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author | paramat <mat.gregory@virginmedia.com> | 2015-12-02 03:28:03 +0000 |
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committer | paramat <mat.gregory@virginmedia.com> | 2015-12-07 03:18:24 +0000 |
commit | 49073ba2c34dfd8e286865ed2d108a4ec1eb3e3c (patch) | |
tree | 2372b48d5bfd846775ced52653afa92883e0a20c /src/mapgen_singlenode.cpp | |
parent | a78dd7f2b6b0e1fefdbaa1ae21b722dd4459e4f4 (diff) | |
download | minetest-49073ba2c34dfd8e286865ed2d108a4ec1eb3e3c.tar.gz minetest-49073ba2c34dfd8e286865ed2d108a4ec1eb3e3c.tar.bz2 minetest-49073ba2c34dfd8e286865ed2d108a4ec1eb3e3c.zip |
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.cpp | 24 |
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; } - |