summaryrefslogtreecommitdiffstats
path: root/source/cChunk.h
blob: 836bec9d88b694e5f79f3c3d3969a927376f9fbe (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318

#pragma once

#include "cEntity.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





/** This is really only a placeholder to be used in places where we need to "make up" a chunk's Y coord.
It will help us when the new chunk format comes out and we need to patch everything up for compatibility.
*/
#define ZERO_CHUNK_Y 0





namespace Json
{
	class Value;
};





class cWorld;
class cFurnaceEntity;
class cPacket;
class cBlockEntity;
class cClientHandle;
class cServer;
class MTRand;
class cPlayer;
class cChunkMap;

typedef std::list<cClientHandle *>  cClientHandleList;
typedef std::list<cBlockEntity *>   cBlockEntityList;





/** Interface class used for getting data out of a chunk using the GetAllData() function.
Implementation must use the pointers immediately and NOT store any of them for later use
*/
class cChunkDataCallback
{
public:
	/// Called once to export blockdata
	virtual void BlockData(const char * a_Data) = 0;
	
	/// Called for each entity in the chunk
	virtual void Entity(cEntity * a_Entity) = 0;
	
	/// Called for each blockentity in the chunk
	virtual void BlockEntity(cBlockEntity * a_Entity) = 0;
} ;





/** Interface class used for comparing clients of two chunks.
Used primarily for entity moving while both chunks are locked.
*/
class cClientDiffCallback
{
public:
	/// Called for clients that are in Chunk1 and not in Chunk2,
	virtual void Removed(cClientHandle * a_Client) = 0;
	
	/// Called for clients that are in Chunk2 and not in Chunk1.
	virtual void Added(cClientHandle * a_Client) = 0;
} ;





struct sSetBlock
{
	int x, y, z;
	int ChunkX, ChunkZ;
	char BlockType, BlockMeta;

	sSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta );  // absolute block position
};

typedef std::list< sSetBlock > sSetBlockList;





// This class is not to be used directly
// Instead, call actions on cChunkMap (such as cChunkMap::SetBlock() etc.)
class cChunk
{
public:
	static const int c_NumBlocks = 16 * 128 * 16;
	static const int c_BlockDataSize = c_NumBlocks * 2 + (c_NumBlocks/2); // 2.5 * numblocks
	
	cChunk(int a_X, int a_Y, int a_Z, cChunkMap * a_ChunkMap, cWorld * a_World);
	~cChunk();

	bool IsValid(void) const {return m_IsValid; }  // Returns true if the chunk is valid (loaded / generated)
	void SetValid(bool a_SendToClients = true);   // Also wakes up all clients attached to this chunk to let them finish logging in
	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);
	
	/*
	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 char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities);
	
	/// Copies m_BlockData into a_Blocks, only the block types
	void GetBlocks(char a_Blocks[cChunk::c_NumBlocks]);
	
	/// 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; }

	void SendTo( cClientHandle * a_Client );

	void SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta );
	void FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, char a_BlockType, char a_BlockMeta );  // Doesn't force block updates on neighbors, use for simple changes such as grass growing etc.
	char GetBlock( int a_X, int a_Y, int a_Z );
	char GetBlock( int a_BlockIdx );
	
	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

	inline void RecalculateLighting() { m_bCalculateLighting = true; } // Recalculate lighting next tick
	void SpreadLight(char* a_LightBuffer);
	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);

	//   Loaded(blockdata, lightdata, blockentities, entities),
	//   Generated(blockdata, lightdata, blockentities, entities),
	//   GetBlockData(blockdatadest) etc.
	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; }
	
	void CopyBlockDataFrom(const char * a_NewBlockData);  // Copies all blockdata, recalculates heightmap (used by chunk loaders)
	
	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 PositionToWorldPosition(int a_ChunkX, int a_ChunkY, int a_ChunkZ, int & a_X, int & a_Y, int & a_Z);

	inline static unsigned int MakeIndex(int x, int y, int z )
	{
		if( x < 16 && x > -1 && y < 128 && y > -1 && z < 16 && z > -1 )
		{
			return y + (z * 128) + (x * 128 * 16);
		}
		return 0;
	}
	
	inline void MarkDirty(void)
	{
		m_IsDirty = true;
		m_IsSaving = false;
	}

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_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;

	bool m_bCalculateLighting;

	int m_PosX, m_PosY, m_PosZ;
	cWorld *    m_World;
	cChunkMap * m_ChunkMap;

	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;

	void RemoveBlockEntity( cBlockEntity* a_BlockEntity );
	void AddBlockEntity( cBlockEntity* a_BlockEntity );
	cBlockEntity * GetBlockEntity( int a_X, int a_Y, int a_Z );

	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(void);
	
	// Makes a copy of the list
	cClientHandleList GetAllClients(void) const {return m_LoadedByClient; }
};

typedef cChunk * cChunkPtr;

typedef std::list<cChunkPtr> cChunkPtrList;





class cChunkCoords
{
public:
	int m_ChunkX;
	int m_ChunkY;
	int m_ChunkZ;
	
	cChunkCoords(int a_ChunkX, int a_ChunkY, int a_ChunkZ) : m_ChunkX(a_ChunkX), m_ChunkY(a_ChunkY), m_ChunkZ(a_ChunkZ) {}
	
	bool operator == (const cChunkCoords & a_Other)
	{
		return ((m_ChunkX == a_Other.m_ChunkX) && (m_ChunkY == a_Other.m_ChunkY) && (m_ChunkZ == a_Other.m_ChunkZ));
	}
} ;

typedef std::list<cChunkCoords> cChunkCoordsList;





#if C_CHUNK_USE_INLINE
	#include "cChunk.inl.h"
#endif