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Mapgen: Spread both night and day light banks in spreadLight
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@ -242,18 +242,38 @@ void Mapgen::setLighting(u8 light, v3s16 nmin, v3s16 nmax)
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void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light)
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void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light)
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{
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{
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if (light <= 1 || !a.contains(p))
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if (light <= 1)
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return;
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return;
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u32 vi = vm->m_area.index(p);
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u32 vi = vm->m_area.index(p);
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MapNode &nn = vm->m_data[vi];
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if (!a.contains(vi))
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light--;
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// should probably compare masked, but doesn't seem to make a difference
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if (light <= nn.param1 || !ndef->get(nn).light_propagates)
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return;
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return;
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nn.param1 = light;
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MapNode &n = vm->m_data[vi];
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// Decay light in each of the banks separately
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u8 light_day = light & 0x0F;
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if (light_day > 0)
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light_day -= 0x01;
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u8 light_night = light & 0xF0;
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if (light_night > 0)
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light_night -= 0x10;
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// Bail out only if we have no more light from either bank to propogate, or
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// we hit a solid block that light cannot pass through.
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if ((light_day <= (n.param1 & 0x0F) &&
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light_night <= (n.param1 & 0xF0)) ||
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!ndef->get(n).light_propagates)
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return;
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// Since this recursive function only terminates when there is no light from
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// either bank left, we need to take the max of both banks into account for
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// the case where spreading has stopped for one light bank but not the other.
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light = MYMAX(light_day, n.param1 & 0x0F) |
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MYMAX(light_night, n.param1 & 0xF0);
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n.param1 = light;
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lightSpread(a, p + v3s16(0, 0, 1), light);
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lightSpread(a, p + v3s16(0, 0, 1), light);
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lightSpread(a, p + v3s16(0, 1, 0), light);
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lightSpread(a, p + v3s16(0, 1, 0), light);
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@ -284,6 +304,9 @@ void Mapgen::propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow)
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bool block_is_underground = (water_level >= nmax.Y);
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bool block_is_underground = (water_level >= nmax.Y);
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v3s16 em = vm->m_area.getExtent();
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v3s16 em = vm->m_area.getExtent();
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// NOTE: Direct access to the low 4 bits of param1 is okay here because,
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// by definition, sunlight will never be in the night lightbank.
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for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
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for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
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for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++) {
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for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++) {
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// see if we can get a light value from the overtop
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// see if we can get a light value from the overtop
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@ -320,15 +343,21 @@ void Mapgen::spreadLight(v3s16 nmin, v3s16 nmax)
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u32 i = vm->m_area.index(a.MinEdge.X, y, z);
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u32 i = vm->m_area.index(a.MinEdge.X, y, z);
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for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++, i++) {
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for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++, i++) {
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MapNode &n = vm->m_data[i];
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MapNode &n = vm->m_data[i];
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if (n.getContent() == CONTENT_IGNORE ||
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if (n.getContent() == CONTENT_IGNORE)
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!ndef->get(n).light_propagates)
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continue;
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continue;
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u8 light_produced = ndef->get(n).light_source & 0x0F;
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const ContentFeatures &cf = ndef->get(n);
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if (light_produced)
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if (!cf.light_propagates)
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n.param1 = light_produced;
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continue;
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u8 light = n.param1 & 0x0F;
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// TODO(hmmmmm): Abstract away direct param1 accesses with a
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// wrapper, but something lighter than MapNode::get/setLight
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u8 light_produced = cf.light_source;
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if (light_produced)
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n.param1 = light_produced | (light_produced << 4);
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u8 light = n.param1;
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if (light) {
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if (light) {
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lightSpread(a, v3s16(x, y, z + 1), light);
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lightSpread(a, v3s16(x, y, z + 1), light);
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lightSpread(a, v3s16(x, y + 1, z ), light);
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lightSpread(a, v3s16(x, y + 1, z ), light);
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