#include "mapblockobject.h"
#include "voxel.h"
-#define MAP_BLOCKSIZE 16
-
// Named by looking towards z+
enum{
FACE_BACK=0,
struct NodeMod
{
- NodeMod()
+ NodeMod(enum NodeModType a_type=NODEMOD_NONE, u16 a_param=0)
+ {
+ type = a_type;
+ param = a_param;
+ }
+ bool operator==(const NodeMod &other)
{
- type = NODEMOD_NONE;
+ return (type == other.type && param == other.param);
}
enum NodeModType type;
u16 param;
class MapBlock : public NodeContainer
{
public:
-
- //scene::SMesh *mesh[DAYNIGHT_CACHE_COUNT];
- scene::SMesh *mesh;
- JMutex mesh_mutex;
-
MapBlock(NodeContainer *parent, v3s16 pos, bool dummy=false);
~MapBlock();
{
changed = true;
}
-
+#ifndef SERVER
void setMeshExpired(bool expired)
{
m_mesh_expired = expired;
{
return m_mesh_expired;
}
-
+#endif
v3s16 getPos()
{
return m_pos;
setNode(x0+x, y0+y, z0+z, node);
}
- static void makeFastFace(TileSpec tile, u8 light, v3f p,
- v3s16 dir, v3f scale, v3f posRelative_f,
- core::array<FastFace> &dest);
-
u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
v3s16 face_dir);
face_dir);
}
+#ifndef SERVER
+ // light = 0...255
+ static void makeFastFace(TileSpec tile, u8 light, v3f p,
+ v3s16 dir, v3f scale, v3f posRelative_f,
+ core::array<FastFace> &dest);
+
TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir);
u8 getNodeContent(v3s16 p, MapNode mn);
/*void updateMesh(s32 daynight_i);
// Updates all DAYNIGHT_CACHE_COUNT meshes
void updateMeshes(s32 first_i=0);*/
-
- bool propagateSunlight(core::map<v3s16, bool> & light_sources);
+#endif // !SERVER
+
+ // See comments in mapblock.cpp
+ bool propagateSunlight(core::map<v3s16, bool> & light_sources,
+ bool remove_light=false, bool *black_air_left=NULL,
+ bool grow_grass=false);
// Copies data to VoxelManipulator to getPosRelative()
void copyTo(VoxelManipulator &dst);
}
// If smgr!=NULL, new objects are added to the scene
void updateObjects(std::istream &is, u8 version,
- scene::ISceneManager *smgr)
+ scene::ISceneManager *smgr, u32 daynight_ratio)
{
- m_objects.update(is, version, smgr);
+ m_objects.update(is, version, smgr, daynight_ratio);
setChangedFlag();
}
{
return m_objects.getLock();
}
- void stepObjects(float dtime, bool server)
- {
- m_objects.step(dtime, server);
- setChangedFlag();
- }
+ /*
+ Moves objects, deletes objects and spawns new objects
+ */
+ void stepObjects(float dtime, bool server, u32 daynight_ratio);
/*void wrapObject(MapBlockObject *object)
{
{
return m_objects.getCount();
}
-
+
+#ifndef SERVER
/*
Methods for setting temporary modifications to nodes for
drawing
+
+ returns true if the mod was different last time
*/
- void setTempMod(v3s16 p, NodeMod mod)
- {
+ bool setTempMod(v3s16 p, NodeMod mod)
+ {
+ /*dstream<<"setTempMod called on block"
+ <<" ("<<p.X<<","<<p.Y<<","<<p.Z<<")"
+ <<", mod.type="<<mod.type
+ <<", mod.param="<<mod.param
+ <<std::endl;*/
+ JMutexAutoLock lock(m_temp_mods_mutex);
+
+ // See if old is different, cancel if it is not different.
+ core::map<v3s16, NodeMod>::Node *n = m_temp_mods.find(p);
+ if(n)
+ {
+ NodeMod old = n->getValue();
+ if(old == mod)
+ return false;
+ }
+
m_temp_mods[p] = mod;
+ return true;
+ }
+ // Returns true if there was one
+ bool getTempMod(v3s16 p, struct NodeMod *mod)
+ {
+ JMutexAutoLock lock(m_temp_mods_mutex);
+ core::map<v3s16, NodeMod>::Node *n;
+ n = m_temp_mods.find(p);
+ if(n == NULL)
+ return false;
+ if(mod)
+ *mod = n->getValue();
+ return true;
}
- void clearTempMod(v3s16 p)
+ bool clearTempMod(v3s16 p)
{
+ JMutexAutoLock lock(m_temp_mods_mutex);
if(m_temp_mods.find(p))
+ {
m_temp_mods.remove(p);
+ return true;
+ }
+ return false;
}
- void clearTempMods()
+ bool clearTempMods()
{
+ JMutexAutoLock lock(m_temp_mods_mutex);
+ if(m_temp_mods.size() == 0)
+ return false;
m_temp_mods.clear();
+ return true;
}
+#endif
/*
Day-night lighting difference
These methods don't care about neighboring blocks.
It means that to know if a block really doesn't need a mesh
update between day and night, the neighboring blocks have
- to be taken into account.
+ to be taken into account. Use Map::dayNightDiffed().
*/
void updateDayNightDiff();
return m_day_night_differs;
}
+ /*
+ Miscellaneous stuff
+ */
+
+ /*
+ Tries to measure ground level.
+ Return value:
+ -1 = only air
+ -2 = only ground
+ -3 = random fail
+ 0...MAP_BLOCKSIZE-1 = ground level
+ */
+ s16 getGroundLevel(v2s16 p2d);
+
/*
Serialization
*/
void deSerialize(std::istream &is, u8 version);
+ /*
+ Public member variables
+ */
+
+#ifndef SERVER
+ //scene::SMesh *mesh[DAYNIGHT_CACHE_COUNT];
+ scene::SMesh *mesh;
+ JMutex mesh_mutex;
+#endif
+
private:
/*
MapNode & getNodeRef(s16 x, s16 y, s16 z)
{
+ if(data == NULL)
+ throw InvalidPositionException();
if(x < 0 || x >= MAP_BLOCKSIZE) throw InvalidPositionException();
if(y < 0 || y >= MAP_BLOCKSIZE) throw InvalidPositionException();
if(z < 0 || z >= MAP_BLOCKSIZE) throw InvalidPositionException();
/*
Used for some initial lighting stuff.
At least /has been/ used. 8)
+ It's probably useless now.
*/
bool is_underground;
-
- bool m_mesh_expired;
// Whether day and night lighting differs
bool m_day_night_differs;
MapBlockObjectList m_objects;
+
+ // Object spawning stuff
+ float m_spawn_timer;
+
+#ifndef SERVER
+ bool m_mesh_expired;
// Temporary modifications to nodes
// These are only used when drawing
core::map<v3s16, NodeMod> m_temp_mods;
+ JMutex m_temp_mods_mutex;
+#endif
};
inline bool blockpos_over_limit(v3s16 p)