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author | Mattes D <github@xoft.cz> | 2013-11-27 09:23:17 +0100 |
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committer | Mattes D <github@xoft.cz> | 2013-11-27 09:23:17 +0100 |
commit | 49760db89d94ede5d123d927141a6cd60dbaaf07 (patch) | |
tree | 6c6cf99e4cf3128311a93cd187947b502f3732a0 /src/Chunk.h | |
parent | cWorld::SpawnExperienceOrb() now returns the entity ID of the spawned orb. (diff) | |
parent | Fixed VC2008 compilation, normalized include paths. (diff) | |
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Diffstat (limited to 'src/Chunk.h')
-rw-r--r-- | src/Chunk.h | 484 |
1 files changed, 484 insertions, 0 deletions
diff --git a/src/Chunk.h b/src/Chunk.h new file mode 100644 index 000000000..895b407a3 --- /dev/null +++ b/src/Chunk.h @@ -0,0 +1,484 @@ + +#pragma once + +#include "Entities/Entity.h" +#include "ChunkDef.h" + +#include "Simulator/FireSimulator.h" +#include "Simulator/SandSimulator.h" +#include "Simulator/RedstoneSimulator.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 cClientHandle; +class cServer; +class MTRand; +class cPlayer; +class cChunkMap; +class cChestEntity; +class cDispenserEntity; +class cFurnaceEntity; +class cBlockArea; +class cPawn; +class cPickup; +class cChunkDataSerializer; +class cBlockArea; +class cFluidSimulatorData; +class cMobCensus; +class cMobSpawner; + +typedef std::list<cClientHandle *> cClientHandleList; +typedef cItemCallback<cEntity> cEntityCallback; +typedef cItemCallback<cChestEntity> cChestCallback; +typedef cItemCallback<cDispenserEntity> cDispenserCallback; +typedef cItemCallback<cFurnaceEntity> cFurnaceCallback; + + + + +// This class is not to be used directly +// Instead, call actions on cChunkMap (such as cChunkMap::SetBlock() etc.) +class cChunk : + public cChunkDef // The inheritance is "misused" here only to inherit the functions and constants defined in cChunkDef +{ +public: + cChunk( + int a_ChunkX, int a_ChunkY, int a_ChunkZ, // Chunk coords + cChunkMap * a_ChunkMap, cWorld * a_World, // Parent objects + cChunk * a_NeighborXM, cChunk * a_NeighborXP, cChunk * a_NeighborZM, cChunk * a_NeighborZP // Neighbor chunks + ); + ~cChunk(); + + bool IsValid(void) const {return m_IsValid; } // Returns true if the chunk block data is valid (loaded / generated) + void SetValid(void); // Also wakes up any calls to cChunkMap::GetHeight() + void MarkRegenerating(void); // Marks all clients attached to this chunk as wanting this chunk + 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); + + bool IsLightValid(void) const {return m_IsLightValid; } + + /* + 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 BLOCKTYPE * a_BlockTypes, + const NIBBLETYPE * a_BlockMeta, + const NIBBLETYPE * a_BlockLight, + const NIBBLETYPE * a_BlockSkyLight, + const cChunkDef::HeightMap * a_HeightMap, + const cChunkDef::BiomeMap & a_BiomeMap, + cBlockEntityList & a_BlockEntities + ); + + void SetLight( + const cChunkDef::BlockNibbles & a_BlockLight, + const cChunkDef::BlockNibbles & a_SkyLight + ); + + /// Copies m_BlockData into a_BlockTypes, only the block types + void GetBlockTypes(BLOCKTYPE * a_BlockTypes); + + /// Writes the specified cBlockArea at the coords specified. Note that the coords may extend beyond the chunk! + void WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes); + + /// 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); + + /// Recence all mobs proximities to players in order to know what to do with them + void CollectMobCensus(cMobCensus& toFill); + + /// Try to Spawn Monsters inside chunk + void SpawnMobs(cMobSpawner& a_MobSpawner); + + void Tick(float a_Dt); + + int GetPosX(void) const { return m_PosX; } + int GetPosY(void) const { return m_PosY; } + int GetPosZ(void) const { return m_PosZ; } + + cWorld * GetWorld(void) const { return m_World; } + + void SetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta ); + // SetBlock() does a lot of work (heightmap, tickblocks, blockentities) so a BlockIdx version doesn't make sense + void SetBlock( const Vector3i & a_RelBlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta ) { SetBlock( a_RelBlockPos.x, a_RelBlockPos.y, a_RelBlockPos.z, a_BlockType, a_BlockMeta ); } + + /// Queues a block change till the specified world tick + void QueueSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Int64 a_Tick); + + /// Queues block for ticking (m_ToTickQueue) + void QueueTickBlock(int a_RelX, int a_RelY, int a_RelZ); + + /// Queues all 6 neighbors of the specified block for ticking (m_ToTickQueue). If any are outside the chunk, relays the checking to the proper neighboring chunk + void QueueTickBlockNeighbors(int a_RelX, int a_RelY, int a_RelZ); + + void FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta ); // Doesn't force block updates on neighbors, use for simple changes such as grass growing etc. + BLOCKTYPE GetBlock(int a_RelX, int a_RelY, int a_RelZ) const; + BLOCKTYPE GetBlock(int a_BlockIdx) const; + void GetBlockTypeMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta); + void GetBlockInfo (int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight); + + /** Returns the chunk into which the specified block belongs, by walking the neighbors. + Will return self if appropriate. Returns NULL if not reachable through neighbors. + */ + cChunk * GetNeighborChunk(int a_BlockX, int a_BlockZ); + + /** + Returns the chunk into which the relatively-specified block belongs, by walking the neighbors. + Will return self if appropriate. Returns NULL if not reachable through neighbors. + */ + cChunk * GetRelNeighborChunk(int a_RelX, int a_RelZ); + + /** + Returns the chunk into which the relatively-specified block belongs. + Also modifies the relative coords from this-relative to return-relative. + Will return self if appropriate. + Will try walking the neighbors first; if that fails, will query the chunkmap + */ + cChunk * GetRelNeighborChunkAdjustCoords(int & a_RelX, int & a_RelZ) const; + + EMCSBiome GetBiomeAt(int a_RelX, int a_RelZ) const {return cChunkDef::GetBiome(m_BiomeMap, a_RelX, a_RelZ); } + + void CollectPickupsByPlayer(cPlayer * a_Player); + + /// Sets the sign text. Returns true if successful. Also sends update packets to all clients in the chunk + bool SetSignLines(int a_RelX, int a_RelY, int a_RelZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4); + + int GetHeight( int a_X, int a_Z ); + + void SendBlockTo(int a_RelX, int a_RelY, int a_RelZ, 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); + bool HasEntity(int a_EntityID); + + /// Calls the callback for each entity; returns true if all entities processed, false if the callback aborted by returning true + bool ForEachEntity(cEntityCallback & a_Callback); // Lua-accessible + + /// Calls the callback if the entity with the specified ID is found, with the entity object as the callback param. Returns true if entity found. + bool DoWithEntityByID(int a_EntityID, cEntityCallback & a_Callback, bool & a_CallbackResult); // Lua-accessible + + /// Calls the callback for each block entity; returns true if all block entities processed, false if the callback aborted by returning true + bool ForEachBlockEntity(cBlockEntityCallback & a_Callback); // Lua-accessible + + /// Calls the callback for each chest; returns true if all chests processed, false if the callback aborted by returning true + bool ForEachChest(cChestCallback & a_Callback); // Lua-accessible + + /// Calls the callback for each dispenser; returns true if all dispensers processed, false if the callback aborted by returning true + bool ForEachDispenser(cDispenserCallback & a_Callback); + + /// Calls the callback for each dropper; returns true if all droppers processed, false if the callback aborted by returning true + bool ForEachDropper(cDropperCallback & a_Callback); + + /// Calls the callback for each dropspenser; returns true if all dropspensers processed, false if the callback aborted by returning true + bool ForEachDropSpenser(cDropSpenserCallback & a_Callback); + + /// Calls the callback for each furnace; returns true if all furnaces processed, false if the callback aborted by returning true + bool ForEachFurnace(cFurnaceCallback & a_Callback); // Lua-accessible + + /// Calls the callback for the block entity at the specified coords; returns false if there's no block entity at those coords, true if found + bool DoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBlockEntityCallback & a_Callback); // Lua-acessible + + /// Calls the callback for the chest at the specified coords; returns false if there's no chest at those coords, true if found + bool DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback); // Lua-acessible + + /// Calls the callback for the dispenser at the specified coords; returns false if there's no dispenser at those coords or callback returns true, returns true if found + bool DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback); + + /// Calls the callback for the dispenser at the specified coords; returns false if there's no dropper at those coords or callback returns true, returns true if found + bool DoWithDropperAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropperCallback & a_Callback); + + /// Calls the callback for the dispenser at the specified coords; returns false if there's no dropspenser at those coords or callback returns true, returns true if found + bool DoWithDropSpenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserCallback & a_Callback); + + /// Calls the callback for the furnace at the specified coords; returns false if there's no furnace at those coords or callback returns true, returns true if found + bool DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback); // Lua-accessible + + /// Retrieves the test on the sign at the specified coords; returns false if there's no sign at those coords, true if found + bool GetSignLines (int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4); // Lua-accessible + + void UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z); // [x, y, z] in world block coords + + void CalculateLighting(); // Recalculate right now + void CalculateHeightmap(); + + // Broadcast various packets to all clients of this chunk: + // (Please keep these alpha-sorted) + void BroadcastAttachEntity (const cEntity & a_Entity, const cEntity * a_Vehicle); + void BroadcastBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType, const cClientHandle * a_Exclude = NULL); + void BroadcastBlockBreakAnimation(int a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage, const cClientHandle * a_Exclude = NULL); + void BroadcastBlockEntity (int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude = NULL); + void BroadcastChunkData (cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude = NULL); + void BroadcastCollectPickup (const cPickup & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude = NULL); + void BroadcastDestroyEntity (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL); + void BroadcastEntityEquipment (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude = NULL); + void BroadcastEntityHeadLook (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL); + void BroadcastEntityLook (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL); + void BroadcastEntityMetadata (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL); + void BroadcastEntityRelMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL); + void BroadcastEntityRelMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL); + void BroadcastEntityStatus (const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude = NULL); + void BroadcastEntityVelocity (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL); + void BroadcastPlayerAnimation (const cPlayer & a_Player, char a_Animation, const cClientHandle * a_Exclude = NULL); + void BroadcastSoundEffect (const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch, const cClientHandle * a_Exclude = NULL); // a_Src coords are Block * 8 + void BroadcastSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data, const cClientHandle * a_Exclude = NULL); + void BroadcastSpawnEntity (cEntity & a_Entity, const cClientHandle * a_Exclude = NULL); + void BroadcastThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude = NULL); + void BroadcastUseBed (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ ); + + void SendBlockEntity (int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client); + + Vector3i PositionToWorldPosition(const Vector3i & a_RelPos) + { + return PositionToWorldPosition(a_RelPos.x, a_RelPos.y, a_RelPos.z); + } + + void PositionToWorldPosition(int a_RelX, int a_RelY, int a_RelZ, int & a_BlockX, int & a_BlockY, int & a_BlockZ); + Vector3i PositionToWorldPosition(int a_RelX, int a_RelY, int a_RelZ ); + + inline void MarkDirty(void) + { + m_IsDirty = true; + m_IsSaving = false; + } + + /// Sets the blockticking to start at the specified block. Only one blocktick may be set, second call overwrites the first call + inline void SetNextBlockTick(int a_RelX, int a_RelY, int a_RelZ) + { + m_BlockTickX = a_RelX; + m_BlockTickY = a_RelY; + m_BlockTickZ = a_RelZ; + } + + inline NIBBLETYPE GetMeta(int a_RelX, int a_RelY, int a_RelZ) const {return cChunkDef::GetNibble(m_BlockMeta, a_RelX, a_RelY, a_RelZ); } + inline NIBBLETYPE GetMeta(int a_BlockIdx) const {return cChunkDef::GetNibble(m_BlockMeta, a_BlockIdx); } + inline void SetMeta(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_Meta) { cChunkDef::SetNibble(m_BlockMeta, a_RelX, a_RelY, a_RelZ, a_Meta); } + inline void SetMeta(int a_BlockIdx, NIBBLETYPE a_Meta) { cChunkDef::SetNibble(m_BlockMeta, a_BlockIdx, a_Meta); } + + inline NIBBLETYPE GetBlockLight(int a_RelX, int a_RelY, int a_RelZ) const {return cChunkDef::GetNibble(m_BlockLight, a_RelX, a_RelY, a_RelZ); } + inline NIBBLETYPE GetSkyLight (int a_RelX, int a_RelY, int a_RelZ) const {return cChunkDef::GetNibble(m_BlockSkyLight, a_RelX, a_RelY, a_RelZ); } + inline NIBBLETYPE GetBlockLight(int a_Idx) const {return cChunkDef::GetNibble(m_BlockLight, a_Idx); } + inline NIBBLETYPE GetSkyLight (int a_Idx) const {return cChunkDef::GetNibble(m_BlockSkyLight, a_Idx); } + + /// Same as GetBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success + bool UnboundedRelGetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) const; + + /// Same as GetBlockType(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success + bool UnboundedRelGetBlockType(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType) const; + + /// Same as GetBlockMeta(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success + bool UnboundedRelGetBlockMeta(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_BlockMeta) const; + + /// Same as GetBlockBlockLight(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success + bool UnboundedRelGetBlockBlockLight(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_BlockLight) const; + + /// Same as GetBlockSkyLight(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success + bool UnboundedRelGetBlockSkyLight(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_SkyLight) const; + + /// Queries both BlockLight and SkyLight, relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success + bool UnboundedRelGetBlockLights(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_BlockLight, NIBBLETYPE & a_SkyLight) const; + + /// Same as SetBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success + bool UnboundedRelSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta); + + /// Same as FastSetBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success + bool UnboundedRelFastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta); + + /// 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); + + /// Light alterations based on time + NIBBLETYPE GetTimeAlteredLight(NIBBLETYPE a_Skylight) const; + + + // Simulator data: + cFireSimulatorChunkData & GetFireSimulatorData (void) { return m_FireSimulatorData; } + cFluidSimulatorData * GetWaterSimulatorData(void) { return m_WaterSimulatorData; } + cFluidSimulatorData * GetLavaSimulatorData (void) { return m_LavaSimulatorData; } + cSandSimulatorChunkData & GetSandSimulatorData (void) { return m_SandSimulatorData; } + cRedstoneSimulatorChunkData & GetRedstoneSimulatorData(void) { return m_RedstoneSimulatorData; } + + cBlockEntity * GetBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ); + cBlockEntity * GetBlockEntity(const Vector3i & a_BlockPos) { return GetBlockEntity(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z); } + +private: + + friend class cChunkMap; + + struct sSetBlockQueueItem + { + int m_RelX, m_RelY, m_RelZ; + BLOCKTYPE m_BlockType; + NIBBLETYPE m_BlockMeta; + Int64 m_Tick; + + sSetBlockQueueItem(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Int64 a_Tick) : + m_RelX(a_RelX), m_RelY(a_RelY), m_RelZ(a_RelZ), m_BlockType(a_BlockType), m_BlockMeta(a_BlockMeta), m_Tick(a_Tick) + { + } + } ; + + typedef std::vector<sSetBlockQueueItem> sSetBlockQueueVector; + + + bool m_IsValid; // True if the chunk is loaded / generated + bool m_IsLightValid; // True if the blocklight and skylight are calculated + 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 + + std::vector<unsigned int> m_ToTickBlocks; + sSetBlockVector m_PendingSendBlocks; ///< Blocks that have changed and need to be sent to all clients + + sSetBlockQueueVector m_SetBlockQueue; ///< Block changes that are queued to a specific tick + + // 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; + + int m_PosX, m_PosY, m_PosZ; + cWorld * m_World; + cChunkMap * m_ChunkMap; + + // TODO: Make these pointers and don't allocate what isn't needed + BLOCKTYPE m_BlockTypes [cChunkDef::NumBlocks]; + NIBBLETYPE m_BlockMeta [cChunkDef::NumBlocks / 2]; + NIBBLETYPE m_BlockLight [cChunkDef::NumBlocks / 2]; + NIBBLETYPE m_BlockSkyLight[cChunkDef::NumBlocks / 2]; + + cChunkDef::HeightMap m_HeightMap; + cChunkDef::BiomeMap m_BiomeMap; + + int m_BlockTickX, m_BlockTickY, m_BlockTickZ; + + cChunk * m_NeighborXM; // Neighbor at [X - 1, Z] + cChunk * m_NeighborXP; // Neighbor at [X + 1, Z] + cChunk * m_NeighborZM; // Neighbor at [X, Z - 1] + cChunk * m_NeighborZP; // Neighbor at [X, Z + 1] + + // Per-chunk simulator data: + cFireSimulatorChunkData m_FireSimulatorData; + cFluidSimulatorData * m_WaterSimulatorData; + cFluidSimulatorData * m_LavaSimulatorData; + cSandSimulatorChunkData m_SandSimulatorData; + cRedstoneSimulatorChunkData m_RedstoneSimulatorData; + + + // pick up a random block of this chunk + void getRandomBlockCoords(int& a_X, int& a_Y, int& a_Z); + void getThreeRandomNumber(int& a_X, int& a_Y, int& a_Z,int a_MaxX, int a_MaxY, int a_MaxZ); + + void RemoveBlockEntity(cBlockEntity * a_BlockEntity); + void AddBlockEntity (cBlockEntity * a_BlockEntity); + + void SpreadLightOfBlock(NIBBLETYPE * a_LightBuffer, int a_X, int a_Y, int a_Z, char a_Falloff); + + /// Creates a block entity for each block that needs a block entity and doesn't have one in the list + void CreateBlockEntities(void); + + /// Wakes up each simulator for its specific blocks; through all the blocks in the chunk + void WakeUpSimulators(void); + + // Makes a copy of the list + cClientHandleList GetAllClients(void) const {return m_LoadedByClient; } + + /// Sends m_PendingSendBlocks to all clients + void BroadcastPendingBlockChanges(void); + + /// Checks the block scheduled for checking in m_ToTickBlocks[] + void CheckBlocks(void); + + /// Ticks several random blocks in the chunk + void TickBlocks(void); + + /// Adds snow to the top of snowy biomes and hydrates farmland / fills cauldrons in rainy biomes + void ApplyWeatherToTop(void); + + /// Grows sugarcane by the specified number of blocks, but no more than 3 blocks high (used by both bonemeal and ticking) + void GrowSugarcane (int a_RelX, int a_RelY, int a_RelZ, int a_NumBlocks); + + /// Grows cactus by the specified number of blocks, but no more than 3 blocks high (used by both bonemeal and ticking) + void GrowCactus (int a_RelX, int a_RelY, int a_RelZ, int a_NumBlocks); + + /// Grows a melon or a pumpkin next to the block specified (assumed to be the stem) + void GrowMelonPumpkin(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, MTRand & a_Random); + + /// Checks if a leaves block at the specified coords has a log up to 4 blocks away connected by other leaves blocks (false if no log) + bool HasNearLog(cBlockArea & a_Area, int a_BlockX, int a_BlockY, int a_BlockZ); + + /// Called by Tick() when an entity moves out of this chunk into a neighbor; moves the entity and sends spawn / despawn packet to clients + void MoveEntityToNewChunk(cEntity * a_Entity); + + /// Processes all blocks that have been scheduled for replacement by the QueueSetBlock() function + void ProcessQueuedSetBlocks(void); +}; + +typedef cChunk * cChunkPtr; + +typedef std::list<cChunkPtr> cChunkPtrList; + + + + + +#if C_CHUNK_USE_INLINE + #include "Chunk.inl.h" +#endif + + + + |