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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 /source/Chunk.h
parentLineBlockTracer: Using the coord-based block faces. (diff)
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Diffstat (limited to 'source/Chunk.h')
-rw-r--r--source/Chunk.h475
1 files changed, 0 insertions, 475 deletions
diff --git a/source/Chunk.h b/source/Chunk.h
deleted file mode 100644
index 63a8f75cd..000000000
--- a/source/Chunk.h
+++ /dev/null
@@ -1,475 +0,0 @@
-
-#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
-
-
-
-