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-rw-r--r--src/map.cpp93
-rw-r--r--src/mapblock.cpp23
-rw-r--r--src/mapblock.h3
3 files changed, 90 insertions, 29 deletions
diff --git a/src/map.cpp b/src/map.cpp
index 1bd4f299f..93c4d5052 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -570,6 +570,8 @@ v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
Starting point gets sunlight.
Returns the lowest y value of where the sunlight went.
+
+ Mud is turned into grass in where the sunlight stops.
*/
s16 Map::propagateSunlight(v3s16 start,
core::map<v3s16, MapBlock*> & modified_blocks)
@@ -599,7 +601,17 @@ s16 Map::propagateSunlight(v3s16 start,
modified_blocks.insert(blockpos, block);
}
- else{
+ else
+ {
+ // Turn mud into grass
+ if(n.d == CONTENT_MUD)
+ {
+ n.d = CONTENT_GRASS;
+ block->setNode(relpos, n);
+ modified_blocks.insert(blockpos, block);
+ }
+
+ // Sunlight goes no further
break;
}
}
@@ -1912,10 +1924,6 @@ continue_generating:
}
}
- // This is the basic material of what the visible flat ground
- // will consist of
- u8 material = CONTENT_GRASS;
-
u8 water_material = CONTENT_WATER;
if(g_settings.getBool("endless_water"))
water_material = CONTENT_OCEAN;
@@ -1981,7 +1989,66 @@ continue_generating:
Calculate material
*/
- if(real_y <= surface_y - surface_depth)
+ // If node is over heightmap y, it's air or water
+ if(real_y > surface_y)
+ {
+ // If under water level, it's water
+ if(real_y < WATER_LEVEL)
+ {
+ n.d = water_material;
+ n.setLight(LIGHTBANK_DAY,
+ diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
+ }
+ // else air
+ else
+ n.d = CONTENT_AIR;
+ }
+ // Else it's ground or dungeons (air)
+ else
+ {
+ // Create dungeons
+ if(underground_emptiness[
+ ued*ued*(z0*ued/MAP_BLOCKSIZE)
+ +ued*(y0*ued/MAP_BLOCKSIZE)
+ +(x0*ued/MAP_BLOCKSIZE)])
+ {
+ n.d = CONTENT_AIR;
+ }
+ else
+ {
+ // If it's surface_depth under ground, it's stone
+ if(real_y <= surface_y - surface_depth)
+ {
+ n.d = CONTENT_STONE;
+ }
+ else
+ {
+ // It is mud if it is under the first ground
+ // level or under water
+ if(real_y < WATER_LEVEL || real_y <= surface_y - 1)
+ {
+ n.d = CONTENT_MUD;
+ }
+ else
+ {
+ n.d = CONTENT_GRASS;
+ }
+
+ //n.d = CONTENT_MUD;
+
+ /*// If under water level, it's mud
+ if(real_y < WATER_LEVEL)
+ n.d = CONTENT_MUD;
+ // Only the topmost node is grass
+ else if(real_y <= surface_y - 1)
+ n.d = CONTENT_MUD;
+ else
+ n.d = CONTENT_GRASS;*/
+ }
+ }
+ }
+#if 0
+ else if(real_y <= surface_y - surface_depth)
{
// Create dungeons
if(underground_emptiness[
@@ -2009,19 +2076,7 @@ continue_generating:
else
n.d = material;
}
- // If node is over heightmap y
- else{
- // If under water level, it's water
- if(real_y < WATER_LEVEL)
- {
- n.d = water_material;
- n.setLight(LIGHTBANK_DAY,
- diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
- }
- // else air
- else
- n.d = CONTENT_AIR;
- }
+#endif
block->setNode(v3s16(x0,y0,z0), n);
}
}
diff --git a/src/mapblock.cpp b/src/mapblock.cpp
index 60efa2fcf..202877322 100644
--- a/src/mapblock.cpp
+++ b/src/mapblock.cpp
@@ -860,7 +860,9 @@ void MapBlock::updateMesh(u32 daynight_ratio)
is_underground is set.
At the moment, all sunlighted nodes are added to light_sources.
- TODO: This could be optimized.
+ - SUGG: This could be optimized
+
+ Turns sunglighted mud into grass.
*/
bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
{
@@ -880,10 +882,6 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z));
if(n.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
{
- /*if(is_underground)
- {
- no_sunlight = true;
- }*/
no_sunlight = true;
}
}
@@ -891,15 +889,14 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
{
no_top_block = true;
- // TODO: This makes over-ground roofed places sunlighted
+ // NOTE: This makes over-ground roofed places sunlighted
// Assume sunlight, unless is_underground==true
if(is_underground)
{
no_sunlight = true;
}
- // TODO: There has to be some way to allow this behaviour
- // As of now, it just makes everything dark.
+ // NOTE: As of now, it just would make everything dark.
// No sunlight here
//no_sunlight = true;
}
@@ -928,7 +925,15 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
light_sources.insert(pos_relative + pos, true);
}
- else{
+ else
+ {
+ // Turn mud into grass
+ if(n.d == CONTENT_MUD)
+ {
+ n.d = CONTENT_GRASS;
+ }
+
+ // Sunlight goes no further
break;
}
}
diff --git a/src/mapblock.h b/src/mapblock.h
index 586c10228..743dad927 100644
--- a/src/mapblock.h
+++ b/src/mapblock.h
@@ -310,7 +310,8 @@ public:
// Updates all DAYNIGHT_CACHE_COUNT meshes
void updateMeshes(s32 first_i=0);*/
#endif // !SERVER
-
+
+ // See comments in mapblock.cpp
bool propagateSunlight(core::map<v3s16, bool> & light_sources);
// Copies data to VoxelManipulator to getPosRelative()