remove_detached_inventory: Fix segfault during mod load
[oweals/minetest.git] / src / voxel.cpp
index 87773b240f8edeb1bf9444e9b621c2794dd73131..1f1d253731c558fdc8d8d586f3c4f7d12184756e 100644 (file)
@@ -21,27 +21,17 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "map.h"
 #include "gettime.h"
 #include "nodedef.h"
+#include "util/directiontables.h"
 #include "util/timetaker.h"
-#include <string.h>  // memcpy, memset
+#include <cstring>  // memcpy, memset
 
 /*
        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)
-{
-}
+u64 addarea_time = 0;
+u64 emerge_time = 0;
+u64 emerge_load_time = 0;
+u64 clearflag_time = 0;
 
 VoxelManipulator::~VoxelManipulator()
 {
@@ -53,15 +43,15 @@ void VoxelManipulator::clear()
        // Reset area to volume=0
        m_area = VoxelArea();
        delete[] m_data;
-       m_data = NULL;
+       m_data = nullptr;
        delete[] m_flags;
-       m_flags = NULL;
+       m_flags = nullptr;
 }
 
-void VoxelManipulator::print(std::ostream &o, INodeDefManager *ndef,
-               VoxelPrintMode mode)
+void VoxelManipulator::print(std::ostream &o, const NodeDefManager *ndef,
+       VoxelPrintMode mode)
 {
-       v3s16 em = m_area.getExtent();
+       const v3s16 &em = m_area.getExtent();
        v3s16 of = m_area.MinEdge;
        o<<"size: "<<em.X<<"x"<<em.Y<<"x"<<em.Z
         <<" offset: ("<<of.X<<","<<of.Y<<","<<of.Z<<")"<<std::endl;
@@ -116,7 +106,7 @@ void VoxelManipulator::print(std::ostream &o, INodeDefManager *ndef,
                                        {
                                                if(ndef->get(m).light_source != 0)
                                                        c = 'S';
-                                               else if(ndef->get(m).light_propagates == false)
+                                               else if(!ndef->get(m).light_propagates)
                                                        c = 'X';
                                                else
                                                {
@@ -214,7 +204,7 @@ void VoxelManipulator::addArea(const VoxelArea &area)
 }
 
 void VoxelManipulator::copyFrom(MapNode *src, const VoxelArea& src_area,
-               v3s16 from_pos, v3s16 to_pos, v3s16 size)
+               v3s16 from_pos, v3s16 to_pos, const v3s16 &size)
 {
        /* The reason for this optimised code is that we're a member function
         * and the data type/layout of m_data is know to us: it's stored as
@@ -262,7 +252,7 @@ void VoxelManipulator::copyFrom(MapNode *src, const VoxelArea& src_area,
 }
 
 void VoxelManipulator::copyTo(MapNode *dst, const VoxelArea& dst_area,
-               v3s16 dst_pos, v3s16 from_pos, v3s16 size)
+               v3s16 dst_pos, v3s16 from_pos, const v3s16 &size)
 {
        for(s16 z=0; z<size.Z; z++)
        for(s16 y=0; y<size.Y; y++)
@@ -325,259 +315,6 @@ void VoxelManipulator::clearFlag(u8 flags)
                        <<volume<<" nodes"<<std::endl;*/
 }
 
-void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
-               std::set<v3s16> & light_sources, INodeDefManager *nodemgr)
-{
-       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
-       };
-
-       VoxelArea voxel_area(p - v3s16(1,1,1), p + v3s16(1,1,1));
-       addArea(voxel_area);
-
-       // Loop through 6 neighbors
-       for(u16 i=0; i<6; i++)
-       {
-               // Get the position of the neighbor node
-               v3s16 n2pos = p + dirs[i];
-
-               u32 n2i = m_area.index(n2pos);
-
-               if(m_flags[n2i] & VOXELFLAG_NO_DATA)
-                       continue;
-
-               MapNode &n2 = m_data[n2i];
-
-               /*
-                       If the neighbor is dimmer than what was specified
-                       as oldlight (the light of the previous node)
-               */
-               u8 light2 = n2.getLight(bank, nodemgr);
-               if(light2 < oldlight)
-               {
-                       /*
-                               And the neighbor is transparent and it has some light
-                       */
-                       if(nodemgr->get(n2).light_propagates && light2 != 0)
-                       {
-                               /*
-                                       Set light to 0 and add to queue
-                               */
-
-                               n2.setLight(bank, 0, nodemgr);
-
-                               unspreadLight(bank, n2pos, light2, light_sources, nodemgr);
-
-                               /*
-                                       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);
-               }
-       }
-}
-
-/*
-       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 VoxelManipulator::unspreadLight(enum LightBank bank,
-               std::map<v3s16, u8> & from_nodes,
-               std::set<v3s16> & light_sources, INodeDefManager *nodemgr)
-{
-       if(from_nodes.empty())
-               return;
-
-       for(std::map<v3s16, u8>::iterator j = from_nodes.begin();
-               j != from_nodes.end(); ++j)
-       {
-               unspreadLight(bank, j->first, j->second, light_sources, nodemgr);
-       }
-}
-
-void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
-               INodeDefManager *nodemgr)
-{
-       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
-       };
-
-       VoxelArea voxel_area(p - v3s16(1,1,1), p + v3s16(1,1,1));
-       addArea(voxel_area);
-
-       u32 i = m_area.index(p);
-
-       if(m_flags[i] & VOXELFLAG_NO_DATA)
-               return;
-
-       MapNode &n = m_data[i];
-
-       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 = p + dirs[i];
-
-               u32 n2i = m_area.index(n2pos);
-
-               if(m_flags[n2i] & VOXELFLAG_NO_DATA)
-                       continue;
-
-               MapNode &n2 = m_data[n2i];
-
-               u8 light2 = n2.getLight(bank, nodemgr);
-
-               /*
-                       If the neighbor is brighter than the current node,
-                       add to list (it will light up this node on its turn)
-               */
-               if(light2 > undiminish_light(oldlight))
-               {
-                       spreadLight(bank, n2pos, nodemgr);
-               }
-               /*
-                       If the neighbor is dimmer than how much light this node
-                       would spread on it, add to list
-               */
-               if(light2 < newlight)
-               {
-                       if(nodemgr->get(n2).light_propagates)
-                       {
-                               n2.setLight(bank, newlight, nodemgr);
-                               spreadLight(bank, n2pos, nodemgr);
-                       }
-               }
-       }
-}
-
-
 const MapNode VoxelManipulator::ContentIgnoreNode = MapNode(CONTENT_IGNORE);
 
-/*
-       Lights neighbors of from_nodes, collects all them and then
-       goes on recursively.
-*/
-void VoxelManipulator::spreadLight(enum LightBank bank,
-               std::set<v3s16> & from_nodes, INodeDefManager *nodemgr)
-{
-       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.empty())
-               return;
-
-       std::set<v3s16> lighted_nodes;
-
-       for(std::set<v3s16>::iterator j = from_nodes.begin();
-               j != from_nodes.end(); ++j)
-       {
-               v3s16 pos = *j;
-
-               VoxelArea voxel_area(pos - v3s16(1,1,1), pos + v3s16(1,1,1));
-               addArea(voxel_area);
-
-               u32 i = m_area.index(pos);
-
-               if(m_flags[i] & VOXELFLAG_NO_DATA)
-                       continue;
-
-               MapNode &n = m_data[i];
-
-               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];
-
-                       try
-                       {
-                               u32 n2i = m_area.index(n2pos);
-
-                               if(m_flags[n2i] & VOXELFLAG_NO_DATA)
-                                       continue;
-
-                               MapNode &n2 = m_data[n2i];
-
-                               u8 light2 = n2.getLight(bank, nodemgr);
-
-                               /*
-                                       If the neighbor is brighter than the current node,
-                                       add to list (it will light up this node on its turn)
-                               */
-                               if(light2 > undiminish_light(oldlight))
-                               {
-                                       lighted_nodes.insert(n2pos);
-                               }
-                               /*
-                                       If the neighbor is dimmer than how much light this node
-                                       would spread on it, add to list
-                               */
-                               if(light2 < newlight)
-                               {
-                                       if(nodemgr->get(n2).light_propagates)
-                                       {
-                                               n2.setLight(bank, newlight, nodemgr);
-                                               lighted_nodes.insert(n2pos);
-                                       }
-                               }
-                       }
-                       catch(InvalidPositionException &e)
-                       {
-                               continue;
-                       }
-               }
-       }
-
-       /*dstream<<"spreadLight(): Changed block "
-                       <<blockchangecount<<" times"
-                       <<" for "<<from_nodes.size()<<" nodes"
-                       <<std::endl;*/
-
-       if(!lighted_nodes.empty())
-               spreadLight(bank, lighted_nodes, nodemgr);
-}
-
 //END