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