Renamed cChunkBuffer to cChunkData
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@@ -238,12 +238,12 @@ void cChunk::MarkLoadFailed(void)
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void cChunk::GetAllData(cChunkDataCallback & a_Callback)
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{
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a_Callback.HeightMap (&m_HeightMap);
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a_Callback.BiomeData (&m_BiomeMap);
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a_Callback.HeightMap(&m_HeightMap);
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a_Callback.BiomeData(&m_BiomeMap);
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a_Callback.LightIsValid (m_IsLightValid);
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a_Callback.LightIsValid(m_IsLightValid);
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a_Callback.ChunkBuffer (m_ChunkBuffer);
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a_Callback.ChunkData(m_ChunkData);
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for (cEntityList::iterator itr = m_Entities.begin(); itr != m_Entities.end(); ++itr)
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{
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@@ -282,10 +282,10 @@ void cChunk::SetAllData(
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CalculateHeightmap(a_BlockTypes);
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}
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m_ChunkBuffer.SetBlocks(a_BlockTypes);
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m_ChunkBuffer.SetMeta(a_BlockMeta);
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m_ChunkBuffer.SetLight(a_BlockLight);
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m_ChunkBuffer.SetSkyLight(a_BlockSkyLight);
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m_ChunkData.SetBlocks(a_BlockTypes);
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m_ChunkData.SetMeta(a_BlockMeta);
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m_ChunkData.SetLight(a_BlockLight);
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m_ChunkData.SetSkyLight(a_BlockSkyLight);
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m_IsLightValid = (a_BlockLight != NULL) && (a_BlockSkyLight != NULL);
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@@ -326,9 +326,9 @@ void cChunk::SetLight(
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// TODO: We might get cases of wrong lighting when a chunk changes in the middle of a lighting calculation.
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// Postponing until we see how bad it is :)
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m_ChunkBuffer.SetLight (a_BlockLight);
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m_ChunkData.SetLight (a_BlockLight);
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m_ChunkBuffer.SetSkyLight (a_SkyLight);
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m_ChunkData.SetSkyLight (a_SkyLight);
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m_IsLightValid = true;
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}
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@@ -339,7 +339,7 @@ void cChunk::SetLight(
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void cChunk::GetBlockTypes(BLOCKTYPE * a_BlockTypes)
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{
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m_ChunkBuffer.CopyBlocks(a_BlockTypes);
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m_ChunkData.CopyBlocks(a_BlockTypes);
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}
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@@ -1507,7 +1507,7 @@ void cChunk::FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockT
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ASSERT(IsValid());
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const BLOCKTYPE OldBlockType = GetBlock(a_RelX, a_RelY, a_RelZ);
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const BLOCKTYPE OldBlockMeta = m_ChunkBuffer.GetMeta(a_RelX, a_RelY, a_RelZ);
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const BLOCKTYPE OldBlockMeta = m_ChunkData.GetMeta(a_RelX, a_RelY, a_RelZ);
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if ((OldBlockType == a_BlockType) && (OldBlockMeta == a_BlockMeta))
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{
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return;
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@@ -1515,7 +1515,7 @@ void cChunk::FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockT
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MarkDirty();
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m_ChunkBuffer.SetBlock(a_RelX, a_RelY, a_RelZ, a_BlockType);
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m_ChunkData.SetBlock(a_RelX, a_RelY, a_RelZ, a_BlockType);
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// The client doesn't need to distinguish between stationary and nonstationary fluids:
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if (
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@@ -1531,7 +1531,7 @@ void cChunk::FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockT
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m_PendingSendBlocks.push_back(sSetBlock(m_PosX, m_PosZ, a_RelX, a_RelY, a_RelZ, a_BlockType, a_BlockMeta));
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}
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m_ChunkBuffer.SetMeta(a_RelX, a_RelY, a_RelZ, a_BlockMeta);
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m_ChunkData.SetMeta(a_RelX, a_RelY, a_RelZ, a_BlockMeta);
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// ONLY recalculate lighting if it's necessary!
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if (
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@@ -2438,7 +2438,7 @@ BLOCKTYPE cChunk::GetBlock(int a_RelX, int a_RelY, int a_RelZ) const
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return 0; // Clip
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}
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return m_ChunkBuffer.GetBlock(a_RelX, a_RelY, a_RelZ);
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return m_ChunkData.GetBlock(a_RelX, a_RelY, a_RelZ);
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}
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@@ -2448,7 +2448,7 @@ BLOCKTYPE cChunk::GetBlock(int a_RelX, int a_RelY, int a_RelZ) const
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void cChunk::GetBlockTypeMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta)
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{
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a_BlockType = GetBlock(a_RelX, a_RelY, a_RelZ);
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a_BlockMeta = m_ChunkBuffer.GetMeta(a_RelX, a_RelY, a_RelZ);
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a_BlockMeta = m_ChunkData.GetMeta(a_RelX, a_RelY, a_RelZ);
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}
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@@ -2458,9 +2458,9 @@ void cChunk::GetBlockTypeMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_
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void cChunk::GetBlockInfo(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight)
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{
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a_BlockType = GetBlock(a_RelX, a_RelY, a_RelZ);
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a_Meta = m_ChunkBuffer.GetMeta(a_RelX, a_RelY, a_RelZ);
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a_SkyLight = m_ChunkBuffer.GetSkyLight(a_RelX, a_RelY, a_RelZ);
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a_BlockLight = m_ChunkBuffer.GetBlockLight(a_RelX, a_RelY, a_RelZ);
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a_Meta = m_ChunkData.GetMeta(a_RelX, a_RelY, a_RelZ);
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a_SkyLight = m_ChunkData.GetSkyLight(a_RelX, a_RelY, a_RelZ);
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a_BlockLight = m_ChunkData.GetBlockLight(a_RelX, a_RelY, a_RelZ);
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}
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