]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/voxel.cpp
Get rid of all the string format warnings caused by the DSTACK macro
[dragonfireclient.git] / src / voxel.cpp
index fe176a27a7d55d0998432dff54af85f3f07bd92d..f60b641f1af7954e3d9fd9cdab1c555d562ab946 100644 (file)
@@ -20,6 +20,23 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "voxel.h"
 #include "map.h"
 
+// For TimeTaker
+#include "utility.h"
+#include "gettime.h"
+
+/*
+       Debug stuff
+*/
+u32 addarea_time = 0;
+u32 emerge_time = 0;
+u32 emerge_load_time = 0;
+u32 clearflag_time = 0;
+//u32 getwaterpressure_time = 0;
+//u32 spreadwaterpressure_time = 0;
+u32 updateareawaterpressure_time = 0;
+u32 flowwater_pre_time = 0;
+
+
 VoxelManipulator::VoxelManipulator():
        m_data(NULL),
        m_flags(NULL)
@@ -47,7 +64,7 @@ void VoxelManipulator::clear()
        m_flags = NULL;
 }
 
-void VoxelManipulator::print(std::ostream &o)
+void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode)
 {
        v3s16 em = m_area.getExtent();
        v3s16 of = m_area.MinEdge;
@@ -78,8 +95,29 @@ void VoxelManipulator::print(std::ostream &o)
                                {
                                        c = 'X';
                                        u8 m = m_data[m_area.index(x,y,z)].d;
-                                       if(m <= 9)
-                                               c = m + '0';
+                                       u8 pr = m_data[m_area.index(x,y,z)].param2;
+                                       if(mode == VOXELPRINT_MATERIAL)
+                                       {
+                                               if(m <= 9)
+                                                       c = m + '0';
+                                       }
+                                       else if(mode == VOXELPRINT_WATERPRESSURE)
+                                       {
+                                               if(m == CONTENT_WATER)
+                                               {
+                                                       c = 'w';
+                                                       if(pr <= 9)
+                                                               c = pr + '0';
+                                               }
+                                               else if(m == CONTENT_AIR)
+                                               {
+                                                       c = ' ';
+                                               }
+                                               else
+                                               {
+                                                       c = '#';
+                                               }
+                                       }
                                }
                                o<<c;
                        }
@@ -99,6 +137,8 @@ void VoxelManipulator::addArea(VoxelArea area)
        if(m_area.contains(area))
                return;
        
+       TimeTaker timer("addArea", &addarea_time);
+
        // Calculate new area
        VoxelArea new_area;
        // New area is the requested area if m_area has zero volume
@@ -163,251 +203,472 @@ void VoxelManipulator::addArea(VoxelArea area)
                delete[] old_data;
        if(old_flags)
                delete[] old_flags;
+
+       //dstream<<"addArea done"<<std::endl;
 }
 
-void VoxelManipulator::interpolate(VoxelArea area)
+void VoxelManipulator::copyFrom(MapNode *src, VoxelArea src_area,
+               v3s16 from_pos, v3s16 to_pos, v3s16 size)
 {
-       VoxelArea emerge_area = area;
-       emerge_area.MinEdge -= v3s16(1,1,1);
-       emerge_area.MaxEdge += v3s16(1,1,1);
-       emerge(emerge_area);
-
-       SharedBuffer<u8> buf(area.getVolume());
+       for(s16 z=0; z<size.Z; z++)
+       for(s16 y=0; y<size.Y; y++)
+       {
+               s32 i_src = src_area.index(from_pos.X, from_pos.Y+y, from_pos.Z+z);
+               s32 i_local = m_area.index(to_pos.X, to_pos.Y+y, to_pos.Z+z);
+               memcpy(&m_data[i_local], &src[i_src], size.X*sizeof(MapNode));
+               memset(&m_flags[i_local], 0, size.X);
+       }
+}
 
-       for(s32 z=area.MinEdge.Z; z<=area.MaxEdge.Z; z++)
-       for(s32 y=area.MinEdge.Y; y<=area.MaxEdge.Y; y++)
-       for(s32 x=area.MinEdge.X; x<=area.MaxEdge.X; x++)
+void VoxelManipulator::copyTo(MapNode *dst, VoxelArea dst_area,
+               v3s16 dst_pos, v3s16 from_pos, v3s16 size)
+{
+       for(s16 z=0; z<size.Z; z++)
+       for(s16 y=0; y<size.Y; y++)
        {
-               v3s16 p(x,y,z);
-
-               v3s16 dirs[] = {
-                       v3s16(1,1,0),
-                       v3s16(1,0,1),
-                       v3s16(1,-1,0),
-                       v3s16(1,0,-1),
-                       v3s16(-1,1,0),
-                       v3s16(-1,0,1),
-                       v3s16(-1,-1,0),
-                       v3s16(-1,0,-1),
-               };
-               //const v3s16 *dirs = g_26dirs;
-               
-               s16 total = 0;
-               s16 airness = 0;
-               u8 m = MATERIAL_IGNORE;
+               s32 i_dst = dst_area.index(dst_pos.X, dst_pos.Y+y, dst_pos.Z+z);
+               s32 i_local = m_area.index(from_pos.X, from_pos.Y+y, from_pos.Z+z);
+               memcpy(&dst[i_dst], &m_data[i_local], size.X*sizeof(MapNode));
+       }
+}
 
-               for(s16 i=0; i<8; i++)
-               //for(s16 i=0; i<26; i++)
-               {
-                       v3s16 p2 = p + dirs[i];
+/*
+       Algorithms
+       -----------------------------------------------------
+*/
 
-                       u8 f = m_flags[m_area.index(p2)];
-                       assert(!(f & VOXELFLAG_NOT_LOADED));
-                       if(f & VOXELFLAG_INEXISTENT)
-                               continue;
+void VoxelManipulator::clearFlag(u8 flags)
+{
+       // 0-1ms on moderate area
+       TimeTaker timer("clearFlag", &clearflag_time);
 
-                       MapNode &n = m_data[m_area.index(p2)];
+       v3s16 s = m_area.getExtent();
 
-                       airness += (n.d == MATERIAL_AIR) ? 1 : -1;
-                       total++;
+       /*dstream<<"clearFlag clearing area of size "
+                       <<""<<s.X<<"x"<<s.Y<<"x"<<s.Z<<""
+                       <<std::endl;*/
 
-                       if(m == MATERIAL_IGNORE && n.d != MATERIAL_AIR)
-                               m = n.d;
-               }
+       //s32 count = 0;
 
-               // 1 if air, 0 if not
-               buf[area.index(p)] = airness > -total/2 ? MATERIAL_AIR : m;
-               //buf[area.index(p)] = airness > -total ? MATERIAL_AIR : m;
-               //buf[area.index(p)] = airness >= -7 ? MATERIAL_AIR : m;
+       /*for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
+       for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
+       for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
+       {
+               u8 f = m_flags[m_area.index(x,y,z)];
+               m_flags[m_area.index(x,y,z)] &= ~flags;
+               if(m_flags[m_area.index(x,y,z)] != f)
+                       count++;
+       }*/
+
+       s32 volume = m_area.getVolume();
+       for(s32 i=0; i<volume; i++)
+       {
+               m_flags[i] &= ~flags;
        }
 
-       for(s32 z=area.MinEdge.Z; z<=area.MaxEdge.Z; z++)
-       for(s32 y=area.MinEdge.Y; y<=area.MaxEdge.Y; y++)
-       for(s32 x=area.MinEdge.X; x<=area.MaxEdge.X; x++)
+       /*s32 volume = m_area.getVolume();
+       for(s32 i=0; i<volume; i++)
        {
-               v3s16 p(x,y,z);
-               m_data[m_area.index(p)].d = buf[area.index(p)];
+               u8 f = m_flags[i];
+               m_flags[i] &= ~flags;
+               if(m_flags[i] != f)
+                       count++;
        }
+
+       dstream<<"clearFlag changed "<<count<<" flags out of "
+                       <<volume<<" nodes"<<std::endl;*/
 }
 
-void VoxelManipulator::flowWater(v3s16 removed_pos)
+void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
+               core::map<v3s16, bool> & light_sources)
 {
        v3s16 dirs[6] = {
+               v3s16(0,0,1), // back
                v3s16(0,1,0), // top
-               v3s16(-1,0,0), // left
                v3s16(1,0,0), // right
                v3s16(0,0,-1), // front
-               v3s16(0,0,1), // back
                v3s16(0,-1,0), // bottom
+               v3s16(-1,0,0), // left
        };
+       
+       emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)));
 
-       v3s16 p;
-
-       // Load neighboring nodes
-       // TODO: A bigger area would be better
-       emerge(VoxelArea(removed_pos - v3s16(1,1,1), removed_pos + v3s16(1,1,1)));
-
-       s32 i;
-       for(i=0; i<6; i++)
+       // Loop through 6 neighbors
+       for(u16 i=0; i<6; i++)
        {
-               p = removed_pos + dirs[i];
-               u8 f = m_flags[m_area.index(p)];
-               // Inexistent or checked nodes can't move
-               if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED))
-                       continue;
-               MapNode &n = m_data[m_area.index(p)];
-               // Only liquid nodes can move
-               if(material_liquid(n.d) == false)
+               // Get the position of the neighbor node
+               v3s16 n2pos = p + dirs[i];
+               
+               u32 n2i = m_area.index(n2pos);
+
+               if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
                        continue;
-               // If block is at top, select it always
-               if(i == 0)
-               {
-                       break;
-               }
-               // If block is at bottom, select it if it has enough pressure
-               if(i == 5)
+
+               MapNode &n2 = m_data[n2i];
+               
+               /*
+                       If the neighbor is dimmer than what was specified
+                       as oldlight (the light of the previous node)
+               */
+               if(n2.getLight(bank) < oldlight)
                {
-                       if(n.pressure >= 3)
-                               break;
-                       continue;
+                       /*
+                               And the neighbor is transparent and it has some light
+                       */
+                       if(n2.light_propagates() && n2.getLight(bank) != 0)
+                       {
+                               /*
+                                       Set light to 0 and add to queue
+                               */
+
+                               u8 current_light = n2.getLight(bank);
+                               n2.setLight(bank, 0);
+                               
+                               unspreadLight(bank, n2pos, current_light, light_sources);
+                               
+                               /*
+                                       Remove from light_sources if it is there
+                                       NOTE: This doesn't happen nearly at all
+                               */
+                               /*if(light_sources.find(n2pos))
+                               {
+                                       std::cout<<"Removed from light_sources"<<std::endl;
+                                       light_sources.remove(n2pos);
+                               }*/
+                       }
                }
-               // Else block is at some side. Select it if it has enough pressure
-               if(n.pressure >= 2)
-               {
-                       break;
+               else{
+                       light_sources.insert(n2pos, true);
                }
        }
+}
+
+#if 1
+/*
+       Goes recursively through the neighbours of the node.
+
+       Alters only transparent nodes.
 
-       // If there is nothing to move, return
-       if(i==6)
+       If the lighting of the neighbour is lower than the lighting of
+       the node was (before changing it to 0 at the step before), the
+       lighting of the neighbour is set to 0 and then the same stuff
+       repeats for the neighbour.
+
+       The ending nodes of the routine are stored in light_sources.
+       This is useful when a light is removed. In such case, this
+       routine can be called for the light node and then again for
+       light_sources to re-light the area without the removed light.
+
+       values of from_nodes are lighting values.
+*/
+void VoxelManipulator::unspreadLight(enum LightBank bank,
+               core::map<v3s16, u8> & from_nodes,
+               core::map<v3s16, bool> & light_sources)
+{
+       if(from_nodes.size() == 0)
                return;
        
-       // Switch nodes at p and removed_pos
-       MapNode n = m_data[m_area.index(p)];
-       u8 f = m_flags[m_area.index(p)];
-       m_data[m_area.index(p)] = m_data[m_area.index(removed_pos)];
-       m_flags[m_area.index(p)] = m_flags[m_area.index(removed_pos)];
-       m_data[m_area.index(removed_pos)] = n;
-       m_flags[m_area.index(removed_pos)] = f;
-
-       // Mark p checked
-       m_flags[m_area.index(p)] |= VOXELFLAG_CHECKED;
-       
-       // Update pressure
-       //TODO
+       core::map<v3s16, u8>::Iterator j;
+       j = from_nodes.getIterator();
 
-       // Flow water to the newly created empty position
-       flowWater(p);
-       
-       // Try flowing water to empty positions around removed_pos.
-       // They are checked in reverse order compared to the previous loop.
-       for(i=5; i>=0; i--)
+       for(; j.atEnd() == false; j++)
        {
-               p = removed_pos + dirs[i];
-               u8 f = m_flags[m_area.index(p)];
-               // Water can't move to inexistent nodes
-               if(f & VOXELFLAG_INEXISTENT)
-                       continue;
-               MapNode &n = m_data[m_area.index(p)];
-               // Water can only move to air
-               if(n.d != MATERIAL_AIR)
-                       continue;
-               flowWater(p);
+               v3s16 pos = j.getNode()->getKey();
+               
+               //MapNode &n = m_data[m_area.index(pos)];
+               
+               u8 oldlight = j.getNode()->getValue();
+
+               unspreadLight(bank, pos, oldlight, light_sources);
        }
 }
+#endif
 
+#if 0
 /*
-       MapVoxelManipulator
-*/
+       Goes recursively through the neighbours of the node.
+
+       Alters only transparent nodes.
+
+       If the lighting of the neighbour is lower than the lighting of
+       the node was (before changing it to 0 at the step before), the
+       lighting of the neighbour is set to 0 and then the same stuff
+       repeats for the neighbour.
 
-MapVoxelManipulator::MapVoxelManipulator(Map *map)
+       The ending nodes of the routine are stored in light_sources.
+       This is useful when a light is removed. In such case, this
+       routine can be called for the light node and then again for
+       light_sources to re-light the area without the removed light.
+
+       values of from_nodes are lighting values.
+*/
+void VoxelManipulator::unspreadLight(enum LightBank bank,
+               core::map<v3s16, u8> & from_nodes,
+               core::map<v3s16, bool> & light_sources)
 {
-       m_map = map;
+       v3s16 dirs[6] = {
+               v3s16(0,0,1), // back
+               v3s16(0,1,0), // top
+               v3s16(1,0,0), // right
+               v3s16(0,0,-1), // front
+               v3s16(0,-1,0), // bottom
+               v3s16(-1,0,0), // left
+       };
+       
+       if(from_nodes.size() == 0)
+               return;
+       
+       core::map<v3s16, u8> unlighted_nodes;
+       core::map<v3s16, u8>::Iterator j;
+       j = from_nodes.getIterator();
+
+       for(; j.atEnd() == false; j++)
+       {
+               v3s16 pos = j.getNode()->getKey();
+               
+               emerge(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));
+
+               //MapNode &n = m_data[m_area.index(pos)];
+               
+               u8 oldlight = j.getNode()->getValue();
+               
+               // Loop through 6 neighbors
+               for(u16 i=0; i<6; i++)
+               {
+                       // Get the position of the neighbor node
+                       v3s16 n2pos = pos + dirs[i];
+                       
+                       u32 n2i = m_area.index(n2pos);
+
+                       if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
+                               continue;
+
+                       MapNode &n2 = m_data[n2i];
+                       
+                       /*
+                               If the neighbor is dimmer than what was specified
+                               as oldlight (the light of the previous node)
+                       */
+                       if(n2.getLight(bank) < oldlight)
+                       {
+                               /*
+                                       And the neighbor is transparent and it has some light
+                               */
+                               if(n2.light_propagates() && n2.getLight(bank) != 0)
+                               {
+                                       /*
+                                               Set light to 0 and add to queue
+                                       */
+
+                                       u8 current_light = n2.getLight(bank);
+                                       n2.setLight(bank, 0);
+
+                                       unlighted_nodes.insert(n2pos, current_light);
+                                       
+                                       /*
+                                               Remove from light_sources if it is there
+                                               NOTE: This doesn't happen nearly at all
+                                       */
+                                       /*if(light_sources.find(n2pos))
+                                       {
+                                               std::cout<<"Removed from light_sources"<<std::endl;
+                                               light_sources.remove(n2pos);
+                                       }*/
+                               }
+                       }
+                       else{
+                               light_sources.insert(n2pos, true);
+                       }
+               }
+       }
+
+       /*dstream<<"unspreadLight(): Changed block "
+                       <<blockchangecount<<" times"
+                       <<" for "<<from_nodes.size()<<" nodes"
+                       <<std::endl;*/
+       
+       if(unlighted_nodes.size() > 0)
+               unspreadLight(bank, unlighted_nodes, light_sources);
 }
+#endif
 
-void MapVoxelManipulator::emerge(VoxelArea a)
+void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p)
 {
-       v3s16 size = a.getExtent();
+       const v3s16 dirs[6] = {
+               v3s16(0,0,1), // back
+               v3s16(0,1,0), // top
+               v3s16(1,0,0), // right
+               v3s16(0,0,-1), // front
+               v3s16(0,-1,0), // bottom
+               v3s16(-1,0,0), // left
+       };
 
-       addArea(a);
+       emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)));
 
-       for(s16 z=0; z<size.Z; z++)
-       for(s16 y=0; y<size.Y; y++)
-       for(s16 x=0; x<size.X; x++)
+       u32 i = m_area.index(p);
+       
+       if(m_flags[i] & VOXELFLAG_INEXISTENT)
+               return;
+
+       MapNode &n = m_data[i];
+
+       u8 oldlight = n.getLight(bank);
+       u8 newlight = diminish_light(oldlight);
+
+       // Loop through 6 neighbors
+       for(u16 i=0; i<6; i++)
        {
-               v3s16 p(x,y,z);
-               s32 i = m_area.index(a.MinEdge + p);
-               // Don't touch nodes that have already been loaded
-               if(!(m_flags[i] & VOXELFLAG_NOT_LOADED))
+               // Get the position of the neighbor node
+               v3s16 n2pos = p + dirs[i];
+               
+               u32 n2i = m_area.index(n2pos);
+
+               if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
                        continue;
-               try{
-                       MapNode n = m_map->getNode(a.MinEdge + p);
-                       m_data[i] = n;
-                       m_flags[i] = 0;
+
+               MapNode &n2 = m_data[n2i];
+               
+               /*
+                       If the neighbor is brighter than the current node,
+                       add to list (it will light up this node on its turn)
+               */
+               if(n2.getLight(bank) > undiminish_light(oldlight))
+               {
+                       spreadLight(bank, n2pos);
                }
-               catch(InvalidPositionException &e)
+               /*
+                       If the neighbor is dimmer than how much light this node
+                       would spread on it, add to list
+               */
+               if(n2.getLight(bank) < newlight)
                {
-                       m_flags[i] = VOXELFLAG_INEXISTENT;
+                       if(n2.light_propagates())
+                       {
+                               n2.setLight(bank, newlight);
+                               spreadLight(bank, n2pos);
+                       }
                }
        }
 }
 
-void MapVoxelManipulator::blitBack
-               (core::map<v3s16, MapBlock*> & modified_blocks)
+#if 0
+/*
+       Lights neighbors of from_nodes, collects all them and then
+       goes on recursively.
+
+       NOTE: This is faster on small areas but will overflow the
+             stack on large areas. Thus it is not used.
+*/
+void VoxelManipulator::spreadLight(enum LightBank bank,
+               core::map<v3s16, bool> & from_nodes)
 {
-       /*
-               Initialize block cache
-       */
-       v3s16 blockpos_last;
-       MapBlock *block = NULL;
-       bool block_checked_in_modified = false;
+       if(from_nodes.size() == 0)
+               return;
+       
+       core::map<v3s16, bool> lighted_nodes;
+       core::map<v3s16, bool>::Iterator j;
+       j = from_nodes.getIterator();
 
-       for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
-       for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
-       for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
+       for(; j.atEnd() == false; j++)
        {
-               v3s16 p(x,y,z);
+               v3s16 pos = j.getNode()->getKey();
 
-               u8 f = m_flags[m_area.index(p)];
-               if(f & (VOXELFLAG_NOT_LOADED|VOXELFLAG_INEXISTENT))
-                       continue;
+               spreadLight(bank, pos);
+       }
+}
+#endif
 
-               MapNode &n = m_data[m_area.index(p)];
-                       
-               v3s16 blockpos = getNodeBlockPos(p);
+#if 1
+/*
+       Lights neighbors of from_nodes, collects all them and then
+       goes on recursively.
+*/
+void VoxelManipulator::spreadLight(enum LightBank bank,
+               core::map<v3s16, bool> & from_nodes)
+{
+       const v3s16 dirs[6] = {
+               v3s16(0,0,1), // back
+               v3s16(0,1,0), // top
+               v3s16(1,0,0), // right
+               v3s16(0,0,-1), // front
+               v3s16(0,-1,0), // bottom
+               v3s16(-1,0,0), // left
+       };
+
+       if(from_nodes.size() == 0)
+               return;
+       
+       core::map<v3s16, bool> lighted_nodes;
+       core::map<v3s16, bool>::Iterator j;
+       j = from_nodes.getIterator();
+
+       for(; j.atEnd() == false; j++)
+       {
+               v3s16 pos = j.getNode()->getKey();
+
+               emerge(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));
+
+               u32 i = m_area.index(pos);
                
-               try
-               {
-                       // Get block
-                       if(block == NULL || blockpos != blockpos_last){
-                               block = m_map->getBlockNoCreate(blockpos);
-                               blockpos_last = blockpos;
-                               block_checked_in_modified = false;
-                       }
-                       
-                       // Calculate relative position in block
-                       v3s16 relpos = p - blockpos * MAP_BLOCKSIZE;
+               if(m_flags[i] & VOXELFLAG_INEXISTENT)
+                       continue;
 
-                       // Don't continue if nothing has changed here
-                       if(block->getNode(relpos) == n)
-                               continue;
+               MapNode &n = m_data[i];
 
-                       //m_map->setNode(m_area.MinEdge + p, n);
-                       block->setNode(relpos, n);
+               u8 oldlight = n.getLight(bank);
+               u8 newlight = diminish_light(oldlight);
+
+               // Loop through 6 neighbors
+               for(u16 i=0; i<6; i++)
+               {
+                       // Get the position of the neighbor node
+                       v3s16 n2pos = pos + dirs[i];
                        
-                       /*
-                               Make sure block is in modified_blocks
-                       */
-                       if(block_checked_in_modified == false)
+                       try
                        {
-                               modified_blocks[blockpos] = block;
-                               block_checked_in_modified = true;
+                               u32 n2i = m_area.index(n2pos);
+
+                               if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
+                                       continue;
+
+                               MapNode &n2 = m_data[n2i];
+                               
+                               /*
+                                       If the neighbor is brighter than the current node,
+                                       add to list (it will light up this node on its turn)
+                               */
+                               if(n2.getLight(bank) > undiminish_light(oldlight))
+                               {
+                                       lighted_nodes.insert(n2pos, true);
+                               }
+                               /*
+                                       If the neighbor is dimmer than how much light this node
+                                       would spread on it, add to list
+                               */
+                               if(n2.getLight(bank) < newlight)
+                               {
+                                       if(n2.light_propagates())
+                                       {
+                                               n2.setLight(bank, newlight);
+                                               lighted_nodes.insert(n2pos, true);
+                                       }
+                               }
+                       }
+                       catch(InvalidPositionException &e)
+                       {
+                               continue;
                        }
-               }
-               catch(InvalidPositionException &e)
-               {
                }
        }
+
+       /*dstream<<"spreadLight(): Changed block "
+                       <<blockchangecount<<" times"
+                       <<" for "<<from_nodes.size()<<" nodes"
+                       <<std::endl;*/
+       
+       if(lighted_nodes.size() > 0)
+               spreadLight(bank, lighted_nodes);
 }
+#endif
 
 //END