#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; class cChestEntity; class cFurnaceEntity; class cBlockArea; typedef std::list cClientHandleList; typedef cItemCallback cEntityCallback; typedef cItemCallback cChestCallback; 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, 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); /// 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 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 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); 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); void TickLeaves (int a_RelX, int a_RelY, int a_RelZ, MTRand & a_TickRandom); /// 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); /// 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 cChunkPtrList; #if C_CHUNK_USE_INLINE #include "cChunk.inl.h" #endif