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authorparamat <mat.gregory@virginmedia.com>2015-12-02 03:28:03 +0000
committerparamat <mat.gregory@virginmedia.com>2015-12-07 03:18:24 +0000
commit49073ba2c34dfd8e286865ed2d108a4ec1eb3e3c (patch)
tree2372b48d5bfd846775ced52653afa92883e0a20c /src/mapgen_singlenode.cpp
parenta78dd7f2b6b0e1fefdbaa1ae21b722dd4459e4f4 (diff)
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Mapgen: Add propagate_shadow bool to calcLighting
To terminate unwanted shadows from floatlands or realms above Also add to LuaVoxelManip calc_lighting for use in mapgen mods Remove the 2 argument calcLighting, mapgens now use the 5 argument form to specify the volumes for propagateSunlight and spreadLight In mgsinglenode replace calcLighting with setLighting and clean-up use of tabs and spaces
Diffstat (limited to 'src/mapgen_singlenode.cpp')
-rw-r--r--src/mapgen_singlenode.cpp24
1 files changed, 14 insertions, 10 deletions
diff --git a/src/mapgen_singlenode.cpp b/src/mapgen_singlenode.cpp
index 8b6c25a59..f87115269 100644
--- a/src/mapgen_singlenode.cpp
+++ b/src/mapgen_singlenode.cpp
@@ -38,6 +38,9 @@ MapgenSinglenode::MapgenSinglenode(int mapgenid,
c_node = ndef->getId("mapgen_singlenode");
if (c_node == CONTENT_IGNORE)
c_node = CONTENT_AIR;
+
+ MapNode n_node(c_node);
+ set_light = (ndef->get(n_node).sunlight_propagates) ? LIGHT_SUN : 0x00;
}
@@ -45,6 +48,7 @@ MapgenSinglenode::~MapgenSinglenode()
{
}
+
//////////////////////// Map generator
void MapgenSinglenode::makeChunk(BlockMakeData *data)
@@ -53,11 +57,11 @@ void MapgenSinglenode::makeChunk(BlockMakeData *data)
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
- data->blockpos_requested.Y >= data->blockpos_min.Y &&
- data->blockpos_requested.Z >= data->blockpos_min.Z);
+ data->blockpos_requested.Y >= data->blockpos_min.Y &&
+ data->blockpos_requested.Z >= data->blockpos_min.Z);
assert(data->blockpos_requested.X <= data->blockpos_max.X &&
- data->blockpos_requested.Y <= data->blockpos_max.Y &&
- data->blockpos_requested.Z <= data->blockpos_max.Z);
+ data->blockpos_requested.Y <= data->blockpos_max.Y &&
+ data->blockpos_requested.Z <= data->blockpos_max.Z);
this->generating = true;
this->vm = data->vmanip;
@@ -67,8 +71,8 @@ void MapgenSinglenode::makeChunk(BlockMakeData *data)
v3s16 blockpos_max = data->blockpos_max;
// Area of central chunk
- v3s16 node_min = blockpos_min*MAP_BLOCKSIZE;
- v3s16 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
+ v3s16 node_min = blockpos_min * MAP_BLOCKSIZE;
+ v3s16 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
blockseed = getBlockSeed2(node_min, data->seed);
@@ -87,15 +91,15 @@ void MapgenSinglenode::makeChunk(BlockMakeData *data)
// Add top and bottom side of water to transforming_liquid queue
updateLiquid(&data->transforming_liquid, node_min, node_max);
- // Calculate lighting
- if (flags & MG_LIGHT)
- calcLighting(node_min, node_max);
+ // Set lighting
+ if ((flags & MG_LIGHT) && set_light == LIGHT_SUN)
+ setLighting(LIGHT_SUN, node_min, node_max);
this->generating = false;
}
+
int MapgenSinglenode::getGroundLevelAtPoint(v2s16 p)
{
return 0;
}
-