mcserver/source/cChunk.h

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#pragma once
#include "cEntity.h"
#include "ChunkDef.h"
#define C_CHUNK_USE_INLINE 1
// Do not touch
#if C_CHUNK_USE_INLINE
#define __C_CHUNK_INLINE__ inline
#else
#define __C_CHUNK_INLINE__
#endif
namespace Json
{
class Value;
};
class cWorld;
class cFurnaceEntity;
class cPacket;
class cClientHandle;
class cServer;
class MTRand;
class cPlayer;
class cChunkMap;
typedef std::list<cClientHandle *> cClientHandleList;
// 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, cChunkMap * a_ChunkMap, cWorld * a_World);
~cChunk();
bool IsValid(void) const {return m_IsValid; } // Returns true if the chunk is valid (loaded / generated)
void SetValid(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);
/*
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 BLOCKTYPE * a_BlockMeta,
const BLOCKTYPE * a_BlockLight,
const BLOCKTYPE * a_BlockSkyLight,
const cChunkDef::HeightMap * a_HeightMap,
cEntityList & a_Entities,
cBlockEntityList & a_BlockEntities
);
/// Copies m_BlockData into a_BlockTypes, only the block types
void GetBlockTypes(BLOCKTYPE * a_BlockTypes);
/// Copies entire block data into a_BlockData, the entire 4 arrays (Type, Meta, Light, SkyLight)
void GetBlockData(BLOCKTYPE * a_BlockData);
/// Returns true if there is a block entity at the coords specified
bool HasBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ);
/// Sets or resets the internal flag that prevents chunk from being unloaded
void Stay(bool a_Stay = true);
void Tick(float a_Dt, MTRand & a_TickRandom);
int GetPosX() { return m_PosX; }
int GetPosY() { return m_PosY; }
int GetPosZ() { return m_PosZ; }
cWorld * GetWorld() { return m_World; }
// OBSOLETE void SendTo( cClientHandle * a_Client );
void SetBlock( int a_X, int a_Y, int a_Z, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta );
void SetBlock( const Vector3i & a_BlockPos, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta ) { SetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, a_BlockType, a_BlockMeta ); }
void FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, 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_X, int a_Y, int a_Z );
BLOCKTYPE GetBlock( int a_BlockIdx );
void CollectPickupsByPlayer(cPlayer * a_Player);
void UpdateSign(int a_PosX, int a_PosY, int a_PosZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4); // Also sends update packets to all clients in the chunk
int GetHeight( int a_X, int a_Z );
void SendBlockTo( int a_X, int a_Y, int a_Z, cClientHandle* a_Client );
/// Adds a client to the chunk; returns true if added, false if already there
bool AddClient (cClientHandle* a_Client );
void RemoveClient (cClientHandle* a_Client );
bool HasClient (cClientHandle* a_Client );
bool HasAnyClients(void); // Returns true if theres any client in the chunk; false otherwise
void AddEntity( cEntity * a_Entity);
void RemoveEntity( cEntity * a_Entity);
void UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z); // [x, y, z] in world block coords
inline void RecalculateLighting() { m_bCalculateLighting = true; } // Recalculate lighting next tick
void CalculateLighting(); // Recalculate right now
void CalculateHeightmap();
// Broadcasts to all clients that have loaded this chunk
void Broadcast( const cPacket & a_Packet, cClientHandle * a_Exclude = NULL) {Broadcast(&a_Packet, a_Exclude); }
void Broadcast( const cPacket * a_Packet, cClientHandle * a_Exclude = NULL);
// Loaded(blockdata, lightdata, blockentities, entities),
// Generated(blockdata, lightdata, blockentities, entities),
// GetBlockData(blockdatadest) etc.
/*
BLOCKTYPE * GetBlockTypes (void) { return m_BlockTypes; }
BLOCKTYPE * GetBlockMeta (void) { return m_BlockMeta; }
BLOCKTYPE * GetBlockLight (void) { return m_BlockLight; }
BLOCKTYPE * GetBlockSkyLight(void) { return m_BlockSkyLight; }
*/
void PositionToWorldPosition(int a_ChunkX, int a_ChunkY, int a_ChunkZ, int & a_X, int & a_Y, int & a_Z);
Vector3i PositionToWorldPosition( const Vector3i & a_InChunkPos ) { return PositionToWorldPosition( a_InChunkPos.x, a_InChunkPos.y, a_InChunkPos.z ); }
Vector3i PositionToWorldPosition( int a_ChunkX, int a_ChunkY, int a_ChunkZ );
inline void MarkDirty(void)
{
m_IsDirty = true;
m_IsSaving = false;
}
inline void SpreadBlockSkyLight(void) {SpreadLight(m_BlockSkyLight); }
inline void SpreadBlockLight (void) {SpreadLight(m_BlockLight); }
inline BLOCKTYPE GetMeta(int a_RelX, int a_RelY, int a_RelZ) {return cChunkDef::GetNibble(m_BlockMeta, a_RelX, a_RelY, a_RelZ); }
inline void SetMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_Meta) { cChunkDef::SetNibble(m_BlockMeta, a_RelX, a_RelY, a_RelZ, a_Meta); }
inline BLOCKTYPE GetLight(int a_RelX, int a_RelY, int a_RelZ) {return cChunkDef::GetNibble(m_BlockLight, a_RelX, a_RelY, a_RelZ); }
inline BLOCKTYPE GetSkyLight(int a_RelX, int a_RelY, int a_RelZ) {return cChunkDef::GetNibble(m_BlockSkyLight, a_RelX, a_RelY, a_RelZ); }
private:
friend class cChunkMap;
bool m_IsValid; // True if the chunk is loaded / generated
bool m_IsDirty; // True if the chunk has changed since it was last saved
bool m_IsSaving; // True if the chunk is being saved
bool m_HasLoadFailed; // True if chunk failed to load and hasn't been generated yet since then
cCriticalSection m_CSBlockLists;
std::deque< unsigned int > m_ToTickBlocks;
std::vector< unsigned int > m_PendingSendBlocks;
// A critical section is not needed, because all chunk access is protected by its parent ChunkMap's csLayers
cClientHandleList m_LoadedByClient;
cClientHandleList m_UnloadQuery;
cEntityList m_Entities;
cBlockEntityList m_BlockEntities;
/// Number of times the chunk has been requested to stay (by various cChunkStay objects); if zero, the chunk can be unloaded
int m_StayCount;
bool m_bCalculateLighting;
int m_PosX, m_PosY, m_PosZ;
cWorld * m_World;
cChunkMap * m_ChunkMap;
// TODO: Make these pointers and don't allocate what isn't needed
BLOCKTYPE m_BlockTypes [cChunkDef::NumBlocks];
BLOCKTYPE m_BlockMeta [cChunkDef::NumBlocks / 2];
BLOCKTYPE m_BlockLight [cChunkDef::NumBlocks / 2];
BLOCKTYPE m_BlockSkyLight[cChunkDef::NumBlocks / 2];
cChunkDef::HeightMap m_HeightMap;
unsigned int m_BlockTickNum;
unsigned int m_BlockTickX, m_BlockTickY, m_BlockTickZ;
void RemoveBlockEntity( cBlockEntity* a_BlockEntity );
void AddBlockEntity( cBlockEntity* a_BlockEntity );
cBlockEntity * GetBlockEntity( int a_X, int a_Y, int a_Z );
cBlockEntity * GetBlockEntity( const Vector3i & a_BlockPos ) { return GetBlockEntity( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z ); }
void SpreadLightOfBlock(BLOCKTYPE * a_LightBuffer, int a_X, int a_Y, int a_Z, BLOCKTYPE a_Falloff);
void CreateBlockEntities(void);
// Makes a copy of the list
cClientHandleList GetAllClients(void) const {return m_LoadedByClient; }
void SpreadLight(BLOCKTYPE * a_LightBuffer);
};
typedef cChunk * cChunkPtr;
typedef std::list<cChunkPtr> cChunkPtrList;
#if C_CHUNK_USE_INLINE
#include "cChunk.inl.h"
#endif