#pragma once
#include "ChunkDef.h"
class cLuaChunk //tolua_export
{ //tolua_export
public:
cLuaChunk( cChunkDef::BlockTypes & a_BlockTypes
, cChunkDef::BlockNibbles & a_BlockNibbles
, cChunkDef::HeightMap & a_HeightMap
, cChunkDef::BiomeMap & a_BiomeMap
)
: m_BiomeMap( a_BiomeMap )
, m_BlockTypes( a_BlockTypes )
, m_BlockMeta( a_BlockNibbles )
, m_HeightMap( a_HeightMap )
, m_bUseDefaultBiomes( false )
, m_bUseDefaultComposition( false )
, m_bUseDefaultStructures( false )
, m_bUseDefaultFinish( false )
{
memset( m_BlockTypes, 0, sizeof( cChunkDef::BlockTypes ) );
memset( m_BlockMeta, 0, sizeof( cChunkDef::BlockNibbles ) );
memset( m_BiomeMap, 0, sizeof( cChunkDef::BiomeMap ) );
memset( m_HeightMap, 0, sizeof( cChunkDef::HeightMap ) );
}
~cLuaChunk()
{}
//tolua_begin
// Block functions
void FillBlocks( char a_BlockType, unsigned char a_BlockMeta )
{
const NIBBLETYPE CompressedMeta = a_BlockMeta | a_BlockMeta << 4;
memset( m_BlockTypes, a_BlockType, sizeof( cChunkDef::BlockTypes ) );
memset( m_BlockMeta, CompressedMeta, sizeof( cChunkDef::BlockNibbles ) );
}
void SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, unsigned char a_BlockMeta )
{
cChunkDef::SetBlock( m_BlockTypes, a_X, a_Y, a_Z, a_BlockType );
cChunkDef::SetNibble( m_BlockMeta, a_X, a_Y, a_Z, a_BlockMeta );
}
char GetBlock( int a_X, int a_Y, int a_Z )
{
return cChunkDef::GetBlock( m_BlockTypes, a_X, a_Y, a_Z );
}
char GetBlockMeta( int a_X, int a_Y, int a_Z )
{
return cChunkDef::GetNibble( m_BlockMeta, a_X, a_Y, a_Z );
}
// Biome functinos
void SetBiome( int a_X, int a_Z, int a_BiomeID )
{
cChunkDef::SetBiome( m_BiomeMap, a_X, a_Z, (EMCSBiome)a_BiomeID );
}
int GetBiome( int a_X, int a_Z )
{
return cChunkDef::GetBiome( m_BiomeMap, a_X, a_Z );
}
// Height functions
void SetHeight( int a_X, int a_Z, int a_Height )
{
cChunkDef::SetHeight( m_HeightMap, a_X, a_Z, a_Height );
}
int GetHeight( int a_X, int a_Z )
{
return cChunkDef::GetHeight( m_HeightMap, a_X, a_Z );
}
// Functions to explicitly tell the server to use default behavior for certain parts of generating terrain
void SetUseDefaultBiomes( bool a_bUseDefaultBiomes )
{
m_bUseDefaultBiomes = a_bUseDefaultBiomes;
}
bool IsUsingDefaultBiomes()
{
return m_bUseDefaultBiomes;
}
void SetUseDefaultComposition( bool a_bUseDefaultComposition )
{
m_bUseDefaultComposition = a_bUseDefaultComposition;
}
bool IsUsingDefaultComposition()
{
return m_bUseDefaultComposition;
}
void SetUseDefaultStructures( bool a_bUseDefaultStructures )
{
m_bUseDefaultStructures = a_bUseDefaultStructures;
}
bool IsUsingDefaultStructures()
{
return m_bUseDefaultStructures;
}
void SetUseDefaultFinish( bool a_bUseDefaultFinish )
{
m_bUseDefaultFinish = a_bUseDefaultFinish;
}
bool IsUsingDefaultFinish()
{
return m_bUseDefaultFinish;
}
//tolua_end
private:
bool m_bUseDefaultBiomes;
bool m_bUseDefaultComposition;
bool m_bUseDefaultStructures;
bool m_bUseDefaultFinish;
cChunkDef::BiomeMap & m_BiomeMap;
cChunkDef::BlockTypes & m_BlockTypes;
cChunkDef::BlockNibbles & m_BlockMeta;
cChunkDef::HeightMap & m_HeightMap;
}; //tolua_export