- Spreads pressure pr at node p to request_area or as far as
- there is invalid pressure.
- */
- void spreadWaterPressure(v3s16 p, int pr,
- VoxelArea request_area,
- core::map<v3s16, u8> &active_nodes,
- int recur_count);
-
- /*
- VOXELFLAG_CHECKED3s must usually be cleared before calling.
- */
- void updateAreaWaterPressure(VoxelArea a,
- core::map<v3s16, u8> &active_nodes,
- bool checked3_is_clear=false);
-
- /*
- Returns true if moved something
- */
- bool flowWater(v3s16 removed_pos,
- core::map<v3s16, u8> &active_nodes,
- int recursion_depth=0,
- bool debugprint=false,
- u32 stoptime=0
- );
-
- /*
- To flow some water, call this with the target node in
- active_nodes
- TODO: Make the active_nodes map to contain some vectors
- that are properly sorted according to water flow order.
- The current order makes water flow strangely if the
- first one is always taken.
- No, active_nodes should preserve the order stuff is
- added to it, in addition to adhering the water flow
- order.
- */
- void flowWater(core::map<v3s16, u8> &active_nodes,
- int recursion_depth=0,
- bool debugprint=false,
- u32 timelimit=50
- );
+ void spreadLight(enum LightBank bank, v3s16 p, INodeDefManager *nodemgr);
+ void spreadLight(enum LightBank bank,
+ std::set<v3s16> & from_nodes, INodeDefManager *nodemgr);