Fix my name.
[oweals/minetest.git] / src / voxelalgorithms.cpp
index bd8f816b854134d1cdd0682071770fdcdf1a750a..14638a82776cc5b5264c0daadce1c0b24447105e 100644 (file)
@@ -39,8 +39,8 @@ void setLight(VoxelManipulator &v, VoxelArea a, u8 light,
 
 void clearLightAndCollectSources(VoxelManipulator &v, VoxelArea a,
                enum LightBank bank, INodeDefManager *ndef,
-               core::map<v3s16, bool> & light_sources,
-               core::map<v3s16, u8> & unlight_from)
+               std::set<v3s16> & light_sources,
+               std::map<v3s16, u8> & unlight_from)
 {
        // The full area we shall touch
        VoxelArea required_a = a;
@@ -60,7 +60,7 @@ void clearLightAndCollectSources(VoxelManipulator &v, VoxelArea a,
                // If node sources light, add to list
                u8 source = ndef->get(n).light_source;
                if(source != 0)
-                       light_sources[p] = true;
+                       light_sources.insert(p);
 
                // Collect borders for unlighting
                if((x==a.MinEdge.X || x == a.MaxEdge.X
@@ -68,14 +68,14 @@ void clearLightAndCollectSources(VoxelManipulator &v, VoxelArea a,
                || z==a.MinEdge.Z || z == a.MaxEdge.Z)
                && oldlight != 0)
                {
-                       unlight_from.insert(p, oldlight);
+                       unlight_from[p] = oldlight;
                }
        }
 }
 
 SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
                bool inexistent_top_provides_sunlight,
-               core::map<v3s16, bool> & light_sources,
+               std::set<v3s16> & light_sources,
                INodeDefManager *ndef)
 {
        // Return values
@@ -127,7 +127,7 @@ SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
                                n.setLight(LIGHTBANK_DAY, incoming_light, ndef);
 
                        if(diminish_light(incoming_light) != 0)
-                               light_sources.insert(p, true);
+                               light_sources.insert(p);
                }
 
                // Check validity of sunlight at top of block below if it