#pragma once #include "cEntity.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 /** This is really only a placeholder to be used in places where we need to "make up" a chunk's Y coord. It will help us when the new chunk format comes out and we need to patch everything up for compatibility. */ #define ZERO_CHUNK_Y 0 namespace Json { class Value; }; class cWorld; class cFurnaceEntity; class cPacket; class cBlockEntity; class cClientHandle; class cServer; class MTRand; class cPlayer; class cChunkMap; typedef std::list cClientHandleList; typedef std::list cBlockEntityList; /** Interface class used for getting data out of a chunk using the GetAllData() function. Implementation must use the pointers immediately and NOT store any of them for later use */ class cChunkDataCallback { public: /// Called once to export blockdata virtual void BlockData(const char * a_Data) = 0; /// Called for each entity in the chunk virtual void Entity(cEntity * a_Entity) = 0; /// Called for each blockentity in the chunk virtual void BlockEntity(cBlockEntity * a_Entity) = 0; } ; /** Interface class used for comparing clients of two chunks. Used primarily for entity moving while both chunks are locked. */ class cClientDiffCallback { public: /// Called for clients that are in Chunk1 and not in Chunk2, virtual void Removed(cClientHandle * a_Client) = 0; /// Called for clients that are in Chunk2 and not in Chunk1. virtual void Added(cClientHandle * a_Client) = 0; } ; struct sSetBlock { int x, y, z; int ChunkX, ChunkZ; char BlockType, BlockMeta; sSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); // absolute block position }; typedef std::list< sSetBlock > sSetBlockList; // This class is not to be used directly // Instead, call actions on cChunkMap (such as cChunkMap::SetBlock() etc.) class cChunk { public: static const int c_NumBlocks = 16 * 128 * 16; static const int c_BlockDataSize = c_NumBlocks * 2 + (c_NumBlocks/2); // 2.5 * numblocks cChunk(int a_X, int a_Y, int a_Z, cChunkMap * a_ChunkMap, cWorld * a_World); ~cChunk(); bool IsValid(void) const {return m_IsValid; } // Returns true if the chunk is valid (loaded / generated) void SetValid(bool a_SendToClients = true); // Also wakes up all clients attached to this chunk to let them finish logging in 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); /* 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 char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities); /// Copies m_BlockData into a_Blocks, only the block types void GetBlocks(char a_Blocks[cChunk::c_NumBlocks]); /// 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; } void SendTo( cClientHandle * a_Client ); void SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); void FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, char a_BlockType, char a_BlockMeta ); // Doesn't force block updates on neighbors, use for simple changes such as grass growing etc. char GetBlock( int a_X, int a_Y, int a_Z ); char GetBlock( int a_BlockIdx ); 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); void UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z); // [x, y, z] in world block coords inline void RecalculateLighting() { m_bCalculateLighting = true; } // Recalculate lighting next tick void SpreadLight(char* a_LightBuffer); 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); // Loaded(blockdata, lightdata, blockentities, entities), // Generated(blockdata, lightdata, blockentities, entities), // GetBlockData(blockdatadest) etc. char* pGetBlockData() { return m_BlockData; } char* pGetType() { return m_BlockType; } char* pGetMeta() { return m_BlockMeta; } char* pGetLight() { return m_BlockLight; } char* pGetSkyLight() { return m_BlockSkyLight; } void CopyBlockDataFrom(const char * a_NewBlockData); // Copies all blockdata, recalculates heightmap (used by chunk loaders) char GetLight(char* a_Buffer, int a_BlockIdx); char GetLight(char* a_Buffer, int x, int y, int z); void SetLight(char* a_Buffer, int a_BlockIdx, char a_Light); void SetLight(char* a_Buffer, int x, int y, int z, char light); void PositionToWorldPosition(int a_ChunkX, int a_ChunkY, int a_ChunkZ, int & a_X, int & a_Y, int & a_Z); inline static unsigned int MakeIndex(int x, int y, int z ) { if( x < 16 && x > -1 && y < 128 && y > -1 && z < 16 && z > -1 ) { return y + (z * 128) + (x * 128 * 16); } return 0; } inline void MarkDirty(void) { m_IsDirty = true; m_IsSaving = false; } private: friend class cChunkMap; bool m_IsValid; // True if the chunk is loaded / generated 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::map< unsigned int, 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; bool m_bCalculateLighting; int m_PosX, m_PosY, m_PosZ; cWorld * m_World; cChunkMap * m_ChunkMap; char m_BlockData[c_BlockDataSize]; // Chunk data ready to be compressed and sent char *m_BlockType; // Pointers to an element in m_BlockData char *m_BlockMeta; // += NumBlocks char *m_BlockLight; // += NumBlocks/2 char *m_BlockSkyLight; // += NumBlocks/2 unsigned char m_HeightMap[16 * 16]; unsigned int m_BlockTickNum; unsigned 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 ); void SpreadLightOfBlock(char* a_LightBuffer, int a_X, int a_Y, int a_Z, char a_Falloff); void SpreadLightOfBlockX(char* a_LightBuffer, int a_X, int a_Y, int a_Z); void SpreadLightOfBlockY(char* a_LightBuffer, int a_X, int a_Y, int a_Z); void SpreadLightOfBlockZ(char* a_LightBuffer, int a_X, int a_Y, int a_Z); void CreateBlockEntities(void); // Makes a copy of the list cClientHandleList GetAllClients(void) const {return m_LoadedByClient; } }; typedef cChunk * cChunkPtr; typedef std::list cChunkPtrList; class cChunkCoords { public: int m_ChunkX; int m_ChunkY; int m_ChunkZ; cChunkCoords(int a_ChunkX, int a_ChunkY, int a_ChunkZ) : m_ChunkX(a_ChunkX), m_ChunkY(a_ChunkY), m_ChunkZ(a_ChunkZ) {} bool operator == (const cChunkCoords & a_Other) { return ((m_ChunkX == a_Other.m_ChunkX) && (m_ChunkY == a_Other.m_ChunkY) && (m_ChunkZ == a_Other.m_ChunkZ)); } } ; typedef std::list cChunkCoordsList; #if C_CHUNK_USE_INLINE #include "cChunk.inl.h" #endif