summaryrefslogtreecommitdiffstats
path: root/src/Chunk.h
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--src/Chunk.h254
1 files changed, 153 insertions, 101 deletions
diff --git a/src/Chunk.h b/src/Chunk.h
index 6d8dc91db..aed2fe049 100644
--- a/src/Chunk.h
+++ b/src/Chunk.h
@@ -29,24 +29,28 @@ class cRedstoneSimulatorChunkData;
struct SetChunkData;
// A convenience macro for calling GetChunkAndRelByAbsolute.
-#define PREPARE_REL_AND_CHUNK(Position, OriginalChunk) cChunk * Chunk; Vector3i Rel; bool RelSuccess = (OriginalChunk).GetChunkAndRelByAbsolute(Position, &Chunk, Rel)
+#define PREPARE_REL_AND_CHUNK(Position, OriginalChunk) \
+ cChunk * Chunk; \
+ Vector3i Rel; \
+ bool RelSuccess = (OriginalChunk).GetChunkAndRelByAbsolute(Position, &Chunk, Rel)
class cChunk
{
-public:
-
+ public:
/** Represents the presence state of the chunk */
enum ePresence
{
- cpInvalid, /**< The chunk is not present at all and is not queued in the loader / generator */
- cpQueued, /**< The chunk is not present, but is queued for loading / generation */
- cpPresent, /**< The chunk is present */
+ cpInvalid, /**< The chunk is not present at all and is not queued in the loader / generator */
+ cpQueued, /**< The chunk is not present, but is queued for loading / generation */
+ cpPresent, /**< The chunk is present */
};
cChunk(
- int a_ChunkX, int a_ChunkZ, // Chunk coords
- cChunkMap * a_ChunkMap, cWorld * a_World // Parent objects
+ int a_ChunkX,
+ int a_ChunkZ, // Chunk coords
+ cChunkMap * a_ChunkMap,
+ cWorld * a_World // Parent objects
);
cChunk(const cChunk & Other) = delete;
~cChunk();
@@ -55,10 +59,10 @@ public:
void BroadcastPendingChanges(void);
/** Returns true iff the chunk block data is valid (loaded / generated) */
- bool IsValid(void) const {return (m_Presence == cpPresent); }
+ bool IsValid(void) const { return (m_Presence == cpPresent); }
/** Returns true iff the chunk is in the queue for loading / generating */
- bool IsQueued(void) const {return (m_Presence == cpQueued); }
+ bool IsQueued(void) const { return (m_Presence == cpQueued); }
/** Sets the chunk's presence.
Wakes up any calls to cChunkMap::GetHeight() when setting to cpPresent. */
@@ -68,7 +72,7 @@ public:
void MarkRegenerating(void);
/** Returns true iff the chunk has changed since it was last saved. */
- bool IsDirty(void) const {return m_IsDirty; }
+ bool IsDirty(void) const { return m_IsDirty; }
bool CanUnload(void) const;
@@ -80,14 +84,15 @@ public:
Not called during server shutdown; such cleanup during shutdown is unnecessary. */
void OnUnload();
- bool IsLightValid(void) const {return m_IsLightValid; }
+ bool IsLightValid(void) const { return m_IsLightValid; }
/*
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()
+ 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()
@@ -104,10 +109,7 @@ public:
Modifies the BlockEntity list in a_SetChunkData - moves the block entities into the chunk. */
void SetAllData(SetChunkData && a_SetChunkData);
- void SetLight(
- const cChunkDef::BlockNibbles & a_BlockLight,
- const cChunkDef::BlockNibbles & a_SkyLight
- );
+ void SetLight(const cChunkDef::BlockNibbles & a_BlockLight, const cChunkDef::BlockNibbles & a_SkyLight);
/** 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);
@@ -137,27 +139,42 @@ public:
void SetBlock(Vector3i a_RelBlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
// SetBlock() does a lot of work (heightmap, tickblocks, blockentities) so a BlockIdx version doesn't make sense
- 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.
+ 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.
void FastSetBlock(Vector3i a_RelPos, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta)
{
FastSetBlock(a_RelPos.x, a_RelPos.y, a_RelPos.z, a_BlockType, a_BlockMeta);
}
- BLOCKTYPE GetBlock(int a_RelX, int a_RelY, int a_RelZ) const { return m_BlockData.GetBlock({ a_RelX, a_RelY, a_RelZ }); }
+ BLOCKTYPE GetBlock(int a_RelX, int a_RelY, int a_RelZ) const
+ {
+ return m_BlockData.GetBlock({a_RelX, a_RelY, a_RelZ});
+ }
BLOCKTYPE GetBlock(Vector3i a_RelCoords) const { return m_BlockData.GetBlock(a_RelCoords); }
void GetBlockTypeMeta(Vector3i a_RelPos, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) const;
void GetBlockTypeMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) const
{
- GetBlockTypeMeta({ a_RelX, a_RelY, a_RelZ }, a_BlockType, a_BlockMeta);
+ GetBlockTypeMeta({a_RelX, a_RelY, a_RelZ}, a_BlockType, a_BlockMeta);
}
- void GetBlockInfo(Vector3i a_RelPos, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight) const;
+ void GetBlockInfo(
+ Vector3i a_RelPos,
+ BLOCKTYPE & a_BlockType,
+ NIBBLETYPE & a_Meta,
+ NIBBLETYPE & a_SkyLight,
+ NIBBLETYPE & a_BlockLight
+ ) const;
/** Convert absolute coordinates into relative coordinates.
Returns false on failure to obtain a valid chunk. Returns true otherwise.
- @param a_Position The position you'd like to convert, a_Position need not be in the calling chunk and can safely be out
- of its bounds, but for best performance, it should not be too far from the calling chunk.
+ @param a_Position The position you'd like to convert, a_Position need not be in the calling chunk and can safely be
+ out of its bounds, but for best performance, it should not be too far from the calling chunk.
@param a_Chunk Returns the chunk in which a_Position is in. If a_Position is within the calling chunk's bounds,
returns the calling chunk. For best performance, a_Position shouldn't be too far from the calling chunk.
@param a_Rel Returns the converted relative position. Note that it is relative to the returned a_Chunk.
@@ -166,8 +183,8 @@ public:
/** Convert absolute coordinates into relative coordinates.
Returns false on failure to obtain a valid chunk. Returns true otherwise.
- @param a_Position The position you'd like to convert, a_Position need not be in the calling chunk and can safely be out
- of its bounds, but for best performance, it should not be too far from the calling chunk.
+ @param a_Position The position you'd like to convert, a_Position need not be in the calling chunk and can safely be
+ out of its bounds, but for best performance, it should not be too far from the calling chunk.
@param a_Chunk Returns the chunk in which a_Position is in. If a_Position is within the calling chunk's bounds,
returns the calling chunk. For best performance, a_Position shouldn't be too far from the calling chunk.
@param a_Rel Returns the converted relative position. Note that it is relative to the returned a_Chunk.
@@ -188,7 +205,7 @@ public:
Will try walking the neighbors first; if that fails, will query the chunkmap. */
cChunk * GetRelNeighborChunkAdjustCoords(Vector3i & a_RelPos) const;
- EMCSBiome GetBiomeAt(int a_RelX, int a_RelZ) const {return cChunkDef::GetBiome(m_BiomeMap, a_RelX, a_RelZ); }
+ EMCSBiome GetBiomeAt(int a_RelX, int a_RelZ) const { return cChunkDef::GetBiome(m_BiomeMap, a_RelX, a_RelZ); }
/** Sets the biome at the specified relative coords.
Doesn't resend the chunk to clients. */
@@ -198,7 +215,7 @@ public:
Sends the chunk to all relevant clients. */
void SetAreaBiome(int a_MinRelX, int a_MaxRelX, int a_MinRelZ, int a_MaxRelZ, EMCSBiome a_Biome);
- int GetHeight( int a_X, int a_Z) const;
+ int GetHeight(int a_X, int a_Z) const;
/** Returns true if it is sunny at the specified location. This takes into account biomes. */
bool IsWeatherSunnyAt(int a_RelX, int a_RelZ) const;
@@ -232,34 +249,39 @@ public:
bool HasEntity(UInt32 a_EntityID) const;
- /** 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) const; // Lua-accessible
/** Calls the callback for each entity that has a nonempty intersection with the specified boundingbox.
Returns true if all entities processed, false if the callback aborted by returning true. */
bool ForEachEntityInBox(const cBoundingBox & a_Box, cEntityCallback a_Callback) const; // 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. */
- bool DoWithEntityByID(UInt32 a_EntityID, cEntityCallback a_Callback, bool & a_CallbackResult) const; // 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. */
+ bool DoWithEntityByID(UInt32 a_EntityID, cEntityCallback a_Callback, bool & a_CallbackResult)
+ const; // 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 the block entity at the specified coords; returns false if there's no block entity at those coords, and whatever the callback returns if found. */
+ /** Calls the callback for the block entity at the specified coords; returns false if there's no block entity at
+ * those coords, and whatever the callback returns if found. */
bool DoWithBlockEntityAt(Vector3i a_Position, cBlockEntityCallback a_Callback); // Lua-acessible
/** Use block entity on coordinate.
returns true if the use was successful, return false to use the block as a "normal" block */
bool UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z); // [x, y, z] in world block coords
- void SendBlockEntity (int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client);
+ void SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client);
Vector3i PositionToWorldPosition(Vector3i a_RelPos)
{
return PositionToWorldPosition(a_RelPos.x, a_RelPos.y, a_RelPos.z);
}
- void PositionToWorldPosition(int a_RelX, int a_RelY, int a_RelZ, int & a_BlockX, int & a_BlockY, int & a_BlockZ);
+ void PositionToWorldPosition(int a_RelX, int a_RelY, int a_RelZ, int & a_BlockX, int & a_BlockY, int & a_BlockZ);
Vector3i PositionToWorldPosition(int a_RelX, int a_RelY, int a_RelZ);
inline void MarkDirty(void)
@@ -271,28 +293,23 @@ public:
/** Causes the specified block to be ticked on the next Tick() call.
Plugins can use this via the cWorld:SetNextBlockToTick() API.
Only one block coord per chunk may be set, a second call overwrites the first call */
- inline void SetNextBlockToTick(const Vector3i a_RelPos)
- {
- m_BlockToTick = a_RelPos;
- }
+ inline void SetNextBlockToTick(const Vector3i a_RelPos) { m_BlockToTick = a_RelPos; }
inline NIBBLETYPE GetMeta(int a_RelX, int a_RelY, int a_RelZ) const
{
- return m_BlockData.GetMeta({ a_RelX, a_RelY, a_RelZ });
+ return m_BlockData.GetMeta({a_RelX, a_RelY, a_RelZ});
}
NIBBLETYPE GetMeta(Vector3i a_RelPos) const { return m_BlockData.GetMeta(a_RelPos); }
- void SetMeta(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_Meta)
- {
- SetMeta({ a_RelX, a_RelY, a_RelZ }, a_Meta);
- }
+ void SetMeta(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_Meta) { SetMeta({a_RelX, a_RelY, a_RelZ}, a_Meta); }
inline void SetMeta(Vector3i a_RelPos, NIBBLETYPE a_Meta)
{
m_BlockData.SetMeta(a_RelPos, a_Meta);
MarkDirty();
- m_PendingSendBlocks.emplace_back(m_PosX, m_PosZ, a_RelPos.x, a_RelPos.y, a_RelPos.z, GetBlock(a_RelPos), a_Meta);
+ m_PendingSendBlocks
+ .emplace_back(m_PosX, m_PosZ, a_RelPos.x, a_RelPos.y, a_RelPos.z, GetBlock(a_RelPos), a_Meta);
}
/** Light alterations based on time */
@@ -300,90 +317,109 @@ public:
/** Get the level of artificial light illuminating the block (0 - 15) */
inline NIBBLETYPE GetBlockLight(Vector3i a_RelPos) const { return m_LightData.GetBlockLight(a_RelPos); }
- inline NIBBLETYPE GetBlockLight(int a_RelX, int a_RelY, int a_RelZ) const { return m_LightData.GetBlockLight({ a_RelX, a_RelY, a_RelZ }); }
+ inline NIBBLETYPE GetBlockLight(int a_RelX, int a_RelY, int a_RelZ) const
+ {
+ return m_LightData.GetBlockLight({a_RelX, a_RelY, a_RelZ});
+ }
/** Get the level of sky light illuminating the block (0 - 15) independent of daytime. */
inline NIBBLETYPE GetSkyLight(Vector3i a_RelPos) const { return m_LightData.GetSkyLight(a_RelPos); }
- inline NIBBLETYPE GetSkyLight(int a_RelX, int a_RelY, int a_RelZ) const { return m_LightData.GetSkyLight({ a_RelX, a_RelY, a_RelZ }); }
+ inline NIBBLETYPE GetSkyLight(int a_RelX, int a_RelY, int a_RelZ) const
+ {
+ return m_LightData.GetSkyLight({a_RelX, a_RelY, a_RelZ});
+ }
/** Get the level of sky light illuminating the block (0 - 15), taking daytime into a account. */
- inline NIBBLETYPE GetSkyLightAltered(Vector3i a_RelPos) const { return GetTimeAlteredLight(m_LightData.GetSkyLight(a_RelPos)); }
- inline NIBBLETYPE GetSkyLightAltered(int a_RelX, int a_RelY, int a_RelZ) const { return GetSkyLightAltered({ a_RelX, a_RelY, a_RelZ }); }
+ inline NIBBLETYPE GetSkyLightAltered(Vector3i a_RelPos) const
+ {
+ return GetTimeAlteredLight(m_LightData.GetSkyLight(a_RelPos));
+ }
+ inline NIBBLETYPE GetSkyLightAltered(int a_RelX, int a_RelY, int a_RelZ) const
+ {
+ return GetSkyLightAltered({a_RelX, a_RelY, a_RelZ});
+ }
- /** 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, false if queried chunk not loaded. */
+ /** 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, false if queried chunk not loaded. */
bool UnboundedRelGetBlock(Vector3i a_RelCoords, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) const;
/** OBSOLETE, use the Vector3i-based overload.
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, false if queried chunk not loaded. */
- bool UnboundedRelGetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) const
+ bool UnboundedRelGetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta)
+ const
{
return UnboundedRelGetBlock({a_RelX, a_RelY, a_RelZ}, a_BlockType, a_BlockMeta);
}
- /** 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, false if queried chunk not loaded. */
+ /** 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, false if queried chunk not loaded. */
bool UnboundedRelGetBlockType(Vector3i a_RelCoords, BLOCKTYPE & a_BlockType) const;
/** OBSOLETE, use the Vector3i-based overload.
- 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, false if queried chunk not loaded. */
+ 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, false if queried chunk not loaded. */
bool UnboundedRelGetBlockType(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType) const
{
return UnboundedRelGetBlockType({a_RelX, a_RelY, a_RelZ}, a_BlockType);
}
- /** 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, false if queried chunk not loaded. */
+ /** 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, false if queried chunk not loaded. */
bool UnboundedRelGetBlockMeta(Vector3i a_RelPos, NIBBLETYPE & a_BlockMeta) const;
/** OBSOLETE, use the Vector3i-based overload.
- 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, false if queried chunk not loaded. */
+ 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, false if queried chunk not loaded. */
bool UnboundedRelGetBlockMeta(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_BlockMeta) const
{
return UnboundedRelGetBlockMeta({a_RelX, a_RelY, a_RelZ}, a_BlockMeta);
}
- /** 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, false if queried chunk not loaded. */
+ /** 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, false if queried chunk not loaded. */
bool UnboundedRelGetBlockBlockLight(Vector3i a_RelPos, NIBBLETYPE & a_BlockLight) const;
/** OBSOLETE, use the Vector3i-based overload.
- 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, false if queried chunk not loaded. */
+ 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, false if queried chunk not loaded. */
bool UnboundedRelGetBlockBlockLight(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_BlockLight) const
{
return UnboundedRelGetBlockBlockLight({a_RelX, a_RelY, a_RelZ}, a_BlockLight);
}
- /** 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, false if queried chunk not loaded. */
+ /** 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, false if queried chunk not loaded. */
bool UnboundedRelGetBlockSkyLight(Vector3i a_RelPos, NIBBLETYPE & a_SkyLight) const;
/** OBSOLETE, use the Vector3i-based overload.
- 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, false if queried chunk not loaded. */
+ 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, false if queried chunk not loaded. */
bool UnboundedRelGetBlockSkyLight(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_SkyLight) const
{
return UnboundedRelGetBlockSkyLight({a_RelX, a_RelY, a_RelZ}, a_SkyLight);
}
- /** 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, false if queried chunk not loaded. */
+ /** 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, false if queried chunk not loaded. */
bool UnboundedRelGetBlockLights(Vector3i a_RelPos, NIBBLETYPE & a_BlockLight, NIBBLETYPE & a_SkyLight) const;
/** OBSOLETE, use the Vector3i-based overload.
- 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, false if queried chunk not loaded. */
- bool UnboundedRelGetBlockLights(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_BlockLight, 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, false if queried chunk not loaded. */
+ bool UnboundedRelGetBlockLights(
+ int a_RelX,
+ int a_RelY,
+ int a_RelZ,
+ NIBBLETYPE & a_BlockLight,
+ NIBBLETYPE & a_SkyLight
+ ) const
{
return UnboundedRelGetBlockLights({a_RelX, a_RelY, a_RelZ}, a_BlockLight, a_SkyLight);
}
- /** 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, false if queried chunk not loaded. */
+ /** 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, false if queried chunk not loaded. */
bool UnboundedRelSetBlock(Vector3i a_RelPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
/** OBSOLETE, use the Vector3i-based overload.
@@ -394,13 +430,13 @@ public:
return UnboundedRelSetBlock({a_RelX, a_RelY, a_RelZ}, a_BlockType, 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, false if queried chunk not loaded. */
+ /** 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, false if queried chunk not loaded. */
bool UnboundedRelFastSetBlock(Vector3i a_RelPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
/** OBSOLETE, use the Vector3i-based overload.
- 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, false if queried chunk not loaded. */
+ 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, false if queried chunk not loaded. */
bool UnboundedRelFastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
return UnboundedRelFastSetBlock({a_RelX, a_RelY, a_RelZ}, a_BlockType, a_BlockMeta);
@@ -409,10 +445,10 @@ public:
// Per-chunk simulator data:
- cFireSimulatorChunkData & GetFireSimulatorData (void) { return m_FireSimulatorData; }
+ cFireSimulatorChunkData & GetFireSimulatorData(void) { return m_FireSimulatorData; }
cFluidSimulatorData * GetWaterSimulatorData(void) const { return m_WaterSimulatorData; }
- cFluidSimulatorData * GetLavaSimulatorData (void) const { return m_LavaSimulatorData; }
- cSandSimulatorChunkData & GetSandSimulatorData (void) { return m_SandSimulatorData; }
+ cFluidSimulatorData * GetLavaSimulatorData(void) const { return m_LavaSimulatorData; }
+ cSandSimulatorChunkData & GetSandSimulatorData(void) { return m_SandSimulatorData; }
cRedstoneSimulatorChunkData * GetRedstoneSimulatorData(void) const { return m_RedstoneSimulatorData; }
/** Returns the block entity at the specified (absolute) coords.
@@ -422,7 +458,10 @@ public:
/** OBSOLETE, use the Vector3i-based overload instead.
Returns the block entity at the specified (absolute) coords.
Returns nullptr if no such BE or outside this chunk. */
- cBlockEntity * GetBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ) { return GetBlockEntity({a_BlockX, a_BlockY, a_BlockZ}); }
+ cBlockEntity * GetBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ)
+ {
+ return GetBlockEntity({a_BlockX, a_BlockY, a_BlockZ});
+ }
/** Returns the block entity at the specified (relative) coords.
Returns nullptr if no such BE.
@@ -440,10 +479,7 @@ public:
as at least one requests is active the chunk will be ticked). */
void SetAlwaysTicked(bool a_AlwaysTicked);
- const auto & GetAllClients(void) const
- {
- return m_LoadedByClient;
- }
+ const auto & GetAllClients(void) const { return m_LoadedByClient; }
/** Converts the coord relative to this chunk into an absolute coord.
Doesn't check relative coord validity. */
@@ -455,8 +491,7 @@ public:
/** Returns true if slimes should spawn in the chunk. */
bool IsSlimeChunk() const;
-private:
-
+ private:
friend class cChunkMap;
struct sSetBlockQueueItem
@@ -467,11 +502,25 @@ private:
NIBBLETYPE m_BlockMeta;
BLOCKTYPE m_PreviousType;
- sSetBlockQueueItem(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Int64 a_Tick, BLOCKTYPE a_PreviousBlockType) :
- m_Tick(a_Tick), m_RelX(a_RelX), m_RelY(a_RelY), m_RelZ(a_RelZ), m_BlockType(a_BlockType), m_BlockMeta(a_BlockMeta), m_PreviousType(a_PreviousBlockType)
+ sSetBlockQueueItem(
+ int a_RelX,
+ int a_RelY,
+ int a_RelZ,
+ BLOCKTYPE a_BlockType,
+ NIBBLETYPE a_BlockMeta,
+ Int64 a_Tick,
+ BLOCKTYPE a_PreviousBlockType
+ ) :
+ m_Tick(a_Tick),
+ m_RelX(a_RelX),
+ m_RelY(a_RelY),
+ m_RelZ(a_RelZ),
+ m_BlockType(a_BlockType),
+ m_BlockMeta(a_BlockMeta),
+ m_PreviousType(a_PreviousBlockType)
{
}
- } ;
+ };
typedef std::vector<sSetBlockQueueItem> sSetBlockQueueVector;
@@ -479,9 +528,9 @@ private:
/** Holds the presence status of the chunk - if it is present, or in the loader / generator queue, or unloaded */
ePresence m_Presence;
- 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_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
/** Blocks that have changed and need to be sent to all clients.
The protocol has a provision for coalescing block changes, and this is the buffer.
@@ -490,7 +539,8 @@ private:
/** Block entities that have been touched and need to be sent to all clients.
Because block changes are buffered and we need to happen after them, this buffer exists too.
- Pointers to block entities that were destroyed are guaranteed to be removed from this array by SetAllData, SetBlock, WriteBlockArea. */
+ Pointers to block entities that were destroyed are guaranteed to be removed from this array by SetAllData, SetBlock,
+ WriteBlockArea. */
std::vector<cBlockEntity *> m_PendingSendBlockEntities;
/** A queue of relative positions to call cBlockHandler::Check on.
@@ -502,18 +552,19 @@ private:
std::vector<OwnedEntity> m_Entities;
cBlockEntities 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 */
unsigned m_StayCount;
int m_PosX, m_PosZ;
- cWorld * m_World;
+ cWorld * m_World;
cChunkMap * m_ChunkMap;
ChunkBlockData m_BlockData;
ChunkLightData m_LightData;
cChunkDef::HeightMap m_HeightMap;
- cChunkDef::BiomeMap m_BiomeMap;
+ cChunkDef::BiomeMap m_BiomeMap;
/** Relative coords of the block to tick first in the next Tick() call.
Plugins can use this to force a tick in a specific block, using cWorld:SetNextBlockToTick() API. */
@@ -526,8 +577,8 @@ private:
// Per-chunk simulator data:
cFireSimulatorChunkData m_FireSimulatorData;
- cFluidSimulatorData * m_WaterSimulatorData;
- cFluidSimulatorData * m_LavaSimulatorData;
+ cFluidSimulatorData * m_WaterSimulatorData;
+ cFluidSimulatorData * m_LavaSimulatorData;
cSandSimulatorChunkData m_SandSimulatorData;
cRedstoneSimulatorChunkData * m_RedstoneSimulatorData;
@@ -564,7 +615,8 @@ private:
Returns the number of stages the plant has grown, 0 if not a plant. */
int GrowPlantAt(Vector3i a_RelPos, int a_NumStages = 1);
- /** 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(OwnedEntity a_Entity);
/** Check m_Entities for cPlayer objects. */