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-rw-r--r--source/WSSAnvil.cpp41
1 files changed, 25 insertions, 16 deletions
diff --git a/source/WSSAnvil.cpp b/source/WSSAnvil.cpp
index 73449e5bc..ddb9a6be6 100644
--- a/source/WSSAnvil.cpp
+++ b/source/WSSAnvil.cpp
@@ -170,13 +170,13 @@ bool cWSSAnvil::LoadChunkFromData(const cChunkCoords & a_Chunk, const AString &
bool cWSSAnvil::LoadChunkFromNBT(const cChunkCoords & a_Chunk, cNBTTag & a_NBT)
{
// The data arrays, in MCA-native y/z/x ordering (will be reordered for the final chunk data)
- char BlockData[cChunk::c_BlockDataSize];
- char * MetaData = BlockData + cChunk::c_NumBlocks;
- char * BlockLight = MetaData + cChunk::c_NumBlocks / 2;
- char * SkyLight = BlockLight + cChunk::c_NumBlocks / 2;
+ BLOCKTYPE BlockData[cChunkDef::BlockDataSize];
+ BLOCKTYPE * MetaData = BlockData + cChunkDef::MetaOffset;
+ BLOCKTYPE * BlockLight = BlockData + cChunkDef::LightOffset;
+ BLOCKTYPE * SkyLight = BlockData + cChunkDef::SkyLightOffset;
- memset(BlockData, E_BLOCK_AIR, sizeof(BlockData) - cChunk::c_NumBlocks / 2);
- memset(SkyLight, 0xff, cChunk::c_NumBlocks / 2); // By default, data not present in the NBT means air, which means full skylight
+ memset(BlockData, E_BLOCK_AIR, sizeof(BlockData) - cChunkDef::NumBlocks / 2);
+ memset(SkyLight, 0xff, cChunkDef::NumBlocks / 2); // By default, data not present in the NBT means air, which means full skylight
// Load the blockdata, blocklight and skylight:
cNBTList * Sections = (cNBTList *)a_NBT.FindChildByPath("Level\\Sections");
@@ -225,40 +225,49 @@ bool cWSSAnvil::LoadChunkFromNBT(const cChunkCoords & a_Chunk, cNBTTag & a_NBT)
#if (AXIS_ORDER == AXIS_ORDER_YZX)
// Reorder the chunk data - walk the MCA-formatted data sequentially and copy it into the right place in the ChunkData:
- char ChunkData[cChunk::c_BlockDataSize];
+ BLOCKTYPE ChunkData[cChunkDef::BlockDataSize];
memset(ChunkData, 0, sizeof(ChunkData));
int Index = 0; // Index into the MCA-formatted data, incremented sequentially
- for (int y = 0; y < cChunk::c_ChunkHeight; y++) for (int z = 0; z < cChunk::c_ChunkWidth; z++) for (int x = 0; x < cChunk::c_ChunkWidth; x++)
+ for (int y = 0; y < cChunkDef::Height; y++) for (int z = 0; z < cChunkDef::Width; z++) for (int x = 0; x < cChunkDef::Width; x++)
{
ChunkData[cChunk::MakeIndex(x, y, z)] = BlockData[Index];
Index++;
} // for y/z/x
- char * ChunkMeta = ChunkData + cChunk::c_NumBlocks;
+ BLOCKTYPE * ChunkMeta = ChunkData + cChunkDef::NumBlocks;
Index = 0;
- for (int y = 0; y < cChunk::c_ChunkHeight; y++) for (int z = 0; z < cChunk::c_ChunkWidth; z++) for (int x = 0; x < cChunk::c_ChunkWidth; x++)
+ for (int y = 0; y < cChunkDef::Height; y++) for (int z = 0; z < cChunkDef::Width; z++) for (int x = 0; x < cChunkDef::Width; x++)
{
cChunk::SetNibble(ChunkMeta, x, y, z, MetaData[Index / 2] >> ((Index % 2) * 4));
Index++;
} // for y/z/x
- char * ChunkBlockLight = ChunkMeta + cChunk::c_NumBlocks / 2;
+ BLOCKTYPE * ChunkBlockLight = ChunkMeta + cChunkDef::NumBlocks / 2;
Index = 0;
- for (int y = 0; y < cChunk::c_ChunkHeight; y++) for (int z = 0; z < cChunk::c_ChunkWidth; z++) for (int x = 0; x < cChunk::c_ChunkWidth; x++)
+ for (int y = 0; y < cChunkDef::Height; y++) for (int z = 0; z < cChunkDef::Width; z++) for (int x = 0; x < cChunkDef::Width; x++)
{
cChunk::SetNibble(ChunkBlockLight, x, y, z, BlockLight[Index / 2] >> ((Index % 2) * 4));
Index++;
} // for y/z/x
- char * ChunkSkyLight = ChunkBlockLight + cChunk::c_NumBlocks / 2;
+ BLOCKTYPE * ChunkSkyLight = ChunkBlockLight + cChunkDef::NumBlocks / 2;
Index = 0;
- for (int y = 0; y < cChunk::c_ChunkHeight; y++) for (int z = 0; z < cChunk::c_ChunkWidth; z++) for (int x = 0; x < cChunk::c_ChunkWidth; x++)
+ for (int y = 0; y < cChunkDef::Height; y++) for (int z = 0; z < cChunkDef::Width; z++) for (int x = 0; x < cChunkDef::Width; x++)
{
cChunk::SetNibble(ChunkSkyLight, x, y, z, SkyLight[Index / 2] >> ((Index % 2) * 4));
Index++;
} // for y/z/x
#else // AXIS_ORDER_YZX
- char * ChunkData = BlockData;
+ BLOCKTYPE * ChunkData = BlockData;
#endif // else AXIS_ORDER_YZX
- m_World->ChunkDataLoaded(a_Chunk.m_ChunkX, a_Chunk.m_ChunkY, a_Chunk.m_ChunkZ, ChunkData, Entities, BlockEntities);
+ m_World->ChunkDataLoaded(
+ a_Chunk.m_ChunkX, a_Chunk.m_ChunkY, a_Chunk.m_ChunkZ,
+ ChunkData,
+ ChunkData + cChunkDef::MetaOffset,
+ ChunkData + cChunkDef::LightOffset,
+ ChunkData + cChunkDef::SkyLightOffset,
+ NULL,
+ Entities,
+ BlockEntities
+ );
return true;
}