               core::list<MapBlock*> blocks;
+                               sector->getBlocks(blocks);
+                               for(core::list<MapBlock*>::Iterator i = blocks.begin();
+                                               i != blocks.end(); i++)
+                               {
+                                       deleted_blocks->push_back((*i)->getPos());
+                               }
+                       }
+               }
+       }
+       deleteSectors(sector_deletion_queue, only_blocks);
+       return sector_deletion_queue.getSize();
+}
+
+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();
+       
+       /*if(initial_size != 0)
+               dstream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;*/
+
+       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;
+}
+
+NodeMetadata* Map::getNodeMetadata(v3s16 p)
+{
+       v3s16 blockpos = getNodeBlockPos(p);
+       v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
+       MapBlock *block = getBlockNoCreateNoEx(blockpos);
+       if(block == NULL)
+       {
+               dstream<<"WARNING: Map::setNodeMetadata(): Block not found"
+                               <<std::endl;
+               return NULL;
+       }
+       NodeMetadata *meta = block->m_node_metadata.get(p_rel);
+       return meta;
+}
+
+void Map::setNodeMetadata(v3s16 p, NodeMetadata *meta)
+{
+       v3s16 blockpos = getNodeBlockPos(p);
+       v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
+       MapBlock *block = getBlockNoCreateNoEx(blockpos);
+       if(block == NULL)
+       {
+               dstream<<"WARNING: Map::setNodeMetadata(): Block not found"
+                               <<std::endl;
+               return;
+       }
+       block->m_node_metadata.set(p_rel, meta);
+}
+
+void Map::removeNodeMetadata(v3s16 p)
+{
+       v3s16 blockpos = getNodeBlockPos(p);
+       v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
+       MapBlock *block = getBlockNoCreateNoEx(blockpos);
+       if(block == NULL)
+       {
+               dstream<<"WARNING: Map::removeNodeMetadata(): Block not found"
+                               <<std::endl;
+               return;
+       }
+       block->m_node_metadata.remove(p_rel);
+}
+
+void Map::nodeMetadataStep(float dtime,
+               core::map<v3s16, MapBlock*> &changed_blocks)
+{
+       /*
+               NOTE:
+               Currently there is no way to ensure that all the necessary
+               blocks are loaded when this is run. (They might get unloaded)
+               NOTE: ^- Actually, that might not be so. In a quick test it
+               reloaded a block with a furnace when I walked back to it from
+               a distance.
+       */
+       core::map<v2s16, MapSector*>::Iterator si;
+       si = m_sectors.getIterator();
+       for(; si.atEnd() == false; si++)
+       {
+               MapSector *sector = si.getNode()->getValue();
+               core::list< MapBlock * > sectorblocks;
+               sector->getBlocks(sectorblocks);
+               core::list< MapBlock * >::Iterator i;
+               for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
+               {
+                       MapBlock *block = *i;
+                       bool changed = block->m_node_metadata.step(dtime);
+                       if(changed)
+                               changed_blocks[block->getPos()] = block;
+               }
+       }
+}
+
+/*
+       ServerMap
+*/
+
+ServerMap::ServerMap(std::string savedir):
+       Map(dout_server),
+       m_seed(0),
+       m_map_metadata_changed(true)
+{
+       dstream<<__FUNCTION_NAME<<std::endl;
+       
+       //m_chunksize = 64;
+       //m_chunksize = 16; // Too slow
+       m_chunksize = 8; // Takes a few seconds
+       //m_chunksize = 4;
+       //m_chunksize = 2;
+       
+       m_seed = (((u64)(myrand()%0xffff)<<0)
+                       + ((u64)(myrand()%0xffff)<<16)
+                       + ((u64)(myrand()%0xffff)<<32)
+                       + ((u64)(myrand()%0xffff)<<48));
+
+       /*
+               Experimental and debug stuff
+       */
+       
+       {
+       }
+       
+       /*
+               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
+                       {
+                               try{
+                                       // Load map metadata (seed, chunksize)
+                                       loadMapMeta();
+
+                                       // Load chunk metadata
+                                       loadChunkMeta();
+                               }
+                               catch(FileNotGoodException &e){
+                                       dstream<<DTIME<<"WARNING: Server: Could not load "
+                                                       <<"metafile(s). Disabling chunk-based "
+                                                       <<"generation."<<std::endl;
+                                       m_chunksize = 0;
+                               }
+                       
+                               /*// 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 chunk "
+                                               "metadata and sector (0,0) from "<<savedir<<
+                                               ", assuming valid save directory."
+                                               <<std::endl;*/
+
+                               dstream<<DTIME<<"INFO: Server: Successfully loaded map "
+                                               <<"and chunk metadata from "<<savedir
+                                               <<", assuming valid save directory."
+                                               <<std::endl;
+
+                               m_map_saving_enabled = true;
+                               // Map loaded, not creating new one
+                               return;
+                       }
+               }
+               // If directory doesn't exist, it is safe to save to it
+               else{
+                       m_map_saving_enabled = true;
+               }
+       }
+       catch(std::exception &e)
+       {
+               dstream<<DTIME<<"WARNING: Server: Failed to load map from "<<savedir
+                               <<", exception: "<<e.what()<<std::endl;
+               dstream<<"Please remove the map or fix it."<<std::endl;
+               dstream<<"WARNING: Map saving will be disabled."<<std::endl;
+       }
+
+       dstream<<DTIME<<"INFO: Initializing new map."<<std::endl;
+       
+       // Create zero sector
+       emergeSector(v2s16(0,0));
+
+       // Initially write whole map
+       save(false);
+}
+
+ServerMap::~ServerMap()
+{
+       dstream<<__FUNCTION_NAME<<std::endl;
+       
+       try
+       {
+               if(m_map_saving_enabled)
+               {
+                       //save(false);
+                       // Save only changed parts
+                       save(true);
+                       dstream<<DTIME<<"Server: saved map to "<<m_savedir<<std::endl;
+               }
+               else
+               {
+                       dstream<<DTIME<<"Server: map not saved"<<std::endl;
+               }
+       }
+       catch(std::exception &e)
+       {
+               dstream<<DTIME<<"Server: Failed to save map to "<<m_savedir
+                               <<", exception: "<<e.what()<<std::endl;
+       }
+       
+       /*
+               Free all MapChunks
+       */
+       core::map<v2s16, MapChunk*>::Iterator i = m_chunks.getIterator();
+       for(; i.atEnd() == false; i++)
+       {
+               MapChunk *chunk = i.getNode()->getValue();
+               delete chunk;
+       }
+}
+
+/*
+       Some helper functions for the map generator
+*/
+
+s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
+{
+       v3s16 em = vmanip.m_area.getExtent();
+       s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
+       s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
+       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+       s16 y;
+       for(y=y_nodes_max; y>=y_nodes_min; y--)
+       {
+               MapNode &n = vmanip.m_data[i];
+               if(content_walkable(n.d))
+                       break;
+                       
+               vmanip.m_area.add_y(em, i, -1);
+       }
+       if(y >= y_nodes_min)
+               return y;
+       else
+               return y_nodes_min;
+}
+
+s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
+{
+       v3s16 em = vmanip.m_area.getExtent();
+       s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
+       s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
+       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+       s16 y;
+       for(y=y_nodes_max; y>=y_nodes_min; y--)
+       {
+               MapNode &n = vmanip.m_data[i];
+               if(content_walkable(n.d)
+                               && n.d != CONTENT_TREE
+                               && n.d != CONTENT_LEAVES)
+                       break;
+                       
+               vmanip.m_area.add_y(em, i, -1);
+       }
+       if(y >= y_nodes_min)
+               return y;
+       else
+               return y_nodes_min;
+}
+
+void make_tree(VoxelManipulator &vmanip, v3s16 p0)
+{
+       MapNode treenode(CONTENT_TREE);
+       MapNode leavesnode(CONTENT_LEAVES);
+
+       s16 trunk_h = myrand_range(3, 6);
+       v3s16 p1 = p0;
+       for(s16 ii=0; ii<trunk_h; ii++)
+       {
+               if(vmanip.m_area.contains(p1))
+                       vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
+               p1.Y++;
+       }
+       
+       // p1 is now the last piece of the trunk
+       p1.Y -= 1;
+
+       VoxelArea leaves_a(v3s16(-2,-2,-2), v3s16(2,2,2));
+       //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
+       Buffer<u8> leaves_d(leaves_a.getVolume());
+       for(s32 i=0; i<leaves_a.getVolume(); i++)
+               leaves_d[i] = 0;
+       
+       // Force leaves at near the end of the trunk
+       {
+               s16 d = 1;
+               for(s16 z=-d; z<=d; z++)
+               for(s16 y=-d; y<=d; y++)
+               for(s16 x=-d; x<=d; x++)
+               {
+                       leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
+               }
+       }
+       
+       // Add leaves randomly
+       for(u32 iii=0; iii<7; iii++)
+       {
+               s16 d = 1;
+
+               v3s16 p(
+                       myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
+                       myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
+                       myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
+               );
+               
+               for(s16 z=0; z<=d; z++)
+               for(s16 y=0; y<=d; y++)
+               for(s16 x=0; x<=d; x++)
+               {
+                       leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
+               }
+       }
+       
+       // Blit leaves to vmanip
+       for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
+       for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
+       for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
+       {
+               v3s16 p(x,y,z);
+               p += p1;
+               if(vmanip.m_area.contains(p) == false)
+                       continue;
+               u32 vi = vmanip.m_area.index(p);
+               if(vmanip.m_data[vi].d != CONTENT_AIR)
+                       continue;
+               u32 i = leaves_a.index(x,y,z);
+               if(leaves_d[i] == 1)
+                       vmanip.m_data[vi] = leavesnode;
+       }
+}
+
+/*
+       Helpers for noise
+*/
+
+/*// -1->0, 0->1, 1->0
+double contour(double v)
+{
+       v = fabs(v);
+       if(v >= 1.0)
+               return 0.0;
+       return (1.0-v);
+}*/
+
+/*
+       Noise functions. Make sure seed is mangled differently in each one.
+*/
+
+// This affects the shape of the contour
+#define CAVE_NOISE_SCALE 10.0
+
+NoiseParams get_cave_noise1_params(u64 seed)
+{
+       return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7,
+                       200, CAVE_NOISE_SCALE);
+}
+
+NoiseParams get_cave_noise2_params(u64 seed)
+{
+       return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7,
+                       200, CAVE_NOISE_SCALE);
+}
+
+#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
+
+bool is_cave(u64 seed, v3s16 p)
+{
+       double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
+       double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
+       return d1*d2 > CAVE_NOISE_THRESHOLD;
+}
+
+// Amount of trees per area in nodes
+double tree_amount_2d(u64 seed, v2s16 p)
+{
+       double noise = noise2d_perlin(
+                       0.5+(float)p.X/250, 0.5+(float)p.Y/250,
+                       seed+2, 5, 0.66);
+       double zeroval = -0.3;
+       if(noise < zeroval)
+               return 0;
+       else
+               return 0.04 * (noise-zeroval) / (1.0-zeroval);
+}
+
+#define AVERAGE_MUD_AMOUNT 4
+
+double base_rock_level_2d(u64 seed, v2s16 p)
+{
+       // The base ground level
+       double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
+                       + 20. * noise2d_perlin(
+                       0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+                       (seed>>32)+654879876, 6, 0.6);
+       
+       /*// A bit hillier one
+       double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
+                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+                       (seed>>27)+90340, 6, 0.69);
+       if(base2 > base)
+               base = base2;*/
+#if 1
+       // Higher ground level
+       double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin(
+                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+                       seed+85039, 5, 0.69);
+       //higher = 30; // For debugging
+
+       // Limit higher to at least base
+       if(higher < base)
+               higher = base;
+               
+       // Steepness factor of cliffs
+       double b = 1.0 + 1.0 * noise2d_perlin(
+                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+                       seed-932, 7, 0.7);
+       b = rangelim(b, 0.0, 1000.0);
+       b = pow(b, 5);
+       b *= 7;
+       b = rangelim(b, 3.0, 1000.0);
+       //dstream<<"b="<<b<<std::endl;
+       //double b = 20;
+
+       // Offset to more low
+       double a_off = -0.2;
+       // High/low selector
+       /*double a = 0.5 + b * (a_off + noise2d_perlin(
+                       0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+                       seed-359, 6, 0.7));*/
+       double a = (double)0.5 + b * (a_off + noise2d_perlin(
+                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+                       seed-359, 5, 0.60));
+       // Limit
+       a = rangelim(a, 0.0, 1.0);
+
+       //dstream<<"a="<<a<<std::endl;
+       
+       double h = base*(1.0-a) + higher*a;
+#else
+       double h = base;
+#endif
+       return h;
+}
+
+double get_mud_add_amount(u64 seed, v2s16 p)
+{
+       return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
+                       0.5+(float)p.X/200, 0.5+(float)p.Y/200,
+                       seed+91013, 3, 0.55));
+}
+
+/*
+       Adds random objects to block, depending on the content of the block
+*/
+void addRandomObjects(MapBlock *block)
+{
+       for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+       for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
+       {
+               bool last_node_walkable = false;
+               for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
+               {
+                       v3s16 p(x0,y0,z0);
+                       MapNode n = block->getNodeNoEx(p);
+                       if(n.d == CONTENT_IGNORE)
+                               continue;
+                       if(content_features(n.d).liquid_type != LIQUID_NONE)
+                               continue;
+                       if(content_features(n.d).walkable)
+                       {
+                               last_node_walkable = true;
+                               continue;
+                       }
+                       if(last_node_walkable)
+                       {
+                               // If block contains light information
+                               if(content_features(n.d).param_type == CPT_LIGHT)
+                               {
+                                       if(n.getLight(LIGHTBANK_DAY) <= 3)
+                                       {
+                                               if(myrand() % 300 == 0)
+                                               {
+                                                       v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
+                                                       pos_f.Y -= BS*0.4;
+                                                       ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f);
+                                                       std::string data = obj->getStaticData();
+                                                       StaticObject s_obj(obj->getType(),
+                                                                       obj->getBasePosition(), data);
+                                                       // Add some
+                                                       block->m_static_objects.insert(0, s_obj);
+                                                       block->m_static_objects.insert(0, s_obj);
+                                                       block->m_static_objects.insert(0, s_obj);
+                                                       block->m_static_objects.insert(0, s_obj);
+                                                       block->m_static_objects.insert(0, s_obj);
+                                                       block->m_static_objects.insert(0, s_obj);
+                                                       delete obj;
+                                               }
+                                               if(myrand() % 300 == 0)
+                                               {
+                                                       v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
+                                                       pos_f.Y -= BS*0.4;
+                                                       ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f);
+                                                       std::string data = obj->getStaticData();
+                                                       StaticObject s_obj(obj->getType(),
+                                                                       obj->getBasePosition(), data);
+                                                       // Add one
+                                                       block->m_static_objects.insert(0, s_obj);
+                                                       delete obj;
+                                               }
+                                       }
+                               }
+                       }
+                       last_node_walkable = false;
+               }
+       }
+       block->setChangedFlag();
+}
+
+/*
+       This is the main map generation method
+*/
+
+#define VMANIP_FLAG_DUNGEON VOXELFLAG_CHECKED1
+
+void makeChunk(ChunkMakeData *data)
+{
+       if(data->no_op)
+               return;
+
+       s16 y_nodes_min = data->y_blocks_min * MAP_BLOCKSIZE;
+       s16 y_nodes_max = data->y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1;
+       s16 h_blocks = data->y_blocks_max - data->y_blocks_min + 1;
+       u32 relative_volume = (u32)data->sectorpos_base_size*MAP_BLOCKSIZE
+                       *(u32)data->sectorpos_base_size*MAP_BLOCKSIZE
+                       *(u32)h_blocks*MAP_BLOCKSIZE;
+       v3s16 bigarea_blocks_min(
+               data->sectorpos_bigbase.X,
+               data->y_blocks_min,
+               data->sectorpos_bigbase.Y
+       );
+       v3s16 bigarea_blocks_max(
+               data->sectorpos_bigbase.X + data->sectorpos_bigbase_size - 1,
+               data->y_blocks_max,
+               data->sectorpos_bigbase.Y + data->sectorpos_bigbase_size - 1
+       );
+       s16 lighting_min_d = 0-data->max_spread_amount;
+       s16 lighting_max_d = data->sectorpos_base_size*MAP_BLOCKSIZE
+                       + data->max_spread_amount-1;
+
+       // Clear all flags
+       data->vmanip.clearFlag(0xff);
+
+       TimeTaker timer_generate("makeChunk() generate");
+
+       // Maximum height of the stone surface and obstacles.
+       // This is used to disable cave generation from going too high.
+       s16 stone_surface_max_y = 0;
+
+       /*
+               Generate general ground level to full area
+       */
+       {
+       // 22ms @cs=8
+       TimeTaker timer1("Generating ground level");
+
+       //NoiseBuffer noisebuf1;
+       //NoiseBuffer noisebuf2;
+       NoiseBuffer noisebuf_cave;
+       {
+               v3f minpos_f(
+                       data->sectorpos_bigbase.X*MAP_BLOCKSIZE,
+                       y_nodes_min,
+                       data->sectorpos_bigbase.Y*MAP_BLOCKSIZE
+               );
+               v3f maxpos_f = minpos_f + v3f(
+                       data->sectorpos_bigbase_size*MAP_BLOCKSIZE,
+                       y_nodes_max-y_nodes_min,
+                       data->sectorpos_bigbase_size*MAP_BLOCKSIZE
+               );
+               //v3f samplelength_f = v3f(4.0, 4.0, 4.0);
+
+               TimeTaker timer("noisebuf.create");
+
+               noisebuf_cave.create(get_cave_noise1_params(data->seed),
+                               minpos_f.X, minpos_f.Y, minpos_f.Z,
+                               maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
+                               4, 4, 4);
+               
+               noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
+               
+               /*noisebuf1.create(data->seed+25104, 6, 0.60, 200.0, false,
+                               minpos_f.X, minpos_f.Y, minpos_f.Z,
+                               maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
+                               samplelength_f.X, samplelength_f.Y, samplelength_f.Z);*/
+               /*noisebuf1.create(data->seed+25104, 3, 0.60, 25.0, false,
+                               minpos_f.X, minpos_f.Y, minpos_f.Z,
+                               maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
+                               samplelength_f.X, samplelength_f.Y, samplelength_f.Z);
+               noisebuf2.create(data->seed+25105, 4, 0.50, 200.0, false,
+                               minpos_f.X, minpos_f.Y, minpos_f.Z,
+                               maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
+                               samplelength_f.X, samplelength_f.Y, samplelength_f.Z);*/
+       }
+
+#if 0
+       for(s16 x=0; x<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
+       for(s16 z=0; z<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
+       {
+               // Node position
+               v2s16 p2d = data->sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               // Ground height at this point
+               float surface_y_f = 0.0;
+
+               // Use perlin noise for ground height
+               surface_y_f = base_rock_level_2d(data->seed, p2d);
+               //surface_y_f = base_rock_level_2d(data->seed, p2d);
+               
+               // Convert to integer
+               s16 surface_y = (s16)surface_y_f;
+               
+               // Log it
+               if(surface_y > stone_surface_max_y)
+                       stone_surface_max_y = surface_y;
+
+               /*
+                       Fill ground with stone
+               */
+               {
+                       // Use fast index incrementing
+                       v3s16 em = data->vmanip.m_area.getExtent();
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y));
+                       for(s16 y=y_nodes_min; y<=y_nodes_max; y++)
+                       {
+                               // Skip if already generated.
+                               // This is done here because there might be a cave at
+                               // any point in ground, which could look like it
+                               // wasn't generated.
+                               if(data->vmanip.m_data[i].d != CONTENT_AIR)
+                                       break;
+
+                               /*s16 noiseval = 50.0 * noise3d_perlin(
+                                               0.5+(float)p2d.X/100.0,
+                                               0.5+(float)y/100.0,
+                                               0.5+(float)p2d.Y/100.0,
+                                               data->seed+123, 5, 0.5);*/
+                               double noiseval = 64.0 * noisebuf1.get(p2d.X, y, p2d.Y);
+                               /*double noiseval = 30.0 * noisebuf1.get(p2d.X, y, p2d.Y);
+                               noiseval *= MYMAX(0, -0.2 + noisebuf2.get(p2d.X, y, p2d.Y));*/
+                               
+                               //if(y < surface_y + noiseval)
+                               if(noiseval > 0)
+                               //if(noiseval > y)
+                                       data->vmanip.m_data[i].d = CONTENT_STONE;
+
+                               data->vmanip.m_area.add_y(em, i, 1);
+                       }
+               }
+       }
+#endif
+       
+#if 1
+       for(s16 x=0; x<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
+       for(s16 z=0; z<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
+       {
+               // Node position
+               v2s16 p2d = data->sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               /*
+                       Skip of already generated
+               */
+               /*{
+                       v3s16 p(p2d.X, y_nodes_min, p2d.Y);
+                       if(data->vmanip.m_data[data->vmanip.m_area.index(p)].d != CONTENT_AIR)
+                               continue;
+               }*/
+
+#define CAVE_TEST 0
+
+#if CAVE_TEST
+               /*
+                       Fill ground with stone
+               */
+               {
+                       // Use fast index incrementing
+                       v3s16 em = data->vmanip.m_area.getExtent();
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y));
+                       for(s16 y=y_nodes_min; y<=y_nodes_max; y++)
+                       {
+                               // Skip if already generated.
+                               // This is done here because there might be a cave at
+                               // any point in ground, which could look like it
+                               // wasn't generated.
+                               if(data->vmanip.m_data[i].d != CONTENT_AIR)
+                                       break;
+
+                               //if(is_cave(data->seed, v3s16(p2d.X, y, p2d.Y)))
+                               if(noisebuf_cave.get(p2d.X,y,p2d.Y) > CAVE_NOISE_THRESHOLD)
+                               {
+                                       data->vmanip.m_data[i].d = CONTENT_STONE;
+                               }
+                               else
+                               {
+                                       data->vmanip.m_data[i].d = CONTENT_AIR;
+                               }
+
+                               data->vmanip.m_area.add_y(em, i, 1);
+                       }
+               }
+#else
+               // Ground height at this point
+               float surface_y_f = 0.0;
+               
+               // Use perlin noise for ground height
+               surface_y_f = base_rock_level_2d(data->seed, p2d);
+               
+               // Convert to integer
+               s16 surface_y = (s16)surface_y_f;
+               
+               // Log it
+               if(surface_y > stone_surface_max_y)
+                       stone_surface_max_y = surface_y;
+
+               /*
+                       Fill ground with stone
+               */
+               {
+                       // Use fast index incrementing
+                       v3s16 em = data->vmanip.m_area.getExtent();
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y));
+                       for(s16 y=y_nodes_min; y<surface_y && y<=y_nodes_max; y++)
+                       {
+                               // Skip if already generated.
+                               // This is done here because there might be a cave at
+                               // any point in ground, which could look like it
+                               // wasn't generated.
+                               if(data->vmanip.m_data[i].d != CONTENT_AIR)
+                                       break;
+
+                               //if(is_cave(data->seed, v3s16(p2d.X, y, p2d.Y)))
+                               if(noisebuf_cave.get(p2d.X,y,p2d.Y) > CAVE_NOISE_THRESHOLD)
+                               {
+                                       // Set tunnel flag
+                                       data->vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON;
+                                       // Is now air
+                                       data->vmanip.m_data[i].d = CONTENT_AIR;
+                               }
+                               else
+                               {
+                                       data->vmanip.m_data[i].d = CONTENT_STONE;
+                               }
+
+                               data->vmanip.m_area.add_y(em, i, 1);
+                       }
+               }
+#endif // !CAVE_TEST
+       }
+#endif
+       
+       }//timer1
+
+       /*
+               Randomize some parameters
+       */
+       
+       //s32 stone_obstacle_count = 0;
+       /*s32 stone_obstacle_count =
+                       rangelim((1.0+noise2d(data->seed+897,
+                       data->sectorpos_base.X, data->sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
+       
+       //s16 stone_obstacle_max_height = 0;
+       /*s16 stone_obstacle_max_height =
+                       rangelim((1.0+noise2d(data->seed+5902,
+                       data->sectorpos_base.X, data->sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
+       
+       // Set to 0 to disable everything but lighting
+#if 1
+
+       /*
+               Loop this part, it will make stuff look older and newer nicely
+       */
+       const u32 age_loops = 2;
+       for(u32 i_age=0; i_age<age_loops; i_age++)
+       { // Aging loop
+       /******************************
+               BEGINNING OF AGING LOOP
+       ******************************/
+
+#if 1
+       {
+       // 24ms @cs=8
+       //TimeTaker timer1("caves");
+
+       /*
+               Make caves
+       */
+       //u32 caves_count = relative_volume / 400000;
+       u32 caves_count = 0;
+       u32 bruises_count = relative_volume * stone_surface_max_y / 40000000;
+       if(stone_surface_max_y < WATER_LEVEL)
+               bruises_count = 0;
+       /*u32 caves_count = 0;
+       u32 bruises_count = 0;*/
+       for(u32 jj=0; jj<caves_count+bruises_count; jj++)
+       {
+               s16 min_tunnel_diameter = 3;
+               s16 max_tunnel_diameter = 5;
+               u16 tunnel_routepoints = 20;
+               
+               v3f main_direction(0,0,0);
+
+               bool bruise_surface = (jj > caves_count);
+
+               if(bruise_surface)
+               {
+                       min_tunnel_diameter = 5;
+                       max_tunnel_diameter = myrand_range(10, 20);
+                       /*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
+                       max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
+                       
+                       /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(data->seed+42,
+                                       data->sectorpos_base.X, data->sectorpos_base.Y)), 0, 15);*/
+
+                       tunnel_routepoints = 5;
+               }
+               else
+               {
+               }
+
+               // Allowed route area size in nodes
+               v3s16 ar(
+                       data->sectorpos_base_size*MAP_BLOCKSIZE,
+                       h_blocks*MAP_BLOCKSIZE,
+                       data->sectorpos_base_size*MAP_BLOCKSIZE
+               );
+
+               // Area starting point in nodes
+               v3s16 of(
+                       data->sectorpos_base.X*MAP_BLOCKSIZE,
+                       data->y_blocks_min*MAP_BLOCKSIZE,
+                       data->sectorpos_base.Y*MAP_BLOCKSIZE
+               );
+
+               // Allow a bit more
+               //(this should be more than the maximum radius of the tunnel)
+               //s16 insure = 5; // Didn't work with max_d = 20
+               s16 insure = 10;
+               s16 more = data->max_spread_amount - max_tunnel_diameter/2 - insure;
+               ar += v3s16(1,0,1) * more * 2;
+               of -= v3s16(1,0,1) * more;
+               
+               s16 route_y_min = 0;
+               // Allow half a diameter + 7 over stone surface
+               s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
+
+               /*// If caves, don't go through surface too often
+               if(bruise_surface == false)
+                       route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/
+
+               // Limit maximum to area
+               route_y_max = rangelim(route_y_max, 0, ar.Y-1);
+
+               if(bruise_surface)
+               {
+                       /*// Minimum is at y=0
+                       route_y_min = -of.Y - 0;*/
+                       // Minimum is at y=max_tunnel_diameter/4
+                       //route_y_min = -of.Y + max_tunnel_diameter/4;
+                       //s16 min = -of.Y + max_tunnel_diameter/4;
+                       s16 min = -of.Y + 0;
+                       route_y_min = myrand_range(min, min + max_tunnel_diameter);
+                       route_y_min = rangelim(route_y_min, 0, route_y_max);
+               }
+
+               /*dstream<<"route_y_min = "<<route_y_min
+                               <<", route_y_max = "<<route_y_max<<std::endl;*/
+
+               s16 route_start_y_min = route_y_min;
+               s16 route_start_y_max = route_y_max;
+
+               // Start every 2nd cave from surface
+               bool coming_from_surface = (jj % 2 == 0 && bruise_surface == false);
+
+               if(coming_from_surface)
+               {
+                       route_start_y_min = -of.Y + stone_surface_max_y + 10;
+               }
+               
+               route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
+               route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
+
+               // Randomize starting position
+               v3f orp(
+                       (float)(myrand()%ar.X)+0.5,
+                       (float)(myrand_range(route_start_y_min, route_start_y_max))+0.5,
+                       (float)(myrand()%ar.Z)+0.5
+               );
+
+               MapNode airnode(CONTENT_AIR);
+               
+               /*
+                       Generate some tunnel starting from orp
+               */
+               
+               for(u16 j=0; j<tunnel_routepoints; j++)
+               {
+                       if(j%7==0 && bruise_surface == false)
+                       {
+                               main_direction = v3f(
+                                       ((float)(myrand()%20)-(float)10)/10,
+                                       ((float)(myrand()%20)-(float)10)/30,
+                                       ((float)(myrand()%20)-(float)10)/10
+                               );
+                               main_direction *= (float)myrand_range(1, 3);
+                       }
+
+                       // Randomize size
+                       s16 min_d = min_tunnel_diameter;
+                       s16 max_d = max_tunnel_diameter;
+                       s16 rs = myrand_range(min_d, max_d);
+                       
+                       v3s16 maxlen;
+                       if(bruise_surface)
+                       {
+                               maxlen = v3s16(rs*7,rs*7,rs*7);
+                       }
+                       else
+                       {
+                               maxlen = v3s16(rs*4, myrand_range(1, rs*3), rs*4);
+                       }
+
+                       v3f vec;
+                       
+                       if(coming_from_surface && j < 3)
+                       {
+                               vec = v3f(
+                                       (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
+                                       (float)(myrand()%(maxlen.Y*1))-(float)maxlen.Y,
+                                       (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
+                               );
+                       }
+                       else
+                       {
+                               vec = v3f(
+                                       (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
+                                       (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
+                                       (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
+                               );
+                       }
+                       
+                       vec += main_direction;
+
+                       v3f rp = orp + vec;
+                       if(rp.X < 0)
+                               rp.X = 0;
+                       else if(rp.X >= ar.X)
+                               rp.X = ar.X-1;
+                       if(rp.Y < route_y_min)
+                               rp.Y = route_y_min;
+                       else if(rp.Y >= route_y_max)
+                               rp.Y = route_y_max-1;
+                       if(rp.Z < 0)
+                               rp.Z = 0;
+                       else if(rp.Z >= ar.Z)
+                               rp.Z = ar.Z-1;
+                       vec = rp - orp;
+
+                       for(float f=0; f<1.0; f+=1.0/vec.getLength())
+                       {
+                               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 - MYMAX(0, abs(z0)-rs/4);
+                                       s16 si = rs - MYMAX(0, abs(z0)-rs/7);
+                                       for(s16 x0=-si; x0<=si-1; x0++)
+                                       {
+                                               s16 maxabsxz = MYMAX(abs(x0), abs(z0));
+                                               //s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
+                                               s16 si2 = rs - MYMAX(0, maxabsxz-rs/7);
+                                               //s16 si2 = rs - abs(x0);
+                                               for(s16 y0=-si2+1+2; 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, ar) == false)
+                                                               continue;*/
+                                                       // Check only height
+                                                       if(y < 0 || y >= ar.Y)
+                                                               continue;
+                                                       p += of;
+                                                       
+                                                       //assert(data->vmanip.m_area.contains(p));
+                                                       if(data->vmanip.m_area.contains(p) == false)
+                                                       {
+                                                               dstream<<"WARNING: "<<__FUNCTION_NAME
+                                                                               <<":"<<__LINE__<<": "
+                                                                               <<"point not in area"
+                                                                               <<std::endl;
+                                                               continue;
+                                                       }
+                                                       
+                                                       // Just set it to air, it will be changed to
+                                                       // water afterwards
+                                                       u32 i = data->vmanip.m_area.index(p);
+                                                       data->vmanip.m_data[i] = airnode;
+
+                                                       if(bruise_surface == false)
+                                                       {
+                                                               // Set tunnel flag
+                                                               data->vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON;
+                                                       }
+                                               }
+                                       }
+                               }
+                       }
+
+                       orp = rp;
+               }
+       
+       }
+
+       }//timer1
+#endif
+
+#if 1
+       {
+       // 46ms @cs=8
+       //TimeTaker timer1("ore veins");
+
+       /*
+               Make ore veins
+       */
+       for(u32 jj=0; jj<relative_volume/1000; jj++)
+       {
+               s16 max_vein_diameter = 3;
+
+               // Allowed route area size in nodes
+               v3s16 ar(
+                       data->sectorpos_base_size*MAP_BLOCKSIZE,
+                       h_blocks*MAP_BLOCKSIZE,
+                       data->sectorpos_base_size*MAP_BLOCKSIZE
+               );
+
+               // Area starting point in nodes
+               v3s16 of(
+                       data->sectorpos_base.X*MAP_BLOCKSIZE,
+                       data->y_blocks_min*MAP_BLOCKSIZE,
+                       data->sectorpos_base.Y*MAP_BLOCKSIZE
+               );
+
+               // Allow a bit more
+               //(this should be more than the maximum radius of the tunnel)
+               s16 insure = 3;
+               s16 more = data->max_spread_amount - max_vein_diameter/2 - insure;
+               ar += v3s16(1,0,1) * more * 2;
+               of -= v3s16(1,0,1) * more;
+               
+               // Randomize starting position
+               v3f orp(
+                       (float)(myrand()%ar.X)+0.5,
+                       (float)(myrand()%ar.Y)+0.5,
+                       (float)(myrand()%ar.Z)+0.5
+               );
+
+               // Randomize mineral
+               u8 mineral;
+               if(myrand()%3 != 0)
+                       mineral = MINERAL_COAL;
+               else
+                       mineral = MINERAL_IRON;
+
+               /*
+                       Generate some vein starting from orp
+               */
+
+               for(u16 j=0; j<2; j++)
+               {
+                       /*v3f rp(
+                               (float)(myrand()%ar.X)+0.5,
+                               (float)(myrand()%ar.Y)+0.5,
+                               (float)(myrand()%ar.Z)+0.5
+                       );
+                       v3f vec = rp - orp;*/
+                       
+                       v3s16 maxlen(5, 5, 5);
+                       v3f vec(
+                               (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
+                               (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
+                               (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
+                       );
+                       v3f rp = orp + vec;
+                       if(rp.X < 0)
+                               rp.X = 0;
+                       else if(rp.X >= ar.X)
+                               rp.X = ar.X;
+                       if(rp.Y < 0)
+                               rp.Y = 0;
+                       else if(rp.Y >= ar.Y)
+                               rp.Y = ar.Y;
+                       if(rp.Z < 0)
+                               rp.Z = 0;
+                       else if(rp.Z >= ar.Z)
+                               rp.Z = ar.Z;
+                       vec = rp - orp;
+
+                       // Randomize size
+                       s16 min_d = 0;
+                       s16 max_d = max_vein_diameter;
+                       s16 rs = myrand_range(min_d, max_d);
+                       
+                       for(float f=0; f<1.0; f+=1.0/vec.getLength())
+                       {
+                               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++)
+                                               {
+                                                       // Don't put mineral to every place
+                                                       if(myrand()%5 != 0)
+                                                               continue;
+
+                                                       s16 z = cp.Z + z0;
+                                                       s16 y = cp.Y + y0;
+                                                       s16 x = cp.X + x0;
+                                                       v3s16 p(x,y,z);
+                                                       /*if(isInArea(p, ar) == false)
+                                                               continue;*/
+                                                       // Check only height
+                                                       if(y < 0 || y >= ar.Y)
+                                                               continue;
+                                                       p += of;
+                                                       
+                                                       assert(data->vmanip.m_area.contains(p));
+                                                       
+                                                       // Just set it to air, it will be changed to
+                                                       // water afterwards
+                                                       u32 i = data->vmanip.m_area.index(p);
+                                                       MapNode *n = &data->vmanip.m_data[i];
+                                                       if(n->d == CONTENT_STONE)
+                                                               n->param = mineral;
+                                               }
+                                       }
+                               }
+                       }
+
+                       orp = rp;
+               }
+       
+       }
+
+       }//timer1
+#endif
+
+#if 1
+       {
+       // 15ms @cs=8
+       TimeTaker timer1("add mud");
+
+       /*
+               Add mud to the central chunk
+       */
+       
+       for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++)
+       for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++)
+       {
+               // Node position in 2d
+               v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               // Randomize mud amount
+               s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0;
+
+               // Find ground level
+               s16 surface_y = find_ground_level_clever(data->vmanip, p2d);
+
+               /*
+                       If topmost node is grass, change it to mud.
+                       It might be if it was flown to there from a neighboring
+                       chunk and then converted.
+               */
+               {
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
+                       MapNode *n = &data->vmanip.m_data[i];
+                       if(n->d == CONTENT_GRASS)
+                               *n = MapNode(CONTENT_MUD);
+                               //n->d = CONTENT_MUD;
+               }
+
+               /*
+                       Add mud on ground
+               */
+               {
+                       s16 mudcount = 0;
+                       v3s16 em = data->vmanip.m_area.getExtent();
+                       s16 y_start = surface_y+1;
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       for(s16 y=y_start; y<=y_nodes_max; y++)
+                       {
+                               if(mudcount >= mud_add_amount)
+                                       break;
+                                       
+                               MapNode &n = data->vmanip.m_data[i];
+                               n = MapNode(CONTENT_MUD);
+                               //n.d = CONTENT_MUD;
+                               mudcount++;
+
+                               data->vmanip.m_area.add_y(em, i, 1);
+                       }
+               }
+
+       }
+
+       }//timer1
+#endif
+
+#if 1
+       {
+       // 340ms @cs=8
+       TimeTaker timer1("flow mud");
+
+       /*
+               Flow mud away from steep edges
+       */
+
+       // Limit area by 1 because mud is flown into neighbors.
+       s16 mudflow_minpos = 0-data->max_spread_amount+1;
+       s16 mudflow_maxpos = data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-2;
+
+       // Iterate a few times
+       for(s16 k=0; k<3; k++)
+       {
+
+       for(s16 x=mudflow_minpos;
+                       x<=mudflow_maxpos;
+                       x++)
+       for(s16 z=mudflow_minpos;
+                       z<=mudflow_maxpos;
+                       z++)
+       {
+               // Invert coordinates every 2nd iteration
+               if(k%2 == 0)
+               {
+                       x = mudflow_maxpos - (x-mudflow_minpos);
+                       z = mudflow_maxpos - (z-mudflow_minpos);
+               }
+
+               // Node position in 2d
+               v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               v3s16 em = data->vmanip.m_area.getExtent();
+               u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+               s16 y=y_nodes_max;
+
+               for(;; y--)
+               {
+                       MapNode *n = NULL;
+                       // Find mud
+                       for(; y>=y_nodes_min; y--)
+                       {
+                               n = &data->vmanip.m_data[i];
+                               //if(content_walkable(n->d))
+                               //      break;
+                               if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
+                                       break;
+                                       
+                               data->vmanip.m_area.add_y(em, i, -1);
+                       }
+
+                       // Stop if out of area
+                       //if(data->vmanip.m_area.contains(i) == false)
+                       if(y < y_nodes_min)
+                               break;
+
+                       /*// If not mud, do nothing to it
+                       MapNode *n = &data->vmanip.m_data[i];
+                       if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+                               continue;*/
+
+                       /*
+                               Don't flow it if the stuff under it is not mud
+                       */
+                       {
+                               u32 i2 = i;
+                               data->vmanip.m_area.add_y(em, i2, -1);
+                               // Cancel if out of area
+                               if(data->vmanip.m_area.contains(i2) == false)
+                                       continue;
+                               MapNode *n2 = &data->vmanip.m_data[i2];
+                               if(n2->d != CONTENT_MUD && n2->d != CONTENT_GRASS)
+                                       continue;
+                       }
+
+                       // Make it exactly mud
+                       n->d = CONTENT_MUD;
+                       
+                       /*s16 recurse_count = 0;
+       mudflow_recurse:*/
+
+                       v3s16 dirs4[4] = {
+                               v3s16(0,0,1), // back
+                               v3s16(1,0,0), // right
+                               v3s16(0,0,-1), // front
+                               v3s16(-1,0,0), // left
+                       };
+
+                       // Theck that upper is air or doesn't exist.
+                       // Cancel dropping if upper keeps it in place
+                       u32 i3 = i;
+                       data->vmanip.m_area.add_y(em, i3, 1);
+                       if(data->vmanip.m_area.contains(i3) == true
+                                       && content_walkable(data->vmanip.m_data[i3].d) == true)
+                       {
+                               continue;
+                       }
+
+                       // Drop mud on side
+                       
+                       for(u32 di=0; di<4; di++)
+                       {
+                               v3s16 dirp = dirs4[di];
+                               u32 i2 = i;
+                               // Move to side
+                               data->vmanip.m_area.add_p(em, i2, dirp);
+                               // Fail if out of area
+                               if(data->vmanip.m_area.contains(i2) == false)
+                                       continue;
+                               // Check that side is air
+                               MapNode *n2 = &data->vmanip.m_data[i2];
+                               if(content_walkable(n2->d))
+                                       continue;
+                               // Check that under side is air
+                               data->vmanip.m_area.add_y(em, i2, -1);
+                               if(data->vmanip.m_area.contains(i2) == false)
+                                       continue;
+                               n2 = &data->vmanip.m_data[i2];
+                               if(content_walkable(n2->d))
+                                       continue;
+                               /*// Check that under that is air (need a drop of 2)
+                               data->vmanip.m_area.add_y(em, i2, -1);
+                               if(data->vmanip.m_area.contains(i2) == false)
+                                       continue;
+                               n2 = &data->vmanip.m_data[i2];
+                               if(content_walkable(n2->d))
+                                       continue;*/
+                               // Loop further down until not air
+                               do{
+                                       data->vmanip.m_area.add_y(em, i2, -1);
+                                       // Fail if out of area
+                                       if(data->vmanip.m_area.contains(i2) == false)
+                                               continue;
+                                       n2 = &data->vmanip.m_data[i2];
+                               }while(content_walkable(n2->d) == false);
+                               // Loop one up so that we're in air
+                               data->vmanip.m_area.add_y(em, i2, 1);
+                               n2 = &data->vmanip.m_data[i2];
+
+                               // Move mud to new place
+                               *n2 = *n;
+                               // Set old place to be air
+                               *n = MapNode(CONTENT_AIR);
+
+                               // Done
+                               break;
+                       }
+               }
+       }
+       
+       }
+
+       }//timer1
+#endif
+
+#if 1
+       {
+       // 50ms @cs=8
+       TimeTaker timer1("add water");
+
+       /*
+               Add water to the central chunk (and a bit more)
+       */
+       
+       for(s16 x=0-data->max_spread_amount;
+                       x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
+                       x++)
+       for(s16 z=0-data->max_spread_amount;
+                       z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
+                       z++)
+       {
+               // Node position in 2d
+               v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               // Find ground level
+               //s16 surface_y = find_ground_level(data->vmanip, p2d);
+
+               /*
+                       If ground level is over water level, skip.
+                       NOTE: This leaves caves near water without water,
+                       which looks especially crappy when the nearby water
+                       won't start flowing either for some reason
+               */
+               /*if(surface_y > WATER_LEVEL)
+                       continue;*/
+
+               /*
+                       Add water on ground
+               */
+               {
+                       v3s16 em = data->vmanip.m_area.getExtent();
+                       u8 light = LIGHT_MAX;
+                       // Start at global water surface level
+                       s16 y_start = WATER_LEVEL;
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       MapNode *n = &data->vmanip.m_data[i];
+
+                       for(s16 y=y_start; y>=y_nodes_min; y--)
+                       {
+                               n = &data->vmanip.m_data[i];
+                               
+                               // Stop when there is no water and no air
+                               if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE
+                                               && n->d != CONTENT_WATER)
+                               {
+
+                                       break;
+                               }
+                               
+                               // Make water only not in caves
+                               if(!(data->vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON))
+                               {
+                                       n->d = CONTENT_WATERSOURCE;
+                                       //n->setLight(LIGHTBANK_DAY, light);
+
+                                       // Add to transforming liquid queue (in case it'd
+                                       // start flowing)
+                                       v3s16 p = v3s16(p2d.X, y, p2d.Y);
+                                       data->transforming_liquid.push_back(p);
+                               }
+                               
+                               // Next one
+                               data->vmanip.m_area.add_y(em, i, -1);
+                               if(light > 0)
+                                       light--;
+                       }
+               }
+
+       }
+
+       }//timer1
+#endif
+       
+       } // Aging loop
+       /***********************
+               END OF AGING LOOP
+       ************************/
+
+#if 1
+       {
+       //TimeTaker timer1("convert mud to sand");
+
+       /*
+               Convert mud to sand
+       */
+       
+       //s16 mud_add_amount = myrand_range(2, 4);
+       //s16 mud_add_amount = 0;
+       
+       /*for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++)
+       for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
+       for(s16 x=0-data->max_spread_amount+1;
+                       x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
+                       x++)
+       for(s16 z=0-data->max_spread_amount+1;
+                       z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
+                       z++)
+       {
+               // Node position in 2d
+               v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               // Determine whether to have sand here
+               double sandnoise = noise2d_perlin(
+                               0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
+                               data->seed+59420, 3, 0.50);
+
+               bool have_sand = (sandnoise > -0.15);
+
+               if(have_sand == false)
+                       continue;
+
+               // Find ground level
+               s16 surface_y = find_ground_level_clever(data->vmanip, p2d);
+               
+               if(surface_y > WATER_LEVEL + 2)
+                       continue;
+
+               {
+                       v3s16 em = data->vmanip.m_area.getExtent();
+                       s16 y_start = surface_y;
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       u32 not_sand_counter = 0;
+                       for(s16 y=y_start; y>=y_nodes_min; y--)
+                       {
+                               MapNode *n = &data->vmanip.m_data[i];
+                               if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
+                               {
+                                       n->d = CONTENT_SAND;
+                               }
+                               else
+                               {
+                                       not_sand_counter++;
+                                       if(not_sand_counter > 3)
+                                               break;
+                               }
+
+                               data->vmanip.m_area.add_y(em, i, -1);
+                       }
+               }
+
+       }
+
+       }//timer1
+#endif
+
+#if 1
+       {
+       // 1ms @cs=8
+       //TimeTaker timer1("generate trees");
+
+       /*
+               Generate some trees
+       */
+       {
+               // Divide area into parts
+               s16 div = 8;
+               s16 sidelen = data->sectorpos_base_size*MAP_BLOCKSIZE / div;
+               double area = sidelen * sidelen;
+               for(s16 x0=0; x0<div; x0++)
+               for(s16 z0=0; z0<div; z0++)
+               {
+                       // Center position of part of division
+                       v2s16 p2d_center(
+                               data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0,
+                               data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0
+                       );
+                       // Minimum edge of part of division
+                       v2s16 p2d_min(
+                               data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0,
+                               data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0
+                       );
+                       // Maximum edge of part of division
+                       v2s16 p2d_max(
+                               data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1,
+                               data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1
+                       );
+                       // Amount of trees
+                       u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
+                       // Put trees in random places on part of division
+                       for(u32 i=0; i<tree_count; i++)
+                       {
+                               s16 x = myrand_range(p2d_min.X, p2d_max.X);
+                               s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
+                               s16 y = find_ground_level(data->vmanip, v2s16(x,z));
+                               // Don't make a tree under water level
+                               if(y < WATER_LEVEL)
+                                       continue;
+                               // Don't make a tree so high that it doesn't fit
+                               if(y > y_nodes_max - 6)
+                                       continue;
+                               v3s16 p(x,y,z);
+                               /*
+                                       Trees grow only on mud and grass
+                               */
+                               {
+                                       u32 i = data->vmanip.m_area.index(v3s16(p));
+                                       MapNode *n = &data->vmanip.m_data[i];
+                                       if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+                                               continue;
+                               }
+                               p.Y++;
+                               // Make a tree
+                               make_tree(data->vmanip, p);
+                       }
+               }
+               /*u32 tree_max = relative_area / 60;
+               //u32 count = myrand_range(0, tree_max);
+               for(u32 i=0; i<count; i++)
+               {
+                       s16 x = myrand_range(0, data->sectorpos_base_size*MAP_BLOCKSIZE-1);
+                       s16 z = myrand_range(0, data->sectorpos_base_size*MAP_BLOCKSIZE-1);
+                       x += data->sectorpos_base.X*MAP_BLOCKSIZE;
+                       z += data->sectorpos_base.Y*MAP_BLOCKSIZE;
+                       s16 y = find_ground_level(data->vmanip, v2s16(x,z));
+                       // Don't make a tree under water level
+                       if(y < WATER_LEVEL)
+                               continue;
+                       v3s16 p(x,y+1,z);
+                       // Make a tree
+                       make_tree(data->vmanip, p);
+               }*/
+       }
+
+       }//timer1
+#endif
+
+#if 1
+       {
+       // 19ms @cs=8
+       //TimeTaker timer1("grow grass");
+
+       /*
+               Grow grass
+       */
+
+       /*for(s16 x=0-4; x<data->sectorpos_base_size*MAP_BLOCKSIZE+4; x++)
+       for(s16 z=0-4; z<data->sectorpos_base_size*MAP_BLOCKSIZE+4; z++)*/
+       for(s16 x=0-data->max_spread_amount;
+                       x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
+                       x++)
+       for(s16 z=0-data->max_spread_amount;
+                       z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
+                       z++)
+       {
+               // Node position in 2d
+               v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               /*
+                       Find the lowest surface to which enough light ends up
+                       to make grass grow.
+
+                       Basically just wait until not air and not leaves.
+               */
+               s16 surface_y = 0;
+               {
+                       v3s16 em = data->vmanip.m_area.getExtent();
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+                       s16 y;
+                       // Go to ground level
+                       for(y=y_nodes_max; y>=y_nodes_min; y--)
+                       {
+                               MapNode &n = data->vmanip.m_data[i];
+                               if(n.d != CONTENT_AIR
+                                               && n.d != CONTENT_LEAVES)
+                                       break;
+                               data->vmanip.m_area.add_y(em, i, -1);
+                       }
+                       if(y >= y_nodes_min)
+                               surface_y = y;
+                       else
+                               surface_y = y_nodes_min;
+               }
+               
+               u32 i = data->vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
+               MapNode *n = &data->vmanip.m_data[i];
+               if(n->d == CONTENT_MUD)
+                       n->d = CONTENT_GRASS;
+       }
+
+       }//timer1
+#endif
+
+#endif // Disable all but lighting
+
+       /*
+               Initial lighting (sunlight)
+       */
+
+       core::map<v3s16, bool> light_sources;
+
+       {
+       // 750ms @cs=8, can't optimize more
+       TimeTaker timer1("initial lighting");
+
+       // NOTE: This is no used... umm... for some reason!
+#if 0
+       /*
+               Go through the edges and add all nodes that have light to light_sources
+       */
+       
+       // Four edges
+       for(s16 i=0; i<4; i++)
+       // Edge length
+       for(s16 j=lighting_min_d;
+                       j<=lighting_max_d;
+                       j++)
+       {
+               s16 x;
+               s16 z;
+               // +-X
+               if(i == 0 || i == 1)
+               {
+                       x = (i==0) ? lighting_min_d : lighting_max_d;
+                       if(i == 0)
+                               z = lighting_min_d;
+                       else
+                               z = lighting_max_d;
+               }
+               // +-Z
+               else
+               {
+                       z = (i==0) ? lighting_min_d : lighting_max_d;
+                       if(i == 0)
+                               x = lighting_min_d;
+                       else
+                               x = lighting_max_d;
+               }
+               
+               // Node position in 2d
+               v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+
+               {
+                       v3s16 em = data->vmanip.m_area.getExtent();
+                       s16 y_start = y_nodes_max;
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       for(s16 y=y_start; y>=y_nodes_min; y--)
+                       {
+                               MapNode *n = &data->vmanip.m_data[i];
+                               if(n->getLight(LIGHTBANK_DAY) != 0)
+                               {
+                                       light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
+                               }
+                               //NOTE: This is broken, at least the index has to
+                               // be incremented
+                       }
+               }
+       }
+#endif
+
+#if 1
+       /*
+               Go through the edges and apply sunlight to them, not caring
+               about neighbors
+       */
+       
+       // Four edges
+       for(s16 i=0; i<4; i++)
+       // Edge length
+       for(s16 j=lighting_min_d;
+                       j<=lighting_max_d;
+                       j++)
+       {
+               s16 x;
+               s16 z;
+               // +-X
+               if(i == 0 || i == 1)
+               {
+                       x = (i==0) ? lighting_min_d : lighting_max_d;
+                       if(i == 0)
+                               z = lighting_min_d;
+                       else
+                               z = lighting_max_d;
+               }
+               // +-Z
+               else
+               {
+                       z = (i==0) ? lighting_min_d : lighting_max_d;
+                       if(i == 0)
+                               x = lighting_min_d;
+                       else
+                               x = lighting_max_d;
+               }
+               
+               // Node position in 2d
+               v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               // Loop from top to down
+               {
+                       u8 light = LIGHT_SUN;
+                       v3s16 em = data->vmanip.m_area.getExtent();
+                       s16 y_start = y_nodes_max;
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       for(s16 y=y_start; y>=y_nodes_min; y--)
+                       {
+                               MapNode *n = &data->vmanip.m_data[i];
+                               if(light_propagates_content(n->d) == false)
+                               {
+                                       light = 0;
+                               }
+                               else if(light != LIGHT_SUN
+                                       || sunlight_propagates_content(n->d) == false)
+                               {
+                                       if(light > 0)
+                                               light--;
+                               }
+                               
+                               n->setLight(LIGHTBANK_DAY, light);
+                               n->setLight(LIGHTBANK_NIGHT, 0);
+                               
+                               if(light != 0)
+                               {
+                                       // Insert light source
+                                       light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
+                               }
+                               
+                               // Increment index by y
+                               data->vmanip.m_area.add_y(em, i, -1);
+                       }
+               }
+       }
+#endif
+
+       /*for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++)
+       for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
+       /*for(s16 x=0-data->max_spread_amount+1;
+                       x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
+                       x++)
+       for(s16 z=0-data->max_spread_amount+1;
+                       z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
+                       z++)*/
+#if 1
+       /*
+               This has to be 1 smaller than the actual area, because
+               neighboring nodes are checked.
+       */
+       for(s16 x=lighting_min_d+1;
+                       x<=lighting_max_d-1;
+                       x++)
+       for(s16 z=lighting_min_d+1;
+                       z<=lighting_max_d-1;
+                       z++)
+       {
+               // Node position in 2d
+               v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               /*
+                       Apply initial sunlight
+               */
+               {
+                       u8 light = LIGHT_SUN;
+                       bool add_to_sources = false;
+                       v3s16 em = data->vmanip.m_area.getExtent();
+                       s16 y_start = y_nodes_max;
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       for(s16 y=y_start; y>=y_nodes_min; y--)
+                       {
+                               MapNode *n = &data->vmanip.m_data[i];
+
+                               if(light_propagates_content(n->d) == false)
+                               {
+                                       light = 0;
+                               }
+                               else if(light != LIGHT_SUN
+                                       || sunlight_propagates_content(n->d) == false)
+                               {
+                                       if(light > 0)
+                                               light--;
+                               }
+                               
+                               // This doesn't take much time
+                               if(add_to_sources == false)
+                               {
+                                       /*
+                                               Check sides. If side is not air or water, start
+                                               adding to light_sources.
+                                       */
+                                       v3s16 dirs4[4] = {
+                                               v3s16(0,0,1), // back
+                                               v3s16(1,0,0), // right
+                                               v3s16(0,0,-1), // front
+                                               v3s16(-1,0,0), // left
+                                       };
+                                       for(u32 di=0; di<4; di++)
+                                       {
+                                               v3s16 dirp = dirs4[di];
+                                               u32 i2 = i;
+                                               data->vmanip.m_area.add_p(em, i2, dirp);
+                                               MapNode *n2 = &data->vmanip.m_data[i2];
+                                               if(
+                                                       n2->d != CONTENT_AIR
+                                                       && n2->d != CONTENT_WATERSOURCE
+                                                       && n2->d != CONTENT_WATER
+                                               ){
+                                                       add_to_sources = true;
+                                                       break;
+                                               }
+                                       }
+                               }
+                               
+                               n->setLight(LIGHTBANK_DAY, light);
+                               n->setLight(LIGHTBANK_NIGHT, 0);
+                               
+                               // This doesn't take much time
+                               if(light != 0 && add_to_sources)
+                               {
+                                       // Insert light source
+                                       light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
+                               }
+                               
+                               // Increment index by y
+                               data->vmanip.m_area.add_y(em, i, -1);
+                       }
+               }
+       }
+#endif
+
+       }//timer1
+
+       // Spread light around
+       {
+               TimeTaker timer("makeChunk() spreadLight");
+               data->vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
+       }
+       
+       /*
+               Generation ended
+       */
+
+       timer_generate.stop();
+}
+
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+
+void ServerMap::initChunkMake(ChunkMakeData &data, v2s16 chunkpos)
+{
+       if(m_chunksize == 0)
+       {
+               data.no_op = true;
+               return;
+       }
+
+       data.no_op = false;
+
+       // The distance how far into the neighbors the generator is allowed to go.
+       s16 max_spread_amount_sectors = 2;
+       assert(max_spread_amount_sectors <= m_chunksize);
+       s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE;
+
+       s16 y_blocks_min = -4;
+       s16 y_blocks_max = 3;
+
+       v2s16 sectorpos_base = chunk_to_sector(chunkpos);
+       s16 sectorpos_base_size = m_chunksize;
+
+       v2s16 sectorpos_bigbase =
+                       sectorpos_base - v2s16(1,1) * max_spread_amount_sectors;
+       s16 sectorpos_bigbase_size =
+                       sectorpos_base_size + 2 * max_spread_amount_sectors;
+                       
+       data.seed = m_seed;
+       data.chunkpos = chunkpos;
+       data.y_blocks_min = y_blocks_min;
+       data.y_blocks_max = y_blocks_max;
+       data.sectorpos_base = sectorpos_base;
+       data.sectorpos_base_size = sectorpos_base_size;
+       data.sectorpos_bigbase = sectorpos_bigbase;
+       data.sectorpos_bigbase_size = sectorpos_bigbase_size;
+       data.max_spread_amount = max_spread_amount;
+
+       /*
+               Create the whole area of this and the neighboring chunks
+       */
+       {
+               TimeTaker timer("initChunkMake() create area");
+               
+               for(s16 x=0; x<sectorpos_bigbase_size; x++)
+               for(s16 z=0; z<sectorpos_bigbase_size; z++)
+               {
+                       v2s16 sectorpos = sectorpos_bigbase + v2s16(x,z);
+                       ServerMapSector *sector = createSector(sectorpos);
+                       assert(sector);
+
+                       for(s16 y=y_blocks_min; y<=y_blocks_max; y++)
+                       {
+                               v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
+                               MapBlock *block = createBlock(blockpos);
+
+                               // Lighting won't be calculated
+                               //block->setLightingExpired(true);
+                               // Lighting will be calculated
+                               block->setLightingExpired(false);
+
+                               /*
+                                       Block gets sunlight if this is true.
+
+                                       This should be set to true when the top side of a block
+                                       is completely exposed to the sky.
+
+                                       Actually this doesn't matter now because the
+                                       initial lighting is done here.
+                               */
+                               block->setIsUnderground(y != y_blocks_max);
+                       }
+               }
+       }
+       
+       /*
+               Now we have a big empty area.
+
+               Make a ManualMapVoxelManipulator that contains this and the
+               neighboring chunks
+       */
+       
+       v3s16 bigarea_blocks_min(
+               sectorpos_bigbase.X,
+               y_blocks_min,
+               sectorpos_bigbase.Y
+       );
+       v3s16 bigarea_blocks_max(
+               sectorpos_bigbase.X + sectorpos_bigbase_size - 1,
+               y_blocks_max,
+               sectorpos_bigbase.Y + sectorpos_bigbase_size - 1
+       );
+       
+       data.vmanip.setMap(this);
+       // Add the area
+       {
+               TimeTaker timer("initChunkMake() initialEmerge");
+               data.vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
+       }
+       
+}
+
+MapChunk* ServerMap::finishChunkMake(ChunkMakeData &data,
+               core::map<v3s16, MapBlock*> &changed_blocks)
+{
+       if(data.no_op)
+               return NULL;
+       
+       /*
+               Blit generated stuff to map
+       */
+       {
+               // 70ms @cs=8
+               //TimeTaker timer("generateChunkRaw() blitBackAll");
+               data.vmanip.blitBackAll(&changed_blocks);
+       }
+
+       /*
+               Update day/night difference cache of the MapBlocks
+       */
+       {
+               for(core::map<v3s16, MapBlock*>::Iterator i = changed_blocks.getIterator();
+                               i.atEnd() == false; i++)
+               {
+                       MapBlock *block = i.getNode()->getValue();
+                       block->updateDayNightDiff();
+               }
+       }
+
+       /*
+               Copy transforming liquid information
+       */
+       while(data.transforming_liquid.size() > 0)
+       {
+               v3s16 p = data.transforming_liquid.pop_front();
+               m_transforming_liquid.push_back(p);
+       }
+
+       /*
+               Add random objects to blocks
+       */
+       {
+               for(s16 x=0; x<data.sectorpos_base_size; x++)
+               for(s16 z=0; z<data.sectorpos_base_size; z++)
+               {
+                       v2s16 sectorpos = data.sectorpos_base + v2s16(x,z);
+                       ServerMapSector *sector = createSector(sectorpos);
+                       assert(sector);
+
+                       for(s16 y=data.y_blocks_min; y<=data.y_blocks_max; y++)
+                       {
+                               v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
+                               MapBlock *block = createBlock(blockpos);
+                               addRandomObjects(block);
+                       }
+               }
+       }
+
+       /*
+               Create chunk metadata
+       */
+
+       for(s16 x=-1; x<=1; x++)
+       for(s16 y=-1; y<=1; y++)
+       {
+               v2s16 chunkpos0 = data.chunkpos + v2s16(x,y);
+               // Add chunk meta information
+               MapChunk *chunk = getChunk(chunkpos0);
+               if(chunk == NULL)
+               {
+                       chunk = new MapChunk();
+                       m_chunks.insert(chunkpos0, chunk);
+               }
+               //chunk->setIsVolatile(true);
+               if(chunk->getGenLevel() > GENERATED_PARTLY)
+                       chunk->setGenLevel(GENERATED_PARTLY);
+       }
+
+       /*
+               Set central chunk non-volatile
+       */
+       MapChunk *chunk = getChunk(data.chunkpos);
+       assert(chunk);
+       // Set non-volatile
+       //chunk->setIsVolatile(false);
+       chunk->setGenLevel(GENERATED_FULLY);
+       
+       /*
+               Save changed parts of map
+       */
+       save(true);
+       
+       return chunk;
+}
+
+#if 0
+// NOTE: Deprecated
+MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
+               core::map<v3s16, MapBlock*> &changed_blocks,
+               bool force)
+{
+       DSTACK(__FUNCTION_NAME);
+
+       /*
+               Don't generate if already fully generated
+       */
+       if(force == false)
+       {
+               MapChunk *chunk = getChunk(chunkpos);
+               if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
+               {
+                       dstream<<"generateChunkRaw(): Chunk "
+                                       <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
+                                       <<" already generated"<<std::endl;
+                       return chunk;
+               }
+       }
+
+       dstream<<"generateChunkRaw(): Generating chunk "
+                       <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
+                       <<std::endl;
+       
+       TimeTaker timer("generateChunkRaw()");
+
+       ChunkMakeData data;
+       
+       // Initialize generation
+       initChunkMake(data, chunkpos);
+       
+       // Generate stuff
+       makeChunk(&data);
+
+       // Finalize generation
+       MapChunk *chunk = finishChunkMake(data, changed_blocks);
+
+       /*
+               Return central chunk (which was requested)
+       */
+       return chunk;
+}
+
+// NOTE: Deprecated
+MapChunk* ServerMap::generateChunk(v2s16 chunkpos1,
+               core::map<v3s16, MapBlock*> &changed_blocks)
+{
+       dstream<<"generateChunk(): Generating chunk "
+                       <<"("<<chunkpos1.X<<","<<chunkpos1.Y<<")"
+                       <<std::endl;
+       
+       /*for(s16 x=-1; x<=1; x++)
+       for(s16 y=-1; y<=1; y++)*/
+       for(s16 x=-0; x<=0; x++)
+       for(s16 y=-0; y<=0; y++)
+       {
+               v2s16 chunkpos0 = chunkpos1 + v2s16(x,y);
+               MapChunk *chunk = getChunk(chunkpos0);
+               // Skip if already generated
+               if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
+                       continue;
+               generateChunkRaw(chunkpos0, changed_blocks);
+       }
+       
+       assert(chunkNonVolatile(chunkpos1));
+
+       MapChunk *chunk = getChunk(chunkpos1);
+       return chunk;
+}
+#endif
+
+ServerMapSector * ServerMap::createSector(v2s16 p2d)
+{
+       DSTACK("%s: p2d=(%d,%d)",
+                       __FUNCTION_NAME,
+                       p2d.X, p2d.Y);
+       
+       /*
+               Check if it exists already in memory
+       */
+       ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
+       if(sector != NULL)
+               return sector;
+       
+       /*
+               Try to load it from disk (with blocks)
+       */
+       if(loadSectorFull(p2d) == true)
+       {
+               ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
+               if(sector == NULL)
+               {
+                       dstream<<"ServerMap::createSector(): loadSectorFull didn't make a sector"<<std::endl;
+                       throw InvalidPositionException("");
+               }
+               return sector;
+       }
+
+       /*
+               Do not create over-limit
+       */
+       if(p2d.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+       || p2d.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+       || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+       || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
+               throw InvalidPositionException("createSector(): pos. over limit");
+
+       /*
+               Generate blank sector
+       */
+       
+       sector = new ServerMapSector(this, p2d);
+       
+       // Sector position on map in nodes
+       v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
+
+       /*
+               Insert to container
+       */
+       m_sectors.insert(p2d, sector);
+       
+       return sector;
+}
+
+#if 0
+MapSector * ServerMap::emergeSector(v2s16 p2d,
+               core::map<v3s16, MapBlock*> &changed_blocks)
+{
+       DSTACK("%s: p2d=(%d,%d)",
+                       __FUNCTION_NAME,
+                       p2d.X, p2d.Y);
+       
+       /*
+               Check chunk status
+       */
+       v2s16 chunkpos = sector_to_chunk(p2d);
+       /*bool chunk_nonvolatile = false;
+       MapChunk *chunk = getChunk(chunkpos);
+       if(chunk && chunk->getIsVolatile() == false)
+               chunk_nonvolatile = true;*/
+       bool chunk_nonvolatile = chunkNonVolatile(chunkpos);
+
+       /*
+               If chunk is not fully generated, generate chunk
+       */
+       if(chunk_nonvolatile == false)
+       {
+               // Generate chunk and neighbors
+               generateChunk(chunkpos, changed_blocks);
+       }
+       
+       /*
+               Return sector if it exists now
+       */
+       MapSector *sector = getSectorNoGenerateNoEx(p2d);
+       if(sector != NULL)
+               return sector;
+       
+       /*
+               Try to load it from disk
+       */
+       if(loadSectorFull(p2d) == true)
+       {
+               MapSector *sector = getSectorNoGenerateNoEx(p2d);
+               if(sector == NULL)
+               {
+                       dstream<<"ServerMap::emergeSector(): loadSectorFull didn't make a sector"<<std::endl;
+                       throw InvalidPositionException("");
+               }
+               return sector;
+       }
+
+       /*
+               generateChunk should have generated the sector
+       */
+       //assert(0);
+       
+       dstream<<"WARNING: ServerMap::emergeSector: Cannot find sector ("
+                       <<p2d.X<<","<<p2d.Y<<" and chunk is already generated. "
+                       <<std::endl;
+
+#if 0
+       dstream<<"WARNING: Creating an empty sector."<<std::endl;
+
+       return createSector(p2d);
+       
+#endif
+       
+#if 1
+       dstream<<"WARNING: Forcing regeneration of chunk."<<std::endl;
+
+       // Generate chunk
+       generateChunkRaw(chunkpos, changed_blocks, true);
+
+       /*
+               Return sector if it exists now
+       */
+       sector = getSectorNoGenerateNoEx(p2d);
+       if(sector != NULL)
+               return sector;
+       
+       dstream<<"ERROR: Could not get sector from anywhere."<<std::endl;
+       
+       assert(0);
+#endif
+       
+       /*
+               Generate directly
+       */
+       //return generateSector();
+}
+#endif
+
+/*
+       NOTE: This is not used for main map generation, only for blocks
+       that are very high or low
+*/
+MapBlock * ServerMap::generateBlock(
+               v3s16 p,
+               MapBlock *original_dummy,
+               ServerMapSector *sector,
+               core::map<v3s16, MapBlock*> &changed_blocks,
+               core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
+)
+{
+       DSTACK("%s: p=(%d,%d,%d)",
+                       __FUNCTION_NAME,
+                       p.X, p.Y, p.Z);
+
+       // If chunks are disabled
+       /*if(m_chunksize == 0)
+       {
+               dstream<<"ServerMap::generateBlock(): Chunks disabled -> "
+                               <<"not generating."<<std::endl;
+               return NULL;
+       }*/
+       
+       /*dstream<<"generateBlock(): "
+                       <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
+                       <<std::endl;*/
+       
+       MapBlock *block = original_dummy;
+                       
+       v2s16 p2d(p.X, p.Z);
+       s16 block_y = p.Y;
+       v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE;
+       
+       /*
+               Do not generate over-limit
+       */
+       if(blockpos_over_limit(p))
+       {
+               dstream<<__FUNCTION_NAME<<": Block position over limit"<<std::endl;
+               throw InvalidPositionException("generateBlock(): pos. over limit");
+       }
+
+       /*
+               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)
+       {
+               block = sector->createBlankBlockNoInsert(block_y);
+       }
+       else
+       {
+               // Remove the block so that nobody can get a half-generated one.
+               sector->removeBlock(block);
+               // Allocate the block to contain the generated data
+               block->unDummify();
+       }
+       
+#if 0
+       /*
+               Generate a completely empty 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;
+                       n.d = CONTENT_AIR;
+                       block->setNode(v3s16(x0,y0,z0), n);
+               }
+       }
+#else
+       /*
+               Generate a proper block
+       */
+       
+       u8 water_material = CONTENT_WATERSOURCE;
+       
+       s32 lowest_ground_y = 32767;
+       s32 highest_ground_y = -32768;
+       
+       for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+       for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
+       {
+               //dstream<<"generateBlock: x0="<<x0<<", z0="<<z0<<std::endl;
+
+               //s16 surface_y = 0;
+
+               s16 mud_add_amount = get_mud_add_amount(m_seed, p2d_nodes+v2s16(x0,z0));
+
+               s16 surface_y = base_rock_level_2d(m_seed, p2d_nodes+v2s16(x0,z0))
+                               + mud_add_amount;
+
+               /*// Less mud if it is high
+               if(surface_y >= 64)
+               {
+                       mud_add_amount--;
+                       surface_y--;
+               }*/
+
+               // If chunks are disabled
+               if(m_chunksize == 0)
+                       surface_y = WATER_LEVEL + 1;
+
+               if(surface_y < lowest_ground_y)
+                       lowest_ground_y = surface_y;
+               if(surface_y > highest_ground_y)
+                       highest_ground_y = surface_y;
+
+               s32 surface_depth = AVERAGE_MUD_AMOUNT;
+               
+               for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
+               {
+                       s16 real_y = block_y * MAP_BLOCKSIZE + y0;
+                       MapNode n;
+                       /*
+                               Calculate lighting
+                               
+                               NOTE: If there are some man-made structures above the
+                               newly created block, they won't be taken into account.
+                       */
+                       if(real_y > surface_y)
+                               n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
+
+                       /*
+                               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 caves (air)
+                       else
+                       {
+                               // If it's cave, it's cave
+                               if(is_cave(m_seed, block->getPosRelative()+v3s16(x0,y0,z0)))
+                               {
+                                       n.d = CONTENT_AIR;
+                               }
+                               // If it's surface_depth under ground, it's stone
+                               else 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;
+
+#if 0
+       /*
+               Generate caves
+       */
+
+       float caves_amount = 0.5;
+
+       // 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 cave
+               */
+               bool do_generate_caves = true;
+               // Don't generate if no part is underground
+               if(!some_part_underground)
+               {
+                       do_generate_caves = false;
+               }
+               // Don't generate if mostly underwater surface
+               /*else if(mostly_underwater_surface)
+               {
+                       do_generate_caves = false;
+               }*/
+               // Partly underground = cave
+               else if(!completely_underground)
+               {
+                       do_generate_caves = (rand() % 100 <= (s32)(caves_amount*100));
+               }
+               // Found existing cave underground
+               else if(found_existing && completely_underground)
+               {
+                       do_generate_caves = (rand() % 100 <= (s32)(caves_amount*100));
+               }
+               // Underground and no caves found
+               else
+               {
+                       do_generate_caves = (rand() % 300 <= (s32)(caves_amount*100));
+               }
+
+               if(do_generate_caves)
+               {
+                       /*
+                               Generate some tunnel starting from orp and ors
+                       */
+                       for(u16 i=0; i<3; i++)
+                       {
+                               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)
+                               {
+                                       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;
+                       }
+               }
+       }
+#endif
+
+       // Set to true if has caves.
+       // Set when some non-air is changed to air when making caves.
+       bool has_caves = 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 caves
+                       if(underground_emptiness[
+                                       ued*ued*(z0*ued/MAP_BLOCKSIZE)
+                                       +ued*(y0*ued/MAP_BLOCKSIZE)
+                                       +(x0*ued/MAP_BLOCKSIZE)])
+                       {
+                               if(content_features(n.d).walkable/*is_ground_content(n.d)*/)
+                               {
+                                       // Has now caves
+                                       has_caves = true;
+                                       // Set air to node
+                                       n.d = CONTENT_AIR;
+                               }
+                       }
+
+                       block->setNode(v3s16(x0,y0,z0), n);
+               }
+       }
+#endif
+       
+       /*
+               This is used for guessing whether or not the block should
+               receive sunlight from the top if the block above doesn't exist
+       */
+       block->setIsUnderground(completely_underground);
+
+       /*
+               Force lighting update if some part of block is partly
+               underground and has caves.
+       */
+       /*if(some_part_underground && !completely_underground && has_caves)
+       {
+               //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(some_part_underground)
+       {
+               s16 underground_level = (lowest_ground_y/MAP_BLOCKSIZE - block_y)+1;
+
+               /*
+                       Add meseblocks
+               */
+               for(s16 i=0; i<underground_level/4 + 1; i++)
+               {
+                       if(myrand()%50 == 0)
+                       {
+                               v3s16 cp(
+                                       (myrand()%(MAP_BLOCKSIZE-2))+1,
+                                       (myrand()%(MAP_BLOCKSIZE-2))+1,
+                                       (myrand()%(MAP_BLOCKSIZE-2))+1
+                               );
+
+                               MapNode n;
+                               n.d = CONTENT_MESE;
+                               
+                               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;
+               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 = 15;
+               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<27; i++)
+                               {
+                                       if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
+                                               if(myrand()%8 == 0)
+                                                       block->setNode(cp+g_27dirs[i], n);
+                               }
+                       }
+               }
+       }
+       
+       /*
+               Create a few rats in empty blocks underground
+       */
+       if(completely_underground)
+       {
+               //for(u16 i=0; i<2; i++)
+               {
+                       v3s16 cp(
+                               (myrand()%(MAP_BLOCKSIZE-2))+1,
+                               (myrand()%(MAP_BLOCKSIZE-2))+1,
+                               (myrand()%(MAP_BLOCKSIZE-2))+1
+                       );
+
+                       // Check that the place is empty
+                       //if(!is_ground_content(block->getNode(cp).d))
+                       if(1)
+                       {
+                               RatObject *obj = new RatObject(NULL, -1, intToFloat(cp, BS));
+                               block->addObject(obj);
+                       }
+               }
+       }
+
+#endif // end of proper block generation
+       
+       /*
+               Add block to sector.
+       */
+       sector->insertBlock(block);
+       
+       // Lighting is invalid after generation.
+       block->setLightingExpired(true);
+       
+#if 0
+       /*
+               Debug information
+       */
+       dstream
+       <<"lighting_invalidated_blocks.size()"
+       <<", has_caves"
+       <<", completely_ug"
+       <<", some_part_ug"
+       <<"  "<<lighting_invalidated_blocks.size()
+       <<", "<<has_caves
+       <<", "<<completely_underground
+       <<", "<<some_part_underground
+       <<std::endl;
+#endif
+
+       return block;
+}
+
+MapBlock * ServerMap::createBlock(v3s16 p)
+{
+       DSTACK("%s: p=(%d,%d,%d)",
+                       __FUNCTION_NAME, p.X, p.Y, p.Z);
+       
+       /*
+               Do not create over-limit
+       */
+       if(p.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+       || p.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+       || p.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+       || p.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+       || p.Z < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+       || p.Z > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
+               throw InvalidPositionException("createBlock(): pos. over limit");
+       
+       v2s16 p2d(p.X, p.Z);
+       s16 block_y = p.Y;
+       /*
+               This will create or load a sector if not found in memory.
+               If block exists on disk, it will be loaded.
+
+               NOTE: On old save formats, this will be slow, as it generates
+                     lighting on blocks for them.
+       */
+       ServerMapSector *sector;
+       try{
+               sector = (ServerMapSector*)createSector(p2d);
+               assert(sector->getId() == MAPSECTOR_SERVER);
+       }
+       catch(InvalidPositionException &e)
+       {
+               dstream<<"createBlock: createSector() failed"<<std::endl;
+               throw e;
+       }
+       /*
+               NOTE: This should not be done, or at least the exception
+               should not be passed on as std::exception, because it
+               won't be catched at all.
+       */
+       /*catch(std::exception &e)
+       {
+               dstream<<"createBlock: createSector() failed: "
+                               <<e.what()<<std::endl;
+               throw e;
+       }*/
+
+       /*
+               Try to get a block from the sector
+       */
+
+       MapBlock *block = sector->getBlockNoCreateNoEx(block_y);
+       if(block)
+               return block;
+       // Create blank
+       block = sector->createBlankBlock(block_y);
+       return block;
+}
+
+MapBlock * ServerMap::emergeBlock(
+               v3s16 p,
+               bool only_from_disk,
+               core::map<v3s16, MapBlock*> &changed_blocks,
+               core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
+)
+{
+       DSTACK("%s: p=(%d,%d,%d), only_from_disk=%d",
+                       __FUNCTION_NAME,
+                       p.X, p.Y, p.Z, only_from_disk);
+       
+       /*
+               Do not generate over-limit
+       */
+       if(p.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+       || p.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+       || p.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+       || p.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+       || p.Z < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+       || p.Z > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
+               throw InvalidPositionException("emergeBlock(): pos. over limit");
+       
+       v2s16 p2d(p.X, p.Z);
+       s16 block_y = p.Y;
+       /*
+               This will create or load a sector if not found in memory.
+               If block exists on disk, it will be loaded.
+       */
+       ServerMapSector *sector;
+       try{
+               sector = (ServerMapSector*)emergeSector(p2d, changed_blocks);
+               assert(sector->getId() == MAPSECTOR_SERVER);
+       }
+       catch(InvalidPositionException &e)
+       {
+               dstream<<"emergeBlock: emergeSector() failed: "
+                               <<e.what()<<std::endl;
+               dstream<<"Path to failed sector: "<<getSectorDir(p2d)
+                               <<std::endl
+                               <<"You could try to delete it."<<std::endl;
+               throw e;
+       }
+       catch(VersionMismatchException &e)
+       {
+               dstream<<"emergeBlock: emergeSector() failed: "
+                               <<e.what()<<std::endl;
+               dstream<<"Path to failed sector: "<<getSectorDir(p2d)
+                               <<std::endl
+                               <<"You could try to delete it."<<std::endl;
+               throw e;
+       }
+       /*
+               NOTE: This should not be done, or at least the exception
+               should not be passed on as std::exception, because it
+               won't be catched at all.
+       */
+       /*catch(std::exception &e)
+       {
+               dstream<<"emergeBlock: emergeSector() failed: "
+                               <<e.what()<<std::endl;
+               dstream<<"Path to failed sector: "<<getSectorDir(p2d)
+                               <<std::endl
+                               <<"You could try to delete it."<<std::endl;
+               throw e;
+       }*/
+
+       /*
+               Try to get a block from the sector
+       */
+
+       bool does_not_exist = false;
+       bool lighting_expired = false;
+       MapBlock *block = sector->getBlockNoCreateNoEx(block_y);
+
+       if(block == NULL)
+       {
+               does_not_exist = true;
+       }
+       else if(block->isDummy() == true)
+       {
+               does_not_exist = true;
+       }
+       else if(block->getLightingExpired())
+       {
+               lighting_expired = true;
+       }
+       else
+       {
+               // Valid block
+               //dstream<<"emergeBlock(): Returning already valid block"<<std::endl;
+               return block;
+       }
+       
+       /*
+               If block was not found on disk and not going to generate a
+               new one, make sure there is a dummy block in place.
+       */
+       if(only_from_disk && (does_not_exist || lighting_expired))
+       {
+               //dstream<<"emergeBlock(): Was not on disk but not generating"<<std::endl;
+
+               if(block == NULL)
+               {
+                       // Create dummy block
+                       block = new MapBlock(this, p, true);
+
+                       // Add block to sector
+                       sector->insertBlock(block);
+               }
+               // Done.
+               return block;
+       }
+
+       //dstream<<"Not found on disk, generating."<<std::endl;
+       // 0ms
+       //TimeTaker("emergeBlock() generate");
+
+       //dstream<<"emergeBlock(): Didn't find valid block -> making one"<<std::endl;
+
+       /*
+               If the block doesn't exist, generate the block.
+       */
+       if(does_not_exist)
+       {
+               block = generateBlock(p, block, sector, changed_blocks,
+                               lighting_invalidated_blocks); 
+       }
+
+       if(lighting_expired)
+       {
+               lighting_invalidated_blocks.insert(p, block);
+       }
+
+       /*
+               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)
+               if(black_air_left)
+               {
+                       lighting_invalidated_blocks[block->getPos()] = block;
+               }
+
+               if(bottom_invalid)
+               {
+                       lighting_invalidated_blocks[block->getPos()] = block;
+               }
+       }
+       
+       return block;
+}
+
+s16 ServerMap::findGroundLevel(v2s16 p2d)
+{
+       /*
+               Uh, just do something random...
+       */
+       // Find existing map from top to down
+       s16 max=63;
+       s16 min=-64;
+       v3s16 p(p2d.X, max, p2d.Y);
+       for(; p.Y>min; p.Y--)
+       {
+               MapNode n = getNodeNoEx(p);
+               if(n.d != CONTENT_IGNORE)
+                       break;
+       }
+       if(p.Y == min)
+               goto plan_b;
+       // If this node is not air, go to plan b
+       if(getNodeNoEx(p).d != CONTENT_AIR)
+               goto plan_b;
+       // Search existing walkable and return it
+       for(; p.Y>min; p.Y--)
+       {
+               MapNode n = getNodeNoEx(p);
+               if(content_walkable(n.d) && n.d != CONTENT_IGNORE)
+                       return p.Y;
+       }
+       // Move to plan b
+plan_b:
+       /*
+               Plan B: Get from map generator perlin noise function
+       */
+       // This won't work if proper generation is disabled
+       if(m_chunksize == 0)
+               return WATER_LEVEL+2;
+       double level = base_rock_level_2d(m_seed, p2d) + AVERAGE_MUD_AMOUNT;
+       return (s16)level;
+}
+
+void ServerMap::createDir(std::string path)
+{
+       if(fs::CreateDir(path) == false)
+       {
+               m_dout<<DTIME<<"ServerMap: Failed to create directory "
+                               <<"\""<<path<<"\""<<std::endl;
+               throw BaseException("ServerMap failed to create directory");
+       }
+}
+
+std::string ServerMap::getSectorSubDir(v2s16 pos)
+{
+       char cc[9];
+       snprintf(cc, 9, "%.4x%.4x",
+                       (unsigned int)pos.X&0xffff,
+                       (unsigned int)pos.Y&0xffff);
+
+       return std::string(cc);
+}
+
+std::string ServerMap::getSectorDir(v2s16 pos)
+{
+       return m_savedir + "/sectors/" + getSectorSubDir(pos);
+}
+
+v2s16 ServerMap::getSectorPos(std::string dirname)
+{
+       if(dirname.size() != 8)
+               throw InvalidFilenameException("Invalid sector directory name");
+       unsigned int x, y;
+       int r = sscanf(dirname.c_str(), "%4x%4x", &x, &y);
+       if(r != 2)
+               throw InvalidFilenameException("Invalid sector directory name");
+       v2s16 pos((s16)x, (s16)y);
+       return pos;
+}
+
+v3s16 ServerMap::getBlockPos(std::string sectordir, std::string blockfile)
+{
+       v2s16 p2d = getSectorPos(sectordir);
+
+       if(blockfile.size() != 4){
+               throw InvalidFilenameException("Invalid block filename");
+       }
+       unsigned int y;
+       int r = sscanf(blockfile.c_str(), "%4x", &y);
+       if(r != 1)
+               throw InvalidFilenameException("Invalid block filename");
+       return v3s16(p2d.X, y, p2d.Y);
+}
+
+void ServerMap::save(bool only_changed)
+{
+       DSTACK(__FUNCTION_NAME);
+       if(m_map_saving_enabled == false)
+       {
+               dstream<<DTIME<<"WARNING: Not saving map, saving disabled."<<std::endl;
+               return;
+       }
+       
+       if(only_changed == false)
+               dstream<<DTIME<<"ServerMap: Saving whole map, this can take time."
+                               <<std::endl;
+       
+       if(only_changed == false || m_map_metadata_changed)
+       {
+               saveMapMeta();
+       }
+
+       // Disable saving chunk metadata if chunks are disabled
+       if(m_chunksize != 0)
+       {
+               if(only_changed == false || anyChunkModified())
+                       saveChunkMeta();
+       }
+       
+       u32 sector_meta_count = 0;
+       u32 block_count = 0;
+       
+       { //sectorlock
+       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
+       
+       core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator();
+       for(; i.atEnd() == false; i++)
+       {
+               ServerMapSector *sector = (ServerMapSector*)i.getNode()->getValue();
+               assert(sector->getId() == MAPSECTOR_SERVER);
+       
+               if(sector->differs_from_disk || only_changed == false)
+               {
+                       saveSectorMeta(sector);
+                       sector_meta_count++;
+               }
+               core::list<MapBlock*> blocks;
+               sector->getBlocks(blocks);
+               core::list<MapBlock*>::Iterator j;
+               for(j=blocks.begin(); j!=blocks.end(); j++)
+               {
+                       MapBlock *block = *j;
+                       if(block->getChangedFlag() || only_changed == false)
+                       {
+                               saveBlock(block);
+                               block_count++;
+
+                               /*dstream<<"ServerMap: Written block ("
+                                               <<block->getPos().X<<","
+                                               <<block->getPos().Y<<","
+                                               <<block->getPos().Z<<")"
+                                               <<std::endl;*/
+                       }
+               }
+       }
+
+       }//sectorlock
+       
+       /*
+               Only print if something happened or saved whole map
+       */
+       if(only_changed == false || sector_meta_count != 0
+                       || block_count != 0)
+       {
+               dstream<<DTIME<<"ServerMap: Written: "
+                               <<sector_meta_count<<" sector metadata files, "
+                               <<block_count<<" block files"
+                               <<std::endl;
+       }
+}
+
+#if 0
+// NOTE: Doing this is insane. Deprecated and probably broken.
+void ServerMap::loadAll()
+{
+       DSTACK(__FUNCTION_NAME);
+       dstream<<DTIME<<"ServerMap: Loading map..."<<std::endl;
+       
+       loadMapMeta();
+       loadChunkMeta();
+
+       std::vector<fs::DirListNode> list = fs::GetDirListing(m_savedir+"/sectors/");
+
+       dstream<<DTIME<<"There are "<<list.size()<<" sectors."<<std::endl;
+       
+       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
+       
+       s32 counter = 0;
+       s32 printed_counter = -100000;
+       s32 count = list.size();
+
+       std::vector<fs::DirListNode>::iterator i;
+       for(i=list.begin(); i!=list.end(); i++)
+       {
+               if(counter > printed_counter + 10)
+               {
+                       dstream<<DTIME<<counter<<"/"<<count<<std::endl;
+                       printed_counter = counter;
+               }
+               counter++;
+
+               MapSector *sector = NULL;
+
+               // We want directories
+               if(i->dir == false)
+                       continue;
+               try{
+                       sector = loadSectorMeta(i->name);
+               }
+               catch(InvalidFilenameException &e)
+               {
+                       // This catches unknown crap in directory
+               }
+               
+               std::vector<fs::DirListNode> list2 = fs::GetDirListing
+                               (m_savedir+"/sectors/"+i->name);
+               std::vector<fs::DirListNode>::iterator i2;
+               for(i2=list2.begin(); i2!=list2.end(); i2++)
+               {
+                       // We want files
+                       if(i2->dir)
+                               continue;
+                       try{
+                               loadBlock(i->name, i2->name, sector);
+                       }
+                       catch(InvalidFilenameException &e)
+                       {
+                               // This catches unknown crap in directory
+                       }
+               }
+       }
+       dstream<<DTIME<<"ServerMap: Map loaded."<<std::endl;
+}
+#endif
+
+#if 0
+void ServerMap::saveMasterHeightmap()
+{
+       DSTACK(__FUNCTION_NAME);
+       
+       dstream<<"DEPRECATED: "<<__FUNCTION_NAME<<std::endl;
+
+       createDir(m_savedir);
+       
+       /*std::string fullpath = m_savedir + "/master_heightmap";
+       std::ofstream o(fullpath.c_str(), std::ios_base::binary);
+       if(o.good() == false)
+               throw FileNotGoodException("Cannot open master heightmap");*/
+       
+       // Format used for writing
+       //u8 version = SER_FMT_VER_HIGHEST;
+}
+
+void ServerMap::loadMasterHeightmap()
+{
+       DSTACK(__FUNCTION_NAME);
+       
+       dstream<<"DEPRECATED: "<<__FUNCTION_NAME<<std::endl;
+
+       /*std::string fullpath = m_savedir + "/master_heightmap";
+       std::ifstream is(fullpath.c_str(), std::ios_base::binary);
+       if(is.good() == false)
+               throw FileNotGoodException("Cannot open master heightmap");*/
+}
+#endif
+
+void ServerMap::saveMapMeta()
+{
+       DSTACK(__FUNCTION_NAME);
+       
+       dstream<<"INFO: ServerMap::saveMapMeta(): "
+                       <<"seed="<<m_seed<<", chunksize="<<m_chunksize
+                       <<std::endl;
+
+       createDir(m_savedir);
+       
+       std::string fullpath = m_savedir + "/map_meta.txt";
+       std::ofstream os(fullpath.c_str(), std::ios_base::binary);
+       if(os.good() == false)
+       {
+               dstream<<"ERROR: ServerMap::saveMapMeta(): "
+                               <<"could not open"<<fullpath<<std::endl;
+               throw FileNotGoodException("Cannot open chunk metadata");
+       }
+       
+       Settings params;
+       params.setU64("seed", m_seed);
+       params.setS32("chunksize", m_chunksize);
+
+       params.writeLines(os);
+
+       os<<"[end_of_params]\n";
+       
+       m_map_metadata_changed = false;
+}
+
+void ServerMap::loadMapMeta()
+{
+       DSTACK(__FUNCTION_NAME);
+       
+       dstream<<"INFO: ServerMap::loadMapMeta(): Loading map metadata"
+                       <<std::endl;
+
+       std::string fullpath = m_savedir + "/map_meta.txt";
+       std::ifstream is(fullpath.c_str(), std::ios_base::binary);
+       if(is.good() == false)
+       {
+               dstream<<"ERROR: ServerMap::loadMapMeta(): "
+                               <<"could not open"<<fullpath<<std::endl;
+               throw FileNotGoodException("Cannot open map metadata");
+       }
+
+       Settings params;
+
+       for(;;)
+       {
+               if(is.eof())
+                       throw SerializationError
+                                       ("ServerMap::loadMapMeta(): [end_of_params] not found");
+               std::string line;
+               std::getline(is, line);
+               std::string trimmedline = trim(line);
+               if(trimmedline == "[end_of_params]")
+                       break;
+               params.parseConfigLine(line);
+       }
+
+       m_seed = params.getU64("seed");
+       m_chunksize = params.getS32("chunksize");
+
+       dstream<<"INFO: ServerMap::loadMapMeta(): "
+                       <<"seed="<<m_seed<<", chunksize="<<m_chunksize
+                       <<std::endl;
+}
+
+void ServerMap::saveChunkMeta()
+{
+       DSTACK(__FUNCTION_NAME);
+
+       // This should not be called if chunks are disabled.
+       assert(m_chunksize != 0);
+       
+       u32 count = m_chunks.size();
+
+       dstream<<"INFO: ServerMap::saveChunkMeta(): Saving metadata of "
+                       <<count<<" chunks"<<std::endl;
+
+       createDir(m_savedir);
+       
+       std::string fullpath = m_savedir + "/chunk_meta";
+       std::ofstream os(fullpath.c_str(), std::ios_base::binary);
+       if(os.good() == false)
+       {
+               dstream<<"ERROR: ServerMap::saveChunkMeta(): "
+                               <<"could not open"<<fullpath<<std::endl;
+               throw FileNotGoodException("Cannot open chunk metadata");
+       }
+       
+       u8 version = 0;
+       
+       // Write version
+       os.write((char*)&version, 1);
+
+       u8 buf[4];
+       
+       // Write count
+       writeU32(buf, count);
+       os.write((char*)buf, 4);
+       
+       for(core::map<v2s16, MapChunk*>::Iterator
+                       i = m_chunks.getIterator();
+                       i.atEnd()==false; i++)
+       {
+               v2s16 p = i.getNode()->getKey();
+               MapChunk *chunk = i.getNode()->getValue();
+               // Write position
+               writeV2S16(buf, p);
+               os.write((char*)buf, 4);
+               // Write chunk data
+               chunk->serialize(os, version);
+       }
+
+       setChunksNonModified();
+}
+
+void ServerMap::loadChunkMeta()
+{
+       DSTACK(__FUNCTION_NAME);
+       
+       dstream<<"INFO: ServerMap::loadChunkMeta(): Loading chunk metadata"
+                       <<std::endl;
+
+       std::string fullpath = m_savedir + "/chunk_meta";
+       std::ifstream is(fullpath.c_str(), std::ios_base::binary);
+       if(is.good() == false)
+       {
+               dstream<<"ERROR: ServerMap::loadChunkMeta(): "
+                               <<"could not open"<<fullpath<<std::endl;
+               throw FileNotGoodException("Cannot open chunk metadata");
+       }
+
+       u8 version = 0;
+       
+       // Read version
+       is.read((char*)&version, 1);
+
+       u8 buf[4];
+       
+       // Read count
+       is.read((char*)buf, 4);
+       u32 count = readU32(buf);
+
+       dstream<<"INFO: ServerMap::loadChunkMeta(): Loading metadata of "
+                       <<count<<" chunks"<<std::endl;
+       
+       for(u32 i=0; i<count; i++)
+       {
+               v2s16 p;
+               MapChunk *chunk = new MapChunk();
+               // Read position
+               is.read((char*)buf, 4);
+               p = readV2S16(buf);
+               // Read chunk data
+               chunk->deSerialize(is, version);
+               m_chunks.insert(p, chunk);
+       }
+}
+
+void ServerMap::saveSectorMeta(ServerMapSector *sector)
+{
+       DSTACK(__FUNCTION_NAME);
+       // Format used for writing
+       u8 version = SER_FMT_VER_HIGHEST;
+       // Get destination
+       v2s16 pos = sector->getPos();
+       createDir(m_savedir);
+       createDir(m_savedir+"/sectors");
+       std::string dir = getSectorDir(pos);
+       createDir(dir);
+       
+       std::string fullpath = dir + "/meta";
+       std::ofstream o(fullpath.c_str(), std::ios_base::binary);
+       if(o.good() == false)
+               throw FileNotGoodException("Cannot open sector metafile");
+
+       sector->serialize(o, version);
+       
+       sector->differs_from_disk = false;
+}
+
+MapSector* ServerMap::loadSectorMeta(std::string dirname)
+{
+       DSTACK(__FUNCTION_NAME);
+       // Get destination
+       v2s16 p2d = getSectorPos(dirname);
+       std::string dir = m_savedir + "/sectors/" + dirname;
+
+       ServerMapSector *sector = NULL;
+       
+       std::string fullpath = dir + "/meta";
+       std::ifstream is(fullpath.c_str(), std::ios_base::binary);
+       if(is.good() == false)
+       {
+               // If the directory exists anyway, it probably is in some old
+               // format. Just go ahead and create the sector.
+               if(fs::PathExists(dir))
+               {
+                       dstream<<"ServerMap::loadSectorMeta(): Sector metafile "
+                                       <<fullpath<<" doesn't exist but directory does."
+                                       <<" Continuing with a sector with no metadata."
+                                       <<std::endl;
+                       sector = new ServerMapSector(this, p2d);
+                       m_sectors.insert(p2d, sector);
+               }
+               else
+                       throw FileNotGoodException("Cannot open sector metafile");
+       }
+       else
+       {
+               sector = ServerMapSector::deSerialize
+                               (is, this, p2d, m_sectors);
+       }
+       
+       sector->differs_from_disk = false;
+
+       return sector;
+}
+
+bool ServerMap::loadSectorFull(v2s16 p2d)
+{
+       DSTACK(__FUNCTION_NAME);
+       std::string sectorsubdir = getSectorSubDir(p2d);
+
+       MapSector *sector = NULL;
+
+       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
+
+       try{
+               sector = loadSectorMeta(sectorsubdir);
+       }
+       catch(InvalidFilenameException &e)
+       {
+               return false;
+       }
+       catch(FileNotGoodException &e)
+       {
+               return false;
+       }
+       catch(std::exception &e)
+       {
+               return false;
+       }
+       
+       /*
+               Load blocks
+       */
+       std::vector<fs::DirListNode> list2 = fs::GetDirListing
+                       (m_savedir+"/sectors/"+sectorsubdir);
+       std::vector<fs::DirListNode>::iterator i2;
+       for(i2=list2.begin(); i2!=list2.end(); i2++)
+       {
+               // We want files
+               if(i2->dir)
+                       continue;
+               try{
+                       loadBlock(sectorsubdir, i2->name, sector);
+               }
+               catch(InvalidFilenameException &e)
+               {
+                       // This catches unknown crap in directory
+               }
+       }
+       return true;
+}
+
+void ServerMap::saveBlock(MapBlock *block)
+{
+       DSTACK(__FUNCTION_NAME);
+       /*
+               Dummy blocks are not written
+       */
+       if(block->isDummy())
+       {
+               /*v3s16 p = block->getPos();
+               dstream<<"ServerMap::saveBlock(): WARNING: Not writing dummy block "
+                               <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
+               return;
+       }
+
+       // Format used for writing
+       u8 version = SER_FMT_VER_HIGHEST;
+       // Get destination
+       v3s16 p3d = block->getPos();
+       v2s16 p2d(p3d.X, p3d.Z);
+       createDir(m_savedir);
+       createDir(m_savedir+"/sectors");
+       std::string dir = getSectorDir(p2d);
+       createDir(dir);
+       
+       // Block file is map/sectors/xxxxxxxx/xxxx
+       char cc[5];
+       snprintf(cc, 5, "%.4x", (unsigned int)p3d.Y&0xffff);
+       std::string fullpath = dir + "/" + cc;
+       std::ofstream o(fullpath.c_str(), std::ios_base::binary);
+       if(o.good() == false)
+               throw FileNotGoodException("Cannot open block data");
+
+       /*
+               [0] u8 serialization version
+               [1] data
+       */
+       o.write((char*)&version, 1);
+       
+       block->serialize(o, version);
+
+       /*
+               Versions up from 9 have block objects.
+       */
+       if(version >= 9)
+       {
+               block->serializeObjects(o, version);
+       }
+       
+       /*
+               Versions up from 15 have static objects.
+       */
+       if(version >= 15)
+       {
+               block->m_static_objects.serialize(o);
+       }
+       
+       // We just wrote it to the disk
+       block->resetChangedFlag();
+}
+
+void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector)
+{
+       DSTACK(__FUNCTION_NAME);
+
+       // Block file is map/sectors/xxxxxxxx/xxxx
+       std::string fullpath = m_savedir+"/sectors/"+sectordir+"/"+blockfile;
+       try{
+
+               std::ifstream is(fullpath.c_str(), std::ios_base::binary);
+               if(is.good() == false)
+                       throw FileNotGoodException("Cannot open block file");
+               
+               v3s16 p3d = getBlockPos(sectordir, blockfile);
+               v2s16 p2d(p3d.X, p3d.Z);
+               
+               assert(sector->getPos() == p2d);
+               
+               u8 version = SER_FMT_VER_INVALID;
+               is.read((char*)&version, 1);
+
+               if(is.fail())
+                       throw SerializationError("ServerMap::loadBlock(): Failed"
+                                       " to read MapBlock version");
+
+               /*u32 block_size = MapBlock::serializedLength(version);
+               SharedBuffer<u8> data(block_size);
+               is.read((char*)*data, block_size);*/
+
+               // This will always return a sector because we're the server
+               //MapSector *sector = emergeSector(p2d);
+
+               MapBlock *block = NULL;
+               bool created_new = false;
+               try{
+                       block = sector->getBlockNoCreate(p3d.Y);
+               }
+               catch(InvalidPositionException &e)
+               {
+                       block = sector->createBlankBlockNoInsert(p3d.Y);
+                       created_new = true;
+               }
+               
+               // deserialize block data
+               block->deSerialize(is, version);
+               
+               /*
+                       Versions up from 9 have block objects.
+               */
+               if(version >= 9)
+               {
+                       block->updateObjects(is, version, NULL, 0);
+               }
+
+               /*
+                       Versions up from 15 have static objects.
+               */
+               if(version >= 15)
+               {
+                       block->m_static_objects.deSerialize(is);
+               }
+               
+               if(created_new)
+                       sector->insertBlock(block);
+               
+               /*
+                       Convert old formats to new and save
+               */
+
+               // Save old format blocks in new format
+               if(version < SER_FMT_VER_HIGHEST)
+               {
+                       saveBlock(block);
+               }
+               
+               // We just loaded it from the disk, so it's up-to-date.
+               block->resetChangedFlag();
+
+       }
+       catch(SerializationError &e)
+       {
+               dstream<<"WARNING: Invalid block data on disk "
+                               "(SerializationError). Ignoring. "
+                               "A new one will be generated."
+                               <<std::endl;
+
+               // TODO: Backup file; name is in fullpath.
+       }
+}
+
+void ServerMap::PrintInfo(std::ostream &out)
+{
+       out<<"ServerMap: ";
+}
+
+#ifndef SERVER
+
+/*
+       ClientMap
+*/
+
+ClientMap::ClientMap(
+               Client *client,
+               MapDrawControl &control,
+               scene::ISceneNode* parent,
+               scene::ISceneManager* mgr,
+               s32 id
+):
+       Map(dout_client),
+       scene::ISceneNode(parent, mgr, id),
+       m_client(client),
+       m_control(control),
+       m_camera_position(0,0,0),
+       m_camera_direction(0,0,1)
+{
+       m_camera_mutex.Init();
+       assert(m_camera_mutex.IsInitialized());
+       
+       m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
+                       BS*1000000,BS*1000000,BS*1000000);
+}
+
+ClientMap::~ClientMap()
+{
+       /*JMutexAutoLock lock(mesh_mutex);
+       
+       if(mesh != NULL)
+       {
+               mesh->drop();
+               mesh = NULL;
+       }*/
+}
+
+MapSector * ClientMap::emergeSector(v2s16 p2d)
+{
+       DSTACK(__FUNCTION_NAME);
+       // Check that it doesn't exist already
+       try{
+               return getSectorNoGenerate(p2d);
+       }
+       catch(InvalidPositionException &e)
+       {
+       }
+       
+       // Create a sector
+       ClientMapSector *sector = new ClientMapSector(this, p2d);
+       
+       {
+               //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
+               m_sectors.insert(p2d, sector);
+       }
+       
+       return sector;
+}
+
+void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
+{
+       DSTACK(__FUNCTION_NAME);
+       ClientMapSector *sector = NULL;
+
+       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
+       
+       core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p2d);
+
+       if(n != NULL)
+       {
+               sector = (ClientMapSector*)n->getValue();
+               assert(sector->getId() == MAPSECTOR_CLIENT);
+       }
+       else
+       {
+               sector = new ClientMapSector(this, p2d);
+               {
+                       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
+                       m_sectors.insert(p2d, sector);
+               }
+       }
+
+       sector->deSerialize(is);
+}
+
+void ClientMap::OnRegisterSceneNode()
+{
+       if(IsVisible)
+       {
+               SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
+               SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
+       }
+
+       ISceneNode::OnRegisterSceneNode();
+}
+
+void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
+{
+       //m_dout<<DTIME<<"Rendering map..."<<std::endl;
+       DSTACK(__FUNCTION_NAME);
+
+       bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
+
+       /*
+               Get time for measuring timeout.
+               
+               Measuring time is very useful for long delays when the
+               machine is swapping a lot.
+       */
+       int time1 = time(0);
+
+       //u32 daynight_ratio = m_client->getDayNightRatio();
+
+       m_camera_mutex.Lock();
+       v3f camera_position = m_camera_position;
+       v3f camera_direction = m_camera_direction;
+       m_camera_mutex.Unlock();
+
+       /*
+               Get all blocks and draw all visible ones
+       */
+
+       v3s16 cam_pos_nodes(
+                       camera_position.X / BS,
+                       camera_position.Y / BS,
+                       camera_position.Z / BS);
+
+       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;
+
+       // Take a fair amount as we will be dropping more out later
+       v3s16 p_blocks_min = getNodeBlockPos(p_nodes_min) - v3s16(1,1,1);
+       v3s16 p_blocks_max = getNodeBlockPos(p_nodes_max) + v3s16(1,1,1);
+       
+       u32 vertex_count = 0;
+       
+       // 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++)
+       {
+               {
+                       timecheck_counter++;
+                       if(timecheck_counter > 50)
+                       {
+                               timecheck_counter = 0;
+                               int time2 = time(0);
+                               if(time2 > time1 + 4)
+                               {
+                                       dstream<<"ClientMap::renderMap(): "
+                                               "Rendering takes ages, returning."
+                                               <<std::endl;
+                                       return;
+                               }
+                       }
+               }
+
+               MapSector *sector = si.getNode()->getValue();
+               v2s16 sp = sector->getPos();
+               
+               if(m_control.range_all == false)
+               {
+                       if(sp.X < p_blocks_min.X
+                       || sp.X > p_blocks_max.X
+                       || sp.Y < p_blocks_min.Z
+                       || sp.Y > p_blocks_max.Z)
+                               continue;
+               }
+
+               core::list< MapBlock * > sectorblocks;
+               sector->getBlocks(sectorblocks);
+               
+               /*
+                       Draw blocks
+               */
+
+               core::list< MapBlock * >::Iterator i;
+               for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
+               {
+                       MapBlock *block = *i;
+
+                       /*
+                               Compare block position to camera position, skip
+                               if not seen on display
+                       */
+                       
+                       float range = 100000 * BS;
+                       if(m_control.range_all == false)
+                               range = m_control.wanted_range * BS;
+                       
+                       float d = 0.0;
+                       if(isBlockInSight(block->getPos(), camera_position,
+                                       camera_direction, range, &d) == false)
+                       {
+                               continue;
+                       }
+                       
+                       // This is ugly (spherical distance limit?)
+                       /*if(m_control.range_all == false &&
+                                       d - 0.5*BS*MAP_BLOCKSIZE > range)
+                               continue;*/
+
+#if 1
+                       /*
+                               Update expired mesh (used for day/night change)
+
+                               It doesn't work exactly like it should now with the
+                               tasked mesh update but whatever.
+                       */
+
+                       bool mesh_expired = false;
+                       
+                       {
+                               JMutexAutoLock lock(block->mesh_mutex);
+
+                               mesh_expired = block->getMeshExpired();
+
+                               // Mesh has not been expired and there is no mesh:
+                               // block has no content
+                               if(block->mesh == NULL && mesh_expired == false)
+                                       continue;
+                       }
+
+                       f32 faraway = BS*50;
+                       //f32 faraway = m_control.wanted_range * BS;
+                       
+                       /*
+                               This has to be done with the mesh_mutex unlocked
+                       */
+                       // 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++;
+
+                               // Mesh has been expired: generate new mesh
+                               //block->updateMesh(daynight_ratio);
+                               m_client->addUpdateMeshTask(block->getPos());
+
+                               mesh_expired = false;
+                       }
+                       
+#endif
+                       /*
+                               Draw the faces of the block
+                       */
+                       {
+                               JMutexAutoLock lock(block->mesh_mutex);
+
+                               scene::SMesh *mesh = block->mesh;
+
+                               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();
+
+                               for(u32 i=0; i<c; i++)
+                               {
+                                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
+                                       const video::SMaterial& material = buf->getMaterial();
+                                       video::IMaterialRenderer* rnd =
+                                                       driver->getMaterialRenderer(material.MaterialType);
+                                       bool transparent = (rnd && rnd->isTransparent());
+                                       // Render transparent on transparent pass and likewise.
+                                       if(transparent == is_transparent_pass)
+                                       {
+                                               /*
+                                                       This *shouldn't* hurt too much because Irrlicht
+                                                       doesn't change opengl textures if the old
+                                                       material is set again.
+                                               */
+                                               driver->setMaterial(buf->getMaterial());
+                                               driver->drawMeshBuffer(buf);
+                                               vertex_count += buf->getVertexCount();
+                                       }
+                               }
+                       }
+               } // 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;*/
+}
+
+bool ClientMap::setTempMod(v3s16 p, NodeMod mod,
+               core::map<v3s16, MapBlock*> *affected_blocks)
+{
+       bool changed = false;
+       /*
+               Add it to all blocks touching it
+       */
+       v3s16 dirs[7] = {
+               v3s16(0,0,0), // this
+               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++)
+       {
+               v3s16 p2 = p + dirs[i];
+               // Block position of neighbor (or requested) node
+               v3s16 blockpos = getNodeBlockPos(p2);
+               MapBlock * blockref = getBlockNoCreateNoEx(blockpos);
+               if(blockref == NULL)
+                       continue;
+               // Relative position of requested node
+               v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
+               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 changed;
+}
+
+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
+               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++)
+       {
+               v3s16 p2 = p + dirs[i];
+               // Block position of neighbor (or requested) node
+               v3s16 blockpos = getNodeBlockPos(p2);
+               MapBlock * blockref = getBlockNoCreateNoEx(blockpos);
+               if(blockref == NULL)
+                       continue;
+               // Relative position of requested node
+               v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
+               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 changed;
+}
+
+void ClientMap::expireMeshes(bool only_daynight_diffed)
+{
+       TimeTaker timer("expireMeshes()");
+
+       core::map<v2s16, MapSector*>::Iterator si;
+       si = m_sectors.getIterator();
+       for(; si.atEnd() == false; si++)
+       {
+               MapSector *sector = si.getNode()->getValue();
+
+               core::list< MapBlock * > sectorblocks;
+               sector->getBlocks(sectorblocks);
+               
+               core::list< MapBlock * >::Iterator i;
+               for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
+               {
+                       MapBlock *block = *i;
+
+                       if(only_daynight_diffed && dayNightDiffed(block->getPos()) == false)
+                       {
+                               continue;
+                       }
+                       
+                       {
+                               JMutexAutoLock lock(block->mesh_mutex);
+                               if(block->mesh != NULL)
+                               {
+                                       /*block->mesh->drop();
+                                       block->mesh = NULL;*/
+                                       block->setMeshExpired(true);
+                               }
+                       }
+               }
+       }
+}
+
+void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
+{
+       assert(mapType() == MAPTYPE_CLIENT);
+
+       try{
+               v3s16 p = blockpos + v3s16(0,0,0);
+               MapBlock *b = getBlockNoCreate(p);
+               b->updateMesh(daynight_ratio);
+               //b->setMeshExpired(true);
+       }
+       catch(InvalidPositionException &e){}
+       // Leading edge
+       try{
+               v3s16 p = blockpos + v3s16(-1,0,0);
+               MapBlock *b = getBlockNoCreate(p);
+               b->updateMesh(daynight_ratio);
+               //b->setMeshExpired(true);
+       }
+       catch(InvalidPositionException &e){}
+       try{
+               v3s16 p = blockpos + v3s16(0,-1,0);
+               MapBlock *b = getBlockNoCreate(p);
+               b->updateMesh(daynight_ratio);
+               //b->setMeshExpired(true);
+       }
+       catch(InvalidPositionException &e){}
+       try{
+               v3s16 p = blockpos + v3s16(0,0,-1);
+               MapBlock *b = getBlockNoCreate(p);
+               b->updateMesh(daynight_ratio);
+               //b->setMeshExpired(true);
+       }
+       catch(InvalidPositionException &e){}
+}
+
+#if 0
+/*
+       Update mesh of block in which the node is, and if the node is at the
+       leading edge, update the appropriate leading blocks too.
+*/
+void ClientMap::updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio)
+{
+       v3s16 dirs[4] = {
+               v3s16(0,0,0),
+               v3s16(-1,0,0),
+               v3s16(0,-1,0),
+               v3s16(0,0,-1),
+       };
+       v3s16 blockposes[4];
+       for(u32 i=0; i<4; i++)
+       {
+               v3s16 np = nodepos + dirs[i];
+               blockposes[i] = getNodeBlockPos(np);
+               // Don't update mesh of block if it has been done already
+               bool already_updated = false;
+               for(u32 j=0; j<i; j++)
+               {
+                       if(blockposes[j] == blockposes[i])
+                       {
+                               already_updated = true;
+                               break;
+                       }
+               }
+               if(already_updated)
+                       continue;
+               // Update mesh
+               MapBlock *b = getBlockNoCreate(blockposes[i]);
+               b->updateMesh(daynight_ratio);
+       }
+}
+#endif
+
+void ClientMap::PrintInfo(std::ostream &out)
+{
+       out<<"ClientMap: ";
+}
+
+#endif // !SERVER
+
+/*
+       MapVoxelManipulator
+*/
+
+MapVoxelManipulator::MapVoxelManipulator(Map *map)
+{
+       m_map = map;
+}
+
+MapVoxelManipulator::~MapVoxelManipulator()
+{
+       /*dstream<<"MapVoxelManipulator: blocks: "<<m_loaded_blocks.size()
+                       <<std::endl;*/
+}
+
+void MapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
+{
+       TimeTaker timer1("emerge", &emerge_time);
+
+       // Units of these are MapBlocks
+       v3s16 p_min = getNodeBlockPos(a.MinEdge);
+       v3s16 p_max = getNodeBlockPos(a.MaxEdge);
+
+       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);
+
+                       /*dstream<<"Loading block (caller_id="<<caller_id<<")"
+                                       <<" ("<<p.X<<","<<p.Y<<","<<p.Z<<")"
+                                       <<" wanted area: ";
+                       a.print(dstream);
+                       dstream<<std::endl;*/
+                       
+                       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, !block_data_inexistent);
+       }
+
+       //dstream<<"emerge done"<<std::endl;
+}
+
+/*
+       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.
+*/
+void MapVoxelManipulator::blitBack
+               (core::map<v3s16, MapBlock*> & modified_blocks)
+{
+       if(m_area.getExtent() == v3s16(0,0,0))
+               return;
+       
+       //TimeTaker timer1("blitBack");
+
+       /*dstream<<"blitBack(): m_loaded_blocks.size()="
+                       <<m_loaded_blocks.size()<<std::endl;*/
+       
+       /*
+               Initialize block cache
+       */
+       v3s16 blockpos_last;
+       MapBlock *block = NULL;
+       bool block_checked_in_modified = false;
+
+       for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
+       for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
+       for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
+       {
+               v3s16 p(x,y,z);
+
+               u8 f = m_flags[m_area.index(p)];
+               if(f & (VOXELFLAG_NOT_LOADED|VOXELFLAG_INEXISTENT))
+                       continue;
+
+               MapNode &n = m_data[m_area.index(p)];
+                       
+               v3s16 blockpos = getNodeBlockPos(p);
+               
+               try
+               {
+                       // Get block
+                       if(block == NULL || blockpos != blockpos_last){
+                               block = m_map->getBlockNoCreate(blockpos);
+                               blockpos_last = blockpos;
+                               block_checked_in_modified = false;
+                       }
+                       
+                       // Calculate relative position in block
+                       v3s16 relpos = p - blockpos * MAP_BLOCKSIZE;
+
+                       // Don't continue if nothing has changed here
+                       if(block->getNode(relpos) == n)
+                               continue;
+
+                       //m_map->setNode(m_area.MinEdge + p, n);
+                       block->setNode(relpos, n);
+                       
+                       /*
+                               Make sure block is in modified_blocks
+                       */
+                       if(block_checked_in_modified == false)
+                       {
+                               modified_blocks[blockpos] = block;
+                               block_checked_in_modified = true;
+                       }
+               }
+               catch(InvalidPositionException &e)
+               {
+               }
+       }
+}
+
+ManualMapVoxelManipulator::ManualMapVoxelManipulator(Map *map):
+               MapVoxelManipulator(map),
+               m_create_area(false)
+{
+}
+
+ManualMapVoxelManipulator::~ManualMapVoxelManipulator()
+{
+}
+
+void ManualMapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
+{
+       // Just create the area so that it can be pointed to
+       VoxelManipulator::emerge(a, caller_id);
+}
+
+void ManualMapVoxelManipulator::initialEmerge(
+               v3s16 blockpos_min, v3s16 blockpos_max)
+{
+       TimeTaker timer1("initialEmerge", &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));
+       
+       u32 size_MB = block_area_nodes.getVolume()*4/1000000;
+       if(size_MB >= 1)
+       {
+               dstream<<"initialEmerge: area: ";
+               block_area_nodes.print(dstream);
+               dstream<<" ("<<size_MB<<"MB)";
+               dstream<<std::endl;
+       }
+
+       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)
+               {
+                       /*
+                               Mark area 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, !block_data_inexistent);
+       }
+}
+
+void ManualMapVoxelManipulator::blitBackAll(
+               core::map<v3s16, MapBlock*> * modified_blocks)
+{
+       if(m_area.getExtent() == v3s16(0,0,0))
+               return;
+       
+       /*
+               Copy data of all blocks
+       */
+       for(core::map<v3s16, bool>::Iterator
+                       i = m_loaded_blocks.getIterator();
+                       i.atEnd() == false; i++)
+       {
+               bool existed = i.getNode()->getValue();
+               if(existed == false)
+                       continue;
+               v3s16 p = i.getNode()->getKey();
+               MapBlock *block = m_map->getBlockNoCreateNoEx(p);
+               if(block == NULL)
+               {
+                       dstream<<"WARNING: "<<__FUNCTION_NAME
+                                       <<": got NULL block "
+                                       <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
+                                       <<std::endl;
+                       continue;
+               }
+
+               block->copyFrom(*this);
+
+               if(modified_blocks)
+                       modified_blocks->insert(p, block);
+       }
+}
+
+//END
diff --git a/misc/noise.cpp b/misc/noise.cpp
new file mode 100644 (file)
index 0000000..e7923da
--- /dev/null
@@ -0,0 +1,410 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2011 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
+(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.
+
+You should have received a copy of the GNU 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 <math.h>
+#include "noise.h"
+#include <iostream>
+#include "debug.h"
+
+#define NOISE_MAGIC_X 1619
+#define NOISE_MAGIC_Y 31337
+#define NOISE_MAGIC_Z 52591
+#define NOISE_MAGIC_SEED 1013
+
+double cos_lookup[16] = {
+       1.0,0.9238,0.7071,0.3826,0,-0.3826,-0.7071,-0.9238,
+       1.0,-0.9238,-0.7071,-0.3826,0,0.3826,0.7071,0.9238
+};
+
+double dotProduct(double vx, double vy, double wx, double wy){
+    return vx*wx+vy*wy;
+}
+double easeCurve(double t){
+    return 6*pow(t,5)-15*pow(t,4)+10*pow(t,3);
+}
+double linearInterpolation(double x0, double x1, double t){
+    return x0+(x1-x0)*t;
+}
+double biLinearInterpolation(double x0y0, double x1y0, double x0y1, double x1y1, double x, double y){
+    double tx = easeCurve(x);
+    double ty = easeCurve(y);
+       /*double tx = x;
+       double ty = y;*/
+    double u = linearInterpolation(x0y0,x1y0,tx);
+    double v = linearInterpolation(x0y1,x1y1,tx);
+    return linearInterpolation(u,v,ty);
+}
+
+double triLinearInterpolation(
+               double v000, double v100, double v010, double v110,
+               double v001, double v101, double v011, double v111,
+               double x, double y, double z)
+{
+    /*double tx = easeCurve(x);
+    double ty = easeCurve(y);
+    double tz = easeCurve(z);*/
+    double tx = x;
+    double ty = y;
+    double tz = z;
+       return(
+               v000*(1-tx)*(1-ty)*(1-tz) +
+               v100*tx*(1-ty)*(1-tz) +
+               v010*(1-tx)*ty*(1-tz) +
+               v110*tx*ty*(1-tz) +
+               v001*(1-tx)*(1-ty)*tz +
+               v101*tx*(1-ty)*tz +
+               v011*(1-tx)*ty*tz +
+               v111*tx*ty*tz
+       );
+}
+
+double noise2d(int x, int y, int seed)
+{
+       int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y
+                       + NOISE_MAGIC_SEED * seed) & 0x7fffffff;
+       n = (n>>13)^n;
+       n = (n * (n*n*60493+19990303) + 1376312589) & 0x7fffffff;
+       return 1.0 - (double)n/1073741824;
+}
+
+double noise3d(int x, int y, int z, int seed)
+{
+       int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y + NOISE_MAGIC_Z * z
+                       + NOISE_MAGIC_SEED * seed) & 0x7fffffff;
+       n = (n>>13)^n;
+       n = (n * (n*n*60493+19990303) + 1376312589) & 0x7fffffff;
+       return 1.0 - (double)n/1073741824;
+}
+
+#if 0
+double noise2d_gradient(double x, double y, int seed)
+{
+       // Calculate the integer coordinates
+       int x0 = (x > 0.0 ? (int)x : (int)x - 1);
+       int y0 = (y > 0.0 ? (int)y : (int)y - 1);
+       // Calculate the remaining part of the coordinates
+       double xl = x - (double)x0;
+       double yl = y - (double)y0;
+       // Calculate random cosine lookup table indices for the integer corners.
+       // They are looked up as unit vector gradients from the lookup table.
+       int n00 = (int)((noise2d(x0, y0, seed)+1)*8);
+       int n10 = (int)((noise2d(x0+1, y0, seed)+1)*8);
+       int n01 = (int)((noise2d(x0, y0+1, seed)+1)*8);
+       int n11 = (int)((noise2d(x0+1, y0+1, seed)+1)*8);
+       // Make a dot product for the gradients and the positions, to get the values
+       double s = dotProduct(cos_lookup[n00], cos_lookup[(n00+12)%16], xl, yl);
+       double u = dotProduct(-cos_lookup[n10], cos_lookup[(n10+12)%16], 1.-xl, yl);
+       double v = dotProduct(cos_lookup[n01], -cos_lookup[(n01+12)%16], xl, 1.-yl);
+       double w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11+12)%16], 1.-xl, 1.-yl);
+       // Interpolate between the values
+       return biLinearInterpolation(s,u,v,w,xl,yl);
+}
+#endif
+
+#if 1
+double noise2d_gradient(double x, double y, int seed)
+{
+       // Calculate the integer coordinates
+       int x0 = (x > 0.0 ? (int)x : (int)x - 1);
+       int y0 = (y > 0.0 ? (int)y : (int)y - 1);
+       // Calculate the remaining part of the coordinates
+       double xl = x - (double)x0;
+       double yl = y - (double)y0;
+       // Get values for corners of cube
+       double v00 = noise2d(x0, y0, seed);
+       double v10 = noise2d(x0+1, y0, seed);
+       double v01 = noise2d(x0, y0+1, seed);
+       double v11 = noise2d(x0+1, y0+1, seed);
+       // Interpolate
+       return biLinearInterpolation(v00,v10,v01,v11,xl,yl);
+}
+#endif
+
+double noise3d_gradient(double x, double y, double z, int seed)
+{
+       // Calculate the integer coordinates
+       int x0 = (x > 0.0 ? (int)x : (int)x - 1);
+       int y0 = (y > 0.0 ? (int)y : (int)y - 1);
+       int z0 = (z > 0.0 ? (int)z : (int)z - 1);
+       // Calculate the remaining part of the coordinates
+       double xl = x - (double)x0;
+       double yl = y - (double)y0;
+       double zl = z - (double)z0;
+       // Get values for corners of cube
+       double v000 = noise3d(x0, y0, z0, seed);
+       double v100 = noise3d(x0+1, y0, z0, seed);
+       double v010 = noise3d(x0, y0+1, z0, seed);
+       double v110 = noise3d(x0+1, y0+1, z0, seed);
+       double v001 = noise3d(x0, y0, z0+1, seed);
+       double v101 = noise3d(x0+1, y0, z0+1, seed);
+       double v011 = noise3d(x0, y0+1, z0+1, seed);
+       double v111 = noise3d(x0+1, y0+1, z0+1, seed);
+       // Interpolate
+       return triLinearInterpolation(v000,v100,v010,v110,v001,v101,v011,v111,xl,yl,zl);
+}
+
+double noise2d_perlin(double x, double y, int seed,
+               int octaves, double persistence)
+{
+       double a = 0;
+       double f = 1.0;
+       double g = 1.0;
+       for(int i=0; i<octaves; i++)
+       {
+               a += g * noise2d_gradient(x*f, y*f, seed+i);
+               f *= 2.0;
+               g *= persistence;
+       }
+       return a;
+}
+
+double noise2d_perlin_abs(double x, double y, int seed,
+               int octaves, double persistence)
+{
+       double a = 0;
+       double f = 1.0;
+       double g = 1.0;
+       for(int i=0; i<octaves; i++)
+       {
+               a += g * fabs(noise2d_gradient(x*f, y*f, seed+i));
+               f *= 2.0;
+               g *= persistence;
+       }
+       return a;
+}
+
+double noise3d_perlin(double x, double y, double z, int seed,
+               int octaves, double persistence)
+{
+       double a = 0;
+       double f = 1.0;
+       double g = 1.0;
+       for(int i=0; i<octaves; i++)
+       {
+               a += g * noise3d_gradient(x*f, y*f, z*f, seed+i);
+               f *= 2.0;
+               g *= persistence;
+       }
+       return a;
+}
+
+double noise3d_perlin_abs(double x, double y, double z, int seed,
+               int octaves, double persistence)
+{
+       double a = 0;
+       double f = 1.0;
+       double g = 1.0;
+       for(int i=0; i<octaves; i++)
+       {
+               a += g * fabs(noise3d_gradient(x*f, y*f, z*f, seed+i));
+               f *= 2.0;
+               g *= persistence;
+       }
+       return a;
+}
+
+// -1->0, 0->1, 1->0
+double contour(double v)
+{
+       v = fabs(v);
+       if(v >= 1.0)
+               return 0.0;
+       return (1.0-v);
+}
+
+double noise3d_param(const NoiseParams &param, double x, double y, double z)
+{
+       double s = param.pos_scale;
+       x /= s;
+       y /= s;
+       z /= s;
+
+       if(param.type == NOISE_PERLIN)
+       {
+               return param.noise_scale*noise3d_perlin(x,y,z, param.seed,
+                               param.octaves,
+                               param.persistence);
+       }
+       else if(param.type == NOISE_PERLIN_ABS)
+       {
+               return param.noise_scale*noise3d_perlin_abs(x,y,z, param.seed,
+                               param.octaves,
+                               param.persistence);
+       }
+       else if(param.type == NOISE_PERLIN_CONTOUR)
+       {
+               return contour(param.noise_scale*noise3d_perlin(x,y,z,
+                               param.seed, param.octaves,
+                               param.persistence));
+       }
+       else if(param.type == NOISE_PERLIN_CONTOUR_FLIP_YZ)
+       {
+               return contour(param.noise_scale*noise3d_perlin(x,z,y,
+                               param.seed, param.octaves,
+                               param.persistence));
+       }
+       else assert(0);
+}
+
+/*
+       NoiseBuffer
+*/
+
+NoiseBuffer::NoiseBuffer():
+       m_data(NULL)
+{
+}
+
+NoiseBuffer::~NoiseBuffer()
+{
+       clear();
+}
+
+void NoiseBuffer::clear()
+{
+       if(m_data)
+               delete[] m_data;
+       m_data = NULL;
+       m_size_x = 0;
+       m_size_y = 0;
+       m_size_z = 0;
+}
+
+void NoiseBuffer::create(const NoiseParams &param,
+               double first_x, double first_y, double first_z,
+               double last_x, double last_y, double last_z,
+               double samplelength_x, double samplelength_y, double samplelength_z)
+{
+       clear();
+       
+       m_start_x = first_x - samplelength_x;
+       m_start_y = first_y - samplelength_y;
+       m_start_z = first_z - samplelength_z;
+       m_samplelength_x = samplelength_x;
+       m_samplelength_y = samplelength_y;
+       m_samplelength_z = samplelength_z;
+
+       m_size_x = (last_x - m_start_x)/samplelength_x + 2;
+       m_size_y = (last_y - m_start_y)/samplelength_y + 2;
+       m_size_z = (last_z - m_start_z)/samplelength_z + 2;
+
+       m_data = new double[m_size_x*m_size_y*m_size_z];
+
+       for(int x=0; x<m_size_x; x++)
+       for(int y=0; y<m_size_y; y++)
+       for(int z=0; z<m_size_z; z++)
+       {
+               double xd = (m_start_x + (double)x*m_samplelength_x);
+               double yd = (m_start_y + (double)y*m_samplelength_y);
+               double zd = (m_start_z + (double)z*m_samplelength_z);
+               double a = noise3d_param(param, xd,yd,zd);
+               intSet(x,y,z, a);
+       }
+}
+
+void NoiseBuffer::multiply(const NoiseParams &param)
+{
+       assert(m_data != NULL);
+
+       for(int x=0; x<m_size_x; x++)
+       for(int y=0; y<m_size_y; y++)
+       for(int z=0; z<m_size_z; z++)
+       {
+               double xd = (m_start_x + (double)x*m_samplelength_x);
+               double yd = (m_start_y + (double)y*m_samplelength_y);
+               double zd = (m_start_z + (double)z*m_samplelength_z);
+               double a = noise3d_param(param, xd,yd,zd);
+               intMultiply(x,y,z, a);
+       }
+}
+
+// Deprecated
+void NoiseBuffer::create(int seed, int octaves, double persistence,
+               bool abs,
+               double first_x, double first_y, double first_z,
+               double last_x, double last_y, double last_z,
+               double samplelength_x, double samplelength_y, double samplelength_z)
+{
+       NoiseParams param;
+       param.type = abs ? NOISE_PERLIN_ABS : NOISE_PERLIN;
+       param.seed = seed;
+       param.octaves = octaves;
+       param.persistence = persistence;
+
+       create(param, first_x, first_y, first_z,
+                       last_x, last_y, last_z,
+                       samplelength_x, samplelength_y, samplelength_z);
+}
+
+void NoiseBuffer::intSet(int x, int y, int z, double d)
+{
+       int i = m_size_x*m_size_y*z + m_size_x*y + x;
+       assert(i >= 0);
+       assert(i < m_size_x*m_size_y*m_size_z);
+       m_data[i] = d;
+}
+
+void NoiseBuffer::intMultiply(int x, int y, int z, double d)
+{
+       int i = m_size_x*m_size_y*z + m_size_x*y + x;
+       assert(i >= 0);
+       assert(i < m_size_x*m_size_y*m_size_z);
+       m_data[i] = m_data[i] * d;
+}
+
+double NoiseBuffer::intGet(int x, int y, int z)
+{
+       int i = m_size_x*m_size_y*z + m_size_x*y + x;
+       assert(i >= 0);
+       assert(i < m_size_x*m_size_y*m_size_z);
+       return m_data[i];
+}
+
+double NoiseBuffer::get(double x, double y, double z)
+{
+       x -= m_start_x;
+       y -= m_start_y;
+       z -= m_start_z;
+       x /= m_samplelength_x;
+       y /= m_samplelength_y;
+       z /= m_samplelength_z;
+       // Calculate the integer coordinates
+       int x0 = (x > 0.0 ? (int)x : (int)x - 1);
+       int y0 = (y > 0.0 ? (int)y : (int)y - 1);
+       int z0 = (z > 0.0 ? (int)z : (int)z - 1);
+       // Calculate the remaining part of the coordinates
+       double xl = x - (double)x0;
+       double yl = y - (double)y0;
+       double zl = z - (double)z0;
+       // Get values for corners of cube
+       double v000 = intGet(x0,   y0,   z0);
+       double v100 = intGet(x0+1, y0,   z0);
+       double v010 = intGet(x0,   y0+1, z0);
+       double v110 = intGet(x0+1, y0+1, z0);
+       double v001 = intGet(x0,   y0,   z0+1);
+       double v101 = intGet(x0+1, y0,   z0+1);
+       double v011 = intGet(x0,   y0+1, z0+1);
+       double v111 = intGet(x0+1, y0+1, z0+1);
+       // Interpolate
+       return triLinearInterpolation(v000,v100,v010,v110,v001,v101,v011,v111,xl,yl,zl);
+}
+
diff --git a/misc/noise.h b/misc/noise.h
new file mode 100644 (file)
index 0000000..59ca1bf
--- /dev/null
@@ -0,0 +1,108 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2011 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
+(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.
+
+You should have received a copy of the GNU 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.
+*/
+
+#ifndef NOISE_HEADER
+#define NOISE_HEADER
+
+double easeCurve(double t);
+// Return value: -1 ... 1
+double noise2d(int x, int y, int seed);
+double noise3d(int x, int y, int z, int seed);
+
+double noise2d_gradient(double x, double y, int seed);
+double noise3d_gradient(double x, double y, double z, int seed);
+
+double noise2d_perlin(double x, double y, int seed,
+               int octaves, double persistence);
+
+double noise2d_perlin_abs(double x, double y, int seed,
+               int octaves, double persistence);
+
+double noise3d_perlin(double x, double y, double z, int seed,
+               int octaves, double persistence);
+
+double noise3d_perlin_abs(double x, double y, double z, int seed,
+               int octaves, double persistence);
+
+enum NoiseType
+{
+       NOISE_PERLIN,
+       NOISE_PERLIN_ABS,
+       NOISE_PERLIN_CONTOUR,
+       NOISE_PERLIN_CONTOUR_FLIP_YZ
+};
+
+struct NoiseParams
+{
+       NoiseType type;
+       int seed;
+       int octaves;
+       double persistence;
+       double pos_scale;
+       double noise_scale; // Useful for contour noises
+       
+       NoiseParams(NoiseType type_=NOISE_PERLIN, int seed_=0,
+                       int octaves_=3, double persistence_=0.5,
+                       double pos_scale_=100.0, double noise_scale_=1.0):
+               type(type_),
+               seed(seed_),
+               octaves(octaves_),
+               persistence(persistence_),
+               pos_scale(pos_scale_),
+               noise_scale(noise_scale_)
+       {
+       }
+};
+
+double noise3d_param(const NoiseParams &param, double x, double y, double z);
+
+class NoiseBuffer
+{
+public:
+       NoiseBuffer();
+       ~NoiseBuffer();
+       
+       void clear();
+       void create(const NoiseParams &param,
+                       double first_x, double first_y, double first_z,
+                       double last_x, double last_y, double last_z,
+                       double samplelength_x, double samplelength_y, double samplelength_z);
+       void multiply(const NoiseParams &param);
+       // Deprecated
+       void create(int seed, int octaves, double persistence,
+                       bool abs,
+                       double first_x, double first_y, double first_z,
+                       double last_x, double last_y, double last_z,
+                       double samplelength_x, double samplelength_y, double samplelength_z);
+
+       void intSet(int x, int y, int z, double d);
+       void intMultiply(int x, int y, int z, double d);
+       double intGet(int x, int y, int z);
+       double get(double x, double y, double z);
+
+private:
+       double *m_data;
+       double m_start_x, m_start_y, m_start_z;
+       double m_samplelength_x, m_samplelength_y, m_samplelength_z;
+       int m_size_x, m_size_y, m_size_z;
+};
+
+#endif
+
diff --git a/src/noise.cpp.new b/src/noise.cpp.new
deleted file mode 100644 (file)
index e7923da..0000000
+++ /dev/null
@@ -1,410 +0,0 @@
-/*
-Minetest-c55
-Copyright (C) 2010-2011 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
-(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.
-
-You should have received a copy of the GNU 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 <math.h>
-#include "noise.h"
-#include <iostream>
-#include "debug.h"
-
-#define NOISE_MAGIC_X 1619
-#define NOISE_MAGIC_Y 31337
-#define NOISE_MAGIC_Z 52591
-#define NOISE_MAGIC_SEED 1013
-
-double cos_lookup[16] = {
-       1.0,0.9238,0.7071,0.3826,0,-0.3826,-0.7071,-0.9238,
-       1.0,-0.9238,-0.7071,-0.3826,0,0.3826,0.7071,0.9238
-};
-
-double dotProduct(double vx, double vy, double wx, double wy){
-    return vx*wx+vy*wy;
-}
-double easeCurve(double t){
-    return 6*pow(t,5)-15*pow(t,4)+10*pow(t,3);
-}
-double linearInterpolation(double x0, double x1, double t){
-    return x0+(x1-x0)*t;
-}
-double biLinearInterpolation(double x0y0, double x1y0, double x0y1, double x1y1, double x, double y){
-    double tx = easeCurve(x);
-    double ty = easeCurve(y);
-       /*double tx = x;
-       double ty = y;*/
-    double u = linearInterpolation(x0y0,x1y0,tx);
-    double v = linearInterpolation(x0y1,x1y1,tx);
-    return linearInterpolation(u,v,ty);
-}
-
-double triLinearInterpolation(
-               double v000, double v100, double v010, double v110,
-               double v001, double v101, double v011, double v111,
-               double x, double y, double z)
-{
-    /*double tx = easeCurve(x);
-    double ty = easeCurve(y);
-    double tz = easeCurve(z);*/
-    double tx = x;
-    double ty = y;
-    double tz = z;
-       return(
-               v000*(1-tx)*(1-ty)*(1-tz) +
-               v100*tx*(1-ty)*(1-tz) +
-               v010*(1-tx)*ty*(1-tz) +
-               v110*tx*ty*(1-tz) +
-               v001*(1-tx)*(1-ty)*tz +
-               v101*tx*(1-ty)*tz +
-               v011*(1-tx)*ty*tz +
-               v111*tx*ty*tz
-       );
-}
-
-double noise2d(int x, int y, int seed)
-{
-       int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y
-                       + NOISE_MAGIC_SEED * seed) & 0x7fffffff;
-       n = (n>>13)^n;
-       n = (n * (n*n*60493+19990303) + 1376312589) & 0x7fffffff;
-       return 1.0 - (double)n/1073741824;
-}
-
-double noise3d(int x, int y, int z, int seed)
-{
-       int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y + NOISE_MAGIC_Z * z
-                       + NOISE_MAGIC_SEED * seed) & 0x7fffffff;
-       n = (n>>13)^n;
-       n = (n * (n*n*60493+19990303) + 1376312589) & 0x7fffffff;
-       return 1.0 - (double)n/1073741824;
-}
-
-#if 0
-double noise2d_gradient(double x, double y, int seed)
-{
-       // Calculate the integer coordinates
-       int x0 = (x > 0.0 ? (int)x : (int)x - 1);
-       int y0 = (y > 0.0 ? (int)y : (int)y - 1);
-       // Calculate the remaining part of the coordinates
-       double xl = x - (double)x0;
-       double yl = y - (double)y0;
-       // Calculate random cosine lookup table indices for the integer corners.
-       // They are looked up as unit vector gradients from the lookup table.
-       int n00 = (int)((noise2d(x0, y0, seed)+1)*8);
-       int n10 = (int)((noise2d(x0+1, y0, seed)+1)*8);
-       int n01 = (int)((noise2d(x0, y0+1, seed)+1)*8);
-       int n11 = (int)((noise2d(x0+1, y0+1, seed)+1)*8);
-       // Make a dot product for the gradients and the positions, to get the values
-       double s = dotProduct(cos_lookup[n00], cos_lookup[(n00+12)%16], xl, yl);
-       double u = dotProduct(-cos_lookup[n10], cos_lookup[(n10+12)%16], 1.-xl, yl);
-       double v = dotProduct(cos_lookup[n01], -cos_lookup[(n01+12)%16], xl, 1.-yl);
-       double w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11+12)%16], 1.-xl, 1.-yl);
-       // Interpolate between the values
-       return biLinearInterpolation(s,u,v,w,xl,yl);
-}
-#endif
-
-#if 1
-double noise2d_gradient(double x, double y, int seed)
-{
-       // Calculate the integer coordinates
-       int x0 = (x > 0.0 ? (int)x : (int)x - 1);
-       int y0 = (y > 0.0 ? (int)y : (int)y - 1);
-       // Calculate the remaining part of the coordinates
-       double xl = x - (double)x0;
-       double yl = y - (double)y0;
-       // Get values for corners of cube
-       double v00 = noise2d(x0, y0, seed);
-       double v10 = noise2d(x0+1, y0, seed);
-       double v01 = noise2d(x0, y0+1, seed);
-       double v11 = noise2d(x0+1, y0+1, seed);
-       // Interpolate
-       return biLinearInterpolation(v00,v10,v01,v11,xl,yl);
-}
-#endif
-
-double noise3d_gradient(double x, double y, double z, int seed)
-{
-       // Calculate the integer coordinates
-       int x0 = (x > 0.0 ? (int)x : (int)x - 1);
-       int y0 = (y > 0.0 ? (int)y : (int)y - 1);
-       int z0 = (z > 0.0 ? (int)z : (int)z - 1);
-       // Calculate the remaining part of the coordinates
-       double xl = x - (double)x0;
-       double yl = y - (double)y0;
-       double zl = z - (double)z0;
-       // Get values for corners of cube
-       double v000 = noise3d(x0, y0, z0, seed);
-       double v100 = noise3d(x0+1, y0, z0, seed);
-       double v010 = noise3d(x0, y0+1, z0, seed);
-       double v110 = noise3d(x0+1, y0+1, z0, seed);
-       double v001 = noise3d(x0, y0, z0+1, seed);
-       double v101 = noise3d(x0+1, y0, z0+1, seed);
-       double v011 = noise3d(x0, y0+1, z0+1, seed);
-       double v111 = noise3d(x0+1, y0+1, z0+1, seed);
-       // Interpolate
-       return triLinearInterpolation(v000,v100,v010,v110,v001,v101,v011,v111,xl,yl,zl);
-}
-
-double noise2d_perlin(double x, double y, int seed,
-               int octaves, double persistence)
-{
-       double a = 0;
-       double f = 1.0;
-       double g = 1.0;
-       for(int i=0; i<octaves; i++)
-       {
-               a += g * noise2d_gradient(x*f, y*f, seed+i);
-               f *= 2.0;
-               g *= persistence;
-       }
-       return a;
-}
-
-double noise2d_perlin_abs(double x, double y, int seed,
-               int octaves, double persistence)
-{
-       double a = 0;
-       double f = 1.0;
-       double g = 1.0;
-       for(int i=0; i<octaves; i++)
-       {
-               a += g * fabs(noise2d_gradient(x*f, y*f, seed+i));
-               f *= 2.0;
-               g *= persistence;
-       }
-       return a;
-}
-
-double noise3d_perlin(double x, double y, double z, int seed,
-               int octaves, double persistence)
-{
-       double a = 0;
-       double f = 1.0;
-       double g = 1.0;
-       for(int i=0; i<octaves; i++)
-       {
-               a += g * noise3d_gradient(x*f, y*f, z*f, seed+i);
-               f *= 2.0;
-               g *= persistence;
-       }
-       return a;
-}
-
-double noise3d_perlin_abs(double x, double y, double z, int seed,
-               int octaves, double persistence)
-{
-       double a = 0;
-       double f = 1.0;
-       double g = 1.0;
-       for(int i=0; i<octaves; i++)
-       {
-               a += g * fabs(noise3d_gradient(x*f, y*f, z*f, seed+i));
-               f *= 2.0;
-               g *= persistence;
-       }
-       return a;
-}
-
-// -1->0, 0->1, 1->0
-double contour(double v)
-{
-       v = fabs(v);
-       if(v >= 1.0)
-               return 0.0;
-       return (1.0-v);
-}
-
-double noise3d_param(const NoiseParams &param, double x, double y, double z)
-{
-       double s = param.pos_scale;
-       x /= s;
-       y /= s;
-       z /= s;
-
-       if(param.type == NOISE_PERLIN)
-       {
-               return param.noise_scale*noise3d_perlin(x,y,z, param.seed,
-                               param.octaves,
-                               param.persistence);
-       }
-       else if(param.type == NOISE_PERLIN_ABS)
-       {
-               return param.noise_scale*noise3d_perlin_abs(x,y,z, param.seed,
-                               param.octaves,
-                               param.persistence);
-       }
-       else if(param.type == NOISE_PERLIN_CONTOUR)
-       {
-               return contour(param.noise_scale*noise3d_perlin(x,y,z,
-                               param.seed, param.octaves,
-                               param.persistence));
-       }
-       else if(param.type == NOISE_PERLIN_CONTOUR_FLIP_YZ)
-       {
-               return contour(param.noise_scale*noise3d_perlin(x,z,y,
-                               param.seed, param.octaves,
-                               param.persistence));
-       }
-       else assert(0);
-}
-
-/*
-       NoiseBuffer
-*/
-
-NoiseBuffer::NoiseBuffer():
-       m_data(NULL)
-{
-}
-
-NoiseBuffer::~NoiseBuffer()
-{
-       clear();
-}
-
-void NoiseBuffer::clear()
-{
-       if(m_data)
-               delete[] m_data;
-       m_data = NULL;
-       m_size_x = 0;
-       m_size_y = 0;
-       m_size_z = 0;
-}
-
-void NoiseBuffer::create(const NoiseParams &param,
-               double first_x, double first_y, double first_z,
-               double last_x, double last_y, double last_z,
-               double samplelength_x, double samplelength_y, double samplelength_z)
-{
-       clear();
-       
-       m_start_x = first_x - samplelength_x;
-       m_start_y = first_y - samplelength_y;
-       m_start_z = first_z - samplelength_z;
-       m_samplelength_x = samplelength_x;
-       m_samplelength_y = samplelength_y;
-       m_samplelength_z = samplelength_z;
-
-       m_size_x = (last_x - m_start_x)/samplelength_x + 2;
-       m_size_y = (last_y - m_start_y)/samplelength_y + 2;
-       m_size_z = (last_z - m_start_z)/samplelength_z + 2;
-
-       m_data = new double[m_size_x*m_size_y*m_size_z];
-
-       for(int x=0; x<m_size_x; x++)
-       for(int y=0; y<m_size_y; y++)
-       for(int z=0; z<m_size_z; z++)
-       {
-               double xd = (m_start_x + (double)x*m_samplelength_x);
-               double yd = (m_start_y + (double)y*m_samplelength_y);
-               double zd = (m_start_z + (double)z*m_samplelength_z);
-               double a = noise3d_param(param, xd,yd,zd);
-               intSet(x,y,z, a);
-       }
-}
-
-void NoiseBuffer::multiply(const NoiseParams &param)
-{
-       assert(m_data != NULL);
-
-       for(int x=0; x<m_size_x; x++)
-       for(int y=0; y<m_size_y; y++)
-       for(int z=0; z<m_size_z; z++)
-       {
-               double xd = (m_start_x + (double)x*m_samplelength_x);
-               double yd = (m_start_y + (double)y*m_samplelength_y);
-               double zd = (m_start_z + (double)z*m_samplelength_z);
-               double a = noise3d_param(param, xd,yd,zd);
-               intMultiply(x,y,z, a);
-       }
-}
-
-// Deprecated
-void NoiseBuffer::create(int seed, int octaves, double persistence,
-               bool abs,
-               double first_x, double first_y, double first_z,
-               double last_x, double last_y, double last_z,
-               double samplelength_x, double samplelength_y, double samplelength_z)
-{
-       NoiseParams param;
-       param.type = abs ? NOISE_PERLIN_ABS : NOISE_PERLIN;
-       param.seed = seed;
-       param.octaves = octaves;
-       param.persistence = persistence;
-
-       create(param, first_x, first_y, first_z,
-                       last_x, last_y, last_z,
-                       samplelength_x, samplelength_y, samplelength_z);
-}
-
-void NoiseBuffer::intSet(int x, int y, int z, double d)
-{
-       int i = m_size_x*m_size_y*z + m_size_x*y + x;
-       assert(i >= 0);
-       assert(i < m_size_x*m_size_y*m_size_z);
-       m_data[i] = d;
-}
-
-void NoiseBuffer::intMultiply(int x, int y, int z, double d)
-{
-       int i = m_size_x*m_size_y*z + m_size_x*y + x;
-       assert(i >= 0);
-       assert(i < m_size_x*m_size_y*m_size_z);
-       m_data[i] = m_data[i] * d;
-}
-
-double NoiseBuffer::intGet(int x, int y, int z)
-{
-       int i = m_size_x*m_size_y*z + m_size_x*y + x;
-       assert(i >= 0);
-       assert(i < m_size_x*m_size_y*m_size_z);
-       return m_data[i];
-}
-
-double NoiseBuffer::get(double x, double y, double z)
-{
-       x -= m_start_x;
-       y -= m_start_y;
-       z -= m_start_z;
-       x /= m_samplelength_x;
-       y /= m_samplelength_y;
-       z /= m_samplelength_z;
-       // Calculate the integer coordinates
-       int x0 = (x > 0.0 ? (int)x : (int)x - 1);
-       int y0 = (y > 0.0 ? (int)y : (int)y - 1);
-       int z0 = (z > 0.0 ? (int)z : (int)z - 1);
-       // Calculate the remaining part of the coordinates
-       double xl = x - (double)x0;
-       double yl = y - (double)y0;
-       double zl = z - (double)z0;
-       // Get values for corners of cube
-       double v000 = intGet(x0,   y0,   z0);
-       double v100 = intGet(x0+1, y0,   z0);
-       double v010 = intGet(x0,   y0+1, z0);
-       double v110 = intGet(x0+1, y0+1, z0);
-       double v001 = intGet(x0,   y0,   z0+1);
-       double v101 = intGet(x0+1, y0,   z0+1);
-       double v011 = intGet(x0,   y0+1, z0+1);
-       double v111 = intGet(x0+1, y0+1, z0+1);
-       // Interpolate
-       return triLinearInterpolation(v000,v100,v010,v110,v001,v101,v011,v111,xl,yl,zl);
-}
-
diff --git a/src/noise.h.new b/src/noise.h.new
deleted file mode 100644 (file)
index 59ca1bf..0000000
+++ /dev/null
@@ -1,108 +0,0 @@
-/*
-Minetest-c55
-Copyright (C) 2010-2011 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
-(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.
-
-You should have received a copy of the GNU 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.
-*/
-
-#ifndef NOISE_HEADER
-#define NOISE_HEADER
-
-double easeCurve(double t);
-// Return value: -1 ... 1
-double noise2d(int x, int y, int seed);
-double noise3d(int x, int y, int z, int seed);
-
-double noise2d_gradient(double x, double y, int seed);
-double noise3d_gradient(double x, double y, double z, int seed);
-
-double noise2d_perlin(double x, double y, int seed,
-               int octaves, double persistence);
-
-double noise2d_perlin_abs(double x, double y, int seed,
-               int octaves, double persistence);
-
-double noise3d_perlin(double x, double y, double z, int seed,
-               int octaves, double persistence);
-
-double noise3d_perlin_abs(double x, double y, double z, int seed,
-               int octaves, double persistence);
-
-enum NoiseType
-{
-       NOISE_PERLIN,
-       NOISE_PERLIN_ABS,
-       NOISE_PERLIN_CONTOUR,
-       NOISE_PERLIN_CONTOUR_FLIP_YZ
-};
-
-struct NoiseParams
-{
-       NoiseType type;
-       int seed;
-       int octaves;
-       double persistence;
-       double pos_scale;
-       double noise_scale; // Useful for contour noises
-       
-       NoiseParams(NoiseType type_=NOISE_PERLIN, int seed_=0,
-                       int octaves_=3, double persistence_=0.5,
-                       double pos_scale_=100.0, double noise_scale_=1.0):
-               type(type_),
-               seed(seed_),
-               octaves(octaves_),
-               persistence(persistence_),
-               pos_scale(pos_scale_),
-               noise_scale(noise_scale_)
-       {
-       }
-};
-
-double noise3d_param(const NoiseParams &param, double x, double y, double z);
-
-class NoiseBuffer
-{
-public:
-       NoiseBuffer();
-       ~NoiseBuffer();
-       
-       void clear();
-       void create(const NoiseParams &param,
-                       double first_x, double first_y, double first_z,
-                       double last_x, double last_y, double last_z,
-                       double samplelength_x, double samplelength_y, double samplelength_z);
-       void multiply(const NoiseParams &param);
-       // Deprecated
-       void create(int seed, int octaves, double persistence,
-                       bool abs,
-                       double first_x, double first_y, double first_z,
-                       double last_x, double last_y, double last_z,
-                       double samplelength_x, double samplelength_y, double samplelength_z);
-
-       void intSet(int x, int y, int z, double d);
-       void intMultiply(int x, int y, int z, double d);
-       double intGet(int x, int y, int z);
-       double get(double x, double y, double z);
-
-private:
-       double *m_data;
-       double m_start_x, m_start_y, m_start_z;
-       double m_samplelength_x, m_samplelength_y, m_samplelength_z;
-       int m_size_x, m_size_y, m_size_z;
-};
-
-#endif
-