From a4a418a679f1ac760a8763edd856f0178cfc6dde Mon Sep 17 00:00:00 2001 From: "madmaxoft@gmail.com" Date: Fri, 25 May 2012 07:18:52 +0000 Subject: Merged the composable_generator branch into the trunk git-svn-id: http://mc-server.googlecode.com/svn/trunk@504 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/cChunk.h | 59 ++++++++++++++++++++++++++++++++++----------------------- 1 file changed, 35 insertions(+), 24 deletions(-) (limited to 'source/cChunk.h') diff --git a/source/cChunk.h b/source/cChunk.h index f829341e5..5b3021397 100644 --- a/source/cChunk.h +++ b/source/cChunk.h @@ -54,13 +54,15 @@ 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 is valid (loaded / generated) + 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() ) @@ -78,15 +80,21 @@ public: /// Sets all chunk data void SetAllData( - const BLOCKTYPE * a_BlockTypes, - const BLOCKTYPE * a_BlockMeta, - const BLOCKTYPE * a_BlockLight, - const BLOCKTYPE * a_BlockSkyLight, + 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); @@ -100,6 +108,7 @@ public: void Stay(bool a_Stay = true); void Tick(float a_Dt, MTRand & a_TickRandom); + void TickBlocks(MTRand & a_TickRandom); int GetPosX() { return m_PosX; } int GetPosY() { return m_PosY; } @@ -108,12 +117,15 @@ public: // OBSOLETE void SendTo( cClientHandle * a_Client ); - void SetBlock( int a_X, int a_Y, int a_Z, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta ); - void SetBlock( const Vector3i & a_BlockPos, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta ) { SetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, a_BlockType, a_BlockMeta ); } + 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 ); + 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 @@ -133,8 +145,6 @@ public: void UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z); // [x, y, z] in world block coords - inline void RecalculateLighting() { m_bCalculateLighting = true; } // Recalculate lighting next tick - void CalculateLighting(); // Recalculate right now void CalculateHeightmap(); @@ -165,19 +175,21 @@ public: inline void SpreadBlockSkyLight(void) {SpreadLight(m_BlockSkyLight); } inline void SpreadBlockLight (void) {SpreadLight(m_BlockLight); } - inline BLOCKTYPE GetMeta(int a_RelX, int a_RelY, int a_RelZ) {return cChunkDef::GetNibble(m_BlockMeta, a_RelX, a_RelY, a_RelZ); } - inline void SetMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_Meta) { cChunkDef::SetNibble(m_BlockMeta, a_RelX, a_RelY, a_RelZ, a_Meta); } + 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, BLOCKTYPE a_Meta) { cChunkDef::SetNibble(m_BlockMeta, a_RelX, a_RelY, a_RelZ, a_Meta); } - inline BLOCKTYPE GetLight(int a_RelX, int a_RelY, int a_RelZ) {return cChunkDef::GetNibble(m_BlockLight, a_RelX, a_RelY, a_RelZ); } - inline BLOCKTYPE GetSkyLight(int a_RelX, int a_RelY, int a_RelZ) {return cChunkDef::GetNibble(m_BlockSkyLight, a_RelX, a_RelY, a_RelZ); } + 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_IsDirty; // True if the chunk has changed since it was last saved - bool m_IsSaving; // True if the chunk is being saved + 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; @@ -193,19 +205,18 @@ private: /// Number of times the chunk has been requested to stay (by various cChunkStay objects); if zero, the chunk can be unloaded int m_StayCount; - bool m_bCalculateLighting; - 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]; - BLOCKTYPE m_BlockMeta [cChunkDef::NumBlocks / 2]; - BLOCKTYPE m_BlockLight [cChunkDef::NumBlocks / 2]; - BLOCKTYPE m_BlockSkyLight[cChunkDef::NumBlocks / 2]; + 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; unsigned int m_BlockTickNum; unsigned int m_BlockTickX, m_BlockTickY, m_BlockTickZ; @@ -215,14 +226,14 @@ private: 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(BLOCKTYPE * a_LightBuffer, int a_X, int a_Y, int a_Z, BLOCKTYPE a_Falloff); + 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; } - void SpreadLight(BLOCKTYPE * a_LightBuffer); + void SpreadLight(NIBBLETYPE * a_LightBuffer); }; typedef cChunk * cChunkPtr; -- cgit v1.2.3