// cChunkMap.h
// Interfaces to the cChunkMap class representing the chunk storage for a single world
#pragma once
#include "ChunkDef.h"
class cWorld;
class cWorldInterface;
class cItem;
class MTRand;
class cChunkStay;
class cChunk;
class cPlayer;
class cChestEntity;
class cDispenserEntity;
class cDropperEntity;
class cDropSpenserEntity;
class cFurnaceEntity;
class cNoteEntity;
class cCommandBlockEntity;
class cMobHeadEntity;
class cFlowerPotEntity;
class cPawn;
class cPickup;
class cChunkDataSerializer;
class cBlockArea;
class cMobCensus;
class cMobSpawner;
typedef std::list<cClientHandle *> cClientHandleList;
typedef cChunk * cChunkPtr;
typedef cItemCallback<cEntity> cEntityCallback;
typedef cItemCallback<cBlockEntity> cBlockEntityCallback;
typedef cItemCallback<cChestEntity> cChestCallback;
typedef cItemCallback<cDispenserEntity> cDispenserCallback;
typedef cItemCallback<cDropperEntity> cDropperCallback;
typedef cItemCallback<cDropSpenserEntity> cDropSpenserCallback;
typedef cItemCallback<cFlowerPotEntity> cFlowerPotCallback;
typedef cItemCallback<cFurnaceEntity> cFurnaceCallback;
typedef cItemCallback<cNoteEntity> cNoteBlockCallback;
typedef cItemCallback<cCommandBlockEntity> cCommandBlockCallback;
typedef cItemCallback<cMobHeadEntity> cMobHeadCallback;
typedef cItemCallback<cChunk> cChunkCallback;
class cChunkMap
{
public:
static const int LAYER_SIZE = 32;
cChunkMap(cWorld* a_World );
~cChunkMap();
// Broadcast respective packets to all clients of the chunk where the event is taking place
// (Please keep these alpha-sorted)
void BroadcastAttachEntity(const cEntity & a_Entity, const cEntity * a_Vehicle);
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);
void BroadcastBlockBreakAnimation(int a_entityID, int a_blockX, int a_blockY, int a_blockZ, char a_stage, const cClientHandle * a_Exclude = NULL);
void BroadcastBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude);
void BroadcastChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude = NULL);
void BroadcastCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude = NULL);
void BroadcastDestroyEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
void BroadcastEntityEffect(const cEntity & a_Entity, int a_EffectID, int a_Amplifier, short a_Duration, const cClientHandle * a_Exclude = NULL);
void BroadcastEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude = NULL);
void BroadcastEntityHeadLook(const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
void BroadcastEntityLook(const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
void BroadcastEntityMetadata(const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
void BroadcastEntityRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL);
void BroadcastEntityRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL);
void BroadcastEntityStatus(const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude = NULL);
void BroadcastEntityVelocity(const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
void BroadcastEntityAnimation(const cEntity & a_Entity, char a_Animation, const cClientHandle * a_Exclude = NULL);
void BroadcastParticleEffect(const AString & a_ParticleName, float a_SrcX, float a_SrcY, float a_SrcZ, float a_OffsetX, float a_OffsetY, float a_OffsetZ, float a_ParticleData, int a_ParticleAmmount, cClientHandle * a_Exclude = NULL);
void BroadcastRemoveEntityEffect (const cEntity & a_Entity, int a_EffectID, const cClientHandle * a_Exclude = NULL);
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
void BroadcastSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data, const cClientHandle * a_Exclude = NULL);
void BroadcastSpawnEntity(cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
void BroadcastThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude = NULL);
void BroadcastUseBed(const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ );
/** Sends the block entity, if it is at the coords specified, to a_Client */
void SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client);
/** a_Player rclked block entity at the coords specified, handle it */
void UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z);
/** 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 */
bool DoWithChunk(int a_ChunkX, int a_ChunkZ, cChunkCallback & a_Callback);
/** Wakes up simulators for the specified block */
void WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ);
/** Wakes up the simulators for the specified area of blocks */
void WakeUpSimulatorsInArea(int a_MinBlockX, int a_MaxBlockX, int a_MinBlockY, int a_MaxBlockY, int a_MinBlockZ, int a_MaxBlockZ);
void MarkChunkDirty (int a_ChunkX, int a_ChunkZ);
void MarkChunkSaving (int a_ChunkX, int a_ChunkZ);
void MarkChunkSaved (int a_ChunkX, int a_ChunkZ);
/** Sets the chunk data as either loaded from the storage or generated.
a_BlockLight and a_BlockSkyLight are optional, if not present, chunk will be marked as unlighted.
a_BiomeMap is optional, if not present, biomes will be calculated by the generator
a_HeightMap is optional, if not present, will be calculated.
If a_MarkDirty is set, the chunk is set as dirty (used after generating)
*/
void SetChunkData(
int a_ChunkX, int a_ChunkZ,
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,
cBlockEntityList & a_BlockEntities,
bool a_MarkDirty
);
void ChunkLighted(
int a_ChunkX, int a_ChunkZ,
const cChunkDef::BlockNibbles & a_BlockLight,
const cChunkDef::BlockNibbles & a_SkyLight
);
bool GetChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataCallback & a_Callback);
/** Copies the chunk's blocktypes into a_Blocks; returns true if successful */
bool GetChunkBlockTypes (int a_ChunkX, int a_ChunkZ, BLOCKTYPE * a_Blocks);
bool IsChunkValid (int a_ChunkX, int a_ChunkZ);
bool HasChunkAnyClients (int a_ChunkX, int a_ChunkZ);
int GetHeight (int a_BlockX, int a_BlockZ); // Waits for the chunk to get loaded / generated
bool TryGetHeight (int a_BlockX, int a_BlockZ, int & a_Height); // Returns false if chunk not loaded / generated
void FastSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
void FastSetQueuedBlocks();
void FastSetBlocks (sSetBlockList & a_BlockList);
void CollectPickupsByPlayer(cPlayer * a_Player);
BLOCKTYPE GetBlock (int a_BlockX, int a_BlockY, int a_BlockZ);
NIBBLETYPE GetBlockMeta (int a_BlockX, int a_BlockY, int a_BlockZ);
NIBBLETYPE GetBlockSkyLight (int a_BlockX, int a_BlockY, int a_BlockZ);
NIBBLETYPE GetBlockBlockLight(int a_BlockX, int a_BlockY, int a_BlockZ);
void SetBlockMeta (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockMeta);
void SetBlock (cWorldInterface & a_WorldInterface, int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta, bool a_SendToClients = true);
void QueueSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta, Int64 a_Tick, BLOCKTYPE a_PreviousBlockType = E_BLOCK_AIR);
bool GetBlockTypeMeta (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta);
bool GetBlockInfo (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight);
/** Replaces world blocks with a_Blocks, if they are of type a_FilterBlockType */
void ReplaceBlocks(const sSetBlockVector & a_Blocks, BLOCKTYPE a_FilterBlockType);
/** Special function used for growing trees, replaces only blocks that tree may overwrite */
void ReplaceTreeBlocks(const sSetBlockVector & a_Blocks);
/** Returns the biome at the specified coords. Reads the biome from the chunk, if loaded, otherwise uses the world generator to provide the biome value */
EMCSBiome GetBiomeAt (int a_BlockX, int a_BlockZ);
/** Sets the biome at the specified coords. Returns true if successful, false if not (chunk not loaded).
Doesn't resend the chunk to clients. */
bool SetBiomeAt(int a_BlockX, int a_BlockZ, EMCSBiome a_Biome);
/** Sets the biome at the area. Returns true if successful, false if any subarea failed (chunk not loaded).
(Re)sends the chunks to their relevant clients if successful. */
bool SetAreaBiome(int a_MinX, int a_MaxX, int a_MinZ, int a_MaxZ, EMCSBiome a_Biome);
/** 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. */
bool GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure);
bool DigBlock (int a_X, int a_Y, int a_Z);
void SendBlockTo(int a_X, int a_Y, int a_Z, cPlayer * a_Player);
/** Compares clients of two chunks, calls the callback accordingly */
void CompareChunkClients(int a_ChunkX1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkZ2, cClientDiffCallback & a_Callback);
/** Compares clients of two chunks, calls the callback accordingly */
void CompareChunkClients(cChunk * a_Chunk1, cChunk * a_Chunk2, cClientDiffCallback & a_Callback);
/** Adds client to a chunk, if not already present; returns true if added, false if present */
bool AddChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client);
/** Removes the client from the chunk */
void RemoveChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client);
/** Removes the client from all chunks it is present in */
void RemoveClientFromChunks(cClientHandle * a_Client);
/** Adds the entity to its appropriate chunk, takes ownership of the entity pointer */
void AddEntity(cEntity * a_Entity);
/** Returns true if the entity with specified ID is present in the chunks */
bool HasEntity(int a_EntityID);
/** Removes the entity from its appropriate chunk */
void RemoveEntity(cEntity * a_Entity);
/** Calls the callback for each entity in the entire world; 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 entity in the specified chunk; returns true if all entities processed, false if the callback aborted by returning true */
bool ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback); // Lua-accessible
/** Destroys and returns a list of blocks destroyed in the explosion at the specified coordinates */
void DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, cVector3iArray & a_BlockAffected);
/** 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. */
bool DoWithEntityByID(int a_UniqueID, cEntityCallback & a_Callback); // Lua-accessible
/** Calls the callback for each block entity in the specified chunk; returns true if all block entities processed, false if the callback aborted by returning true */
bool ForEachBlockEntityInChunk(int a_ChunkX, int a_ChunkZ, cBlockEntityCallback & a_Callback); // Lua-accessible
/** Calls the callback for each chest in the specified chunk; returns true if all chests processed, false if the callback aborted by returning true */
bool ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback); // Lua-accessible
/** Calls the callback for each dispenser in the specified chunk; returns true if all dispensers processed, false if the callback aborted by returning true */
bool ForEachDispenserInChunk(int a_ChunkX, int a_ChunkZ, cDispenserCallback & a_Callback);
/** Calls the callback for each dropper in the specified chunk; returns true if all droppers processed, false if the callback aborted by returning true */
bool ForEachDropperInChunk(int a_ChunkX, int a_ChunkZ, cDropperCallback & a_Callback);
/** Calls the callback for each dropspenser in the specified chunk; returns true if all dropspensers processed, false if the callback aborted by returning true */
bool ForEachDropSpenserInChunk(int a_ChunkX, int a_ChunkZ, cDropSpenserCallback & a_Callback);
/** Calls the callback for each furnace in the specified chunk; returns true if all furnaces processed, false if the callback aborted by returning true */
bool ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback & a_Callback); // Lua-accessible
/** Calls the callback for the block entity at the specified coords; returns false if there's no block entity at those coords, true if found */
bool DoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBlockEntityCallback & a_Callback); // Lua-acessible
/** 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 dispenser at the specified coords; returns false if there's no dispenser at those coords or callback returns true, returns true if found */
bool DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback); // Lua-accessible
/** 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 */
bool DoWithDropperAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropperCallback & a_Callback); // Lua-accessible
/** 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 */
bool DoWithDropSpenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserCallback & a_Callback); // Lua-accessible
/** 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 */
bool DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback); // Lua-accessible
/** Calls the callback for the noteblock at the specified coords; returns false if there's no noteblock at those coords or callback returns true, returns true if found */
bool DoWithNoteBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cNoteBlockCallback & a_Callback); // Lua-accessible
/** Calls the callback for the command block at the specified coords; returns false if there's no command block at those coords or callback returns true, returns true if found */
bool DoWithCommandBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cCommandBlockCallback & a_Callback); // Lua-accessible
/** Calls the callback for the mob head block at the specified coords; returns false if there's no mob head block at those coords or callback returns true, returns true if found */
bool DoWithMobHeadAt(int a_BlockX, int a_BlockY, int a_BlockZ, cMobHeadCallback & a_Callback); // Lua-accessible
/** Calls the callback for the flower pot at the specified coords; returns false if there's no flower pot at those coords or callback returns true, returns true if found */
bool DoWithFlowerPotAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFlowerPotCallback & 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
/** Touches the chunk, causing it to be loaded or generated */
void TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
/** Loads the chunk, if not already loaded. Doesn't generate. Returns true if chunk valid (even if already loaded before) */
bool LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
/** Loads the chunks specified. Doesn't report failure, other than chunks being !IsValid() */
void LoadChunks(const cChunkCoordsList & a_Chunks);
/** Marks the chunk as failed-to-load */
void ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
/** Sets the sign text. Returns true if sign text changed. */
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);
/** Marks the chunk as being regenerated - all its clients want that chunk again (used by cWorld::RegenerateChunk() ) */
void MarkChunkRegenerating(int a_ChunkX, int a_ChunkZ);
bool IsChunkLighted(int a_ChunkX, int a_ChunkZ);
/** Calls the callback for each chunk in the coords specified (all cords are inclusive). Returns true if all chunks have been processed successfully */
bool ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback);
/** Writes the block area into the specified coords. Returns true if all chunks have been processed. Prefer cBlockArea::Write() instead. */
bool WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes);
/** Returns the number of valid chunks and the number of dirty chunks */
void GetChunkStats(int & a_NumChunksValid, int & a_NumChunksDirty);
/** Grows a melon or a pumpkin next to the block specified (assumed to be the stem) */
void GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, MTRand & a_Rand);
/** Grows a sugarcane present at the block specified by the amount of blocks specified, up to the max height specified in the config */
void GrowSugarcane(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow);
/** Grows a cactus present at the block specified by the amount of blocks specified, up to the max height specified in the config */
void GrowCactus(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow);
/** Sets the blockticking to start at the specified block. Only one blocktick per chunk may be set, second call overwrites the first call */
void SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ);
/** Make a Mob census, of all mobs, their family, their chunk and theyr distance to closest player */
void CollectMobCensus(cMobCensus& a_ToFill);
/** Try to Spawn Monsters inside all Chunks */
void SpawnMobs(cMobSpawner& a_MobSpawner);
void Tick(float a_Dt);
/** Ticks a single block. Used by cWorld::TickQueuedBlocks() to tick the queued blocks */
void TickBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
void UnloadUnusedChunks(void);
void SaveAllChunks(void);
cWorld * GetWorld(void) { return m_World; }
int GetNumChunks(void);
void ChunkValidated(void); // Called by chunks that have become valid
/** Queues the specified block for ticking (block update) */
void QueueTickBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
/** Returns the CS for locking the chunkmap; only cWorld::cLock may use this function! */
cCriticalSection & GetCS(void) { return m_CSLayers; }
private:
// The chunks can manipulate neighbors while in their Tick() method, using LockedGetBlock() and LockedSetBlock()
friend class cChunk;
// The chunkstay can (de-)register itself using AddChunkStay() and DelChunkStay()
friend class cChunkStay;
class cChunkLayer
{
public:
cChunkLayer(int a_LayerX, int a_LayerZ, cChunkMap * a_Parent);
~cChunkLayer();
/** Always returns an assigned chunkptr, but the chunk needn't be valid (loaded / generated) - callers must check */
cChunkPtr GetChunk( int a_ChunkX, int a_ChunkY, int a_ChunkZ );
/** Returns the specified chunk, or NULL if not created yet */
cChunk * FindChunk(int a_ChunkX, int a_ChunkZ);
int GetX(void) const {return m_LayerX; }
int GetZ(void) const {return m_LayerZ; }
int GetNumChunksLoaded(void) const ;
void GetChunkStats(int & a_NumChunksValid, int & a_NumChunksDirty) const;
void Save(void);
void UnloadUnusedChunks(void);
/** Collect a mob census, of all mobs, their megatype, their chunk and their distance o closest player */
void CollectMobCensus(cMobCensus& a_ToFill);
/** Try to Spawn Monsters inside all Chunks */
void SpawnMobs(cMobSpawner& a_MobSpawner);
void Tick(float a_Dt);
void RemoveClient(cClientHandle * a_Client);
/** Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true */
bool ForEachEntity(cEntityCallback & a_Callback); // Lua-accessible
/** 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. */
bool DoWithEntityByID(int a_EntityID, cEntityCallback & a_Callback, bool & a_CallbackReturn); // Lua-accessible
/** Returns true if there is an entity with the specified ID within this layer's chunks */
bool HasEntity(int a_EntityID);
protected:
cChunkPtr m_Chunks[LAYER_SIZE * LAYER_SIZE];
int m_LayerX;
int m_LayerZ;
cChunkMap * m_Parent;
int m_NumChunksLoaded;
};
typedef std::list<cChunkLayer *> cChunkLayerList;
typedef std::list<cChunkStay *> cChunkStays;
/** Finds the cChunkLayer object responsible for the specified chunk; returns NULL if not found. Assumes m_CSLayers is locked. */
cChunkLayer * FindLayerForChunk(int a_ChunkX, int a_ChunkZ);
/** Returns the specified cChunkLayer object; returns NULL if not found. Assumes m_CSLayers is locked. */
cChunkLayer * FindLayer(int a_LayerX, int a_LayerZ);
/** Returns the cChunkLayer object responsible for the specified chunk; creates it if not found. */
cChunkLayer * GetLayerForChunk (int a_ChunkX, int a_ChunkZ);
/** Returns the specified cChunkLayer object; creates it if not found. */
cChunkLayer * GetLayer(int a_LayerX, int a_LayerZ);
void RemoveLayer(cChunkLayer * a_Layer);
cCriticalSection m_CSLayers;
cChunkLayerList m_Layers;
cEvent m_evtChunkValid; // Set whenever any chunk becomes valid, via ChunkValidated()
cWorld * m_World;
cCriticalSection m_CSFastSetBlock;
sSetBlockList m_FastSetBlockQueue;
/** The cChunkStay descendants that are currently enabled in this chunkmap */
cChunkStays m_ChunkStays;
cChunkPtr GetChunk (int a_ChunkX, int a_ChunkY, int a_ChunkZ); // Also queues the chunk for loading / generating if not valid
cChunkPtr GetChunkNoGen (int a_ChunkX, int a_ChunkY, int a_ChunkZ); // Also queues the chunk for loading if not valid; doesn't generate
cChunkPtr GetChunkNoLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ); // Doesn't load, doesn't generate
/** 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) */
bool LockedGetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta);
/** 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) */
bool LockedGetBlockType(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType);
/** 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) */
bool LockedGetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE & a_BlockMeta);
/** 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) */
bool LockedSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
/** 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) */
bool LockedFastSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
/** 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. */
cChunk * FindChunk(int a_ChunkX, int a_ChunkZ);
/** Adds a new cChunkStay descendant to the internal list of ChunkStays; loads its chunks.
To be used only by cChunkStay; others should use cChunkStay::Enable() instead */
void AddChunkStay(cChunkStay & a_ChunkStay);
/** Removes the specified cChunkStay descendant from the internal list of ChunkStays.
To be used only by cChunkStay; others should use cChunkStay::Disable() instead */
void DelChunkStay(cChunkStay & a_ChunkStay);
};