8a3174164b
Fixes #57
420 lines
21 KiB
C++
420 lines
21 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 "ChunkDef.h"
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class cWorld;
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class cItem;
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class MTRand;
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class cChunkStay;
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class cChunk;
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class cPlayer;
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class cChestEntity;
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class cDispenserEntity;
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class cDropperEntity;
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class cDropSpenserEntity;
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class cFurnaceEntity;
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class cPawn;
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class cPickup;
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class cChunkDataSerializer;
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class cBlockArea;
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typedef std::list<cClientHandle *> cClientHandleList;
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typedef cChunk * cChunkPtr;
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typedef cItemCallback<cEntity> cEntityCallback;
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typedef cItemCallback<cChestEntity> cChestCallback;
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typedef cItemCallback<cDispenserEntity> cDispenserCallback;
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typedef cItemCallback<cDropperEntity> cDropperCallback;
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typedef cItemCallback<cDropSpenserEntity> cDropSpenserCallback;
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typedef cItemCallback<cFurnaceEntity> cFurnaceCallback;
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typedef cItemCallback<cChunk> cChunkCallback;
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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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// Broadcast respective packets to all clients of the chunk where the event is taking place
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// (Please keep these alpha-sorted)
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void BroadcastAttachEntity(const cEntity & a_Entity, const cEntity * a_Vehicle);
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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);
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void BroadcastBlockBreakAnimation(int a_entityID, int a_blockX, int a_blockY, int a_blockZ, char a_stage, const cClientHandle * a_Exclude = NULL);
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void BroadcastBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude);
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void BroadcastChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude = NULL);
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void BroadcastCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude = NULL);
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void BroadcastDestroyEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntityHeadLook(const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntityLook(const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntityMetadata(const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntityRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntityRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntityStatus(const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntityVelocity(const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
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void BroadcastPlayerAnimation(const cPlayer & a_Player, char a_Animation, const cClientHandle * a_Exclude = NULL);
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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
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void BroadcastSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data, const cClientHandle * a_Exclude = NULL);
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void BroadcastSpawnEntity(cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
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void BroadcastThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude = NULL);
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void BroadcastUseBed(const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ );
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/// Sends the block entity, if it is at the coords specified, to a_Client
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void SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client);
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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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/// Calls the callback for the chunk specified, with ChunkMapCS locked; returns false if the chunk doesn't exist, otherwise returns the same value as the callback
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bool DoWithChunk(int a_ChunkX, int a_ChunkZ, cChunkCallback & a_Callback);
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/// Wakes up simulators for the specified block
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void WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ);
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/// Wakes up the simulators for the specified area of blocks
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void WakeUpSimulatorsInArea(int a_MinBlockX, int a_MaxBlockX, int a_MinBlockY, int a_MaxBlockY, int a_MinBlockZ, int a_MaxBlockZ);
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void MarkChunkDirty (int a_ChunkX, int a_ChunkZ);
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void MarkChunkSaving (int a_ChunkX, int a_ChunkZ);
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void MarkChunkSaved (int a_ChunkX, int a_ChunkZ);
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/** Sets the chunk data as either loaded from the storage or generated.
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a_BlockLight and a_BlockSkyLight are optional, if not present, chunk will be marked as unlighted.
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a_BiomeMap is optional, if not present, biomes will be calculated by the generator
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a_HeightMap is optional, if not present, will be calculated.
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If a_MarkDirty is set, the chunk is set as dirty (used after generating)
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*/
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void SetChunkData(
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int a_ChunkX, int a_ChunkZ,
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const BLOCKTYPE * a_BlockTypes,
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const NIBBLETYPE * a_BlockMeta,
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const NIBBLETYPE * a_BlockLight,
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const NIBBLETYPE * a_BlockSkyLight,
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const cChunkDef::HeightMap * a_HeightMap,
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const cChunkDef::BiomeMap & a_BiomeMap,
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cBlockEntityList & a_BlockEntities,
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bool a_MarkDirty
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);
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void ChunkLighted(
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int a_ChunkX, int a_ChunkZ,
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const cChunkDef::BlockNibbles & a_BlockLight,
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const cChunkDef::BlockNibbles & a_SkyLight
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);
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bool GetChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataCallback & a_Callback);
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/// Copies the chunk's blocktypes into a_Blocks; returns true if successful
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bool GetChunkBlockTypes (int a_ChunkX, int a_ChunkZ, BLOCKTYPE * a_Blocks);
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bool IsChunkValid (int a_ChunkX, int a_ChunkZ);
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bool HasChunkAnyClients (int a_ChunkX, int a_ChunkZ);
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int GetHeight (int a_BlockX, int a_BlockZ); // Waits for the chunk to get loaded / generated
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bool TryGetHeight (int a_BlockX, int a_BlockZ, int & a_Height); // Returns false if chunk not loaded / generated
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void FastSetBlocks (sSetBlockList & a_BlockList);
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void CollectPickupsByPlayer(cPlayer * a_Player);
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BLOCKTYPE GetBlock (int a_BlockX, int a_BlockY, int a_BlockZ);
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NIBBLETYPE GetBlockMeta (int a_BlockX, int a_BlockY, int a_BlockZ);
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NIBBLETYPE GetBlockSkyLight (int a_BlockX, int a_BlockY, int a_BlockZ);
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NIBBLETYPE GetBlockBlockLight(int a_BlockX, int a_BlockY, int a_BlockZ);
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void SetBlockMeta (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockMeta);
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void SetBlock (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta);
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void SetServerBlock (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta);
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bool GetBlockTypeMeta (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta);
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bool GetBlockInfo (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight);
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/// Replaces world blocks with a_Blocks, if they are of type a_FilterBlockType
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void ReplaceBlocks(const sSetBlockVector & a_Blocks, BLOCKTYPE a_FilterBlockType);
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/// Special function used for growing trees, replaces only blocks that tree may overwrite
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void ReplaceTreeBlocks(const sSetBlockVector & a_Blocks);
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EMCSBiome GetBiomeAt (int a_BlockX, int a_BlockZ);
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/// Retrieves block types of the specified blocks. If a chunk is not loaded, doesn't modify the block. Returns true if all blocks were read.
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bool GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure);
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bool DigBlock (int a_X, int a_Y, int a_Z);
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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_ChunkZ1, int a_ChunkX2, int a_ChunkZ2, cClientDiffCallback & a_Callback);
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/// Compares clients of two chunks, calls the callback accordingly
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void CompareChunkClients(cChunk * a_Chunk1, cChunk * a_Chunk2, 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_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_ChunkZ, cClientHandle * a_Client);
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/// Removes the client from all chunks it is present in
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void RemoveClientFromChunks(cClientHandle * a_Client);
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/// Adds the entity to its appropriate chunk, takes ownership of the entity pointer
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void AddEntity(cEntity * a_Entity);
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/// Returns true if the entity with specified ID is present in the chunks
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bool HasEntity(int a_EntityID);
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/// Removes the entity from its appropriate chunk
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void RemoveEntity(cEntity * a_Entity);
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/// Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true
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bool ForEachEntity(cEntityCallback & a_Callback); // Lua-accessible
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/// Calls the callback for each entity in the specified chunk; returns true if all entities processed, false if the callback aborted by returning true
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bool ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback); // Lua-accessible
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/// Destroys and returns a list of blocks destroyed in the explosion at the specified coordinates
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void DoExplosiontAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, cVector3iArray & a_BlockAffected);
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/// 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 and callback returned false.
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bool DoWithEntityByID(int a_UniqueID, cEntityCallback & a_Callback); // Lua-accessible
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/// Calls the callback for each chest in the specified chunk; returns true if all chests processed, false if the callback aborted by returning true
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bool ForEachChestInChunk (int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback); // Lua-accessible
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/// Calls the callback for each dispenser in the specified chunk; returns true if all dispensers processed, false if the callback aborted by returning true
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bool ForEachDispenserInChunk(int a_ChunkX, int a_ChunkZ, cDispenserCallback & a_Callback);
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/// Calls the callback for each dropper in the specified chunk; returns true if all droppers processed, false if the callback aborted by returning true
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bool ForEachDropperInChunk(int a_ChunkX, int a_ChunkZ, cDropperCallback & a_Callback);
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/// Calls the callback for each dropspenser in the specified chunk; returns true if all dropspensers processed, false if the callback aborted by returning true
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bool ForEachDropSpenserInChunk(int a_ChunkX, int a_ChunkZ, cDropSpenserCallback & a_Callback);
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/// Calls the callback for each furnace in the specified chunk; returns true if all furnaces processed, false if the callback aborted by returning true
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bool ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback & a_Callback); // Lua-accessible
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/// Calls the callback for the chest at the specified coords; returns false if there's no chest at those coords, true if found
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bool DoWithChestAt (int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback); // Lua-acessible
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/// 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
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bool DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback); // Lua-accessible
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/// Calls the callback for the dropper at the specified coords; returns false if there's no dropper at those coords or callback returns true, returns true if found
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bool DoWithDropperAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropperCallback & a_Callback); // Lua-accessible
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/// Calls the callback for the dropspenser at the specified coords; returns false if there's no dropspenser at those coords or callback returns true, returns true if found
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bool DoWithDropSpenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserCallback & a_Callback); // Lua-accessible
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/// 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
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bool DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback); // Lua-accessible
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/// Retrieves the test on the sign at the specified coords; returns false if there's no sign at those coords, true if found
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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
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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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/// Loads the chunk, if not already loaded. Doesn't generate. Returns true if chunk valid (even if already loaded before)
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bool LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Loads the chunks specified. Doesn't report failure, other than chunks being !IsValid()
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void LoadChunks(const cChunkCoordsList & a_Chunks);
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/// Marks the chunk as failed-to-load
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void ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Sets the sign text. Returns true if sign text changed.
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bool SetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4);
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/// Marks (a_Stay == true) or unmarks (a_Stay == false) chunks as non-unloadable; to be used only by cChunkStay!
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void ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay = true);
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/// Marks the chunk as being regenerated - all its clients want that chunk again (used by cWorld::RegenerateChunk() )
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void MarkChunkRegenerating(int a_ChunkX, int a_ChunkZ);
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bool IsChunkLighted(int a_ChunkX, int a_ChunkZ);
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/// Calls the callback for each chunk in the coords specified (all cords are inclusive). Returns true if all chunks have been processed successfully
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bool ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback);
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/// Writes the block area into the specified coords. Returns true if all chunks have been processed. Prefer cBlockArea::Write() instead.
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bool WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes);
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/// Returns the number of valid chunks and the number of dirty chunks
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void GetChunkStats(int & a_NumChunksValid, int & a_NumChunksDirty);
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/// Grows a melon or a pumpkin next to the block specified (assumed to be the stem)
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void GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, MTRand & a_Rand);
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/// Grows a sugarcane present at the block specified by the amount of blocks specified, up to the max height specified in the config
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void GrowSugarcane(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow);
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/// Grows a cactus present at the block specified by the amount of blocks specified, up to the max height specified in the config
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void GrowCactus(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow);
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/// Sets the blockticking to start at the specified block. Only one blocktick per chunk may be set, second call overwrites the first call
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void SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ);
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void Tick(float a_Dt);
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void UnloadUnusedChunks(void);
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void SaveAllChunks(void);
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cWorld * GetWorld(void) { return m_World; }
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int GetNumChunks(void);
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void ChunkValidated(void); // Called by chunks that have become valid
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/// Queues the specified block for ticking (block update)
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void QueueTickBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
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/// Returns the CS for locking the chunkmap; only cWorld::cLock may use this function!
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cCriticalSection & GetCS(void) { return m_CSLayers; }
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private:
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friend class cChunk; // The chunks can manipulate neighbors while in their Tick() method, using LockedGetBlock() and LockedSetBlock()
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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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/// Returns the specified chunk, or NULL if not created yet
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cChunk * FindChunk(int a_ChunkX, 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 GetChunkStats(int & a_NumChunksValid, int & a_NumChunksDirty) const;
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void Save(void);
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void UnloadUnusedChunks(void);
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void Tick(float a_Dt);
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void RemoveClient(cClientHandle * a_Client);
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/// Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true
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bool ForEachEntity(cEntityCallback & a_Callback); // Lua-accessible
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/// 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.
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bool DoWithEntityByID(int a_EntityID, cEntityCallback & a_Callback, bool & a_CallbackReturn); // Lua-accessible
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/// Returns true if there is an entity with the specified ID within this layer's chunks
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bool HasEntity(int a_EntityID);
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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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/// Finds the cChunkLayer object responsible for the specified chunk; returns NULL if not found. Assumes m_CSLayers is locked.
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cChunkLayer * FindLayerForChunk(int a_ChunkX, int a_ChunkZ);
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/// Returns the specified cChunkLayer object; returns NULL if not found. Assumes m_CSLayers is locked.
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cChunkLayer * FindLayer(int a_LayerX, int a_LayerZ);
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/// Returns the cChunkLayer object responsible for the specified chunk; creates it if not found.
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cChunkLayer * GetLayerForChunk (int a_ChunkX, int a_ChunkZ);
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/// Returns the specified cChunkLayer object; creates it if not found.
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cChunkLayer * GetLayer(int a_LayerX, int a_LayerZ);
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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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cChunkPtr GetChunkNoLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ); // Doesn't load, doesn't generate
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/// Gets a block in any chunk while in the cChunk's Tick() method; returns true if successful, false if chunk not loaded (doesn't queue load)
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bool LockedGetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta);
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/// Gets a block type in any chunk while in the cChunk's Tick() method; returns true if successful, false if chunk not loaded (doesn't queue load)
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bool LockedGetBlockType(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType);
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/// Gets a block meta in any chunk while in the cChunk's Tick() method; returns true if successful, false if chunk not loaded (doesn't queue load)
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bool LockedGetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE & a_BlockMeta);
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/// Sets a block in any chunk while in the cChunk's Tick() method; returns true if successful, false if chunk not loaded (doesn't queue load)
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bool LockedSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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/// Fast-sets a block in any chunk while in the cChunk's Tick() method; returns true if successful, false if chunk not loaded (doesn't queue load)
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bool LockedFastSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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/// Locates a chunk ptr in the chunkmap; doesn't create it when not found; assumes m_CSLayers is locked. To be called only from cChunkMap.
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cChunk * FindChunk(int a_ChunkX, int a_ChunkZ);
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};
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/** Makes chunks stay loaded until this object is cleared or destroyed
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Works by setting internal flags in the cChunk that it should not be unloaded.
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To optimize for speed, cChunkStay has an Enabled flag, it will "stay" the chunks only when enabled and it will refuse manipulations when enabled
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The object itself is not made thread-safe, it's supposed to be used from a single thread only.
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*/
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class cChunkStay
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{
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public:
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cChunkStay(cWorld * a_World);
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~cChunkStay();
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void Clear(void);
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void Add(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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void Remove(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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void Enable(void);
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void Disable(void);
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/// Queues each chunk in m_Chunks[] for loading / generating
|
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void Load(void);
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// Allow cChunkStay be passed to functions expecting a const cChunkCoordsList &
|
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operator const cChunkCoordsList(void) const {return m_Chunks; }
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protected:
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cWorld * m_World;
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bool m_IsEnabled;
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cChunkCoordsList m_Chunks;
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} ;
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