610 lines
32 KiB
C++
610 lines
32 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 "ChunkData.h"
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#include "Simulator/FireSimulator.h"
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#include "Simulator/SandSimulator.h"
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#include "Simulator/RedstoneSimulator.h"
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#include "Blocks/GetHandlerCompileTimeTemplate.h"
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#include "ChunkMap.h"
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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 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 cBeaconEntity;
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class cBrewingstandEntity;
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class cBoundingBox;
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class cChestEntity;
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class cChunkDataCallback;
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class cCommandBlockEntity;
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class cDispenserEntity;
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class cFurnaceEntity;
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class cNoteEntity;
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class cMobHeadEntity;
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class cFlowerPotEntity;
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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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class cMobCensus;
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class cMobSpawner;
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class cSetChunkData;
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typedef std::list<cClientHandle *> cClientHandleList;
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typedef cItemCallback<cEntity> cEntityCallback;
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typedef cItemCallback<cBeaconEntity> cBeaconCallback;
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typedef cItemCallback<cBrewingstandEntity> cBrewingstandCallback;
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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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typedef cItemCallback<cNoteEntity> cNoteBlockCallback;
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typedef cItemCallback<cCommandBlockEntity> cCommandBlockCallback;
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typedef cItemCallback<cMobHeadEntity> cMobHeadCallback;
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typedef cItemCallback<cFlowerPotEntity> cFlowerPotCallback;
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// A convenience macro for calling GetChunkAndRelByAbsolute.
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#define PREPARE_REL_AND_CHUNK(Position, OriginalChunk) cChunk * Chunk; Vector3i Rel; bool RelSuccess = (OriginalChunk).GetChunkAndRelByAbsolute(Position, &Chunk, Rel);
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#define PREPARE_BLOCKDATA BLOCKTYPE BlockType; NIBBLETYPE BlockMeta;
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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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/** Represents the presence state of the chunk */
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enum ePresence
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{
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cpInvalid, /**< The chunk is not present at all and is not queued in the loader / generator */
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cpQueued, /**< The chunk is not present, but is queued for loading / generation */
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cpPresent, /**< The chunk is present */
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};
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cChunk(
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int a_ChunkX, 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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cAllocationPool<cChunkData::sChunkSection> & a_Pool
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);
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cChunk(cChunk & other);
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~cChunk();
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/** Returns true iff the chunk block data is valid (loaded / generated) */
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bool IsValid(void) const {return (m_Presence == cpPresent); }
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/** Returns true iff the chunk is in the queue for loading / generating */
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bool IsQueued(void) const {return (m_Presence == cpQueued); }
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/** Sets the chunk's presence.
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Wakes up any calls to cChunkMap::GetHeight() when setting to cpPresent. */
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void SetPresence(ePresence a_Presence);
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/** Called to indicate whether the chunk should be queued in the generator if it fails to load. Set by cChunkMap::GetChunk(). */
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void SetShouldGenerateIfLoadFailed(bool a_ShouldGenerateIfLoadFailed);
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/** Marks all clients attached to this chunk as wanting this chunk. Also sets presence to cpQueued. */
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void MarkRegenerating(void);
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/** Returns true iff the chunk has changed since it was last saved. */
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bool IsDirty(void) const {return m_IsDirty; }
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bool CanUnload(void);
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/** Returns true if the chunk could have been unloaded if it weren't dirty */
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bool CanUnloadAfterSaving(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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/** Marks the chunk as failed to load.
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If m_ShouldGenerateIfLoadFailed is set, queues the chunk for generating. */
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void MarkLoadFailed(void);
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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 as either loaded from the storage or generated.
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BlockLight and BlockSkyLight are optional, if not present, chunk will be marked as unlighted.
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Modifies the BlockEntity list in a_SetChunkData - moves the block entities into the chunk. */
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void SetAllData(cSetChunkData & a_SetChunkData);
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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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The flag is cumulative - it can be set multiple times and then needs to be un-set that many times
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before the chunk is unloadable again. */
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void Stay(bool a_Stay = true);
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/** Recence all mobs proximities to players in order to know what to do with them */
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void CollectMobCensus(cMobCensus & toFill);
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/** Try to Spawn Monsters inside chunk */
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void SpawnMobs(cMobSpawner & a_MobSpawner);
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void Tick(std::chrono::milliseconds a_Dt);
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/** Ticks a single block. Used by cWorld::TickQueuedBlocks() to tick the queued blocks */
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void TickBlock(int a_RelX, int a_RelY, int a_RelZ);
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int GetPosX(void) const { return m_PosX; }
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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, bool a_SendToClients = true);
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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 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, bool a_SendToClients = true); // 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(const Vector3i & a_RelCoords) const { return GetBlock(a_RelCoords.x, a_RelCoords.y, a_RelCoords.z); }
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void GetBlockTypeMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) const;
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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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/** Convert absolute coordinates into relative coordinates.
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Returns false on failure to obtain a valid chunk. Returns true otherwise.
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@param a_Position The position you'd like to convert, a_Position need not be in the calling chunk and can safely be out
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of its bounds, but for best performance, it should not be too far from the calling chunk.
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@param a_Chunk Returns the chunk in which a_Position is in. If a_Position is within the calling chunk's bounds,
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returns the calling chunk. For best performance, a_Position shouldn't be too far from the calling chunk.
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@param a_Rel Returns the converted relative position. Note that it is relative to the returned a_Chunk.
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The vector will not be modified if the function returns false. */
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bool GetChunkAndRelByAbsolute(const Vector3d & a_Position, cChunk ** a_Chunk, Vector3i & a_Rel);
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/** Convert absolute coordinates into relative coordinates.
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Returns false on failure to obtain a valid chunk. Returns true otherwise.
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@param a_Position The position you'd like to convert, a_Position need not be in the calling chunk and can safely be out
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of its bounds, but for best performance, it should not be too far from the calling chunk.
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@param a_Chunk Returns the chunk in which a_Position is in. If a_Position is within the calling chunk's bounds,
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returns the calling chunk. For best performance, a_Position shouldn't be too far from the calling chunk.
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@param a_Rel Returns the converted relative position. Note that it is relative to the returned a_Chunk.
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The vector will not be modified if the function returns false. */
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bool GetChunkAndRelByAbsolute(const Vector3i & a_Position, cChunk ** a_Chunk, Vector3i & a_Rel);
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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 nullptr 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 nullptr 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.
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Also modifies the relative coords from this-relative to return-relative.
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Will return self if appropriate.
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Will try walking the neighbors first; if that fails, will query the chunkmap
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*/
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cChunk * GetRelNeighborChunkAdjustCoords(int & a_RelX, int & a_RelZ) const;
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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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/** Sets the biome at the specified relative coords.
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Doesn't resend the chunk to clients. */
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void SetBiomeAt(int a_RelX, int a_RelZ, EMCSBiome a_Biome);
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/** Sets the biome in the specified relative coords area. All the coords are inclusive.
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Sends the chunk to all relevant clients. */
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void SetAreaBiome(int a_MinRelX, int a_MaxRelX, int a_MinRelZ, int a_MaxRelZ, EMCSBiome a_Biome);
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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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/** Removes the specified client from the chunk; ignored if client not in chunk. */
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void RemoveClient(cClientHandle * a_Client);
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/** Returns true if the specified client is present in this chunk. */
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bool HasClient(cClientHandle * a_Client);
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/** Returns true if theres any client in the chunk; false otherwise */
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bool HasAnyClients(void) const;
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void AddEntity(cEntity * a_Entity);
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void RemoveEntity(cEntity * a_Entity);
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bool HasEntity(UInt32 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 for each entity that has a nonempty intersection with the specified boundingbox.
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Returns true if all entities processed, false if the callback aborted by returning true. */
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bool ForEachEntityInBox(const cBoundingBox & a_Box, 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(UInt32 a_EntityID, cEntityCallback & a_Callback, bool & a_CallbackResult); // Lua-accessible
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bool DoWithEntityByID(UInt32 a_EntityID, cLambdaEntityCallback a_Callback, bool & a_CallbackResult); // Lambda version
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/** Calls the callback for each block entity; returns true if all block entities processed, false if the callback aborted by returning true */
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bool ForEachBlockEntity(cBlockEntityCallback & a_Callback); // Lua-accessible
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/** Calls the callback for each brewingstand; returns true if all brewingstands processed, false if the callback aborted by returning true */
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bool ForEachBrewingstand(cBrewingstandCallback & a_Callback); // 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 block entity at the specified coords; returns false if there's no block entity at those coords, true if found */
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bool DoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBlockEntityCallback & a_Callback); // Lua-acessible
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/** Calls the callback for the beacon at the specified coords; returns false if there's no beacon at those coords, true if found */
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bool DoWithBeaconAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBeaconCallback & a_Callback); // Lua-acessible
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/** Calls the callback for the brewingstand at the specified coords; returns false if there's no brewingstand at those coords, true if found */
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bool DoWithBrewingstandAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBrewingstandCallback & a_Callback); // Lua-acessible
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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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/** Calls the callback for the noteblock at the specified coords; returns false if there's no noteblock at those coords or callback returns true, returns true if found */
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bool DoWithNoteBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cNoteBlockCallback & a_Callback);
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/** Calls the callback for the command block at the specified coords; returns false if there's no command block at those coords or callback returns true, returns true if found */
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bool DoWithCommandBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cCommandBlockCallback & a_Callback);
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/** Calls the callback for the mob head block at the specified coords; returns false if there's no mob head block at those coords or callback returns true, returns true if found */
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bool DoWithMobHeadAt(int a_BlockX, int a_BlockY, int a_BlockZ, cMobHeadCallback & a_Callback);
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/** Calls the callback for the flower pot at the specified coords; returns false if there's no flower pot at those coords or callback returns true, returns true if found */
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bool DoWithFlowerPotAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFlowerPotCallback & a_Callback);
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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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/** Use block entity on coordinate.
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returns true if the use was successful, return false to use the block as a "normal" block */
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bool 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 CalculateHeightmap(const BLOCKTYPE * a_BlockTypes);
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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 = nullptr);
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void BroadcastBlockBreakAnimation(UInt32 a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage, const cClientHandle * a_Exclude = nullptr);
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void BroadcastBlockEntity (int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude = nullptr);
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void BroadcastCollectEntity (const cEntity & a_Entity, const cPlayer & a_Player, const cClientHandle * a_Exclude = nullptr);
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void BroadcastDestroyEntity (const cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr);
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void BroadcastDetachEntity (const cEntity & a_Entity, const cEntity & a_PreviousVehicle);
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void BroadcastEntityEffect (const cEntity & a_Entity, int a_EffectID, int a_Amplifier, short a_Duration, const cClientHandle * a_Exclude = nullptr);
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void BroadcastEntityEquipment (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude = nullptr);
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void BroadcastEntityHeadLook (const cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr);
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void BroadcastEntityLook (const cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr);
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void BroadcastEntityMetadata (const cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr);
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void BroadcastEntityRelMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = nullptr);
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void BroadcastEntityRelMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = nullptr);
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void BroadcastEntityStatus (const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude = nullptr);
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void BroadcastEntityVelocity (const cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr);
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void BroadcastEntityAnimation (const cEntity & a_Entity, char a_Animation, const cClientHandle * a_Exclude = nullptr);
|
|
void BroadcastParticleEffect (const AString & a_ParticleName, float a_SrcX, float a_SrcY, float a_SrcZ, float a_OffsetX, float a_OffsetY, float a_OffsetZ, float a_ParticleData, int a_ParticleAmount, cClientHandle * a_Exclude = nullptr);
|
|
void BroadcastRemoveEntityEffect (const cEntity & a_Entity, int a_EffectID, const cClientHandle * a_Exclude = nullptr);
|
|
void BroadcastSoundEffect (const AString & a_SoundName, double a_X, double a_Y, double a_Z, float a_Volume, float a_Pitch, const cClientHandle * a_Exclude = nullptr);
|
|
void BroadcastSoundParticleEffect(const EffectID a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data, const cClientHandle * a_Exclude = nullptr);
|
|
void BroadcastSpawnEntity (cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr);
|
|
void BroadcastThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude = nullptr);
|
|
void BroadcastUseBed (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ);
|
|
|
|
void SendBlockEntity (int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client);
|
|
|
|
Vector3i PositionToWorldPosition(const Vector3i & a_RelPos)
|
|
{
|
|
return PositionToWorldPosition(a_RelPos.x, a_RelPos.y, a_RelPos.z);
|
|
}
|
|
|
|
void PositionToWorldPosition(int a_RelX, int a_RelY, int a_RelZ, int & a_BlockX, int & a_BlockY, int & a_BlockZ);
|
|
Vector3i PositionToWorldPosition(int a_RelX, int a_RelY, int a_RelZ);
|
|
|
|
inline void MarkDirty(void)
|
|
{
|
|
m_IsDirty = true;
|
|
m_IsSaving = false;
|
|
}
|
|
|
|
/** Sets the blockticking to start at the specified block. Only one blocktick may be set, second call overwrites the first call */
|
|
inline void SetNextBlockTick(int a_RelX, int a_RelY, int a_RelZ)
|
|
{
|
|
m_BlockTickX = a_RelX;
|
|
m_BlockTickY = a_RelY;
|
|
m_BlockTickZ = a_RelZ;
|
|
}
|
|
|
|
inline NIBBLETYPE GetMeta(int a_RelX, int a_RelY, int a_RelZ) const
|
|
{
|
|
return m_ChunkData.GetMeta(a_RelX, a_RelY, a_RelZ);
|
|
}
|
|
|
|
/** Set a meta value, with the option of not informing the client and / or not marking dirty.
|
|
Used for setting metas that are of little value for saving to disk and / or for sending to the client,
|
|
such as leaf decay flags. */
|
|
inline void SetMeta(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_Meta, bool a_ShouldMarkDirty = true, bool a_ShouldInformClients = true)
|
|
{
|
|
bool hasChanged = m_ChunkData.SetMeta(a_RelX, a_RelY, a_RelZ, a_Meta);
|
|
if (hasChanged)
|
|
{
|
|
if (a_ShouldMarkDirty)
|
|
{
|
|
MarkDirty();
|
|
}
|
|
if (a_ShouldInformClients)
|
|
{
|
|
m_PendingSendBlocks.push_back(sSetBlock(m_PosX, m_PosZ, a_RelX, a_RelY, a_RelZ, GetBlock(a_RelX, a_RelY, a_RelZ), a_Meta));
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Light alterations based on time */
|
|
NIBBLETYPE GetTimeAlteredLight(NIBBLETYPE a_Skylight) const;
|
|
|
|
/** Get the level of artificial light illuminating the block (0 - 15) */
|
|
inline NIBBLETYPE GetBlockLight(int a_RelX, int a_RelY, int a_RelZ) const {return m_ChunkData.GetBlockLight(a_RelX, a_RelY, a_RelZ); }
|
|
|
|
/** Get the level of sky light illuminating the block (0 - 15) independent of daytime. */
|
|
inline NIBBLETYPE GetSkyLight (int a_RelX, int a_RelY, int a_RelZ) const {return m_ChunkData.GetSkyLight(a_RelX, a_RelY, a_RelZ); }
|
|
|
|
/** Get the level of sky light illuminating the block (0 - 15), taking daytime into a account. */
|
|
inline NIBBLETYPE GetSkyLightAltered (int a_RelX, int a_RelY, int a_RelZ) const {return GetTimeAlteredLight(m_ChunkData.GetSkyLight(a_RelX, a_RelY, a_RelZ)); }
|
|
|
|
/** Same as GetBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
|
|
bool UnboundedRelGetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) const;
|
|
|
|
/** Same as GetBlockType(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
|
|
bool UnboundedRelGetBlockType(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType) const;
|
|
|
|
/** Same as GetBlockMeta(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
|
|
bool UnboundedRelGetBlockMeta(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_BlockMeta) const;
|
|
|
|
/** Same as GetBlockBlockLight(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
|
|
bool UnboundedRelGetBlockBlockLight(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_BlockLight) const;
|
|
|
|
/** Same as GetBlockSkyLight(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
|
|
bool UnboundedRelGetBlockSkyLight(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_SkyLight) const;
|
|
|
|
/** Queries both BlockLight and SkyLight, relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
|
|
bool UnboundedRelGetBlockLights(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_BlockLight, NIBBLETYPE & a_SkyLight) const;
|
|
|
|
/** Same as SetBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
|
|
bool UnboundedRelSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
|
|
|
|
/** Same as FastSetBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
|
|
bool UnboundedRelFastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
|
|
|
|
/** Same as QueueTickBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s in such a case), ignores unsuccessful attempts */
|
|
void UnboundedQueueTickBlock(int a_RelX, int a_RelY, int a_RelZ);
|
|
|
|
|
|
|
|
// Per-chunk simulator data:
|
|
cFireSimulatorChunkData & GetFireSimulatorData (void) { return m_FireSimulatorData; }
|
|
cFluidSimulatorData * GetWaterSimulatorData(void) { return m_WaterSimulatorData; }
|
|
cFluidSimulatorData * GetLavaSimulatorData (void) { return m_LavaSimulatorData; }
|
|
cSandSimulatorChunkData & GetSandSimulatorData (void) { return m_SandSimulatorData; }
|
|
|
|
cRedstoneSimulatorChunkData * GetRedstoneSimulatorData(void) { return m_RedstoneSimulatorData; }
|
|
void SetRedstoneSimulatorData(cRedstoneSimulatorChunkData * a_Data) { m_RedstoneSimulatorData = a_Data; }
|
|
|
|
cBlockEntity * GetBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ);
|
|
cBlockEntity * GetBlockEntity(const Vector3i & a_BlockPos) { return GetBlockEntity(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z); }
|
|
|
|
/** Returns true if the chunk should be ticked in the tick-thread.
|
|
Checks if there are any clients and if the always-tick flag is set */
|
|
bool ShouldBeTicked(void) const;
|
|
|
|
/** Increments (a_AlwaysTicked == true) or decrements (false) the m_AlwaysTicked counter.
|
|
If the m_AlwaysTicked counter is greater than zero, the chunk is ticked in the tick-thread regardless of
|
|
whether it has any clients or not. When this is set, the chunk never unloads.
|
|
This function allows nesting and task-concurrency (multiple separate tasks can request ticking and as long
|
|
as at least one requests is active the chunk will be ticked). */
|
|
void SetAlwaysTicked(bool a_AlwaysTicked);
|
|
|
|
// Makes a copy of the list
|
|
cClientHandleList GetAllClients(void) const
|
|
{
|
|
return cClientHandleList(m_LoadedByClient.begin(), m_LoadedByClient.end());
|
|
}
|
|
|
|
private:
|
|
|
|
friend class cChunkMap;
|
|
|
|
struct sSetBlockQueueItem
|
|
{
|
|
Int64 m_Tick;
|
|
int m_RelX, m_RelY, m_RelZ;
|
|
BLOCKTYPE m_BlockType;
|
|
NIBBLETYPE m_BlockMeta;
|
|
BLOCKTYPE m_PreviousType;
|
|
|
|
sSetBlockQueueItem(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Int64 a_Tick, BLOCKTYPE a_PreviousBlockType) :
|
|
m_Tick(a_Tick), m_RelX(a_RelX), m_RelY(a_RelY), m_RelZ(a_RelZ), m_BlockType(a_BlockType), m_BlockMeta(a_BlockMeta), m_PreviousType(a_PreviousBlockType)
|
|
{
|
|
}
|
|
} ;
|
|
|
|
typedef std::vector<sSetBlockQueueItem> sSetBlockQueueVector;
|
|
|
|
|
|
/** Holds the presence status of the chunk - if it is present, or in the loader / generator queue, or unloaded */
|
|
ePresence m_Presence;
|
|
|
|
/** If the chunk fails to load, should it be queued in the generator or reset back to invalid? */
|
|
bool m_ShouldGenerateIfLoadFailed;
|
|
bool m_IsLightValid; // True if the blocklight and skylight are calculated
|
|
bool m_IsDirty; // True if the chunk has changed since it was last saved
|
|
bool m_IsSaving; // True if the chunk is being saved
|
|
bool m_HasLoadFailed; // True if chunk failed to load and hasn't been generated yet since then
|
|
|
|
std::vector<Vector3i> m_ToTickBlocks;
|
|
sSetBlockVector m_PendingSendBlocks; ///< Blocks that have changed and need to be sent to all clients
|
|
|
|
// A critical section is not needed, because all chunk access is protected by its parent ChunkMap's csLayers
|
|
std::vector<cClientHandle *> m_LoadedByClient;
|
|
cEntityList m_Entities;
|
|
cBlockEntityList m_BlockEntities;
|
|
|
|
/** Number of times the chunk has been requested to stay (by various cChunkStay objects); if zero, the chunk can be unloaded */
|
|
int m_StayCount;
|
|
|
|
int m_PosX, m_PosZ;
|
|
cWorld * m_World;
|
|
cChunkMap * m_ChunkMap;
|
|
|
|
cChunkData m_ChunkData;
|
|
|
|
cChunkDef::HeightMap m_HeightMap;
|
|
cChunkDef::BiomeMap m_BiomeMap;
|
|
|
|
int m_BlockTickX, m_BlockTickY, m_BlockTickZ;
|
|
|
|
cChunk * m_NeighborXM; // Neighbor at [X - 1, Z]
|
|
cChunk * m_NeighborXP; // Neighbor at [X + 1, Z]
|
|
cChunk * m_NeighborZM; // Neighbor at [X, Z - 1]
|
|
cChunk * m_NeighborZP; // Neighbor at [X, Z + 1]
|
|
|
|
// Per-chunk simulator data:
|
|
cFireSimulatorChunkData m_FireSimulatorData;
|
|
cFluidSimulatorData * m_WaterSimulatorData;
|
|
cFluidSimulatorData * m_LavaSimulatorData;
|
|
cSandSimulatorChunkData m_SandSimulatorData;
|
|
|
|
cRedstoneSimulatorChunkData * m_RedstoneSimulatorData;
|
|
|
|
/** If greater than zero, the chunk is ticked even if it has no clients.
|
|
Manipulated by the SetAlwaysTicked() function, allows for nested calls of the function.
|
|
This is the support for plugin-accessible chunk tick forcing. */
|
|
int m_AlwaysTicked;
|
|
|
|
|
|
// Pick up a random block of this chunk
|
|
void GetRandomBlockCoords(int & a_X, int & a_Y, int & a_Z);
|
|
void GetThreeRandomNumbers(int & a_X, int & a_Y, int & a_Z, int a_MaxX, int a_MaxY, int a_MaxZ);
|
|
|
|
void RemoveBlockEntity(cBlockEntity * a_BlockEntity);
|
|
void AddBlockEntity (cBlockEntity * a_BlockEntity);
|
|
|
|
/** Creates a block entity for each block that needs a block entity and doesn't have one in the list */
|
|
void CreateBlockEntities(void);
|
|
|
|
/** Wakes up each simulator for its specific blocks; through all the blocks in the chunk */
|
|
void WakeUpSimulators(void);
|
|
|
|
/** Sends m_PendingSendBlocks to all clients */
|
|
void BroadcastPendingBlockChanges(void);
|
|
|
|
/** Checks the block scheduled for checking in m_ToTickBlocks[] */
|
|
void CheckBlocks();
|
|
|
|
/** Ticks several random blocks in the chunk */
|
|
void TickBlocks(void);
|
|
|
|
/** Adds snow to the top of snowy biomes and hydrates farmland / fills cauldrons in rainy biomes */
|
|
void ApplyWeatherToTop(void);
|
|
|
|
/** Grows sugarcane by the specified number of blocks, but no more than 3 blocks high (used by both bonemeal and ticking); returns the amount of blocks the sugarcane grew inside this call */
|
|
int GrowSugarcane (int a_RelX, int a_RelY, int a_RelZ, int a_NumBlocks);
|
|
|
|
/** Grows cactus by the specified number of blocks, but no more than 3 blocks high (used by both bonemeal and ticking); returns the amount of blocks the cactus grew inside this call */
|
|
int GrowCactus (int a_RelX, int a_RelY, int a_RelZ, int a_NumBlocks);
|
|
|
|
/** Grows a tall grass present at the block specified to a two tall grass; returns true if the grass grew */
|
|
bool GrowTallGrass (int a_RelX, int a_RelY, int a_RelZ);
|
|
|
|
/** Grows a melon or a pumpkin next to the block specified (assumed to be the stem); returns true if the pumpkin or melon sucessfully grew */
|
|
bool GrowMelonPumpkin(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, MTRand & a_Random);
|
|
|
|
/** Called by Tick() when an entity moves out of this chunk into a neighbor; moves the entity and sends spawn / despawn packet to clients */
|
|
void MoveEntityToNewChunk(cEntity * a_Entity);
|
|
};
|
|
|
|
typedef cChunk * cChunkPtr;
|
|
|
|
typedef std::list<cChunkPtr> cChunkPtrList;
|
|
|
|
|
|
|
|
|