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cuberite-2a/source/cChunk.inl.h
faketruth 9af5ed43fd Made a couple of functions in cChunk inline, this should speed up several block operations on chunks
Players should not spawn in the ground anymore.
When an entity was added to cWorld twice (which shouldn't happen actually), the server would crash when the entity is destroyed, this should be fixed now.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@158 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-12-31 21:08:23 +00:00

118 lines
3.9 KiB
C

#ifndef __C_CHUNK_INL_H__
#define __C_CHUNK_INL_H__
#ifndef MAX
# define MAX(a,b) (((a)>(b))?(a):(b))
#endif
__C_CHUNK_INLINE__
char cChunk::GetLight(char* a_Buffer, int a_BlockIdx)
{
if( a_BlockIdx > -1 && a_BlockIdx < c_NumBlocks )
{
const int cindex = (a_BlockIdx/2);
if( (a_BlockIdx & 1) == 0 )
{ // First half byte
return (a_Buffer[cindex] & 0x0f);
}
else
{
return ((a_Buffer[cindex] & 0xf0) >> 4);
}
}
return 0;
}
__C_CHUNK_INLINE__
char cChunk::GetLight(char* a_Buffer, int x, int y, int z)
{
if( x < 16 && x > -1 && y < 128 && y > -1 && z < 16 && z > -1 )
{
const int cindex = (y/2) + (z * 64) + (x * 64 * 16);
if( (y & 1) == 0 )
{ // First half byte
return (a_Buffer[cindex] & 0x0f);
}
else
{
return ((a_Buffer[cindex] & 0xf0) >> 4);
}
}
return 0;
}
__C_CHUNK_INLINE__
void cChunk::SetLight(char* a_Buffer, int a_BlockIdx, char a_Light)
{
if( a_BlockIdx > -1 && a_BlockIdx < c_NumBlocks )
{
const int cindex = (a_BlockIdx/2);
if( (a_BlockIdx & 1) == 0 )
{ // First half byte
a_Buffer[cindex] &= 0xf0; // Set first half to 0
a_Buffer[cindex] |= (a_Light) & 0x0f;
}
else
{
a_Buffer[cindex] &= 0x0f; // Set second half to 0
a_Buffer[cindex] |= (a_Light << 4) & 0xf0;
}
}
}
__C_CHUNK_INLINE__
void cChunk::SetLight(char* a_Buffer, int x, int y, int z, char light)
{
if( x < 16 && x > -1 && y < 128 && y > -1 && z < 16 && z > -1 )
{
int cindex = (y/2) + (z * 64) + (x * 64 * 16);
if( (y & 1) == 0 )
{ // First half byte
a_Buffer[cindex] &= 0xf0; // Set first half to 0
a_Buffer[cindex] |= (light) & 0x0f;
}
else
{
a_Buffer[cindex] &= 0x0f; // Set second half to 0
a_Buffer[cindex] |= (light << 4) & 0xf0;
}
}
}
__C_CHUNK_INLINE__
void cChunk::SpreadLightOfBlock(char* a_LightBuffer, int a_X, int a_Y, int a_Z, char a_Falloff)
{
unsigned char CurrentLight = GetLight( a_LightBuffer, a_X, a_Y, a_Z );
SetLight( a_LightBuffer, a_X-1, a_Y, a_Z, MAX(GetLight( a_LightBuffer, a_X-1, a_Y, a_Z ), MAX(0,CurrentLight-a_Falloff) ) );
SetLight( a_LightBuffer, a_X+1, a_Y, a_Z, MAX(GetLight( a_LightBuffer, a_X+1, a_Y, a_Z ), MAX(0,CurrentLight-a_Falloff) ) );
SetLight( a_LightBuffer, a_X, a_Y-1, a_Z, MAX(GetLight( a_LightBuffer, a_X, a_Y-1, a_Z ), MAX(0,CurrentLight-a_Falloff) ) );
SetLight( a_LightBuffer, a_X, a_Y+1, a_Z, MAX(GetLight( a_LightBuffer, a_X, a_Y+1, a_Z ), MAX(0,CurrentLight-a_Falloff) ) );
SetLight( a_LightBuffer, a_X, a_Y, a_Z-1, MAX(GetLight( a_LightBuffer, a_X, a_Y, a_Z-1 ), MAX(0,CurrentLight-a_Falloff) ) );
SetLight( a_LightBuffer, a_X, a_Y, a_Z+1, MAX(GetLight( a_LightBuffer, a_X, a_Y, a_Z+1 ), MAX(0,CurrentLight-a_Falloff) ) );
}
__C_CHUNK_INLINE__
void cChunk::SpreadLightOfBlockX(char* a_LightBuffer, int a_X, int a_Y, int a_Z)
{
unsigned char CurrentLight = GetLight( a_LightBuffer, a_X, a_Y, a_Z );
SetLight( a_LightBuffer, a_X-1, a_Y, a_Z, MAX(GetLight( a_LightBuffer, a_X-1, a_Y, a_Z ), CurrentLight-1) );
SetLight( a_LightBuffer, a_X+1, a_Y, a_Z, MAX(GetLight( a_LightBuffer, a_X+1, a_Y, a_Z ), CurrentLight-1) );
}
__C_CHUNK_INLINE__
void cChunk::SpreadLightOfBlockY(char* a_LightBuffer, int a_X, int a_Y, int a_Z)
{
unsigned char CurrentLight = GetLight( a_LightBuffer, a_X, a_Y, a_Z );
SetLight( a_LightBuffer, a_X, a_Y-1, a_Z, MAX(GetLight( a_LightBuffer, a_X, a_Y-1, a_Z ), CurrentLight-1) );
SetLight( a_LightBuffer, a_X, a_Y+1, a_Z, MAX(GetLight( a_LightBuffer, a_X, a_Y+1, a_Z ), CurrentLight-1) );
}
__C_CHUNK_INLINE__
void cChunk::SpreadLightOfBlockZ(char* a_LightBuffer, int a_X, int a_Y, int a_Z)
{
unsigned char CurrentLight = GetLight( a_LightBuffer, a_X, a_Y, a_Z );
SetLight( a_LightBuffer, a_X, a_Y, a_Z-1, MAX(GetLight( a_LightBuffer, a_X, a_Y, a_Z-1 ), CurrentLight-1) );
SetLight( a_LightBuffer, a_X, a_Y, a_Z+1, MAX(GetLight( a_LightBuffer, a_X, a_Y, a_Z+1 ), CurrentLight-1) );
}
#endif