#pragma once #include "Entities/Entity.h" #include "ChunkDef.h" #include "Simulator/FireSimulator.h" #include "Simulator/SandSimulator.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 cClientHandle; class cServer; class MTRand; class cPlayer; class cChunkMap; class cChestEntity; class cDispenserEntity; class cFurnaceEntity; class cBlockArea; class cPawn; class cPickup; class cChunkDataSerializer; class cBlockArea; class cFluidSimulatorData; typedef std::list cClientHandleList; typedef cItemCallback cEntityCallback; typedef cItemCallback cChestCallback; typedef cItemCallback cDispenserCallback; typedef cItemCallback cFurnaceCallback; // 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, // Chunk coords cChunkMap * a_ChunkMap, cWorld * a_World, // Parent objects cChunk * a_NeighborXM, cChunk * a_NeighborXP, cChunk * a_NeighborZM, cChunk * a_NeighborZP // Neighbor chunks ); ~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, 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); /// Writes the specified cBlockArea at the coords specified. Note that the coords may extend beyond the chunk! void WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes); /// 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); int GetPosX(void) const { return m_PosX; } int GetPosY(void) const { return m_PosY; } int GetPosZ(void) const { return m_PosZ; } cWorld * GetWorld(void) const { return m_World; } 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 ); } /// Queues a block change till the specified world tick void QueueSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Int64 a_Tick); /// Queues block for ticking (m_ToTickQueue) void QueueTickBlock(int a_RelX, int a_RelY, int a_RelZ); /// Queues all 6 neighbors of the specified block for ticking (m_ToTickQueue). If any are outside the chunk, relays the checking to the proper neighboring chunk void QueueTickBlockNeighbors(int a_RelX, int a_RelY, int a_RelZ); 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_RelX, int a_RelY, int a_RelZ) const; BLOCKTYPE GetBlock(int a_BlockIdx) const; void GetBlockTypeMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta); void GetBlockInfo (int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight); /** Returns the chunk into which the specified block belongs, by walking the neighbors. Will return self if appropriate. Returns NULL if not reachable through neighbors. */ cChunk * GetNeighborChunk(int a_BlockX, int a_BlockZ); /** Returns the chunk into which the relatively-specified block belongs, by walking the neighbors. Will return self if appropriate. Returns NULL if not reachable through neighbors. */ cChunk * GetRelNeighborChunk(int a_RelX, int a_RelZ); /** Returns the chunk into which the relatively-specified block belongs, by walking the neighbors. Also modifies the relative coords from this-relative to return-relative. Will return self if appropriate. Returns NULL if not reachable through neighbors. */ cChunk * GetRelNeighborChunkAdjustCoords(int & a_RelX, int & a_RelZ); EMCSBiome GetBiomeAt(int a_RelX, int a_RelZ) const {return cChunkDef::GetBiome(m_BiomeMap, a_RelX, a_RelZ); } void CollectPickupsByPlayer(cPlayer * a_Player); /// Sets the sign text. Returns true if successful. Also sends update packets to all clients in the chunk bool SetSignLines(int a_RelX, int a_RelY, int a_RelZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4); int GetHeight( int a_X, int a_Z ); void SendBlockTo(int a_RelX, int a_RelY, int a_RelZ, 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); bool HasEntity(int a_EntityID); /// 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 /// Calls the callback if the entity with the specified ID is found, with the entity object as the callback param. Returns true if entity found. bool DoWithEntityByID(int a_EntityID, cEntityCallback & a_Callback, bool & a_CallbackResult); // Lua-accessible /// 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 dispenser; returns true if all dispensers processed, false if the callback aborted by returning true bool ForEachDispenser(cDispenserCallback & a_Callback); /// Calls the callback for each dropper; returns true if all droppers processed, false if the callback aborted by returning true bool ForEachDropper(cDropperCallback & a_Callback); /// Calls the callback for each dropspenser; returns true if all dropspensers processed, false if the callback aborted by returning true bool ForEachDropSpenser(cDropSpenserCallback & a_Callback); /// 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 dispenser at the specified coords; returns false if there's no dispenser at those coords or callback returns true, returns true if found bool DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback); /// Calls the callback for the dispenser at the specified coords; returns false if there's no dropper at those coords or callback returns true, returns true if found bool DoWithDropperAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropperCallback & a_Callback); /// Calls the callback for the dispenser at the specified coords; returns false if there's no dropspenser at those coords or callback returns true, returns true if found bool DoWithDropSpenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserCallback & a_Callback); /// Calls the callback for the furnace at the specified coords; returns false if there's no furnace at those coords or callback returns true, returns 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 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(); // Broadcast various packets to all clients of this chunk: // (Please keep these alpha-sorted) void BroadcastAttachEntity (const cEntity & a_Entity, const cEntity * a_Vehicle); void BroadcastBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType, const cClientHandle * a_Exclude = NULL); void BroadcastBlockBreakAnimation(int a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage, const cClientHandle * a_Exclude = NULL); void BroadcastBlockEntity (int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude = NULL); void BroadcastChunkData (cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude = NULL); void BroadcastCollectPickup (const cPickup & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude = NULL); void BroadcastDestroyEntity (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL); void BroadcastEntityEquipment (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude = NULL); void BroadcastEntityHeadLook (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL); void BroadcastEntityLook (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL); void BroadcastEntityMetadata (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL); void BroadcastEntityRelMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL); void BroadcastEntityRelMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL); void BroadcastEntityStatus (const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude = NULL); void BroadcastEntityVelocity (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL); void BroadcastPlayerAnimation (const cPlayer & a_Player, char a_Animation, const cClientHandle * a_Exclude = NULL); void BroadcastSoundEffect (const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch, const cClientHandle * a_Exclude = NULL); // a_Src coords are Block * 8 void BroadcastSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data, const cClientHandle * a_Exclude = NULL); void BroadcastSpawnEntity (cEntity & a_Entity, const cClientHandle * a_Exclude = NULL); void BroadcastThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude = NULL); void BroadcastUseBed (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ ); void SendBlockEntity (int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client); Vector3i PositionToWorldPosition(const Vector3i & a_RelPos) { return PositionToWorldPosition(a_RelPos.x, a_RelPos.y, a_RelPos.z); } void PositionToWorldPosition(int a_RelX, int a_RelY, int a_RelZ, int & a_BlockX, int & a_BlockY, int & a_BlockZ); Vector3i PositionToWorldPosition(int a_RelX, int a_RelY, int a_RelZ ); 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) const {return cChunkDef::GetNibble(m_BlockMeta, a_RelX, a_RelY, a_RelZ); } inline NIBBLETYPE GetMeta(int a_BlockIdx) const {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 void SetMeta(int a_BlockIdx, NIBBLETYPE a_Meta) { cChunkDef::SetNibble(m_BlockMeta, a_BlockIdx, a_Meta); } inline NIBBLETYPE GetBlockLight(int a_RelX, int a_RelY, int a_RelZ) const {return cChunkDef::GetNibble(m_BlockLight, a_RelX, a_RelY, a_RelZ); } inline NIBBLETYPE GetSkyLight (int a_RelX, int a_RelY, int a_RelZ) const {return cChunkDef::GetNibble(m_BlockSkyLight, a_RelX, a_RelY, a_RelZ); } /// Same as GetBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s or 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) const; /// Same as GetBlockType(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success; only usable in Tick() bool UnboundedRelGetBlockType(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType) const; /// Same as GetBlockMeta(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success; only usable in Tick() bool UnboundedRelGetBlockMeta(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_BlockMeta) const; /// Same as SetBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s or 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_Neighbor-s or 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); /// Same as QueueTickBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s in such a case), ignores unsuccessful attempts void UnboundedQueueTickBlock(int a_RelX, int a_RelY, int a_RelZ); // Simulator data: cFireSimulatorChunkData & GetFireSimulatorData (void) { return m_FireSimulatorData; } cFluidSimulatorData * GetWaterSimulatorData(void) { return m_WaterSimulatorData; } cFluidSimulatorData * GetLavaSimulatorData (void) { return m_LavaSimulatorData; } cSandSimulatorChunkData & GetSandSimulatorData (void) { return m_SandSimulatorData; } cBlockEntity * GetBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ); cBlockEntity * GetBlockEntity(const Vector3i & a_BlockPos) { return GetBlockEntity(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z); } private: friend class cChunkMap; struct sSetBlockQueueItem { int m_RelX, m_RelY, m_RelZ; BLOCKTYPE m_BlockType; NIBBLETYPE m_BlockMeta; Int64 m_Tick; sSetBlockQueueItem(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Int64 a_Tick) : m_RelX(a_RelX), m_RelY(a_RelY), m_RelZ(a_RelZ) { } } ; typedef std::vector sSetBlockQueueVector; 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 std::vector m_ToTickBlocks; sSetBlockVector m_PendingSendBlocks; ///< Blocks that have changed and need to be sent to all clients sSetBlockQueueVector m_SetBlockQueue; ///< Block changes that are queued to a specific tick // 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; cChunk * m_NeighborXM; // Neighbor at [X - 1, Z] cChunk * m_NeighborXP; // Neighbor at [X + 1, Z] cChunk * m_NeighborZM; // Neighbor at [X, Z - 1] cChunk * m_NeighborZP; // Neighbor at [X, Z + 1] // Per-chunk simulator data: cFireSimulatorChunkData m_FireSimulatorData; cFluidSimulatorData * m_WaterSimulatorData; cFluidSimulatorData * m_LavaSimulatorData; cSandSimulatorChunkData m_SandSimulatorData; void RemoveBlockEntity(cBlockEntity * a_BlockEntity); void AddBlockEntity (cBlockEntity * a_BlockEntity); void SpreadLightOfBlock(NIBBLETYPE * a_LightBuffer, int a_X, int a_Y, int a_Z, char a_Falloff); /// Creates a block entity for each block that needs a block entity and doesn't have one in the list void CreateBlockEntities(void); /// Wakes up each simulator for its specific blocks; through all the blocks in the chunk void WakeUpSimulators(void); // Makes a copy of the list cClientHandleList GetAllClients(void) const {return m_LoadedByClient; } /// Sends m_PendingSendBlocks to all clients void BroadcastPendingBlockChanges(void); /// Checks the block scheduled for checking in m_ToTickBlocks[] void CheckBlocks(void); /// Ticks several random blocks in the chunk void TickBlocks(void); /// Adds snow to the top of snowy biomes and hydrates farmland / fills cauldrons in rainy biomes void ApplyWeatherToTop(void); /// 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); /// 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); /// Called by Tick() when an entity moves out of this chunk into a neighbor; moves the entity and sends spawn / despawn packet to clients void MoveEntityToNewChunk(cEntity * a_Entity); /// Processes all blocks that have been scheduled for replacement by the QueueSetBlock() function void ProcessQueuedSetBlocks(void); }; typedef cChunk * cChunkPtr; typedef std::list cChunkPtrList; #if C_CHUNK_USE_INLINE #include "Chunk.inl.h" #endif