1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-06-27 16:36:03 +00:00

GameDef compiles

This commit is contained in:
Perttu Ahola 2011-11-14 21:41:30 +02:00
parent abceeee92f
commit c6fd2986d4
49 changed files with 1168 additions and 1045 deletions

View file

@ -21,7 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "map.h"
#include "utility.h" // For TimeTaker
#include "gettime.h"
#include "content_mapnode.h"
#include "nodedef.h"
/*
Debug stuff
@ -63,7 +63,8 @@ void VoxelManipulator::clear()
m_flags = NULL;
}
void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode)
void VoxelManipulator::print(std::ostream &o, INodeDefManager *nodemgr,
VoxelPrintMode mode)
{
v3s16 em = m_area.getExtent();
v3s16 of = m_area.MinEdge;
@ -102,7 +103,7 @@ void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode)
}
else if(mode == VOXELPRINT_WATERPRESSURE)
{
if(m == CONTENT_WATER)
if(nodemgr->get(m).isLiquid())
{
c = 'w';
if(pr <= 9)
@ -279,7 +280,7 @@ void VoxelManipulator::clearFlag(u8 flags)
}
void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
core::map<v3s16, bool> & light_sources)
core::map<v3s16, bool> & light_sources, INodeDefManager *nodemgr)
{
v3s16 dirs[6] = {
v3s16(0,0,1), // back
@ -309,21 +310,21 @@ void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
If the neighbor is dimmer than what was specified
as oldlight (the light of the previous node)
*/
if(n2.getLight(bank) < oldlight)
if(n2.getLight(bank, nodemgr) < oldlight)
{
/*
And the neighbor is transparent and it has some light
*/
if(n2.light_propagates() && n2.getLight(bank) != 0)
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);
n2.setLight(bank, 0);
u8 current_light = n2.getLight(bank, nodemgr);
n2.setLight(bank, 0, nodemgr);
unspreadLight(bank, n2pos, current_light, light_sources);
unspreadLight(bank, n2pos, current_light, light_sources, nodemgr);
/*
Remove from light_sources if it is there
@ -362,7 +363,7 @@ void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
*/
void VoxelManipulator::unspreadLight(enum LightBank bank,
core::map<v3s16, u8> & from_nodes,
core::map<v3s16, bool> & light_sources)
core::map<v3s16, bool> & light_sources, INodeDefManager *nodemgr)
{
if(from_nodes.size() == 0)
return;
@ -378,7 +379,7 @@ void VoxelManipulator::unspreadLight(enum LightBank bank,
u8 oldlight = j.getNode()->getValue();
unspreadLight(bank, pos, oldlight, light_sources);
unspreadLight(bank, pos, oldlight, light_sources, nodemgr);
}
}
#endif
@ -448,18 +449,18 @@ void VoxelManipulator::unspreadLight(enum LightBank bank,
If the neighbor is dimmer than what was specified
as oldlight (the light of the previous node)
*/
if(n2.getLight(bank) < oldlight)
if(n2.getLight(bank, nodemgr) < oldlight)
{
/*
And the neighbor is transparent and it has some light
*/
if(n2.light_propagates() && n2.getLight(bank) != 0)
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);
u8 current_light = n2.getLight(bank, nodemgr);
n2.setLight(bank, 0);
unlighted_nodes.insert(n2pos, current_light);
@ -491,7 +492,8 @@ void VoxelManipulator::unspreadLight(enum LightBank bank,
}
#endif
void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p)
void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
INodeDefManager *nodemgr)
{
const v3s16 dirs[6] = {
v3s16(0,0,1), // back
@ -511,7 +513,7 @@ void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p)
MapNode &n = m_data[i];
u8 oldlight = n.getLight(bank);
u8 oldlight = n.getLight(bank, nodemgr);
u8 newlight = diminish_light(oldlight);
// Loop through 6 neighbors
@ -531,20 +533,20 @@ void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p)
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))
if(n2.getLight(bank, nodemgr) > undiminish_light(oldlight))
{
spreadLight(bank, n2pos);
spreadLight(bank, n2pos, nodemgr);
}
/*
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.getLight(bank, nodemgr) < newlight)
{
if(n2.light_propagates())
if(nodemgr->get(n2).light_propagates)
{
n2.setLight(bank, newlight);
spreadLight(bank, n2pos);
n2.setLight(bank, newlight, nodemgr);
spreadLight(bank, n2pos, nodemgr);
}
}
}
@ -583,7 +585,7 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
goes on recursively.
*/
void VoxelManipulator::spreadLight(enum LightBank bank,
core::map<v3s16, bool> & from_nodes)
core::map<v3s16, bool> & from_nodes, INodeDefManager *nodemgr)
{
const v3s16 dirs[6] = {
v3s16(0,0,1), // back
@ -614,7 +616,7 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
MapNode &n = m_data[i];
u8 oldlight = n.getLight(bank);
u8 oldlight = n.getLight(bank, nodemgr);
u8 newlight = diminish_light(oldlight);
// Loop through 6 neighbors
@ -636,7 +638,7 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
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))
if(n2.getLight(bank, nodemgr) > undiminish_light(oldlight))
{
lighted_nodes.insert(n2pos, true);
}
@ -644,11 +646,11 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
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.getLight(bank, nodemgr) < newlight)
{
if(n2.light_propagates())
if(nodemgr->get(n2).light_propagates)
{
n2.setLight(bank, newlight);
n2.setLight(bank, newlight, nodemgr);
lighted_nodes.insert(n2pos, true);
}
}
@ -666,7 +668,7 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
<<std::endl;*/
if(lighted_nodes.size() > 0)
spreadLight(bank, lighted_nodes);
spreadLight(bank, lighted_nodes, nodemgr);
}
#endif