#pragma once #include namespace Json { class Value; }; class cCriticalSection; class cFurnaceEntity; class cPacket; class cBlockEntity; class cEntity; class cClientHandle; class cServer; class cChunk { public: cChunk(int a_X, int a_Y, int a_Z); ~cChunk(); void Initialize(); void Tick(float a_Dt); inline int GetPosX() { return m_PosX; } inline int GetPosY() { return m_PosY; } inline int GetPosZ() { return m_PosZ; } void Send( cClientHandle* a_Client ); void AsyncUnload( cClientHandle* a_Client ); void SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); void FastSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); char GetBlock( int a_X, int a_Y, int a_Z ); char GetBlock( int a_BlockIdx ); cBlockEntity* GetBlockEntity( int a_X, int a_Y, int a_Z ); void RemoveBlockEntity( cBlockEntity* a_BlockEntity ); void AddBlockEntity( cBlockEntity* a_BlockEntity ); char GetHeight( int a_X, int a_Z ); void SendBlockTo( int a_X, int a_Y, int a_Z, cClientHandle* a_Client ); void AddClient( cClientHandle* a_Client ); void RemoveClient( cClientHandle* a_Client ); std::list< cEntity* > & GetEntities();// { return m_Entities; } void AddEntity( cEntity & a_Entity ); bool RemoveEntity( cEntity & a_Entity, cChunk* a_CalledFrom = 0 ); void LockEntities(); void UnlockEntities(); const std::list< cClientHandle* > & GetClients();// { return m_LoadedByClient; } inline void RecalculateLighting() { m_bCalculateLighting = true; } // Recalculate lighting next tick inline void RecalculateHeightmap() { m_bCalculateHeightmap = true; } // Recalculate heightmap next tick void SpreadLight(char* a_LightBuffer); bool SaveToDisk(); bool LoadFromDisk(); // Broadcasts to all clients that have loaded this chunk void Broadcast( const cPacket & a_Packet, cClientHandle* a_Exclude = 0 ) const; char* pGetBlockData() { return m_BlockData; } char* pGetType() { return m_BlockType; } char* pGetMeta() { return m_BlockMeta; } char* pGetLight() { return m_BlockLight; } char* pGetSkyLight() { return m_BlockSkyLight; } char GetLight(char* a_Buffer, int a_BlockIdx); char GetLight(char* a_Buffer, int x, int y, int z); void SetLight(char* a_Buffer, int a_BlockIdx, char a_Light); void SetLight(char* a_Buffer, int x, int y, int z, char light); void AddTickBlockEntity( cFurnaceEntity* a_Entity ); //{ // m_TickBlockEntities.remove( a_Entity ); // m_TickBlockEntities.push_back( a_Entity ); //} void RemoveTickBlockEntity( cFurnaceEntity* a_Entity ); //{ // m_TickBlockEntities.remove( a_Entity ); //} static const int c_NumBlocks = 16*128*16; static const int c_BlockDataSize = c_NumBlocks * 2 + (c_NumBlocks/2); // 2.5 * numblocks private: struct sChunkState; sChunkState* m_pState; friend class cChunkMap; // So it has access to buffers and shit void LoadFromJson( const Json::Value & a_Value ); void SaveToJson( Json::Value & a_Value ); void GenerateTerrain(); void CalculateLighting(); // Recalculate right now void CalculateHeightmap(); void SpreadLightOfBlock(char* a_LightBuffer, int a_X, int a_Y, int a_Z, char a_Falloff); void SpreadLightOfBlockX(char* a_LightBuffer, int a_X, int a_Y, int a_Z); void SpreadLightOfBlockY(char* a_LightBuffer, int a_X, int a_Y, int a_Z); void SpreadLightOfBlockZ(char* a_LightBuffer, int a_X, int a_Y, int a_Z); void CreateBlockEntities(); unsigned int MakeIndex(int x, int y, int z ); bool m_bCalculateLighting; bool m_bCalculateHeightmap; int m_PosX, m_PosY, m_PosZ; char m_BlockData[c_BlockDataSize]; // Chunk data ready to be compressed and sent char *m_BlockType; // Pointers to an element in m_BlockData char *m_BlockMeta; // += NumBlocks char *m_BlockLight; // += NumBlocks/2 char *m_BlockSkyLight; // += NumBlocks/2 unsigned char m_HeightMap[16*16]; unsigned int m_BlockTickNum; unsigned int m_BlockTickX, m_BlockTickY, m_BlockTickZ; cCriticalSection* m_EntitiesCriticalSection; };