Added two new unbounded del functions to deal with looking up the lighting.
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56fa632d5e
commit
6e361f195f
109
source/Chunk.cpp
109
source/Chunk.cpp
@ -539,17 +539,10 @@ void cChunk::SpawnMobs(cMobSpawner& a_MobSpawner)
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// MG TODO: fix the "light" thing, I'm pretty sure that UnboundedRelGetBlock s not returning the right thing
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// MG TODO : check that "Level" really means Y
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NIBBLETYPE SkyLight = GetSkyLight(Try_X, Try_Y, Try_Z);
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if (!SkyLight)
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SkyLight = GetSkyLight(Try_X, Try_Y + 1, Try_Z);
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if (!SkyLight)
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SkyLight = GetSkyLight(Try_X, Try_Y - 1, Try_Z);
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NIBBLETYPE SkyLight = UnboundedRelGetSkyLight(Try_X, Try_Y, Try_Z);
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NIBBLETYPE BlockLight = GetBlockLight(Try_X, Try_Y, Try_Z);
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if (!BlockLight)
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BlockLight = GetBlockLight(Try_X, Try_Y + 1, Try_Z);
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if (!BlockLight)
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BlockLight = GetBlockLight(Try_X, Try_Y - 1, Try_Z);
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NIBBLETYPE BlockLight = UnboundedRelGetBlockLight(Try_X, Try_Y, Try_Z);
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if (IsLightValid())
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{
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@ -1363,6 +1356,102 @@ void cChunk::UnboundedQueueTickBlock(int a_RelX, int a_RelY, int a_RelZ)
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NIBBLETYPE cChunk::UnboundedRelGetSkyLight(int a_RelX, int a_RelY, int a_RelZ)
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{
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if ((a_RelY < 0) || (a_RelY > cChunkDef::Height))
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{
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LOGWARNING("UnboundedRelGetSkyLight(): requesting a block with a_RelY out of range: %d", a_RelY);
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return -1;
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}
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// Is it in this chunk?
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if ((a_RelX >= 0) && (a_RelX < cChunkDef::Width) && (a_RelZ >= 0) && (a_RelZ < cChunkDef::Width))
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{
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if (!IsValid())
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{
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return -1;
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}
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return GetSkyLight(a_RelX, a_RelY, a_RelZ);
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}
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// Not in this chunk, try walking the neighbors first:
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if ((a_RelX < 0) && (m_NeighborXM != NULL))
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{
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return m_NeighborXM->UnboundedRelGetSkyLight(a_RelX + cChunkDef::Width, a_RelY, a_RelZ);
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}
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if ((a_RelX >= cChunkDef::Width) && (m_NeighborXP != NULL))
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{
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return m_NeighborXP->UnboundedRelGetSkyLight(a_RelX - cChunkDef::Width, a_RelY, a_RelZ);
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}
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if ((a_RelZ < 0) && (m_NeighborZM != NULL))
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{
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return m_NeighborZM->UnboundedRelGetSkyLight(a_RelX, a_RelY, a_RelZ + cChunkDef::Width);
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}
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if ((a_RelZ >= cChunkDef::Width) && (m_NeighborZP != NULL))
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{
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return m_NeighborZP->UnboundedRelGetSkyLight(a_RelX, a_RelY, a_RelZ - cChunkDef::Width);
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}
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// Neighbors not available, use the chunkmap to locate the chunk:
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return m_ChunkMap->GetBlockSkyLight(
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m_PosX * cChunkDef::Width + a_RelX,
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ZERO_CHUNK_Y * cChunkDef::Height + a_RelY,
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m_PosZ * cChunkDef::Width + a_RelZ
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);
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}
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NIBBLETYPE cChunk::UnboundedRelGetBlockLight(int a_RelX, int a_RelY, int a_RelZ)
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{
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if ((a_RelY < 0) || (a_RelY > cChunkDef::Height))
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{
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LOGWARNING("UnboundedRelGetBlockLight(): requesting a block with a_RelY out of range: %d", a_RelY);
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return -1;
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}
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// Is it in this chunk?
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if ((a_RelX >= 0) && (a_RelX < cChunkDef::Width) && (a_RelZ >= 0) && (a_RelZ < cChunkDef::Width))
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{
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if (!IsValid())
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{
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return -1;
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}
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return GetBlockLight(a_RelX, a_RelY, a_RelZ);
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}
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// Not in this chunk, try walking the neighbors first:
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if ((a_RelX < 0) && (m_NeighborXM != NULL))
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{
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return m_NeighborXM->UnboundedRelGetBlockLight(a_RelX + cChunkDef::Width, a_RelY, a_RelZ);
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}
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if ((a_RelX >= cChunkDef::Width) && (m_NeighborXP != NULL))
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{
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return m_NeighborXP->UnboundedRelGetBlockLight(a_RelX - cChunkDef::Width, a_RelY, a_RelZ);
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}
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if ((a_RelZ < 0) && (m_NeighborZM != NULL))
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{
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return m_NeighborZM->UnboundedRelGetBlockLight(a_RelX, a_RelY, a_RelZ + cChunkDef::Width);
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}
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if ((a_RelZ >= cChunkDef::Width) && (m_NeighborZP != NULL))
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{
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return m_NeighborZP->UnboundedRelGetBlockLight(a_RelX, a_RelY, a_RelZ - cChunkDef::Width);
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}
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// Neighbors not available, use the chunkmap to locate the chunk:
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return m_ChunkMap->GetBlockBlockLight(
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m_PosX * cChunkDef::Width + a_RelX,
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ZERO_CHUNK_Y * cChunkDef::Height + a_RelY,
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m_PosZ * cChunkDef::Width + a_RelZ
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);
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}
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int cChunk::GetHeight( int a_X, int a_Z )
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{
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ASSERT((a_X >= 0) && (a_X < Width) && (a_Z >= 0) && (a_Z < Width));
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@ -317,6 +317,9 @@ public:
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/// Same as QueueTickBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s in such a case), ignores unsuccessful attempts
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void UnboundedQueueTickBlock(int a_RelX, int a_RelY, int a_RelZ);
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NIBBLETYPE UnboundedRelGetBlockLight(int a_RelX, int a_RelY, int a_RelZ);
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NIBBLETYPE UnboundedRelGetSkyLight(int a_RelX, int a_RelY, int a_RelZ);
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// Simulator data:
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cFireSimulatorChunkData & GetFireSimulatorData (void) { return m_FireSimulatorData; }
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cFluidSimulatorData * GetWaterSimulatorData(void) { return m_WaterSimulatorData; }
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