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cuberite-2a/source/Chunk.h

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#pragma once
#include "Entity.h"
#include "ChunkDef.h"
#include "Simulator/FireSimulator.h"
#include "Simulator/SandSimulator.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 cClientHandle;
class cServer;
class MTRand;
class cPlayer;
class cChunkMap;
class cChestEntity;
class cDispenserEntity;
class cFurnaceEntity;
class cBlockArea;
class cPawn;
class cPickup;
class cChunkDataSerializer;
class cBlockArea;
class cFluidSimulatorData;
typedef std::list<cClientHandle *> cClientHandleList;
typedef cItemCallback<cEntity> cEntityCallback;
typedef cItemCallback<cChestEntity> cChestCallback;
typedef cItemCallback<cDispenserEntity> cDispenserCallback;
typedef cItemCallback<cFurnaceEntity> cFurnaceCallback;
// 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, // Chunk coords
cChunkMap * a_ChunkMap, cWorld * a_World, // Parent objects
cChunk * a_NeighborXM, cChunk * a_NeighborXP, cChunk * a_NeighborZM, cChunk * a_NeighborZP // Neighbor chunks
);
~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);
/// 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);
/// 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);
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; }
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 ); }
/// 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);
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_RelX, int a_RelY, int a_RelZ) const;
BLOCKTYPE GetBlock(int a_BlockIdx) const;
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);
/** 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.
*/
cChunk * GetNeighborChunk(int a_BlockX, int a_BlockZ);
/**
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.
*/
cChunk * GetRelNeighborChunk(int a_RelX, int a_RelZ);
/**
Returns the chunk into which the relatively-specified block belongs, by walking the neighbors.
Also modifies the relative coords from this-relative to return-relative.
Will return self if appropriate. Returns NULL if not reachable through neighbors.
*/
cChunk * GetRelNeighborChunkAdjustCoords(int & a_RelX, int & a_RelZ);
EMCSBiome GetBiomeAt(int a_RelX, int a_RelZ) const {return cChunkDef::GetBiome(m_BiomeMap, a_RelX, a_RelZ); }
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_RelX, int a_RelY, int a_RelZ, 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);
bool HasEntity(int a_EntityID);
/// 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
/// 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
/// 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
/// Calls the callback for each dispenser; returns true if all dispensers processed, false if the callback aborted by returning true
bool ForEachDispenser(cDispenserCallback & a_Callback);
/// 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);
/// 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
/// 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
/// 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
bool DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback);
/// 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);
/// 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
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
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();
void BroadcastAttachEntity (const cEntity & a_Entity, const cEntity * a_Vehicle);
void BroadcastPlayerAnimation (const cPlayer & a_Player, char a_Animation, const cClientHandle * a_Exclude = NULL);
void BroadcastEntityEquipment (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude = NULL);
void BroadcastEntVelocity (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
void BroadcastEntRelMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL);
void BroadcastEntRelMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL);
void BroadcastEntLook (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
void BroadcastEntHeadLook (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
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);
void BroadcastDestroyEntity (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
void BroadcastEntityStatus (const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude = NULL);
void BroadcastMetadata (const cPawn & a_Pawn, const cClientHandle * a_Exclude = NULL);
void BroadcastSpawn (cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
void BroadcastBlockEntity (int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude = NULL);
void BroadcastCollectPickup (const cPickup & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude = NULL);
void BroadcastThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude = NULL);
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);
void BroadcastBlockBreakAnimation(int a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage, const cClientHandle * a_Exclude = NULL);
void BroadcastUseBed (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ );
void BroadcastChunkData (cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude = NULL);
void SendBlockEntity (int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client);
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 );
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;
}
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); }
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); }
inline void SetMeta(int a_BlockIdx, NIBBLETYPE a_Meta) { cChunkDef::SetNibble(m_BlockMeta, a_BlockIdx, a_Meta); }
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); }
/// 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; only usable in Tick()
bool UnboundedRelGetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) const;
/// 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; only usable in Tick()
bool UnboundedRelGetBlockType(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType) const;
/// 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; only usable in Tick()
bool UnboundedRelGetBlockMeta(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_BlockMeta) const;
/// 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; only usable in Tick()
bool UnboundedRelSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
/// 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; only usable in Tick()
bool UnboundedRelFastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
/// 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);
// Simulator data:
cFireSimulatorChunkData & GetFireSimulatorData (void) { return m_FireSimulatorData; }
cFluidSimulatorData * GetWaterSimulatorData(void) { return m_WaterSimulatorData; }
cFluidSimulatorData * GetLavaSimulatorData (void) { return m_LavaSimulatorData; }
cSandSimulatorChunkData & GetSandSimulatorData (void) { return m_SandSimulatorData; }
private:
friend class cChunkMap;
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
cCriticalSection m_CSBlockLists;
std::vector<unsigned int> m_ToTickBlocks;
sSetBlockVector m_PendingSendBlocks; ///< Blocks that have changed and need to be sent to all clients
// 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;
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]
// Per-chunk simulator data:
cFireSimulatorChunkData m_FireSimulatorData;
cFluidSimulatorData * m_WaterSimulatorData;
cFluidSimulatorData * m_LavaSimulatorData;
cSandSimulatorChunkData m_SandSimulatorData;
void RemoveBlockEntity(cBlockEntity * a_BlockEntity);
void AddBlockEntity (cBlockEntity * a_BlockEntity);
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); }
void SpreadLightOfBlock(NIBBLETYPE * a_LightBuffer, int a_X, int a_Y, int a_Z, char a_Falloff);
/// Creates a block entity for each block that needs a block entity and doesn't have one in the list
void CreateBlockEntities(void);
/// Wakes up each simulator for its specific blocks; through all the blocks in the chunk
void WakeUpSimulators(void);
// Makes a copy of the list
cClientHandleList GetAllClients(void) const {return m_LoadedByClient; }
/// Sends m_PendingSendBlocks to all clients
void BroadcastPendingBlockChanges(void);
/// Checks the block scheduled for checking in m_ToTickBlocks[]
void CheckBlocks(void);
/// Ticks several random blocks in the chunk
void TickBlocks(void);
/// Adds snow to the top of snowy biomes and hydrates farmland / fills cauldrons in rainy biomes
void ApplyWeatherToTop(void);
/// 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);
/// 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);
/// 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);
};
typedef cChunk * cChunkPtr;
typedef std::list<cChunkPtr> cChunkPtrList;
#if C_CHUNK_USE_INLINE
#include "Chunk.inl.h"
#endif