u32 Environment::getDayNightRatio()
{
- return time_to_daynight_ratio(m_time_of_day);
+ bool smooth = (g_settings->getS32("enable_shaders") != 0);
+ return time_to_daynight_ratio(m_time_of_day_f*24000, smooth);
}
void Environment::stepTimeOfDay(float dtime)
m_abms.push_back(ABMWithState(abm));
}
+bool ServerEnvironment::setNode(v3s16 p, const MapNode &n)
+{
+ INodeDefManager *ndef = m_gamedef->ndef();
+ MapNode n_old = m_map->getNodeNoEx(p);
+ // Call destructor
+ if(ndef->get(n_old).has_on_destruct)
+ scriptapi_node_on_destruct(m_lua, p, n_old);
+ // Replace node
+ bool succeeded = m_map->addNodeWithEvent(p, n);
+ if(!succeeded)
+ return false;
+ // Call post-destructor
+ if(ndef->get(n_old).has_after_destruct)
+ scriptapi_node_after_destruct(m_lua, p, n_old);
+ // Call constructor
+ if(ndef->get(n).has_on_construct)
+ scriptapi_node_on_construct(m_lua, p, n);
+ return true;
+}
+
+bool ServerEnvironment::removeNode(v3s16 p)
+{
+ INodeDefManager *ndef = m_gamedef->ndef();
+ MapNode n_old = m_map->getNodeNoEx(p);
+ // Call destructor
+ if(ndef->get(n_old).has_on_destruct)
+ scriptapi_node_on_destruct(m_lua, p, n_old);
+ // Replace with air
+ // This is slightly optimized compared to addNodeWithEvent(air)
+ bool succeeded = m_map->removeNodeWithEvent(p);
+ if(!succeeded)
+ return false;
+ // Call post-destructor
+ if(ndef->get(n_old).has_after_destruct)
+ scriptapi_node_after_destruct(m_lua, p, n_old);
+ // Air doesn't require constructor
+ return true;
+}
+
std::set<u16> ServerEnvironment::getObjectsInsideRadius(v3f pos, float radius)
{
std::set<u16> objects;
}
// Update lighting on all players on client
- u8 light = LIGHT_MAX;
+ float light = 1.0;
try{
// Get node at head
v3s16 p = player->getLightPosition();
MapNode n = m_map->getNode(p);
- light = n.getLightBlend(getDayNightRatio(), m_gamedef->ndef());
+ light = n.getLightBlendF1((float)getDayNightRatio()/1000, m_gamedef->ndef());
}
catch(InvalidPositionException &e){
- light = blend_light(getDayNightRatio(), LIGHT_SUN, 0);
+ light = blend_light_f1((float)getDayNightRatio()/1000, LIGHT_SUN, 0);
}
player->light = light;
}