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