#pragma once
#include "cEntity.h"
#include "Vector3i.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
/** This is really only a placeholder to be used in places where we need to "make up" a chunk's Y coord.
It will help us when the new chunk format comes out and we need to patch everything up for compatibility.
*/
#define ZERO_CHUNK_Y 0
// Used to smoothly convert to new axis ordering. One will be removed when deemed stable.
#define AXIS_ORDER_YZX 1 // Original (1.1-)
#define AXIS_ORDER_XZY 2 // New (1.2+)
#define AXIS_ORDER AXIS_ORDER_XZY
namespace Json
{
class Value;
};
class cWorld;
class cFurnaceEntity;
class cPacket;
class cBlockEntity;
class cClientHandle;
class cServer;
class MTRand;
class cPlayer;
class cChunkMap;
typedef std::list<cClientHandle *> cClientHandleList;
typedef std::list<cBlockEntity *> cBlockEntityList;
/** Interface class used for getting data out of a chunk using the GetAllData() function.
Implementation must use the pointers immediately and NOT store any of them for later use
*/
class cChunkDataCallback
{
public:
/// Called once to export blockdata
virtual void BlockData(const char * a_Data) = 0;
/// Called for each entity in the chunk
virtual void Entity(cEntity * a_Entity) = 0;
/// Called for each blockentity in the chunk
virtual void BlockEntity(cBlockEntity * a_Entity) = 0;
} ;
/** Interface class used for comparing clients of two chunks.
Used primarily for entity moving while both chunks are locked.
*/
class cClientDiffCallback
{
public:
/// Called for clients that are in Chunk1 and not in Chunk2,
virtual void Removed(cClientHandle * a_Client) = 0;
/// Called for clients that are in Chunk2 and not in Chunk1.
virtual void Added(cClientHandle * a_Client) = 0;
} ;
struct sSetBlock
{
int x, y, z;
int ChunkX, ChunkZ;
char BlockType, BlockMeta;
sSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); // absolute block position
};
typedef std::list< sSetBlock > sSetBlockList;
// This class is not to be used directly
// Instead, call actions on cChunkMap (such as cChunkMap::SetBlock() etc.)
class cChunk
{
public:
static const int c_ChunkWidth = 16;
static const int c_ChunkHeight = 256;
static const int c_NumBlocks = c_ChunkWidth * c_ChunkHeight * c_ChunkWidth;
static const int c_BlockDataSize = c_NumBlocks * 2 + (c_NumBlocks/2); // 2.5 * numblocks
cChunk(int a_X, int a_Y, int a_Z, cChunkMap * a_ChunkMap, 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 IsDirty(void) const {return m_IsDirty; } // Returns true if the chunk has changed since it was last saved
bool HasLoadFailed(void) const {return m_HasLoadFailed; } // Returns true if the chunk failed to load and hasn't been generated since then
bool CanUnload(void);
/*
To save a chunk, the WSSchema must:
1. Mark the chunk as being saved (MarkSaving() )
2. Get the chunk's data using GetAllData()
3. Mark the chunk as saved (MarkSaved() )
If anywhere inside this sequence another thread mmodifies the chunk, the chunk will not get marked as saved in MarkSaved()
*/
void MarkSaving(void); // Marks the chunk as being saved.
void MarkSaved(void); // Marks the chunk as saved, if it didn't change from the last call to MarkSaving()
void MarkLoaded(void); // Marks the chunk as freshly loaded. Fails if the chunk is already valid
void MarkLoadFailed(void); // Marks the chunk as failed to load. Ignored is the chunk is already valid
/// Gets all chunk data, calls the a_Callback's methods for each data type
void GetAllData(cChunkDataCallback & a_Callback);
/// Sets all chunk data
void SetAllData(const char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities);
/// Copies m_BlockData into a_Blocks, only the block types
void GetBlocks(char * a_Blocks);
/// Copies m_BlockData into a_Blocks, the entire array
void GetBlockData(char * a_BlockData);
/// Returns true if there is a block entity at the coords specified
bool HasBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ);
/// Sets or resets the internal flag that prevents chunk from being unloaded
void Stay(bool a_Stay = true);
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; }
// OBSOLETE void SendTo( cClientHandle * a_Client );
void SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta );
void SetBlock( const Vector3i & a_BlockPos, char a_BlockType, char a_BlockMeta ) { SetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, a_BlockType, a_BlockMeta ); }
void FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, 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
int GetHeight( int a_X, int a_Z );
void SendBlockTo( int a_X, int a_Y, int a_Z, cClientHandle* a_Client );
/// Adds a client to the chunk; returns true if added, false if already there
bool AddClient (cClientHandle* a_Client );
void RemoveClient (cClientHandle* a_Client );
bool HasClient (cClientHandle* a_Client );
bool HasAnyClients(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
void SpreadLight(char* a_LightBuffer);
void CalculateLighting(); // Recalculate right now
void CalculateHeightmap();
// 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);
// 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)
static char GetNibble(char * a_Buffer, int a_BlockIdx);
static char GetNibble(char * a_Buffer, int x, int y, int z);
static char GetNibble(char * a_Buffer, const Vector3i & a_BlockPos ) { return GetNibble( a_Buffer, a_BlockPos.x, a_BlockPos.y, a_BlockPos.z ); }
static void SetNibble(char * a_Buffer, int a_BlockIdx, char a_Value);
static void SetNibble(char * a_Buffer, int x, int y, int z, char a_Value);
static void SetNibble(char * a_Buffer, const Vector3i & a_BlockPos, char a_Value ) { SetNibble( a_Buffer, a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, a_Value ); }
void PositionToWorldPosition(int a_ChunkX, int a_ChunkY, int a_ChunkZ, int & a_X, int & a_Y, int & a_Z);
Vector3i PositionToWorldPosition( const Vector3i & a_InChunkPos ) { return PositionToWorldPosition( a_InChunkPos.x, a_InChunkPos.y, a_InChunkPos.z ); }
Vector3i PositionToWorldPosition( int a_ChunkX, int a_ChunkY, int a_ChunkZ );
static const unsigned int INDEX_OUT_OF_RANGE = 0xffffffff;
inline static unsigned int MakeIndex(int x, int y, int z )
{
if( x < c_ChunkWidth && x > -1 && y < c_ChunkHeight && y > -1 && z < c_ChunkWidth && z > -1 )
{
return MakeIndexNoCheck(x, y, z);
}
return INDEX_OUT_OF_RANGE;
}
inline static unsigned int MakeIndexNoCheck(int x, int y, int z)
{
#if AXIS_ORDER == AXIS_ORDER_XZY
return x + (z * c_ChunkWidth) + (y * c_ChunkWidth * c_ChunkWidth); // 1.2 is XZY
#elif AXIS_ORDER == AXIS_ORDER_YZX
return y + (z * c_ChunkHeight) + (x * c_ChunkHeight * c_ChunkWidth); // 1.1 is YZX
#endif
}
inline static Vector3i IndexToCoordinate( unsigned int index )
{
#if AXIS_ORDER == AXIS_ORDER_XZY
return Vector3i( // 1.2
index % c_ChunkWidth, // X
index / (c_ChunkWidth * c_ChunkWidth), // Y
(index / c_ChunkWidth) % c_ChunkWidth // Z
);
#elif AXIS_ORDER == AXIS_ORDER_YZX
return Vector3i( // 1.1
index / (c_ChunkHeight * c_ChunkWidth), // X
index % c_ChunkHeight, // Y
(index / c_ChunkHeight) % c_ChunkWidth // Z
);
#endif
}
inline void MarkDirty(void)
{
m_IsDirty = true;
m_IsSaving = false;
}
private:
friend class cChunkMap;
bool m_IsValid; // True if the chunk is loaded / generated
bool m_IsDirty; // True if the chunk has changed since it was last saved
bool m_IsSaving; // True if the chunk is being saved
bool m_HasLoadFailed; // True if chunk failed to load and hasn't been generated yet since then
cCriticalSection m_CSBlockLists;
std::deque< unsigned int > m_ToTickBlocks;
std::vector< unsigned int > m_PendingSendBlocks;
// A critical section is not needed, because all chunk access is protected by its parent ChunkMap's csLayers
cClientHandleList m_LoadedByClient;
cClientHandleList m_UnloadQuery;
cEntityList m_Entities;
cBlockEntityList m_BlockEntities;
/// Number of times the chunk has been requested to stay (by various cChunkStay objects); if zero, the chunk can be unloaded
int m_StayCount;
bool m_bCalculateLighting;
int m_PosX, m_PosY, m_PosZ;
cWorld * m_World;
cChunkMap * m_ChunkMap;
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[c_ChunkWidth * c_ChunkWidth];
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 );
cBlockEntity * GetBlockEntity( const Vector3i & a_BlockPos ) { return GetBlockEntity( a_BlockPos.x, a_BlockPos.y, a_BlockPos.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(void);
// Makes a copy of the list
cClientHandleList GetAllClients(void) const {return m_LoadedByClient; }
};
typedef cChunk * cChunkPtr;
typedef std::list<cChunkPtr> cChunkPtrList;
class cChunkCoords
{
public:
int m_ChunkX;
int m_ChunkY;
int m_ChunkZ;
cChunkCoords(int a_ChunkX, int a_ChunkY, int a_ChunkZ) : m_ChunkX(a_ChunkX), m_ChunkY(a_ChunkY), m_ChunkZ(a_ChunkZ) {}
bool operator == (const cChunkCoords & a_Other)
{
return ((m_ChunkX == a_Other.m_ChunkX) && (m_ChunkY == a_Other.m_ChunkY) && (m_ChunkZ == a_Other.m_ChunkZ));
}
} ;
typedef std::list<cChunkCoords> cChunkCoordsList;
#if C_CHUNK_USE_INLINE
#include "cChunk.inl.h"
#endif