-MapNode Map::getNodeNoEx(v3s16 p, bool *is_valid_position)
-{
- v3s16 blockpos = getNodeBlockPos(p);
- MapBlock *block = getBlockNoCreateNoEx(blockpos);
- if (block == NULL) {
- if (is_valid_position != NULL)
- *is_valid_position = false;
- return MapNode(CONTENT_IGNORE);
- }
-
- v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
- bool is_valid_p;
- MapNode node = block->getNodeNoCheck(relpos, &is_valid_p);
- if (is_valid_position != NULL)
- *is_valid_position = is_valid_p;
- return node;
-}
-
-#if 0
-// Deprecated
-// throws InvalidPositionException if not found
-// TODO: Now this is deprecated, getNodeNoEx should be renamed
-MapNode Map::getNode(v3s16 p)
-{
- v3s16 blockpos = getNodeBlockPos(p);
- MapBlock *block = getBlockNoCreateNoEx(blockpos);
- if (block == NULL)
- throw InvalidPositionException();
- v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
- bool is_valid_position;
- MapNode node = block->getNodeNoCheck(relpos, &is_valid_position);
- if (!is_valid_position)
- throw InvalidPositionException();
- return node;
-}
-#endif
-
-// throws InvalidPositionException if not found
-void Map::setNode(v3s16 p, MapNode & n)
-{
- v3s16 blockpos = getNodeBlockPos(p);
- MapBlock *block = getBlockNoCreate(blockpos);
- v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
- // Never allow placing CONTENT_IGNORE, it fucks up stuff
- if(n.getContent() == CONTENT_IGNORE){
- bool temp_bool;
- errorstream<<"Map::setNode(): Not allowing to place CONTENT_IGNORE"
- <<" while trying to replace \""
- <<m_gamedef->ndef()->get(block->getNodeNoCheck(relpos, &temp_bool)).name
- <<"\" at "<<PP(p)<<" (block "<<PP(blockpos)<<")"<<std::endl;
- debug_stacks_print_to(infostream);
- return;
- }
- block->setNodeNoCheck(relpos, n);
-}
-
-
-/*
- 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,
- std::map<v3s16, u8> & from_nodes,
- std::set<v3s16> & light_sources,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
- 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.empty())
- return;
-
- u32 blockchangecount = 0;
-
- std::map<v3s16, u8> unlighted_nodes;
-
- /*
- Initialize block cache
- */
- v3s16 blockpos_last;
- MapBlock *block = NULL;
- // Cache this a bit, too
- bool block_checked_in_modified = false;
-
- for(std::map<v3s16, u8>::iterator j = from_nodes.begin();
- j != from_nodes.end(); ++j)
- {
- v3s16 pos = j->first;
- 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->second;
-
- // 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, relpos;
- getNodeBlockPosWithOffset(n2pos, blockpos, relpos);
-
- // 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;
- }
-
- // Get node straight from the block
- bool is_valid_position;
- MapNode n2 = block->getNode(relpos, &is_valid_position);
- if (!is_valid_position)
- continue;
-
- 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, nodemgr) < oldlight)
- {
- /*
- And the neighbor is transparent and it has some light
- */
- if(nodemgr->get(n2).light_propagates
- && n2.getLight(bank, nodemgr) != 0)
- {
- /*
- Set light to 0 and add to queue
- */
-
- u8 current_light = n2.getLight(bank, nodemgr);
- n2.setLight(bank, 0, nodemgr);
- block->setNode(relpos, n2);
-
- unlighted_nodes[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))
- {
- infostream<<"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);
- }
-
- // 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) == modified_blocks.end())
- {
- modified_blocks[blockpos] = block;
- }
- block_checked_in_modified = true;
- }
- }
- }
-
- /*infostream<<"unspreadLight(): Changed block "
- <<blockchangecount<<" times"
- <<" for "<<from_nodes.size()<<" nodes"
- <<std::endl;*/
-
- if(!unlighted_nodes.empty())
- 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,
- std::set<v3s16> & light_sources,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- std::map<v3s16, u8> from_nodes;
- from_nodes[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,
- std::set<v3s16> & from_nodes,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
- 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.empty())
- return;
-
- u32 blockchangecount = 0;
-
- std::set<v3s16> lighted_nodes;
-
- /*
- Initialize block cache
- */
- v3s16 blockpos_last;
- MapBlock *block = NULL;
- // Cache this a bit, too
- bool block_checked_in_modified = false;
-
- for(std::set<v3s16>::iterator j = from_nodes.begin();
- j != from_nodes.end(); ++j)
- {
- v3s16 pos = *j;
- v3s16 blockpos, relpos;
-
- getNodeBlockPosWithOffset(pos, blockpos, relpos);
-
- // 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;
-
- // Get node straight from the block
- bool is_valid_position;
- MapNode n = block->getNode(relpos, &is_valid_position);
-
- u8 oldlight = is_valid_position ? n.getLight(bank, nodemgr) : 0;
- 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, relpos;
- getNodeBlockPosWithOffset(n2pos, blockpos, relpos);
-
- // 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;
- }
-
- // Get node straight from the block
- MapNode n2 = block->getNode(relpos, &is_valid_position);
- if (!is_valid_position)
- continue;
-
- 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, nodemgr) > undiminish_light(oldlight))
- {
- lighted_nodes.insert(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, nodemgr) < newlight)
- {
- if(nodemgr->get(n2).light_propagates)
- {
- n2.setLight(bank, newlight, nodemgr);
- block->setNode(relpos, n2);
- lighted_nodes.insert(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) == modified_blocks.end())
- {
- modified_blocks[blockpos] = block;
- }
- block_checked_in_modified = true;
- }
- }
- }
-
- /*infostream<<"spreadLight(): Changed block "
- <<blockchangecount<<" times"
- <<" for "<<from_nodes.size()<<" nodes"
- <<std::endl;*/
-
- if(!lighted_nodes.empty())
- spreadLight(bank, lighted_nodes, modified_blocks);
-}
-
-/*
- A single-node source variation of the above.
-*/
-void Map::lightNeighbors(enum LightBank bank,
- v3s16 pos,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- std::set<v3s16> from_nodes;
- from_nodes.insert(pos);
- spreadLight(bank, from_nodes, modified_blocks);
-}
-
-v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
-{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
- 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;
- bool is_valid_position;
- n2 = getNodeNoEx(n2pos, &is_valid_position);
- if (!is_valid_position)
- continue;
-
- if(n2.getLight(bank, nodemgr) > brightest_light || found_something == false){
- brightest_light = n2.getLight(bank, nodemgr);
- 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,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
- 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;
- bool is_valid_position;
- MapNode n = block->getNode(relpos, &is_valid_position);
- if (!is_valid_position)
- break;
-
- if(nodemgr->get(n).sunlight_propagates)
- {
- n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr);
- block->setNode(relpos, n);
-
- modified_blocks[blockpos] = block;
- }
- else
- {
- // Sunlight goes no further
- break;
- }
- }
- return y + 1;
-}
-
-void Map::updateLighting(enum LightBank bank,
- std::map<v3s16, MapBlock*> & a_blocks,
- std::map<v3s16, MapBlock*> & modified_blocks)