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-rw-r--r--source/cChunk.h542
1 files changed, 271 insertions, 271 deletions
diff --git a/source/cChunk.h b/source/cChunk.h
index b92b62ff8..e24990982 100644
--- a/source/cChunk.h
+++ b/source/cChunk.h
@@ -1,271 +1,271 @@
-
-#pragma once
-
-#include "cEntity.h"
-#include "ChunkDef.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 cPacket;
-class cClientHandle;
-class cServer;
-class MTRand;
-class cPlayer;
-class cChunkMap;
-
-typedef std::list<cClientHandle *> cClientHandleList;
-
-
-
-
-
-// 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, cChunkMap * a_ChunkMap, cWorld * a_World);
- ~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);
-
- /// Copies entire block data into a_BlockData, the entire 4 arrays (Type, Meta, Light, SkyLight)
- void GetBlockData(BLOCKTYPE * a_BlockData);
-
- /// 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; }
-
- // OBSOLETE void SendTo( cClientHandle * a_Client );
-
- 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 ); }
- 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);
-
- 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_X, int a_Y, int a_Z, 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);
-
- 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();
-
- // Broadcasts to all clients that have loaded this chunk
- void Broadcast( const cPacket & a_Packet, cClientHandle * a_Exclude = NULL) {Broadcast(&a_Packet, a_Exclude); }
- void Broadcast( const cPacket * a_Packet, cClientHandle * a_Exclude = NULL);
-
- void PositionToWorldPosition(int a_ChunkX, int a_ChunkY, int a_ChunkZ, int & a_X, int & a_Y, int & a_Z);
- Vector3i PositionToWorldPosition( const Vector3i & a_InChunkPos ) { return PositionToWorldPosition( a_InChunkPos.x, a_InChunkPos.y, a_InChunkPos.z ); }
- Vector3i PositionToWorldPosition( int a_ChunkX, int a_ChunkY, int a_ChunkZ );
-
- 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 NIBBLETYPE GetLight(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); }
-
-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;
-
- void RemoveBlockEntity( cBlockEntity* a_BlockEntity );
- void AddBlockEntity( cBlockEntity* a_BlockEntity );
- cBlockEntity * GetBlockEntity( int a_X, int a_Y, int a_Z );
- 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; }
-
- /// Checks the block scheduled for checking in m_ToTickBlocks[]
- void CheckBlocks(void);
-
- void TickBlocks (MTRand & a_TickRandom);
- void TickGrass (int a_RelX, int a_RelY, int a_RelZ, MTRand & a_TickRandom);
- void TickMelonPumpkin(int a_RelX, int a_RelY, int a_RelZ, int a_BlockIdx, BLOCKTYPE a_BlockType, MTRand & a_TickRandom);
- void TickFarmland (int a_RelX, int a_RelY, int a_RelZ);
-
- /// 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);
-
- /// Same as GetBlock(), but relative coords needn't be in this chunk (uses 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_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_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);
-};
-
-typedef cChunk * cChunkPtr;
-
-typedef std::list<cChunkPtr> cChunkPtrList;
-
-
-
-
-
-#if C_CHUNK_USE_INLINE
- #include "cChunk.inl.h"
-#endif
-
-
-
-
+
+#pragma once
+
+#include "cEntity.h"
+#include "ChunkDef.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 cPacket;
+class cClientHandle;
+class cServer;
+class MTRand;
+class cPlayer;
+class cChunkMap;
+
+typedef std::list<cClientHandle *> cClientHandleList;
+
+
+
+
+
+// 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, cChunkMap * a_ChunkMap, cWorld * a_World);
+ ~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);
+
+ /// Copies entire block data into a_BlockData, the entire 4 arrays (Type, Meta, Light, SkyLight)
+ void GetBlockData(BLOCKTYPE * a_BlockData);
+
+ /// 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; }
+
+ // OBSOLETE void SendTo( cClientHandle * a_Client );
+
+ 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 ); }
+ 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);
+
+ 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_X, int a_Y, int a_Z, 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);
+
+ 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();
+
+ // Broadcasts to all clients that have loaded this chunk
+ void Broadcast( const cPacket & a_Packet, cClientHandle * a_Exclude = NULL) {Broadcast(&a_Packet, a_Exclude); }
+ void Broadcast( const cPacket * a_Packet, cClientHandle * a_Exclude = NULL);
+
+ void PositionToWorldPosition(int a_ChunkX, int a_ChunkY, int a_ChunkZ, int & a_X, int & a_Y, int & a_Z);
+ Vector3i PositionToWorldPosition( const Vector3i & a_InChunkPos ) { return PositionToWorldPosition( a_InChunkPos.x, a_InChunkPos.y, a_InChunkPos.z ); }
+ Vector3i PositionToWorldPosition( int a_ChunkX, int a_ChunkY, int a_ChunkZ );
+
+ 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 NIBBLETYPE GetLight(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); }
+
+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;
+
+ void RemoveBlockEntity( cBlockEntity* a_BlockEntity );
+ void AddBlockEntity( cBlockEntity* a_BlockEntity );
+ cBlockEntity * GetBlockEntity( int a_X, int a_Y, int a_Z );
+ 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; }
+
+ /// Checks the block scheduled for checking in m_ToTickBlocks[]
+ void CheckBlocks(void);
+
+ void TickBlocks (MTRand & a_TickRandom);
+ void TickGrass (int a_RelX, int a_RelY, int a_RelZ, MTRand & a_TickRandom);
+ void TickMelonPumpkin(int a_RelX, int a_RelY, int a_RelZ, int a_BlockIdx, BLOCKTYPE a_BlockType, MTRand & a_TickRandom);
+ void TickFarmland (int a_RelX, int a_RelY, int a_RelZ);
+
+ /// 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);
+
+ /// Same as GetBlock(), but relative coords needn't be in this chunk (uses 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_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_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);
+};
+
+typedef cChunk * cChunkPtr;
+
+typedef std::list<cChunkPtr> cChunkPtrList;
+
+
+
+
+
+#if C_CHUNK_USE_INLINE
+ #include "cChunk.inl.h"
+#endif
+
+
+
+