-{
- MapBlock *block = getBlockNoCreateNoEx(p3d);
- if(block == NULL)
- throw InvalidPositionException();
- return block;
-}
-
-bool Map::isNodeUnderground(v3s16 p)
-{
- v3s16 blockpos = getNodeBlockPos(p);
- try{
- MapBlock * block = getBlockNoCreate(blockpos);
- return block->getIsUnderground();
- }
- catch(InvalidPositionException &e)
- {
- return false;
- }
-}
-
-bool Map::isValidPosition(v3s16 p)
-{
- v3s16 blockpos = getNodeBlockPos(p);
- MapBlock *block = getBlockNoCreate(blockpos);
- return (block != NULL);
-}
-
-// Returns a CONTENT_IGNORE node if not found
-MapNode Map::getNodeNoEx(v3s16 p)
-{
- v3s16 blockpos = getNodeBlockPos(p);
- MapBlock *block = getBlockNoCreateNoEx(blockpos);
- if(block == NULL)
- return MapNode(CONTENT_IGNORE);
- v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
- return block->getNodeNoCheck(relpos);
-}
-
-// throws InvalidPositionException if not found
-MapNode Map::getNode(v3s16 p)
-{
- v3s16 blockpos = getNodeBlockPos(p);
- MapBlock *block = getBlockNoCreateNoEx(blockpos);
- if(block == NULL)
- throw InvalidPositionException();
- v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
- return block->getNodeNoCheck(relpos);
-}
-
-// throws InvalidPositionException if not found
-void Map::setNode(v3s16 p, MapNode & n)
-{
- v3s16 blockpos = getNodeBlockPos(p);
- MapBlock *block = getBlockNoCreate(blockpos);
- v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
- // Never allow placing CONTENT_IGNORE, it fucks up stuff
- if(n.getContent() == CONTENT_IGNORE){
- errorstream<<"Map::setNode(): Not allowing to place CONTENT_IGNORE"
- <<" while trying to replace \""
- <<m_gamedef->ndef()->get(block->getNodeNoCheck(relpos)).name
- <<"\" at "<<PP(p)<<" (block "<<PP(blockpos)<<")"<<std::endl;
- debug_stacks_print_to(infostream);
- return;
- }
- block->setNodeNoCheck(relpos, n);
-}
-
-
-/*
- 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.
-
- 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 Map::unspreadLight(enum LightBank bank,
- std::map<v3s16, u8> & from_nodes,
- std::set<v3s16> & light_sources,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
- 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;
-
- u32 blockchangecount = 0;
-
- std::map<v3s16, u8> unlighted_nodes;
-
- /*
- Initialize block cache
- */
- v3s16 blockpos_last;
- MapBlock *block = NULL;
- // Cache this a bit, too
- bool block_checked_in_modified = false;
-
- for(std::map<v3s16, u8>::iterator j = from_nodes.begin();
- j != from_nodes.end(); ++j)
- {
- v3s16 pos = j->first;
- v3s16 blockpos = getNodeBlockPos(pos);
-
- // Only fetch a new block if the block position has changed
- try{
- if(block == NULL || blockpos != blockpos_last){
- block = getBlockNoCreate(blockpos);
- blockpos_last = blockpos;
-
- block_checked_in_modified = false;
- blockchangecount++;
- }
- }
- catch(InvalidPositionException &e)
- {
- continue;
- }
-
- if(block->isDummy())
- continue;
-
- // Calculate relative position in block
- //v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE;
-
- // Get node straight from the block
- //MapNode n = block->getNode(relpos);
-
- u8 oldlight = j->second;
-
- // Loop through 6 neighbors
- for(u16 i=0; i<6; i++)
- {
- // Get the position of the neighbor node
- v3s16 n2pos = pos + dirs[i];
-
- // Get the block where the node is located
- v3s16 blockpos = getNodeBlockPos(n2pos);
-
- try
- {
- // Only fetch a new block if the block position has changed
- try{
- if(block == NULL || blockpos != blockpos_last){
- block = getBlockNoCreate(blockpos);
- blockpos_last = blockpos;
-
- block_checked_in_modified = false;
- blockchangecount++;
- }
- }
- catch(InvalidPositionException &e)
- {
- continue;
- }
-
- // Calculate relative position in block
- v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE;
- // Get node straight from the block
- MapNode n2 = block->getNode(relpos);
-
- bool changed = false;
-
- //TODO: Optimize output by optimizing light_sources?
-
- /*
- If the neighbor is dimmer than what was specified
- as oldlight (the light of the previous node)
- */
- if(n2.getLight(bank, nodemgr) < oldlight)
- {
- /*
- And the neighbor is transparent and it has some light
- */
- if(nodemgr->get(n2).light_propagates
- && n2.getLight(bank, nodemgr) != 0)
- {
- /*
- Set light to 0 and add to queue
- */
-
- u8 current_light = n2.getLight(bank, nodemgr);
- n2.setLight(bank, 0, nodemgr);
- block->setNode(relpos, n2);
-
- unlighted_nodes[n2pos] = current_light;
- changed = true;
-
- /*
- Remove from light_sources if it is there
- NOTE: This doesn't happen nearly at all
- */
- /*if(light_sources.find(n2pos))
- {
- infostream<<"Removed from light_sources"<<std::endl;
- light_sources.remove(n2pos);
- }*/
- }
-
- /*// DEBUG
- if(light_sources.find(n2pos) != NULL)
- light_sources.remove(n2pos);*/
- }
- else{
- light_sources.insert(n2pos);
- }
-
- // Add to modified_blocks
- if(changed == true && block_checked_in_modified == false)
- {
- // If the block is not found in modified_blocks, add.
- if(modified_blocks.find(blockpos) == modified_blocks.end())
- {
- modified_blocks[blockpos] = block;
- }
- block_checked_in_modified = true;
- }
- }
- catch(InvalidPositionException &e)
- {
- continue;
- }
- }
- }
-
- /*infostream<<"unspreadLight(): Changed block "
- <<blockchangecount<<" times"
- <<" for "<<from_nodes.size()<<" nodes"
- <<std::endl;*/
-
- if(unlighted_nodes.size() > 0)
- unspreadLight(bank, unlighted_nodes, light_sources, modified_blocks);
-}
-
-/*
- A single-node wrapper of the above
-*/
-void Map::unLightNeighbors(enum LightBank bank,
- v3s16 pos, u8 lightwas,
- std::set<v3s16> & light_sources,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- std::map<v3s16, u8> from_nodes;
- from_nodes[pos] = lightwas;
-
- unspreadLight(bank, from_nodes, light_sources, modified_blocks);
-}
-
-/*
- Lights neighbors of from_nodes, collects all them and then
- goes on recursively.
-*/
-void Map::spreadLight(enum LightBank bank,
- std::set<v3s16> & from_nodes,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
- 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;
-
- u32 blockchangecount = 0;
-
- std::set<v3s16> lighted_nodes;
-
- /*
- Initialize block cache
- */
- v3s16 blockpos_last;
- MapBlock *block = NULL;
- // Cache this a bit, too
- bool block_checked_in_modified = false;
-
- for(std::set<v3s16>::iterator j = from_nodes.begin();
- j != from_nodes.end(); ++j)
- {
- v3s16 pos = *j;
- v3s16 blockpos = getNodeBlockPos(pos);
-
- // Only fetch a new block if the block position has changed
- try{
- if(block == NULL || blockpos != blockpos_last){
- block = getBlockNoCreate(blockpos);
- blockpos_last = blockpos;
-
- block_checked_in_modified = false;
- blockchangecount++;
- }
- }
- catch(InvalidPositionException &e)
- {
- continue;
- }
-
- if(block->isDummy())
- continue;
-
- // Calculate relative position in block
- v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE;
-
- // Get node straight from the block
- MapNode n = block->getNode(relpos);
-
- u8 oldlight = n.getLight(bank, nodemgr);
- 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];
-
- // Get the block where the node is located
- v3s16 blockpos = getNodeBlockPos(n2pos);
-
- try
- {
- // Only fetch a new block if the block position has changed
- try{
- if(block == NULL || blockpos != blockpos_last){
- block = getBlockNoCreate(blockpos);
- blockpos_last = blockpos;
-
- block_checked_in_modified = false;
- blockchangecount++;
- }
- }
- catch(InvalidPositionException &e)
- {
- continue;
- }
-
- // Calculate relative position in block
- v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE;
- // Get node straight from the block
- MapNode n2 = block->getNode(relpos);
-
- bool changed = false;
- /*
- 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, nodemgr) > undiminish_light(oldlight))
- {
- lighted_nodes.insert(n2pos);
- changed = true;
- }
- /*
- If the neighbor is dimmer than how much light this node
- would spread on it, add to list
- */
- if(n2.getLight(bank, nodemgr) < newlight)
- {
- if(nodemgr->get(n2).light_propagates)
- {
- n2.setLight(bank, newlight, nodemgr);
- block->setNode(relpos, n2);
- lighted_nodes.insert(n2pos);
- changed = true;
- }
- }
-
- // Add to modified_blocks
- if(changed == true && block_checked_in_modified == false)
- {
- // If the block is not found in modified_blocks, add.
- if(modified_blocks.find(blockpos) == modified_blocks.end())
- {
- modified_blocks[blockpos] = block;
- }
- block_checked_in_modified = true;
- }
- }
- catch(InvalidPositionException &e)
- {
- continue;
- }
- }
- }
-
- /*infostream<<"spreadLight(): Changed block "
- <<blockchangecount<<" times"
- <<" for "<<from_nodes.size()<<" nodes"
- <<std::endl;*/
-
- if(lighted_nodes.size() > 0)
- spreadLight(bank, lighted_nodes, modified_blocks);
-}
-
-/*
- A single-node source variation of the above.
-*/
-void Map::lightNeighbors(enum LightBank bank,
- v3s16 pos,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- std::set<v3s16> from_nodes;
- from_nodes.insert(pos);
- spreadLight(bank, from_nodes, modified_blocks);
-}
-
-v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
-{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
- 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
- };
-
- u8 brightest_light = 0;
- v3s16 brightest_pos(0,0,0);
- bool found_something = false;
-
- // Loop through 6 neighbors
- for(u16 i=0; i<6; i++){
- // Get the position of the neighbor node
- v3s16 n2pos = p + dirs[i];
- MapNode n2;
- try{
- n2 = getNode(n2pos);
- }
- catch(InvalidPositionException &e)
- {
- continue;
- }
- if(n2.getLight(bank, nodemgr) > brightest_light || found_something == false){
- brightest_light = n2.getLight(bank, nodemgr);
- brightest_pos = n2pos;
- found_something = true;
- }
- }
-
- if(found_something == false)
- throw InvalidPositionException();
-
- return brightest_pos;
-}
-
-/*
- Propagates sunlight down from a node.
- Starting point gets sunlight.
-
- Returns the lowest y value of where the sunlight went.
-
- Mud is turned into grass in where the sunlight stops.
-*/
-s16 Map::propagateSunlight(v3s16 start,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
- s16 y = start.Y;
- for(; ; y--)
- {
- v3s16 pos(start.X, y, start.Z);
-
- v3s16 blockpos = getNodeBlockPos(pos);
- MapBlock *block;
- try{
- block = getBlockNoCreate(blockpos);
- }
- catch(InvalidPositionException &e)
- {
- break;
- }
-
- v3s16 relpos = pos - blockpos*MAP_BLOCKSIZE;
- MapNode n = block->getNode(relpos);
-
- if(nodemgr->get(n).sunlight_propagates)
- {
- n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr);
- block->setNode(relpos, n);
-
- modified_blocks[blockpos] = block;
- }
- else
- {
- // Sunlight goes no further
- break;
- }
- }
- return y + 1;
-}
-
-void Map::updateLighting(enum LightBank bank,
- std::map<v3s16, MapBlock*> & a_blocks,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
- /*m_dout<<DTIME<<"Map::updateLighting(): "
- <<a_blocks.size()<<" blocks."<<std::endl;*/
-
- //TimeTaker timer("updateLighting");
-
- // For debugging
- //bool debug=true;
- //u32 count_was = modified_blocks.size();
-
- std::map<v3s16, MapBlock*> blocks_to_update;
-
- std::set<v3s16> light_sources;
-
- std::map<v3s16, u8> unlight_from;
-
- int num_bottom_invalid = 0;
-
- {
- //TimeTaker t("first stuff");
-
- for(std::map<v3s16, MapBlock*>::iterator i = a_blocks.begin();
- i != a_blocks.end(); ++i)
- {
- MapBlock *block = i->second;
-
- for(;;)
- {
- // Don't bother with dummy blocks.
- if(block->isDummy())
- break;
-
- v3s16 pos = block->getPos();
- v3s16 posnodes = block->getPosRelative();
- modified_blocks[pos] = block;
- blocks_to_update[pos] = block;
-
- /*
- Clear all light from block
- */
- for(s16 z=0; z<MAP_BLOCKSIZE; z++)
- for(s16 x=0; x<MAP_BLOCKSIZE; x++)
- for(s16 y=0; y<MAP_BLOCKSIZE; y++)
- {
-
- try{
- v3s16 p(x,y,z);
- MapNode n = block->getNode(p);
- u8 oldlight = n.getLight(bank, nodemgr);
- n.setLight(bank, 0, nodemgr);
- block->setNode(p, n);
-
- // If node sources light, add to list
- u8 source = nodemgr->get(n).light_source;
- if(source != 0)
- light_sources.insert(p + posnodes);
-
- // Collect borders for unlighting
- if((x==0 || x == MAP_BLOCKSIZE-1
- || y==0 || y == MAP_BLOCKSIZE-1
- || z==0 || z == MAP_BLOCKSIZE-1)
- && oldlight != 0)
- {
- v3s16 p_map = p + posnodes;
- unlight_from[p_map] = oldlight;
- }
- }
- catch(InvalidPositionException &e)
- {
- /*
- This would happen when dealing with a
- dummy block.
- */
- //assert(0);
- infostream<<"updateLighting(): InvalidPositionException"
- <<std::endl;
- }
- }
-
- if(bank == LIGHTBANK_DAY)
- {
- bool bottom_valid = block->propagateSunlight(light_sources);
-
- if(!bottom_valid)
- num_bottom_invalid++;
-
- // If bottom is valid, we're done.
- if(bottom_valid)
- break;
- }
- else if(bank == LIGHTBANK_NIGHT)
- {
- // For night lighting, sunlight is not propagated
- break;
- }
- else
- {
- // Invalid lighting bank
- assert(0);
- }
-
- /*infostream<<"Bottom for sunlight-propagated block ("
- <<pos.X<<","<<pos.Y<<","<<pos.Z<<") not valid"
- <<std::endl;*/
-
- // Bottom sunlight is not valid; get the block and loop to it
-
- pos.Y--;
- try{
- block = getBlockNoCreate(pos);
- }
- catch(InvalidPositionException &e)
- {
- assert(0);
- }
-
- }
- }
-
- }
-
- /*
- Enable this to disable proper lighting for speeding up map
- generation for testing or whatever
- */
-#if 0
- //if(g_settings->get(""))
- {
- core::map<v3s16, MapBlock*>::Iterator i;
- i = blocks_to_update.getIterator();
- for(; i.atEnd() == false; i++)
- {
- MapBlock *block = i.getNode()->getValue();
- v3s16 p = block->getPos();
- block->setLightingExpired(false);
- }
- return;
- }
-#endif
-
-#if 1
- {
- //TimeTaker timer("unspreadLight");
- unspreadLight(bank, unlight_from, light_sources, modified_blocks);
- }
-
- /*if(debug)
- {
- u32 diff = modified_blocks.size() - count_was;
- count_was = modified_blocks.size();
- infostream<<"unspreadLight modified "<<diff<<std::endl;
- }*/
-
- {
- //TimeTaker timer("spreadLight");
- spreadLight(bank, light_sources, modified_blocks);
- }
-
- /*if(debug)
- {
- u32 diff = modified_blocks.size() - count_was;
- count_was = modified_blocks.size();
- infostream<<"spreadLight modified "<<diff<<std::endl;
- }*/
-#endif
-
-#if 0
- {
- //MapVoxelManipulator vmanip(this);
-
- // Make a manual voxel manipulator and load all the blocks
- // that touch the requested blocks
- ManualMapVoxelManipulator vmanip(this);
-
- {
- //TimeTaker timer("initialEmerge");
-
- core::map<v3s16, MapBlock*>::Iterator i;
- i = blocks_to_update.getIterator();
- for(; i.atEnd() == false; i++)
- {
- MapBlock *block = i.getNode()->getValue();
- v3s16 p = block->getPos();
-
- // Add all surrounding blocks
- vmanip.initialEmerge(p - v3s16(1,1,1), p + v3s16(1,1,1));
-
- /*
- Add all surrounding blocks that have up-to-date lighting
- NOTE: This doesn't quite do the job (not everything
- appropriate is lighted)
- */
- /*for(s16 z=-1; z<=1; z++)
- for(s16 y=-1; y<=1; y++)
- for(s16 x=-1; x<=1; x++)
- {
- v3s16 p2 = p + v3s16(x,y,z);
- MapBlock *block = getBlockNoCreateNoEx(p2);
- if(block == NULL)
- continue;
- if(block->isDummy())
- continue;
- if(block->getLightingExpired())
- continue;
- vmanip.initialEmerge(p2, p2);
- }*/
-
- // Lighting of block will be updated completely
- block->setLightingExpired(false);
- }
- }
-
- {
- //TimeTaker timer("unSpreadLight");
- vmanip.unspreadLight(bank, unlight_from, light_sources, nodemgr);
- }
- {
- //TimeTaker timer("spreadLight");
- vmanip.spreadLight(bank, light_sources, nodemgr);
- }
- {
- //TimeTaker timer("blitBack");
- vmanip.blitBack(modified_blocks);
- }
- /*infostream<<"emerge_time="<<emerge_time<<std::endl;
- emerge_time = 0;*/
- }
-#endif
-
- //m_dout<<"Done ("<<getTimestamp()<<")"<<std::endl;
-}
-
-void Map::updateLighting(std::map<v3s16, MapBlock*> & a_blocks,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- updateLighting(LIGHTBANK_DAY, a_blocks, modified_blocks);
- updateLighting(LIGHTBANK_NIGHT, a_blocks, modified_blocks);
-
- /*
- Update information about whether day and night light differ
- */
- for(std::map<v3s16, MapBlock*>::iterator
- i = modified_blocks.begin();
- i != modified_blocks.end(); ++i)
- {
- MapBlock *block = i->second;
- block->expireDayNightDiff();
- }
-}
-
-/*
-*/
-void Map::addNodeAndUpdate(v3s16 p, MapNode n,
- std::map<v3s16, MapBlock*> &modified_blocks,
- bool remove_metadata)
-{
- INodeDefManager *ndef = m_gamedef->ndef();
-
- /*PrintInfo(m_dout);
- m_dout<<DTIME<<"Map::addNodeAndUpdate(): p=("
- <<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
-
- /*
- From this node to nodes underneath:
- If lighting is sunlight (1.0), unlight neighbours and
- set lighting to 0.
- Else discontinue.
- */
-
- v3s16 toppos = p + v3s16(0,1,0);
- //v3s16 bottompos = p + v3s16(0,-1,0);
-
- bool node_under_sunlight = true;
- std::set<v3s16> light_sources;
-
- /*
- Collect old node for rollback
- */
- RollbackNode rollback_oldnode(this, p, m_gamedef);
-
- /*
- If there is a node at top and it doesn't have sunlight,
- there has not been any sunlight going down.
-
- Otherwise there probably is.
- */
- try{
- MapNode topnode = getNode(toppos);
-
- if(topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN)
- node_under_sunlight = false;
- }
- catch(InvalidPositionException &e)
- {
- }
-
- /*
- Remove all light that has come out of this node
- */
-
- enum LightBank banks[] =
- {
- LIGHTBANK_DAY,
- LIGHTBANK_NIGHT
- };
- for(s32 i=0; i<2; i++)
- {
- enum LightBank bank = banks[i];
-
- u8 lightwas = getNode(p).getLight(bank, ndef);
-
- // Add the block of the added node to modified_blocks
- v3s16 blockpos = getNodeBlockPos(p);
- MapBlock * block = getBlockNoCreate(blockpos);
- assert(block != NULL);
- modified_blocks[blockpos] = block;
-
- assert(isValidPosition(p));
-
- // Unlight neighbours of node.
- // This means setting light of all consequent dimmer nodes
- // to 0.
- // This also collects the nodes at the border which will spread
- // light again into this.
- unLightNeighbors(bank, p, lightwas, light_sources, modified_blocks);
-
- n.setLight(bank, 0, ndef);
- }
-
- /*
- If node lets sunlight through and is under sunlight, it has
- sunlight too.
- */
- if(node_under_sunlight && ndef->get(n).sunlight_propagates)
- {
- n.setLight(LIGHTBANK_DAY, LIGHT_SUN, ndef);
- }
-
- /*
- Remove node metadata
- */
- if (remove_metadata) {
- removeNodeMetadata(p);
- }
-
- /*
- Set the node on the map
- */
-
- setNode(p, n);
-
- /*
- If node is under sunlight and doesn't let sunlight through,
- take all sunlighted nodes under it and clear light from them
- and from where the light has been spread.
- TODO: This could be optimized by mass-unlighting instead
- of looping
- */
- if(node_under_sunlight && !ndef->get(n).sunlight_propagates)
- {
- s16 y = p.Y - 1;
- for(;; y--){
- //m_dout<<DTIME<<"y="<<y<<std::endl;
- v3s16 n2pos(p.X, y, p.Z);
-
- MapNode n2;
- try{
- n2 = getNode(n2pos);
- }
- catch(InvalidPositionException &e)
- {
- break;
- }
-
- if(n2.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
- {
- unLightNeighbors(LIGHTBANK_DAY,
- n2pos, n2.getLight(LIGHTBANK_DAY, ndef),
- light_sources, modified_blocks);
- n2.setLight(LIGHTBANK_DAY, 0, ndef);
- setNode(n2pos, n2);
- }
- else
- break;
- }
- }
-
- for(s32 i=0; i<2; i++)
- {
- enum LightBank bank = banks[i];
-
- /*
- Spread light from all nodes that might be capable of doing so
- */
- spreadLight(bank, light_sources, modified_blocks);
- }
-
- /*
- Update information about whether day and night light differ
- */
- for(std::map<v3s16, MapBlock*>::iterator
- i = modified_blocks.begin();
- i != modified_blocks.end(); ++i)
- {
- i->second->expireDayNightDiff();
- }
-
- /*
- Report for rollback
- */
- if(m_gamedef->rollback())
- {
- RollbackNode rollback_newnode(this, p, m_gamedef);
- RollbackAction action;
- action.setSetNode(p, rollback_oldnode, rollback_newnode);
- m_gamedef->rollback()->reportAction(action);
- }
-
- /*
- Add neighboring liquid nodes and the node itself if it is
- liquid (=water node was added) to transform queue.
- */
- v3s16 dirs[7] = {
- v3s16(0,0,0), // self
- 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
- };
- for(u16 i=0; i<7; i++)
- {
- try
- {
-
- v3s16 p2 = p + dirs[i];
-
- MapNode n2 = getNode(p2);
- if(ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
- {
- m_transforming_liquid.push_back(p2);
- }
-
- }catch(InvalidPositionException &e)
- {
- }
- }
-}
-
-/*
-*/
-void Map::removeNodeAndUpdate(v3s16 p,
- std::map<v3s16, MapBlock*> &modified_blocks)
-{
- INodeDefManager *ndef = m_gamedef->ndef();
-
- /*PrintInfo(m_dout);
- m_dout<<DTIME<<"Map::removeNodeAndUpdate(): p=("
- <<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
-
- bool node_under_sunlight = true;
-
- v3s16 toppos = p + v3s16(0,1,0);
-
- // Node will be replaced with this
- content_t replace_material = CONTENT_AIR;
-
- /*
- Collect old node for rollback
- */
- RollbackNode rollback_oldnode(this, p, m_gamedef);