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Anvil support: Added a debugging section for inverting terrain (So that MC cave generator can be seen in action). Commented out, so that it doesn't make it into the release versions

git-svn-id: http://mc-server.googlecode.com/svn/trunk@414 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2012-03-14 21:45:04 +00:00
parent b974b1ea59
commit 2386d79541

View File

@ -258,6 +258,30 @@ bool cWSSAnvil::LoadChunkFromNBT(const cChunkCoords & a_Chunk, cNBTTag & a_NBT)
BLOCKTYPE * ChunkData = BlockData;
#endif // else AXIS_ORDER_YZX
//*
// Delete the comment above for really cool stuff :)
// DEBUG magic: Invert the underground, so that we can see the MC generator in action :)
bool ShouldInvert[cChunkDef::Width * cChunkDef::Width];
memset(ShouldInvert, 0, sizeof(ShouldInvert));
for (int y = cChunkDef::Height - 1; y >= 0; y--)
{
for (int x = 0; x < cChunkDef::Width; x++) for (int z = 0; z < cChunkDef::Width; z++)
{
int Index = cChunkDef::MakeIndexNoCheck(x, y, z);
if (ShouldInvert[x + cChunkDef::Width * z])
{
ChunkData[Index] = (ChunkData[Index] == E_BLOCK_AIR) ? E_BLOCK_STONE : E_BLOCK_AIR;
}
else
{
ShouldInvert[x + cChunkDef::Width * z] = (ChunkData[Index] != E_BLOCK_AIR);
}
}
} // for y
// Set everything alight, so that we can see:
memset(ChunkData + cChunkDef::SkyLightOffset, 0xff, cChunkDef::NumBlocks / 2);
//*/
m_World->ChunkDataLoaded(
a_Chunk.m_ChunkX, a_Chunk.m_ChunkY, a_Chunk.m_ChunkZ,
ChunkData,