Tune caves
[oweals/minetest.git] / src / voxelalgorithms.cpp
index ae609e96ad93e95f26ef63761d7b7c04314d653b..ab6cbdfa2cf2aef1a45bf3649804dfd29ee404cc 100644 (file)
@@ -37,6 +37,42 @@ void setLight(VoxelManipulator &v, VoxelArea a, u8 light,
        }
 }
 
+void clearLightAndCollectSources(VoxelManipulator &v, VoxelArea a,
+               enum LightBank bank, INodeDefManager *ndef,
+               core::map<v3s16, bool> & light_sources,
+               core::map<v3s16, u8> & unlight_from)
+{
+       // The full area we shall touch
+       VoxelArea required_a = a;
+       required_a.pad(v3s16(0,0,0));
+       // Make sure we have access to it
+       v.emerge(a);
+
+       for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
+       for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
+       for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
+       {
+               v3s16 p(x,y,z);
+               MapNode &n = v.getNodeRefUnsafe(p);
+               u8 oldlight = n.getLight(bank, ndef);
+               n.setLight(bank, 0, ndef);
+
+               // If node sources light, add to list
+               u8 source = ndef->get(n).light_source;
+               if(source != 0)
+                       light_sources[p] = true;
+
+               // Collect borders for unlighting
+               if((x==a.MinEdge.X || x == a.MaxEdge.X
+               || y==a.MinEdge.Y || y == a.MaxEdge.Y
+               || z==a.MinEdge.Z || z == a.MaxEdge.Z)
+               && oldlight != 0)
+               {
+                       unlight_from.insert(p, oldlight);
+               }
+       }
+}
+
 SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
                bool inexistent_top_provides_sunlight,
                core::map<v3s16, bool> & light_sources,
@@ -69,11 +105,6 @@ SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
                        overtop_has_sunlight = (v.getNodeRefUnsafe(p_overtop).getLight(
                                        LIGHTBANK_DAY, ndef) == LIGHT_SUN);
 
-               dstream<<"inexistent_top_provides_sunlight="
-                               <<inexistent_top_provides_sunlight<<std::endl;
-               dstream<<"v.exists(p_overtop)="
-                               <<v.exists(p_overtop)<<std::endl;
-
                // Copy overtop's sunlight all over the place
                u8 incoming_light = overtop_has_sunlight ? LIGHT_SUN : 0;
                for(s32 y=max_y; y>=min_y; y--)