2012-03-14 16:56:09 -04:00
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// ChunkDef.h
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// Interfaces to helper types for chunk definitions. Most modules want to include this instead of cChunk.h
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#pragma once
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#include "Vector3i.h"
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/** This is really only a placeholder to be used in places where we need to "make up" a chunk's Y coord.
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It will help us when the new chunk format comes out and we need to patch everything up for compatibility.
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*/
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#define ZERO_CHUNK_Y 0
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// Used to smoothly convert to new axis ordering. One will be removed when deemed stable.
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#define AXIS_ORDER_YZX 1 // Original (1.1-)
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#define AXIS_ORDER_XZY 2 // New (1.2+)
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#define AXIS_ORDER AXIS_ORDER_XZY
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// fwd
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class cBlockEntity;
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class cEntity;
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class cClientHandle;
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class cBlockEntity;
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typedef std::list<cEntity *> cEntityList;
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typedef std::list<cBlockEntity *> cBlockEntityList;
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/// The datatype used by blockdata, metadata, blocklight and skylight
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typedef char BLOCKTYPE;
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2012-03-14 17:21:03 -04:00
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typedef char BIOMETYPE;
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2012-03-14 16:56:09 -04:00
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/// Constants used throughout the code, useful typedefs and utility functions
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class cChunkDef
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{
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public:
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static const int Width = 16;
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static const int Height = 256;
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static const int NumBlocks = Width * Height * Width;
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static const int BlockDataSize = NumBlocks * 2 + (NumBlocks / 2); // 2.5 * numblocks
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// Offsets to individual components in the joined blockdata array
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static const int MetaOffset = NumBlocks;
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static const int LightOffset = MetaOffset + NumBlocks / 2;
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static const int SkyLightOffset = LightOffset + NumBlocks / 2;
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static const unsigned int INDEX_OUT_OF_RANGE = 0xffffffff;
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typedef unsigned char HeightMap[Width * Width];
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/// Converts absolute block coords into relative (chunk + block) coords:
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inline static void AbsoluteToRelative(/* in-out */ int & a_X, int & a_Y, int & a_Z, /* out */ int & a_ChunkX, int & a_ChunkZ )
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{
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BlockToChunk(a_X, a_Y, a_Z, a_ChunkX, a_ChunkZ);
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a_X = a_X - a_ChunkX * Width;
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a_Z = a_Z - a_ChunkZ * Width;
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}
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/// Converts absolute block coords to chunk coords:
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inline static void BlockToChunk( int a_X, int a_Y, int a_Z, int & a_ChunkX, int & a_ChunkZ )
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{
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(void)a_Y;
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a_ChunkX = a_X / Width;
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if ((a_X < 0) && (a_X % Width != 0))
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{
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a_ChunkX--;
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}
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a_ChunkZ = a_Z / cChunkDef::Width;
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if ((a_Z < 0) && (a_Z % Width != 0))
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{
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a_ChunkZ--;
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}
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}
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inline static unsigned int MakeIndex(int x, int y, int z )
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{
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if( x < cChunkDef::Width && x > -1 && y < cChunkDef::Height && y > -1 && z < cChunkDef::Width && z > -1 )
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{
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return MakeIndexNoCheck(x, y, z);
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}
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return INDEX_OUT_OF_RANGE;
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}
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inline static unsigned int MakeIndexNoCheck(int x, int y, int z)
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{
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#if AXIS_ORDER == AXIS_ORDER_XZY
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// For some reason, NOT using the Horner schema is faster. Weird.
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return x + (z * cChunkDef::Width) + (y * cChunkDef::Width * cChunkDef::Width); // 1.2 is XZY
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#elif AXIS_ORDER == AXIS_ORDER_YZX
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return y + (z * cChunkDef::Width) + (x * cChunkDef::Height * cChunkDef::Width); // 1.1 is YZX
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#endif
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}
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inline static Vector3i IndexToCoordinate( unsigned int index )
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{
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#if AXIS_ORDER == AXIS_ORDER_XZY
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return Vector3i( // 1.2
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index % cChunkDef::Width, // X
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index / (cChunkDef::Width * cChunkDef::Width), // Y
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(index / cChunkDef::Width) % cChunkDef::Width // Z
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);
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#elif AXIS_ORDER == AXIS_ORDER_YZX
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return Vector3i( // 1.1
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index / (cChunkDef::Height * cChunkDef::Width), // X
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index % cChunkDef::Height, // Y
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(index / cChunkDef::Height) % cChunkDef::Width // Z
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);
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#endif
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}
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static BLOCKTYPE GetNibble(BLOCKTYPE * a_Buffer, int a_BlockIdx)
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{
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if ((a_BlockIdx > -1) && (a_BlockIdx < cChunkDef::NumBlocks))
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{
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return (a_Buffer[a_BlockIdx / 2] >> ((a_BlockIdx & 1) * 4)) & 0x0f;
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}
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return 0;
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}
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static BLOCKTYPE GetNibble(BLOCKTYPE * a_Buffer, int x, int y, int z)
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{
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if ((x < Width) && (x > -1) && (y < Height) && (y > -1) && (z < Width) && (z > -1))
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{
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int Index = MakeIndexNoCheck(x, y, z);
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return (a_Buffer[Index / 2] >> ((Index & 1) * 4)) & 0x0f;
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}
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return 0;
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}
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static void SetNibble(BLOCKTYPE * a_Buffer, int a_BlockIdx, BLOCKTYPE a_Nibble)
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{
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if ((a_BlockIdx > -1) && (a_BlockIdx < cChunkDef::NumBlocks))
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{
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a_Buffer[a_BlockIdx / 2] = (
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(a_Buffer[a_BlockIdx / 2] & (0xf0 >> ((a_BlockIdx & 1) * 4))) | // The untouched nibble
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((a_Nibble & 0x0f) << ((a_BlockIdx & 1) * 4)) // The nibble being set
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);
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}
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}
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static void SetNibble(BLOCKTYPE * a_Buffer, int x, int y, int z, BLOCKTYPE a_Nibble)
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{
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if ((x < cChunkDef::Width) && (x > -1) && (y < cChunkDef::Height) && (y > -1) && (z < cChunkDef::Width) && (z > -1))
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{
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int Index = MakeIndexNoCheck(x, y, z);
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a_Buffer[Index / 2] = (
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(a_Buffer[Index / 2] & (0xf0 >> ((Index & 1) * 4))) | // The untouched nibble
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((a_Nibble & 0x0f) << ((Index & 1) * 4)) // The nibble being set
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);
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}
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}
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inline static BLOCKTYPE GetNibble(BLOCKTYPE * a_Buffer, const Vector3i & a_BlockPos )
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{
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return GetNibble( a_Buffer, a_BlockPos.x, a_BlockPos.y, a_BlockPos.z );
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}
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inline static void SetNibble(BLOCKTYPE * a_Buffer, const Vector3i & a_BlockPos, char a_Value )
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{
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SetNibble( a_Buffer, a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, a_Value );
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}
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} ;
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/** Interface class used for getting data out of a chunk using the GetAllData() function.
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Implementation must use the pointers immediately and NOT store any of them for later use
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The virtual methods are called in the same order as they're declared here.
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*/
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class cChunkDataCallback abstract
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{
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public:
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/// Called once to provide heightmap data
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virtual void HeightMap(const cChunkDef::HeightMap * a_HeightMap) {};
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/// Called once to export block types
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virtual void BlockTypes (const BLOCKTYPE * a_Type) {};
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/// Called once to export block meta
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virtual void BlockMeta (const BLOCKTYPE * a_Meta) {};
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/// Called once to export block light
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virtual void BlockLight (const BLOCKTYPE * a_Meta) {};
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/// Called once to export sky light
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virtual void BlockSkyLight(const BLOCKTYPE * a_Meta) {};
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/// Called for each entity in the chunk
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virtual void Entity(cEntity * a_Entity) {};
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/// Called for each blockentity in the chunk
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virtual void BlockEntity(cBlockEntity * a_Entity) {};
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} ;
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/** A simple implementation of the cChunkDataCallback interface that collects all block data into a single buffer
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*/
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class cChunkDataCollector :
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public cChunkDataCallback
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{
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protected:
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BLOCKTYPE m_BlockData[cChunkDef::BlockDataSize];
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virtual void BlockTypes(const BLOCKTYPE * a_BlockTypes) override
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{
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memcpy(m_BlockData, a_BlockTypes, cChunkDef::NumBlocks);
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}
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virtual void BlockMeta(const BLOCKTYPE * a_BlockMeta) override
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{
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memcpy(m_BlockData + cChunkDef::NumBlocks, a_BlockMeta, cChunkDef::NumBlocks / 2);
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}
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virtual void BlockLight(const BLOCKTYPE * a_BlockLight) override
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{
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memcpy(m_BlockData + 3 * cChunkDef::NumBlocks / 2, a_BlockLight, cChunkDef::NumBlocks / 2);
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}
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virtual void BlockSkyLight(const BLOCKTYPE * a_BlockSkyLight) override
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{
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memcpy(m_BlockData + 2 * cChunkDef::NumBlocks, a_BlockSkyLight, cChunkDef::NumBlocks / 2);
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}
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} ;
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/** Interface class used for comparing clients of two chunks.
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Used primarily for entity moving while both chunks are locked.
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*/
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class cClientDiffCallback
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{
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public:
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/// Called for clients that are in Chunk1 and not in Chunk2,
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virtual void Removed(cClientHandle * a_Client) = 0;
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/// Called for clients that are in Chunk2 and not in Chunk1.
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virtual void Added(cClientHandle * a_Client) = 0;
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} ;
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struct sSetBlock
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{
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int x, y, z;
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int ChunkX, ChunkZ;
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char BlockType, BlockMeta;
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sSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); // absolute block position
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};
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typedef std::list< sSetBlock > sSetBlockList;
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class cChunkCoords
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{
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public:
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int m_ChunkX;
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int m_ChunkY;
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int m_ChunkZ;
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cChunkCoords(int a_ChunkX, int a_ChunkY, int a_ChunkZ) : m_ChunkX(a_ChunkX), m_ChunkY(a_ChunkY), m_ChunkZ(a_ChunkZ) {}
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bool operator == (const cChunkCoords & a_Other) const
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{
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return ((m_ChunkX == a_Other.m_ChunkX) && (m_ChunkY == a_Other.m_ChunkY) && (m_ChunkZ == a_Other.m_ChunkZ));
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}
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} ;
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typedef std::list<cChunkCoords> cChunkCoordsList;
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