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Commit be7391c2 authored by Perttu Ahola's avatar Perttu Ahola
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mud gets now grass onto it when placed into sunlight. also removed three old files

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data/stone.png

1.53 KiB | W: | H:

data/stone.png

951 B | W: | H:

data/stone.png
data/stone.png
data/stone.png
data/stone.png
  • 2-up
  • Swipe
  • Onion skin
data/water_old.png

103 B

......@@ -860,13 +860,11 @@ void Map::updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
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=("
m_dout<<DTIME<<"Map::addNodeAndUpdate(): p=("
<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
/*
......@@ -898,11 +896,12 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
{
}
if(n.d != CONTENT_TORCH)
/*
If the new node doesn't propagate sunlight and there is
grass below, change it to mud
*/
if(content_features(n.d).sunlight_propagates == false)
{
/*
If there is grass below, change it to mud
*/
try{
MapNode bottomnode = getNode(bottompos);
......@@ -918,6 +917,19 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
}
}
/*
If the new node is mud and it is under sunlight, change it
to grass
*/
if(n.d == CONTENT_MUD && node_under_sunlight)
{
n.d = CONTENT_GRASS;
}
/*
Remove all light that has come out of this node
*/
enum LightBank banks[] =
{
LIGHTBANK_DAY,
......@@ -947,6 +959,10 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
n.setLight(bank, 0);
}
/*
Set the node on the map
*/
setNode(p, n);
......@@ -975,7 +991,6 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
if(n2.getLight(LIGHTBANK_DAY) == LIGHT_SUN)
{
//m_dout<<DTIME<<"doing"<<std::endl;
unLightNeighbors(LIGHTBANK_DAY,
n2pos, n2.getLight(LIGHTBANK_DAY),
light_sources, modified_blocks);
......@@ -993,7 +1008,6 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
/*
Spread light from all nodes that might be capable of doing so
TODO: Convert to spreadLight
*/
spreadLight(bank, light_sources, modified_blocks);
}
......
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