#include "map.h"
#include "server.h"
#include "mapgen.h"
-
-#define GET_ENV_PTR ServerEnvironment* env = \
- dynamic_cast<ServerEnvironment*>(getEnv(L)); \
- if (env == NULL) return 0
+#include "voxelalgorithms.h"
// 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);
- ManualMapVoxelManipulator *vm = o->vm;
+ MMVManip *vm = o->vm;
- v3s16 bp1 = getNodeBlockPos(read_v3s16(L, 2));
- v3s16 bp2 = getNodeBlockPos(read_v3s16(L, 3));
+ v3s16 bp1 = getNodeBlockPos(check_v3s16(L, 2));
+ v3s16 bp2 = getNodeBlockPos(check_v3s16(L, 3));
sortBoxVerticies(bp1, bp2);
vm->initialEmerge(bp1, bp2);
NO_MAP_LOCK_REQUIRED;
LuaVoxelManip *o = checkobject(L, 1);
- ManualMapVoxelManipulator *vm = o->vm;
+ bool use_buffer = lua_istable(L, 2);
- int volume = vm->m_area.getVolume();
+ MMVManip *vm = o->vm;
- lua_newtable(L);
- for (int i = 0; i != volume; i++) {
+ u32 volume = vm->m_area.getVolume();
+
+ if (use_buffer)
+ lua_pushvalue(L, 2);
+ else
+ lua_newtable(L);
+
+ for (u32 i = 0; i != volume; i++) {
lua_Integer cid = vm->m_data[i].getContent();
lua_pushinteger(L, cid);
lua_rawseti(L, -2, i + 1);
NO_MAP_LOCK_REQUIRED;
LuaVoxelManip *o = checkobject(L, 1);
- ManualMapVoxelManipulator *vm = o->vm;
+ MMVManip *vm = o->vm;
if (!lua_istable(L, 2))
return 0;
- int volume = vm->m_area.getVolume();
- for (int i = 0; i != volume; i++) {
+ u32 volume = vm->m_area.getVolume();
+ for (u32 i = 0; i != volume; i++) {
lua_rawgeti(L, 2, i + 1);
content_t c = lua_tointeger(L, -1);
int LuaVoxelManip::l_write_to_map(lua_State *L)
{
+ MAP_LOCK_REQUIRED;
+
LuaVoxelManip *o = checkobject(L, 1);
- ManualMapVoxelManipulator *vm = o->vm;
+ bool update_light = lua_isboolean(L, 2) ? lua_toboolean(L, 2) : true;
+ GET_ENV_PTR;
+ ServerMap *map = &(env->getServerMap());
+ if (o->is_mapgen_vm || !update_light) {
+ o->vm->blitBackAll(&(o->modified_blocks));
+ } else {
+ voxalgo::blit_back_with_light(map, o->vm,
+ &(o->modified_blocks));
+ }
+
+ MapEditEvent event;
+ event.type = MEET_OTHER;
+ for (std::map<v3s16, MapBlock *>::iterator it = o->modified_blocks.begin();
+ it != o->modified_blocks.end(); ++it)
+ event.modified_blocks.insert(it->first);
- vm->blitBackAll(&o->modified_blocks);
+ map->dispatchEvent(&event);
+ o->modified_blocks.clear();
return 0;
}
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 = read_v3s16(L, 2);
+ 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 = read_v3s16(L, 2);
- MapNode n = readnode(L, 3, env->getGameDef()->ndef());
+ v3s16 pos = check_v3s16(L, 2);
+ MapNode n = readnode(L, 3, ndef);
o->vm->setNodeNoEmerge(pos, n);
Map *map = &(env->getMap());
INodeDefManager *ndef = getServer(L)->getNodeDefManager();
- ManualMapVoxelManipulator *vm = o->vm;
+ MMVManip *vm = o->vm;
Mapgen mg;
mg.vm = vm;
INodeDefManager *ndef = getServer(L)->getNodeDefManager();
EmergeManager *emerge = getServer(L)->getEmergeManager();
- ManualMapVoxelManipulator *vm = o->vm;
+ MMVManip *vm = o->vm;
+
+ v3s16 yblock = v3s16(0, 1, 0) * MAP_BLOCKSIZE;
+ v3s16 fpmin = vm->m_area.MinEdge;
+ 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;
- v3s16 p1 = lua_istable(L, 2) ? read_v3s16(L, 2) : vm->m_area.MinEdge;
- v3s16 p2 = lua_istable(L, 3) ? read_v3s16(L, 3) : vm->m_area.MaxEdge;
- sortBoxVerticies(p1, p2);
- if (!vm->m_area.contains(VoxelArea(p1, p2)))
+ sortBoxVerticies(pmin, pmax);
+ if (!vm->m_area.contains(VoxelArea(pmin, pmax)))
throw LuaError("Specified voxel area out of VoxelManipulator bounds");
Mapgen mg;
mg.vm = vm;
mg.ndef = ndef;
- mg.water_level = emerge->params.water_level;
+ mg.water_level = emerge->mgparams->water_level;
- // Mapgen::calcLighting assumes the coordinates of
- // the central chunk; correct for this
- mg.calcLighting(
- p1 + v3s16(1, 1, 1) * MAP_BLOCKSIZE,
- p2 - v3s16(1, 1, 1) * MAP_BLOCKSIZE);
+ mg.calcLighting(pmin, pmax, fpmin, fpmax, propagate_shadow);
return 0;
}
light = (getintfield_default(L, 2, "day", 0) & 0x0F);
light |= (getintfield_default(L, 2, "night", 0) & 0x0F) << 4;
- ManualMapVoxelManipulator *vm = o->vm;
+ MMVManip *vm = o->vm;
+
+ v3s16 yblock = v3s16(0, 1, 0) * MAP_BLOCKSIZE;
+ v3s16 pmin = lua_istable(L, 3) ? check_v3s16(L, 3) : vm->m_area.MinEdge + yblock;
+ v3s16 pmax = lua_istable(L, 4) ? check_v3s16(L, 4) : vm->m_area.MaxEdge - yblock;
- v3s16 p1 = lua_istable(L, 3) ? read_v3s16(L, 3) : vm->m_area.MinEdge;
- v3s16 p2 = lua_istable(L, 4) ? read_v3s16(L, 4) : vm->m_area.MaxEdge;
- sortBoxVerticies(p1, p2);
- if (!vm->m_area.contains(VoxelArea(p1, p2)))
+ sortBoxVerticies(pmin, pmax);
+ if (!vm->m_area.contains(VoxelArea(pmin, pmax)))
throw LuaError("Specified voxel area out of VoxelManipulator bounds");
Mapgen mg;
mg.vm = vm;
- mg.setLighting(p1, p2, light);
+ mg.setLighting(light, pmin, pmax);
return 0;
}
NO_MAP_LOCK_REQUIRED;
LuaVoxelManip *o = checkobject(L, 1);
- ManualMapVoxelManipulator *vm = o->vm;
+ MMVManip *vm = o->vm;
- int volume = vm->m_area.getVolume();
+ u32 volume = vm->m_area.getVolume();
lua_newtable(L);
- for (int i = 0; i != volume; i++) {
+ for (u32 i = 0; i != volume; i++) {
lua_Integer light = vm->m_data[i].param1;
lua_pushinteger(L, light);
lua_rawseti(L, -2, i + 1);
NO_MAP_LOCK_REQUIRED;
LuaVoxelManip *o = checkobject(L, 1);
- ManualMapVoxelManipulator *vm = o->vm;
+ MMVManip *vm = o->vm;
if (!lua_istable(L, 2))
return 0;
- int volume = vm->m_area.getVolume();
- for (int i = 0; i != volume; i++) {
+ u32 volume = vm->m_area.getVolume();
+ for (u32 i = 0; i != volume; i++) {
lua_rawgeti(L, 2, i + 1);
u8 light = lua_tointeger(L, -1);
NO_MAP_LOCK_REQUIRED;
LuaVoxelManip *o = checkobject(L, 1);
- ManualMapVoxelManipulator *vm = o->vm;
+ bool use_buffer = lua_istable(L, 2);
- int volume = vm->m_area.getVolume();
+ MMVManip *vm = o->vm;
- lua_newtable(L);
- for (int i = 0; i != volume; i++) {
+ u32 volume = vm->m_area.getVolume();
+
+ if (use_buffer)
+ lua_pushvalue(L, 2);
+ else
+ lua_newtable(L);
+
+ for (u32 i = 0; i != volume; i++) {
lua_Integer param2 = vm->m_data[i].param2;
lua_pushinteger(L, param2);
lua_rawseti(L, -2, i + 1);
NO_MAP_LOCK_REQUIRED;
LuaVoxelManip *o = checkobject(L, 1);
- ManualMapVoxelManipulator *vm = o->vm;
+ MMVManip *vm = o->vm;
if (!lua_istable(L, 2))
return 0;
- int volume = vm->m_area.getVolume();
- for (int i = 0; i != volume; i++) {
+ u32 volume = vm->m_area.getVolume();
+ for (u32 i = 0; i != volume; i++) {
lua_rawgeti(L, 2, i + 1);
u8 param2 = lua_tointeger(L, -1);
int LuaVoxelManip::l_update_map(lua_State *L)
{
- 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
- std::map<v3s16, MapBlock *> lighting_mblocks;
- std::map<v3s16, MapBlock *> *mblocks = &o->modified_blocks;
-
- lighting_mblocks.insert(mblocks->begin(), mblocks->end());
-
- map->updateLighting(lighting_mblocks, *mblocks);
-
- MapEditEvent event;
- event.type = MEET_OTHER;
- for (std::map<v3s16, MapBlock *>::iterator
- it = mblocks->begin();
- it != mblocks->end(); ++it)
- event.modified_blocks.insert(it->first);
-
- map->dispatchEvent(&event);
-
- mblocks->clear();
-
return 0;
}
NO_MAP_LOCK_REQUIRED;
LuaVoxelManip *o = checkobject(L, 1);
- ManualMapVoxelManipulator *vm = o->vm;
+ MMVManip *vm = o->vm;
lua_pushboolean(L, vm->m_is_dirty);
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);
return 2;
}
-LuaVoxelManip::LuaVoxelManip(ManualMapVoxelManipulator *mmvm, bool is_mg_vm)
+LuaVoxelManip::LuaVoxelManip(MMVManip *mmvm, bool is_mg_vm)
{
this->vm = mmvm;
this->is_mapgen_vm = is_mg_vm;
LuaVoxelManip::LuaVoxelManip(Map *map)
{
- this->vm = new ManualMapVoxelManipulator(map);
+ this->vm = new MMVManip(map);
this->is_mapgen_vm = false;
}
LuaVoxelManip::LuaVoxelManip(Map *map, v3s16 p1, v3s16 p2)
{
- this->vm = new ManualMapVoxelManipulator(map);
+ this->vm = new MMVManip(map);
this->is_mapgen_vm = false;
v3s16 bp1 = getNodeBlockPos(p1);
// 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)) ?
- new LuaVoxelManip(map, read_v3s16(L, 1), read_v3s16(L, 2)) :
+ new LuaVoxelManip(map, check_v3s16(L, 1), check_v3s16(L, 2)) :
new LuaVoxelManip(map);
*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
}
const char LuaVoxelManip::className[] = "VoxelManip";
-const luaL_reg LuaVoxelManip::methods[] = {
+const luaL_Reg LuaVoxelManip::methods[] = {
luamethod(LuaVoxelManip, read_from_map),
luamethod(LuaVoxelManip, get_data),
luamethod(LuaVoxelManip, set_data),