diff options
Diffstat (limited to '')
-rw-r--r-- | src/Chunk.h | 254 |
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. */ |