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// BlockArea.h
// Interfaces to the cBlockArea object representing an area of block data that can be queried from cWorld and then accessed again without further queries
// The object also supports writing the blockdata back into cWorld, even into other coords
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// NOTE: All Nibble values (meta, blocklight, skylight) are stored one-nibble-per-byte for faster access / editting!
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# pragma once
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// fwd: World.h
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class cWorld ;
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// fwd: FastNBT.h
class cParsedNBT ;
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// tolua_begin
class cBlockArea
{
// tolua_end
DISALLOW_COPY_AND_ASSIGN ( cBlockArea ) ;
// tolua_begin
public :
/// What data is to be queried (bit-mask)
enum
{
baTypes = 1 ,
baMetas = 2 ,
baLight = 4 ,
baSkyLight = 8 ,
} ;
cBlockArea ( void ) ;
~ cBlockArea ( ) ;
/// Clears the data stored to reclaim memory
void Clear ( void ) ;
/// Reads an area of blocks specified. Returns true if successful. All coords are inclusive.
bool Read ( cWorld * a_World , int a_MinBlockX , int a_MaxBlockX , int a_MinBlockY , int a_MaxBlockY , int a_MinBlockZ , int a_MaxBlockZ , int a_DataTypes = baTypes | baMetas ) ;
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/// Writes the area back into cWorld at the coords specified. Returns true if successful in all chunks, false if only partially / not at all
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bool Write ( cWorld * a_World , int a_MinBlockX , int a_MinBlockY , int a_MinBlockZ , int a_DataTypes = baTypes | baMetas ) ;
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/// For testing purposes only, dumps the area into a file.
void DumpToRawFile ( const AString & a_FileName ) ;
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// TODO: Write() is not too good an interface: if it fails, there's no way to repeat only for the parts that didn't write
// A better way may be to return a list of cBlockAreas for each part that didn't succeed writing, so that the caller may try again
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/// Loads an area from a .schematic file. Returns true if successful
bool LoadFromSchematicFile ( const AString & a_FileName ) ;
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/// Saves the area into a .schematic file. Returns true if successful
bool SaveToSchematicFile ( const AString & a_FileName ) ;
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/// Crops the internal contents by the specified amount of blocks from each border.
void Crop ( int a_AddMinX , int a_SubMaxX , int a_AddMinY , int a_SubMaxY , int a_AddMinZ , int a_SubMaxZ ) ;
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// Setters:
void SetRelBlockType ( int a_RelX , int a_RelY , int a_RelZ , BLOCKTYPE a_BlockType ) ;
void SetBlockType ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE a_BlockType ) ;
void SetRelBlockMeta ( int a_RelX , int a_RelY , int a_RelZ , NIBBLETYPE a_BlockMeta ) ;
void SetBlockMeta ( int a_BlockX , int a_BlockY , int a_BlockZ , NIBBLETYPE a_BlockMeta ) ;
void SetRelBlockLight ( int a_RelX , int a_RelY , int a_RelZ , NIBBLETYPE a_BlockLight ) ;
void SetBlockLight ( int a_BlockX , int a_BlockY , int a_BlockZ , NIBBLETYPE a_BlockLight ) ;
void SetRelBlockSkyLight ( int a_RelX , int a_RelY , int a_RelZ , NIBBLETYPE a_BlockSkyLight ) ;
void SetBlockSkyLight ( int a_BlockX , int a_BlockY , int a_BlockZ , NIBBLETYPE a_BlockSkyLight ) ;
// Getters:
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BLOCKTYPE GetRelBlockType ( int a_RelX , int a_RelY , int a_RelZ ) const ;
BLOCKTYPE GetBlockType ( int a_BlockX , int a_BlockY , int a_BlockZ ) const ;
NIBBLETYPE GetRelBlockMeta ( int a_RelX , int a_RelY , int a_RelZ ) const ;
NIBBLETYPE GetBlockMeta ( int a_BlockX , int a_BlockY , int a_BlockZ ) const ;
NIBBLETYPE GetRelBlockLight ( int a_RelX , int a_RelY , int a_RelZ ) const ;
NIBBLETYPE GetBlockLight ( int a_BlockX , int a_BlockY , int a_BlockZ ) const ;
NIBBLETYPE GetRelBlockSkyLight ( int a_RelX , int a_RelY , int a_RelZ ) const ;
NIBBLETYPE GetBlockSkyLight ( int a_BlockX , int a_BlockY , int a_BlockZ ) const ;
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void GetBlockTypeMeta ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE & a_BlockType , NIBBLETYPE & a_BlockMeta ) const ;
void GetRelBlockTypeMeta ( int a_RelX , int a_RelY , int a_RelZ , BLOCKTYPE & a_BlockType , NIBBLETYPE & a_BlockMeta ) const ;
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int GetSizeX ( void ) const { return m_SizeX ; }
int GetSizeY ( void ) const { return m_SizeY ; }
int GetSizeZ ( void ) const { return m_SizeZ ; }
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int GetOriginX ( void ) const { return m_OriginX ; }
int GetOriginY ( void ) const { return m_OriginY ; }
int GetOriginZ ( void ) const { return m_OriginZ ; }
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/// Returns the datatypes that are stored in the object (bitmask of baXXX values)
int GetDataTypes ( void ) const ;
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bool HasBlockTypes ( void ) const { return ( m_BlockTypes ! = NULL ) ; }
bool HasBlockMetas ( void ) const { return ( m_BlockMetas ! = NULL ) ; }
bool HasBlockLights ( void ) const { return ( m_BlockLight ! = NULL ) ; }
bool HasBlockSkyLights ( void ) const { return ( m_BlockSkyLight ! = NULL ) ; }
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// tolua_end
// Clients can use these for faster access to all blocktypes. Be careful though!
/// Returns the internal pointer to the block types
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BLOCKTYPE * GetBlockTypes ( void ) { return m_BlockTypes ; }
NIBBLETYPE * GetBlockMetas ( void ) { return m_BlockMetas ; } // NOTE: one byte per block!
NIBBLETYPE * GetBlockLight ( void ) { return m_BlockLight ; } // NOTE: one byte per block!
NIBBLETYPE * GetBlockSkyLight ( void ) { return m_BlockSkyLight ; } // NOTE: one byte per block!
int GetBlockCount ( void ) const { return m_SizeX * m_SizeY * m_SizeZ ; }
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int MakeIndex ( int a_RelX , int a_RelY , int a_RelZ ) const ;
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protected :
class cChunkReader :
public cChunkDataCallback
{
public :
cChunkReader ( cBlockArea & a_Area ) ;
protected :
cBlockArea & m_Area ;
int m_OriginX ;
int m_OriginY ;
int m_OriginZ ;
int m_CurrentChunkX ;
int m_CurrentChunkZ ;
void CopyNibbles ( NIBBLETYPE * a_AreaDst , const NIBBLETYPE * a_ChunkSrc ) ;
// cChunkDataCallback overrides:
virtual bool Coords ( int a_ChunkX , int a_ChunkZ ) override ;
virtual void BlockTypes ( const BLOCKTYPE * a_BlockTypes ) override ;
virtual void BlockMeta ( const NIBBLETYPE * a_BlockMetas ) override ;
virtual void BlockLight ( const NIBBLETYPE * a_BlockLight ) override ;
virtual void BlockSkyLight ( const NIBBLETYPE * a_BlockSkyLight ) override ;
} ;
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typedef NIBBLETYPE * NIBBLEARRAY ;
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int m_OriginX ;
int m_OriginY ;
int m_OriginZ ;
int m_SizeX ;
int m_SizeY ;
int m_SizeZ ;
BLOCKTYPE * m_BlockTypes ;
NIBBLETYPE * m_BlockMetas ; // Each meta is stored as a separate byte for faster access
NIBBLETYPE * m_BlockLight ; // Each light value is stored as a separate byte for faster access
NIBBLETYPE * m_BlockSkyLight ; // Each light value is stored as a separate byte for faster access
bool SetSize ( int a_SizeX , int a_SizeY , int a_SizeZ , int a_DataTypes ) ;
// Basic Setters:
void SetRelNibble ( int a_RelX , int a_RelY , int a_RelZ , NIBBLETYPE a_Value , NIBBLETYPE * a_Array ) ;
void SetNibble ( int a_BlockX , int a_BlockY , int a_BlockZ , NIBBLETYPE a_Value , NIBBLETYPE * a_Array ) ;
// Basic Getters:
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NIBBLETYPE GetRelNibble ( int a_RelX , int a_RelY , int a_RelZ , NIBBLETYPE * a_Array ) const ;
NIBBLETYPE GetNibble ( int a_BlockX , int a_BlockY , int a_BlockZ , NIBBLETYPE * a_Array ) const ;
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// Crop helpers:
void CropBlockTypes ( int a_AddMinX , int a_SubMaxX , int a_AddMinY , int a_SubMaxY , int a_AddMinZ , int a_SubMaxZ ) ;
void CropNibbles ( NIBBLEARRAY & a_Array , int a_AddMinX , int a_SubMaxX , int a_AddMinY , int a_SubMaxY , int a_AddMinZ , int a_SubMaxZ ) ;
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/// Loads the area from a schematic file uncompressed and parsed into a NBT tree. Returns true if successful.
bool LoadFromSchematicNBT ( cParsedNBT & a_NBT ) ;
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// tolua_begin
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} ;
// tolua_end