]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapblock.cpp
minimal: Move get_craft_result tests to test mod
[dragonfireclient.git] / src / mapblock.cpp
index 48b7c19152b74f77da9b0d617ae117b03f2ac774..0996dd168874dea543cc2e7c5e0cd5654b8b0e86 100644 (file)
@@ -31,8 +31,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "content_nodemeta.h" // For legacy deserialization
 #include "serialization.h"
 #ifndef SERVER
-#include "mapblock_mesh.h"
+#include "client/mapblock_mesh.h"
 #endif
+#include "porting.h"
 #include "util/string.h"
 #include "util/serialize.h"
 #include "util/basic_macros.h"
@@ -132,199 +133,6 @@ std::string MapBlock::getModifiedReasonString()
        return reason;
 }
 
-/*
-       Propagates sunlight down through the block.
-       Doesn't modify nodes that are not affected by sunlight.
-
-       Returns false if sunlight at bottom block is invalid.
-       Returns true if sunlight at bottom block is valid.
-       Returns true if bottom block doesn't exist.
-
-       If there is a block above, continues from it.
-       If there is no block above, assumes there is sunlight, unless
-       is_underground is set or highest node is water.
-
-       All sunlighted nodes are added to light_sources.
-
-       if remove_light==true, sets non-sunlighted nodes black.
-
-       if black_air_left!=NULL, it is set to true if non-sunlighted
-       air is left in block.
-*/
-bool MapBlock::propagateSunlight(std::set<v3s16> & light_sources,
-               bool remove_light, bool *black_air_left)
-{
-       INodeDefManager *nodemgr = m_gamedef->ndef();
-
-       // Whether the sunlight at the top of the bottom block is valid
-       bool block_below_is_valid = true;
-
-       v3s16 pos_relative = getPosRelative();
-
-       for(s16 x=0; x<MAP_BLOCKSIZE; x++)
-       {
-               for(s16 z=0; z<MAP_BLOCKSIZE; z++)
-               {
-#if 1
-                       bool no_sunlight = false;
-                       //bool no_top_block = false;
-
-                       // Check if node above block has sunlight
-
-                       bool is_valid_position;
-                       MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z),
-                               &is_valid_position);
-                       if (is_valid_position)
-                       {
-                               if(n.getContent() == CONTENT_IGNORE)
-                               {
-                                       // Trust heuristics
-                                       no_sunlight = is_underground;
-                               }
-                               else if(n.getLight(LIGHTBANK_DAY, m_gamedef->ndef()) != LIGHT_SUN)
-                               {
-                                       no_sunlight = true;
-                               }
-                       }
-                       else
-                       {
-                               //no_top_block = true;
-
-                               // NOTE: This makes over-ground roofed places sunlighted
-                               // Assume sunlight, unless is_underground==true
-                               if(is_underground)
-                               {
-                                       no_sunlight = true;
-                               }
-                               else
-                               {
-                                       MapNode n = getNodeNoEx(v3s16(x, MAP_BLOCKSIZE-1, z));
-                                       if (!m_gamedef->ndef()->get(n).sunlight_propagates) {
-                                               no_sunlight = true;
-                                       }
-                               }
-                               // NOTE: As of now, this just would make everything dark.
-                               // No sunlight here
-                               //no_sunlight = true;
-                       }
-#endif
-#if 0 // Doesn't work; nothing gets light.
-                       bool no_sunlight = true;
-                       bool no_top_block = false;
-                       // Check if node above block has sunlight
-                       try{
-                               MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z));
-                               if(n.getLight(LIGHTBANK_DAY) == LIGHT_SUN)
-                               {
-                                       no_sunlight = false;
-                               }
-                       }
-                       catch(InvalidPositionException &e)
-                       {
-                               no_top_block = true;
-                       }
-#endif
-
-                       /*std::cout<<"("<<x<<","<<z<<"): "
-                                       <<"no_top_block="<<no_top_block
-                                       <<", is_underground="<<is_underground
-                                       <<", no_sunlight="<<no_sunlight
-                                       <<std::endl;*/
-
-                       s16 y = MAP_BLOCKSIZE-1;
-
-                       // This makes difference to diminishing in water.
-                       bool stopped_to_solid_object = false;
-
-                       u8 current_light = no_sunlight ? 0 : LIGHT_SUN;
-
-                       for(; y >= 0; y--)
-                       {
-                               v3s16 pos(x, y, z);
-                               MapNode &n = getNodeRef(pos);
-
-                               if(current_light == 0)
-                               {
-                                       // Do nothing
-                               }
-                               else if(current_light == LIGHT_SUN && nodemgr->get(n).sunlight_propagates)
-                               {
-                                       // Do nothing: Sunlight is continued
-                               }
-                               else if(nodemgr->get(n).light_propagates == false)
-                               {
-                                       // A solid object is on the way.
-                                       stopped_to_solid_object = true;
-
-                                       // Light stops.
-                                       current_light = 0;
-                               }
-                               else
-                               {
-                                       // Diminish light
-                                       current_light = diminish_light(current_light);
-                               }
-
-                               u8 old_light = n.getLight(LIGHTBANK_DAY, nodemgr);
-
-                               if(current_light > old_light || remove_light)
-                               {
-                                       n.setLight(LIGHTBANK_DAY, current_light, nodemgr);
-                               }
-
-                               if(diminish_light(current_light) != 0)
-                               {
-                                       light_sources.insert(pos_relative + pos);
-                               }
-
-                               if(current_light == 0 && stopped_to_solid_object)
-                               {
-                                       if(black_air_left)
-                                       {
-                                               *black_air_left = true;
-                                       }
-                               }
-                       }
-
-                       // Whether or not the block below should see LIGHT_SUN
-                       bool sunlight_should_go_down = (current_light == LIGHT_SUN);
-
-                       /*
-                               If the block below hasn't already been marked invalid:
-
-                               Check if the node below the block has proper sunlight at top.
-                               If not, the block below is invalid.
-
-                               Ignore non-transparent nodes as they always have no light
-                       */
-
-                       if(block_below_is_valid)
-                       {
-                               MapNode n = getNodeParent(v3s16(x, -1, z), &is_valid_position);
-                               if (is_valid_position) {
-                                       if(nodemgr->get(n).light_propagates)
-                                       {
-                                               if(n.getLight(LIGHTBANK_DAY, nodemgr) == LIGHT_SUN
-                                                               && sunlight_should_go_down == false)
-                                                       block_below_is_valid = false;
-                                               else if(n.getLight(LIGHTBANK_DAY, nodemgr) != LIGHT_SUN
-                                                               && sunlight_should_go_down == true)
-                                                       block_below_is_valid = false;
-                                       }
-                               }
-                               else
-                               {
-                                       /*std::cout<<"InvalidBlockException for bottom block node"
-                                                       <<std::endl;*/
-                                       // Just no block below, no need to panic.
-                               }
-                       }
-               }
-       }
-
-       return block_below_is_valid;
-}
-
 
 void MapBlock::copyTo(VoxelManipulator &dst)
 {
@@ -348,7 +156,7 @@ void MapBlock::copyFrom(VoxelManipulator &dst)
 
 void MapBlock::actuallyUpdateDayNightDiff()
 {
-       INodeDefManager *nodemgr = m_gamedef->ndef();
+       const NodeDefManager *nodemgr = m_gamedef->ndef();
 
        // Running this function un-expires m_day_night_differs
        m_day_night_differs_expired = false;
@@ -446,7 +254,7 @@ s16 MapBlock::getGroundLevel(v2s16 p2d)
 // mapblocks.
 static content_t getBlockNodeIdMapping_mapping[USHRT_MAX + 1];
 static void getBlockNodeIdMapping(NameIdMapping *nimap, MapNode *nodes,
-               INodeDefManager *nodedef)
+       const NodeDefManager *nodedef)
 {
        memset(getBlockNodeIdMapping_mapping, 0xFF, (USHRT_MAX + 1) * sizeof(content_t));
 
@@ -488,7 +296,7 @@ static void getBlockNodeIdMapping(NameIdMapping *nimap, MapNode *nodes,
 static void correctBlockNodeIds(const NameIdMapping *nimap, MapNode *nodes,
                IGameDef *gamedef)
 {
-       INodeDefManager *nodedef = gamedef->ndef();
+       const NodeDefManager *nodedef = gamedef->ndef();
        // This means the block contains incorrect ids, and we contain
        // the information to convert those to names.
        // nodedef contains information to convert our names to globally
@@ -563,7 +371,7 @@ void MapBlock::serialize(std::ostream &os, u8 version, bool disk)
                flags |= 0x01;
        if(getDayNightDiff())
                flags |= 0x02;
-       if(m_generated == false)
+       if (!m_generated)
                flags |= 0x08;
        writeU8(os, flags);
        if (version >= 27) {
@@ -638,9 +446,7 @@ void MapBlock::serializeNetworkSpecific(std::ostream &os)
                throw SerializationError("ERROR: Not writing dummy block.");
        }
 
-       writeU8(os, 1); // version
-       writeF1000(os, 0); // deprecated heat
-       writeF1000(os, 0); // deprecated humidity
+       writeU8(os, 2); // version
 }
 
 void MapBlock::deSerialize(std::istream &is, u8 version, bool disk)
@@ -659,13 +465,13 @@ void MapBlock::deSerialize(std::istream &is, u8 version, bool disk)
        }
 
        u8 flags = readU8(is);
-       is_underground = (flags & 0x01) ? true : false;
-       m_day_night_differs = (flags & 0x02) ? true : false;
+       is_underground = (flags & 0x01) != 0;
+       m_day_night_differs = (flags & 0x02) != 0;
        if (version < 27)
                m_lighting_complete = 0xFFFF;
        else
                m_lighting_complete = readU16(is);
-       m_generated = (flags & 0x08) ? false : true;
+       m_generated = (flags & 0x08) == 0;
 
        /*
                Bulk node data
@@ -751,16 +557,12 @@ void MapBlock::deSerialize(std::istream &is, u8 version, bool disk)
 void MapBlock::deSerializeNetworkSpecific(std::istream &is)
 {
        try {
-               int version = readU8(is);
-               //if(version != 1)
-               //      throw SerializationError("unsupported MapBlock version");
-               if(version >= 1) {
-                       readF1000(is); // deprecated heat
-                       readF1000(is); // deprecated humidity
-               }
-       }
-       catch(SerializationError &e)
-       {
+               readU8(is);
+               //const u8 version = readU8(is);
+               //if (version != 1)
+                       //throw SerializationError("unsupported MapBlock version");
+
+       } catch(SerializationError &e) {
                warningstream<<"MapBlock::deSerializeNetworkSpecific(): Ignoring an error"
                                <<": "<<e.what()<<std::endl;
        }
@@ -839,10 +641,10 @@ void MapBlock::deSerialize_pre22(std::istream &is, u8 version, bool disk)
        } else { // All other versions (10 to 21)
                u8 flags;
                is.read((char*)&flags, 1);
-               is_underground = (flags & 0x01) ? true : false;
-               m_day_night_differs = (flags & 0x02) ? true : false;
+               is_underground = (flags & 0x01) != 0;
+               m_day_night_differs = (flags & 0x02) != 0;
                if(version >= 18)
-                       m_generated = (flags & 0x08) ? false : true;
+                       m_generated = (flags & 0x08) == 0;
 
                // Uncompress data
                std::ostringstream os(std::ios_base::binary);
@@ -935,7 +737,7 @@ void MapBlock::deSerialize_pre22(std::istream &is, u8 version, bool disk)
 
        // Legacy data changes
        // This code has to convert from pre-22 to post-22 format.
-       INodeDefManager *nodedef = m_gamedef->ndef();
+       const NodeDefManager *nodedef = m_gamedef->ndef();
        for(u32 i=0; i<nodecount; i++)
        {
                const ContentFeatures &f = nodedef->get(data[i].getContent());
@@ -990,7 +792,7 @@ std::string analyze_block(MapBlock *block)
 
        v3s16 p = block->getPos();
        char spos[25];
-       snprintf(spos, sizeof(spos), "(%2d,%2d,%2d), ", p.X, p.Y, p.Z);
+       porting::mt_snprintf(spos, sizeof(spos), "(%2d,%2d,%2d), ", p.X, p.Y, p.Z);
        desc<<spos;
 
        switch(block->getModified())