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