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Diffstat (limited to 'src/ChunkMap.h')
-rw-r--r-- | src/ChunkMap.h | 442 |
1 files changed, 442 insertions, 0 deletions
diff --git a/src/ChunkMap.h b/src/ChunkMap.h new file mode 100644 index 000000000..ef070194b --- /dev/null +++ b/src/ChunkMap.h @@ -0,0 +1,442 @@ + +// cChunkMap.h + +// Interfaces to the cChunkMap class representing the chunk storage for a single world + +#pragma once + +#include "ChunkDef.h" + + + + + +class cWorld; +class cItem; +class MTRand; +class cChunkStay; +class cChunk; +class cPlayer; +class cChestEntity; +class cDispenserEntity; +class cDropperEntity; +class cDropSpenserEntity; +class cFurnaceEntity; +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<cFurnaceEntity> cFurnaceCallback; +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 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 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 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 (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta); + 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); + + EMCSBiome GetBiomeAt (int a_BlockX, int a_BlockZ); + + /// 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 + + /// 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 (a_Stay == true) or unmarks (a_Stay == false) chunks as non-unloadable; to be used only by cChunkStay! + void ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay = true); + + /// 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: + + friend class cChunk; // The chunks can manipulate neighbors while in their Tick() method, using LockedGetBlock() and LockedSetBlock() + + 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; + + /// 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; + + 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); +}; + + + + + +/** Makes chunks stay loaded until this object is cleared or destroyed +Works by setting internal flags in the cChunk that it should not be unloaded. +To optimize for speed, cChunkStay has an Enabled flag, it will "stay" the chunks only when enabled and it will refuse manipulations when enabled +The object itself is not made thread-safe, it's supposed to be used from a single thread only. +*/ +class cChunkStay +{ +public: + cChunkStay(cWorld * a_World); + ~cChunkStay(); + + void Clear(void); + + void Add(int a_ChunkX, int a_ChunkY, int a_ChunkZ); + void Remove(int a_ChunkX, int a_ChunkY, int a_ChunkZ); + + void Enable(void); + void Disable(void); + + /// Queues each chunk in m_Chunks[] for loading / generating + void Load(void); + + // Allow cChunkStay be passed to functions expecting a const cChunkCoordsList & + operator const cChunkCoordsList(void) const {return m_Chunks; } + +protected: + + cWorld * m_World; + + bool m_IsEnabled; + + cChunkCoordsList m_Chunks; +} ; + + + + |