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authorAlexander Harkness <bearbin@gmail.com>2013-11-24 15:19:41 +0100
committerAlexander Harkness <bearbin@gmail.com>2013-11-24 15:19:41 +0100
commit675b4aa878f16291ce33fced48a2bc7425f635ae (patch)
tree409914df27a98f65adf866da669429c4de141b6f /src/Chunk.h
parentLineBlockTracer: Using the coord-based block faces. (diff)
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Diffstat (limited to 'src/Chunk.h')
-rw-r--r--src/Chunk.h475
1 files changed, 475 insertions, 0 deletions
diff --git a/src/Chunk.h b/src/Chunk.h
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index 000000000..63a8f75cd
--- /dev/null
+++ b/src/Chunk.h
@@ -0,0 +1,475 @@
+
+#pragma once
+
+#include "Entities/Entity.h"
+#include "ChunkDef.h"
+
+#include "Simulator/FireSimulator.h"
+#include "Simulator/SandSimulator.h"
+
+
+
+
+
+#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
+
+
+
+
+
+namespace Json
+{
+ class Value;
+};
+
+
+
+
+
+class cWorld;
+class cFurnaceEntity;
+class cClientHandle;
+class cServer;
+class MTRand;
+class cPlayer;
+class cChunkMap;
+class cChestEntity;
+class cDispenserEntity;
+class cFurnaceEntity;
+class cBlockArea;
+class cPawn;
+class cPickup;
+class cChunkDataSerializer;
+class cBlockArea;
+class cFluidSimulatorData;
+class cMobCensus;
+class cMobSpawner;
+
+typedef std::list<cClientHandle *> cClientHandleList;
+typedef cItemCallback<cEntity> cEntityCallback;
+typedef cItemCallback<cChestEntity> cChestCallback;
+typedef cItemCallback<cDispenserEntity> cDispenserCallback;
+typedef cItemCallback<cFurnaceEntity> cFurnaceCallback;
+
+
+
+
+// This class is not to be used directly
+// Instead, call actions on cChunkMap (such as cChunkMap::SetBlock() etc.)
+class cChunk :
+ public cChunkDef // The inheritance is "misused" here only to inherit the functions and constants defined in cChunkDef
+{
+public:
+ cChunk(
+ int a_ChunkX, int a_ChunkY, int a_ChunkZ, // Chunk coords
+ cChunkMap * a_ChunkMap, cWorld * a_World, // Parent objects
+ cChunk * a_NeighborXM, cChunk * a_NeighborXP, cChunk * a_NeighborZM, cChunk * a_NeighborZP // Neighbor chunks
+ );
+ ~cChunk();
+
+ bool IsValid(void) const {return m_IsValid; } // Returns true if the chunk block data is valid (loaded / generated)
+ void SetValid(void); // Also wakes up any calls to cChunkMap::GetHeight()
+ void MarkRegenerating(void); // Marks all clients attached to this chunk as wanting this chunk
+ bool IsDirty(void) const {return m_IsDirty; } // Returns true if the chunk has changed since it was last saved
+ bool HasLoadFailed(void) const {return m_HasLoadFailed; } // Returns true if the chunk failed to load and hasn't been generated since then
+ bool CanUnload(void);
+
+ bool IsLightValid(void) const {return m_IsLightValid; }
+
+ /*
+ To save a chunk, the WSSchema must:
+ 1. Mark the chunk as being saved (MarkSaving() )
+ 2. Get the chunk's data using GetAllData()
+ 3. Mark the chunk as saved (MarkSaved() )
+ If anywhere inside this sequence another thread mmodifies the chunk, the chunk will not get marked as saved in MarkSaved()
+ */
+ void MarkSaving(void); // Marks the chunk as being saved.
+ void MarkSaved(void); // Marks the chunk as saved, if it didn't change from the last call to MarkSaving()
+ void MarkLoaded(void); // Marks the chunk as freshly loaded. Fails if the chunk is already valid
+ void MarkLoadFailed(void); // Marks the chunk as failed to load. Ignored is the chunk is already valid
+
+ /// Gets all chunk data, calls the a_Callback's methods for each data type
+ void GetAllData(cChunkDataCallback & a_Callback);
+
+ /// Sets all chunk data
+ void SetAllData(
+ 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
+ );
+
+ void SetLight(
+ const cChunkDef::BlockNibbles & a_BlockLight,
+ const cChunkDef::BlockNibbles & a_SkyLight
+ );
+
+ /// Copies m_BlockData into a_BlockTypes, only the block types
+ void GetBlockTypes(BLOCKTYPE * a_BlockTypes);
+
+ /// Writes the specified cBlockArea at the coords specified. Note that the coords may extend beyond the chunk!
+ void WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes);
+
+ /// Returns true if there is a block entity at the coords specified
+ bool HasBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ);
+
+ /// Sets or resets the internal flag that prevents chunk from being unloaded
+ void Stay(bool a_Stay = true);
+
+ /// Recence all mobs proximities to players in order to know what to do with them
+ void CollectMobCensus(cMobCensus& toFill);
+
+ /// Try to Spawn Monsters inside chunk
+ void SpawnMobs(cMobSpawner& a_MobSpawner);
+
+ void Tick(float a_Dt);
+
+ int GetPosX(void) const { return m_PosX; }
+ int GetPosY(void) const { return m_PosY; }
+ int GetPosZ(void) const { return m_PosZ; }
+
+ cWorld * GetWorld(void) const { return m_World; }
+
+ void SetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta );
+ // SetBlock() does a lot of work (heightmap, tickblocks, blockentities) so a BlockIdx version doesn't make sense
+ void SetBlock( const Vector3i & a_RelBlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta ) { SetBlock( a_RelBlockPos.x, a_RelBlockPos.y, a_RelBlockPos.z, a_BlockType, a_BlockMeta ); }
+
+ /// Queues a block change till the specified world tick
+ void QueueSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Int64 a_Tick);
+
+ /// Queues block for ticking (m_ToTickQueue)
+ void QueueTickBlock(int a_RelX, int a_RelY, int a_RelZ);
+
+ /// Queues all 6 neighbors of the specified block for ticking (m_ToTickQueue). If any are outside the chunk, relays the checking to the proper neighboring chunk
+ void QueueTickBlockNeighbors(int a_RelX, int a_RelY, int a_RelZ);
+
+ void FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta ); // Doesn't force block updates on neighbors, use for simple changes such as grass growing etc.
+ BLOCKTYPE GetBlock(int a_RelX, int a_RelY, int a_RelZ) const;
+ BLOCKTYPE GetBlock(int a_BlockIdx) const;
+ void GetBlockTypeMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta);
+ void GetBlockInfo (int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight);
+
+ /** Returns the chunk into which the specified block belongs, by walking the neighbors.
+ Will return self if appropriate. Returns NULL if not reachable through neighbors.
+ */
+ cChunk * GetNeighborChunk(int a_BlockX, int a_BlockZ);
+
+ /**
+ Returns the chunk into which the relatively-specified block belongs, by walking the neighbors.
+ Will return self if appropriate. Returns NULL if not reachable through neighbors.
+ */
+ cChunk * GetRelNeighborChunk(int a_RelX, int a_RelZ);
+
+ /**
+ Returns the chunk into which the relatively-specified block belongs.
+ Also modifies the relative coords from this-relative to return-relative.
+ Will return self if appropriate.
+ Will try walking the neighbors first; if that fails, will query the chunkmap
+ */
+ cChunk * GetRelNeighborChunkAdjustCoords(int & a_RelX, int & a_RelZ) const;
+
+ EMCSBiome GetBiomeAt(int a_RelX, int a_RelZ) const {return cChunkDef::GetBiome(m_BiomeMap, a_RelX, a_RelZ); }
+
+ void CollectPickupsByPlayer(cPlayer * a_Player);
+
+ /// Sets the sign text. Returns true if successful. Also sends update packets to all clients in the chunk
+ bool SetSignLines(int a_RelX, int a_RelY, int a_RelZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4);
+
+ int GetHeight( int a_X, int a_Z );
+
+ void SendBlockTo(int a_RelX, int a_RelY, int a_RelZ, cClientHandle * a_Client);
+
+ /// Adds a client to the chunk; returns true if added, false if already there
+ bool AddClient (cClientHandle* a_Client );
+
+ void RemoveClient (cClientHandle* a_Client );
+ bool HasClient (cClientHandle* a_Client );
+ bool HasAnyClients(void); // Returns true if theres any client in the chunk; false otherwise
+
+ void AddEntity(cEntity * a_Entity);
+ void RemoveEntity(cEntity * a_Entity);
+ bool HasEntity(int a_EntityID);
+
+ /// Calls the callback for each entity; 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_CallbackResult); // Lua-accessible
+
+ /// Calls the callback for each chest; returns true if all chests processed, false if the callback aborted by returning true
+ bool ForEachChest(cChestCallback & a_Callback); // Lua-accessible
+
+ /// Calls the callback for each dispenser; returns true if all dispensers processed, false if the callback aborted by returning true
+ bool ForEachDispenser(cDispenserCallback & a_Callback);
+
+ /// Calls the callback for each dropper; returns true if all droppers processed, false if the callback aborted by returning true
+ bool ForEachDropper(cDropperCallback & a_Callback);
+
+ /// Calls the callback for each dropspenser; returns true if all dropspensers processed, false if the callback aborted by returning true
+ bool ForEachDropSpenser(cDropSpenserCallback & a_Callback);
+
+ /// Calls the callback for each furnace; returns true if all furnaces processed, false if the callback aborted by returning true
+ bool ForEachFurnace(cFurnaceCallback & a_Callback); // Lua-accessible
+
+ /// 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);
+
+ /// Calls the callback for the dispenser 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);
+
+ /// Calls the callback for the dispenser 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);
+
+ /// 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
+
+ /// 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
+
+ void UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z); // [x, y, z] in world block coords
+
+ void CalculateLighting(); // Recalculate right now
+ void CalculateHeightmap();
+
+ // Broadcast various packets to all clients of this chunk:
+ // (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 = NULL);
+ void BroadcastChunkData (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 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 BroadcastPlayerAnimation (const cPlayer & a_Player, char a_Animation, 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 );
+
+ void SendBlockEntity (int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client);
+
+ Vector3i PositionToWorldPosition(const Vector3i & a_RelPos)
+ {
+ return PositionToWorldPosition(a_RelPos.x, a_RelPos.y, a_RelPos.z);
+ }
+
+ void PositionToWorldPosition(int a_RelX, int a_RelY, int a_RelZ, int & a_BlockX, int & a_BlockY, int & a_BlockZ);
+ Vector3i PositionToWorldPosition(int a_RelX, int a_RelY, int a_RelZ );
+
+ inline void MarkDirty(void)
+ {
+ m_IsDirty = true;
+ m_IsSaving = false;
+ }
+
+ /// Sets the blockticking to start at the specified block. Only one blocktick may be set, second call overwrites the first call
+ inline void SetNextBlockTick(int a_RelX, int a_RelY, int a_RelZ)
+ {
+ m_BlockTickX = a_RelX;
+ m_BlockTickY = a_RelY;
+ m_BlockTickZ = a_RelZ;
+ }
+
+ inline NIBBLETYPE GetMeta(int a_RelX, int a_RelY, int a_RelZ) const {return cChunkDef::GetNibble(m_BlockMeta, a_RelX, a_RelY, a_RelZ); }
+ inline NIBBLETYPE GetMeta(int a_BlockIdx) const {return cChunkDef::GetNibble(m_BlockMeta, a_BlockIdx); }
+ inline void SetMeta(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_Meta) { cChunkDef::SetNibble(m_BlockMeta, a_RelX, a_RelY, a_RelZ, a_Meta); }
+ inline void SetMeta(int a_BlockIdx, NIBBLETYPE a_Meta) { cChunkDef::SetNibble(m_BlockMeta, a_BlockIdx, a_Meta); }
+
+ inline NIBBLETYPE GetBlockLight(int a_RelX, int a_RelY, int a_RelZ) const {return cChunkDef::GetNibble(m_BlockLight, a_RelX, a_RelY, a_RelZ); }
+ inline NIBBLETYPE GetSkyLight (int a_RelX, int a_RelY, int a_RelZ) const {return cChunkDef::GetNibble(m_BlockSkyLight, a_RelX, a_RelY, a_RelZ); }
+ inline NIBBLETYPE GetBlockLight(int a_Idx) const {return cChunkDef::GetNibble(m_BlockLight, a_Idx); }
+ inline NIBBLETYPE GetSkyLight (int a_Idx) const {return cChunkDef::GetNibble(m_BlockSkyLight, a_Idx); }
+
+ /// Same as GetBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success
+ bool UnboundedRelGetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) const;
+
+ /// Same as GetBlockType(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success
+ bool UnboundedRelGetBlockType(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType) const;
+
+ /// Same as GetBlockMeta(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success
+ bool UnboundedRelGetBlockMeta(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_BlockMeta) const;
+
+ /// Same as GetBlockBlockLight(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success
+ bool UnboundedRelGetBlockBlockLight(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_BlockLight) const;
+
+ /// Same as GetBlockSkyLight(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success
+ bool UnboundedRelGetBlockSkyLight(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_SkyLight) const;
+
+ /// Queries both BlockLight and SkyLight, relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success
+ bool UnboundedRelGetBlockLights(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_BlockLight, NIBBLETYPE & a_SkyLight) const;
+
+ /// Same as SetBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success
+ bool UnboundedRelSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
+
+ /// Same as FastSetBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success
+ bool UnboundedRelFastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
+
+ /// Same as QueueTickBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s in such a case), ignores unsuccessful attempts
+ void UnboundedQueueTickBlock(int a_RelX, int a_RelY, int a_RelZ);
+
+ /// Light alterations based on time
+ NIBBLETYPE GetTimeAlteredLight(NIBBLETYPE a_Skylight) const;
+
+
+ // Simulator data:
+ cFireSimulatorChunkData & GetFireSimulatorData (void) { return m_FireSimulatorData; }
+ cFluidSimulatorData * GetWaterSimulatorData(void) { return m_WaterSimulatorData; }
+ cFluidSimulatorData * GetLavaSimulatorData (void) { return m_LavaSimulatorData; }
+ cSandSimulatorChunkData & GetSandSimulatorData (void) { return m_SandSimulatorData; }
+
+ cBlockEntity * GetBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ);
+ cBlockEntity * GetBlockEntity(const Vector3i & a_BlockPos) { return GetBlockEntity(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z); }
+
+private:
+
+ friend class cChunkMap;
+
+ struct sSetBlockQueueItem
+ {
+ int m_RelX, m_RelY, m_RelZ;
+ BLOCKTYPE m_BlockType;
+ NIBBLETYPE m_BlockMeta;
+ Int64 m_Tick;
+
+ sSetBlockQueueItem(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Int64 a_Tick) :
+ m_RelX(a_RelX), m_RelY(a_RelY), m_RelZ(a_RelZ), m_BlockType(a_BlockType), m_BlockMeta(a_BlockMeta), m_Tick(a_Tick)
+ {
+ }
+ } ;
+
+ typedef std::vector<sSetBlockQueueItem> sSetBlockQueueVector;
+
+
+ bool m_IsValid; // True if the chunk is loaded / generated
+ bool m_IsLightValid; // True if the blocklight and skylight are calculated
+ bool m_IsDirty; // True if the chunk has changed since it was last saved
+ bool m_IsSaving; // True if the chunk is being saved
+ bool m_HasLoadFailed; // True if chunk failed to load and hasn't been generated yet since then
+
+ std::vector<unsigned int> m_ToTickBlocks;
+ sSetBlockVector m_PendingSendBlocks; ///< Blocks that have changed and need to be sent to all clients
+
+ sSetBlockQueueVector m_SetBlockQueue; ///< Block changes that are queued to a specific tick
+
+ // A critical section is not needed, because all chunk access is protected by its parent ChunkMap's csLayers
+ cClientHandleList m_LoadedByClient;
+ cClientHandleList m_UnloadQuery;
+ cEntityList m_Entities;
+ cBlockEntityList m_BlockEntities;
+
+ /// Number of times the chunk has been requested to stay (by various cChunkStay objects); if zero, the chunk can be unloaded
+ int m_StayCount;
+
+ int m_PosX, m_PosY, m_PosZ;
+ cWorld * m_World;
+ cChunkMap * m_ChunkMap;
+
+ // TODO: Make these pointers and don't allocate what isn't needed
+ BLOCKTYPE m_BlockTypes [cChunkDef::NumBlocks];
+ NIBBLETYPE m_BlockMeta [cChunkDef::NumBlocks / 2];
+ NIBBLETYPE m_BlockLight [cChunkDef::NumBlocks / 2];
+ NIBBLETYPE m_BlockSkyLight[cChunkDef::NumBlocks / 2];
+
+ cChunkDef::HeightMap m_HeightMap;
+ cChunkDef::BiomeMap m_BiomeMap;
+
+ int m_BlockTickX, m_BlockTickY, m_BlockTickZ;
+
+ cChunk * m_NeighborXM; // Neighbor at [X - 1, Z]
+ cChunk * m_NeighborXP; // Neighbor at [X + 1, Z]
+ cChunk * m_NeighborZM; // Neighbor at [X, Z - 1]
+ cChunk * m_NeighborZP; // Neighbor at [X, Z + 1]
+
+ // Per-chunk simulator data:
+ cFireSimulatorChunkData m_FireSimulatorData;
+ cFluidSimulatorData * m_WaterSimulatorData;
+ cFluidSimulatorData * m_LavaSimulatorData;
+ cSandSimulatorChunkData m_SandSimulatorData;
+
+
+ // pick up a random block of this chunk
+ void getRandomBlockCoords(int& a_X, int& a_Y, int& a_Z);
+ void getThreeRandomNumber(int& a_X, int& a_Y, int& a_Z,int a_MaxX, int a_MaxY, int a_MaxZ);
+
+ void RemoveBlockEntity(cBlockEntity * a_BlockEntity);
+ void AddBlockEntity (cBlockEntity * a_BlockEntity);
+
+ void SpreadLightOfBlock(NIBBLETYPE * a_LightBuffer, int a_X, int a_Y, int a_Z, char a_Falloff);
+
+ /// Creates a block entity for each block that needs a block entity and doesn't have one in the list
+ void CreateBlockEntities(void);
+
+ /// Wakes up each simulator for its specific blocks; through all the blocks in the chunk
+ void WakeUpSimulators(void);
+
+ // Makes a copy of the list
+ cClientHandleList GetAllClients(void) const {return m_LoadedByClient; }
+
+ /// Sends m_PendingSendBlocks to all clients
+ void BroadcastPendingBlockChanges(void);
+
+ /// Checks the block scheduled for checking in m_ToTickBlocks[]
+ void CheckBlocks(void);
+
+ /// Ticks several random blocks in the chunk
+ void TickBlocks(void);
+
+ /// Adds snow to the top of snowy biomes and hydrates farmland / fills cauldrons in rainy biomes
+ void ApplyWeatherToTop(void);
+
+ /// Grows sugarcane by the specified number of blocks, but no more than 3 blocks high (used by both bonemeal and ticking)
+ void GrowSugarcane (int a_RelX, int a_RelY, int a_RelZ, int a_NumBlocks);
+
+ /// Grows cactus by the specified number of blocks, but no more than 3 blocks high (used by both bonemeal and ticking)
+ void GrowCactus (int a_RelX, int a_RelY, int a_RelZ, int a_NumBlocks);
+
+ /// Grows a melon or a pumpkin next to the block specified (assumed to be the stem)
+ void GrowMelonPumpkin(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, MTRand & a_Random);
+
+ /// Checks if a leaves block at the specified coords has a log up to 4 blocks away connected by other leaves blocks (false if no log)
+ bool HasNearLog(cBlockArea & a_Area, int a_BlockX, int a_BlockY, int a_BlockZ);
+
+ /// Called by Tick() when an entity moves out of this chunk into a neighbor; moves the entity and sends spawn / despawn packet to clients
+ void MoveEntityToNewChunk(cEntity * a_Entity);
+
+ /// Processes all blocks that have been scheduled for replacement by the QueueSetBlock() function
+ void ProcessQueuedSetBlocks(void);
+};
+
+typedef cChunk * cChunkPtr;
+
+typedef std::list<cChunkPtr> cChunkPtrList;
+
+
+
+
+
+#if C_CHUNK_USE_INLINE
+ #include "Chunk.inl.h"
+#endif
+
+
+
+