Added two new unbounded del functions to deal with looking up the lighting.

master
Samuel Barney 2013-10-21 14:38:38 -06:00
parent 56fa632d5e
commit 6e361f195f
2 changed files with 102 additions and 10 deletions

View File

@ -539,17 +539,10 @@ void cChunk::SpawnMobs(cMobSpawner& a_MobSpawner)
// MG TODO: fix the "light" thing, I'm pretty sure that UnboundedRelGetBlock s not returning the right thing
// MG TODO : check that "Level" really means Y
NIBBLETYPE SkyLight = GetSkyLight(Try_X, Try_Y, Try_Z);
if (!SkyLight)
SkyLight = GetSkyLight(Try_X, Try_Y + 1, Try_Z);
if (!SkyLight)
SkyLight = GetSkyLight(Try_X, Try_Y - 1, Try_Z);
NIBBLETYPE SkyLight = UnboundedRelGetSkyLight(Try_X, Try_Y, Try_Z);
NIBBLETYPE BlockLight = GetBlockLight(Try_X, Try_Y, Try_Z);
if (!BlockLight)
BlockLight = GetBlockLight(Try_X, Try_Y + 1, Try_Z);
if (!BlockLight)
BlockLight = GetBlockLight(Try_X, Try_Y - 1, Try_Z);
NIBBLETYPE BlockLight = UnboundedRelGetBlockLight(Try_X, Try_Y, Try_Z);
if (IsLightValid())
{
@ -1363,6 +1356,102 @@ void cChunk::UnboundedQueueTickBlock(int a_RelX, int a_RelY, int a_RelZ)
NIBBLETYPE cChunk::UnboundedRelGetSkyLight(int a_RelX, int a_RelY, int a_RelZ)
{
if ((a_RelY < 0) || (a_RelY > cChunkDef::Height))
{
LOGWARNING("UnboundedRelGetSkyLight(): requesting a block with a_RelY out of range: %d", a_RelY);
return -1;
}
// Is it in this chunk?
if ((a_RelX >= 0) && (a_RelX < cChunkDef::Width) && (a_RelZ >= 0) && (a_RelZ < cChunkDef::Width))
{
if (!IsValid())
{
return -1;
}
return GetSkyLight(a_RelX, a_RelY, a_RelZ);
}
// Not in this chunk, try walking the neighbors first:
if ((a_RelX < 0) && (m_NeighborXM != NULL))
{
return m_NeighborXM->UnboundedRelGetSkyLight(a_RelX + cChunkDef::Width, a_RelY, a_RelZ);
}
if ((a_RelX >= cChunkDef::Width) && (m_NeighborXP != NULL))
{
return m_NeighborXP->UnboundedRelGetSkyLight(a_RelX - cChunkDef::Width, a_RelY, a_RelZ);
}
if ((a_RelZ < 0) && (m_NeighborZM != NULL))
{
return m_NeighborZM->UnboundedRelGetSkyLight(a_RelX, a_RelY, a_RelZ + cChunkDef::Width);
}
if ((a_RelZ >= cChunkDef::Width) && (m_NeighborZP != NULL))
{
return m_NeighborZP->UnboundedRelGetSkyLight(a_RelX, a_RelY, a_RelZ - cChunkDef::Width);
}
// Neighbors not available, use the chunkmap to locate the chunk:
return m_ChunkMap->GetBlockSkyLight(
m_PosX * cChunkDef::Width + a_RelX,
ZERO_CHUNK_Y * cChunkDef::Height + a_RelY,
m_PosZ * cChunkDef::Width + a_RelZ
);
}
NIBBLETYPE cChunk::UnboundedRelGetBlockLight(int a_RelX, int a_RelY, int a_RelZ)
{
if ((a_RelY < 0) || (a_RelY > cChunkDef::Height))
{
LOGWARNING("UnboundedRelGetBlockLight(): requesting a block with a_RelY out of range: %d", a_RelY);
return -1;
}
// Is it in this chunk?
if ((a_RelX >= 0) && (a_RelX < cChunkDef::Width) && (a_RelZ >= 0) && (a_RelZ < cChunkDef::Width))
{
if (!IsValid())
{
return -1;
}
return GetBlockLight(a_RelX, a_RelY, a_RelZ);
}
// Not in this chunk, try walking the neighbors first:
if ((a_RelX < 0) && (m_NeighborXM != NULL))
{
return m_NeighborXM->UnboundedRelGetBlockLight(a_RelX + cChunkDef::Width, a_RelY, a_RelZ);
}
if ((a_RelX >= cChunkDef::Width) && (m_NeighborXP != NULL))
{
return m_NeighborXP->UnboundedRelGetBlockLight(a_RelX - cChunkDef::Width, a_RelY, a_RelZ);
}
if ((a_RelZ < 0) && (m_NeighborZM != NULL))
{
return m_NeighborZM->UnboundedRelGetBlockLight(a_RelX, a_RelY, a_RelZ + cChunkDef::Width);
}
if ((a_RelZ >= cChunkDef::Width) && (m_NeighborZP != NULL))
{
return m_NeighborZP->UnboundedRelGetBlockLight(a_RelX, a_RelY, a_RelZ - cChunkDef::Width);
}
// Neighbors not available, use the chunkmap to locate the chunk:
return m_ChunkMap->GetBlockBlockLight(
m_PosX * cChunkDef::Width + a_RelX,
ZERO_CHUNK_Y * cChunkDef::Height + a_RelY,
m_PosZ * cChunkDef::Width + a_RelZ
);
}
int cChunk::GetHeight( int a_X, int a_Z )
{
ASSERT((a_X >= 0) && (a_X < Width) && (a_Z >= 0) && (a_Z < Width));

View File

@ -317,6 +317,9 @@ public:
/// Same as QueueTickBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s in such a case), ignores unsuccessful attempts
void UnboundedQueueTickBlock(int a_RelX, int a_RelY, int a_RelZ);
NIBBLETYPE UnboundedRelGetBlockLight(int a_RelX, int a_RelY, int a_RelZ);
NIBBLETYPE UnboundedRelGetSkyLight(int a_RelX, int a_RelY, int a_RelZ);
// Simulator data:
cFireSimulatorChunkData & GetFireSimulatorData (void) { return m_FireSimulatorData; }
cFluidSimulatorData * GetWaterSimulatorData(void) { return m_WaterSimulatorData; }