#include "nodedef.h"
#include "voxelalgorithms.h"
#include "profiler.h"
-#include "settings.h" // For g_settings
-#include "main.h" // For g_profiler
#include "emerge.h"
//////////////////////// Mapgen Singlenode parameter read/write
///////////////////////////////////////////////////////////////////////////////
MapgenSinglenode::MapgenSinglenode(int mapgenid, MapgenSinglenodeParams *params) {
+ flags = params->flags;
}
c_node = CONTENT_AIR;
MapNode n_node(c_node);
- int i = 0;
- for (s16 z=node_min.Z; z<=node_max.Z; z++)
- for (s16 y=node_min.Y; y<=node_max.Y; y++)
- for (s16 x=node_min.X; x<=node_max.X; x++) {
- if (vm->m_data[i].getContent() == CONTENT_IGNORE)
- vm->m_data[i] = n_node;
- i++;
+ for (s16 z = node_min.Z; z <= node_max.Z; z++)
+ for (s16 y = node_min.Y; y <= node_max.Y; y++) {
+ u32 i = vm->m_area.index(node_min.X, y, z);
+ for (s16 x = node_min.X; x <= node_max.X; x++) {
+ if (vm->m_data[i].getContent() == CONTENT_IGNORE)
+ vm->m_data[i] = n_node;
+ i++;
+ }
}
// Add top and bottom side of water to transforming_liquid queue
updateLiquid(&data->transforming_liquid, node_min, node_max);
// Calculate lighting
- calcLighting(node_min, node_max);
+ if (!(flags & MG_NOLIGHT))
+ calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
+ node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
this->generating = false;
}