summaryrefslogtreecommitdiffstats
path: root/source/Chunk.h
blob: 826e8bb6d92be05821783d6e60932adeaccee682 (plain) (blame)
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
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368

#pragma once

#include "Entity.h"
#include "ChunkDef.h"

#include "Simulator/FireSimulator.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;

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,
		cEntityList & a_Entities, 
		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);
	
	void Tick(float a_Dt, MTRand & a_TickRandom);

	int GetPosX() { return m_PosX; }
	int GetPosY() { return m_PosY; }
	int GetPosZ() { return m_PosZ; }
	cWorld * GetWorld() { 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 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_X, int a_Y, int a_Z );
	BLOCKTYPE GetBlock( int a_BlockIdx );
	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);
	
	EMCSBiome GetBiomeAt(int a_RelX, int a_RelZ) const {return cChunkDef::GetBiome(m_BiomeMap, a_RelX, a_RelZ); }
	
	void CollectPickupsByPlayer(cPlayer * a_Player);
	void UpdateSign(int a_PosX, int a_PosY, int a_PosZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4);  // Also sends update packets to all clients in the chunk

	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);
	
	/// 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 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 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, true if found
	bool DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback);

	/// Calls the callback for the furnace at the specified coords; returns false if there's no furnace at those coords, 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();

	void BroadcastPlayerAnimation    (const cPlayer & a_Player, char a_Animation, const cClientHandle * a_Exclude = NULL);
	void BroadcastEntityEquipment    (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude = NULL);
	void BroadcastEntRelMoveLook     (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL);
	void BroadcastEntRelMove         (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL);
	void BroadcastEntLook            (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
	void BroadcastEntHeadLook        (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
	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 BroadcastDestroyEntity      (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
	void BroadcastEntityStatus       (const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude = NULL);
	void BroadcastMetadata           (const cPawn & a_Pawn, const cClientHandle * a_Exclude = NULL);
	void BroadcastSpawn              (cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
	void BroadcastBlockEntity        (int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude = NULL);
	void BroadcastCollectPickup      (const cPickup & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude = NULL);
	void BroadcastThunderbolt        (int a_BlockX, int a_BlockY, int a_BlockZ, 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 BroadcastBlockBreakAnimation(int a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage, const cClientHandle * a_Exclude = NULL);
	void BroadcastUseBed             (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ );
	void BroadcastChunkData          (cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude = NULL);
	
	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)                    {return cChunkDef::GetNibble(m_BlockMeta, a_RelX, a_RelY, a_RelZ); }
	inline NIBBLETYPE GetMeta(int a_BlockIdx)                                        {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) {return cChunkDef::GetNibble(m_BlockLight, a_RelX, a_RelY, a_RelZ); }
	inline NIBBLETYPE GetSkyLight  (int a_RelX, int a_RelY, int a_RelZ) {return cChunkDef::GetNibble(m_BlockSkyLight, a_RelX, a_RelY, a_RelZ); }
	
	/// 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; only usable in Tick()
	bool UnboundedRelGetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta);
	
	/// 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; only usable in Tick()
	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; only usable in Tick()
	bool UnboundedRelFastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);

	// Simulator data:
	cFireSimulatorChunkData & GetFireSimulatorData(void) { return m_FireSimulatorData; }

private:

	friend class cChunkMap;
	
	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
	
	cCriticalSection            m_CSBlockLists;
	std::deque< unsigned int >  m_ToTickBlocks;
	std::vector< unsigned int > m_PendingSendBlocks;
	
	// 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]
	
	cFireSimulatorChunkData m_FireSimulatorData;


	void RemoveBlockEntity(cBlockEntity * a_BlockEntity);
	void AddBlockEntity   (cBlockEntity * a_BlockEntity);
	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); }

	void SpreadLightOfBlock(NIBBLETYPE * a_LightBuffer, int a_X, int a_Y, int a_Z, char a_Falloff);

	void CreateBlockEntities(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);
	
	void TickBlocks  (MTRand & a_TickRandom);
	
	/// Adds snow to the top of snowy biomes and hydrates farmland / fills cauldrons in rainy biomes
	void ApplyWeatherToTop(MTRand & a_TickRandom);
	
	/// 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);
};

typedef cChunk * cChunkPtr;

typedef std::list<cChunkPtr> cChunkPtrList;





#if C_CHUNK_USE_INLINE
	#include "Chunk.inl.h"
#endif