// cChunkMap.h // Interfaces to the cChunkMap class representing the chunk storage for a single world #pragma once #include "cChunk.h" class cWorld; class cEntity; class MTRand; class cChunkMap { public: static const int LAYER_SIZE = 32; cChunkMap(cWorld* a_World ); ~cChunkMap(); cChunkPtr GetChunk ( int a_X, int a_Y, int a_Z ); // Also queues the chunk for loading / generating if not valid cChunkPtr GetChunkNoGen( int a_X, int a_Y, int a_Z ); // Also queues the chunk for loading if not valid; doesn't generate void Tick( float a_Dt, MTRand & a_TickRand ); void UnloadUnusedChunks(); void SaveAllChunks(); cWorld* GetWorld() { return m_World; } int GetNumChunks(void); private: class cChunkLayer { public: cChunkLayer(int a_LayerX, int a_LayerZ, cChunkMap * a_Parent); /// Always returns an assigned chunkptr, but the chunk needn't be valid (loaded / generated) - callers must check cChunkPtr GetChunk( int a_ChunkX, int a_ChunkZ ); int GetX(void) const {return m_LayerX; } int GetZ(void) const {return m_LayerZ; } int GetNumChunksLoaded(void) const {return m_NumChunksLoaded; } void Save(void); void UnloadUnusedChunks(void); void Tick( float a_Dt, MTRand & a_TickRand ); protected: cChunkPtr m_Chunks[LAYER_SIZE * LAYER_SIZE]; int m_LayerX; int m_LayerZ; cChunkMap * m_Parent; int m_NumChunksLoaded; }; typedef std::list cChunkLayerList; // TODO: Use smart pointers for cChunkLayerList as well, so that ticking and saving needn't lock the entire layerlist // This however means that cChunkLayer needs to interlock its m_Chunks[] cChunkLayer * GetLayerForChunk( int a_ChunkX, int a_ChunkZ ); // Creates the layer if it doesn't already exist cChunkLayer * GetLayer( int a_LayerX, int a_LayerZ ); // Creates the layer if it doesn't already exist void RemoveLayer( cChunkLayer* a_Layer ); cCriticalSection m_CSLayers; cChunkLayerList m_Layers; cWorld * m_World; };