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Minetest-c55
Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "map.h"
#include "main.h"
#include "jmutexautolock.h"
#include "client.h"
#include "filesys.h"
#include "utility.h"
Map::Map(std::ostream &dout):
m_dout(dout),
m_camera_position(0,0,0),
m_camera_direction(0,0,1),
m_sector_cache(NULL),
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{
m_sector_mutex.Init();
m_camera_mutex.Init();
assert(m_sector_mutex.IsInitialized());
assert(m_camera_mutex.IsInitialized());
// Get this so that the player can stay on it at first
//getSector(v2s16(0,0));
}
Map::~Map()
{
/*
Stop updater thread
*/
/*updater.setRun(false);
while(updater.IsRunning())
sleep_s(1);*/
/*
Free all MapSectors.
*/
core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator();
for(; i.atEnd() == false; i++)
{
MapSector *sector = i.getNode()->getValue();
delete sector;
}
}
MapSector * Map::getSectorNoGenerate(v2s16 p)
{
JMutexAutoLock lock(m_sector_mutex);
if(m_sector_cache != NULL && p == m_sector_cache_p){
MapSector * sector = m_sector_cache;
// Reset inactivity timer
sector->usage_timer = 0.0;
return sector;
}
core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p);
// If sector doesn't exist, throw an exception
if(n == NULL)
{
throw InvalidPositionException();
}
MapSector *sector = n->getValue();
// Cache the last result
m_sector_cache_p = p;
m_sector_cache = sector;
//MapSector * ref(sector);
// Reset inactivity timer
sector->usage_timer = 0.0;
return sector;
}
MapBlock * Map::getBlockNoCreate(v3s16 p3d)
{
v2s16 p2d(p3d.X, p3d.Z);
MapSector * sector = getSectorNoGenerate(p2d);
MapBlock *block = sector->getBlockNoCreate(p3d.Y);
return block;
}
MapBlock * Map::getBlockNoCreateNoEx(v3s16 p3d)
{
try
{
v2s16 p2d(p3d.X, p3d.Z);
MapSector * sector = getSectorNoGenerate(p2d);
MapBlock *block = sector->getBlockNoCreate(p3d.Y);
return block;
}
catch(InvalidPositionException &e)
{
return NULL;
}
}
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f32 Map::getGroundHeight(v2s16 p, bool generate)
{
try{
v2s16 sectorpos = getNodeSectorPos(p);
MapSector * sref = getSectorNoGenerate(sectorpos);
v2s16 relpos = p - sectorpos * MAP_BLOCKSIZE;
f32 y = sref->getGroundHeight(relpos);
return y;
}
catch(InvalidPositionException &e)
{
return GROUNDHEIGHT_NOTFOUND_SETVALUE;
}
}
void Map::setGroundHeight(v2s16 p, f32 y, bool generate)
{
/*m_dout<<DTIME<<"Map::setGroundHeight(("
<<p.X<<","<<p.Y
<<"), "<<y<<")"<<std::endl;*/
v2s16 sectorpos = getNodeSectorPos(p);
MapSector * sref = getSectorNoGenerate(sectorpos);
v2s16 relpos = p - sectorpos * MAP_BLOCKSIZE;
//sref->mutex.Lock();
sref->setGroundHeight(relpos, y);
//sref->mutex.Unlock();
}
bool Map::isNodeUnderground(v3s16 p)
{
v3s16 blockpos = getNodeBlockPos(p);
try{
MapBlock * block = getBlockNoCreate(blockpos);
return block->getIsUnderground();
}
catch(InvalidPositionException &e)
{
return false;
}
}
/*
Goes recursively through the neighbours of the node.
Alters only transparent nodes.
If the lighting of the neighbour is lower than the lighting of
the node was (before changing it to 0 at the step before), the
lighting of the neighbour is set to 0 and then the same stuff
repeats for the neighbour.
The ending nodes of the routine are stored in light_sources.
This is useful when a light is removed. In such case, this
routine can be called for the light node and then again for
light_sources to re-light the area without the removed light.
values of from_nodes are lighting values.
*/
void Map::unspreadLight(enum LightBank bank,
core::map<v3s16, u8> & from_nodes,
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core::map<v3s16, bool> & light_sources,
core::map<v3s16, MapBlock*> & modified_blocks)
{
v3s16 dirs[6] = {
v3s16(0,0,1), // back
v3s16(0,1,0), // top
v3s16(1,0,0), // right
v3s16(0,0,-1), // front
v3s16(0,-1,0), // bottom
v3s16(-1,0,0), // left
};
if(from_nodes.size() == 0)
return;
u32 blockchangecount = 0;
core::map<v3s16, u8> unlighted_nodes;
core::map<v3s16, u8>::Iterator j;
j = from_nodes.getIterator();
/*
Initialize block cache
*/
v3s16 blockpos_last;
MapBlock *block = NULL;
// Cache this a bit, too
bool block_checked_in_modified = false;
for(; j.atEnd() == false; j++)
{
v3s16 pos = j.getNode()->getKey();
v3s16 blockpos = getNodeBlockPos(pos);
// Only fetch a new block if the block position has changed
try{
if(block == NULL || blockpos != blockpos_last){
block = getBlockNoCreate(blockpos);
blockpos_last = blockpos;
block_checked_in_modified = false;
blockchangecount++;
}
}
catch(InvalidPositionException &e)
{
continue;
}
if(block->isDummy())
continue;
// Calculate relative position in block
v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE;
// Get node straight from the block
MapNode n = block->getNode(relpos);
u8 oldlight = j.getNode()->getValue();
// Loop through 6 neighbors
for(u16 i=0; i<6; i++)
{
// Get the position of the neighbor node
v3s16 n2pos = pos + dirs[i];
// Get the block where the node is located
v3s16 blockpos = getNodeBlockPos(n2pos);
try
{
// Only fetch a new block if the block position has changed
try{
if(block == NULL || blockpos != blockpos_last){
block = getBlockNoCreate(blockpos);
blockpos_last = blockpos;
block_checked_in_modified = false;
blockchangecount++;
}
}
catch(InvalidPositionException &e)
{
continue;
}
// Calculate relative position in block
v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE;
// Get node straight from the block
MapNode n2 = block->getNode(relpos);
bool changed = false;
//TODO: Optimize output by optimizing light_sources?
/*
If the neighbor is dimmer than what was specified
as oldlight (the light of the previous node)
*/
{
/*
And the neighbor is transparent and it has some light
*/
if(n2.light_propagates() && n2.getLight(bank) != 0)
u8 current_light = n2.getLight(bank);
n2.setLight(bank, 0);
block->setNode(relpos, n2);
unlighted_nodes.insert(n2pos, current_light);
changed = true;
/*
Remove from light_sources if it is there
NOTE: This doesn't happen nearly at all
*/
/*if(light_sources.find(n2pos))
{
std::cout<<"Removed from light_sources"<<std::endl;
light_sources.remove(n2pos);
}*/
}
/*// DEBUG
if(light_sources.find(n2pos) != NULL)
light_sources.remove(n2pos);*/
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}
else{
light_sources.insert(n2pos, true);
}
// Add to modified_blocks
if(changed == true && block_checked_in_modified == false)
{
// If the block is not found in modified_blocks, add.
if(modified_blocks.find(blockpos) == NULL)
{
modified_blocks.insert(blockpos, block);
}
block_checked_in_modified = true;
}
}
catch(InvalidPositionException &e)
{
continue;
}
}
}
/*dstream<<"unspreadLight(): Changed block "
<<blockchangecount<<" times"
<<" for "<<from_nodes.size()<<" nodes"
<<std::endl;*/
if(unlighted_nodes.size() > 0)
unspreadLight(bank, unlighted_nodes, light_sources, modified_blocks);
void Map::unLightNeighbors(enum LightBank bank,
v3s16 pos, u8 lightwas,
core::map<v3s16, bool> & light_sources,
core::map<v3s16, MapBlock*> & modified_blocks)
{
core::map<v3s16, u8> from_nodes;
from_nodes.insert(pos, lightwas);
unspreadLight(bank, from_nodes, light_sources, modified_blocks);
}
/*
Lights neighbors of from_nodes, collects all them and then
goes on recursively.
*/
void Map::spreadLight(enum LightBank bank,
core::map<v3s16, bool> & from_nodes,
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core::map<v3s16, MapBlock*> & modified_blocks)
{
const v3s16 dirs[6] = {
v3s16(0,0,1), // back
v3s16(0,1,0), // top
v3s16(1,0,0), // right
v3s16(0,0,-1), // front
v3s16(0,-1,0), // bottom
v3s16(-1,0,0), // left
};
if(from_nodes.size() == 0)
return;
u32 blockchangecount = 0;
core::map<v3s16, bool> lighted_nodes;
core::map<v3s16, bool>::Iterator j;
j = from_nodes.getIterator();
/*
Initialize block cache
*/
v3s16 blockpos_last;
MapBlock *block = NULL;
// Cache this a bit, too
bool block_checked_in_modified = false;
for(; j.atEnd() == false; j++)
//for(; j != from_nodes.end(); j++)
{
v3s16 pos = j.getNode()->getKey();
//v3s16 pos = *j;
//dstream<<"pos=("<<pos.X<<","<<pos.Y<<","<<pos.Z<<")"<<std::endl;
v3s16 blockpos = getNodeBlockPos(pos);
// Only fetch a new block if the block position has changed
try{
if(block == NULL || blockpos != blockpos_last){
block = getBlockNoCreate(blockpos);
blockpos_last = blockpos;
block_checked_in_modified = false;
blockchangecount++;
}
}
catch(InvalidPositionException &e)
{
continue;
}
if(block->isDummy())
continue;
// Calculate relative position in block
v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE;
// Get node straight from the block
MapNode n = block->getNode(relpos);
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u8 newlight = diminish_light(oldlight);
// Loop through 6 neighbors
for(u16 i=0; i<6; i++){
// Get the position of the neighbor node
v3s16 n2pos = pos + dirs[i];
// Get the block where the node is located
v3s16 blockpos = getNodeBlockPos(n2pos);
try
{
// Only fetch a new block if the block position has changed
try{
if(block == NULL || blockpos != blockpos_last){
block = getBlockNoCreate(blockpos);
blockpos_last = blockpos;
block_checked_in_modified = false;
blockchangecount++;
}
}
catch(InvalidPositionException &e)
{
continue;
}
// Calculate relative position in block
v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE;
// Get node straight from the block
MapNode n2 = block->getNode(relpos);
bool changed = false;
/*
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))
{
lighted_nodes.insert(n2pos, true);
//lighted_nodes.push_back(n2pos);
changed = true;
}
/*
If the neighbor is dimmer than how much light this node
would spread on it, add to list
*/
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block->setNode(relpos, n2);
lighted_nodes.insert(n2pos, true);
//lighted_nodes.push_back(n2pos);
changed = true;
}
}
// Add to modified_blocks
if(changed == true && block_checked_in_modified == false)
{
// If the block is not found in modified_blocks, add.
if(modified_blocks.find(blockpos) == NULL)
{
modified_blocks.insert(blockpos, block);
}
block_checked_in_modified = true;
}
}
catch(InvalidPositionException &e)
{
continue;
}
}
}
/*dstream<<"spreadLight(): Changed block "
<<blockchangecount<<" times"
<<" for "<<from_nodes.size()<<" nodes"
<<std::endl;*/
if(lighted_nodes.size() > 0)
spreadLight(bank, lighted_nodes, modified_blocks);
}
/*
A single-node source variation of the above.
*/
void Map::lightNeighbors(enum LightBank bank,
v3s16 pos,
core::map<v3s16, MapBlock*> & modified_blocks)
{
core::map<v3s16, bool> from_nodes;
from_nodes.insert(pos, true);
spreadLight(bank, from_nodes, modified_blocks);
v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
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{
v3s16 dirs[6] = {
v3s16(0,0,1), // back
v3s16(0,1,0), // top
v3s16(1,0,0), // right
v3s16(0,0,-1), // front
v3s16(0,-1,0), // bottom
v3s16(-1,0,0), // left
};
u8 brightest_light = 0;
v3s16 brightest_pos(0,0,0);
bool found_something = false;
// Loop through 6 neighbors
for(u16 i=0; i<6; i++){
// Get the position of the neighbor node
v3s16 n2pos = p + dirs[i];
MapNode n2;
try{
n2 = getNode(n2pos);
}
catch(InvalidPositionException &e)
{
continue;
}
if(n2.getLight(bank) > brightest_light || found_something == false){
brightest_light = n2.getLight(bank);
brightest_pos = n2pos;
found_something = true;
}
}
if(found_something == false)
throw InvalidPositionException();
return brightest_pos;
}
/*
Propagates sunlight down from a node.
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)
{
s16 y = start.Y;
for(; ; y--)
{
v3s16 pos(start.X, y, start.Z);
v3s16 blockpos = getNodeBlockPos(pos);
MapBlock *block;
try{
block = getBlockNoCreate(blockpos);
}
catch(InvalidPositionException &e)
{
break;
}
v3s16 relpos = pos - blockpos*MAP_BLOCKSIZE;
MapNode n = block->getNode(relpos);
if(n.sunlight_propagates())
{
block->setNode(relpos, n);
modified_blocks.insert(blockpos, block);
}
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
void Map::updateLighting(enum LightBank bank,
core::map<v3s16, MapBlock*> & a_blocks,
core::map<v3s16, MapBlock*> & modified_blocks)
{
/*m_dout<<DTIME<<"Map::updateLighting(): "
<<a_blocks.size()<<" blocks."<<std::endl;*/
//TimeTaker timer("updateLighting");
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u32 count_was = modified_blocks.size();
core::map<v3s16, bool> light_sources;
core::map<v3s16, u8> unlight_from;
core::map<v3s16, MapBlock*>::Iterator i;
i = a_blocks.getIterator();
for(; i.atEnd() == false; i++)
{
MapBlock *block = i.getNode()->getValue();
for(;;)
{
// Don't bother with dummy blocks.
if(block->isDummy())
break;
v3s16 pos = block->getPos();
modified_blocks.insert(pos, block);
/*
Clear all light from block
*/
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 x=0; x<MAP_BLOCKSIZE; x++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
{
try{
v3s16 p(x,y,z);
MapNode n = block->getNode(v3s16(x,y,z));
u8 oldlight = n.getLight(bank);
n.setLight(bank, 0);
block->setNode(v3s16(x,y,z), n);
// Collect borders for unlighting
if(x==0 || x == MAP_BLOCKSIZE-1
|| y==0 || y == MAP_BLOCKSIZE-1
|| z==0 || z == MAP_BLOCKSIZE-1)
{
v3s16 p_map = p + v3s16(
MAP_BLOCKSIZE*pos.X,
MAP_BLOCKSIZE*pos.Y,
MAP_BLOCKSIZE*pos.Z);
unlight_from.insert(p_map, oldlight);
}
}
catch(InvalidPositionException &e)
{
/*
This would happen when dealing with a
dummy block.
*/
//assert(0);
dstream<<"updateLighting(): InvalidPositionException"
<<std::endl;
}
}
if(bank == LIGHTBANK_DAY)
{
bool bottom_valid = block->propagateSunlight(light_sources);
// If bottom is valid, we're done.
if(bottom_valid)
break;
}
else if(bank == LIGHTBANK_NIGHT)
{
/*dstream<<"Bottom for sunlight-propagated block ("
<<pos.X<<","<<pos.Y<<","<<pos.Z<<") not valid"
<<std::endl;*/
// Else get the block below and loop to it
pos.Y--;
try{
block = getBlockNoCreate(pos);
}
catch(InvalidPositionException &e)
{
assert(0);
}
}
}
unspreadLight(bank, unlight_from, light_sources, modified_blocks);
}
if(debug)
{
u32 diff = modified_blocks.size() - count_was;
count_was = modified_blocks.size();
dstream<<"unspreadLight modified "<<diff<<std::endl;
}
// TODO: Spread light from propagated sunlight?
// Yes, add it to light_sources... somehow.
// It has to be added at somewhere above, in the loop.
// TODO
// NOTE: This actually works fine without doing so
spreadLight(bank, light_sources, modified_blocks);
}
if(debug)
{
u32 diff = modified_blocks.size() - count_was;
count_was = modified_blocks.size();
dstream<<"spreadLight modified "<<diff<<std::endl;
}
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#endif
{
//MapVoxelManipulator vmanip(this);
ManualMapVoxelManipulator vmanip(this);
core::map<v3s16, MapBlock*>::Iterator i;
i = a_blocks.getIterator();
for(; i.atEnd() == false; i++)
{
MapBlock *block = i.getNode()->getValue();
v3s16 p = block->getPos();
vmanip.initialEmerge(p - v3s16(1,1,1), p + v3s16(1,1,1));
}
{
//TimeTaker timer("unSpreadLight");
vmanip.unspreadLight(bank, unlight_from, light_sources);
}
{
//TimeTaker timer("spreadLight");
vmanip.spreadLight(bank, light_sources);
}
{
//TimeTaker timer("blitBack");
vmanip.blitBack(modified_blocks);
}
/*dstream<<"emerge_time="<<emerge_time<<std::endl;
emerge_time = 0;*/
}
//m_dout<<"Done ("<<getTimestamp()<<")"<<std::endl;
}
void Map::updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
core::map<v3s16, MapBlock*> & modified_blocks)
{
updateLighting(LIGHTBANK_DAY, a_blocks, modified_blocks);
updateLighting(LIGHTBANK_NIGHT, a_blocks, modified_blocks);
/*
Update information about whether day and night light differ
*/
for(core::map<v3s16, MapBlock*>::Iterator
i = modified_blocks.getIterator();
i.atEnd() == false; i++)
{
MapBlock *block = i.getNode()->getValue();
block->updateDayNightDiff();
}
/*
This is called after changing a node from transparent to opaque.
The lighting value of the node should be left as-is after changing
other values. This sets the lighting value to 0.
*/
/*void Map::nodeAddedUpdate(v3s16 p, u8 lightwas,
core::map<v3s16, MapBlock*> &modified_blocks)*/
void Map::addNodeAndUpdate(v3s16 p, MapNode n,
core::map<v3s16, MapBlock*> &modified_blocks)
{
/*PrintInfo(m_dout);
m_dout<<DTIME<<"Map::nodeAddedUpdate(): p=("
<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
/*
From this node to nodes underneath:
If lighting is sunlight (1.0), unlight neighbours and
set lighting to 0.
Else discontinue.
*/
v3s16 toppos = p + v3s16(0,1,0);
bool node_under_sunlight = true;
core::map<v3s16, bool> light_sources;
/*
If there is a node at top and it doesn't have sunlight,
there has not been any sunlight going down.
Otherwise there probably is.
*/
try{
MapNode topnode = getNode(toppos);
if(topnode.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
node_under_sunlight = false;
}
catch(InvalidPositionException &e)
{
}
if(n.d != CONTENT_TORCH)
{
/*
If there is grass below, change it to mud
*/
try{
MapNode bottomnode = getNode(bottompos);
if(bottomnode.d == CONTENT_GRASS
|| bottomnode.d == CONTENT_GRASS_FOOTSTEPS)
{
bottomnode.d = CONTENT_MUD;
setNode(bottompos, bottomnode);
}
}
catch(InvalidPositionException &e)
{
}
}
enum LightBank banks[] =
{
LIGHTBANK_DAY,
LIGHTBANK_NIGHT
};
for(s32 i=0; i<2; i++)
{
enum LightBank bank = banks[i];
u8 lightwas = getNode(p).getLight(bank);
// Add the block of the added node to modified_blocks
v3s16 blockpos = getNodeBlockPos(p);
MapBlock * block = getBlockNoCreate(blockpos);
assert(block != NULL);
modified_blocks.insert(blockpos, block);
if(isValidPosition(p) == false)
throw;
// Unlight neighbours of node.
// This means setting light of all consequent dimmer nodes
// to 0.
// This also collects the nodes at the border which will spread
// light again into this.
unLightNeighbors(bank, p, lightwas, light_sources, modified_blocks);
n.setLight(bank, 0);
}
setNode(p, n);
/*
If node is under sunlight, take all sunlighted nodes under
it and clear light from them and from where the light has
been spread.
TODO: This could be optimized by mass-unlighting instead
of looping
*/
if(node_under_sunlight)
{
s16 y = p.Y - 1;
for(;; y--){
//m_dout<<DTIME<<"y="<<y<<std::endl;
v3s16 n2pos(p.X, y, p.Z);
MapNode n2;
try{
n2 = getNode(n2pos);
}
catch(InvalidPositionException &e)
{
break;
}
unLightNeighbors(LIGHTBANK_DAY,
n2pos, n2.getLight(LIGHTBANK_DAY),
light_sources, modified_blocks);
n2.setLight(LIGHTBANK_DAY, 0);
setNode(n2pos, n2);
}
else
break;
}
}
for(s32 i=0; i<2; i++)
{
enum LightBank bank = banks[i];
/*
Spread light from all nodes that might be capable of doing so
TODO: Convert to spreadLight
*/
spreadLight(bank, light_sources, modified_blocks);
}
/*
Update information about whether day and night light differ
*/
for(core::map<v3s16, MapBlock*>::Iterator
i = modified_blocks.getIterator();
i.atEnd() == false; i++)
{
MapBlock *block = i.getNode()->getValue();
block->updateDayNightDiff();
}
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/*
Add neighboring liquid nodes and the node itself if it is
liquid (=water node was added) to transform queue.
*/
v3s16 dirs[7] = {
v3s16(0,0,0), // self
v3s16(0,0,1), // back
v3s16(0,1,0), // top
v3s16(1,0,0), // right
v3s16(0,0,-1), // front
v3s16(0,-1,0), // bottom
v3s16(-1,0,0), // left
};
for(u16 i=0; i<7; i++)
{
try
{
v3s16 p2 = p + dirs[i];
MapNode n2 = getNode(p2);
if(content_liquid(n2.d))
{
m_transforming_liquid.push_back(p2);
}
}catch(InvalidPositionException &e)
{
}
}
}
/*
*/
void Map::removeNodeAndUpdate(v3s16 p,
core::map<v3s16, MapBlock*> &modified_blocks)
{