062b38b8b0
git-svn-id: http://mc-server.googlecode.com/svn/trunk@325 0a769ca7-a7f5-676a-18bf-c427514a06d6
176 lines
6.5 KiB
C++
176 lines
6.5 KiB
C++
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// cChunkMap.h
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// Interfaces to the cChunkMap class representing the chunk storage for a single world
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#pragma once
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#include "cChunk.h"
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class cWorld;
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class cEntity;
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class cItem;
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class MTRand;
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class cChunkMap
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{
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public:
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static const int LAYER_SIZE = 32;
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cChunkMap(cWorld* a_World );
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~cChunkMap();
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// Direct action methods:
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/// Broadcast a_Packet to all clients in the chunk specified
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void BroadcastToChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cPacket & a_Packet, cClientHandle * a_Exclude = NULL);
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/// Broadcasts a_Packet to all clients in the chunk where block [x, y, z] is, except to client a_Exclude
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void BroadcastToChunkOfBlock(int a_X, int a_Y, int a_Z, cPacket * a_Packet, cClientHandle * a_Exclude = NULL);
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/// a_Player rclked block entity at the coords specified, handle it
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void UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z);
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void MarkChunkDirty (int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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void MarkChunkSaving (int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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void MarkChunkSaved (int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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void ChunkDataLoaded (int a_ChunkX, int a_ChunkY, int a_ChunkZ, const char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities);
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void ChunkDataGenerated (int a_ChunkX, int a_ChunkY, int a_ChunkZ, const char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities);
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void GetChunkData (int a_ChunkX, int a_ChunkY, int a_ChunkZ, cChunkDataCallback * a_Callback);
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bool GetChunkBlocks (int a_ChunkX, int a_ChunkY, int a_ChunkZ, char * a_Blocks);
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bool IsChunkValid (int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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bool HasChunkAnyClients (int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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void SpreadChunkLighting(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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int GetHeight (int a_BlockX, int a_BlockZ);
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void FastSetBlocks (sSetBlockList & a_BlockList);
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void CollectPickupsByPlayer(cPlayer * a_Player);
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char GetBlock (int a_X, int a_Y, int a_Z);
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char GetBlockMeta (int a_X, int a_Y, int a_Z);
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void SetBlockMeta (int a_X, int a_Y, int a_Z, char a_BlockMeta);
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void SetBlock (int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta);
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bool DigBlock (int a_X, int a_Y, int a_Z, cItem & a_PickupItem);
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void SendBlockTo (int a_X, int a_Y, int a_Z, cPlayer * a_Player);
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/// Compares clients of two chunks, calls the callback accordingly
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void CompareChunkClients(int a_ChunkX1, int a_ChunkY1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkY2, int a_ChunkZ2, cClientDiffCallback & a_Callback);
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/// Adds client to a chunk, if not already present; returns true if added, false if present
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bool AddChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client);
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/// Removes the client from the chunk
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void RemoveChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client);
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/// Removes the client from all chunks specified
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void RemoveClientFromChunks(cClientHandle * a_Client, const cChunkCoordsList & a_Chunks);
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/// Sends a chunk to client, returns true if successful, false if not sent
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bool SendChunkTo(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client);
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/// Moves the entity from its current chunk to the new chunk specified
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void MoveEntityToChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Removes the entity from the chunk specified
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void RemoveEntityFromChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Touches the chunk, causing it to be loaded or generated
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void TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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void UpdateSign(int a_X, int a_Y, int a_Z, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4);
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void Tick( float a_Dt, MTRand & a_TickRand );
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void UnloadUnusedChunks();
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void SaveAllChunks();
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cWorld * GetWorld() { return m_World; }
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int GetNumChunks(void);
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/// Converts absolute block coords into relative (chunk + block) coords:
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inline static void AbsoluteToRelative(/* in-out */ int & a_X, int & a_Y, int & a_Z, /* out */ int & a_ChunkX, int & a_ChunkZ )
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{
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BlockToChunk(a_X, a_Y, a_Z, a_ChunkX, a_ChunkZ);
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a_X = a_X - a_ChunkX * 16;
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a_Z = a_Z - a_ChunkZ * 16;
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}
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/// Converts absolute block coords to chunk coords:
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inline static void BlockToChunk( int a_X, int a_Y, int a_Z, int & a_ChunkX, int & a_ChunkZ )
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{
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(void)a_Y;
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a_ChunkX = a_X / 16;
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if ((a_X < 0) && (a_X % 16 != 0))
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{
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a_ChunkX--;
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}
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a_ChunkZ = a_Z / 16;
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if ((a_Z < 0) && (a_Z % 16 != 0))
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{
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a_ChunkZ--;
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}
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}
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void ChunkValidated(void); // Called by chunks that have become valid
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private:
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friend class cChunk; // Temporary (until we have a separate Lighting thread), so that cChunk's lighting calc can ask for neighbor chunks
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class cChunkLayer
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{
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public:
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cChunkLayer(int a_LayerX, int a_LayerZ, cChunkMap * a_Parent);
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~cChunkLayer();
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/// Always returns an assigned chunkptr, but the chunk needn't be valid (loaded / generated) - callers must check
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cChunkPtr GetChunk( int a_ChunkX, int a_ChunkY, int a_ChunkZ );
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int GetX(void) const {return m_LayerX; }
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int GetZ(void) const {return m_LayerZ; }
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int GetNumChunksLoaded(void) const ;
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void Save(void);
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void UnloadUnusedChunks(void);
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void Tick( float a_Dt, MTRand & a_TickRand );
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protected:
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cChunkPtr m_Chunks[LAYER_SIZE * LAYER_SIZE];
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int m_LayerX;
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int m_LayerZ;
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cChunkMap * m_Parent;
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int m_NumChunksLoaded;
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};
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typedef std::list<cChunkLayer *> cChunkLayerList;
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// TODO: Use smart pointers for cChunkLayerList as well, so that ticking and saving needn't lock the entire layerlist
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// This however means that cChunkLayer needs to interlock its m_Chunks[]
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cChunkLayer * GetLayerForChunk( int a_ChunkX, int a_ChunkZ ); // Creates the layer if it doesn't already exist
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cChunkLayer * GetLayer( int a_LayerX, int a_LayerZ ); // Creates the layer if it doesn't already exist
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void RemoveLayer( cChunkLayer* a_Layer );
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cCriticalSection m_CSLayers;
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cChunkLayerList m_Layers;
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cEvent m_evtChunkValid; // Set whenever any chunk becomes valid, via ChunkValidated()
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cWorld * m_World;
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cChunkPtr GetChunk ( int a_ChunkX, int a_ChunkY, int a_ChunkZ ); // Also queues the chunk for loading / generating if not valid
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cChunkPtr GetChunkNoGen( int a_ChunkX, int a_ChunkY, int a_ChunkZ ); // Also queues the chunk for loading if not valid; doesn't generate
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};
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