#pragma once
#include "cEntity.h"
#define C_CHUNK_USE_INLINE 1
// Do not touch
#if C_CHUNK_USE_INLINE
#define __C_CHUNK_INLINE__ inline
#else
#define __C_CHUNK_INLINE__
#endif
namespace Json
{
class Value;
};
class cWorld;
class cFurnaceEntity;
class cPacket;
class cBlockEntity;
class cClientHandle;
class cServer;
class MTRand;
class cPlayer;
typedef std::list<cFurnaceEntity *> cFurnaceEntityList;
typedef std::list<cClientHandle *> cClientHandleList;
typedef std::list<cBlockEntity *> cBlockEntityList;
class cChunk
{
public:
cChunk(int a_X, int a_Y, int a_Z, cWorld* a_World);
~cChunk();
bool IsValid(void) const {return m_IsValid; } // Returns true if the chunk is valid (loaded / generated)
void SetValid(bool a_SendToClients = true); // Also wakes up all clients attached to this chunk to let them finish logging in
bool CanUnload(void);
void Tick(float a_Dt, MTRand & a_TickRandom);
int GetPosX() { return m_PosX; }
int GetPosY() { return m_PosY; }
int GetPosZ() { return m_PosZ; }
cWorld* GetWorld() { return m_World; }
void Send( cClientHandle* a_Client );
void AsyncUnload( cClientHandle* a_Client );
void SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta );
void FastSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); // Doesn't force block updates on neighbors, use for simple changes such as grass growing etc.
char GetBlock( int a_X, int a_Y, int a_Z );
char GetBlock( int a_BlockIdx );
void CollectPickupsByPlayer(cPlayer * a_Player);
void UpdateSign(int a_PosX, int a_PosY, int a_PosZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4); // Also sends update packets to all clients in the chunk
char GetHeight( int a_X, int a_Z );
void SendBlockTo( int a_X, int a_Y, int a_Z, cClientHandle* a_Client );
void AddClient ( cClientHandle* a_Client );
void RemoveClient( cClientHandle* a_Client );
bool HasClient ( cClientHandle* a_Client );
bool HasAnyClient(void); // Returns true if theres any client in the chunk; false otherwise
void AddEntity( cEntity * a_Entity );
void RemoveEntity( cEntity * a_Entity);
void UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z); // [x, y, z] in world block coords
inline void RecalculateLighting() { m_bCalculateLighting = true; } // Recalculate lighting next tick
inline void RecalculateHeightmap() { m_bCalculateHeightmap = true; } // Recalculate heightmap next tick
void SpreadLight(char* a_LightBuffer);
void CalculateLighting(); // Recalculate right now
void CalculateHeightmap();
bool LoadFromDisk();
// Broadcasts to all clients that have loaded this chunk
void Broadcast( const cPacket & a_Packet, cClientHandle * a_Exclude = NULL) {Broadcast(&a_Packet, a_Exclude); }
void Broadcast( const cPacket * a_Packet, cClientHandle * a_Exclude = NULL);
// TODO: These functions are dangerous - rewrite to:
// Loaded(blockdata, lightdata, blockentities, entities),
// Generated(blockdata, lightdata, blockentities, entities),
// GetBlockData(blockdatadest) etc.
char* pGetBlockData() { return m_BlockData; }
char* pGetType() { return m_BlockType; }
char* pGetMeta() { return m_BlockMeta; }
char* pGetLight() { return m_BlockLight; }
char* pGetSkyLight() { return m_BlockSkyLight; }
void CopyBlockDataFrom(const char * a_NewBlockData); // Copies all blockdata, recalculates heightmap (used by chunk loaders)
// TODO: Move this into the specific WSSchema:
void LoadFromJson( const Json::Value & a_Value );
void SaveToJson( Json::Value & a_Value );
char GetLight(char* a_Buffer, int a_BlockIdx);
char GetLight(char* a_Buffer, int x, int y, int z);
void SetLight(char* a_Buffer, int a_BlockIdx, char a_Light);
void SetLight(char* a_Buffer, int x, int y, int z, char light);
void PositionToWorldPosition(int a_ChunkX, int a_ChunkY, int a_ChunkZ, int & a_X, int & a_Y, int & a_Z);
inline static unsigned int MakeIndex(int x, int y, int z )
{
if( x < 16 && x > -1 && y < 128 && y > -1 && z < 16 && z > -1 )
{
return y + (z * 128) + (x * 128 * 16);
}
return 0;
}
static const int c_NumBlocks = 16*128*16;
static const int c_BlockDataSize = c_NumBlocks * 2 + (c_NumBlocks/2); // 2.5 * numblocks
private:
bool m_IsValid; // True if the chunk is loaded / generated
cCriticalSection m_CSBlockLists;
std::map< unsigned int, int > m_ToTickBlocks;
std::vector< unsigned int > m_PendingSendBlocks;
cCriticalSection m_CSClients;
cClientHandleList m_LoadedByClient;
cClientHandleList m_UnloadQuery;
cCriticalSection m_CSEntities;
cEntityList m_Entities;
cBlockEntityList m_BlockEntities;
bool m_bCalculateLighting;
bool m_bCalculateHeightmap;
int m_PosX, m_PosY, m_PosZ;
cWorld * m_World;
char m_BlockData[c_BlockDataSize]; // Chunk data ready to be compressed and sent
char *m_BlockType; // Pointers to an element in m_BlockData
char *m_BlockMeta; // += NumBlocks
char *m_BlockLight; // += NumBlocks/2
char *m_BlockSkyLight; // += NumBlocks/2
unsigned char m_HeightMap[16 * 16];
unsigned int m_BlockTickNum;
unsigned int m_BlockTickX, m_BlockTickY, m_BlockTickZ;
void RemoveBlockEntity( cBlockEntity* a_BlockEntity );
void AddBlockEntity( cBlockEntity* a_BlockEntity );
cBlockEntity * GetBlockEntity( int a_X, int a_Y, int a_Z );
void SpreadLightOfBlock(char* a_LightBuffer, int a_X, int a_Y, int a_Z, char a_Falloff);
void SpreadLightOfBlockX(char* a_LightBuffer, int a_X, int a_Y, int a_Z);
void SpreadLightOfBlockY(char* a_LightBuffer, int a_X, int a_Y, int a_Z);
void SpreadLightOfBlockZ(char* a_LightBuffer, int a_X, int a_Y, int a_Z);
void CreateBlockEntities();
};
typedef std::tr1::shared_ptr<cChunk> cChunkPtr;
typedef std::list<cChunkPtr> cChunkPtrList;
class cChunkCoords
{
public:
int m_ChunkX;
int m_ChunkZ;
cChunkCoords(int a_ChunkX, int a_ChunkZ) : m_ChunkX(a_ChunkX), m_ChunkZ(a_ChunkZ) {}
bool operator == (const cChunkCoords & a_Other)
{
return ((m_ChunkX == a_Other.m_ChunkX) && (m_ChunkZ == a_Other.m_ChunkZ));
}
} ;
typedef std::list<cChunkCoords> cChunkCoordsList;
#if C_CHUNK_USE_INLINE
#include "cChunk.inl.h"
#endif