Changed int parameters to vector parameters in cCuboid and simulators (#3874)
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@ -21,6 +21,12 @@ Here are the conventions:
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- `ThisIsAProperFunction()` `This_is_bad()` `this_is_bad()` `GoodVariableName` `badVariableName`.
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* All member variables start with `m_`, all function parameters start with `a_`, all class names start with `c`.
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- `class cMonster { int m_Health; int DecreaseHealth(int a_Amount); }`
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* Function parameters that are coordinates should be passed using an appropriate storage container, and not as three separate arguments.
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- e.g. for a block position, Vector3i. For an entity position, Vector3d. For a chunk coordinate, cChunkCoords.
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- For a 3-dimensional box of blocks, use cCuboid. For an axis-aligned bounding box, use cBoundingBox.
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* Parameters smaller than 4 elements (e.g. Vector3, cChunkCoords) should be passed by value. All other parameters should be passed by const reference, where applicable.
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- `Foo(Vector3d a_Param1, const cCuboid & a_Param2)`
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- See the discussion in issue #3853
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* Put spaces after commas. `Vector3d(1, 2, 3)` instead of `Vector3d(1,2,3)`
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* Put spaces before and after every operator.
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- `a = b + c;`
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@ -3353,53 +3353,77 @@ function OnAllChunksAvailable()</pre> All return values from the callbacks are i
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},
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WakeUpSimulators =
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{
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Params =
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{
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Params =
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{
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Name = "BlockX",
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Type = "number",
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},
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{
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Name = "BlockY",
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Type = "number",
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},
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{
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Name = "BlockZ",
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Type = "number",
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{
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Name = "Block",
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Type = "Vector3i",
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},
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},
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Notes = "Wakes up the simulators for the specified block.",
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},
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{
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Params =
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{
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{
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Name = "BlockX",
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Type = "number",
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},
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{
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Name = "BlockY",
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Type = "number",
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},
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{
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Name = "BlockZ",
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Type = "number",
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},
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},
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Notes = "Wakes up the simulators for the specified block. (DEPRECATED, use vector-parametered version)",
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},
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Notes = "Wakes up the simulators for the specified block.",
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},
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WakeUpSimulatorsInArea =
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{
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Params =
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{
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Params =
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{
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Name = "MinBlockX",
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Type = "number",
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},
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{
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Name = "MaxBlockX",
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Type = "number",
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},
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{
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Name = "MinBlockY",
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Type = "number",
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},
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{
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Name = "MaxBlockY",
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Type = "number",
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},
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{
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Name = "MinBlockZ",
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Type = "number",
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},
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{
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Name = "MaxBlockZ",
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Type = "number",
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{
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Name = "Area",
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Type = "cCuboid",
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},
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},
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Notes = "Wakes up the simulators for all the blocks in the specified area (edges inclusive).",
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},
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{
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Params =
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{
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{
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Name = "MinBlockX",
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Type = "number",
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},
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{
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Name = "MaxBlockX",
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Type = "number",
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},
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{
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Name = "MinBlockY",
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Type = "number",
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},
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{
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Name = "MaxBlockY",
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Type = "number",
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},
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{
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Name = "MinBlockZ",
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Type = "number",
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},
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{
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Name = "MaxBlockZ",
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Type = "number",
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},
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},
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Notes = "Wakes up the simulators for all the blocks in the specified area (edges inclusive). (DEPRECATED, use vector-parametered version)",
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},
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Notes = "Wakes up the simulators for all the blocks in the specified area (edges inclusive).",
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},
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},
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AdditionalInfo =
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@ -129,14 +129,17 @@ end
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-- a_FunctionDoc is a single documentation item for a function, as loaded from ToLua++'s parser
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local function functionDescMatchesDocs(a_FunctionDesc, a_FunctionDoc)
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-- Check the number of parameters:
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local numParams
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local numParams = 0
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local numOptionalParams = 0
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if (not(a_FunctionDesc.Params) or (a_FunctionDesc.Params == "")) then
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numParams = 0
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else
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_, numParams = string.gsub(a_FunctionDesc.Params, ",", "")
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numParams = numParams + 1
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_, numOptionalParams = string.gsub(a_FunctionDesc.Params, "%b[]", "")
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for _, Param in pairs(a_FunctionDesc.Params) do
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numParams = numParams + 1
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if Param.IsOptional then
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numOptionalParams = numOptionalParams + 1
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end
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end
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end
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local numDocParams = #(a_FunctionDoc.Params)
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if ((numDocParams > numParams) or (numDocParams < numParams - numOptionalParams)) then
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@ -1954,8 +1954,8 @@ void cBlockArea::GetRelBlockTypeMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTY
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cCuboid cBlockArea::GetBounds(void) const
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{
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return cCuboid(
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m_Origin.x, m_Origin.y, m_Origin.z,
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m_Origin.x + m_Size.x - 1, m_Origin.y + m_Size.y - 1, m_Origin.z + m_Size.z - 1
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m_Origin,
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m_Origin + m_Size - Vector3i(1, 1, 1)
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);
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}
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@ -34,7 +34,7 @@ public:
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Meta |= 0x08;
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a_ChunkInterface.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, Meta, false);
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a_WorldInterface.WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ);
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a_WorldInterface.WakeUpSimulators({a_BlockX, a_BlockY, a_BlockZ});
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a_WorldInterface.GetBroadcastManager().BroadcastSoundEffect("block.stone_button.click_on", x, y, z, 0.5f, 0.6f);
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// Queue a button reset (unpress)
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@ -45,7 +45,7 @@ public:
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{
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// Block hasn't change in the meantime; set its meta
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a_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, a_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x07, false);
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a_World.WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ);
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a_World.WakeUpSimulators({a_BlockX, a_BlockY, a_BlockZ});
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a_World.BroadcastSoundEffect("block.stone_button.click_off", x, y, z, 0.5f, 0.5f);
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}
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}
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@ -650,7 +650,7 @@ void cBlockHandler::Check(cChunkInterface & a_ChunkInterface, cBlockPluginInterf
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// Wake up the simulators for this block:
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int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
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int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
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a_Chunk.GetWorld()->GetSimulatorManager()->WakeUp(BlockX, a_RelY, BlockZ, &a_Chunk);
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a_Chunk.GetWorld()->GetSimulatorManager()->WakeUp({BlockX, a_RelY, BlockZ}, &a_Chunk);
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}
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}
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@ -23,7 +23,7 @@ public:
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NIBBLETYPE Meta = (a_ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) ^ 0x08);
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a_ChunkInterface.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, Meta);
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a_WorldInterface.WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ);
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a_WorldInterface.WakeUpSimulators({a_BlockX, a_BlockY, a_BlockZ});
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a_WorldInterface.GetBroadcastManager().BroadcastSoundEffect("block.lever.click", static_cast<double>(a_BlockX), static_cast<double>(a_BlockY), static_cast<double>(a_BlockZ), 0.5f, (Meta & 0x08) ? 0.6f : 0.5f);
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return true;
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}
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@ -159,7 +159,7 @@ public:
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// Wake up the simulators for this block:
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int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
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int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
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a_Chunk.GetWorld()->GetSimulatorManager()->WakeUp(BlockX, a_RelY, BlockZ, &a_Chunk);
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a_Chunk.GetWorld()->GetSimulatorManager()->WakeUp({BlockX, a_RelY, BlockZ}, &a_Chunk);
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}
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}
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@ -74,6 +74,6 @@ public:
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virtual int GetHeight(int a_BlockX, int a_BlockZ) = 0;
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/** Wakes up the simulators for the specified block */
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virtual void WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ) = 0;
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virtual void WakeUpSimulators(Vector3i a_Block) = 0;
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};
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@ -19,7 +19,7 @@ cBoundingBox::cBoundingBox(double a_MinX, double a_MaxX, double a_MinY, double a
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cBoundingBox::cBoundingBox(const Vector3d & a_Min, const Vector3d & a_Max) :
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cBoundingBox::cBoundingBox(Vector3d a_Min, Vector3d a_Max) :
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m_Min(a_Min),
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m_Max(a_Max)
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{
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@ -29,7 +29,7 @@ cBoundingBox::cBoundingBox(const Vector3d & a_Min, const Vector3d & a_Max) :
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cBoundingBox::cBoundingBox(const Vector3d & a_Pos, double a_Radius, double a_Height) :
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cBoundingBox::cBoundingBox(Vector3d a_Pos, double a_Radius, double a_Height) :
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m_Min(a_Pos.x - a_Radius, a_Pos.y, a_Pos.z - a_Radius),
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m_Max(a_Pos.x + a_Radius, a_Pos.y + a_Height, a_Pos.z + a_Radius)
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{
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@ -39,7 +39,7 @@ cBoundingBox::cBoundingBox(const Vector3d & a_Pos, double a_Radius, double a_Hei
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cBoundingBox::cBoundingBox(const Vector3d & a_Pos, double a_CubeLength) :
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cBoundingBox::cBoundingBox(Vector3d a_Pos, double a_CubeLength) :
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m_Min(a_Pos.x - a_CubeLength / 2, a_Pos.y - a_CubeLength / 2, a_Pos.z - a_CubeLength / 2),
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m_Max(a_Pos.x + a_CubeLength / 2, a_Pos.y + a_CubeLength / 2, a_Pos.z + a_CubeLength / 2)
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{
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@ -84,7 +84,7 @@ void cBoundingBox::Move(double a_OffX, double a_OffY, double a_OffZ)
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void cBoundingBox::Move(const Vector3d & a_Off)
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void cBoundingBox::Move(Vector3d a_Off)
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{
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m_Min.x += a_Off.x;
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m_Min.y += a_Off.y;
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@ -141,7 +141,7 @@ cBoundingBox cBoundingBox::Union(const cBoundingBox & a_Other)
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bool cBoundingBox::IsInside(const Vector3d & a_Point)
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bool cBoundingBox::IsInside(Vector3d a_Point)
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{
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return IsInside(m_Min, m_Max, a_Point);
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}
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@ -169,7 +169,7 @@ bool cBoundingBox::IsInside(cBoundingBox & a_Other)
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bool cBoundingBox::IsInside(const Vector3d & a_Min, const Vector3d & a_Max)
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bool cBoundingBox::IsInside(Vector3d a_Min, Vector3d a_Max)
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{
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// If both coords are inside this, then the entire a_Other is inside
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return (IsInside(a_Min) && IsInside(a_Max));
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@ -179,7 +179,7 @@ bool cBoundingBox::IsInside(const Vector3d & a_Min, const Vector3d & a_Max)
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bool cBoundingBox::IsInside(const Vector3d & a_Min, const Vector3d & a_Max, const Vector3d & a_Point)
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bool cBoundingBox::IsInside(Vector3d a_Min, Vector3d a_Max, Vector3d a_Point)
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{
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return (
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((a_Point.x >= a_Min.x) && (a_Point.x <= a_Max.x)) &&
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@ -192,7 +192,7 @@ bool cBoundingBox::IsInside(const Vector3d & a_Min, const Vector3d & a_Max, cons
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bool cBoundingBox::IsInside(const Vector3d & a_Min, const Vector3d & a_Max, double a_X, double a_Y, double a_Z)
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bool cBoundingBox::IsInside(Vector3d a_Min, Vector3d a_Max, double a_X, double a_Y, double a_Z)
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{
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return (
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((a_X >= a_Min.x) && (a_X <= a_Max.x)) &&
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@ -205,7 +205,7 @@ bool cBoundingBox::IsInside(const Vector3d & a_Min, const Vector3d & a_Max, doub
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bool cBoundingBox::CalcLineIntersection(const Vector3d & a_Line1, const Vector3d & a_Line2, double & a_LineCoeff, eBlockFace & a_Face) const
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bool cBoundingBox::CalcLineIntersection(Vector3d a_Line1, Vector3d a_Line2, double & a_LineCoeff, eBlockFace & a_Face) const
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{
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return CalcLineIntersection(m_Min, m_Max, a_Line1, a_Line2, a_LineCoeff, a_Face);
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}
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@ -214,7 +214,7 @@ bool cBoundingBox::CalcLineIntersection(const Vector3d & a_Line1, const Vector3d
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bool cBoundingBox::CalcLineIntersection(const Vector3d & a_Min, const Vector3d & a_Max, const Vector3d & a_Line1, const Vector3d & a_Line2, double & a_LineCoeff, eBlockFace & a_Face)
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bool cBoundingBox::CalcLineIntersection(Vector3d a_Min, Vector3d a_Max, Vector3d a_Line1, Vector3d a_Line2, double & a_LineCoeff, eBlockFace & a_Face)
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{
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if (IsInside(a_Min, a_Max, a_Line1))
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{
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@ -24,9 +24,9 @@ class cBoundingBox
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{
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public:
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cBoundingBox(double a_MinX, double a_MaxX, double a_MinY, double a_MaxY, double a_MinZ, double a_MaxZ);
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cBoundingBox(const Vector3d & a_Min, const Vector3d & a_Max);
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cBoundingBox(const Vector3d & a_Pos, double a_Radius, double a_Height);
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cBoundingBox(const Vector3d & a_Pos, double a_CubeLength);
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cBoundingBox(Vector3d a_Min, Vector3d a_Max);
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cBoundingBox(Vector3d a_Pos, double a_Radius, double a_Height);
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cBoundingBox(Vector3d a_Pos, double a_CubeLength);
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cBoundingBox(const cBoundingBox & a_Orig);
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cBoundingBox & operator=(const cBoundingBox & a_Other);
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@ -35,7 +35,7 @@ public:
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void Move(double a_OffX, double a_OffY, double a_OffZ);
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/** Moves the entire boundingbox by the specified offset */
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void Move(const Vector3d & a_Off);
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void Move(Vector3d a_Off);
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/** Expands the bounding box by the specified amount in each direction (so the box becomes larger by 2 * Expand in each direction) */
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void Expand(double a_ExpandX, double a_ExpandY, double a_ExpandZ);
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@ -47,7 +47,7 @@ public:
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cBoundingBox Union(const cBoundingBox & a_Other);
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/** Returns true if the point is inside the bounding box */
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bool IsInside(const Vector3d & a_Point);
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bool IsInside(Vector3d a_Point);
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/** Returns true if the point is inside the bounding box */
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bool IsInside(double a_X, double a_Y, double a_Z);
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@ -56,13 +56,13 @@ public:
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bool IsInside(cBoundingBox & a_Other);
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/** Returns true if a boundingbox specified by a_Min and a_Max is inside this bounding box */
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bool IsInside(const Vector3d & a_Min, const Vector3d & a_Max);
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bool IsInside(Vector3d a_Min, Vector3d a_Max);
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/** Returns true if the specified point is inside the bounding box specified by its min / max corners */
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static bool IsInside(const Vector3d & a_Min, const Vector3d & a_Max, const Vector3d & a_Point);
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static bool IsInside(Vector3d a_Min, Vector3d a_Max, Vector3d a_Point);
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/** Returns true if the specified point is inside the bounding box specified by its min / max corners */
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static bool IsInside(const Vector3d & a_Min, const Vector3d & a_Max, double a_X, double a_Y, double a_Z);
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static bool IsInside(Vector3d a_Min, Vector3d a_Max, double a_X, double a_Y, double a_Z);
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// tolua_end
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@ -70,13 +70,13 @@ public:
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Also calculates the distance along the line in which the intersection occurs, and the face hit (BLOCK_FACE_ constants)
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Only forward collisions (a_LineCoeff >= 0) are returned.
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Exported to Lua manually, because ToLua++ would generate needless input params (a_LineCoeff, a_Face). */
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bool CalcLineIntersection(const Vector3d & a_LinePoint1, const Vector3d & a_LinePoint2, double & a_LineCoeff, eBlockFace & a_Face) const;
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bool CalcLineIntersection(Vector3d a_LinePoint1, Vector3d a_LinePoint2, double & a_LineCoeff, eBlockFace & a_Face) const;
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/** Returns true if the specified bounding box is intersected by the line specified by its two points
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Also calculates the distance along the line in which the intersection occurs, and the face hit (BLOCK_FACE_ constants)
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Only forward collisions (a_LineCoeff >= 0) are returned.
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Exported to Lua manually, because ToLua++ would generate needless input params (a_LineCoeff, a_Face). */
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static bool CalcLineIntersection(const Vector3d & a_Min, const Vector3d & a_Max, const Vector3d & a_LinePoint1, const Vector3d & a_LinePoint2, double & a_LineCoeff, eBlockFace & a_Face);
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static bool CalcLineIntersection(Vector3d a_Min, Vector3d a_Max, Vector3d a_LinePoint1, Vector3d a_LinePoint2, double & a_LineCoeff, eBlockFace & a_Face);
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/** Calculates the intersection of the two bounding boxes; returns true if nonempty.
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Exported manually, because ToLua++ would generate needless input params (a_Intersection). */
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@ -92,8 +92,8 @@ public:
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double GetMaxY(void) const { return m_Max.y; }
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double GetMaxZ(void) const { return m_Max.z; }
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const Vector3d & GetMin(void) const { return m_Min; }
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const Vector3d & GetMax(void) const { return m_Max; }
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Vector3d GetMin(void) const { return m_Min; }
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Vector3d GetMax(void) const { return m_Max; }
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// tolua_end
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@ -453,7 +453,10 @@ void cChunk::WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlock
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} // for y
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// Erase all affected block entities:
|
||||
cCuboid affectedArea(OffX, a_MinBlockY, OffZ, OffX + SizeX - 1, a_MinBlockY + SizeY - 1, OffZ + SizeZ - 1);
|
||||
cCuboid affectedArea(
|
||||
{OffX, a_MinBlockY, OffZ},
|
||||
{OffX + SizeX - 1, a_MinBlockY + SizeY - 1, OffZ + SizeZ - 1}
|
||||
);
|
||||
for (auto itr = m_BlockEntities.begin(); itr != m_BlockEntities.end();)
|
||||
{
|
||||
if (affectedArea.IsInside(itr->second->GetPos()))
|
||||
@ -1489,7 +1492,7 @@ void cChunk::WakeUpSimulators(void)
|
||||
// The redstone sim takes multiple blocks, use the inbuilt checker
|
||||
if (RedstoneSimulator->IsAllowedBlock(Block))
|
||||
{
|
||||
RedstoneSimulator->AddBlock(BlockX, y, BlockZ, this);
|
||||
RedstoneSimulator->AddBlock({BlockX, y, BlockZ}, this);
|
||||
continue;
|
||||
}
|
||||
|
||||
@ -1497,12 +1500,12 @@ void cChunk::WakeUpSimulators(void)
|
||||
{
|
||||
case E_BLOCK_WATER:
|
||||
{
|
||||
WaterSimulator->AddBlock(BlockX, y, BlockZ, this);
|
||||
WaterSimulator->AddBlock({BlockX, y, BlockZ}, this);
|
||||
break;
|
||||
}
|
||||
case E_BLOCK_LAVA:
|
||||
{
|
||||
LavaSimulator->AddBlock(BlockX, y, BlockZ, this);
|
||||
LavaSimulator->AddBlock({BlockX, y, BlockZ}, this);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
|
@ -27,6 +27,7 @@ class cBlockEntity;
|
||||
class cEntity;
|
||||
class cClientHandle;
|
||||
class cBlockEntity;
|
||||
class cChunkCoords;
|
||||
|
||||
typedef std::list<cEntity *> cEntityList;
|
||||
typedef std::map<int, cBlockEntity *> cBlockEntities;
|
||||
@ -50,6 +51,25 @@ typedef unsigned char HEIGHTTYPE;
|
||||
|
||||
|
||||
|
||||
|
||||
class cChunkCoords
|
||||
{
|
||||
public:
|
||||
int m_ChunkX;
|
||||
int m_ChunkZ;
|
||||
|
||||
cChunkCoords(int a_ChunkX, int a_ChunkZ) : m_ChunkX(a_ChunkX), m_ChunkZ(a_ChunkZ) {}
|
||||
|
||||
bool operator == (const cChunkCoords & a_Other) const
|
||||
{
|
||||
return ((m_ChunkX == a_Other.m_ChunkX) && (m_ChunkZ == a_Other.m_ChunkZ));
|
||||
}
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/** Constants used throughout the code, useful typedefs and utility functions */
|
||||
class cChunkDef
|
||||
{
|
||||
@ -107,9 +127,9 @@ public:
|
||||
}
|
||||
|
||||
/** Converts relative block coordinates into absolute coordinates with a known chunk location */
|
||||
inline static Vector3i RelativeToAbsolute(const Vector3i & a_RelBlockPosition, int a_ChunkX, int a_ChunkZ)
|
||||
inline static Vector3i RelativeToAbsolute(Vector3i a_RelBlockPosition, int a_ChunkX, int a_ChunkZ)
|
||||
{
|
||||
return Vector3i(a_RelBlockPosition.x + a_ChunkX * Width, a_RelBlockPosition.y, a_RelBlockPosition.z + a_ChunkZ * Width);
|
||||
return {a_RelBlockPosition.x + a_ChunkX * Width, a_RelBlockPosition.y, a_RelBlockPosition.z + a_ChunkZ * Width};
|
||||
}
|
||||
|
||||
/** Validates a height-coordinate. Returns false if height-coordiante is out of height bounds */
|
||||
@ -127,16 +147,26 @@ public:
|
||||
/** Converts absolute block coords to chunk coords: */
|
||||
inline static void BlockToChunk(int a_X, int a_Z, int & a_ChunkX, int & a_ChunkZ)
|
||||
{
|
||||
a_ChunkX = a_X / Width;
|
||||
if ((a_X < 0) && (a_X % Width != 0))
|
||||
// This version is deprecated in favor of the vector version
|
||||
// If you're developing new code, use the other version.
|
||||
auto ChunkCoords = BlockToChunk({a_X, 0, a_Z});
|
||||
a_ChunkX = ChunkCoords.m_ChunkX;
|
||||
a_ChunkZ = ChunkCoords.m_ChunkZ;
|
||||
}
|
||||
|
||||
/** The Y coordinate of a_Pos is ignored */
|
||||
inline static cChunkCoords BlockToChunk(Vector3i a_Pos)
|
||||
{
|
||||
cChunkCoords Chunk(a_Pos.x / Width, a_Pos.z / Width);
|
||||
if ((a_Pos.x < 0) && (a_Pos.x % Width != 0))
|
||||
{
|
||||
a_ChunkX--;
|
||||
Chunk.m_ChunkX--;
|
||||
}
|
||||
a_ChunkZ = a_Z / cChunkDef::Width;
|
||||
if ((a_Z < 0) && (a_Z % Width != 0))
|
||||
if ((a_Pos.z < 0) && (a_Pos.z % Width != 0))
|
||||
{
|
||||
a_ChunkZ--;
|
||||
Chunk.m_ChunkZ--;
|
||||
}
|
||||
return Chunk;
|
||||
}
|
||||
|
||||
|
||||
@ -407,24 +437,6 @@ struct sSetBlock
|
||||
typedef std::list<sSetBlock> sSetBlockList;
|
||||
typedef std::vector<sSetBlock> sSetBlockVector;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cChunkCoords
|
||||
{
|
||||
public:
|
||||
int m_ChunkX;
|
||||
int m_ChunkZ;
|
||||
|
||||
cChunkCoords(int a_ChunkX, int a_ChunkZ) : m_ChunkX(a_ChunkX), m_ChunkZ(a_ChunkZ) {}
|
||||
|
||||
bool operator == (const cChunkCoords & a_Other) const
|
||||
{
|
||||
return ((m_ChunkX == a_Other.m_ChunkX) && (m_ChunkZ == a_Other.m_ChunkZ));
|
||||
}
|
||||
} ;
|
||||
|
||||
typedef std::list<cChunkCoords> cChunkCoordsList;
|
||||
typedef std::vector<cChunkCoords> cChunkCoordsVector;
|
||||
|
||||
|
@ -114,11 +114,11 @@ cChunkPtr cChunkMap::GetChunk(int a_ChunkX, int a_ChunkZ)
|
||||
|
||||
|
||||
|
||||
cChunkPtr cChunkMap::GetChunkNoGen(int a_ChunkX, int a_ChunkZ)
|
||||
cChunkPtr cChunkMap::GetChunkNoGen(cChunkCoords a_Chunk)
|
||||
{
|
||||
ASSERT(m_CSChunks.IsLockedByCurrentThread()); // m_CSChunks should already be locked by the operation that called us
|
||||
|
||||
auto Chunk = ConstructChunk(a_ChunkX, a_ChunkZ);
|
||||
auto Chunk = ConstructChunk(a_Chunk.m_ChunkX, a_Chunk.m_ChunkZ);
|
||||
if (Chunk == nullptr)
|
||||
{
|
||||
return nullptr;
|
||||
@ -126,7 +126,7 @@ cChunkPtr cChunkMap::GetChunkNoGen(int a_ChunkX, int a_ChunkZ)
|
||||
if (!Chunk->IsValid() && !Chunk->IsQueued())
|
||||
{
|
||||
Chunk->SetPresence(cChunk::cpQueued);
|
||||
m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkZ);
|
||||
m_World->GetStorage().QueueLoadChunk(a_Chunk.m_ChunkX, a_Chunk.m_ChunkZ);
|
||||
}
|
||||
|
||||
return Chunk;
|
||||
@ -739,17 +739,15 @@ bool cChunkMap::DoWithChunkAt(Vector3i a_BlockPos, std::function<bool(cChunk &)>
|
||||
|
||||
|
||||
|
||||
void cChunkMap::WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ)
|
||||
void cChunkMap::WakeUpSimulators(Vector3i a_Block)
|
||||
{
|
||||
cCSLock Lock(m_CSChunks);
|
||||
int ChunkX, ChunkZ;
|
||||
cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ);
|
||||
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
|
||||
cChunkPtr Chunk = GetChunkNoGen(cChunkDef::BlockToChunk(a_Block));
|
||||
if ((Chunk == nullptr) || !Chunk->IsValid())
|
||||
{
|
||||
return;
|
||||
}
|
||||
m_World->GetSimulatorManager()->WakeUp(a_BlockX, a_BlockY, a_BlockZ, Chunk);
|
||||
m_World->GetSimulatorManager()->WakeUp(a_Block, Chunk);
|
||||
}
|
||||
|
||||
|
||||
@ -1139,7 +1137,7 @@ void cChunkMap::SetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_B
|
||||
if ((Chunk != nullptr) && Chunk->IsValid())
|
||||
{
|
||||
Chunk->SetBlock(X, Y, Z, a_BlockType, a_BlockMeta, a_SendToClients);
|
||||
m_World->GetSimulatorManager()->WakeUp(a_BlockX, a_BlockY, a_BlockZ, Chunk);
|
||||
m_World->GetSimulatorManager()->WakeUp({a_BlockX, a_BlockY, a_BlockZ}, Chunk);
|
||||
}
|
||||
BlockHandler(a_BlockType)->OnPlaced(ChunkInterface, *m_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
|
||||
}
|
||||
@ -1360,7 +1358,7 @@ bool cChunkMap::DigBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
|
||||
}
|
||||
|
||||
DestChunk->SetBlock(PosX, PosY, PosZ, E_BLOCK_AIR, 0);
|
||||
m_World->GetSimulatorManager()->WakeUp(a_BlockX, a_BlockY, a_BlockZ, DestChunk);
|
||||
m_World->GetSimulatorManager()->WakeUp({a_BlockX, a_BlockY, a_BlockZ}, DestChunk);
|
||||
}
|
||||
|
||||
return true;
|
||||
@ -1821,8 +1819,8 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
|
||||
|
||||
// Wake up all simulators for the area, so that water and lava flows and sand falls into the blasted holes (FS #391):
|
||||
m_World->GetSimulatorManager()->WakeUpArea(cCuboid(
|
||||
bx - ExplosionSizeInt - 1, MinY, bz - ExplosionSizeInt - 1,
|
||||
bx + ExplosionSizeInt + 1, MaxY, bz + ExplosionSizeInt + 1
|
||||
{bx - ExplosionSizeInt - 1, MinY, bz - ExplosionSizeInt - 1},
|
||||
{bx + ExplosionSizeInt + 1, MaxY, bz + ExplosionSizeInt + 1}
|
||||
));
|
||||
}
|
||||
|
||||
|
@ -110,7 +110,14 @@ public:
|
||||
bool DoWithChunkAt(Vector3i a_BlockPos, std::function<bool(cChunk &)> a_Callback);
|
||||
|
||||
/** Wakes up simulators for the specified block */
|
||||
void WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
void WakeUpSimulators(Vector3i a_Block);
|
||||
|
||||
// DEPRECATED, use the vector-parametered version instead.
|
||||
void WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ)
|
||||
{
|
||||
LOGWARNING("cChunkMap::WakeUpSimulators(int, int, int) is deprecated, use cChunkMap::WakeUpSimulators(Vector3i) instead.");
|
||||
WakeUpSimulators(Vector3i(a_BlockX, a_BlockY, a_BlockZ));
|
||||
}
|
||||
|
||||
void MarkChunkDirty (int a_ChunkX, int a_ChunkZ);
|
||||
void MarkChunkSaving (int a_ChunkX, int a_ChunkZ);
|
||||
@ -484,7 +491,13 @@ private:
|
||||
cChunkPtr GetChunk(int a_ChunkX, int a_ChunkZ);
|
||||
|
||||
/** Constructs a chunk and queues the chunk for loading if not valid, returning it; doesn't generate */
|
||||
cChunkPtr GetChunkNoGen(int a_ChunkX, int a_ChunkZ);
|
||||
cChunkPtr GetChunkNoGen(cChunkCoords a_Chunk);
|
||||
|
||||
// Deprecated in favor of the vector version
|
||||
cChunkPtr GetChunkNoGen(int a_ChunkX, int a_ChunkZ)
|
||||
{
|
||||
return GetChunkNoGen(cChunkCoords(a_ChunkX, a_ChunkZ));
|
||||
}
|
||||
|
||||
/** Constructs a chunk, returning it. Doesn't load, doesn't generate */
|
||||
cChunkPtr GetChunkNoLoad(int a_ChunkX, int a_ChunkZ);
|
||||
|
@ -10,13 +10,6 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// cCuboid:
|
||||
|
||||
cCuboid & cCuboid::operator =(cCuboid a_Other)
|
||||
{
|
||||
std::swap(p1, a_Other.p1);
|
||||
std::swap(p2, a_Other.p2);
|
||||
return *this;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
@ -198,7 +191,7 @@ bool cCuboid::IsSorted(void) const
|
||||
|
||||
|
||||
|
||||
void cCuboid::Engulf(const Vector3i & a_Point)
|
||||
void cCuboid::Engulf(Vector3i a_Point)
|
||||
{
|
||||
if (a_Point.x < p1.x)
|
||||
{
|
||||
|
18
src/Cuboid.h
18
src/Cuboid.h
@ -13,16 +13,14 @@ public:
|
||||
Vector3i p1, p2;
|
||||
|
||||
cCuboid(void) {}
|
||||
cCuboid(const cCuboid & a_Cuboid) : p1(a_Cuboid.p1), p2(a_Cuboid.p2) {}
|
||||
cCuboid(const Vector3i & a_p1, const Vector3i & a_p2) : p1(a_p1), p2(a_p2) {}
|
||||
cCuboid(int a_X1, int a_Y1, int a_Z1) : p1(a_X1, a_Y1, a_Z1), p2(a_X1, a_Y1, a_Z1) {}
|
||||
cCuboid(int a_X1, int a_Y1, int a_Z1, int a_X2, int a_Y2, int a_Z2) : p1(a_X1, a_Y1, a_Z1), p2(a_X2, a_Y2, a_Z2) {}
|
||||
|
||||
// tolua_end
|
||||
|
||||
cCuboid & operator =(cCuboid a_Other);
|
||||
|
||||
// tolua_begin
|
||||
// DEPRECATED, use cCuboid(Vector3i, Vector3i) instead
|
||||
cCuboid(int a_X1, int a_Y1, int a_Z1, int a_X2, int a_Y2, int a_Z2) : p1(a_X1, a_Y1, a_Z1), p2(a_X2, a_Y2, a_Z2)
|
||||
{
|
||||
LOGWARNING("cCuboid(int, int, int, int, int, int) constructor is deprecated, use cCuboid(Vector3i, Vector3i) constructor instead.");
|
||||
}
|
||||
|
||||
void Assign(int a_X1, int a_Y1, int a_Z1, int a_X2, int a_Y2, int a_Z2);
|
||||
void Assign(const cCuboid & a_SrcCuboid);
|
||||
@ -53,7 +51,7 @@ public:
|
||||
);
|
||||
}
|
||||
|
||||
bool IsInside(const Vector3i & v) const
|
||||
bool IsInside(Vector3i v) const
|
||||
{
|
||||
return (
|
||||
(v.x >= p1.x) && (v.x <= p2.x) &&
|
||||
@ -71,7 +69,7 @@ public:
|
||||
);
|
||||
}
|
||||
|
||||
bool IsInside( const Vector3d & v) const
|
||||
bool IsInside(Vector3d v) const
|
||||
{
|
||||
return (
|
||||
(v.x >= p1.x) && (v.x <= p2.x) &&
|
||||
@ -105,7 +103,7 @@ public:
|
||||
bool IsSorted(void) const;
|
||||
|
||||
/** If needed, expands the cuboid so that it contains the specified point. Assumes sorted. Doesn't contract. */
|
||||
void Engulf(const Vector3i & a_Point);
|
||||
void Engulf(Vector3i a_Point);
|
||||
|
||||
private:
|
||||
|
||||
|
@ -18,8 +18,8 @@ uses a prefabricate in a cBlockArea for drawing itself.
|
||||
cPrefab::cPrefab(const cPrefab::sDef & a_Def) :
|
||||
m_Size(a_Def.m_SizeX, a_Def.m_SizeY, a_Def.m_SizeZ),
|
||||
m_HitBox(
|
||||
a_Def.m_HitboxMinX, a_Def.m_HitboxMinY, a_Def.m_HitboxMinZ,
|
||||
a_Def.m_HitboxMaxX, a_Def.m_HitboxMaxY, a_Def.m_HitboxMaxZ
|
||||
{a_Def.m_HitboxMinX, a_Def.m_HitboxMinY, a_Def.m_HitboxMinZ},
|
||||
{a_Def.m_HitboxMaxX, a_Def.m_HitboxMaxY, a_Def.m_HitboxMaxZ}
|
||||
),
|
||||
m_AllowedRotations(a_Def.m_AllowedRotations),
|
||||
m_MergeStrategy(a_Def.m_MergeStrategy),
|
||||
|
@ -128,7 +128,10 @@ public:
|
||||
m_Noise(a_Seed),
|
||||
m_MaxSize(a_MaxSize),
|
||||
m_Density(a_Density),
|
||||
m_Borders(a_OriginX - a_MaxSize, 0, a_OriginZ - a_MaxSize, a_OriginX + a_MaxSize, cChunkDef::Height - 1, a_OriginZ + a_MaxSize),
|
||||
m_Borders(
|
||||
{a_OriginX - a_MaxSize, 0, a_OriginZ - a_MaxSize},
|
||||
{a_OriginX + a_MaxSize, cChunkDef::Height - 1, a_OriginZ + a_MaxSize}
|
||||
),
|
||||
m_Prefabs(a_Prefabs),
|
||||
m_HeightGen(a_HeightGen)
|
||||
{
|
||||
|
@ -78,9 +78,9 @@ cDelayedFluidSimulator::cDelayedFluidSimulator(cWorld & a_World, BLOCKTYPE a_Flu
|
||||
|
||||
|
||||
|
||||
void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
|
||||
void cDelayedFluidSimulator::AddBlock(Vector3i a_Block, cChunk * a_Chunk)
|
||||
{
|
||||
if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
|
||||
if ((a_Block.y < 0) || (a_Block.y >= cChunkDef::Height))
|
||||
{
|
||||
// Not inside the world (may happen when rclk with a full bucket - the client sends Y = -1)
|
||||
return;
|
||||
@ -91,9 +91,9 @@ void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ,
|
||||
return;
|
||||
}
|
||||
|
||||
int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
|
||||
int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
|
||||
BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_BlockY, RelZ);
|
||||
int RelX = a_Block.x - a_Chunk->GetPosX() * cChunkDef::Width;
|
||||
int RelZ = a_Block.z - a_Chunk->GetPosZ() * cChunkDef::Width;
|
||||
BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_Block.y, RelZ);
|
||||
if (BlockType != m_FluidBlock)
|
||||
{
|
||||
return;
|
||||
@ -104,7 +104,7 @@ void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ,
|
||||
cDelayedFluidSimulatorChunkData::cSlot & Slot = ChunkData->m_Slots[m_AddSlotNum];
|
||||
|
||||
// Add, if not already present:
|
||||
if (!Slot.Add(RelX, a_BlockY, RelZ))
|
||||
if (!Slot.Add(RelX, a_Block.y, RelZ))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@ -54,7 +54,7 @@ public:
|
||||
cDelayedFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay);
|
||||
|
||||
// cSimulator overrides:
|
||||
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
|
||||
virtual void AddBlock(Vector3i a_Block, cChunk * a_Chunk) override;
|
||||
virtual void Simulate(float a_Dt) override;
|
||||
virtual void SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
|
||||
virtual cFluidSimulatorData * CreateChunkData(void) override { return new cDelayedFluidSimulatorChunkData(m_TickDelay); }
|
||||
|
@ -218,16 +218,16 @@ bool cFireSimulator::DoesBurnForever(BLOCKTYPE a_BlockType)
|
||||
|
||||
|
||||
|
||||
void cFireSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
|
||||
void cFireSimulator::AddBlock(Vector3i a_Block, cChunk * a_Chunk)
|
||||
{
|
||||
if ((a_Chunk == nullptr) || !a_Chunk->IsValid())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
|
||||
int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
|
||||
BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_BlockY, RelZ);
|
||||
int RelX = a_Block.x - a_Chunk->GetPosX() * cChunkDef::Width;
|
||||
int RelZ = a_Block.z - a_Chunk->GetPosZ() * cChunkDef::Width;
|
||||
BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_Block.y, RelZ);
|
||||
if (!IsAllowedBlock(BlockType))
|
||||
{
|
||||
return;
|
||||
@ -237,15 +237,15 @@ void cFireSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk *
|
||||
cFireSimulatorChunkData & ChunkData = a_Chunk->GetFireSimulatorData();
|
||||
for (cCoordWithIntList::iterator itr = ChunkData.begin(), end = ChunkData.end(); itr != end; ++itr)
|
||||
{
|
||||
if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ))
|
||||
if ((itr->x == RelX) && (itr->y == a_Block.y) && (itr->z == RelZ))
|
||||
{
|
||||
// Already present, skip adding
|
||||
return;
|
||||
}
|
||||
} // for itr - ChunkData[]
|
||||
|
||||
FLOG("FS: Adding block {%d, %d, %d}", a_BlockX, a_BlockY, a_BlockZ);
|
||||
ChunkData.push_back(cCoordWithInt(RelX, a_BlockY, RelZ, 100));
|
||||
FLOG("FS: Adding block {%d, %d, %d}", a_Block.x, a_Block.y, a_Block.z);
|
||||
ChunkData.push_back(cCoordWithInt(RelX, a_Block.y, RelZ, 100));
|
||||
}
|
||||
|
||||
|
||||
|
@ -43,7 +43,7 @@ protected:
|
||||
int m_ReplaceFuelChance;
|
||||
|
||||
|
||||
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
|
||||
virtual void AddBlock(Vector3i a_Block, cChunk * a_Chunk) override;
|
||||
|
||||
/** Returns the time [msec] after which the specified fire block is stepped again; based on surrounding fuels */
|
||||
int GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
|
||||
|
@ -325,7 +325,7 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i
|
||||
// Spread:
|
||||
FLOG(" Spreading to {%d, %d, %d} with meta %d", BlockX, a_RelY, BlockZ, a_NewMeta);
|
||||
a_NearChunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta);
|
||||
m_World.GetSimulatorManager()->WakeUp(BlockX, a_RelY, BlockZ, a_NearChunk);
|
||||
m_World.GetSimulatorManager()->WakeUp({BlockX, a_RelY, BlockZ}, a_NearChunk);
|
||||
|
||||
HardenBlock(a_NearChunk, a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta);
|
||||
}
|
||||
|
@ -31,9 +31,9 @@ public:
|
||||
return IsRedstone(a_BlockType);
|
||||
}
|
||||
|
||||
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override
|
||||
virtual void AddBlock(Vector3i a_Block, cChunk * a_Chunk) override
|
||||
{
|
||||
m_Data.WakeUp({ a_BlockX, a_BlockY, a_BlockZ });
|
||||
m_Data.WakeUp(a_Block);
|
||||
}
|
||||
|
||||
/** Returns if a block is a mechanism (something that accepts power and does something)
|
||||
|
@ -27,11 +27,9 @@ public:
|
||||
}
|
||||
|
||||
// cSimulator overrides:
|
||||
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override
|
||||
virtual void AddBlock(Vector3i a_Block, cChunk * a_Chunk) override
|
||||
{
|
||||
UNUSED(a_BlockX);
|
||||
UNUSED(a_BlockY);
|
||||
UNUSED(a_BlockZ);
|
||||
UNUSED(a_Block);
|
||||
UNUSED(a_Chunk);
|
||||
}
|
||||
virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);}
|
||||
|
@ -27,11 +27,9 @@ public:
|
||||
UNUSED(a_Chunk);
|
||||
}
|
||||
virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType) override { return false; }
|
||||
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override
|
||||
virtual void AddBlock(Vector3i a_Block, cChunk * a_Chunk) override
|
||||
{
|
||||
UNUSED(a_BlockX);
|
||||
UNUSED(a_BlockY);
|
||||
UNUSED(a_BlockZ);
|
||||
UNUSED(a_Block);
|
||||
UNUSED(a_Chunk);
|
||||
}
|
||||
|
||||
|
@ -33,7 +33,7 @@ public:
|
||||
virtual void Simulate(float a_Dt) = 0;
|
||||
virtual void SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) = 0;
|
||||
virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) = 0;
|
||||
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) = 0;
|
||||
virtual void AddBlock(Vector3i a_Block, cChunk * a_Chunk) = 0;
|
||||
|
||||
virtual cRedstoneSimulatorChunkData * CreateChunkData() = 0;
|
||||
|
||||
|
@ -101,15 +101,15 @@ bool cSandSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
|
||||
|
||||
|
||||
|
||||
void cSandSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
|
||||
void cSandSimulator::AddBlock(Vector3i a_Block, cChunk * a_Chunk)
|
||||
{
|
||||
if ((a_Chunk == nullptr) || !a_Chunk->IsValid())
|
||||
{
|
||||
return;
|
||||
}
|
||||
int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
|
||||
int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
|
||||
if (!IsAllowedBlock(a_Chunk->GetBlock(RelX, a_BlockY, RelZ)))
|
||||
int RelX = a_Block.x - a_Chunk->GetPosX() * cChunkDef::Width;
|
||||
int RelZ = a_Block.z - a_Chunk->GetPosZ() * cChunkDef::Width;
|
||||
if (!IsAllowedBlock(a_Chunk->GetBlock(RelX, a_Block.y, RelZ)))
|
||||
{
|
||||
return;
|
||||
}
|
||||
@ -118,14 +118,14 @@ void cSandSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk *
|
||||
cSandSimulatorChunkData & ChunkData = a_Chunk->GetSandSimulatorData();
|
||||
for (cSandSimulatorChunkData::iterator itr = ChunkData.begin(); itr != ChunkData.end(); ++itr)
|
||||
{
|
||||
if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ))
|
||||
if ((itr->x == RelX) && (itr->y == a_Block.y) && (itr->z == RelZ))
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
m_TotalBlocks += 1;
|
||||
ChunkData.push_back(cCoordWithInt(RelX, a_BlockY, RelZ));
|
||||
ChunkData.push_back(cCoordWithInt(RelX, a_Block.y, RelZ));
|
||||
}
|
||||
|
||||
|
||||
|
@ -59,7 +59,7 @@ protected:
|
||||
|
||||
int m_TotalBlocks; // Total number of blocks currently in the queue for simulating
|
||||
|
||||
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
|
||||
virtual void AddBlock(Vector3i a_Block, cChunk * a_Chunk) override;
|
||||
|
||||
/** Performs the instant fall of the block - removes it from top, Finishes it at the bottom */
|
||||
void DoInstantFall(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
|
||||
|
@ -18,20 +18,20 @@
|
||||
|
||||
|
||||
|
||||
void cSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
|
||||
void cSimulator::WakeUp(Vector3i a_Block, cChunk * a_Chunk)
|
||||
{
|
||||
AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
|
||||
AddBlock(a_BlockX - 1, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 1, a_BlockZ));
|
||||
AddBlock(a_BlockX + 1, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 1, a_BlockZ));
|
||||
AddBlock(a_BlockX, a_BlockY, a_BlockZ - 1, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 1));
|
||||
AddBlock(a_BlockX, a_BlockY, a_BlockZ + 1, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ + 1));
|
||||
if (a_BlockY > 0)
|
||||
AddBlock(a_Block, a_Chunk);
|
||||
AddBlock(a_Block + Vector3i(-1, 0, 0), a_Chunk->GetNeighborChunk(a_Block.x - 1, a_Block.z));
|
||||
AddBlock(a_Block + Vector3i( 1, 0, 0), a_Chunk->GetNeighborChunk(a_Block.x + 1, a_Block.z));
|
||||
AddBlock(a_Block + Vector3i(0, 0, -1), a_Chunk->GetNeighborChunk(a_Block.x, a_Block.z - 1));
|
||||
AddBlock(a_Block + Vector3i(0, 0, 1), a_Chunk->GetNeighborChunk(a_Block.x, a_Block.z + 1));
|
||||
if (a_Block.y > 0)
|
||||
{
|
||||
AddBlock(a_BlockX, a_BlockY - 1, a_BlockZ, a_Chunk);
|
||||
AddBlock(a_Block + Vector3i(0, -1, 0), a_Chunk);
|
||||
}
|
||||
if (a_BlockY < cChunkDef::Height - 1)
|
||||
if (a_Block.y < cChunkDef::Height - 1)
|
||||
{
|
||||
AddBlock(a_BlockX, a_BlockY + 1, a_BlockZ, a_Chunk);
|
||||
AddBlock(a_Block + Vector3i(0, 1, 0), a_Chunk);
|
||||
}
|
||||
}
|
||||
|
||||
@ -47,12 +47,11 @@ void cSimulator::WakeUpArea(const cCuboid & a_Area)
|
||||
area.ClampY(0, cChunkDef::Height - 1);
|
||||
|
||||
// Add all blocks, in a per-chunk manner:
|
||||
int chunkStartX, chunkStartZ, chunkEndX, chunkEndZ;
|
||||
cChunkDef::BlockToChunk(area.p1.x, area.p1.z, chunkStartX, chunkStartZ);
|
||||
cChunkDef::BlockToChunk(area.p2.x, area.p2.z, chunkEndX, chunkEndZ);
|
||||
for (int cz = chunkStartZ; cz <= chunkEndZ; ++cz)
|
||||
cChunkCoords ChunkStart = cChunkDef::BlockToChunk(area.p1);
|
||||
cChunkCoords ChunkEnd = cChunkDef::BlockToChunk(area.p2);
|
||||
for (int cz = ChunkStart.m_ChunkZ; cz <= ChunkEnd.m_ChunkZ; ++cz)
|
||||
{
|
||||
for (int cx = chunkStartX; cx <= chunkEndX; ++cx)
|
||||
for (int cx = ChunkStart.m_ChunkX; cx <= ChunkEnd.m_ChunkX; ++cx)
|
||||
{
|
||||
m_World.DoWithChunk(cx, cz, [this, &area](cChunk & a_CBChunk) -> bool
|
||||
{
|
||||
@ -73,7 +72,7 @@ void cSimulator::WakeUpArea(const cCuboid & a_Area)
|
||||
{
|
||||
for (int x = startX; x <= endX; ++x)
|
||||
{
|
||||
AddBlock(x, y, z, &a_CBChunk);
|
||||
AddBlock({x, y, z}, &a_CBChunk);
|
||||
} // for x
|
||||
} // for z
|
||||
} // for y
|
||||
|
@ -39,7 +39,7 @@ public:
|
||||
}
|
||||
|
||||
/** Called when a block changes */
|
||||
void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk);
|
||||
void WakeUp(Vector3i a_Block, cChunk * a_Chunk);
|
||||
|
||||
/** Does the same processing as WakeUp, but for all blocks within the specified area.
|
||||
Has better performance than calling WakeUp for each block individually, due to neighbor-checking.
|
||||
@ -55,7 +55,7 @@ protected:
|
||||
friend class cChunk; // Calls AddBlock() in its WakeUpSimulators() function, to speed things up
|
||||
|
||||
/** Called to simulate a new block */
|
||||
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) = 0;
|
||||
virtual void AddBlock(Vector3i a_Block, cChunk * a_Chunk) = 0;
|
||||
|
||||
cWorld & m_World;
|
||||
} ;
|
||||
|
@ -58,11 +58,11 @@ void cSimulatorManager::SimulateChunk(std::chrono::milliseconds a_Dt, int a_Chun
|
||||
|
||||
|
||||
|
||||
void cSimulatorManager::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
|
||||
void cSimulatorManager::WakeUp(Vector3i a_Block, cChunk * a_Chunk)
|
||||
{
|
||||
for (cSimulators::iterator itr = m_Simulators.begin(); itr != m_Simulators.end(); ++itr)
|
||||
{
|
||||
itr->first->WakeUp(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
|
||||
itr->first->WakeUp(a_Block, a_Chunk);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -36,7 +36,7 @@ public:
|
||||
void SimulateChunk(std::chrono::milliseconds a_DT, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk);
|
||||
|
||||
/* Called when a single block changes, wakes all simulators up for the block and its face-neighbors. */
|
||||
void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk);
|
||||
void WakeUp(Vector3i a_Block, cChunk * a_Chunk);
|
||||
|
||||
/** Does the same processing as WakeUp, but for all blocks within the specified area.
|
||||
Has better performance than calling WakeUp for each block individually, due to neighbor-checking.
|
||||
|
@ -20,26 +20,26 @@ cVaporizeFluidSimulator::cVaporizeFluidSimulator(cWorld & a_World, BLOCKTYPE a_F
|
||||
|
||||
|
||||
|
||||
void cVaporizeFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
|
||||
void cVaporizeFluidSimulator::AddBlock(Vector3i a_Block, cChunk * a_Chunk)
|
||||
{
|
||||
if (a_Chunk == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
|
||||
int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
|
||||
BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_BlockY, RelZ);
|
||||
int RelX = a_Block.x - a_Chunk->GetPosX() * cChunkDef::Width;
|
||||
int RelZ = a_Block.z - a_Chunk->GetPosZ() * cChunkDef::Width;
|
||||
BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_Block.y, RelZ);
|
||||
if (
|
||||
(BlockType == m_FluidBlock) ||
|
||||
(BlockType == m_StationaryFluidBlock)
|
||||
)
|
||||
{
|
||||
a_Chunk->SetBlock(RelX, a_BlockY, RelZ, E_BLOCK_AIR, 0);
|
||||
a_Chunk->SetBlock(RelX, a_Block.y, RelZ, E_BLOCK_AIR, 0);
|
||||
a_Chunk->BroadcastSoundEffect(
|
||||
"block.fire.extinguish",
|
||||
static_cast<double>(a_BlockX),
|
||||
static_cast<double>(a_BlockY),
|
||||
static_cast<double>(a_BlockZ),
|
||||
static_cast<double>(a_Block.x),
|
||||
static_cast<double>(a_Block.y),
|
||||
static_cast<double>(a_Block.z),
|
||||
1.0f,
|
||||
0.6f
|
||||
);
|
||||
|
@ -25,7 +25,7 @@ public:
|
||||
cVaporizeFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid);
|
||||
|
||||
// cSimulator overrides:
|
||||
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
|
||||
virtual void AddBlock(Vector3i a_Block, cChunk * a_Chunk) override;
|
||||
virtual void Simulate(float a_Dt) override;
|
||||
} ;
|
||||
|
||||
|
@ -76,12 +76,12 @@ cChestWindow::~cChestWindow()
|
||||
bool cChestWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse)
|
||||
{
|
||||
m_PrimaryChest->SetNumberOfPlayers(m_PrimaryChest->GetNumberOfPlayers() - 1);
|
||||
m_PrimaryChest->GetWorld()->WakeUpSimulators(m_PrimaryChest->GetPosX(), m_PrimaryChest->GetPosY(), m_PrimaryChest->GetPosZ());
|
||||
m_PrimaryChest->GetWorld()->WakeUpSimulators(m_PrimaryChest->GetPos());
|
||||
|
||||
if (m_SecondaryChest != nullptr)
|
||||
{
|
||||
m_SecondaryChest->SetNumberOfPlayers(m_SecondaryChest->GetNumberOfPlayers() - 1);
|
||||
m_SecondaryChest->GetWorld()->WakeUpSimulators(m_SecondaryChest->GetPosX(), m_SecondaryChest->GetPosY(), m_SecondaryChest->GetPosZ());
|
||||
m_SecondaryChest->GetWorld()->WakeUpSimulators(m_SecondaryChest->GetPos());
|
||||
}
|
||||
|
||||
cWindow::ClosedByPlayer(a_Player, a_CanRefuse);
|
||||
@ -95,12 +95,12 @@ bool cChestWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse)
|
||||
void cChestWindow::OpenedByPlayer(cPlayer & a_Player)
|
||||
{
|
||||
m_PrimaryChest->SetNumberOfPlayers(m_PrimaryChest->GetNumberOfPlayers() + 1);
|
||||
m_PrimaryChest->GetWorld()->WakeUpSimulators(m_PrimaryChest->GetPosX(), m_PrimaryChest->GetPosY(), m_PrimaryChest->GetPosZ());
|
||||
m_PrimaryChest->GetWorld()->WakeUpSimulators(m_PrimaryChest->GetPos());
|
||||
|
||||
if (m_SecondaryChest != nullptr)
|
||||
{
|
||||
m_SecondaryChest->SetNumberOfPlayers(m_SecondaryChest->GetNumberOfPlayers() + 1);
|
||||
m_SecondaryChest->GetWorld()->WakeUpSimulators(m_SecondaryChest->GetPosX(), m_SecondaryChest->GetPosY(), m_SecondaryChest->GetPosZ());
|
||||
m_SecondaryChest->GetWorld()->WakeUpSimulators(m_SecondaryChest->GetPos());
|
||||
}
|
||||
|
||||
cWindow::OpenedByPlayer(a_Player);
|
||||
|
@ -1288,9 +1288,9 @@ void cWorld::UpdateSkyDarkness(void)
|
||||
|
||||
|
||||
|
||||
void cWorld::WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ)
|
||||
void cWorld::WakeUpSimulators(Vector3i a_Block)
|
||||
{
|
||||
return m_ChunkMap->WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ);
|
||||
return m_ChunkMap->WakeUpSimulators(a_Block);
|
||||
}
|
||||
|
||||
|
||||
@ -1299,7 +1299,17 @@ void cWorld::WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ)
|
||||
|
||||
void cWorld::WakeUpSimulatorsInArea(int a_MinBlockX, int a_MaxBlockX, int a_MinBlockY, int a_MaxBlockY, int a_MinBlockZ, int a_MaxBlockZ)
|
||||
{
|
||||
m_SimulatorManager->WakeUpArea(cCuboid(a_MinBlockX, a_MinBlockY, a_MinBlockZ, a_MaxBlockX, a_MaxBlockY, a_MaxBlockZ));
|
||||
LOGWARNING("cWorld::WakeUpSimulatorsInArea(int, int, int) is deprecated, use cWorld::WakeUpSimulatorsInArea(Vector3i) instead.");
|
||||
WakeUpSimulatorsInArea(cCuboid({a_MinBlockX, a_MinBlockY, a_MinBlockZ}, {a_MaxBlockX, a_MaxBlockY, a_MaxBlockZ}));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cWorld::WakeUpSimulatorsInArea(const cCuboid & a_Area)
|
||||
{
|
||||
m_SimulatorManager->WakeUpArea(a_Area);
|
||||
}
|
||||
|
||||
|
||||
@ -3204,7 +3214,7 @@ bool cWorld::DoWithPlayerByUUID(const AString & a_PlayerUUID, cLambdaPlayerCallb
|
||||
|
||||
|
||||
|
||||
cPlayer * cWorld::FindClosestPlayer(const Vector3d & a_Pos, float a_SightLimit, bool a_CheckLineOfSight)
|
||||
cPlayer * cWorld::FindClosestPlayer(Vector3d a_Pos, float a_SightLimit, bool a_CheckLineOfSight)
|
||||
{
|
||||
double ClosestDistance = a_SightLimit;
|
||||
cPlayer * ClosestPlayer = nullptr;
|
||||
|
26
src/World.h
26
src/World.h
@ -40,13 +40,13 @@ class cChunkGenerator; // The thread responsible for generating chunks
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class cBeaconEntity;
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class cBrewingstandEntity;
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class cChestEntity;
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class cCuboid;
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class cDispenserEntity;
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class cFlowerPotEntity;
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class cFurnaceEntity;
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class cNoteEntity;
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class cMobHeadEntity;
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class cCompositeChat;
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class cCuboid;
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class cSetChunkData;
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class cBroadcaster;
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class cDeadlockDetect;
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@ -277,7 +277,7 @@ public:
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bool FindAndDoWithPlayer(const AString & a_PlayerNameHint, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
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// TODO: This interface is dangerous - rewrite to DoWithClosestPlayer(pos, sight, action)
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cPlayer * FindClosestPlayer(const Vector3d & a_Pos, float a_SightLimit, bool a_CheckLineOfSight = true);
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cPlayer * FindClosestPlayer(Vector3d a_Pos, float a_SightLimit, bool a_CheckLineOfSight = true);
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/** Finds the player over his uuid and calls the callback */
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bool DoWithPlayerByUUID(const AString & a_PlayerUUID, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
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@ -412,11 +412,11 @@ public:
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// tolua_begin
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// Vector3i variants:
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void FastSetBlock(const Vector3i & a_Pos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) { FastSetBlock( a_Pos.x, a_Pos.y, a_Pos.z, a_BlockType, a_BlockMeta); }
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BLOCKTYPE GetBlock (const Vector3i & a_Pos) { return GetBlock( a_Pos.x, a_Pos.y, a_Pos.z); }
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NIBBLETYPE GetBlockMeta(const Vector3i & a_Pos) { return GetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z); }
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void SetBlockMeta(const Vector3i & a_Pos, NIBBLETYPE a_MetaData) { SetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z, a_MetaData); }
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NIBBLETYPE GetBlockBlockLight(const Vector3i & a_Pos) { return GetBlockBlockLight( a_Pos.x, a_Pos.y, a_Pos.z); }
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void FastSetBlock(Vector3i a_Pos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) { FastSetBlock( a_Pos.x, a_Pos.y, a_Pos.z, a_BlockType, a_BlockMeta); }
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BLOCKTYPE GetBlock (Vector3i a_Pos) { return GetBlock( a_Pos.x, a_Pos.y, a_Pos.z); }
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NIBBLETYPE GetBlockMeta(Vector3i a_Pos) { return GetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z); }
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void SetBlockMeta(Vector3i a_Pos, NIBBLETYPE a_MetaData) { SetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z, a_MetaData); }
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NIBBLETYPE GetBlockBlockLight(Vector3i a_Pos) { return GetBlockBlockLight( a_Pos.x, a_Pos.y, a_Pos.z); }
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// tolua_end
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/** Writes the block area into the specified coords.
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@ -484,9 +484,19 @@ public:
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double GetSpawnZ(void) const { return m_SpawnZ; }
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/** Wakes up the simulators for the specified block */
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virtual void WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ) override;
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virtual void WakeUpSimulators(Vector3i a_Block) override;
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/** Wakes up the simulators for the specified area of blocks */
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void WakeUpSimulatorsInArea(const cCuboid & a_Area);
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// DEPRECATED, use vector-parametered version instead
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void WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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LOGWARNING("cWorld::WakeUpSimulators(int, int, int) is deprecated, use cWorld::WakeUpSimulators(Vector3i) instead.");
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WakeUpSimulators({a_BlockX, a_BlockY, a_BlockZ});
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}
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// DEPRECATED, use vector-parametered version instead
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void WakeUpSimulatorsInArea(int a_MinBlockX, int a_MaxBlockX, int a_MinBlockY, int a_MaxBlockY, int a_MinBlockZ, int a_MaxBlockZ);
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// tolua_end
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Reference in New Issue
Block a user