106 lines
3.8 KiB
C++
106 lines
3.8 KiB
C++
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// SetChunkData.h
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// Declares the cSetChunkData class used for sending loaded / generated chunk data into cWorld
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#pragma once
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#include "ChunkData.h"
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#include "BlockEntities/BlockEntity.h"
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class cSetChunkData
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{
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public:
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/** Constructs a new instance with empty data.
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Allocates new buffers for the block data.
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Prefer to use this constructor, then fill the object with data and then send it to cWorld, as this will
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reduce the copying required to queue the set operation. */
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cSetChunkData(int a_ChunkX, int a_ChunkZ, bool a_ShouldMarkDirty);
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/** Constructs a new instance based on data existing elsewhere, will copy all the memory. Prefer to use the
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other constructor as much as possible.
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Will move the entity list and blockentities into the internal storage, and invalidate a_Entities and
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a_BlockEntities.
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When passing an lvalue, a_Entities and a_BlockEntities must be explicitly converted to an rvalue beforehand
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with std::move().
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a_BlockTypes and a_BlockMetas must always be valid.
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If either of the light arrays are nullptr, the chunk data will be marked as not having any light at all and
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will be scheduled for re-lighting once it is set into the chunkmap.
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If a_Biomes is not valid, the internal flag is set and the world will calculate the biomes using the chunk
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generator when setting the chunk data.
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If a_HeightMap is not assigned, the world will calculate the heightmap based on the blocktypes when setting
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the chunk data. */
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cSetChunkData(
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int a_ChunkX, int a_ChunkZ,
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const BLOCKTYPE * a_BlockTypes,
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const NIBBLETYPE * a_BlockMetas,
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const NIBBLETYPE * a_BlockLight,
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const NIBBLETYPE * a_SkyLight,
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const cChunkDef::HeightMap * a_HeightMap,
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const cChunkDef::BiomeMap * a_Biomes,
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cEntityList && a_Entities,
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cBlockEntities && a_BlockEntities,
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bool a_ShouldMarkDirty
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);
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int GetChunkX(void) const { return m_ChunkX; }
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int GetChunkZ(void) const { return m_ChunkZ; }
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/** Returns the internal storage of block types, metas and lighting. */
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cChunkData & GetChunkData(void) { return m_ChunkData; }
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/** Returns the internal storage for heightmap, read-only. */
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const cChunkDef::HeightMap & GetHeightMap(void) const { return m_HeightMap; }
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/** Returns the internal storage for biomes, read-write. */
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cChunkDef::BiomeMap & GetBiomes(void) { return m_Biomes; }
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/** Returns the internal storage for entities, read-write. */
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cEntityList & GetEntities(void) { return m_Entities; }
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/** Returns the internal storage for block entities, read-write. */
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cBlockEntities & GetBlockEntities(void) { return m_BlockEntities; }
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/** Returns whether both light arrays stored in this object are valid. */
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bool IsLightValid(void) const { return m_IsLightValid; }
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/** Returns whether the heightmap stored in this object is valid. */
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bool IsHeightMapValid(void) const { return m_IsHeightMapValid; }
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/** Returns whether the biomes stored in this object are valid. */
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bool AreBiomesValid(void) const { return m_AreBiomesValid; }
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/** Returns whether the chunk should be marked as dirty after its data is set.
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Used by the generator to save chunks after generating. */
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bool ShouldMarkDirty(void) const { return m_ShouldMarkDirty; }
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/** Marks the biomes stored in this object as valid. */
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void MarkBiomesValid(void) { m_AreBiomesValid = true; }
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/** Calculates the heightmap based on the contained blocktypes and marks it valid. */
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void CalculateHeightMap(void);
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/** Removes the block entities that don't have a proper blocktype at their corresponding coords. */
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void RemoveInvalidBlockEntities(void);
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protected:
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int m_ChunkX;
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int m_ChunkZ;
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cListAllocationPool<cChunkData::sChunkSection> m_Pool;
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cChunkData m_ChunkData;
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cChunkDef::HeightMap m_HeightMap;
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cChunkDef::BiomeMap m_Biomes;
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cEntityList m_Entities;
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cBlockEntities m_BlockEntities;
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bool m_IsLightValid;
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bool m_IsHeightMapValid;
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bool m_AreBiomesValid;
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bool m_ShouldMarkDirty;
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};
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