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-rw-r--r--src/ChunkMap.cpp2668
1 files changed, 2668 insertions, 0 deletions
diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp
new file mode 100644
index 000000000..73a16dbb4
--- /dev/null
+++ b/src/ChunkMap.cpp
@@ -0,0 +1,2668 @@
+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "ChunkMap.h"
+#include "World.h"
+#include "Root.h"
+#include "Entities/Player.h"
+#include "Item.h"
+#include "Entities/Pickup.h"
+#include "Chunk.h"
+#include "Generating/Trees.h" // used in cChunkMap::ReplaceTreeBlocks() for tree block discrimination
+#include "BlockArea.h"
+#include "PluginManager.h"
+#include "Entities/TNTEntity.h"
+#include "Blocks/BlockHandler.h"
+#include "MobCensus.h"
+#include "MobSpawner.h"
+
+#ifndef _WIN32
+ #include <cstdlib> // abs
+#endif
+
+#include "zlib.h"
+#include <json/json.h>
+
+
+
+
+
+////////////////////////////////////////////////////////////////////////////////
+// cChunkMap:
+
+cChunkMap::cChunkMap(cWorld * a_World )
+ : m_World( a_World )
+{
+}
+
+
+
+
+
+cChunkMap::~cChunkMap()
+{
+ cCSLock Lock(m_CSLayers);
+ while (!m_Layers.empty())
+ {
+ delete m_Layers.back();
+ m_Layers.pop_back(); // Must pop, because further chunk deletions query the chunkmap for entities and that would touch deleted data
+ }
+}
+
+
+
+
+
+void cChunkMap::RemoveLayer( cChunkLayer* a_Layer )
+{
+ cCSLock Lock(m_CSLayers);
+ m_Layers.remove(a_Layer);
+}
+
+
+
+
+
+cChunkMap::cChunkLayer * cChunkMap::GetLayer(int a_LayerX, int a_LayerZ)
+{
+ cCSLock Lock(m_CSLayers);
+ for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
+ {
+ if (((*itr)->GetX() == a_LayerX) && ((*itr)->GetZ() == a_LayerZ))
+ {
+ return *itr;
+ }
+ }
+
+ // Not found, create new:
+ cChunkLayer * Layer = new cChunkLayer(a_LayerX, a_LayerZ, this);
+ if (Layer == NULL)
+ {
+ LOGERROR("cChunkMap: Cannot create new layer, server out of memory?");
+ return NULL;
+ }
+ m_Layers.push_back(Layer);
+ return Layer;
+}
+
+
+
+
+
+cChunkMap::cChunkLayer * cChunkMap::FindLayerForChunk(int a_ChunkX, int a_ChunkZ)
+{
+ const int LayerX = FAST_FLOOR_DIV(a_ChunkX, LAYER_SIZE);
+ const int LayerZ = FAST_FLOOR_DIV(a_ChunkZ, LAYER_SIZE);
+ return FindLayer(LayerX, LayerZ);
+}
+
+
+
+
+
+cChunkMap::cChunkLayer * cChunkMap::FindLayer(int a_LayerX, int a_LayerZ)
+{
+ ASSERT(m_CSLayers.IsLockedByCurrentThread());
+
+ for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
+ {
+ if (((*itr)->GetX() == a_LayerX) && ((*itr)->GetZ() == a_LayerZ))
+ {
+ return *itr;
+ }
+ } // for itr - m_Layers[]
+
+ // Not found
+ return NULL;
+}
+
+
+
+
+
+cChunkMap::cChunkLayer * cChunkMap::GetLayerForChunk(int a_ChunkX, int a_ChunkZ)
+{
+ const int LayerX = FAST_FLOOR_DIV(a_ChunkX, LAYER_SIZE);
+ const int LayerZ = FAST_FLOOR_DIV(a_ChunkZ, LAYER_SIZE);
+ return GetLayer(LayerX, LayerZ);
+}
+
+
+
+
+
+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());
+
+ cChunkLayer * Layer = GetLayerForChunk( a_ChunkX, a_ChunkZ );
+ if (Layer == NULL)
+ {
+ // An error must have occurred, since layers are automatically created if they don't exist
+ return NULL;
+ }
+
+ cChunkPtr Chunk = Layer->GetChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
+ if (Chunk == NULL)
+ {
+ return NULL;
+ }
+ if (!(Chunk->IsValid()))
+ {
+ m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ, true);
+ }
+ return Chunk;
+}
+
+
+
+
+
+cChunkPtr cChunkMap::GetChunkNoGen( 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
+ cChunkLayer * Layer = GetLayerForChunk( a_ChunkX, a_ChunkZ );
+ if (Layer == NULL)
+ {
+ // An error must have occurred, since layers are automatically created if they don't exist
+ return NULL;
+ }
+
+ cChunkPtr Chunk = Layer->GetChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
+ if (Chunk == NULL)
+ {
+ return NULL;
+ }
+ if (!(Chunk->IsValid()))
+ {
+ m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ, false);
+ }
+
+ return Chunk;
+}
+
+
+
+
+
+cChunkPtr cChunkMap::GetChunkNoLoad( 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
+ cChunkLayer * Layer = GetLayerForChunk( a_ChunkX, a_ChunkZ );
+ if (Layer == NULL)
+ {
+ // An error must have occurred, since layers are automatically created if they don't exist
+ return NULL;
+ }
+
+ return Layer->GetChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
+}
+
+
+
+
+
+bool cChunkMap::LockedGetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta)
+{
+ // We already have m_CSLayers locked since this can be called only from within the tick thread
+ ASSERT(m_CSLayers.IsLockedByCurrentThread());
+
+ int ChunkX, ChunkZ;
+ cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
+ cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ);
+ if (Chunk == NULL)
+ {
+ return false;
+ }
+
+ int Index = cChunkDef::MakeIndexNoCheck(a_BlockX, a_BlockY, a_BlockZ);
+ a_BlockType = Chunk->GetBlock(Index);
+ a_BlockMeta = Chunk->GetMeta(Index);
+ return true;
+}
+
+
+
+
+
+bool cChunkMap::LockedGetBlockType(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType)
+{
+ // We already have m_CSLayers locked since this can be called only from within the tick thread
+ ASSERT(m_CSLayers.IsLockedByCurrentThread());
+
+ int ChunkX, ChunkZ;
+ cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
+ cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ);
+ if (Chunk == NULL)
+ {
+ return false;
+ }
+
+ int Index = cChunkDef::MakeIndexNoCheck(a_BlockX, a_BlockY, a_BlockZ);
+ a_BlockType = Chunk->GetBlock(Index);
+ return true;
+}
+
+
+
+
+
+bool cChunkMap::LockedGetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE & a_BlockMeta)
+{
+ // We already have m_CSLayers locked since this can be called only from within the tick thread
+ ASSERT(m_CSLayers.IsLockedByCurrentThread());
+
+ int ChunkX, ChunkZ;
+ cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
+ cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ);
+ if (Chunk == NULL)
+ {
+ return false;
+ }
+
+ int Index = cChunkDef::MakeIndexNoCheck(a_BlockX, a_BlockY, a_BlockZ);
+ a_BlockMeta = Chunk->GetMeta(Index);
+ return true;
+}
+
+
+
+
+
+bool cChunkMap::LockedSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
+{
+ // We already have m_CSLayers locked since this can be called only from within the tick thread
+ int ChunkX, ChunkZ;
+ cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
+ cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ);
+ if (Chunk == NULL)
+ {
+ return false;
+ }
+
+ Chunk->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
+ return true;
+}
+
+
+
+
+
+bool cChunkMap::LockedFastSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
+{
+ // We already have m_CSLayers locked since this can be called only from within the tick thread
+ int ChunkX, ChunkZ;
+ cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
+ cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ);
+ if (Chunk == NULL)
+ {
+ return false;
+ }
+
+ Chunk->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
+ return true;
+}
+
+
+
+
+
+cChunk * cChunkMap::FindChunk(int a_ChunkX, int a_ChunkZ)
+{
+ ASSERT(m_CSLayers.IsLockedByCurrentThread());
+
+ cChunkLayer * Layer = FindLayerForChunk(a_ChunkX, a_ChunkZ);
+ if (Layer == NULL)
+ {
+ return NULL;
+ }
+ return Layer->FindChunk(a_ChunkX, a_ChunkZ);
+}
+
+
+
+
+
+void cChunkMap::BroadcastAttachEntity(const cEntity & a_Entity, const cEntity * a_Vehicle)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), ZERO_CHUNK_Y, a_Entity.GetChunkZ());
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ // It's perfectly legal to broadcast packets even to invalid chunks!
+ Chunk->BroadcastAttachEntity(a_Entity, a_Vehicle);
+}
+
+
+
+
+
+void cChunkMap::BroadcastBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType, const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSLayers);
+ int x, y, z, ChunkX, ChunkZ;
+ x = a_BlockX;
+ y = a_BlockY;
+ z = a_BlockZ;
+ cChunkDef::BlockToChunk(x, z, ChunkX, ChunkZ);
+ cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ);
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ // It's perfectly legal to broadcast packets even to invalid chunks!
+ Chunk->BroadcastBlockAction(a_BlockX, a_BlockY, a_BlockZ, a_Byte1, a_Byte2, a_BlockType, a_Exclude);
+}
+
+
+
+
+
+void cChunkMap::BroadcastBlockBreakAnimation(int a_entityID, int a_blockX, int a_blockY, int a_blockZ, char a_stage, const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSLayers);
+ int ChunkX, ChunkZ;
+
+ cChunkDef::BlockToChunk(a_blockX, a_blockZ, ChunkX, ChunkZ);
+ cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ);
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ // It's perfectly legal to broadcast packets even to invalid chunks!
+ Chunk->BroadcastBlockBreakAnimation(a_entityID, a_blockX, a_blockY, a_blockZ, a_stage, a_Exclude);
+}
+
+
+
+
+
+void cChunkMap::BroadcastBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSLayers);
+ int ChunkX, ChunkZ;
+ cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ);
+ cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ);
+ if ((Chunk == NULL) || !Chunk->IsValid())
+ {
+ return;
+ }
+ Chunk->BroadcastBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Exclude);
+}
+
+
+
+
+
+void cChunkMap::BroadcastChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, 0, a_ChunkZ);
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ // It's perfectly legal to broadcast packets even to invalid chunks!
+ Chunk->BroadcastChunkData(a_Serializer, a_Exclude);
+}
+
+
+
+
+
+void cChunkMap::BroadcastCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_Pickup.GetChunkX(), ZERO_CHUNK_Y, a_Pickup.GetChunkZ());
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ // It's perfectly legal to broadcast packets even to invalid chunks!
+ Chunk->BroadcastCollectPickup(a_Pickup, a_Player, a_Exclude);
+}
+
+
+
+
+
+void cChunkMap::BroadcastDestroyEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), ZERO_CHUNK_Y, a_Entity.GetChunkZ());
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ // It's perfectly legal to broadcast packets even to invalid chunks!
+ Chunk->BroadcastDestroyEntity(a_Entity, a_Exclude);
+}
+
+
+
+
+
+void cChunkMap::BroadcastEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), ZERO_CHUNK_Y, a_Entity.GetChunkZ());
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ // It's perfectly legal to broadcast packets even to invalid chunks!
+ Chunk->BroadcastEntityEquipment(a_Entity, a_SlotNum, a_Item, a_Exclude);
+}
+
+
+
+
+
+void cChunkMap::BroadcastEntityHeadLook(const cEntity & a_Entity, const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), ZERO_CHUNK_Y, a_Entity.GetChunkZ());
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ // It's perfectly legal to broadcast packets even to invalid chunks!
+ Chunk->BroadcastEntityHeadLook(a_Entity, a_Exclude);
+}
+
+
+
+
+
+void cChunkMap::BroadcastEntityLook(const cEntity & a_Entity, const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), ZERO_CHUNK_Y, a_Entity.GetChunkZ());
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ // It's perfectly legal to broadcast packets even to invalid chunks!
+ Chunk->BroadcastEntityLook(a_Entity, a_Exclude);
+}
+
+
+
+
+
+void cChunkMap::BroadcastEntityMetadata(const cEntity & a_Entity, const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), ZERO_CHUNK_Y, a_Entity.GetChunkZ());
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ // It's perfectly legal to broadcast packets even to invalid chunks!
+ Chunk->BroadcastEntityMetadata(a_Entity, a_Exclude);
+}
+
+
+
+
+
+void cChunkMap::BroadcastEntityRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), ZERO_CHUNK_Y, a_Entity.GetChunkZ());
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ // It's perfectly legal to broadcast packets even to invalid chunks!
+ Chunk->BroadcastEntityRelMove(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude);
+}
+
+
+
+
+
+void cChunkMap::BroadcastEntityRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), ZERO_CHUNK_Y, a_Entity.GetChunkZ());
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ // It's perfectly legal to broadcast packets even to invalid chunks!
+ Chunk->BroadcastEntityRelMoveLook(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude);
+}
+
+
+
+
+
+void cChunkMap::BroadcastEntityStatus(const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), ZERO_CHUNK_Y, a_Entity.GetChunkZ());
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ // It's perfectly legal to broadcast packets even to invalid chunks!
+ Chunk->BroadcastEntityStatus(a_Entity, a_Status, a_Exclude);
+}
+
+
+
+
+
+void cChunkMap::BroadcastEntityVelocity(const cEntity & a_Entity, const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), ZERO_CHUNK_Y, a_Entity.GetChunkZ());
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ // It's perfectly legal to broadcast packets even to invalid chunks!
+ Chunk->BroadcastEntityVelocity(a_Entity, a_Exclude);
+}
+
+
+
+
+
+void cChunkMap::BroadcastPlayerAnimation(const cPlayer & a_Player, char a_Animation, const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_Player.GetChunkX(), ZERO_CHUNK_Y, a_Player.GetChunkZ());
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ // It's perfectly legal to broadcast packets even to invalid chunks!
+ Chunk->BroadcastPlayerAnimation(a_Player, a_Animation, a_Exclude);
+}
+
+
+
+
+
+void cChunkMap::BroadcastSoundEffect(const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch, const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSLayers);
+ int ChunkX, ChunkZ;
+
+ cChunkDef::BlockToChunk(a_SrcX / 8, a_SrcZ / 8, ChunkX, ChunkZ);
+ cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ);
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ // It's perfectly legal to broadcast packets even to invalid chunks!
+ Chunk->BroadcastSoundEffect(a_SoundName, a_SrcX, a_SrcY, a_SrcZ, a_Volume, a_Pitch, a_Exclude);
+}
+
+
+
+
+
+void cChunkMap::BroadcastSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data, const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSLayers);
+ int ChunkX, ChunkZ;
+
+ cChunkDef::BlockToChunk(a_SrcX, a_SrcZ, ChunkX, ChunkZ);
+ cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ);
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ // It's perfectly legal to broadcast packets even to invalid chunks!
+ Chunk->BroadcastSoundParticleEffect(a_EffectID, a_SrcX, a_SrcY, a_SrcZ, a_Data, a_Exclude);
+}
+
+
+
+
+
+void cChunkMap::BroadcastSpawnEntity(cEntity & a_Entity, const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), ZERO_CHUNK_Y, a_Entity.GetChunkZ());
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ // It's perfectly legal to broadcast packets even to invalid chunks!
+ Chunk->BroadcastSpawnEntity(a_Entity, a_Exclude);
+}
+
+
+
+
+
+void cChunkMap::BroadcastThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSLayers);
+ int ChunkX, ChunkZ;
+ cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ);
+ cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ);
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ // It's perfectly legal to broadcast packets even to invalid chunks!
+ Chunk->BroadcastThunderbolt(a_BlockX, a_BlockY, a_BlockZ, a_Exclude);
+}
+
+
+
+
+
+void cChunkMap::BroadcastUseBed(const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ )
+{
+ cCSLock Lock(m_CSLayers);
+ int ChunkX, ChunkZ;
+
+ cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ);
+ cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ);
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ // It's perfectly legal to broadcast packets even to invalid chunks!
+ Chunk->BroadcastUseBed(a_Entity, a_BlockX, a_BlockY, a_BlockZ);
+}
+
+
+
+
+
+void cChunkMap::SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client)
+{
+ cCSLock Lock(m_CSLayers);
+ int ChunkX, ChunkZ;
+ cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ);
+ cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ);
+ if ((Chunk == NULL) || !Chunk->IsValid())
+ {
+ return;
+ }
+ Chunk->SendBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Client);
+}
+
+
+
+
+
+void cChunkMap::UseBlockEntity(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ // a_Player rclked block entity at the coords specified, handle it
+ cCSLock Lock(m_CSLayers);
+ int ChunkX, ChunkZ;
+ cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ);
+ cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ);
+ if ((Chunk == NULL) || !Chunk->IsValid())
+ {
+ return;
+ }
+ Chunk->UseBlockEntity(a_Player, a_BlockX, a_BlockY, a_BlockZ);
+}
+
+
+
+
+
+bool cChunkMap::DoWithChunk(int a_ChunkX, int a_ChunkZ, cChunkCallback & a_Callback)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
+ if (Chunk == NULL)
+ {
+ return false;
+ }
+ return a_Callback.Item(Chunk);
+}
+
+
+
+
+
+void cChunkMap::WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ cCSLock Lock(m_CSLayers);
+ int ChunkX, ChunkZ;
+ cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ);
+ cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ);
+ if ((Chunk == NULL) || !Chunk->IsValid())
+ {
+ return;
+ }
+ m_World->GetSimulatorManager()->WakeUp(a_BlockX, a_BlockY, a_BlockZ, Chunk);
+}
+
+
+
+
+
+/// 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)
+{
+ cSimulatorManager * SimMgr = m_World->GetSimulatorManager();
+ int MinChunkX, MinChunkZ, MaxChunkX, MaxChunkZ;
+ cChunkDef::BlockToChunk(a_MinBlockX, a_MinBlockZ, MinChunkX, MinChunkZ);
+ cChunkDef::BlockToChunk(a_MaxBlockX, a_MaxBlockZ, MaxChunkX, MaxChunkZ);
+ for (int z = MinChunkZ; z <= MaxChunkZ; z++)
+ {
+ int MinZ = std::max(a_MinBlockZ, z * cChunkDef::Width);
+ int MaxZ = std::min(a_MaxBlockZ, z * cChunkDef::Width + cChunkDef::Width - 1);
+ for (int x = MinChunkX; x <= MaxChunkX; x++)
+ {
+ cChunkPtr Chunk = GetChunkNoGen(x, 0, z);
+ if ((Chunk == NULL) || !Chunk->IsValid())
+ {
+ continue;
+ }
+ int MinX = std::max(a_MinBlockX, x * cChunkDef::Width);
+ int MaxX = std::min(a_MaxBlockX, x * cChunkDef::Width + cChunkDef::Width - 1);
+ for (int BlockY = a_MinBlockY; BlockY <= a_MaxBlockY; BlockY++)
+ {
+ for (int BlockZ = MinZ; BlockZ <= MaxZ; BlockZ++)
+ {
+ for (int BlockX = MinX; BlockX <= MaxX; BlockX++)
+ {
+ SimMgr->WakeUp(BlockX, BlockY, BlockZ, Chunk);
+ } // for BlockX
+ } // for BlockZ
+ } // for BlockY
+ } // for x - chunks
+ } // for z = chunks
+}
+
+
+
+
+
+void cChunkMap::MarkChunkDirty (int a_ChunkX, int a_ChunkZ)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
+ if ((Chunk == NULL) || !Chunk->IsValid())
+ {
+ return;
+ }
+ Chunk->MarkDirty();
+}
+
+
+
+
+
+void cChunkMap::MarkChunkSaving(int a_ChunkX, int a_ChunkZ)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
+ if ((Chunk == NULL) || !Chunk->IsValid())
+ {
+ return;
+ }
+ Chunk->MarkSaving();
+}
+
+
+
+
+
+void cChunkMap::MarkChunkSaved (int a_ChunkX, int a_ChunkZ)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
+ if ((Chunk == NULL) || !Chunk->IsValid())
+ {
+ return;
+ }
+ Chunk->MarkSaved();
+}
+
+
+
+
+
+void cChunkMap::SetChunkData(
+ int a_ChunkX, int a_ChunkZ,
+ 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,
+ 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();
+ }
+
+ // Notify plugins of the chunk becoming available
+ cPluginManager::Get()->CallHookChunkAvailable(m_World, a_ChunkX, a_ChunkZ);
+}
+
+
+
+
+
+void cChunkMap::ChunkLighted(
+ int a_ChunkX, int a_ChunkZ,
+ const cChunkDef::BlockNibbles & a_BlockLight,
+ const cChunkDef::BlockNibbles & a_SkyLight
+)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ Chunk->SetLight(a_BlockLight, a_SkyLight);
+ Chunk->MarkDirty();
+}
+
+
+
+
+
+bool cChunkMap::GetChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataCallback & a_Callback)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
+ if ((Chunk == NULL) || !Chunk->IsValid())
+ {
+ return false;
+ }
+ Chunk->GetAllData(a_Callback);
+ return true;
+}
+
+
+
+
+
+bool cChunkMap::GetChunkBlockTypes(int a_ChunkX, int a_ChunkZ, BLOCKTYPE * a_BlockTypes)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
+ if ((Chunk == NULL) || !Chunk->IsValid())
+ {
+ return false;
+ }
+ Chunk->GetBlockTypes(a_BlockTypes);
+ return true;
+}
+
+
+
+
+
+bool cChunkMap::IsChunkValid(int a_ChunkX, int a_ChunkZ)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
+ return (Chunk != NULL) && Chunk->IsValid();
+}
+
+
+
+
+
+bool cChunkMap::HasChunkAnyClients(int a_ChunkX, int a_ChunkZ)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
+ return (Chunk != NULL) && Chunk->HasAnyClients();
+}
+
+
+
+
+
+int cChunkMap::GetHeight(int a_BlockX, int a_BlockZ)
+{
+ while (true)
+ {
+ cCSLock Lock(m_CSLayers);
+ int ChunkX, ChunkZ, BlockY = 0;
+ cChunkDef::AbsoluteToRelative(a_BlockX, BlockY, a_BlockZ, ChunkX, ChunkZ);
+ cChunkPtr Chunk = GetChunk(ChunkX, ZERO_CHUNK_Y, ChunkZ);
+ if (Chunk == NULL)
+ {
+ return 0;
+ }
+
+ if (Chunk->IsValid())
+ {
+ return Chunk->GetHeight(a_BlockX, a_BlockZ);
+ }
+
+ // The chunk is not valid, wait for it to become valid:
+ cCSUnlock Unlock(Lock);
+ m_evtChunkValid.Wait();
+ } // while (true)
+}
+
+
+
+
+
+bool cChunkMap::TryGetHeight(int a_BlockX, int a_BlockZ, int & a_Height)
+{
+ // Returns false if chunk not loaded / generated
+ cCSLock Lock(m_CSLayers);
+ int ChunkX, ChunkZ, BlockY = 0;
+ cChunkDef::AbsoluteToRelative(a_BlockX, BlockY, a_BlockZ, ChunkX, ChunkZ);
+ cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ);
+ if ((Chunk == NULL) || !Chunk->IsValid())
+ {
+ return false;
+ }
+ a_Height = Chunk->GetHeight(a_BlockX, a_BlockZ);
+ return true;
+}
+
+
+
+
+
+void cChunkMap::FastSetBlocks(sSetBlockList & a_BlockList)
+{
+ sSetBlockList Failed;
+
+ // Process all items from a_BlockList, either successfully or by placing into Failed
+ while (!a_BlockList.empty())
+ {
+ int ChunkX = a_BlockList.front().ChunkX;
+ int ChunkZ = a_BlockList.front().ChunkZ;
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ);
+ if ((Chunk != NULL) && Chunk->IsValid())
+ {
+ for (sSetBlockList::iterator itr = a_BlockList.begin(); itr != a_BlockList.end();)
+ {
+ if ((itr->ChunkX == ChunkX) && (itr->ChunkZ == ChunkZ))
+ {
+ Chunk->FastSetBlock(itr->x, itr->y, itr->z, itr->BlockType, itr->BlockMeta);
+ itr = a_BlockList.erase(itr);
+ }
+ else
+ {
+ ++itr;
+ }
+ } // for itr - a_BlockList[]
+ }
+ else
+ {
+ // The chunk is not valid, move all blocks within this chunk to Failed
+ for (sSetBlockList::iterator itr = a_BlockList.begin(); itr != a_BlockList.end();)
+ {
+ if ((itr->ChunkX == ChunkX) && (itr->ChunkZ == ChunkZ))
+ {
+ Failed.push_back(*itr);
+ itr = a_BlockList.erase(itr);
+ }
+ else
+ {
+ ++itr;
+ }
+ } // for itr - a_BlockList[]
+ }
+ }
+
+ // Return the failed:
+ std::swap(Failed, a_BlockList);
+}
+
+
+
+
+
+void cChunkMap::CollectPickupsByPlayer(cPlayer * a_Player)
+{
+ int BlockX = (int)(a_Player->GetPosX()); // Truncating doesn't matter much; we're scanning entire chunks anyway
+ int BlockY = (int)(a_Player->GetPosY());
+ int BlockZ = (int)(a_Player->GetPosZ());
+ int ChunkX, ChunkZ, ChunkY = ZERO_CHUNK_Y;
+ cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
+ int OtherChunkX = ChunkX + ((BlockX > 8) ? 1 : -1);
+ int OtherChunkZ = ChunkZ + ((BlockZ > 8) ? 1 : -1);
+
+ // We suppose that each player keeps their chunks in memory, therefore it makes little sense to try to re-load or even generate them.
+ // The only time the chunks are not valid is when the player is downloading the initial world and they should not call this at that moment
+
+ cCSLock Lock(m_CSLayers);
+ GetChunkNoLoad(ChunkX, ChunkY, ChunkZ)->CollectPickupsByPlayer(a_Player);
+
+ // Check the neighboring chunks as well:
+ GetChunkNoLoad(OtherChunkX, ChunkY, ChunkZ )->CollectPickupsByPlayer(a_Player);
+ GetChunkNoLoad(OtherChunkX, ChunkY, OtherChunkZ)->CollectPickupsByPlayer(a_Player);
+ GetChunkNoLoad(ChunkX, ChunkY, ChunkZ )->CollectPickupsByPlayer(a_Player);
+ GetChunkNoLoad(ChunkX, ChunkY, OtherChunkZ)->CollectPickupsByPlayer(a_Player);
+}
+
+
+
+
+
+BLOCKTYPE cChunkMap::GetBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ int ChunkX, ChunkZ;
+ cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ );
+
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunk(ChunkX, ZERO_CHUNK_Y, ChunkZ);
+ if ((Chunk != NULL) && Chunk->IsValid())
+ {
+ return Chunk->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
+ }
+ return 0;
+}
+
+
+
+
+
+NIBBLETYPE cChunkMap::GetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ int ChunkX, ChunkZ;
+ cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ );
+
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ );
+ if ((Chunk != NULL) && Chunk->IsValid() )
+ {
+ return Chunk->GetMeta(a_BlockX, a_BlockY, a_BlockZ);
+ }
+ return 0;
+}
+
+
+
+
+
+NIBBLETYPE cChunkMap::GetBlockSkyLight(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ int ChunkX, ChunkZ;
+ cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ );
+
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ );
+ if ((Chunk != NULL) && Chunk->IsValid() )
+ {
+ return Chunk->GetSkyLight(a_BlockX, a_BlockY, a_BlockZ);
+ }
+ return 0;
+}
+
+
+
+
+
+NIBBLETYPE cChunkMap::GetBlockBlockLight(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ int ChunkX, ChunkZ;
+ cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ );
+
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ );
+ if ((Chunk != NULL) && Chunk->IsValid() )
+ {
+ return Chunk->GetBlockLight(a_BlockX, a_BlockY, a_BlockZ);
+ }
+ return 0;
+}
+
+
+
+
+
+void cChunkMap::SetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_BlockMeta)
+{
+ int ChunkX, ChunkZ;
+ cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
+ // a_BlockXYZ now contains relative coords!
+
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunk(ChunkX, ZERO_CHUNK_Y, ChunkZ);
+ if ((Chunk != NULL) && Chunk->IsValid())
+ {
+ Chunk->SetMeta(a_BlockX, a_BlockY, a_BlockZ, a_BlockMeta);
+ Chunk->MarkDirty();
+ Chunk->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, NULL);
+ }
+}
+
+
+
+
+
+void cChunkMap::SetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta)
+{
+ int ChunkX, ChunkZ, X = a_BlockX, Y = a_BlockY, 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->SetBlock(X, Y, Z, a_BlockType, a_BlockMeta );
+ m_World->GetSimulatorManager()->WakeUp(a_BlockX, a_BlockY, a_BlockZ, Chunk);
+ }
+}
+
+
+
+
+
+void cChunkMap::QueueSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta, Int64 a_Tick)
+{
+ int ChunkX, ChunkZ, X = a_BlockX, Y = a_BlockY, 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->QueueSetBlock(X, Y, Z, a_BlockType, a_BlockMeta, a_Tick);
+ }
+}
+
+
+
+
+
+bool cChunkMap::GetBlockTypeMeta(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta)
+{
+ int ChunkX, ChunkZ, X = a_BlockX, Y = a_BlockY, 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->GetBlockTypeMeta(X, Y, Z, a_BlockType, a_BlockMeta);
+ return true;
+ }
+ return false;
+}
+
+
+
+
+
+bool cChunkMap::GetBlockInfo(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight)
+{
+ int ChunkX, ChunkZ, X = a_BlockX, Y = a_BlockY, 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->GetBlockInfo(X, Y, Z, a_BlockType, a_Meta, a_SkyLight, a_BlockLight);
+ return true;
+ }
+ return false;
+}
+
+
+
+
+
+void cChunkMap::ReplaceBlocks(const sSetBlockVector & a_Blocks, BLOCKTYPE a_FilterBlockType)
+{
+ cCSLock Lock(m_CSLayers);
+ for (sSetBlockVector::const_iterator itr = a_Blocks.begin(); itr != a_Blocks.end(); ++itr)
+ {
+ cChunkPtr Chunk = GetChunk(itr->ChunkX, ZERO_CHUNK_Y, itr->ChunkZ );
+ if ((Chunk == NULL) || !Chunk->IsValid())
+ {
+ continue;
+ }
+ if (Chunk->GetBlock(itr->x, itr->y, itr->z) == a_FilterBlockType)
+ {
+ Chunk->SetBlock(itr->x, itr->y, itr->z, itr->BlockType, itr->BlockMeta);
+ }
+ }
+}
+
+
+
+
+
+void cChunkMap::ReplaceTreeBlocks(const sSetBlockVector & a_Blocks)
+{
+ cCSLock Lock(m_CSLayers);
+ for (sSetBlockVector::const_iterator itr = a_Blocks.begin(); itr != a_Blocks.end(); ++itr)
+ {
+ cChunkPtr Chunk = GetChunk(itr->ChunkX, ZERO_CHUNK_Y, itr->ChunkZ );
+ if ((Chunk == NULL) || !Chunk->IsValid())
+ {
+ continue;
+ }
+ switch (Chunk->GetBlock(itr->x, itr->y, itr->z))
+ {
+ CASE_TREE_OVERWRITTEN_BLOCKS:
+ {
+ Chunk->SetBlock(itr->x, itr->y, itr->z, itr->BlockType, itr->BlockMeta);
+ break;
+ }
+ case E_BLOCK_LEAVES:
+ {
+ if (itr->BlockType == E_BLOCK_LOG)
+ {
+ Chunk->SetBlock(itr->x, itr->y, itr->z, itr->BlockType, itr->BlockMeta);
+ }
+ break;
+ }
+ }
+ } // for itr - 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 );
+
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ );
+ if ((Chunk != NULL) && Chunk->IsValid())
+ {
+ return Chunk->GetBiomeAt(X, Z);
+ }
+ else
+ {
+ return m_World->GetGenerator().GetBiomeAt(a_BlockX, a_BlockZ);
+ }
+}
+
+
+
+
+
+bool cChunkMap::GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure)
+{
+ bool res = true;
+ cCSLock Lock(m_CSLayers);
+ for (sSetBlockVector::iterator itr = a_Blocks.begin(); itr != a_Blocks.end(); ++itr)
+ {
+ cChunkPtr Chunk = GetChunk(itr->ChunkX, ZERO_CHUNK_Y, itr->ChunkZ );
+ if ((Chunk == NULL) || !Chunk->IsValid())
+ {
+ if (!a_ContinueOnFailure)
+ {
+ return false;
+ }
+ res = false;
+ continue;
+ }
+ int idx = cChunkDef::MakeIndexNoCheck(itr->x, itr->y, itr->z);
+ itr->BlockType = Chunk->GetBlock(idx);
+ itr->BlockMeta = Chunk->GetMeta(idx);
+ }
+ return res;
+}
+
+
+
+
+
+bool cChunkMap::DigBlock(int a_X, int a_Y, int a_Z)
+{
+ int PosX = a_X, PosY = a_Y, PosZ = a_Z, ChunkX, ChunkZ;
+
+ cChunkDef::AbsoluteToRelative( PosX, PosY, PosZ, ChunkX, ChunkZ );
+
+ {
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr DestChunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ );
+ if ((DestChunk == NULL) || !DestChunk->IsValid())
+ {
+ return false;
+ }
+
+ DestChunk->SetBlock(PosX, PosY, PosZ, E_BLOCK_AIR, 0 );
+ m_World->GetSimulatorManager()->WakeUp(a_X, a_Y, a_Z, DestChunk);
+ }
+
+ return true;
+}
+
+
+
+
+
+void cChunkMap::SendBlockTo(int a_X, int a_Y, int a_Z, cPlayer * a_Player)
+{
+ int ChunkX, ChunkZ;
+ cChunkDef::AbsoluteToRelative(a_X, a_Y, a_Z, ChunkX, ChunkZ);
+
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunk(ChunkX, ZERO_CHUNK_Y, ChunkZ);
+ if (Chunk->IsValid())
+ {
+ Chunk->SendBlockTo(a_X, a_Y, a_Z, a_Player->GetClientHandle());
+ }
+}
+
+
+
+
+
+void cChunkMap::CompareChunkClients(int a_ChunkX1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkZ2, cClientDiffCallback & a_Callback)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk1 = GetChunkNoGen(a_ChunkX1, ZERO_CHUNK_Y, a_ChunkZ1);
+ if (Chunk1 == NULL)
+ {
+ return;
+ }
+ cChunkPtr Chunk2 = GetChunkNoGen(a_ChunkX2, ZERO_CHUNK_Y, a_ChunkZ2);
+ if (Chunk2 == NULL)
+ {
+ return;
+ }
+
+ CompareChunkClients(Chunk1, Chunk2, a_Callback);
+}
+
+
+
+
+
+void cChunkMap::CompareChunkClients(cChunk * a_Chunk1, cChunk * a_Chunk2, cClientDiffCallback & a_Callback)
+{
+ cClientHandleList Clients1(a_Chunk1->GetAllClients());
+ cClientHandleList Clients2(a_Chunk2->GetAllClients());
+
+ // Find "removed" clients:
+ for (cClientHandleList::iterator itr1 = Clients1.begin(); itr1 != Clients1.end(); ++itr1)
+ {
+ bool Found = false;
+ for (cClientHandleList::iterator itr2 = Clients2.begin(); itr2 != Clients2.end(); ++itr2)
+ {
+ if (*itr1 == *itr2)
+ {
+ Found = true;
+ break;
+ }
+ } // for itr2 - Clients2[]
+ if (!Found)
+ {
+ a_Callback.Removed(*itr1);
+ }
+ } // for itr1 - Clients1[]
+
+ // Find "added" clients:
+ for (cClientHandleList::iterator itr2 = Clients2.begin(); itr2 != Clients2.end(); ++itr2)
+ {
+ bool Found = false;
+ for (cClientHandleList::iterator itr1 = Clients1.begin(); itr1 != Clients1.end(); ++itr1)
+ {
+ if (*itr1 == *itr2)
+ {
+ Found = true;
+ break;
+ }
+ } // for itr1 - Clients1[]
+ if (!Found)
+ {
+ a_Callback.Added(*itr2);
+ }
+ } // for itr2 - Clients2[]
+}
+
+
+
+
+
+bool cChunkMap::AddChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunk(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
+ if (Chunk == NULL)
+ {
+ return false;
+ }
+ return Chunk->AddClient(a_Client);
+}
+
+
+
+
+
+void cChunkMap::RemoveChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ Chunk->RemoveClient(a_Client);
+}
+
+
+
+
+
+void cChunkMap::RemoveClientFromChunks(cClientHandle * a_Client)
+{
+ cCSLock Lock(m_CSLayers);
+
+ for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
+ {
+ (*itr)->RemoveClient(a_Client);
+ } // for itr - m_Layers[]
+}
+
+
+
+
+
+void cChunkMap::AddEntity(cEntity * a_Entity)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_Entity->GetChunkX(), ZERO_CHUNK_Y, a_Entity->GetChunkZ());
+ if ((Chunk == NULL) && !Chunk->IsValid())
+ {
+ LOGWARNING("Entity at %p (%s, ID %d) spawning in a non-existent chunk, the entity is lost.",
+ a_Entity, a_Entity->GetClass(), a_Entity->GetUniqueID()
+ );
+ return;
+ }
+ Chunk->AddEntity(a_Entity);
+}
+
+
+
+
+
+bool cChunkMap::HasEntity(int a_UniqueID)
+{
+ cCSLock Lock(m_CSLayers);
+ for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
+ {
+ if ((*itr)->HasEntity(a_UniqueID))
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+
+
+
+void cChunkMap::RemoveEntity(cEntity * a_Entity)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_Entity->GetChunkX(), ZERO_CHUNK_Y, a_Entity->GetChunkZ());
+ if ((Chunk == NULL) && !Chunk->IsValid())
+ {
+ return;
+ }
+ Chunk->RemoveEntity(a_Entity);
+}
+
+
+
+
+
+bool cChunkMap::ForEachEntity(cEntityCallback & a_Callback)
+{
+ cCSLock Lock(m_CSLayers);
+ for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
+ {
+ if (!(*itr)->ForEachEntity(a_Callback))
+ {
+ return false;
+ }
+ }
+ return true;
+}
+
+
+
+
+
+bool cChunkMap::ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
+ if ((Chunk == NULL) && !Chunk->IsValid())
+ {
+ return false;
+ }
+ return Chunk->ForEachEntity(a_Callback);
+}
+
+
+
+
+
+void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, cVector3iArray & a_BlocksAffected)
+{
+ // Don't explode if outside of Y range (prevents the following test running into unallocated memory):
+ if ((a_BlockY < 0) || (a_BlockY > cChunkDef::Height - 1))
+ {
+ return;
+ }
+
+ // 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)))
+ {
+ case E_BLOCK_WATER:
+ case E_BLOCK_STATIONARY_WATER:
+ case E_BLOCK_LAVA:
+ case E_BLOCK_STATIONARY_LAVA:
+ {
+ return;
+ }
+ }
+
+ cBlockArea area;
+ 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++)
+ {
+ for (int y = -ExplosionSizeInt; y < ExplosionSizeInt; y++)
+ {
+ if ((by + y >= cChunkDef::Height) || (by + y < 0))
+ {
+ // Outside of the world
+ continue;
+ }
+ for (int z = -ExplosionSizeInt; z < ExplosionSizeInt; z++)
+ {
+ if ((x * x + y * y + z * z) > ExplosionSizeSq)
+ {
+ // Too far away
+ continue;
+ }
+
+ BLOCKTYPE Block = area.GetBlockType(bx + x, by + y, bz + z);
+ switch (Block)
+ {
+ 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:
+ {
+ // These blocks are not affected by explosions
+ break;
+ }
+
+ case E_BLOCK_STATIONARY_WATER:
+ {
+ // 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(10) == 5)
+ {
+ cItems Drops;
+ cBlockHandler * Handler = BlockHandler(Block);
+
+ Handler->ConvertToPickups(Drops, area.GetBlockMeta(bx + x, by + y, bz + z));
+ m_World->SpawnItemPickups(Drops, 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));
+ }
+ } // switch (BlockType)
+ } // for z
+ } // for y
+ } // for x
+ area.Write(m_World, bx - ExplosionSizeInt, MinY, bz - ExplosionSizeInt);
+
+ // Wake up all simulators for the area, so that water and lava flows and sand falls into the blasted holes (FS #391):
+ WakeUpSimulatorsInArea(
+ bx - ExplosionSizeInt, bx + ExplosionSizeInt + 1,
+ MinY, MaxY,
+ bz - ExplosionSizeInt, bz + ExplosionSizeInt + 1
+ );
+}
+
+
+
+
+
+bool cChunkMap::DoWithEntityByID(int a_UniqueID, cEntityCallback & a_Callback)
+{
+ cCSLock Lock(m_CSLayers);
+ bool res = false;
+ for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
+ {
+ if ((*itr)->DoWithEntityByID(a_UniqueID, a_Callback, res))
+ {
+ return res;
+ }
+ }
+ return false;
+}
+
+
+
+
+
+bool cChunkMap::ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
+ if ((Chunk == NULL) && !Chunk->IsValid())
+ {
+ return false;
+ }
+ return Chunk->ForEachChest(a_Callback);
+}
+
+
+
+
+
+bool cChunkMap::ForEachDispenserInChunk(int a_ChunkX, int a_ChunkZ, cDispenserCallback & a_Callback)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
+ if ((Chunk == NULL) && !Chunk->IsValid())
+ {
+ return false;
+ }
+ return Chunk->ForEachDispenser(a_Callback);
+}
+
+
+
+
+
+bool cChunkMap::ForEachDropperInChunk(int a_ChunkX, int a_ChunkZ, cDropperCallback & a_Callback)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
+ if ((Chunk == NULL) && !Chunk->IsValid())
+ {
+ return false;
+ }
+ return Chunk->ForEachDropper(a_Callback);
+}
+
+
+
+
+
+bool cChunkMap::ForEachDropSpenserInChunk(int a_ChunkX, int a_ChunkZ, cDropSpenserCallback & a_Callback)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
+ if ((Chunk == NULL) && !Chunk->IsValid())
+ {
+ return false;
+ }
+ return Chunk->ForEachDropSpenser(a_Callback);
+}
+
+
+
+
+
+bool cChunkMap::ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback & a_Callback)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
+ if ((Chunk == NULL) && !Chunk->IsValid())
+ {
+ return false;
+ }
+ return Chunk->ForEachFurnace(a_Callback);
+}
+
+
+
+
+
+bool cChunkMap::DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & 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->DoWithChestAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
+}
+
+
+
+
+
+bool cChunkMap::DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & 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->DoWithDispenserAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
+}
+
+
+
+
+
+bool cChunkMap::DoWithDropperAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropperCallback & 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->DoWithDropperAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
+}
+
+
+
+
+
+bool cChunkMap::DoWithDropSpenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserCallback & 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->DoWithDropSpenserAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
+}
+
+
+
+
+
+bool cChunkMap::DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & 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->DoWithFurnaceAt(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;
+ 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->GetSignLines(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4);
+}
+
+
+
+
+
+void cChunkMap::TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
+{
+ cCSLock Lock(m_CSLayers);
+ GetChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
+}
+
+
+
+
+
+/// Loads the chunk synchronously, if not already loaded. Doesn't generate. Returns true if chunk valid (even if already loaded before)
+bool cChunkMap::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
+{
+ {
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
+ if (Chunk == NULL)
+ {
+ // Internal error
+ return false;
+ }
+ if (Chunk->IsValid())
+ {
+ // Already loaded
+ return true;
+ }
+ if (Chunk->HasLoadFailed())
+ {
+ // Already tried loading and it failed
+ return false;
+ }
+ }
+ return m_World->GetStorage().LoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
+}
+
+
+
+
+
+/// Loads the chunks specified. Doesn't report failure, other than chunks being !IsValid()
+void cChunkMap::LoadChunks(const cChunkCoordsList & a_Chunks)
+{
+ for (cChunkCoordsList::const_iterator itr = a_Chunks.begin(); itr != a_Chunks.end(); ++itr)
+ {
+ LoadChunk(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ);
+ } // for itr - a_Chunks[]
+}
+
+
+
+
+
+void cChunkMap::ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, a_ChunkY, a_ChunkZ);
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ Chunk->MarkLoadFailed();
+}
+
+
+
+
+
+bool cChunkMap::SetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4)
+{
+ cCSLock Lock(m_CSLayers);
+ int ChunkX, ChunkZ;
+ cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ);
+ cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ);
+ if ((Chunk == NULL) || !Chunk->IsValid())
+ {
+ return false;
+ }
+ return Chunk->SetSignLines(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4);
+}
+
+
+
+
+
+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);
+ cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
+ if (Chunk == NULL)
+ {
+ // Not present
+ return;
+ }
+ Chunk->MarkRegenerating();
+}
+
+
+
+
+
+bool cChunkMap::IsChunkLighted(int a_ChunkX, int a_ChunkZ)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
+ if (Chunk == NULL)
+ {
+ // Not present
+ return false;
+ }
+ return Chunk->IsLightValid();
+}
+
+
+
+
+
+bool cChunkMap::ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback)
+{
+ bool Result = true;
+ cCSLock Lock(m_CSLayers);
+ for (int z = a_MinChunkZ; z <= a_MaxChunkZ; z++)
+ {
+ for (int x = a_MinChunkX; x <= a_MaxChunkX; x++)
+ {
+ cChunkPtr Chunk = GetChunkNoLoad(x, ZERO_CHUNK_Y, z);
+ if ((Chunk == NULL) || (!Chunk->IsValid()))
+ {
+ // Not present / not valid
+ Result = false;
+ continue;
+ }
+ if (!a_Callback.Coords(x, z))
+ {
+ continue;
+ }
+ Chunk->GetAllData(a_Callback);
+ }
+ }
+ return Result;
+}
+
+
+
+
+
+bool cChunkMap::WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes)
+{
+ // Convert block coords to chunks coords:
+ int MinChunkX, MaxChunkX;
+ int MinChunkZ, MaxChunkZ;
+ int MinBlockX = a_MinBlockX;
+ int MinBlockY = a_MinBlockY;
+ int MinBlockZ = a_MinBlockZ;
+ int MaxBlockX = a_MinBlockX + a_Area.GetSizeX();
+ int MaxBlockY = a_MinBlockY + a_Area.GetSizeY();
+ int MaxBlockZ = a_MinBlockZ + a_Area.GetSizeZ();
+ cChunkDef::AbsoluteToRelative(MinBlockX, MinBlockY, MinBlockZ, MinChunkX, MinChunkZ);
+ cChunkDef::AbsoluteToRelative(MaxBlockX, MaxBlockY, MaxBlockZ, MaxChunkX, MaxChunkZ);
+
+ // Iterate over chunks, write data into each:
+ bool Result = true;
+ cCSLock Lock(m_CSLayers);
+ for (int z = MinChunkZ; z <= MaxChunkZ; z++)
+ {
+ for (int x = MinChunkX; x <= MaxChunkX; x++)
+ {
+ cChunkPtr Chunk = GetChunkNoLoad(x, ZERO_CHUNK_Y, z);
+ if ((Chunk == NULL) || (!Chunk->IsValid()))
+ {
+ // Not present / not valid
+ Result = false;
+ continue;
+ }
+ Chunk->WriteBlockArea(a_Area, a_MinBlockX, a_MinBlockY, a_MinBlockZ, a_DataTypes);
+ } // for x
+ } // for z
+ return Result;
+}
+
+
+
+
+
+void cChunkMap::GetChunkStats(int & a_NumChunksValid, int & a_NumChunksDirty)
+{
+ a_NumChunksValid = 0;
+ a_NumChunksDirty = 0;
+ cCSLock Lock(m_CSLayers);
+ for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
+ {
+ int NumValid = 0, NumDirty = 0;
+ (*itr)->GetChunkStats(NumValid, NumDirty);
+ a_NumChunksValid += NumValid;
+ a_NumChunksDirty += NumDirty;
+ } // for itr - m_Layers[]
+}
+
+
+
+
+
+void cChunkMap::GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, MTRand & a_Rand)
+{
+ int ChunkX, ChunkZ;
+ cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
+
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ);
+ if (Chunk != NULL)
+ {
+ Chunk->GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_Rand);
+ }
+}
+
+
+
+
+
+void cChunkMap::GrowSugarcane(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow)
+{
+ int ChunkX, ChunkZ;
+ cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
+
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ);
+ if (Chunk != NULL)
+ {
+ Chunk->GrowSugarcane(a_BlockX, a_BlockY, a_BlockZ, a_NumBlocksToGrow);
+ }
+}
+
+
+
+
+
+void cChunkMap::GrowCactus(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow)
+{
+ int ChunkX, ChunkZ;
+ cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
+
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ);
+ if (Chunk != NULL)
+ {
+ Chunk->GrowCactus(a_BlockX, a_BlockY, a_BlockZ, a_NumBlocksToGrow);
+ }
+}
+
+
+
+
+
+void cChunkMap::SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ int ChunkX, ChunkZ;
+ cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
+
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ);
+ if (Chunk != NULL)
+ {
+ Chunk->SetNextBlockTick(a_BlockX, a_BlockY, a_BlockZ);
+ }
+}
+
+
+
+
+void cChunkMap::CollectMobCensus(cMobCensus& a_ToFill)
+{
+ cCSLock Lock(m_CSLayers);
+ for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
+ {
+ (*itr)->CollectMobCensus(a_ToFill);
+ } // for itr - m_Layers
+}
+
+
+
+
+
+
+void cChunkMap::SpawnMobs(cMobSpawner& a_MobSpawner)
+{
+ cCSLock Lock(m_CSLayers);
+ for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
+ {
+ (*itr)->SpawnMobs(a_MobSpawner);
+ } // for itr - m_Layers
+}
+
+
+
+
+
+void cChunkMap::Tick(float a_Dt)
+{
+ cCSLock Lock(m_CSLayers);
+ for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
+ {
+ (*itr)->Tick(a_Dt);
+ } // for itr - m_Layers
+}
+
+
+
+
+
+void cChunkMap::UnloadUnusedChunks()
+{
+ cCSLock Lock(m_CSLayers);
+ for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
+ {
+ (*itr)->UnloadUnusedChunks();
+ } // for itr - m_Layers
+}
+
+
+
+
+
+void cChunkMap::SaveAllChunks(void)
+{
+ cCSLock Lock(m_CSLayers);
+ for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
+ {
+ (*itr)->Save();
+ } // for itr - m_Layers[]
+}
+
+
+
+
+
+int cChunkMap::GetNumChunks(void)
+{
+ cCSLock Lock(m_CSLayers);
+ int NumChunks = 0;
+ for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
+ {
+ NumChunks += (*itr)->GetNumChunksLoaded();
+ }
+ return NumChunks;
+}
+
+
+
+
+
+void cChunkMap::ChunkValidated(void)
+{
+ m_evtChunkValid.Set();
+}
+
+
+
+
+
+void cChunkMap::QueueTickBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ int ChunkX, ChunkZ;
+ cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
+ // a_BlockXYZ now contains relative coords!
+
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ);
+ if (Chunk != NULL)
+ {
+ Chunk->QueueTickBlock(a_BlockX, a_BlockY, a_BlockZ);
+ }
+}
+
+
+
+
+
+////////////////////////////////////////////////////////////////////////////////
+// cChunkMap::cChunkLayer:
+
+cChunkMap::cChunkLayer::cChunkLayer(int a_LayerX, int a_LayerZ, cChunkMap * a_Parent)
+ : m_LayerX( a_LayerX )
+ , m_LayerZ( a_LayerZ )
+ , m_Parent( a_Parent )
+ , m_NumChunksLoaded( 0 )
+{
+ memset(m_Chunks, 0, sizeof(m_Chunks));
+}
+
+
+
+
+
+cChunkMap::cChunkLayer::~cChunkLayer()
+{
+ for (int i = 0; i < ARRAYCOUNT(m_Chunks); ++i)
+ {
+ delete m_Chunks[i];
+ m_Chunks[i] = NULL; // // Must zero out, because further chunk deletions query the chunkmap for entities and that would touch deleted data
+ } // for i - m_Chunks[]
+}
+
+
+
+
+
+cChunkPtr cChunkMap::cChunkLayer::GetChunk( int a_ChunkX, int a_ChunkY, int a_ChunkZ )
+{
+ // Always returns an assigned chunkptr, but the chunk needn't be valid (loaded / generated) - callers must check
+
+ const int LocalX = a_ChunkX - m_LayerX * LAYER_SIZE;
+ const int LocalZ = a_ChunkZ - m_LayerZ * LAYER_SIZE;
+
+ if (!((LocalX < LAYER_SIZE) && (LocalZ < LAYER_SIZE) && (LocalX > -1) && (LocalZ > -1)))
+ {
+ ASSERT(!"Asking a cChunkLayer for a chunk that doesn't belong to it!");
+ return NULL;
+ }
+
+ int Index = LocalX + LocalZ * LAYER_SIZE;
+ if (m_Chunks[Index] == NULL)
+ {
+ cChunk * neixm = (LocalX > 0) ? m_Chunks[Index - 1] : m_Parent->FindChunk(a_ChunkX - 1, a_ChunkZ);
+ cChunk * neixp = (LocalX < LAYER_SIZE - 1) ? m_Chunks[Index + 1] : m_Parent->FindChunk(a_ChunkX + 1, a_ChunkZ);
+ cChunk * neizm = (LocalZ > 0) ? m_Chunks[Index - LAYER_SIZE] : m_Parent->FindChunk(a_ChunkX , a_ChunkZ - 1);
+ cChunk * neizp = (LocalZ < LAYER_SIZE - 1) ? m_Chunks[Index + LAYER_SIZE] : m_Parent->FindChunk(a_ChunkX , a_ChunkZ + 1);
+ m_Chunks[Index] = new cChunk(a_ChunkX, 0, a_ChunkZ, m_Parent, m_Parent->GetWorld(), neixm, neixp, neizm, neizp);
+ }
+ return m_Chunks[Index];
+}
+
+
+
+
+
+cChunk * cChunkMap::cChunkLayer::FindChunk(int a_ChunkX, int a_ChunkZ)
+{
+ const int LocalX = a_ChunkX - m_LayerX * LAYER_SIZE;
+ const int LocalZ = a_ChunkZ - m_LayerZ * LAYER_SIZE;
+
+ if (!((LocalX < LAYER_SIZE) && (LocalZ < LAYER_SIZE) && (LocalX > -1) && (LocalZ > -1)))
+ {
+ ASSERT(!"Asking a cChunkLayer for a chunk that doesn't belong to it!");
+ return NULL;
+ }
+
+ int Index = LocalX + LocalZ * LAYER_SIZE;
+ return m_Chunks[Index];
+}
+
+
+
+
+void cChunkMap::cChunkLayer::CollectMobCensus(cMobCensus& a_ToFill)
+{
+ for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++)
+ {
+ // We do count every Mobs in the world. But we are assuming that every chunk not loaded by any client
+ // doesn't affect us. Normally they should not have mobs because every "too far" mobs despawn
+ // If they have (f.i. when player disconnect) we assume we don't have to make them live or despawn
+ if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid() && m_Chunks[i]->HasAnyClients())
+ {
+ m_Chunks[i]->CollectMobCensus(a_ToFill);
+ }
+ } // for i - m_Chunks[]
+}
+
+
+
+
+
+
+void cChunkMap::cChunkLayer::SpawnMobs(cMobSpawner& a_MobSpawner)
+{
+ for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++)
+ {
+ // We only spawn close to players
+ if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid() && m_Chunks[i]->HasAnyClients())
+ {
+ m_Chunks[i]->SpawnMobs(a_MobSpawner);
+ }
+ } // for i - m_Chunks[]
+}
+
+
+
+void cChunkMap::cChunkLayer::Tick(float a_Dt)
+{
+ for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++)
+ {
+ // Only tick chunks that are valid and have clients:
+ if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid() && m_Chunks[i]->HasAnyClients())
+ {
+ m_Chunks[i]->Tick(a_Dt);
+ }
+ } // for i - m_Chunks[]
+}
+
+
+
+
+
+void cChunkMap::cChunkLayer::RemoveClient(cClientHandle * a_Client)
+{
+ for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++)
+ {
+ if (m_Chunks[i] != NULL)
+ {
+ m_Chunks[i]->RemoveClient(a_Client);
+ }
+ } // for i - m_Chunks[]
+}
+
+
+
+
+
+bool cChunkMap::cChunkLayer::ForEachEntity(cEntityCallback & a_Callback)
+{
+ // Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true
+ for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++)
+ {
+ if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid())
+ {
+ if (!m_Chunks[i]->ForEachEntity(a_Callback))
+ {
+ return false;
+ }
+ }
+ }
+ return true;
+}
+
+
+
+
+
+bool cChunkMap::cChunkLayer::DoWithEntityByID(int a_EntityID, cEntityCallback & a_Callback, bool & a_CallbackReturn)
+{
+ // 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.
+ for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++)
+ {
+ if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid())
+ {
+ if (m_Chunks[i]->DoWithEntityByID(a_EntityID, a_Callback, a_CallbackReturn))
+ {
+ return true;
+ }
+ }
+ }
+ return false;
+}
+
+
+
+
+
+bool cChunkMap::cChunkLayer::HasEntity(int a_EntityID)
+{
+ for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++)
+ {
+ if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid())
+ {
+ if (m_Chunks[i]->HasEntity(a_EntityID))
+ {
+ return true;
+ }
+ }
+ }
+ return false;
+}
+
+
+
+
+
+int cChunkMap::cChunkLayer::GetNumChunksLoaded(void) const
+{
+ int NumChunks = 0;
+ for ( int i = 0; i < ARRAYCOUNT(m_Chunks); ++i )
+ {
+ if (m_Chunks[i] != NULL)
+ {
+ NumChunks++;
+ }
+ } // for i - m_Chunks[]
+ return NumChunks;
+}
+
+
+
+
+
+void cChunkMap::cChunkLayer::GetChunkStats(int & a_NumChunksValid, int & a_NumChunksDirty) const
+{
+ int NumValid = 0;
+ int NumDirty = 0;
+ for ( int i = 0; i < ARRAYCOUNT(m_Chunks); ++i )
+ {
+ if (m_Chunks[i] == NULL)
+ {
+ continue;
+ }
+ NumValid++;
+ if (m_Chunks[i]->IsDirty())
+ {
+ NumDirty++;
+ }
+ } // for i - m_Chunks[]
+ a_NumChunksValid = NumValid;
+ a_NumChunksDirty = NumDirty;
+}
+
+
+
+
+
+void cChunkMap::cChunkLayer::Save(void)
+{
+ cWorld * World = m_Parent->GetWorld();
+ for (int i = 0; i < ARRAYCOUNT(m_Chunks); ++i)
+ {
+ if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid() && m_Chunks[i]->IsDirty())
+ {
+ World->GetStorage().QueueSaveChunk(m_Chunks[i]->GetPosX(), m_Chunks[i]->GetPosY(), m_Chunks[i]->GetPosZ());
+ }
+ } // for i - m_Chunks[]
+}
+
+
+
+
+
+void cChunkMap::cChunkLayer::UnloadUnusedChunks(void)
+{
+ for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++)
+ {
+ if (
+ (m_Chunks[i] != NULL) && // Is valid
+ (m_Chunks[i]->CanUnload()) && // Can unload
+ !cPluginManager::Get()->CallHookChunkUnloading(m_Parent->GetWorld(), m_Chunks[i]->GetPosX(), m_Chunks[i]->GetPosZ()) // Plugins agree
+ )
+ {
+ // The cChunk destructor calls our GetChunk() while removing its entities
+ // so we still need to be able to return the chunk. Therefore we first delete, then NULLify
+ // Doing otherwise results in bug http://forum.mc-server.org/showthread.php?tid=355
+ delete m_Chunks[i];
+ m_Chunks[i] = NULL;
+ }
+ } // for i - m_Chunks[]
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cChunkStay:
+
+cChunkStay::cChunkStay(cWorld * a_World) :
+ m_World(a_World),
+ m_IsEnabled(false)
+{
+}
+
+
+
+
+
+cChunkStay::~cChunkStay()
+{
+ Clear();
+}
+
+
+
+
+
+void cChunkStay::Clear(void)
+{
+ if (m_IsEnabled)
+ {
+ Disable();
+ }
+ m_Chunks.clear();
+}
+
+
+
+
+
+void cChunkStay::Add(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
+{
+ ASSERT(!m_IsEnabled);
+
+ for (cChunkCoordsList::const_iterator itr = m_Chunks.begin(); itr != m_Chunks.end(); ++itr)
+ {
+ if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ))
+ {
+ // Already present
+ return;
+ }
+ } // for itr - Chunks[]
+ m_Chunks.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
+}
+
+
+
+
+
+void cChunkStay::Remove(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
+{
+ ASSERT(!m_IsEnabled);
+
+ for (cChunkCoordsList::iterator itr = m_Chunks.begin(); itr != m_Chunks.end(); ++itr)
+ {
+ if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ))
+ {
+ // Found, un-"stay"
+ m_Chunks.erase(itr);
+ return;
+ }
+ } // for itr - m_Chunks[]
+}
+
+
+
+
+
+void cChunkStay::Enable(void)
+{
+ ASSERT(!m_IsEnabled);
+
+ m_World->ChunksStay(*this, true);
+ m_IsEnabled = true;
+}
+
+
+
+
+
+void cChunkStay::Load(void)
+{
+ for (cChunkCoordsList::iterator itr = m_Chunks.begin(); itr != m_Chunks.end(); ++itr)
+ {
+ m_World->TouchChunk(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ);
+ } // for itr - m_Chunks[]
+}
+
+
+
+
+
+void cChunkStay::Disable(void)
+{
+ ASSERT(m_IsEnabled);
+
+ m_World->ChunksStay(*this, false);
+ m_IsEnabled = false;
+}
+
+
+
+