Anvil format: fixed loading with XZY ordering
git-svn-id: http://mc-server.googlecode.com/svn/trunk@398 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -137,9 +137,9 @@ bool cWSSAnvil::LoadChunkFromData(const cChunkCoords & a_Chunk, const AString &
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// Decompress the data:
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// Decompress the data:
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char Uncompressed[CHUNK_INFLATE_MAX];
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char Uncompressed[CHUNK_INFLATE_MAX];
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z_stream strm;
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z_stream strm;
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strm.zalloc = (alloc_func)NULL;
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strm.zalloc = (alloc_func)NULL;
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strm.zfree = (free_func)NULL;
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strm.zfree = (free_func)NULL;
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strm.opaque = NULL;
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strm.opaque = NULL;
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inflateInit(&strm);
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inflateInit(&strm);
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strm.next_out = (Bytef *)Uncompressed;
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strm.next_out = (Bytef *)Uncompressed;
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strm.avail_out = sizeof(Uncompressed);
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strm.avail_out = sizeof(Uncompressed);
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@ -170,15 +170,13 @@ bool cWSSAnvil::LoadChunkFromData(const cChunkCoords & a_Chunk, const AString &
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bool cWSSAnvil::LoadChunkFromNBT(const cChunkCoords & a_Chunk, cNBTTag & a_NBT)
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bool cWSSAnvil::LoadChunkFromNBT(const cChunkCoords & a_Chunk, cNBTTag & a_NBT)
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{
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{
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// The data arrays, in MCA-native y/z/x ordering (will be reordered for the final chunk data)
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// The data arrays, in MCA-native y/z/x ordering (will be reordered for the final chunk data)
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char BlockData[cChunk::c_NumBlocks];
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char BlockData[cChunk::c_BlockDataSize];
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char MetaData[cChunk::c_NumBlocks / 2];
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char * MetaData = BlockData + cChunk::c_NumBlocks;
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char BlockLight[cChunk::c_NumBlocks / 2];
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char * BlockLight = MetaData + cChunk::c_NumBlocks / 2;
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char SkyLight[cChunk::c_NumBlocks / 2];
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char * SkyLight = BlockLight + cChunk::c_NumBlocks / 2;
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memset(BlockData, E_BLOCK_AIR, sizeof(BlockData));
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memset(BlockData, E_BLOCK_AIR, sizeof(BlockData) - cChunk::c_NumBlocks / 2);
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memset(MetaData, 0, sizeof(MetaData));
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memset(SkyLight, 0xff, cChunk::c_NumBlocks / 2); // By default, data not present in the NBT means air, which means full skylight
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memset(BlockLight, 0, sizeof(BlockLight));
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memset(SkyLight, 0xff, sizeof(SkyLight)); // By default, data not present in the NBT means air, which means full skylight
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// Load the blockdata, blocklight and skylight:
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// Load the blockdata, blocklight and skylight:
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cNBTList * Sections = (cNBTList *)a_NBT.FindChildByPath("Level\\Sections");
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cNBTList * Sections = (cNBTList *)a_NBT.FindChildByPath("Level\\Sections");
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