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// cChunkMap.h
// Interfaces to the cChunkMap class representing the chunk storage for a single world
# pragma once
# include "ChunkDef.h"
class cWorld ;
class cItem ;
class MTRand ;
class cChunkStay ;
class cChunk ;
class cPacket ;
class cPlayer ;
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class cChestEntity ;
class cFurnaceEntity ;
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typedef std : : list < cClientHandle * > cClientHandleList ;
typedef cChunk * cChunkPtr ;
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typedef cItemCallback < cEntity > cEntityCallback ;
typedef cItemCallback < cChestEntity > cChestCallback ;
typedef cItemCallback < cFurnaceEntity > cFurnaceCallback ;
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class cChunkMap
{
public :
static const int LAYER_SIZE = 32 ;
cChunkMap ( cWorld * a_World ) ;
~ cChunkMap ( ) ;
// Direct action methods:
/// Broadcast a_Packet to all clients in the chunk specified
void BroadcastToChunk ( int a_ChunkX , int a_ChunkY , int a_ChunkZ , const cPacket & a_Packet , cClientHandle * a_Exclude = NULL ) ;
/// Broadcasts a_Packet to all clients in the chunk where block [x, y, z] is, except to client a_Exclude
void BroadcastToChunkOfBlock ( int a_X , int a_Y , int a_Z , const cPacket * a_Packet , cClientHandle * a_Exclude = NULL ) ;
/// a_Player rclked block entity at the coords specified, handle it
void UseBlockEntity ( cPlayer * a_Player , int a_X , int a_Y , int a_Z ) ;
void MarkChunkDirty ( int a_ChunkX , int a_ChunkY , int a_ChunkZ ) ;
void MarkChunkSaving ( int a_ChunkX , int a_ChunkY , int a_ChunkZ ) ;
void MarkChunkSaved ( int a_ChunkX , int a_ChunkY , int a_ChunkZ ) ;
/** Sets the chunk data as either loaded from the storage or generated.
a_BlockLight and a_BlockSkyLight are optional , if not present , chunk will be marked as unlighted .
a_BiomeMap is optional , if not present , biomes will be calculated by the generator
a_HeightMap is optional , if not present , will be calculated .
If a_MarkDirty is set , the chunk is set as dirty ( used after generating )
*/
void SetChunkData (
int a_ChunkX , int a_ChunkY , 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 ,
cEntityList & a_Entities ,
cBlockEntityList & a_BlockEntities ,
bool a_MarkDirty
) ;
void ChunkLighted (
int a_ChunkX , int a_ChunkZ ,
const cChunkDef : : BlockNibbles & a_BlockLight ,
const cChunkDef : : BlockNibbles & a_SkyLight
) ;
bool GetChunkData ( int a_ChunkX , int a_ChunkY , int a_ChunkZ , cChunkDataCallback & a_Callback ) ;
/// Gets the chunk's blocks, only the block types
bool GetChunkBlockTypes ( int a_ChunkX , int a_ChunkY , int a_ChunkZ , BLOCKTYPE * a_Blocks ) ;
/// Gets the chunk's block data, the entire 4 arrays (Types, Meta, Light, SkyLight)
bool GetChunkBlockData ( int a_ChunkX , int a_ChunkY , int a_ChunkZ , BLOCKTYPE * a_BlockData ) ;
bool IsChunkValid ( int a_ChunkX , int a_ChunkY , int a_ChunkZ ) ;
bool HasChunkAnyClients ( int a_ChunkX , int a_ChunkY , int a_ChunkZ ) ;
int GetHeight ( int a_BlockX , int a_BlockZ ) ;
void FastSetBlocks ( sSetBlockList & a_BlockList ) ;
void CollectPickupsByPlayer ( cPlayer * a_Player ) ;
BLOCKTYPE GetBlock ( int a_X , int a_Y , int a_Z ) ;
BLOCKTYPE GetBlockMeta ( int a_X , int a_Y , int a_Z ) ;
BLOCKTYPE GetBlockSkyLight ( int a_X , int a_Y , int a_Z ) ;
void SetBlockMeta ( int a_X , int a_Y , int a_Z , BLOCKTYPE a_BlockMeta ) ;
void SetBlock ( int a_X , int a_Y , int a_Z , BLOCKTYPE a_BlockType , BLOCKTYPE a_BlockMeta ) ;
void GetBlockTypeMeta ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE & a_BlockType , NIBBLETYPE & a_BlockMeta ) ;
/// Replaces world blocks with a_Blocks, if they are of type a_FilterBlockType
void ReplaceBlocks ( const sSetBlockVector & a_Blocks , BLOCKTYPE a_FilterBlockType ) ;
/// Special function used for growing trees, replaces only blocks that tree may overwrite
void ReplaceTreeBlocks ( const sSetBlockVector & a_Blocks ) ;
EMCSBiome GetBiomeAt ( int a_BlockX , int a_BlockZ ) ;
/// Retrieves block types of the specified blocks. If a chunk is not loaded, doesn't modify the block. Returns true if all blocks were read.
bool GetBlocks ( sSetBlockVector & a_Blocks , bool a_ContinueOnFailure ) ;
bool DigBlock ( int a_X , int a_Y , int a_Z ) ;
void SendBlockTo ( int a_X , int a_Y , int a_Z , cPlayer * a_Player ) ;
/// Compares clients of two chunks, calls the callback accordingly
void CompareChunkClients ( int a_ChunkX1 , int a_ChunkY1 , int a_ChunkZ1 , int a_ChunkX2 , int a_ChunkY2 , int a_ChunkZ2 , cClientDiffCallback & a_Callback ) ;
/// Adds client to a chunk, if not already present; returns true if added, false if present
bool AddChunkClient ( int a_ChunkX , int a_ChunkY , int a_ChunkZ , cClientHandle * a_Client ) ;
/// Removes the client from the chunk
void RemoveChunkClient ( int a_ChunkX , int a_ChunkY , int a_ChunkZ , cClientHandle * a_Client ) ;
/// Removes the client from all chunks it is present in
void RemoveClientFromChunks ( cClientHandle * a_Client ) ;
/// Moves the entity from its current chunk to the new chunk specified
void MoveEntityToChunk ( cEntity * a_Entity , int a_ChunkX , int a_ChunkY , int a_ChunkZ ) ;
/// Removes the entity from the chunk specified
void RemoveEntityFromChunk ( cEntity * a_Entity , int a_ChunkX , int a_ChunkY , int a_ChunkZ ) ;
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/// Calls the callback for each entity in the specified chunk; returns true if all entities processed, false if the callback aborted by returning true
bool ForEachEntityInChunk ( int a_ChunkX , int a_ChunkZ , cEntityCallback & a_Callback ) ; // Lua-accessible
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/// Calls the callback for each chest in the specified chunk; returns true if all chests processed, false if the callback aborted by returning true
bool ForEachChestInChunk ( int a_ChunkX , int a_ChunkZ , cChestCallback & a_Callback ) ; // Lua-accessible
/// Calls the callback for each furnace in the specified chunk; returns true if all furnaces processed, false if the callback aborted by returning true
bool ForEachFurnaceInChunk ( int a_ChunkX , int a_ChunkZ , 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 furnace at the specified coords; returns false if there's no furnace at those coords, 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
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/// Touches the chunk, causing it to be loaded or generated
void TouchChunk ( int a_ChunkX , int a_ChunkY , int a_ChunkZ ) ;
/// Loads the chunk, if not already loaded. Doesn't generate. Returns true if chunk valid (even if already loaded before)
bool LoadChunk ( int a_ChunkX , int a_ChunkY , int a_ChunkZ ) ;
/// Loads the chunks specified. Doesn't report failure, other than chunks being !IsValid()
void LoadChunks ( const cChunkCoordsList & a_Chunks ) ;
/// Marks the chunk as failed-to-load:
void ChunkLoadFailed ( int a_ChunkX , int a_ChunkY , int a_ChunkZ ) ;
void UpdateSign ( int a_X , int a_Y , int a_Z , const AString & a_Line1 , const AString & a_Line2 , const AString & a_Line3 , const AString & a_Line4 ) ;
/// Marks (a_Stay == true) or unmarks (a_Stay == false) chunks as non-unloadable; to be used only by cChunkStay!
void ChunksStay ( const cChunkCoordsList & a_Chunks , bool a_Stay = true ) ;
/// Marks the chunk as being regenerated - all its clients want that chunk again (used by cWorld::RegenerateChunk() )
void MarkChunkRegenerating ( int a_ChunkX , int a_ChunkZ ) ;
bool IsChunkLighted ( int a_ChunkX , int a_ChunkZ ) ;
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/// Calls the callback for each chunk in the coords specified (all cords are inclusive). Returns true if all chunks have been processed successfully
bool ForEachChunkInRect ( int a_MinChunkX , int a_MaxChunkX , int a_MinChunkZ , int a_MaxChunkZ , cChunkDataCallback & a_Callback ) ;
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/// Returns the number of valid chunks and the number of dirty chunks
void GetChunkStats ( int & a_NumChunksValid , int & a_NumChunksDirty ) ;
/// Grows a melon or a pumpkin next to the block specified (assumed to be the stem)
void GrowMelonPumpkin ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE a_BlockType , MTRand & a_Rand ) ;
/// Grows a sugarcane present at the block specified by the amount of blocks specified, up to the max height of 3
void GrowSugarcane ( int a_BlockX , int a_BlockY , int a_BlockZ , int a_NumBlocksToGrow ) ;
/// Grows a cactus present at the block specified by the amount of blocks specified, up to the max height of 3
void GrowCactus ( int a_BlockX , int a_BlockY , int a_BlockZ , int a_NumBlocksToGrow ) ;
/// Sets the blockticking to start at the specified block. Only one blocktick per chunk may be set, second call overwrites the first call
void SetNextBlockTick ( int a_BlockX , int a_BlockY , int a_BlockZ ) ;
void Tick ( float a_Dt , MTRand & a_TickRand ) ;
void UnloadUnusedChunks ( ) ;
void SaveAllChunks ( ) ;
cWorld * GetWorld ( ) { return m_World ; }
int GetNumChunks ( void ) ;
void ChunkValidated ( void ) ; // Called by chunks that have become valid
private :
friend class cChunk ; // The chunks can manipulate neighbors while in their Tick() method, using LockedGetBlock() and LockedSetBlock()
class cChunkLayer
{
public :
cChunkLayer ( int a_LayerX , int a_LayerZ , cChunkMap * a_Parent ) ;
~ cChunkLayer ( ) ;
/// Always returns an assigned chunkptr, but the chunk needn't be valid (loaded / generated) - callers must check
cChunkPtr GetChunk ( int a_ChunkX , int a_ChunkY , int a_ChunkZ ) ;
int GetX ( void ) const { return m_LayerX ; }
int GetZ ( void ) const { return m_LayerZ ; }
int GetNumChunksLoaded ( void ) const ;
void GetChunkStats ( int & a_NumChunksValid , int & a_NumChunksDirty ) const ;
void Save ( void ) ;
void UnloadUnusedChunks ( void ) ;
void Tick ( float a_Dt , MTRand & a_TickRand ) ;
void RemoveClient ( cClientHandle * a_Client ) ;
protected :
cChunkPtr m_Chunks [ LAYER_SIZE * LAYER_SIZE ] ;
int m_LayerX ;
int m_LayerZ ;
cChunkMap * m_Parent ;
int m_NumChunksLoaded ;
} ;
typedef std : : list < cChunkLayer * > cChunkLayerList ;
// TODO: Use smart pointers for cChunkLayerList as well, so that ticking and saving needn't lock the entire layerlist
// This however means that cChunkLayer needs to interlock its m_Chunks[]
cChunkLayer * GetLayerForChunk ( int a_ChunkX , int a_ChunkZ ) ; // Creates the layer if it doesn't already exist
cChunkLayer * GetLayer ( int a_LayerX , int a_LayerZ ) ; // Creates the layer if it doesn't already exist
void RemoveLayer ( cChunkLayer * a_Layer ) ;
cCriticalSection m_CSLayers ;
cChunkLayerList m_Layers ;
cEvent m_evtChunkValid ; // Set whenever any chunk becomes valid, via ChunkValidated()
cWorld * m_World ;
cChunkPtr GetChunk ( int a_ChunkX , int a_ChunkY , int a_ChunkZ ) ; // Also queues the chunk for loading / generating if not valid
cChunkPtr GetChunkNoGen ( int a_ChunkX , int a_ChunkY , int a_ChunkZ ) ; // Also queues the chunk for loading if not valid; doesn't generate
cChunkPtr GetChunkNoLoad ( int a_ChunkX , int a_ChunkY , int a_ChunkZ ) ; // Doesn't load, doesn't generate
/// Gets a block in any chunk while in the cChunk's Tick() method; returns true if successful, false if chunk not loaded (doesn't queue load)
bool LockedGetBlock ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE & a_BlockType , NIBBLETYPE & a_BlockMeta ) ;
/// Sets a block in any chunk while in the cChunk's Tick() method; returns true if successful, false if chunk not loaded (doesn't queue load)
bool LockedSetBlock ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE a_BlockType , NIBBLETYPE a_BlockMeta ) ;
/// Fast-sets a block in any chunk while in the cChunk's Tick() method; returns true if successful, false if chunk not loaded (doesn't queue load)
bool LockedFastSetBlock ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE a_BlockType , NIBBLETYPE a_BlockMeta ) ;
} ;
/** Makes chunks stay loaded until this object is cleared or destroyed
Works by setting internal flags in the cChunk that it should not be unloaded .
To optimize for speed , cChunkStay has an Enabled flag , it will " stay " the chunks only when enabled and it will refuse manipulations when enabled
The object itself is not made thread - safe , it ' s supposed to be used from a single thread only .
*/
class cChunkStay
{
public :
cChunkStay ( cWorld * a_World ) ;
~ cChunkStay ( ) ;
void Clear ( void ) ;
void Add ( int a_ChunkX , int a_ChunkY , int a_ChunkZ ) ;
void Remove ( int a_ChunkX , int a_ChunkY , int a_ChunkZ ) ;
void Enable ( void ) ;
void Disable ( void ) ;
/// Queues each chunk in m_Chunks[] for loading / generating
void Load ( void ) ;
// Allow cChunkStay be passed to functions expecting a const cChunkCoordsList &
operator const cChunkCoordsList ( void ) const { return m_Chunks ; }
protected :
cWorld * m_World ;
bool m_IsEnabled ;
cChunkCoordsList m_Chunks ;
} ;