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-rw-r--r--src/Chunk.h110
1 files changed, 56 insertions, 54 deletions
diff --git a/src/Chunk.h b/src/Chunk.h
index 3dc83b157..93eba217e 100644
--- a/src/Chunk.h
+++ b/src/Chunk.h
@@ -85,10 +85,10 @@ public:
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
+ /** Gets all chunk data, calls the a_Callback's methods for each data type */
void GetAllData(cChunkDataCallback & a_Callback);
- /// Sets all chunk data
+ /** Sets all chunk data */
void SetAllData(
const BLOCKTYPE * a_BlockTypes,
const NIBBLETYPE * a_BlockMeta,
@@ -104,27 +104,29 @@ public:
const cChunkDef::BlockNibbles & a_SkyLight
);
- /// Copies m_BlockData into a_BlockTypes, only the block types
+ /** 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!
+ /** 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
+ /** 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
+ /** Sets or resets the internal flag that prevents chunk from being unloaded.
+ The flag is cumulative - it can be set multiple times and then needs to be un-set that many times
+ before the chunk is unloadable again. */
void Stay(bool a_Stay = true);
- /// Recence all mobs proximities to players in order to know what to do with them
+ /** 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
+ /** Try to Spawn Monsters inside chunk */
void SpawnMobs(cMobSpawner& a_MobSpawner);
void Tick(float a_Dt);
- /// Ticks a single block. Used by cWorld::TickQueuedBlocks() to tick the queued blocks
+ /** Ticks a single block. Used by cWorld::TickQueuedBlocks() to tick the queued blocks */
void TickBlock(int a_RelX, int a_RelY, int a_RelZ);
int GetPosX(void) const { return m_PosX; }
@@ -137,13 +139,13 @@ public:
// 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
+ /** 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, BLOCKTYPE a_PreviousBlockType = E_BLOCK_AIR);
- /// Queues block for ticking (m_ToTickQueue)
+ /** 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
+ /** 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.
@@ -175,14 +177,14 @@ public:
void CollectPickupsByPlayer(cPlayer * a_Player);
- /// Sets the sign text. Returns true if successful. Also sends update packets to all clients in the chunk
+ /** 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
+ /** Adds a client to the chunk; returns true if added, false if already there */
bool AddClient (cClientHandle* a_Client );
void RemoveClient (cClientHandle* a_Client );
@@ -193,55 +195,55 @@ public:
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
+ /** 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.
+ /** 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 block entity; returns true if all block entities processed, false if the callback aborted by returning true
+ /** Calls the callback for each block entity; returns true if all block entities processed, false if the callback aborted by returning true */
bool ForEachBlockEntity(cBlockEntityCallback & a_Callback); // Lua-accessible
- /// Calls the callback for each chest; returns true if all chests processed, false if the callback aborted by returning true
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** 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 block entity at the specified coords; returns false if there's no block entity at those coords, true if found
+ /** Calls the callback for the block entity at the specified coords; returns false if there's no block entity at those coords, true if found */
bool DoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBlockEntityCallback & a_Callback); // Lua-acessible
- /// Calls the callback for the chest at the specified coords; returns false if there's no chest at those coords, true if found
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** 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
- /// Calls the callback for the noteblock at the specified coords; returns false if there's no noteblock at those coords or callback returns true, returns true if found
+ /** Calls the callback for the noteblock at the specified coords; returns false if there's no noteblock at those coords or callback returns true, returns true if found */
bool DoWithNoteBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cNoteBlockCallback & a_Callback);
- /// Calls the callback for the command block at the specified coords; returns false if there's no command block at those coords or callback returns true, returns true if found
+ /** Calls the callback for the command block at the specified coords; returns false if there's no command block at those coords or callback returns true, returns true if found */
bool DoWithCommandBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cCommandBlockCallback & a_Callback);
- /// Retrieves the test on the sign at the specified coords; returns false if there's no sign at those coords, true if found
+ /** 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
@@ -292,7 +294,7 @@ public:
m_IsSaving = false;
}
- /// Sets the blockticking to start at the specified block. Only one blocktick may be set, second call overwrites the first call
+ /** 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;
@@ -310,34 +312,34 @@ public:
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
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** Light alterations based on time */
NIBBLETYPE GetTimeAlteredLight(NIBBLETYPE a_Skylight) const;
@@ -389,7 +391,7 @@ private:
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
+ /** 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;
@@ -427,40 +429,40 @@ private:
void RemoveBlockEntity(cBlockEntity * a_BlockEntity);
void AddBlockEntity (cBlockEntity * a_BlockEntity);
- /// Creates a block entity for each block that needs a block entity and doesn't have one in the list
+ /** 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
+ /** 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
+ /** Sends m_PendingSendBlocks to all clients */
void BroadcastPendingBlockChanges(void);
- /// Checks the block scheduled for checking in m_ToTickBlocks[]
+ /** Checks the block scheduled for checking in m_ToTickBlocks[] */
void CheckBlocks();
- /// Ticks several random blocks in the chunk
+ /** 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
+ /** 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)
+ /** 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)
+ /** 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)
+ /** 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);
- /// Called by Tick() when an entity moves out of this chunk into a neighbor; moves the entity and sends spawn / despawn packet to clients
+ /** 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
+ /** Processes all blocks that have been scheduled for replacement by the QueueSetBlock() function */
void ProcessQueuedSetBlocks(void);
};