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# pragma once
# include "cEntity.h"
# include "ChunkDef.h"
# define C_CHUNK_USE_INLINE 1
// Do not touch
# if C_CHUNK_USE_INLINE
# define __C_CHUNK_INLINE__ inline
# else
# define __C_CHUNK_INLINE__
# endif
namespace Json
{
class Value ;
} ;
class cWorld ;
class cFurnaceEntity ;
class cPacket ;
class cClientHandle ;
class cServer ;
class MTRand ;
class cPlayer ;
class cChunkMap ;
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class cChestEntity ;
class cFurnaceEntity ;
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class cBlockArea ;
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class cPawn ;
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typedef std : : list < cClientHandle * > cClientHandleList ;
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typedef cItemCallback < cEntity > cEntityCallback ;
typedef cItemCallback < cChestEntity > cChestCallback ;
typedef cItemCallback < cFurnaceEntity > cFurnaceCallback ;
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// This class is not to be used directly
// Instead, call actions on cChunkMap (such as cChunkMap::SetBlock() etc.)
class cChunk :
public cChunkDef // The inheritance is "misused" here only to inherit the functions and constants defined in cChunkDef
{
public :
cChunk ( int a_ChunkX , int a_ChunkY , int a_ChunkZ , cChunkMap * a_ChunkMap , cWorld * a_World ) ;
~ cChunk ( ) ;
bool IsValid ( void ) const { return m_IsValid ; } // Returns true if the chunk block data is valid (loaded / generated)
void SetValid ( void ) ; // Also wakes up any calls to cChunkMap::GetHeight()
void MarkRegenerating ( void ) ; // Marks all clients attached to this chunk as wanting this chunk
bool IsDirty ( void ) const { return m_IsDirty ; } // Returns true if the chunk has changed since it was last saved
bool HasLoadFailed ( void ) const { return m_HasLoadFailed ; } // Returns true if the chunk failed to load and hasn't been generated since then
bool CanUnload ( void ) ;
bool IsLightValid ( void ) const { return m_IsLightValid ; }
/*
To save a chunk , the WSSchema must :
1. Mark the chunk as being saved ( MarkSaving ( ) )
2. Get the chunk ' s data using GetAllData ( )
3. Mark the chunk as saved ( MarkSaved ( ) )
If anywhere inside this sequence another thread mmodifies the chunk , the chunk will not get marked as saved in MarkSaved ( )
*/
void MarkSaving ( void ) ; // Marks the chunk as being saved.
void MarkSaved ( void ) ; // Marks the chunk as saved, if it didn't change from the last call to MarkSaving()
void MarkLoaded ( void ) ; // Marks the chunk as freshly loaded. Fails if the chunk is already valid
void MarkLoadFailed ( void ) ; // Marks the chunk as failed to load. Ignored is the chunk is already valid
/// Gets all chunk data, calls the a_Callback's methods for each data type
void GetAllData ( cChunkDataCallback & a_Callback ) ;
/// Sets all chunk data
void SetAllData (
const BLOCKTYPE * a_BlockTypes ,
const NIBBLETYPE * a_BlockMeta ,
const NIBBLETYPE * a_BlockLight ,
const NIBBLETYPE * a_BlockSkyLight ,
const cChunkDef : : HeightMap * a_HeightMap ,
const cChunkDef : : BiomeMap & a_BiomeMap ,
cEntityList & a_Entities ,
cBlockEntityList & a_BlockEntities
) ;
void SetLight (
const cChunkDef : : BlockNibbles & a_BlockLight ,
const cChunkDef : : BlockNibbles & a_SkyLight
) ;
/// Copies m_BlockData into a_BlockTypes, only the block types
void GetBlockTypes ( BLOCKTYPE * a_BlockTypes ) ;
/// Copies entire block data into a_BlockData, the entire 4 arrays (Type, Meta, Light, SkyLight)
void GetBlockData ( BLOCKTYPE * a_BlockData ) ;
/// Returns true if there is a block entity at the coords specified
bool HasBlockEntityAt ( int a_BlockX , int a_BlockY , int a_BlockZ ) ;
/// Sets or resets the internal flag that prevents chunk from being unloaded
void Stay ( bool a_Stay = true ) ;
void Tick ( float a_Dt , MTRand & a_TickRandom ) ;
int GetPosX ( ) { return m_PosX ; }
int GetPosY ( ) { return m_PosY ; }
int GetPosZ ( ) { return m_PosZ ; }
cWorld * GetWorld ( ) { return m_World ; }
// OBSOLETE void SendTo( cClientHandle * a_Client );
void SetBlock ( int a_RelX , int a_RelY , int a_RelZ , BLOCKTYPE a_BlockType , NIBBLETYPE a_BlockMeta ) ;
// SetBlock() does a lot of work (heightmap, tickblocks, blockentities) so a BlockIdx version doesn't make sense
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 ) ; }
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.
BLOCKTYPE GetBlock ( int a_X , int a_Y , int a_Z ) ;
BLOCKTYPE GetBlock ( int a_BlockIdx ) ;
void GetBlockTypeMeta ( int a_RelX , int a_RelY , int a_RelZ , BLOCKTYPE & a_BlockType , NIBBLETYPE & a_BlockMeta ) ;
EMCSBiome GetBiomeAt ( int a_RelX , int a_RelZ ) const { return cChunkDef : : GetBiome ( m_BiomeMap , a_RelX , a_RelZ ) ; }
void CollectPickupsByPlayer ( cPlayer * a_Player ) ;
void UpdateSign ( int a_PosX , int a_PosY , int a_PosZ , const AString & a_Line1 , const AString & a_Line2 , const AString & a_Line3 , const AString & a_Line4 ) ; // Also sends update packets to all clients in the chunk
int GetHeight ( int a_X , int a_Z ) ;
void SendBlockTo ( int a_X , int a_Y , int a_Z , cClientHandle * a_Client ) ;
/// Adds a client to the chunk; returns true if added, false if already there
bool AddClient ( cClientHandle * a_Client ) ;
void RemoveClient ( cClientHandle * a_Client ) ;
bool HasClient ( cClientHandle * a_Client ) ;
bool HasAnyClients ( void ) ; // Returns true if theres any client in the chunk; false otherwise
void AddEntity ( cEntity * a_Entity ) ;
void RemoveEntity ( cEntity * a_Entity ) ;
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/// Calls the callback for each entity; returns true if all entities processed, false if the callback aborted by returning true
bool ForEachEntity ( cEntityCallback & 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
bool ForEachChest ( cChestCallback & a_Callback ) ; // Lua-accessible
/// Calls the callback for each furnace; returns true if all furnaces processed, false if the callback aborted by returning true
bool ForEachFurnace ( cFurnaceCallback & a_Callback ) ; // Lua-accessible
/// Calls the callback for the chest at the specified coords; returns false if there's no chest at those coords, true if found
bool DoWithChestAt ( int a_BlockX , int a_BlockY , int a_BlockZ , cChestCallback & a_Callback ) ; // Lua-acessible
/// Calls the callback for the furnace at the specified coords; returns false if there's no furnace at those coords, true if found
bool DoWithFurnaceAt ( int a_BlockX , int a_BlockY , int a_BlockZ , cFurnaceCallback & a_Callback ) ; // Lua-accessible
/// Retrieves the test on the sign at the specified coords; returns false if there's no sign at those coords, true if found
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
void CalculateLighting ( ) ; // Recalculate right now
void CalculateHeightmap ( ) ;
// Broadcasts to all clients that have loaded this chunk
void Broadcast ( const cPacket & a_Packet , cClientHandle * a_Exclude = NULL ) { Broadcast ( & a_Packet , a_Exclude ) ; }
void Broadcast ( const cPacket * a_Packet , cClientHandle * a_Exclude = NULL ) ;
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void BroadcastPlayerAnimation ( const cPlayer & a_Player , char a_Animation , const cClientHandle * a_Exclude = NULL ) ;
void BroadcastEntityEquipment ( const cEntity & a_Entity , short a_SlotNum , const cItem & a_Item , const cClientHandle * a_Exclude = NULL ) ;
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void BroadcastRelEntMoveLook ( const cEntity & a_Entity , char a_RelX , char a_RelY , char a_RelZ , const cClientHandle * a_Exclude = NULL ) ;
void BroadcastRelEntMove ( const cEntity & a_Entity , char a_RelX , char a_RelY , char a_RelZ , const cClientHandle * a_Exclude = NULL ) ;
void BroadcastEntLook ( const cEntity & a_Entity , const cClientHandle * a_Exclude = NULL ) ;
void BroadcastEntHeadLook ( const cEntity & a_Entity , const cClientHandle * a_Exclude = NULL ) ;
void BroadcastBlockAction ( int a_BlockX , int a_BlockY , int a_BlockZ , char a_Byte1 , char a_Byte2 , const cClientHandle * a_Exclude = NULL ) ;
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void BroadcastDestroyEntity ( const cEntity & a_Entity , const cClientHandle * a_Exclude = NULL ) ;
void BroadcastEntityStatus ( const cEntity & a_Entity , char a_Status , const cClientHandle * a_Exclude = NULL ) ;
void BroadcastMetadata ( const cPawn & a_Pawn , const cClientHandle * a_Exclude = NULL ) ;
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void PositionToWorldPosition ( int a_ChunkX , int a_ChunkY , int a_ChunkZ , int & a_X , int & a_Y , int & a_Z ) ;
Vector3i PositionToWorldPosition ( const Vector3i & a_InChunkPos ) { return PositionToWorldPosition ( a_InChunkPos . x , a_InChunkPos . y , a_InChunkPos . z ) ; }
Vector3i PositionToWorldPosition ( int a_ChunkX , int a_ChunkY , int a_ChunkZ ) ;
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 ) { return cChunkDef : : GetNibble ( m_BlockMeta , a_RelX , a_RelY , a_RelZ ) ; }
inline NIBBLETYPE GetMeta ( int a_BlockIdx ) { return cChunkDef : : GetNibble ( m_BlockMeta , a_BlockIdx ) ; }
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 ) ; }
inline NIBBLETYPE GetLight ( int a_RelX , int a_RelY , int a_RelZ ) { return cChunkDef : : GetNibble ( m_BlockLight , a_RelX , a_RelY , a_RelZ ) ; }
inline NIBBLETYPE GetSkyLight ( int a_RelX , int a_RelY , int a_RelZ ) { return cChunkDef : : GetNibble ( m_BlockSkyLight , a_RelX , a_RelY , a_RelZ ) ; }
private :
friend class cChunkMap ;
bool m_IsValid ; // True if the chunk is loaded / generated
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
cCriticalSection m_CSBlockLists ;
std : : deque < unsigned int > m_ToTickBlocks ;
std : : vector < unsigned int > m_PendingSendBlocks ;
// A critical section is not needed, because all chunk access is protected by its parent ChunkMap's csLayers
cClientHandleList m_LoadedByClient ;
cClientHandleList m_UnloadQuery ;
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_PosY , m_PosZ ;
cWorld * m_World ;
cChunkMap * m_ChunkMap ;
// TODO: Make these pointers and don't allocate what isn't needed
BLOCKTYPE m_BlockTypes [ cChunkDef : : NumBlocks ] ;
NIBBLETYPE m_BlockMeta [ cChunkDef : : NumBlocks / 2 ] ;
NIBBLETYPE m_BlockLight [ cChunkDef : : NumBlocks / 2 ] ;
NIBBLETYPE m_BlockSkyLight [ cChunkDef : : NumBlocks / 2 ] ;
cChunkDef : : HeightMap m_HeightMap ;
cChunkDef : : BiomeMap m_BiomeMap ;
int m_BlockTickX , m_BlockTickY , m_BlockTickZ ;
void RemoveBlockEntity ( cBlockEntity * a_BlockEntity ) ;
void AddBlockEntity ( cBlockEntity * a_BlockEntity ) ;
cBlockEntity * GetBlockEntity ( int a_X , int a_Y , int a_Z ) ;
cBlockEntity * GetBlockEntity ( const Vector3i & a_BlockPos ) { return GetBlockEntity ( a_BlockPos . x , a_BlockPos . y , a_BlockPos . z ) ; }
void SpreadLightOfBlock ( NIBBLETYPE * a_LightBuffer , int a_X , int a_Y , int a_Z , char a_Falloff ) ;
void CreateBlockEntities ( void ) ;
// Makes a copy of the list
cClientHandleList GetAllClients ( void ) const { return m_LoadedByClient ; }
/// Checks the block scheduled for checking in m_ToTickBlocks[]
void CheckBlocks ( void ) ;
void TickBlocks ( MTRand & a_TickRandom ) ;
void TickGrass ( int a_RelX , int a_RelY , int a_RelZ , MTRand & a_TickRandom ) ;
void TickMelonPumpkin ( int a_RelX , int a_RelY , int a_RelZ , int a_BlockIdx , BLOCKTYPE a_BlockType , MTRand & a_TickRandom ) ;
void TickFarmland ( int a_RelX , int a_RelY , int a_RelZ ) ;
/// Grows sugarcane by the specified number of blocks, but no more than 3 blocks high (used by both bonemeal and ticking)
void 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)
void GrowCactus ( int a_RelX , int a_RelY , int a_RelZ , int a_NumBlocks ) ;
/// Grows a melon or a pumpkin next to the block specified (assumed to be the stem)
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)
bool HasNearLog ( cBlockArea & a_Area , int a_BlockX , int a_BlockY , int a_BlockZ ) ;
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/// Same as GetBlock(), but relative coords needn't be in this chunk (uses m_ChunkMap in such a case); returns true on success; only usable in Tick()
bool UnboundedRelGetBlock ( int a_RelX , int a_RelY , int a_RelZ , BLOCKTYPE & a_BlockType , NIBBLETYPE & a_BlockMeta ) ;
/// Same as SetBlock(), but relative coords needn't be in this chunk (uses m_ChunkMap in such a case); returns true on success; only usable in Tick()
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_ChunkMap in such a case); returns true on success; only usable in Tick()
bool UnboundedRelFastSetBlock ( int a_RelX , int a_RelY , int a_RelZ , BLOCKTYPE a_BlockType , NIBBLETYPE a_BlockMeta ) ;
} ;
typedef cChunk * cChunkPtr ;
typedef std : : list < cChunkPtr > cChunkPtrList ;
# if C_CHUNK_USE_INLINE
# include "cChunk.inl.h"
# endif