- INodeDefManager *nodemgr = m_gamedef->ndef();
-
- // Whether the sunlight at the top of the bottom block is valid
- bool block_below_is_valid = true;
-
- v3s16 pos_relative = getPosRelative();
-
- for(s16 x=0; x<MAP_BLOCKSIZE; x++)
- {
- for(s16 z=0; z<MAP_BLOCKSIZE; z++)
- {
-#if 1
- bool no_sunlight = false;
- bool no_top_block = false;
- // Check if node above block has sunlight
- try{
- MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z));
- if(n.getContent() == CONTENT_IGNORE)
- {
- // Trust heuristics
- no_sunlight = is_underground;
- }
- else if(n.getLight(LIGHTBANK_DAY, m_gamedef->ndef()) != LIGHT_SUN)
- {
- no_sunlight = true;
- }
- }
- catch(InvalidPositionException &e)
- {
- no_top_block = true;
-
- // NOTE: This makes over-ground roofed places sunlighted
- // Assume sunlight, unless is_underground==true
- if(is_underground)
- {
- no_sunlight = true;
- }
- else
- {
- MapNode n = getNode(v3s16(x, MAP_BLOCKSIZE-1, z));
- if(m_gamedef->ndef()->get(n).sunlight_propagates == false)
- {
- no_sunlight = true;
- }
- }
- // NOTE: As of now, this just would make everything dark.
- // No sunlight here
- //no_sunlight = true;
- }
-#endif
-#if 0 // Doesn't work; nothing gets light.
- bool no_sunlight = true;
- bool no_top_block = false;
- // Check if node above block has sunlight
- try{
- MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z));
- if(n.getLight(LIGHTBANK_DAY) == LIGHT_SUN)
- {
- no_sunlight = false;
- }
- }
- catch(InvalidPositionException &e)
- {
- no_top_block = true;
- }
-#endif