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author | daniel0916 <theschokolps@gmail.com> | 2014-04-07 20:12:17 +0200 |
---|---|---|
committer | daniel0916 <theschokolps@gmail.com> | 2014-04-07 20:12:17 +0200 |
commit | 2e9754ac1cf0537c12ab7974cf55c451c0724540 (patch) | |
tree | 713c5b8c8f22f77893b30b9c8cefca4a7c491483 /src/ChunkMap.cpp | |
parent | Fixed merge conflict (diff) | |
parent | Fixed some more minor issues with the redstone simulator. (diff) | |
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Diffstat (limited to 'src/ChunkMap.cpp')
-rw-r--r-- | src/ChunkMap.cpp | 585 |
1 files changed, 403 insertions, 182 deletions
diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp index 5797eb453..e695f0ab2 100644 --- a/src/ChunkMap.cpp +++ b/src/ChunkMap.cpp @@ -15,6 +15,9 @@ #include "Blocks/BlockHandler.h" #include "MobCensus.h" #include "MobSpawner.h" +#include "BoundingBox.h" + +#include "Entities/Pickup.h" #ifndef _WIN32 #include <cstdlib> // abs @@ -131,7 +134,7 @@ cChunkMap::cChunkLayer * cChunkMap::GetLayerForChunk(int a_ChunkX, int a_ChunkZ) -cChunkPtr cChunkMap::GetChunk( int a_ChunkX, int a_ChunkY, int a_ChunkZ ) +cChunkPtr cChunkMap::GetChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ) { // No need to lock m_CSLayers, since it's already locked by the operation that called us ASSERT(m_CSLayers.IsLockedByCurrentThread()); @@ -802,6 +805,10 @@ void cChunkMap::WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ) /// Wakes up the simulators for the specified area of blocks void cChunkMap::WakeUpSimulatorsInArea(int a_MinBlockX, int a_MaxBlockX, int a_MinBlockY, int a_MaxBlockY, int a_MinBlockZ, int a_MaxBlockZ) { + // Limit the Y coords: + a_MinBlockY = std::max(a_MinBlockY, 0); + a_MaxBlockY = std::min(a_MaxBlockY, cChunkDef::Height - 1); + cSimulatorManager * SimMgr = m_World->GetSimulatorManager(); int MinChunkX, MinChunkZ, MaxChunkX, MaxChunkZ; cChunkDef::BlockToChunk(a_MinBlockX, a_MinBlockZ, MinChunkX, MinChunkZ); @@ -894,17 +901,34 @@ void cChunkMap::SetChunkData( bool a_MarkDirty ) { - cCSLock Lock(m_CSLayers); - cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); - if (Chunk == NULL) { - return; - } - Chunk->SetAllData(a_BlockTypes, a_BlockMeta, a_BlockLight, a_BlockSkyLight, a_HeightMap, a_BiomeMap, a_BlockEntities); - - if (a_MarkDirty) - { - Chunk->MarkDirty(); + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); + if (Chunk == NULL) + { + return; + } + Chunk->SetAllData(a_BlockTypes, a_BlockMeta, a_BlockLight, a_BlockSkyLight, a_HeightMap, a_BiomeMap, a_BlockEntities); + + if (a_MarkDirty) + { + Chunk->MarkDirty(); + } + + // Notify relevant ChunkStays: + for (cChunkStays::iterator itr = m_ChunkStays.begin(); itr != m_ChunkStays.end(); ) + { + if ((*itr)->ChunkAvailable(a_ChunkX, a_ChunkZ)) + { + cChunkStays::iterator cur = itr; + ++itr; + m_ChunkStays.erase(cur); + } + else + { + ++itr; + } + } // for itr - m_ChunkStays[] } // Notify plugins of the chunk becoming available @@ -1117,6 +1141,21 @@ void cChunkMap::CollectPickupsByPlayer(cPlayer * a_Player) BLOCKTYPE cChunkMap::GetBlock(int a_BlockX, int a_BlockY, int a_BlockZ) { + // First check if it isn't queued in the m_FastSetBlockQueue: + { + int X = a_BlockX, Y = a_BlockY, Z = a_BlockZ; + int ChunkX, ChunkY, ChunkZ; + cChunkDef::AbsoluteToRelative(X, Y, Z, ChunkX, ChunkZ); + ChunkY = 0; + cCSLock Lock(m_CSFastSetBlock); + for (sSetBlockList::iterator itr = m_FastSetBlockQueue.begin(); itr != m_FastSetBlockQueue.end(); ++itr) + { + if ((itr->x == X) && (itr->y == Y) && (itr->z == Z) && (itr->ChunkX == ChunkX) && (itr->ChunkZ == ChunkZ)) + { + return itr->BlockType; + } + } // for itr - m_FastSetBlockQueue[] + } int ChunkX, ChunkZ; cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ ); @@ -1135,6 +1174,17 @@ BLOCKTYPE cChunkMap::GetBlock(int a_BlockX, int a_BlockY, int a_BlockZ) NIBBLETYPE cChunkMap::GetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ) { + // First check if it isn't queued in the m_FastSetBlockQueue: + { + cCSLock Lock(m_CSFastSetBlock); + for (sSetBlockList::iterator itr = m_FastSetBlockQueue.begin(); itr != m_FastSetBlockQueue.end(); ++itr) + { + if ((itr->x == a_BlockX) && (itr->y == a_BlockY) && (itr->z == a_BlockZ)) + { + return itr->BlockMeta; + } + } // for itr - m_FastSetBlockQueue[] + } int ChunkX, ChunkZ; cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ ); @@ -1207,8 +1257,14 @@ void cChunkMap::SetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYP -void cChunkMap::SetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta) +void cChunkMap::SetBlock(cWorldInterface & a_WorldInterface, int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta) { + cChunkInterface ChunkInterface(this); + if (a_BlockType == E_BLOCK_AIR) + { + BlockHandler(GetBlock(a_BlockX, a_BlockY, a_BlockZ))->OnDestroyed(ChunkInterface, a_WorldInterface, a_BlockX, a_BlockY, a_BlockZ); + } + int ChunkX, ChunkZ, X = a_BlockX, Y = a_BlockY, Z = a_BlockZ; cChunkDef::AbsoluteToRelative( X, Y, Z, ChunkX, ChunkZ ); @@ -1219,6 +1275,7 @@ void cChunkMap::SetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_B Chunk->SetBlock(X, Y, Z, a_BlockType, a_BlockMeta ); m_World->GetSimulatorManager()->WakeUp(a_BlockX, a_BlockY, a_BlockZ, Chunk); } + BlockHandler(a_BlockType)->OnPlaced(ChunkInterface, a_WorldInterface, a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta); } @@ -1319,8 +1376,9 @@ void cChunkMap::ReplaceTreeBlocks(const sSetBlockVector & a_Blocks) break; } case E_BLOCK_LEAVES: + case E_BLOCK_NEW_LEAVES: { - if (itr->BlockType == E_BLOCK_LOG) + if ((itr->BlockType == E_BLOCK_LOG) || (itr->BlockType == E_BLOCK_NEW_LOG)) { Chunk->SetBlock(itr->x, itr->y, itr->z, itr->BlockType, itr->BlockMeta); } @@ -1337,10 +1395,10 @@ void cChunkMap::ReplaceTreeBlocks(const sSetBlockVector & a_Blocks) EMCSBiome cChunkMap::GetBiomeAt (int a_BlockX, int a_BlockZ) { int ChunkX, ChunkZ, X = a_BlockX, Y = 0, Z = a_BlockZ; - cChunkDef::AbsoluteToRelative( X, Y, Z, ChunkX, ChunkZ ); + cChunkDef::AbsoluteToRelative(X, Y, Z, ChunkX, ChunkZ); cCSLock Lock(m_CSLayers); - cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ ); + cChunkPtr Chunk = GetChunk(ChunkX, ZERO_CHUNK_Y, ChunkZ); if ((Chunk != NULL) && Chunk->IsValid()) { return Chunk->GetBiomeAt(X, Z); @@ -1355,6 +1413,63 @@ EMCSBiome cChunkMap::GetBiomeAt (int a_BlockX, int a_BlockZ) +bool cChunkMap::SetBiomeAt(int a_BlockX, int a_BlockZ, EMCSBiome a_Biome) +{ + int ChunkX, ChunkZ, X = a_BlockX, Y = 0, Z = a_BlockZ; + cChunkDef::AbsoluteToRelative(X, Y, Z, ChunkX, ChunkZ); + + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunk(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if ((Chunk != NULL) && Chunk->IsValid()) + { + Chunk->SetBiomeAt(X, Z, a_Biome); + return true; + } + return false; +} + + + + + +bool cChunkMap::SetAreaBiome(int a_MinX, int a_MaxX, int a_MinZ, int a_MaxZ, EMCSBiome a_Biome) +{ + // Translate coords to relative: + int Y = 0; + int MinChunkX, MinChunkZ, MinX = a_MinX, MinZ = a_MinZ; + int MaxChunkX, MaxChunkZ, MaxX = a_MaxX, MaxZ = a_MaxZ; + cChunkDef::AbsoluteToRelative(MinX, Y, MinZ, MinChunkX, MinChunkZ); + cChunkDef::AbsoluteToRelative(MaxX, Y, MaxZ, MaxChunkX, MaxChunkZ); + + // Go through all chunks, set: + bool res = true; + cCSLock Lock(m_CSLayers); + for (int x = MinChunkX; x <= MaxChunkX; x++) + { + int MinRelX = (x == MinChunkX) ? MinX : 0; + int MaxRelX = (x == MaxChunkX) ? MaxX : cChunkDef::Width - 1; + for (int z = MinChunkZ; z <= MaxChunkZ; z++) + { + int MinRelZ = (z == MinChunkZ) ? MinZ : 0; + int MaxRelZ = (z == MaxChunkZ) ? MaxZ : cChunkDef::Width - 1; + cChunkPtr Chunk = GetChunkNoLoad(x, ZERO_CHUNK_Y, z); + if ((Chunk != NULL) && Chunk->IsValid()) + { + Chunk->SetAreaBiome(MinRelX, MaxRelX, MinRelZ, MaxRelZ, a_Biome); + } + else + { + res = false; + } + } // for z + } // for x + return res; +} + + + + + bool cChunkMap::GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure) { bool res = true; @@ -1624,105 +1739,203 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_ { return; } - + + bool ShouldDestroyBlocks = true; + // Don't explode if the explosion center is inside a liquid block: - switch (m_World->GetBlock((int)floor(a_BlockX), (int)floor(a_BlockY), (int)floor(a_BlockZ))) + if (IsBlockLiquid(m_World->GetBlock((int)floor(a_BlockX), (int)floor(a_BlockY), (int)floor(a_BlockZ)))) { - case E_BLOCK_WATER: - case E_BLOCK_STATIONARY_WATER: - case E_BLOCK_LAVA: - case E_BLOCK_STATIONARY_LAVA: - { - return; - } + ShouldDestroyBlocks = false; } - - cBlockArea area; + + int ExplosionSizeInt = (int)ceil(a_ExplosionSize); + int ExplosionSizeSq = ExplosionSizeInt * ExplosionSizeInt; + int bx = (int)floor(a_BlockX); int by = (int)floor(a_BlockY); int bz = (int)floor(a_BlockZ); - int ExplosionSizeInt = (int) ceil(a_ExplosionSize); - int ExplosionSizeSq = ExplosionSizeInt * ExplosionSizeInt; - a_BlocksAffected.reserve(8 * ExplosionSizeInt * ExplosionSizeInt * ExplosionSizeInt); + int MinY = std::max((int)floor(a_BlockY - ExplosionSizeInt), 0); int MaxY = std::min((int)ceil(a_BlockY + ExplosionSizeInt), cChunkDef::Height - 1); - area.Read(m_World, bx - ExplosionSizeInt, (int)ceil(a_BlockX + ExplosionSizeInt), MinY, MaxY, bz - ExplosionSizeInt, (int)ceil(a_BlockZ + ExplosionSizeInt)); - for (int x = -ExplosionSizeInt; x < ExplosionSizeInt; x++) + + if (ShouldDestroyBlocks) { - for (int y = -ExplosionSizeInt; y < ExplosionSizeInt; y++) + cBlockArea area; + + a_BlocksAffected.reserve(8 * ExplosionSizeInt * ExplosionSizeInt * ExplosionSizeInt); + + area.Read(m_World, bx - ExplosionSizeInt, (int)ceil(a_BlockX + ExplosionSizeInt), MinY, MaxY, bz - ExplosionSizeInt, (int)ceil(a_BlockZ + ExplosionSizeInt)); + for (int x = -ExplosionSizeInt; x < ExplosionSizeInt; x++) { - if ((by + y >= cChunkDef::Height) || (by + y < 0)) - { - // Outside of the world - continue; - } - for (int z = -ExplosionSizeInt; z < ExplosionSizeInt; z++) + for (int y = -ExplosionSizeInt; y < ExplosionSizeInt; y++) { - if ((x * x + y * y + z * z) > ExplosionSizeSq) + if ((by + y >= cChunkDef::Height) || (by + y < 0)) { - // Too far away + // Outside of the world continue; } - - BLOCKTYPE Block = area.GetBlockType(bx + x, by + y, bz + z); - switch (Block) + for (int z = -ExplosionSizeInt; z < ExplosionSizeInt; z++) { - case E_BLOCK_TNT: - { - // Activate the TNT, with a random fuse between 10 to 30 game ticks - double FuseTime = (double)(10 + m_World->GetTickRandomNumber(20)) / 20; - m_World->SpawnPrimedTNT(a_BlockX + x + 0.5, a_BlockY + y + 0.5, a_BlockZ + z + 0.5, FuseTime); - area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_AIR); - a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z)); - break; - } - case E_BLOCK_OBSIDIAN: - case E_BLOCK_BEDROCK: - case E_BLOCK_WATER: - case E_BLOCK_LAVA: + if ((x * x + y * y + z * z) > ExplosionSizeSq) { - // These blocks are not affected by explosions - break; + // Too far away + continue; } - case E_BLOCK_STATIONARY_WATER: + BLOCKTYPE Block = area.GetBlockType(bx + x, by + y, bz + z); + switch (Block) { - // Turn into simulated water: - area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_WATER); - break; - } - - case E_BLOCK_STATIONARY_LAVA: - { - // Turn into simulated lava: - area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_LAVA); - break; - } - - case E_BLOCK_AIR: - { - // No pickups for air - break; - } - - default: - { - if (m_World->GetTickRandomNumber(100) <= 25) // 25% chance of pickups + case E_BLOCK_TNT: + { + // Activate the TNT, with a random fuse between 10 to 30 game ticks + int FuseTime = 10 + m_World->GetTickRandomNumber(20); + m_World->SpawnPrimedTNT(a_BlockX + x + 0.5, a_BlockY + y + 0.5, a_BlockZ + z + 0.5, FuseTime); + area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_AIR); + a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z)); + break; + } + + case E_BLOCK_OBSIDIAN: + case E_BLOCK_BEDROCK: + case E_BLOCK_WATER: + case E_BLOCK_LAVA: { - cItems Drops; - cBlockHandler * Handler = BlockHandler(Block); + // These blocks are not affected by explosions + break; + } - Handler->ConvertToPickups(Drops, area.GetBlockMeta(bx + x, by + y, bz + z)); // Stone becomes cobblestone, coal ore becomes coal, etc. - m_World->SpawnItemPickups(Drops, bx + x, by + y, bz + z); + case E_BLOCK_STATIONARY_WATER: + { + // Turn into simulated water: + area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_WATER); + break; } - area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_AIR); - a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z)); - } - } // switch (BlockType) - } // for z - } // for y - } // for x - area.Write(m_World, bx - ExplosionSizeInt, MinY, bz - ExplosionSizeInt); + + case E_BLOCK_STATIONARY_LAVA: + { + // Turn into simulated lava: + area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_LAVA); + break; + } + + case E_BLOCK_AIR: + { + // No pickups for air + break; + } + + default: + { + if (m_World->GetTickRandomNumber(100) <= 25) // 25% chance of pickups + { + cItems Drops; + cBlockHandler * Handler = BlockHandler(Block); + + Handler->ConvertToPickups(Drops, area.GetBlockMeta(bx + x, by + y, bz + z)); // Stone becomes cobblestone, coal ore becomes coal, etc. + m_World->SpawnItemPickups(Drops, bx + x, by + y, bz + z); + } + else if ((m_World->GetTNTShrapnelLevel() > slNone) && (m_World->GetTickRandomNumber(100) < 20)) // 20% chance of flinging stuff around + { + if (!cBlockInfo::FullyOccupiesVoxel(Block)) + { + break; + } + else if ((m_World->GetTNTShrapnelLevel() == slGravityAffectedOnly) && ((Block != E_BLOCK_SAND) && (Block != E_BLOCK_GRAVEL))) + { + break; + } + m_World->SpawnFallingBlock(bx + x, by + y + 5, bz + z, Block, area.GetBlockMeta(bx + x, by + y, bz + z)); + } + + area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_AIR); + a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z)); + break; + + } + } // switch (BlockType) + } // for z + } // for y + } // for x + area.Write(m_World, bx - ExplosionSizeInt, MinY, bz - ExplosionSizeInt); + } + + class cTNTDamageCallback : + public cEntityCallback + { + public: + cTNTDamageCallback(cBoundingBox & a_bbTNT, Vector3d a_ExplosionPos, int a_ExplosionSize) : + m_bbTNT(a_bbTNT), + m_ExplosionPos(a_ExplosionPos), + m_ExplosionSize(a_ExplosionSize) + { + } + + virtual bool Item(cEntity * a_Entity) override + { + if (a_Entity->IsPickup()) + { + if (((cPickup *)a_Entity)->GetAge() < 20) // If pickup age is smaller than one second, it is invincible (so we don't kill pickups that were just spawned) + { + return false; + } + } + + Vector3d EntityPos = a_Entity->GetPosition(); + cBoundingBox bbEntity(EntityPos, a_Entity->GetWidth() / 2, a_Entity->GetHeight()); + + if (!m_bbTNT.IsInside(bbEntity)) // IsInside actually acts like DoesSurround + { + return false; + } + + Vector3d AbsoluteEntityPos(abs(EntityPos.x), abs(EntityPos.y), abs(EntityPos.z)); + + // Work out how far we are from the edge of the TNT's explosive effect + AbsoluteEntityPos -= m_ExplosionPos; + + // All to positive + AbsoluteEntityPos.x = abs(AbsoluteEntityPos.x); + AbsoluteEntityPos.y = abs(AbsoluteEntityPos.y); + AbsoluteEntityPos.z = abs(AbsoluteEntityPos.z); + + double FinalDamage = (((1 / AbsoluteEntityPos.x) + (1 / AbsoluteEntityPos.y) + (1 / AbsoluteEntityPos.z)) * 2) * m_ExplosionSize; + + // Clip damage values + if (FinalDamage > a_Entity->GetMaxHealth()) + FinalDamage = a_Entity->GetMaxHealth(); + else if (FinalDamage < 0) + FinalDamage = 0; + + if (!a_Entity->IsTNT() && !a_Entity->IsFallingBlock()) // Don't apply damage to other TNT entities and falling blocks, they should be invincible + { + a_Entity->TakeDamage(dtExplosion, NULL, (int)FinalDamage, 0); + } + + // Apply force to entities around the explosion - code modified from World.cpp DoExplosionAt() + Vector3d distance_explosion = a_Entity->GetPosition() - m_ExplosionPos; + if (distance_explosion.SqrLength() < 4096.0) + { + distance_explosion.Normalize(); + distance_explosion *= m_ExplosionSize * m_ExplosionSize; + + a_Entity->AddSpeed(distance_explosion); + } + + return false; + } + + protected: + cBoundingBox & m_bbTNT; + Vector3d m_ExplosionPos; + int m_ExplosionSize; + }; + + cBoundingBox bbTNT(Vector3d(a_BlockX, a_BlockY, a_BlockZ), 0.5, 1); + bbTNT.Expand(ExplosionSizeInt * 2, ExplosionSizeInt * 2, ExplosionSizeInt * 2); + + + cTNTDamageCallback TNTDamageCallback(bbTNT, Vector3d(a_BlockX, a_BlockY, a_BlockZ), ExplosionSizeInt); + ForEachEntity(TNTDamageCallback); // Wake up all simulators for the area, so that water and lava flows and sand falls into the blasted holes (FS #391): WakeUpSimulatorsInArea( @@ -1986,6 +2199,42 @@ bool cChunkMap::DoWithCommandBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, c +bool cChunkMap::DoWithMobHeadAt(int a_BlockX, int a_BlockY, int a_BlockZ, cMobHeadCallback & a_Callback) +{ + int ChunkX, ChunkZ; + int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; + cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if ((Chunk == NULL) && !Chunk->IsValid()) + { + return false; + } + return Chunk->DoWithMobHeadAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback); +} + + + + + +bool cChunkMap::DoWithFlowerPotAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFlowerPotCallback & a_Callback) +{ + int ChunkX, ChunkZ; + int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; + cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if ((Chunk == NULL) && !Chunk->IsValid()) + { + return false; + } + return Chunk->DoWithFlowerPotAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback); +} + + + + + bool cChunkMap::GetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4) { int ChunkX, ChunkZ; @@ -2088,24 +2337,6 @@ bool cChunkMap::SetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, const ASt -void cChunkMap::ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay) -{ - cCSLock Lock(m_CSLayers); - for (cChunkCoordsList::const_iterator itr = a_Chunks.begin(); itr != a_Chunks.end(); ++itr) - { - cChunkPtr Chunk = GetChunkNoLoad(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ); - if (Chunk == NULL) - { - continue; - } - Chunk->Stay(a_Stay); - } -} - - - - - void cChunkMap::MarkChunkRegenerating(int a_ChunkX, int a_ChunkZ) { cCSLock Lock(m_CSLayers); @@ -2692,113 +2923,103 @@ void cChunkMap::cChunkLayer::UnloadUnusedChunks(void) - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cChunkStay: - -cChunkStay::cChunkStay(cWorld * a_World) : - m_World(a_World), - m_IsEnabled(false) -{ -} - - - - - -cChunkStay::~cChunkStay() +void cChunkMap::FastSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) { - Clear(); + cCSLock Lock(m_CSFastSetBlock); + m_FastSetBlockQueue.push_back(sSetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta)); } -void cChunkStay::Clear(void) +void cChunkMap::FastSetQueuedBlocks() { - if (m_IsEnabled) + // Asynchronously set blocks: + sSetBlockList FastSetBlockQueueCopy; { - Disable(); + cCSLock Lock(m_CSFastSetBlock); + std::swap(FastSetBlockQueueCopy, m_FastSetBlockQueue); + } + this->FastSetBlocks(FastSetBlockQueueCopy); + if (!FastSetBlockQueueCopy.empty()) + { + // Some blocks failed, store them for next tick: + cCSLock Lock(m_CSFastSetBlock); + m_FastSetBlockQueue.splice(m_FastSetBlockQueue.end(), FastSetBlockQueueCopy); } - m_Chunks.clear(); } -void cChunkStay::Add(int a_ChunkX, int a_ChunkY, int a_ChunkZ) +void cChunkMap::AddChunkStay(cChunkStay & a_ChunkStay) { - ASSERT(!m_IsEnabled); - - for (cChunkCoordsList::const_iterator itr = m_Chunks.begin(); itr != m_Chunks.end(); ++itr) + cCSLock Lock(m_CSLayers); + + // Add it to the list: + ASSERT(std::find(m_ChunkStays.begin(), m_ChunkStays.end(), &a_ChunkStay) == m_ChunkStays.end()); // Has not yet been added + m_ChunkStays.push_back(&a_ChunkStay); + + // Schedule all chunks to be loaded / generated, and mark each as locked: + const cChunkCoordsVector & WantedChunks = a_ChunkStay.GetChunks(); + for (cChunkCoordsVector::const_iterator itr = WantedChunks.begin(); itr != WantedChunks.end(); ++itr) { - if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ)) + cChunkPtr Chunk = GetChunk(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ); + if (Chunk == NULL) { - // Already present - return; + continue; } - } // for itr - Chunks[] - m_Chunks.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)); + Chunk->Stay(true); + if (Chunk->IsValid()) + { + a_ChunkStay.ChunkAvailable(itr->m_ChunkX, itr->m_ChunkZ); + } + } // for itr - WantedChunks[] } -void cChunkStay::Remove(int a_ChunkX, int a_ChunkY, int a_ChunkZ) +/** Removes the specified cChunkStay descendant from the internal list of ChunkStays. */ +void cChunkMap::DelChunkStay(cChunkStay & a_ChunkStay) { - ASSERT(!m_IsEnabled); - - for (cChunkCoordsList::iterator itr = m_Chunks.begin(); itr != m_Chunks.end(); ++itr) + cCSLock Lock(m_CSLayers); + + // Remove from the list of active chunkstays: + bool HasFound = false; + for (cChunkStays::iterator itr = m_ChunkStays.begin(), end = m_ChunkStays.end(); itr != end; ++itr) { - if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ)) + if (*itr == &a_ChunkStay) { - // Found, un-"stay" - m_Chunks.erase(itr); - return; + m_ChunkStays.erase(itr); + HasFound = true; + break; } - } // for itr - m_Chunks[] -} - - - - - -void cChunkStay::Enable(void) -{ - ASSERT(!m_IsEnabled); + } // for itr - m_ChunkStays[] - m_World->ChunksStay(*this, true); - m_IsEnabled = true; -} - - - - - -void cChunkStay::Load(void) -{ - for (cChunkCoordsList::iterator itr = m_Chunks.begin(); itr != m_Chunks.end(); ++itr) + if (!HasFound) { - m_World->TouchChunk(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ); - } // for itr - m_Chunks[] -} - - - - - -void cChunkStay::Disable(void) -{ - ASSERT(m_IsEnabled); + ASSERT(!"Removing a cChunkStay that hasn't been added!"); + return; + } - m_World->ChunksStay(*this, false); - m_IsEnabled = false; + // Unmark all contained chunks: + const cChunkCoordsVector & Chunks = a_ChunkStay.GetChunks(); + for (cChunkCoordsVector::const_iterator itr = Chunks.begin(), end = Chunks.end(); itr != end; ++itr) + { + cChunkPtr Chunk = GetChunkNoLoad(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ); + if (Chunk == NULL) + { + continue; + } + Chunk->Stay(false); + } // for itr - Chunks[] } + |