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GameDef compiles
This commit is contained in:
parent
abceeee92f
commit
c6fd2986d4
49 changed files with 1168 additions and 1045 deletions
164
src/map.cpp
164
src/map.cpp
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@ -37,7 +37,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "settings.h"
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#include "log.h"
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#include "profiler.h"
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#include "mapnode_contentfeatures.h"
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#include "nodedef.h"
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#include "gamedef.h"
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#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
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@ -234,6 +235,8 @@ void Map::unspreadLight(enum LightBank bank,
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core::map<v3s16, bool> & light_sources,
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core::map<v3s16, MapBlock*> & modified_blocks)
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{
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INodeDefManager *nodemgr = m_gamedef->ndef();
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v3s16 dirs[6] = {
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v3s16(0,0,1), // back
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v3s16(0,1,0), // top
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@ -330,19 +333,20 @@ void Map::unspreadLight(enum LightBank bank,
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If the neighbor is dimmer than what was specified
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as oldlight (the light of the previous node)
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*/
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if(n2.getLight(bank) < oldlight)
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if(n2.getLight(bank, nodemgr) < oldlight)
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{
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/*
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And the neighbor is transparent and it has some light
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*/
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if(n2.light_propagates() && n2.getLight(bank) != 0)
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if(nodemgr->get(n2).light_propagates
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&& n2.getLight(bank, nodemgr) != 0)
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{
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/*
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Set light to 0 and add to queue
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*/
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u8 current_light = n2.getLight(bank);
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n2.setLight(bank, 0);
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u8 current_light = n2.getLight(bank, nodemgr);
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n2.setLight(bank, 0, nodemgr);
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block->setNode(relpos, n2);
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unlighted_nodes.insert(n2pos, current_light);
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@ -416,6 +420,8 @@ void Map::spreadLight(enum LightBank bank,
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core::map<v3s16, bool> & from_nodes,
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core::map<v3s16, MapBlock*> & modified_blocks)
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{
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INodeDefManager *nodemgr = m_gamedef->ndef();
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const v3s16 dirs[6] = {
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v3s16(0,0,1), // back
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v3s16(0,1,0), // top
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@ -474,7 +480,7 @@ void Map::spreadLight(enum LightBank bank,
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// Get node straight from the block
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MapNode n = block->getNode(relpos);
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u8 oldlight = n.getLight(bank);
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u8 oldlight = n.getLight(bank, nodemgr);
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u8 newlight = diminish_light(oldlight);
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// Loop through 6 neighbors
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@ -512,7 +518,7 @@ void Map::spreadLight(enum LightBank bank,
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If the neighbor is brighter than the current node,
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add to list (it will light up this node on its turn)
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*/
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if(n2.getLight(bank) > undiminish_light(oldlight))
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if(n2.getLight(bank, nodemgr) > undiminish_light(oldlight))
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{
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lighted_nodes.insert(n2pos, true);
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//lighted_nodes.push_back(n2pos);
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@ -522,11 +528,11 @@ void Map::spreadLight(enum LightBank bank,
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If the neighbor is dimmer than how much light this node
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would spread on it, add to list
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*/
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if(n2.getLight(bank) < newlight)
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if(n2.getLight(bank, nodemgr) < newlight)
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{
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if(n2.light_propagates())
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if(nodemgr->get(n2).light_propagates)
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{
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n2.setLight(bank, newlight);
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n2.setLight(bank, newlight, nodemgr);
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block->setNode(relpos, n2);
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lighted_nodes.insert(n2pos, true);
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//lighted_nodes.push_back(n2pos);
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@ -575,6 +581,8 @@ void Map::lightNeighbors(enum LightBank bank,
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v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
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{
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INodeDefManager *nodemgr = m_gamedef->ndef();
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v3s16 dirs[6] = {
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v3s16(0,0,1), // back
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v3s16(0,1,0), // top
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@ -600,8 +608,8 @@ v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
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{
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continue;
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}
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if(n2.getLight(bank) > brightest_light || found_something == false){
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brightest_light = n2.getLight(bank);
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if(n2.getLight(bank, nodemgr) > brightest_light || found_something == false){
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brightest_light = n2.getLight(bank, nodemgr);
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brightest_pos = n2pos;
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found_something = true;
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}
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@ -624,6 +632,8 @@ v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
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s16 Map::propagateSunlight(v3s16 start,
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core::map<v3s16, MapBlock*> & modified_blocks)
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{
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INodeDefManager *nodemgr = m_gamedef->ndef();
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s16 y = start.Y;
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for(; ; y--)
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{
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@ -642,9 +652,9 @@ s16 Map::propagateSunlight(v3s16 start,
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v3s16 relpos = pos - blockpos*MAP_BLOCKSIZE;
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MapNode n = block->getNode(relpos);
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if(n.sunlight_propagates())
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if(nodemgr->get(n).sunlight_propagates)
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{
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n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
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n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr);
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block->setNode(relpos, n);
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modified_blocks.insert(blockpos, block);
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@ -670,6 +680,8 @@ void Map::updateLighting(enum LightBank bank,
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core::map<v3s16, MapBlock*> & a_blocks,
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core::map<v3s16, MapBlock*> & modified_blocks)
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{
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INodeDefManager *nodemgr = m_gamedef->ndef();
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/*m_dout<<DTIME<<"Map::updateLighting(): "
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<<a_blocks.size()<<" blocks."<<std::endl;*/
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@ -713,8 +725,8 @@ void Map::updateLighting(enum LightBank bank,
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try{
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v3s16 p(x,y,z);
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MapNode n = block->getNode(v3s16(x,y,z));
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u8 oldlight = n.getLight(bank);
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n.setLight(bank, 0);
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u8 oldlight = n.getLight(bank, nodemgr);
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n.setLight(bank, 0, nodemgr);
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block->setNode(v3s16(x,y,z), n);
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// Collect borders for unlighting
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@ -865,11 +877,11 @@ void Map::updateLighting(enum LightBank bank,
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{
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//TimeTaker timer("unSpreadLight");
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vmanip.unspreadLight(bank, unlight_from, light_sources);
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vmanip.unspreadLight(bank, unlight_from, light_sources, nodemgr);
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}
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{
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//TimeTaker timer("spreadLight");
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vmanip.spreadLight(bank, light_sources);
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vmanip.spreadLight(bank, light_sources, nodemgr);
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}
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{
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//TimeTaker timer("blitBack");
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@ -905,6 +917,8 @@ void Map::updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
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void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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core::map<v3s16, MapBlock*> &modified_blocks, std::string &player_name)
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{
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INodeDefManager *nodemgr = m_gamedef->ndef();
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/*PrintInfo(m_dout);
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m_dout<<DTIME<<"Map::addNodeAndUpdate(): p=("
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<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
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@ -931,7 +945,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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try{
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MapNode topnode = getNode(toppos);
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if(topnode.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
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if(topnode.getLight(LIGHTBANK_DAY, nodemgr) != LIGHT_SUN)
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node_under_sunlight = false;
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}
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catch(InvalidPositionException &e)
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@ -942,7 +956,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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/*
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If the new node is solid and there is grass below, change it to mud
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*/
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if(content_features(n).walkable == true)
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if(nodemgr->get(n).walkable == true)
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{
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try{
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MapNode bottomnode = getNode(bottompos);
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@ -984,7 +998,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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{
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enum LightBank bank = banks[i];
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u8 lightwas = getNode(p).getLight(bank);
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u8 lightwas = getNode(p).getLight(bank, nodemgr);
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// Add the block of the added node to modified_blocks
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v3s16 blockpos = getNodeBlockPos(p);
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@ -1001,16 +1015,16 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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// light again into this.
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unLightNeighbors(bank, p, lightwas, light_sources, modified_blocks);
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n.setLight(bank, 0);
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n.setLight(bank, 0, nodemgr);
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}
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/*
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If node lets sunlight through and is under sunlight, it has
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sunlight too.
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*/
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if(node_under_sunlight && content_features(n).sunlight_propagates)
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if(node_under_sunlight && nodemgr->get(n).sunlight_propagates)
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{
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n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
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n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr);
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}
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/*
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@ -1023,7 +1037,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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Add intial metadata
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*/
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NodeMetadata *meta_proto = content_features(n).initial_metadata;
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NodeMetadata *meta_proto = nodemgr->get(n).initial_metadata;
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if(meta_proto)
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{
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NodeMetadata *meta = meta_proto->clone(m_gamedef);
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@ -1038,7 +1052,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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TODO: This could be optimized by mass-unlighting instead
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of looping
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*/
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if(node_under_sunlight && !content_features(n).sunlight_propagates)
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if(node_under_sunlight && !nodemgr->get(n).sunlight_propagates)
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{
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s16 y = p.Y - 1;
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for(;; y--){
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@ -1054,12 +1068,12 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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break;
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}
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if(n2.getLight(LIGHTBANK_DAY) == LIGHT_SUN)
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if(n2.getLight(LIGHTBANK_DAY, nodemgr) == LIGHT_SUN)
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{
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unLightNeighbors(LIGHTBANK_DAY,
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n2pos, n2.getLight(LIGHTBANK_DAY),
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n2pos, n2.getLight(LIGHTBANK_DAY, nodemgr),
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light_sources, modified_blocks);
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n2.setLight(LIGHTBANK_DAY, 0);
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n2.setLight(LIGHTBANK_DAY, 0, nodemgr);
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setNode(n2pos, n2);
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}
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else
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@ -1109,7 +1123,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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v3s16 p2 = p + dirs[i];
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MapNode n2 = getNode(p2);
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if(content_liquid(n2.getContent()) || n2.getContent() == CONTENT_AIR)
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if(nodemgr->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
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{
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m_transforming_liquid.push_back(p2);
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}
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@ -1125,6 +1139,8 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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void Map::removeNodeAndUpdate(v3s16 p,
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core::map<v3s16, MapBlock*> &modified_blocks)
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{
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INodeDefManager *nodemgr = m_gamedef->ndef();
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/*PrintInfo(m_dout);
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m_dout<<DTIME<<"Map::removeNodeAndUpdate(): p=("
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<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
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@ -1143,7 +1159,7 @@ void Map::removeNodeAndUpdate(v3s16 p,
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try{
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MapNode topnode = getNode(toppos);
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if(topnode.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
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if(topnode.getLight(LIGHTBANK_DAY, nodemgr) != LIGHT_SUN)
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node_under_sunlight = false;
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}
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catch(InvalidPositionException &e)
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@ -1165,7 +1181,7 @@ void Map::removeNodeAndUpdate(v3s16 p,
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Unlight neighbors (in case the node is a light source)
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*/
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unLightNeighbors(bank, p,
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getNode(p).getLight(bank),
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getNode(p).getLight(bank, nodemgr),
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light_sources, modified_blocks);
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}
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@ -1227,7 +1243,7 @@ void Map::removeNodeAndUpdate(v3s16 p,
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// TODO: Is this needed? Lighting is cleared up there already.
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try{
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MapNode n = getNode(p);
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n.setLight(LIGHTBANK_DAY, 0);
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n.setLight(LIGHTBANK_DAY, 0, nodemgr);
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setNode(p, n);
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}
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catch(InvalidPositionException &e)
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@ -1283,7 +1299,7 @@ void Map::removeNodeAndUpdate(v3s16 p,
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v3s16 p2 = p + dirs[i];
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MapNode n2 = getNode(p2);
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if(content_liquid(n2.getContent()) || n2.getContent() == CONTENT_AIR)
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if(nodemgr->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
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{
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m_transforming_liquid.push_back(p2);
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}
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@ -1580,6 +1596,8 @@ struct NodeNeighbor {
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void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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{
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INodeDefManager *nodemgr = m_gamedef->ndef();
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DSTACK(__FUNCTION_NAME);
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//TimeTaker timer("transformLiquids()");
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@ -1614,11 +1632,11 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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*/
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s8 liquid_level = -1;
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u8 liquid_kind = CONTENT_IGNORE;
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LiquidType liquid_type = content_features(n0.getContent()).liquid_type;
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LiquidType liquid_type = nodemgr->get(n0).liquid_type;
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switch (liquid_type) {
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case LIQUID_SOURCE:
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liquid_level = LIQUID_LEVEL_SOURCE;
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liquid_kind = content_features(n0.getContent()).liquid_alternative_flowing;
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liquid_kind = nodemgr->get(n0).liquid_alternative_flowing;
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break;
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case LIQUID_FLOWING:
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liquid_level = (n0.param2 & LIQUID_LEVEL_MASK);
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@ -1658,7 +1676,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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}
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v3s16 npos = p0 + dirs[i];
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NodeNeighbor nb = {getNodeNoEx(npos), nt, npos};
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switch (content_features(nb.n.getContent()).liquid_type) {
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switch (nodemgr->get(nb.n.getContent()).liquid_type) {
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case LIQUID_NONE:
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if (nb.n.getContent() == CONTENT_AIR) {
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airs[num_airs++] = nb;
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@ -1678,8 +1696,8 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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case LIQUID_SOURCE:
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// if this node is not (yet) of a liquid type, choose the first liquid type we encounter
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if (liquid_kind == CONTENT_AIR)
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liquid_kind = content_features(nb.n.getContent()).liquid_alternative_flowing;
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if (content_features(nb.n.getContent()).liquid_alternative_flowing !=liquid_kind) {
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liquid_kind = nodemgr->get(nb.n.getContent()).liquid_alternative_flowing;
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if (nodemgr->get(nb.n.getContent()).liquid_alternative_flowing !=liquid_kind) {
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neutrals[num_neutrals++] = nb;
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} else {
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sources[num_sources++] = nb;
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@ -1688,8 +1706,8 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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case LIQUID_FLOWING:
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// if this node is not (yet) of a liquid type, choose the first liquid type we encounter
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if (liquid_kind == CONTENT_AIR)
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liquid_kind = content_features(nb.n.getContent()).liquid_alternative_flowing;
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if (content_features(nb.n.getContent()).liquid_alternative_flowing != liquid_kind) {
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liquid_kind = nodemgr->get(nb.n.getContent()).liquid_alternative_flowing;
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if (nodemgr->get(nb.n.getContent()).liquid_alternative_flowing != liquid_kind) {
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neutrals[num_neutrals++] = nb;
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} else {
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flows[num_flows++] = nb;
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@ -1710,7 +1728,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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// liquid_kind will be set to either the flowing alternative of the node (if it's a liquid)
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// or the flowing alternative of the first of the surrounding sources (if it's air), so
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// it's perfectly safe to use liquid_kind here to determine the new node content.
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new_node_content = content_features(liquid_kind).liquid_alternative_source;
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new_node_content = nodemgr->get(liquid_kind).liquid_alternative_source;
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} else if (num_sources == 1 && sources[0].t != NEIGHBOR_LOWER) {
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// liquid_kind is set properly, see above
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new_node_content = liquid_kind;
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@ -1739,7 +1757,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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}
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}
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u8 viscosity = content_features(liquid_kind).liquid_viscosity;
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u8 viscosity = nodemgr->get(liquid_kind).liquid_viscosity;
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if (viscosity > 1 && max_node_level != liquid_level) {
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// amount to gain, limited by viscosity
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// must be at least 1 in absolute value
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||||
|
@ -1765,7 +1783,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
|
|||
/*
|
||||
check if anything has changed. if not, just continue with the next node.
|
||||
*/
|
||||
if (new_node_content == n0.getContent() && (content_features(n0.getContent()).liquid_type != LIQUID_FLOWING ||
|
||||
if (new_node_content == n0.getContent() && (nodemgr->get(n0.getContent()).liquid_type != LIQUID_FLOWING ||
|
||||
((n0.param2 & LIQUID_LEVEL_MASK) == (u8)new_node_level &&
|
||||
((n0.param2 & LIQUID_FLOW_DOWN_MASK) == LIQUID_FLOW_DOWN_MASK)
|
||||
== flowing_down)))
|
||||
|
@ -1776,7 +1794,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
|
|||
update the current node
|
||||
*/
|
||||
//bool flow_down_enabled = (flowing_down && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK));
|
||||
if (content_features(new_node_content).liquid_type == LIQUID_FLOWING) {
|
||||
if (nodemgr->get(new_node_content).liquid_type == LIQUID_FLOWING) {
|
||||
// set level to last 3 bits, flowing down bit to 4th bit
|
||||
n0.param2 = (flowing_down ? LIQUID_FLOW_DOWN_MASK : 0x00) | (new_node_level & LIQUID_LEVEL_MASK);
|
||||
} else {
|
||||
|
@ -1790,14 +1808,14 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
|
|||
if(block != NULL) {
|
||||
modified_blocks.insert(blockpos, block);
|
||||
// If node emits light, MapBlock requires lighting update
|
||||
if(content_features(n0).light_source != 0)
|
||||
if(nodemgr->get(n0).light_source != 0)
|
||||
lighting_modified_blocks[block->getPos()] = block;
|
||||
}
|
||||
|
||||
/*
|
||||
enqueue neighbors for update if neccessary
|
||||
*/
|
||||
switch (content_features(n0.getContent()).liquid_type) {
|
||||
switch (nodemgr->get(n0.getContent()).liquid_type) {
|
||||
case LIQUID_SOURCE:
|
||||
case LIQUID_FLOWING:
|
||||
// make sure source flows into all neighboring nodes
|
||||
|
@ -2082,6 +2100,7 @@ void ServerMap::initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos)
|
|||
data->no_op = false;
|
||||
data->seed = m_seed;
|
||||
data->blockpos = blockpos;
|
||||
data->nodemgr = m_gamedef->ndef();
|
||||
|
||||
/*
|
||||
Create the whole area of this and the neighboring blocks
|
||||
|
@ -2389,7 +2408,7 @@ ServerMapSector * ServerMap::createSector(v2s16 p2d)
|
|||
Generate blank sector
|
||||
*/
|
||||
|
||||
sector = new ServerMapSector(this, p2d);
|
||||
sector = new ServerMapSector(this, p2d, m_gamedef);
|
||||
|
||||
// Sector position on map in nodes
|
||||
v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
|
||||
|
@ -3054,7 +3073,7 @@ MapSector* ServerMap::loadSectorMeta(std::string sectordir, bool save_after_load
|
|||
<<fullpath<<" doesn't exist but directory does."
|
||||
<<" Continuing with a sector with no metadata."
|
||||
<<std::endl;*/
|
||||
sector = new ServerMapSector(this, p2d);
|
||||
sector = new ServerMapSector(this, p2d, m_gamedef);
|
||||
m_sectors.insert(p2d, sector);
|
||||
}
|
||||
else
|
||||
|
@ -3065,7 +3084,7 @@ MapSector* ServerMap::loadSectorMeta(std::string sectordir, bool save_after_load
|
|||
else
|
||||
{
|
||||
sector = ServerMapSector::deSerialize
|
||||
(is, this, p2d, m_sectors);
|
||||
(is, this, p2d, m_sectors, m_gamedef);
|
||||
if(save_after_load)
|
||||
saveSectorMeta(sector);
|
||||
}
|
||||
|
@ -3310,7 +3329,7 @@ void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSecto
|
|||
}
|
||||
|
||||
// Read basic data
|
||||
block->deSerialize(is, version, m_gamedef);
|
||||
block->deSerialize(is, version);
|
||||
|
||||
// Read extra data stored on disk
|
||||
block->deSerializeDiskExtra(is, version);
|
||||
|
@ -3380,7 +3399,7 @@ void ServerMap::loadBlock(std::string *blob, v3s16 p3d, MapSector *sector, bool
|
|||
}
|
||||
|
||||
// Read basic data
|
||||
block->deSerialize(is, version, m_gamedef);
|
||||
block->deSerialize(is, version);
|
||||
|
||||
// Read extra data stored on disk
|
||||
block->deSerializeDiskExtra(is, version);
|
||||
|
@ -3567,7 +3586,7 @@ MapSector * ClientMap::emergeSector(v2s16 p2d)
|
|||
}
|
||||
|
||||
// Create a sector
|
||||
ClientMapSector *sector = new ClientMapSector(this, p2d);
|
||||
ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
|
||||
|
||||
{
|
||||
//JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
|
||||
|
@ -3617,7 +3636,7 @@ void ClientMap::OnRegisterSceneNode()
|
|||
}
|
||||
|
||||
static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
|
||||
float start_off, float end_off, u32 needed_count)
|
||||
float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr)
|
||||
{
|
||||
float d0 = (float)BS * p0.getDistanceFrom(p1);
|
||||
v3s16 u0 = p1 - p0;
|
||||
|
@ -3630,7 +3649,7 @@ static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
|
|||
v3s16 p = floatToInt(pf, BS);
|
||||
MapNode n = map->getNodeNoEx(p);
|
||||
bool is_transparent = false;
|
||||
ContentFeatures &f = content_features(n);
|
||||
const ContentFeatures &f = nodemgr->get(n);
|
||||
if(f.solidness == 0)
|
||||
is_transparent = (f.visual_solidness != 2);
|
||||
else
|
||||
|
@ -3647,6 +3666,8 @@ static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
|
|||
|
||||
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
||||
{
|
||||
INodeDefManager *nodemgr = m_gamedef->ndef();
|
||||
|
||||
//m_dout<<DTIME<<"Rendering map..."<<std::endl;
|
||||
DSTACK(__FUNCTION_NAME);
|
||||
|
||||
|
@ -3855,23 +3876,23 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
|||
u32 needed_count = 1;
|
||||
if(
|
||||
isOccluded(this, spn, cpn + v3s16(0,0,0),
|
||||
step, stepfac, startoff, endoff, needed_count) &&
|
||||
step, stepfac, startoff, endoff, needed_count, nodemgr) &&
|
||||
isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
|
||||
step, stepfac, startoff, endoff, needed_count) &&
|
||||
step, stepfac, startoff, endoff, needed_count, nodemgr) &&
|
||||
isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
|
||||
step, stepfac, startoff, endoff, needed_count) &&
|
||||
step, stepfac, startoff, endoff, needed_count, nodemgr) &&
|
||||
isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
|
||||
step, stepfac, startoff, endoff, needed_count) &&
|
||||
step, stepfac, startoff, endoff, needed_count, nodemgr) &&
|
||||
isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
|
||||
step, stepfac, startoff, endoff, needed_count) &&
|
||||
step, stepfac, startoff, endoff, needed_count, nodemgr) &&
|
||||
isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
|
||||
step, stepfac, startoff, endoff, needed_count) &&
|
||||
step, stepfac, startoff, endoff, needed_count, nodemgr) &&
|
||||
isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
|
||||
step, stepfac, startoff, endoff, needed_count) &&
|
||||
step, stepfac, startoff, endoff, needed_count, nodemgr) &&
|
||||
isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
|
||||
step, stepfac, startoff, endoff, needed_count) &&
|
||||
step, stepfac, startoff, endoff, needed_count, nodemgr) &&
|
||||
isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
|
||||
step, stepfac, startoff, endoff, needed_count)
|
||||
step, stepfac, startoff, endoff, needed_count, nodemgr)
|
||||
)
|
||||
{
|
||||
blocks_occlusion_culled++;
|
||||
|
@ -4016,6 +4037,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
|||
|
||||
void ClientMap::renderPostFx()
|
||||
{
|
||||
INodeDefManager *nodemgr = m_gamedef->ndef();
|
||||
|
||||
// Sadly ISceneManager has no "post effects" render pass, in that case we
|
||||
// could just register for that and handle it in renderMap().
|
||||
|
||||
|
@ -4027,7 +4050,7 @@ void ClientMap::renderPostFx()
|
|||
|
||||
// - If the player is in a solid node, make everything black.
|
||||
// - If the player is in liquid, draw a semi-transparent overlay.
|
||||
ContentFeatures& features = content_features(n);
|
||||
const ContentFeatures& features = nodemgr->get(n);
|
||||
video::SColor post_effect_color = features.post_effect_color;
|
||||
if(features.solidness == 2 && g_settings->getBool("free_move") == false)
|
||||
{
|
||||
|
@ -4170,15 +4193,14 @@ void ClientMap::expireMeshes(bool only_daynight_diffed)
|
|||
}
|
||||
}
|
||||
|
||||
void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio,
|
||||
ITextureSource *tsrc)
|
||||
void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
|
||||
{
|
||||
assert(mapType() == MAPTYPE_CLIENT);
|
||||
|
||||
try{
|
||||
v3s16 p = blockpos + v3s16(0,0,0);
|
||||
MapBlock *b = getBlockNoCreate(p);
|
||||
b->updateMesh(daynight_ratio, tsrc);
|
||||
b->updateMesh(daynight_ratio);
|
||||
//b->setMeshExpired(true);
|
||||
}
|
||||
catch(InvalidPositionException &e){}
|
||||
|
@ -4186,21 +4208,21 @@ void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio,
|
|||
try{
|
||||
v3s16 p = blockpos + v3s16(-1,0,0);
|
||||
MapBlock *b = getBlockNoCreate(p);
|
||||
b->updateMesh(daynight_ratio, tsrc);
|
||||
b->updateMesh(daynight_ratio);
|
||||
//b->setMeshExpired(true);
|
||||
}
|
||||
catch(InvalidPositionException &e){}
|
||||
try{
|
||||
v3s16 p = blockpos + v3s16(0,-1,0);
|
||||
MapBlock *b = getBlockNoCreate(p);
|
||||
b->updateMesh(daynight_ratio, tsrc);
|
||||
b->updateMesh(daynight_ratio);
|
||||
//b->setMeshExpired(true);
|
||||
}
|
||||
catch(InvalidPositionException &e){}
|
||||
try{
|
||||
v3s16 p = blockpos + v3s16(0,0,-1);
|
||||
MapBlock *b = getBlockNoCreate(p);
|
||||
b->updateMesh(daynight_ratio, tsrc);
|
||||
b->updateMesh(daynight_ratio);
|
||||
//b->setMeshExpired(true);
|
||||
}
|
||||
catch(InvalidPositionException &e){}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue