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cuberite-2a/source/cChunk.h
faketruth 9af5ed43fd Made a couple of functions in cChunk inline, this should speed up several block operations on chunks
Players should not spawn in the ground anymore.
When an entity was added to cWorld twice (which shouldn't happen actually), the server would crash when the entity is destroyed, this should be fixed now.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@158 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-12-31 21:08:23 +00:00

144 lines
4.4 KiB
C++

#pragma once
#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
#include <list>
namespace Json
{
class Value;
};
class cWorld;
class cCriticalSection;
class cFurnaceEntity;
class cPacket;
class cBlockEntity;
class cEntity;
class cClientHandle;
class cServer;
class cChunk
{
public:
cChunk(int a_X, int a_Y, int a_Z, cWorld* a_World);
~cChunk();
void Initialize();
void Tick(float a_Dt);
int GetPosX() { return m_PosX; }
int GetPosY() { return m_PosY; }
int GetPosZ() { return m_PosZ; }
cWorld* GetWorld() { return m_World; }
void Send( cClientHandle* a_Client );
void AsyncUnload( cClientHandle* a_Client );
void SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta );
void FastSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta );
char GetBlock( int a_X, int a_Y, int a_Z );
char GetBlock( int a_BlockIdx );
cBlockEntity* GetBlockEntity( int a_X, int a_Y, int a_Z );
void RemoveBlockEntity( cBlockEntity* a_BlockEntity );
void AddBlockEntity( cBlockEntity* a_BlockEntity );
char GetHeight( int a_X, int a_Z );
void SendBlockTo( int a_X, int a_Y, int a_Z, cClientHandle* a_Client );
void AddClient( cClientHandle* a_Client );
void RemoveClient( cClientHandle* a_Client );
std::list< cEntity* > & GetEntities();// { return m_Entities; }
void AddEntity( cEntity & a_Entity );
bool RemoveEntity( cEntity & a_Entity, cChunk* a_CalledFrom = 0 );
void LockEntities();
void UnlockEntities();
const std::list< cClientHandle* > & GetClients();// { return m_LoadedByClient; }
inline void RecalculateLighting() { m_bCalculateLighting = true; } // Recalculate lighting next tick
inline void RecalculateHeightmap() { m_bCalculateHeightmap = true; } // Recalculate heightmap next tick
void SpreadLight(char* a_LightBuffer);
bool SaveToDisk();
bool LoadFromDisk();
// Broadcasts to all clients that have loaded this chunk
void Broadcast( const cPacket & a_Packet, cClientHandle* a_Exclude = 0 ) const;
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; }
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);
void AddTickBlockEntity( cFurnaceEntity* a_Entity );
void RemoveTickBlockEntity( cFurnaceEntity* a_Entity );
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;
}
static const int c_NumBlocks = 16*128*16;
static const int c_BlockDataSize = c_NumBlocks * 2 + (c_NumBlocks/2); // 2.5 * numblocks
private:
struct sChunkState;
sChunkState* m_pState;
friend class cChunkMap; // So it has access to buffers and shit
void LoadFromJson( const Json::Value & a_Value );
void SaveToJson( Json::Value & a_Value );
void GenerateTerrain();
void GenerateFoliage();
void CalculateLighting(); // Recalculate right now
void CalculateHeightmap();
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();
bool m_bCalculateLighting;
bool m_bCalculateHeightmap;
int m_PosX, m_PosY, m_PosZ;
cWorld* m_World;
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;
cCriticalSection* m_EntitiesCriticalSection;
};
#if C_CHUNK_USE_INLINE
# include "cChunk.inl.h"
#endif