1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
|
// cChunkMap.h
// Interfaces to the cChunkMap class representing the chunk storage for a single world
#pragma once
#include "cChunk.h"
class cWorld;
class cEntity;
class MTRand;
class cChunkMap
{
public:
static const int LAYER_SIZE = 32;
cChunkMap(cWorld* a_World );
~cChunkMap();
cChunkPtr GetChunk ( int a_X, int a_Y, int a_Z ); // Also queues the chunk for loading / generating if not valid
cChunkPtr GetChunkNoGen( int a_X, int a_Y, int a_Z ); // Also queues the chunk for loading if not valid; doesn't generate
void Tick( float a_Dt, MTRand & a_TickRand );
void UnloadUnusedChunks();
void SaveAllChunks();
cWorld* GetWorld() { return m_World; }
int GetNumChunks(void);
private:
class cChunkLayer
{
public:
cChunkLayer(int a_LayerX, int a_LayerZ, cChunkMap * a_Parent);
/// Always returns an assigned chunkptr, but the chunk needn't be valid (loaded / generated) - callers must check
cChunkPtr GetChunk( int a_ChunkX, int a_ChunkZ );
int GetX(void) const {return m_LayerX; }
int GetZ(void) const {return m_LayerZ; }
int GetNumChunksLoaded(void) const {return m_NumChunksLoaded; }
void Save(void);
void UnloadUnusedChunks(void);
void Tick( float a_Dt, MTRand & a_TickRand );
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;
// TODO: Use smart pointers for cChunkLayerList as well, so that ticking and saving needn't lock the entire layerlist
// This however means that cChunkLayer needs to interlock its m_Chunks[]
cChunkLayer * GetLayerForChunk( int a_ChunkX, int a_ChunkZ ); // Creates the layer if it doesn't already exist
cChunkLayer * GetLayer( int a_LayerX, int a_LayerZ ); // Creates the layer if it doesn't already exist
void RemoveLayer( cChunkLayer* a_Layer );
cCriticalSection m_CSLayers;
cChunkLayerList m_Layers;
cWorld * m_World;
};
|