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author | Alexander Harkness <bearbin@gmail.com> | 2013-11-24 15:19:41 +0100 |
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committer | Alexander Harkness <bearbin@gmail.com> | 2013-11-24 15:19:41 +0100 |
commit | 675b4aa878f16291ce33fced48a2bc7425f635ae (patch) | |
tree | 409914df27a98f65adf866da669429c4de141b6f /source/Chunk.h | |
parent | LineBlockTracer: Using the coord-based block faces. (diff) | |
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Diffstat (limited to 'source/Chunk.h')
-rw-r--r-- | source/Chunk.h | 475 |
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 - - - - |