#include "server.h"
#include "mapgen.h"
-#define GET_ENV_PTR ServerEnvironment* env = \
- dynamic_cast<ServerEnvironment*>(getEnv(L)); \
- if (env == NULL) return 0
-
// garbage collector
int LuaVoxelManip::gc_object(lua_State *L)
{
int LuaVoxelManip::l_read_from_map(lua_State *L)
{
+ MAP_LOCK_REQUIRED;
+
LuaVoxelManip *o = checkobject(L, 1);
MMVManip *vm = o->vm;
int LuaVoxelManip::l_write_to_map(lua_State *L)
{
+ MAP_LOCK_REQUIRED;
+
LuaVoxelManip *o = checkobject(L, 1);
MMVManip *vm = o->vm;
int LuaVoxelManip::l_get_node_at(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
- GET_ENV_PTR;
+
+ INodeDefManager *ndef = getServer(L)->getNodeDefManager();
LuaVoxelManip *o = checkobject(L, 1);
v3s16 pos = check_v3s16(L, 2);
- pushnode(L, o->vm->getNodeNoExNoEmerge(pos), env->getGameDef()->ndef());
+ pushnode(L, o->vm->getNodeNoExNoEmerge(pos), ndef);
return 1;
}
int LuaVoxelManip::l_set_node_at(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
- GET_ENV_PTR;
+
+ INodeDefManager *ndef = getServer(L)->getNodeDefManager();
LuaVoxelManip *o = checkobject(L, 1);
v3s16 pos = check_v3s16(L, 2);
- MapNode n = readnode(L, 3, env->getGameDef()->ndef());
+ MapNode n = readnode(L, 3, ndef);
o->vm->setNodeNoEmerge(pos, n);
v3s16 fpmax = vm->m_area.MaxEdge;
v3s16 pmin = lua_istable(L, 2) ? check_v3s16(L, 2) : fpmin + yblock;
v3s16 pmax = lua_istable(L, 3) ? check_v3s16(L, 3) : fpmax - yblock;
+ bool propagate_shadow = lua_isboolean(L, 4) ? lua_toboolean(L, 4) : true;
sortBoxVerticies(pmin, pmax);
if (!vm->m_area.contains(VoxelArea(pmin, pmax)))
Mapgen mg;
mg.vm = vm;
mg.ndef = ndef;
- mg.water_level = emerge->params.water_level;
+ mg.water_level = emerge->mgparams->water_level;
- mg.calcLighting(pmin, pmax, fpmin, fpmax);
+ mg.calcLighting(pmin, pmax, fpmin, fpmax, propagate_shadow);
return 0;
}
int LuaVoxelManip::l_update_map(lua_State *L)
{
+ GET_ENV_PTR;
+
LuaVoxelManip *o = checkobject(L, 1);
if (o->is_mapgen_vm)
return 0;
- Environment *env = getEnv(L);
- if (!env)
- return 0;
-
Map *map = &(env->getMap());
// TODO: Optimize this by using Mapgen::calcLighting() instead
int LuaVoxelManip::l_get_emerged_area(lua_State *L)
{
+ NO_MAP_LOCK_REQUIRED;
+
LuaVoxelManip *o = checkobject(L, 1);
push_v3s16(L, o->vm->m_area.MinEdge);
// Creates an LuaVoxelManip and leaves it on top of stack
int LuaVoxelManip::create_object(lua_State *L)
{
- NO_MAP_LOCK_REQUIRED;
-
- Environment *env = getEnv(L);
- if (!env)
- return 0;
+ GET_ENV_PTR;
Map *map = &(env->getMap());
LuaVoxelManip *o = (lua_istable(L, 1) && lua_istable(L, 2)) ?