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cuberite-2a/source/BlockArea.h

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// BlockArea.h
// Interfaces to the cBlockArea object representing an area of block data that can be queried from cWorld and then accessed again without further queries
// The object also supports writing the blockdata back into cWorld, even into other coords
// NOTE: All Nibble values (meta, blocklight, skylight) are stored one-nibble-per-byte for faster access / editting!
#pragma once
// fwd: "cWorld.h"
class cWorld;
// tolua_begin
class cBlockArea
{
// tolua_end
DISALLOW_COPY_AND_ASSIGN(cBlockArea);
// tolua_begin
public:
/// What data is to be queried (bit-mask)
enum
{
baTypes = 1,
baMetas = 2,
baLight = 4,
baSkyLight = 8,
} ;
cBlockArea(void);
~cBlockArea();
/// Clears the data stored to reclaim memory
void Clear(void);
/// Reads an area of blocks specified. Returns true if successful. All coords are inclusive.
bool Read(cWorld * a_World, int a_MinBlockX, int a_MaxBlockX, int a_MinBlockY, int a_MaxBlockY, int a_MinBlockZ, int a_MaxBlockZ, int a_DataTypes = baTypes | baMetas);
/// Writes the area back into cWorld at the coords specified. Returns true if successful in all chunks, false if only partially / not at all
bool Write(cWorld * a_World, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes = baTypes | baMetas);
/// For testing purposes only, dumps the area into a file.
void DumpToRawFile(const AString & a_FileName);
// TODO: Write() is not too good an interface: if it fails, there's no way to repeat only for the parts that didn't write
// A better way may be to return a list of cBlockAreas for each part that didn't succeed writing, so that the caller may try again
// Setters:
void SetRelBlockType (int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType);
void SetBlockType (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
void SetRelBlockMeta (int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_BlockMeta);
void SetBlockMeta (int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_BlockMeta);
void SetRelBlockLight (int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_BlockLight);
void SetBlockLight (int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_BlockLight);
void SetRelBlockSkyLight(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_BlockSkyLight);
void SetBlockSkyLight (int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_BlockSkyLight);
// Getters:
BLOCKTYPE GetRelBlockType (int a_RelX, int a_RelY, int a_RelZ) const;
BLOCKTYPE GetBlockType (int a_BlockX, int a_BlockY, int a_BlockZ) const;
NIBBLETYPE GetRelBlockMeta (int a_RelX, int a_RelY, int a_RelZ) const;
NIBBLETYPE GetBlockMeta (int a_BlockX, int a_BlockY, int a_BlockZ) const;
NIBBLETYPE GetRelBlockLight (int a_RelX, int a_RelY, int a_RelZ) const;
NIBBLETYPE GetBlockLight (int a_BlockX, int a_BlockY, int a_BlockZ) const;
NIBBLETYPE GetRelBlockSkyLight(int a_RelX, int a_RelY, int a_RelZ) const;
NIBBLETYPE GetBlockSkyLight (int a_BlockX, int a_BlockY, int a_BlockZ) const;
void GetBlockTypeMeta (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) const;
void GetRelBlockTypeMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) const;
int GetSizeX(void) const { return m_SizeX; }
int GetSizeY(void) const { return m_SizeY; }
int GetSizeZ(void) const { return m_SizeZ; }
int GetOriginX(void) const { return m_OriginX; }
int GetOriginY(void) const { return m_OriginY; }
int GetOriginZ(void) const { return m_OriginZ; }
/// Returns the datatypes that are stored in the object (bitmask of baXXX values)
int GetDataTypes(void) const;
bool HasBlockTypes (void) const { return (m_BlockTypes != NULL); }
bool HasBlockMetas (void) const { return (m_BlockMetas != NULL); }
bool HasBlockLights (void) const { return (m_BlockLight != NULL); }
bool HasBlockSkyLights(void) const { return (m_BlockSkyLight != NULL); }
// tolua_end
// Clients can use these for faster access to all blocktypes. Be careful though!
/// Returns the internal pointer to the block types
BLOCKTYPE * GetBlockTypes (void) { return m_BlockTypes; }
NIBBLETYPE * GetBlockMetas (void) { return m_BlockMetas; } // NOTE: one byte per block!
NIBBLETYPE * GetBlockLight (void) { return m_BlockLight; } // NOTE: one byte per block!
NIBBLETYPE * GetBlockSkyLight(void) { return m_BlockSkyLight; } // NOTE: one byte per block!
int GetBlockCount(void) const { return m_SizeX * m_SizeY * m_SizeZ; }
int MakeIndex(int a_RelX, int a_RelY, int a_RelZ) const;
protected:
class cChunkReader :
public cChunkDataCallback
{
public:
cChunkReader(cBlockArea & a_Area);
protected:
cBlockArea & m_Area;
int m_OriginX;
int m_OriginY;
int m_OriginZ;
int m_CurrentChunkX;
int m_CurrentChunkZ;
void CopyNibbles(NIBBLETYPE * a_AreaDst, const NIBBLETYPE * a_ChunkSrc);
// cChunkDataCallback overrides:
virtual bool Coords (int a_ChunkX, int a_ChunkZ) override;
virtual void BlockTypes (const BLOCKTYPE * a_BlockTypes) override;
virtual void BlockMeta (const NIBBLETYPE * a_BlockMetas) override;
virtual void BlockLight (const NIBBLETYPE * a_BlockLight) override;
virtual void BlockSkyLight(const NIBBLETYPE * a_BlockSkyLight) override;
} ;
int m_OriginX;
int m_OriginY;
int m_OriginZ;
int m_SizeX;
int m_SizeY;
int m_SizeZ;
BLOCKTYPE * m_BlockTypes;
NIBBLETYPE * m_BlockMetas; // Each meta is stored as a separate byte for faster access
NIBBLETYPE * m_BlockLight; // Each light value is stored as a separate byte for faster access
NIBBLETYPE * m_BlockSkyLight; // Each light value is stored as a separate byte for faster access
bool SetSize(int a_SizeX, int a_SizeY, int a_SizeZ, int a_DataTypes);
// Basic Setters:
void SetRelNibble(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_Value, NIBBLETYPE * a_Array);
void SetNibble (int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Value, NIBBLETYPE * a_Array);
// Basic Getters:
NIBBLETYPE GetRelNibble(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE * a_Array) const;
NIBBLETYPE GetNibble (int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE * a_Array) const;
// tolua_begin
} ;
// tolua_end