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Diffstat (limited to 'src/ChunkMap.cpp')
-rw-r--r-- | src/ChunkMap.cpp | 2668 |
1 files changed, 2668 insertions, 0 deletions
diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp new file mode 100644 index 000000000..73a16dbb4 --- /dev/null +++ b/src/ChunkMap.cpp @@ -0,0 +1,2668 @@ + +#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules + +#include "ChunkMap.h" +#include "World.h" +#include "Root.h" +#include "Entities/Player.h" +#include "Item.h" +#include "Entities/Pickup.h" +#include "Chunk.h" +#include "Generating/Trees.h" // used in cChunkMap::ReplaceTreeBlocks() for tree block discrimination +#include "BlockArea.h" +#include "PluginManager.h" +#include "Entities/TNTEntity.h" +#include "Blocks/BlockHandler.h" +#include "MobCensus.h" +#include "MobSpawner.h" + +#ifndef _WIN32 + #include <cstdlib> // abs +#endif + +#include "zlib.h" +#include <json/json.h> + + + + + +//////////////////////////////////////////////////////////////////////////////// +// cChunkMap: + +cChunkMap::cChunkMap(cWorld * a_World ) + : m_World( a_World ) +{ +} + + + + + +cChunkMap::~cChunkMap() +{ + cCSLock Lock(m_CSLayers); + while (!m_Layers.empty()) + { + delete m_Layers.back(); + m_Layers.pop_back(); // Must pop, because further chunk deletions query the chunkmap for entities and that would touch deleted data + } +} + + + + + +void cChunkMap::RemoveLayer( cChunkLayer* a_Layer ) +{ + cCSLock Lock(m_CSLayers); + m_Layers.remove(a_Layer); +} + + + + + +cChunkMap::cChunkLayer * cChunkMap::GetLayer(int a_LayerX, int a_LayerZ) +{ + cCSLock Lock(m_CSLayers); + for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr) + { + if (((*itr)->GetX() == a_LayerX) && ((*itr)->GetZ() == a_LayerZ)) + { + return *itr; + } + } + + // Not found, create new: + cChunkLayer * Layer = new cChunkLayer(a_LayerX, a_LayerZ, this); + if (Layer == NULL) + { + LOGERROR("cChunkMap: Cannot create new layer, server out of memory?"); + return NULL; + } + m_Layers.push_back(Layer); + return Layer; +} + + + + + +cChunkMap::cChunkLayer * cChunkMap::FindLayerForChunk(int a_ChunkX, int a_ChunkZ) +{ + const int LayerX = FAST_FLOOR_DIV(a_ChunkX, LAYER_SIZE); + const int LayerZ = FAST_FLOOR_DIV(a_ChunkZ, LAYER_SIZE); + return FindLayer(LayerX, LayerZ); +} + + + + + +cChunkMap::cChunkLayer * cChunkMap::FindLayer(int a_LayerX, int a_LayerZ) +{ + ASSERT(m_CSLayers.IsLockedByCurrentThread()); + + for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr) + { + if (((*itr)->GetX() == a_LayerX) && ((*itr)->GetZ() == a_LayerZ)) + { + return *itr; + } + } // for itr - m_Layers[] + + // Not found + return NULL; +} + + + + + +cChunkMap::cChunkLayer * cChunkMap::GetLayerForChunk(int a_ChunkX, int a_ChunkZ) +{ + const int LayerX = FAST_FLOOR_DIV(a_ChunkX, LAYER_SIZE); + const int LayerZ = FAST_FLOOR_DIV(a_ChunkZ, LAYER_SIZE); + return GetLayer(LayerX, LayerZ); +} + + + + + +cChunkPtr cChunkMap::GetChunk( int a_ChunkX, int a_ChunkY, int a_ChunkZ ) +{ + // No need to lock m_CSLayers, since it's already locked by the operation that called us + ASSERT(m_CSLayers.IsLockedByCurrentThread()); + + cChunkLayer * Layer = GetLayerForChunk( a_ChunkX, a_ChunkZ ); + if (Layer == NULL) + { + // An error must have occurred, since layers are automatically created if they don't exist + return NULL; + } + + cChunkPtr Chunk = Layer->GetChunk(a_ChunkX, a_ChunkY, a_ChunkZ); + if (Chunk == NULL) + { + return NULL; + } + if (!(Chunk->IsValid())) + { + m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ, true); + } + return Chunk; +} + + + + + +cChunkPtr cChunkMap::GetChunkNoGen( int a_ChunkX, int a_ChunkY, int a_ChunkZ ) +{ + // No need to lock m_CSLayers, since it's already locked by the operation that called us + cChunkLayer * Layer = GetLayerForChunk( a_ChunkX, a_ChunkZ ); + if (Layer == NULL) + { + // An error must have occurred, since layers are automatically created if they don't exist + return NULL; + } + + cChunkPtr Chunk = Layer->GetChunk(a_ChunkX, a_ChunkY, a_ChunkZ); + if (Chunk == NULL) + { + return NULL; + } + if (!(Chunk->IsValid())) + { + m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ, false); + } + + return Chunk; +} + + + + + +cChunkPtr cChunkMap::GetChunkNoLoad( int a_ChunkX, int a_ChunkY, int a_ChunkZ ) +{ + // No need to lock m_CSLayers, since it's already locked by the operation that called us + cChunkLayer * Layer = GetLayerForChunk( a_ChunkX, a_ChunkZ ); + if (Layer == NULL) + { + // An error must have occurred, since layers are automatically created if they don't exist + return NULL; + } + + return Layer->GetChunk(a_ChunkX, a_ChunkY, a_ChunkZ); +} + + + + + +bool cChunkMap::LockedGetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) +{ + // We already have m_CSLayers locked since this can be called only from within the tick thread + ASSERT(m_CSLayers.IsLockedByCurrentThread()); + + int ChunkX, ChunkZ; + cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ); + cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if (Chunk == NULL) + { + return false; + } + + int Index = cChunkDef::MakeIndexNoCheck(a_BlockX, a_BlockY, a_BlockZ); + a_BlockType = Chunk->GetBlock(Index); + a_BlockMeta = Chunk->GetMeta(Index); + return true; +} + + + + + +bool cChunkMap::LockedGetBlockType(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType) +{ + // We already have m_CSLayers locked since this can be called only from within the tick thread + ASSERT(m_CSLayers.IsLockedByCurrentThread()); + + int ChunkX, ChunkZ; + cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ); + cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if (Chunk == NULL) + { + return false; + } + + int Index = cChunkDef::MakeIndexNoCheck(a_BlockX, a_BlockY, a_BlockZ); + a_BlockType = Chunk->GetBlock(Index); + return true; +} + + + + + +bool cChunkMap::LockedGetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE & a_BlockMeta) +{ + // We already have m_CSLayers locked since this can be called only from within the tick thread + ASSERT(m_CSLayers.IsLockedByCurrentThread()); + + int ChunkX, ChunkZ; + cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ); + cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if (Chunk == NULL) + { + return false; + } + + int Index = cChunkDef::MakeIndexNoCheck(a_BlockX, a_BlockY, a_BlockZ); + a_BlockMeta = Chunk->GetMeta(Index); + return true; +} + + + + + +bool cChunkMap::LockedSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) +{ + // We already have m_CSLayers locked since this can be called only from within the tick thread + int ChunkX, ChunkZ; + cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ); + cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if (Chunk == NULL) + { + return false; + } + + Chunk->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta); + return true; +} + + + + + +bool cChunkMap::LockedFastSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) +{ + // We already have m_CSLayers locked since this can be called only from within the tick thread + int ChunkX, ChunkZ; + cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ); + cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if (Chunk == NULL) + { + return false; + } + + Chunk->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta); + return true; +} + + + + + +cChunk * cChunkMap::FindChunk(int a_ChunkX, int a_ChunkZ) +{ + ASSERT(m_CSLayers.IsLockedByCurrentThread()); + + cChunkLayer * Layer = FindLayerForChunk(a_ChunkX, a_ChunkZ); + if (Layer == NULL) + { + return NULL; + } + return Layer->FindChunk(a_ChunkX, a_ChunkZ); +} + + + + + +void cChunkMap::BroadcastAttachEntity(const cEntity & a_Entity, const cEntity * a_Vehicle) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), ZERO_CHUNK_Y, a_Entity.GetChunkZ()); + if (Chunk == NULL) + { + return; + } + // It's perfectly legal to broadcast packets even to invalid chunks! + Chunk->BroadcastAttachEntity(a_Entity, a_Vehicle); +} + + + + + +void cChunkMap::BroadcastBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType, const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSLayers); + int x, y, z, ChunkX, ChunkZ; + x = a_BlockX; + y = a_BlockY; + z = a_BlockZ; + cChunkDef::BlockToChunk(x, z, ChunkX, ChunkZ); + cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if (Chunk == NULL) + { + return; + } + // It's perfectly legal to broadcast packets even to invalid chunks! + Chunk->BroadcastBlockAction(a_BlockX, a_BlockY, a_BlockZ, a_Byte1, a_Byte2, a_BlockType, a_Exclude); +} + + + + + +void cChunkMap::BroadcastBlockBreakAnimation(int a_entityID, int a_blockX, int a_blockY, int a_blockZ, char a_stage, const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSLayers); + int ChunkX, ChunkZ; + + cChunkDef::BlockToChunk(a_blockX, a_blockZ, ChunkX, ChunkZ); + cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ); + if (Chunk == NULL) + { + return; + } + // It's perfectly legal to broadcast packets even to invalid chunks! + Chunk->BroadcastBlockBreakAnimation(a_entityID, a_blockX, a_blockY, a_blockZ, a_stage, a_Exclude); +} + + + + + +void cChunkMap::BroadcastBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSLayers); + int ChunkX, ChunkZ; + cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ); + cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ); + if ((Chunk == NULL) || !Chunk->IsValid()) + { + return; + } + Chunk->BroadcastBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Exclude); +} + + + + + +void cChunkMap::BroadcastChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, 0, a_ChunkZ); + if (Chunk == NULL) + { + return; + } + // It's perfectly legal to broadcast packets even to invalid chunks! + Chunk->BroadcastChunkData(a_Serializer, a_Exclude); +} + + + + + +void cChunkMap::BroadcastCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_Pickup.GetChunkX(), ZERO_CHUNK_Y, a_Pickup.GetChunkZ()); + if (Chunk == NULL) + { + return; + } + // It's perfectly legal to broadcast packets even to invalid chunks! + Chunk->BroadcastCollectPickup(a_Pickup, a_Player, a_Exclude); +} + + + + + +void cChunkMap::BroadcastDestroyEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), ZERO_CHUNK_Y, a_Entity.GetChunkZ()); + if (Chunk == NULL) + { + return; + } + // It's perfectly legal to broadcast packets even to invalid chunks! + Chunk->BroadcastDestroyEntity(a_Entity, a_Exclude); +} + + + + + +void cChunkMap::BroadcastEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), ZERO_CHUNK_Y, a_Entity.GetChunkZ()); + if (Chunk == NULL) + { + return; + } + // It's perfectly legal to broadcast packets even to invalid chunks! + Chunk->BroadcastEntityEquipment(a_Entity, a_SlotNum, a_Item, a_Exclude); +} + + + + + +void cChunkMap::BroadcastEntityHeadLook(const cEntity & a_Entity, const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), ZERO_CHUNK_Y, a_Entity.GetChunkZ()); + if (Chunk == NULL) + { + return; + } + // It's perfectly legal to broadcast packets even to invalid chunks! + Chunk->BroadcastEntityHeadLook(a_Entity, a_Exclude); +} + + + + + +void cChunkMap::BroadcastEntityLook(const cEntity & a_Entity, const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), ZERO_CHUNK_Y, a_Entity.GetChunkZ()); + if (Chunk == NULL) + { + return; + } + // It's perfectly legal to broadcast packets even to invalid chunks! + Chunk->BroadcastEntityLook(a_Entity, a_Exclude); +} + + + + + +void cChunkMap::BroadcastEntityMetadata(const cEntity & a_Entity, const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), ZERO_CHUNK_Y, a_Entity.GetChunkZ()); + if (Chunk == NULL) + { + return; + } + // It's perfectly legal to broadcast packets even to invalid chunks! + Chunk->BroadcastEntityMetadata(a_Entity, a_Exclude); +} + + + + + +void cChunkMap::BroadcastEntityRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), ZERO_CHUNK_Y, a_Entity.GetChunkZ()); + if (Chunk == NULL) + { + return; + } + // It's perfectly legal to broadcast packets even to invalid chunks! + Chunk->BroadcastEntityRelMove(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude); +} + + + + + +void cChunkMap::BroadcastEntityRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), ZERO_CHUNK_Y, a_Entity.GetChunkZ()); + if (Chunk == NULL) + { + return; + } + // It's perfectly legal to broadcast packets even to invalid chunks! + Chunk->BroadcastEntityRelMoveLook(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude); +} + + + + + +void cChunkMap::BroadcastEntityStatus(const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), ZERO_CHUNK_Y, a_Entity.GetChunkZ()); + if (Chunk == NULL) + { + return; + } + // It's perfectly legal to broadcast packets even to invalid chunks! + Chunk->BroadcastEntityStatus(a_Entity, a_Status, a_Exclude); +} + + + + + +void cChunkMap::BroadcastEntityVelocity(const cEntity & a_Entity, const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), ZERO_CHUNK_Y, a_Entity.GetChunkZ()); + if (Chunk == NULL) + { + return; + } + // It's perfectly legal to broadcast packets even to invalid chunks! + Chunk->BroadcastEntityVelocity(a_Entity, a_Exclude); +} + + + + + +void cChunkMap::BroadcastPlayerAnimation(const cPlayer & a_Player, char a_Animation, const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_Player.GetChunkX(), ZERO_CHUNK_Y, a_Player.GetChunkZ()); + if (Chunk == NULL) + { + return; + } + // It's perfectly legal to broadcast packets even to invalid chunks! + Chunk->BroadcastPlayerAnimation(a_Player, a_Animation, a_Exclude); +} + + + + + +void cChunkMap::BroadcastSoundEffect(const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch, const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSLayers); + int ChunkX, ChunkZ; + + cChunkDef::BlockToChunk(a_SrcX / 8, a_SrcZ / 8, ChunkX, ChunkZ); + cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ); + if (Chunk == NULL) + { + return; + } + // It's perfectly legal to broadcast packets even to invalid chunks! + Chunk->BroadcastSoundEffect(a_SoundName, a_SrcX, a_SrcY, a_SrcZ, a_Volume, a_Pitch, a_Exclude); +} + + + + + +void cChunkMap::BroadcastSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data, const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSLayers); + int ChunkX, ChunkZ; + + cChunkDef::BlockToChunk(a_SrcX, a_SrcZ, ChunkX, ChunkZ); + cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ); + if (Chunk == NULL) + { + return; + } + // It's perfectly legal to broadcast packets even to invalid chunks! + Chunk->BroadcastSoundParticleEffect(a_EffectID, a_SrcX, a_SrcY, a_SrcZ, a_Data, a_Exclude); +} + + + + + +void cChunkMap::BroadcastSpawnEntity(cEntity & a_Entity, const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), ZERO_CHUNK_Y, a_Entity.GetChunkZ()); + if (Chunk == NULL) + { + return; + } + // It's perfectly legal to broadcast packets even to invalid chunks! + Chunk->BroadcastSpawnEntity(a_Entity, a_Exclude); +} + + + + + +void cChunkMap::BroadcastThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSLayers); + int ChunkX, ChunkZ; + cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ); + cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ); + if (Chunk == NULL) + { + return; + } + // It's perfectly legal to broadcast packets even to invalid chunks! + Chunk->BroadcastThunderbolt(a_BlockX, a_BlockY, a_BlockZ, a_Exclude); +} + + + + + +void cChunkMap::BroadcastUseBed(const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ ) +{ + cCSLock Lock(m_CSLayers); + int ChunkX, ChunkZ; + + cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ); + cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ); + if (Chunk == NULL) + { + return; + } + // It's perfectly legal to broadcast packets even to invalid chunks! + Chunk->BroadcastUseBed(a_Entity, a_BlockX, a_BlockY, a_BlockZ); +} + + + + + +void cChunkMap::SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client) +{ + cCSLock Lock(m_CSLayers); + int ChunkX, ChunkZ; + cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ); + cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ); + if ((Chunk == NULL) || !Chunk->IsValid()) + { + return; + } + Chunk->SendBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Client); +} + + + + + +void cChunkMap::UseBlockEntity(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ) +{ + // a_Player rclked block entity at the coords specified, handle it + cCSLock Lock(m_CSLayers); + int ChunkX, ChunkZ; + cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ); + cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ); + if ((Chunk == NULL) || !Chunk->IsValid()) + { + return; + } + Chunk->UseBlockEntity(a_Player, a_BlockX, a_BlockY, a_BlockZ); +} + + + + + +bool cChunkMap::DoWithChunk(int a_ChunkX, int a_ChunkZ, cChunkCallback & a_Callback) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); + if (Chunk == NULL) + { + return false; + } + return a_Callback.Item(Chunk); +} + + + + + +void cChunkMap::WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ) +{ + cCSLock Lock(m_CSLayers); + int ChunkX, ChunkZ; + cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ); + cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ); + if ((Chunk == NULL) || !Chunk->IsValid()) + { + return; + } + m_World->GetSimulatorManager()->WakeUp(a_BlockX, a_BlockY, a_BlockZ, Chunk); +} + + + + + +/// Wakes up the simulators for the specified area of blocks +void cChunkMap::WakeUpSimulatorsInArea(int a_MinBlockX, int a_MaxBlockX, int a_MinBlockY, int a_MaxBlockY, int a_MinBlockZ, int a_MaxBlockZ) +{ + cSimulatorManager * SimMgr = m_World->GetSimulatorManager(); + int MinChunkX, MinChunkZ, MaxChunkX, MaxChunkZ; + cChunkDef::BlockToChunk(a_MinBlockX, a_MinBlockZ, MinChunkX, MinChunkZ); + cChunkDef::BlockToChunk(a_MaxBlockX, a_MaxBlockZ, MaxChunkX, MaxChunkZ); + for (int z = MinChunkZ; z <= MaxChunkZ; z++) + { + int MinZ = std::max(a_MinBlockZ, z * cChunkDef::Width); + int MaxZ = std::min(a_MaxBlockZ, z * cChunkDef::Width + cChunkDef::Width - 1); + for (int x = MinChunkX; x <= MaxChunkX; x++) + { + cChunkPtr Chunk = GetChunkNoGen(x, 0, z); + if ((Chunk == NULL) || !Chunk->IsValid()) + { + continue; + } + int MinX = std::max(a_MinBlockX, x * cChunkDef::Width); + int MaxX = std::min(a_MaxBlockX, x * cChunkDef::Width + cChunkDef::Width - 1); + for (int BlockY = a_MinBlockY; BlockY <= a_MaxBlockY; BlockY++) + { + for (int BlockZ = MinZ; BlockZ <= MaxZ; BlockZ++) + { + for (int BlockX = MinX; BlockX <= MaxX; BlockX++) + { + SimMgr->WakeUp(BlockX, BlockY, BlockZ, Chunk); + } // for BlockX + } // for BlockZ + } // for BlockY + } // for x - chunks + } // for z = chunks +} + + + + + +void cChunkMap::MarkChunkDirty (int a_ChunkX, int a_ChunkZ) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); + if ((Chunk == NULL) || !Chunk->IsValid()) + { + return; + } + Chunk->MarkDirty(); +} + + + + + +void cChunkMap::MarkChunkSaving(int a_ChunkX, int a_ChunkZ) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); + if ((Chunk == NULL) || !Chunk->IsValid()) + { + return; + } + Chunk->MarkSaving(); +} + + + + + +void cChunkMap::MarkChunkSaved (int a_ChunkX, int a_ChunkZ) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); + if ((Chunk == NULL) || !Chunk->IsValid()) + { + return; + } + Chunk->MarkSaved(); +} + + + + + +void cChunkMap::SetChunkData( + int a_ChunkX, int a_ChunkZ, + 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, + cBlockEntityList & a_BlockEntities, + bool a_MarkDirty +) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); + if (Chunk == NULL) + { + return; + } + Chunk->SetAllData(a_BlockTypes, a_BlockMeta, a_BlockLight, a_BlockSkyLight, a_HeightMap, a_BiomeMap, a_BlockEntities); + + if (a_MarkDirty) + { + Chunk->MarkDirty(); + } + + // Notify plugins of the chunk becoming available + cPluginManager::Get()->CallHookChunkAvailable(m_World, a_ChunkX, a_ChunkZ); +} + + + + + +void cChunkMap::ChunkLighted( + int a_ChunkX, int a_ChunkZ, + const cChunkDef::BlockNibbles & a_BlockLight, + const cChunkDef::BlockNibbles & a_SkyLight +) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); + if (Chunk == NULL) + { + return; + } + Chunk->SetLight(a_BlockLight, a_SkyLight); + Chunk->MarkDirty(); +} + + + + + +bool cChunkMap::GetChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataCallback & a_Callback) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); + if ((Chunk == NULL) || !Chunk->IsValid()) + { + return false; + } + Chunk->GetAllData(a_Callback); + return true; +} + + + + + +bool cChunkMap::GetChunkBlockTypes(int a_ChunkX, int a_ChunkZ, BLOCKTYPE * a_BlockTypes) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); + if ((Chunk == NULL) || !Chunk->IsValid()) + { + return false; + } + Chunk->GetBlockTypes(a_BlockTypes); + return true; +} + + + + + +bool cChunkMap::IsChunkValid(int a_ChunkX, int a_ChunkZ) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); + return (Chunk != NULL) && Chunk->IsValid(); +} + + + + + +bool cChunkMap::HasChunkAnyClients(int a_ChunkX, int a_ChunkZ) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); + return (Chunk != NULL) && Chunk->HasAnyClients(); +} + + + + + +int cChunkMap::GetHeight(int a_BlockX, int a_BlockZ) +{ + while (true) + { + cCSLock Lock(m_CSLayers); + int ChunkX, ChunkZ, BlockY = 0; + cChunkDef::AbsoluteToRelative(a_BlockX, BlockY, a_BlockZ, ChunkX, ChunkZ); + cChunkPtr Chunk = GetChunk(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if (Chunk == NULL) + { + return 0; + } + + if (Chunk->IsValid()) + { + return Chunk->GetHeight(a_BlockX, a_BlockZ); + } + + // The chunk is not valid, wait for it to become valid: + cCSUnlock Unlock(Lock); + m_evtChunkValid.Wait(); + } // while (true) +} + + + + + +bool cChunkMap::TryGetHeight(int a_BlockX, int a_BlockZ, int & a_Height) +{ + // Returns false if chunk not loaded / generated + cCSLock Lock(m_CSLayers); + int ChunkX, ChunkZ, BlockY = 0; + cChunkDef::AbsoluteToRelative(a_BlockX, BlockY, a_BlockZ, ChunkX, ChunkZ); + cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if ((Chunk == NULL) || !Chunk->IsValid()) + { + return false; + } + a_Height = Chunk->GetHeight(a_BlockX, a_BlockZ); + return true; +} + + + + + +void cChunkMap::FastSetBlocks(sSetBlockList & a_BlockList) +{ + sSetBlockList Failed; + + // Process all items from a_BlockList, either successfully or by placing into Failed + while (!a_BlockList.empty()) + { + int ChunkX = a_BlockList.front().ChunkX; + int ChunkZ = a_BlockList.front().ChunkZ; + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if ((Chunk != NULL) && Chunk->IsValid()) + { + for (sSetBlockList::iterator itr = a_BlockList.begin(); itr != a_BlockList.end();) + { + if ((itr->ChunkX == ChunkX) && (itr->ChunkZ == ChunkZ)) + { + Chunk->FastSetBlock(itr->x, itr->y, itr->z, itr->BlockType, itr->BlockMeta); + itr = a_BlockList.erase(itr); + } + else + { + ++itr; + } + } // for itr - a_BlockList[] + } + else + { + // The chunk is not valid, move all blocks within this chunk to Failed + for (sSetBlockList::iterator itr = a_BlockList.begin(); itr != a_BlockList.end();) + { + if ((itr->ChunkX == ChunkX) && (itr->ChunkZ == ChunkZ)) + { + Failed.push_back(*itr); + itr = a_BlockList.erase(itr); + } + else + { + ++itr; + } + } // for itr - a_BlockList[] + } + } + + // Return the failed: + std::swap(Failed, a_BlockList); +} + + + + + +void cChunkMap::CollectPickupsByPlayer(cPlayer * a_Player) +{ + int BlockX = (int)(a_Player->GetPosX()); // Truncating doesn't matter much; we're scanning entire chunks anyway + int BlockY = (int)(a_Player->GetPosY()); + int BlockZ = (int)(a_Player->GetPosZ()); + int ChunkX, ChunkZ, ChunkY = ZERO_CHUNK_Y; + cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); + int OtherChunkX = ChunkX + ((BlockX > 8) ? 1 : -1); + int OtherChunkZ = ChunkZ + ((BlockZ > 8) ? 1 : -1); + + // We suppose that each player keeps their chunks in memory, therefore it makes little sense to try to re-load or even generate them. + // The only time the chunks are not valid is when the player is downloading the initial world and they should not call this at that moment + + cCSLock Lock(m_CSLayers); + GetChunkNoLoad(ChunkX, ChunkY, ChunkZ)->CollectPickupsByPlayer(a_Player); + + // Check the neighboring chunks as well: + GetChunkNoLoad(OtherChunkX, ChunkY, ChunkZ )->CollectPickupsByPlayer(a_Player); + GetChunkNoLoad(OtherChunkX, ChunkY, OtherChunkZ)->CollectPickupsByPlayer(a_Player); + GetChunkNoLoad(ChunkX, ChunkY, ChunkZ )->CollectPickupsByPlayer(a_Player); + GetChunkNoLoad(ChunkX, ChunkY, OtherChunkZ)->CollectPickupsByPlayer(a_Player); +} + + + + + +BLOCKTYPE cChunkMap::GetBlock(int a_BlockX, int a_BlockY, int a_BlockZ) +{ + int ChunkX, ChunkZ; + cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ ); + + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunk(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if ((Chunk != NULL) && Chunk->IsValid()) + { + return Chunk->GetBlock(a_BlockX, a_BlockY, a_BlockZ); + } + return 0; +} + + + + + +NIBBLETYPE cChunkMap::GetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ) +{ + int ChunkX, ChunkZ; + cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ ); + + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ ); + if ((Chunk != NULL) && Chunk->IsValid() ) + { + return Chunk->GetMeta(a_BlockX, a_BlockY, a_BlockZ); + } + return 0; +} + + + + + +NIBBLETYPE cChunkMap::GetBlockSkyLight(int a_BlockX, int a_BlockY, int a_BlockZ) +{ + int ChunkX, ChunkZ; + cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ ); + + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ ); + if ((Chunk != NULL) && Chunk->IsValid() ) + { + return Chunk->GetSkyLight(a_BlockX, a_BlockY, a_BlockZ); + } + return 0; +} + + + + + +NIBBLETYPE cChunkMap::GetBlockBlockLight(int a_BlockX, int a_BlockY, int a_BlockZ) +{ + int ChunkX, ChunkZ; + cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ ); + + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ ); + if ((Chunk != NULL) && Chunk->IsValid() ) + { + return Chunk->GetBlockLight(a_BlockX, a_BlockY, a_BlockZ); + } + return 0; +} + + + + + +void cChunkMap::SetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_BlockMeta) +{ + int ChunkX, ChunkZ; + cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ); + // a_BlockXYZ now contains relative coords! + + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunk(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if ((Chunk != NULL) && Chunk->IsValid()) + { + Chunk->SetMeta(a_BlockX, a_BlockY, a_BlockZ, a_BlockMeta); + Chunk->MarkDirty(); + Chunk->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, NULL); + } +} + + + + + +void cChunkMap::SetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta) +{ + int ChunkX, ChunkZ, X = a_BlockX, Y = a_BlockY, Z = a_BlockZ; + cChunkDef::AbsoluteToRelative( X, Y, Z, ChunkX, ChunkZ ); + + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ ); + if ((Chunk != NULL) && Chunk->IsValid()) + { + Chunk->SetBlock(X, Y, Z, a_BlockType, a_BlockMeta ); + m_World->GetSimulatorManager()->WakeUp(a_BlockX, a_BlockY, a_BlockZ, Chunk); + } +} + + + + + +void cChunkMap::QueueSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta, Int64 a_Tick) +{ + int ChunkX, ChunkZ, X = a_BlockX, Y = a_BlockY, Z = a_BlockZ; + cChunkDef::AbsoluteToRelative(X, Y, Z, ChunkX, ChunkZ); + + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunk(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if ((Chunk != NULL) && Chunk->IsValid()) + { + Chunk->QueueSetBlock(X, Y, Z, a_BlockType, a_BlockMeta, a_Tick); + } +} + + + + + +bool cChunkMap::GetBlockTypeMeta(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) +{ + int ChunkX, ChunkZ, X = a_BlockX, Y = a_BlockY, Z = a_BlockZ; + cChunkDef::AbsoluteToRelative( X, Y, Z, ChunkX, ChunkZ ); + + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ ); + if ((Chunk != NULL) && Chunk->IsValid()) + { + Chunk->GetBlockTypeMeta(X, Y, Z, a_BlockType, a_BlockMeta); + return true; + } + return false; +} + + + + + +bool cChunkMap::GetBlockInfo(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight) +{ + int ChunkX, ChunkZ, X = a_BlockX, Y = a_BlockY, Z = a_BlockZ; + cChunkDef::AbsoluteToRelative( X, Y, Z, ChunkX, ChunkZ ); + + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ ); + if ((Chunk != NULL) && Chunk->IsValid()) + { + Chunk->GetBlockInfo(X, Y, Z, a_BlockType, a_Meta, a_SkyLight, a_BlockLight); + return true; + } + return false; +} + + + + + +void cChunkMap::ReplaceBlocks(const sSetBlockVector & a_Blocks, BLOCKTYPE a_FilterBlockType) +{ + cCSLock Lock(m_CSLayers); + for (sSetBlockVector::const_iterator itr = a_Blocks.begin(); itr != a_Blocks.end(); ++itr) + { + cChunkPtr Chunk = GetChunk(itr->ChunkX, ZERO_CHUNK_Y, itr->ChunkZ ); + if ((Chunk == NULL) || !Chunk->IsValid()) + { + continue; + } + if (Chunk->GetBlock(itr->x, itr->y, itr->z) == a_FilterBlockType) + { + Chunk->SetBlock(itr->x, itr->y, itr->z, itr->BlockType, itr->BlockMeta); + } + } +} + + + + + +void cChunkMap::ReplaceTreeBlocks(const sSetBlockVector & a_Blocks) +{ + cCSLock Lock(m_CSLayers); + for (sSetBlockVector::const_iterator itr = a_Blocks.begin(); itr != a_Blocks.end(); ++itr) + { + cChunkPtr Chunk = GetChunk(itr->ChunkX, ZERO_CHUNK_Y, itr->ChunkZ ); + if ((Chunk == NULL) || !Chunk->IsValid()) + { + continue; + } + switch (Chunk->GetBlock(itr->x, itr->y, itr->z)) + { + CASE_TREE_OVERWRITTEN_BLOCKS: + { + Chunk->SetBlock(itr->x, itr->y, itr->z, itr->BlockType, itr->BlockMeta); + break; + } + case E_BLOCK_LEAVES: + { + if (itr->BlockType == E_BLOCK_LOG) + { + Chunk->SetBlock(itr->x, itr->y, itr->z, itr->BlockType, itr->BlockMeta); + } + break; + } + } + } // for itr - a_Blocks[] +} + + + + + +EMCSBiome cChunkMap::GetBiomeAt (int a_BlockX, int a_BlockZ) +{ + int ChunkX, ChunkZ, X = a_BlockX, Y = 0, Z = a_BlockZ; + cChunkDef::AbsoluteToRelative( X, Y, Z, ChunkX, ChunkZ ); + + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ ); + if ((Chunk != NULL) && Chunk->IsValid()) + { + return Chunk->GetBiomeAt(X, Z); + } + else + { + return m_World->GetGenerator().GetBiomeAt(a_BlockX, a_BlockZ); + } +} + + + + + +bool cChunkMap::GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure) +{ + bool res = true; + cCSLock Lock(m_CSLayers); + for (sSetBlockVector::iterator itr = a_Blocks.begin(); itr != a_Blocks.end(); ++itr) + { + cChunkPtr Chunk = GetChunk(itr->ChunkX, ZERO_CHUNK_Y, itr->ChunkZ ); + if ((Chunk == NULL) || !Chunk->IsValid()) + { + if (!a_ContinueOnFailure) + { + return false; + } + res = false; + continue; + } + int idx = cChunkDef::MakeIndexNoCheck(itr->x, itr->y, itr->z); + itr->BlockType = Chunk->GetBlock(idx); + itr->BlockMeta = Chunk->GetMeta(idx); + } + return res; +} + + + + + +bool cChunkMap::DigBlock(int a_X, int a_Y, int a_Z) +{ + int PosX = a_X, PosY = a_Y, PosZ = a_Z, ChunkX, ChunkZ; + + cChunkDef::AbsoluteToRelative( PosX, PosY, PosZ, ChunkX, ChunkZ ); + + { + cCSLock Lock(m_CSLayers); + cChunkPtr DestChunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ ); + if ((DestChunk == NULL) || !DestChunk->IsValid()) + { + return false; + } + + DestChunk->SetBlock(PosX, PosY, PosZ, E_BLOCK_AIR, 0 ); + m_World->GetSimulatorManager()->WakeUp(a_X, a_Y, a_Z, DestChunk); + } + + return true; +} + + + + + +void cChunkMap::SendBlockTo(int a_X, int a_Y, int a_Z, cPlayer * a_Player) +{ + int ChunkX, ChunkZ; + cChunkDef::AbsoluteToRelative(a_X, a_Y, a_Z, ChunkX, ChunkZ); + + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunk(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if (Chunk->IsValid()) + { + Chunk->SendBlockTo(a_X, a_Y, a_Z, a_Player->GetClientHandle()); + } +} + + + + + +void cChunkMap::CompareChunkClients(int a_ChunkX1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkZ2, cClientDiffCallback & a_Callback) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk1 = GetChunkNoGen(a_ChunkX1, ZERO_CHUNK_Y, a_ChunkZ1); + if (Chunk1 == NULL) + { + return; + } + cChunkPtr Chunk2 = GetChunkNoGen(a_ChunkX2, ZERO_CHUNK_Y, a_ChunkZ2); + if (Chunk2 == NULL) + { + return; + } + + CompareChunkClients(Chunk1, Chunk2, a_Callback); +} + + + + + +void cChunkMap::CompareChunkClients(cChunk * a_Chunk1, cChunk * a_Chunk2, cClientDiffCallback & a_Callback) +{ + cClientHandleList Clients1(a_Chunk1->GetAllClients()); + cClientHandleList Clients2(a_Chunk2->GetAllClients()); + + // Find "removed" clients: + for (cClientHandleList::iterator itr1 = Clients1.begin(); itr1 != Clients1.end(); ++itr1) + { + bool Found = false; + for (cClientHandleList::iterator itr2 = Clients2.begin(); itr2 != Clients2.end(); ++itr2) + { + if (*itr1 == *itr2) + { + Found = true; + break; + } + } // for itr2 - Clients2[] + if (!Found) + { + a_Callback.Removed(*itr1); + } + } // for itr1 - Clients1[] + + // Find "added" clients: + for (cClientHandleList::iterator itr2 = Clients2.begin(); itr2 != Clients2.end(); ++itr2) + { + bool Found = false; + for (cClientHandleList::iterator itr1 = Clients1.begin(); itr1 != Clients1.end(); ++itr1) + { + if (*itr1 == *itr2) + { + Found = true; + break; + } + } // for itr1 - Clients1[] + if (!Found) + { + a_Callback.Added(*itr2); + } + } // for itr2 - Clients2[] +} + + + + + +bool cChunkMap::AddChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunk(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); + if (Chunk == NULL) + { + return false; + } + return Chunk->AddClient(a_Client); +} + + + + + +void cChunkMap::RemoveChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); + if (Chunk == NULL) + { + return; + } + Chunk->RemoveClient(a_Client); +} + + + + + +void cChunkMap::RemoveClientFromChunks(cClientHandle * a_Client) +{ + cCSLock Lock(m_CSLayers); + + for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr) + { + (*itr)->RemoveClient(a_Client); + } // for itr - m_Layers[] +} + + + + + +void cChunkMap::AddEntity(cEntity * a_Entity) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_Entity->GetChunkX(), ZERO_CHUNK_Y, a_Entity->GetChunkZ()); + if ((Chunk == NULL) && !Chunk->IsValid()) + { + LOGWARNING("Entity at %p (%s, ID %d) spawning in a non-existent chunk, the entity is lost.", + a_Entity, a_Entity->GetClass(), a_Entity->GetUniqueID() + ); + return; + } + Chunk->AddEntity(a_Entity); +} + + + + + +bool cChunkMap::HasEntity(int a_UniqueID) +{ + cCSLock Lock(m_CSLayers); + for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr) + { + if ((*itr)->HasEntity(a_UniqueID)) + { + return true; + } + } + return false; +} + + + + + +void cChunkMap::RemoveEntity(cEntity * a_Entity) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_Entity->GetChunkX(), ZERO_CHUNK_Y, a_Entity->GetChunkZ()); + if ((Chunk == NULL) && !Chunk->IsValid()) + { + return; + } + Chunk->RemoveEntity(a_Entity); +} + + + + + +bool cChunkMap::ForEachEntity(cEntityCallback & a_Callback) +{ + cCSLock Lock(m_CSLayers); + for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr) + { + if (!(*itr)->ForEachEntity(a_Callback)) + { + return false; + } + } + return true; +} + + + + + +bool cChunkMap::ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); + if ((Chunk == NULL) && !Chunk->IsValid()) + { + return false; + } + return Chunk->ForEachEntity(a_Callback); +} + + + + + +void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, cVector3iArray & a_BlocksAffected) +{ + // Don't explode if outside of Y range (prevents the following test running into unallocated memory): + if ((a_BlockY < 0) || (a_BlockY > cChunkDef::Height - 1)) + { + return; + } + + // Don't explode if the explosion center is inside a liquid block: + switch (m_World->GetBlock((int)floor(a_BlockX), (int)floor(a_BlockY), (int)floor(a_BlockZ))) + { + case E_BLOCK_WATER: + case E_BLOCK_STATIONARY_WATER: + case E_BLOCK_LAVA: + case E_BLOCK_STATIONARY_LAVA: + { + return; + } + } + + cBlockArea area; + int bx = (int)floor(a_BlockX); + int by = (int)floor(a_BlockY); + int bz = (int)floor(a_BlockZ); + int ExplosionSizeInt = (int) ceil(a_ExplosionSize); + int ExplosionSizeSq = ExplosionSizeInt * ExplosionSizeInt; + a_BlocksAffected.reserve(8 * ExplosionSizeInt * ExplosionSizeInt * ExplosionSizeInt); + int MinY = std::max((int)floor(a_BlockY - ExplosionSizeInt), 0); + int MaxY = std::min((int)ceil(a_BlockY + ExplosionSizeInt), cChunkDef::Height - 1); + area.Read(m_World, bx - ExplosionSizeInt, (int)ceil(a_BlockX + ExplosionSizeInt), MinY, MaxY, bz - ExplosionSizeInt, (int)ceil(a_BlockZ + ExplosionSizeInt)); + for (int x = -ExplosionSizeInt; x < ExplosionSizeInt; x++) + { + for (int y = -ExplosionSizeInt; y < ExplosionSizeInt; y++) + { + if ((by + y >= cChunkDef::Height) || (by + y < 0)) + { + // Outside of the world + continue; + } + for (int z = -ExplosionSizeInt; z < ExplosionSizeInt; z++) + { + if ((x * x + y * y + z * z) > ExplosionSizeSq) + { + // Too far away + continue; + } + + BLOCKTYPE Block = area.GetBlockType(bx + x, by + y, bz + z); + switch (Block) + { + case E_BLOCK_TNT: + { + // Activate the TNT, with a random fuse between 10 to 30 game ticks + double FuseTime = (double)(10 + m_World->GetTickRandomNumber(20)) / 20; + m_World->SpawnPrimedTNT(a_BlockX + x + 0.5, a_BlockY + y + 0.5, a_BlockZ + z + 0.5, FuseTime); + area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_AIR); + a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z)); + break; + } + case E_BLOCK_OBSIDIAN: + case E_BLOCK_BEDROCK: + case E_BLOCK_WATER: + case E_BLOCK_LAVA: + { + // These blocks are not affected by explosions + break; + } + + case E_BLOCK_STATIONARY_WATER: + { + // Turn into simulated water: + area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_WATER); + break; + } + + case E_BLOCK_STATIONARY_LAVA: + { + // Turn into simulated lava: + area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_LAVA); + break; + } + + case E_BLOCK_AIR: + { + // No pickups for air + break; + } + + default: + { + if (m_World->GetTickRandomNumber(10) == 5) + { + cItems Drops; + cBlockHandler * Handler = BlockHandler(Block); + + Handler->ConvertToPickups(Drops, area.GetBlockMeta(bx + x, by + y, bz + z)); + m_World->SpawnItemPickups(Drops, bx + x, by + y, bz + z); + } + area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_AIR); + a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z)); + } + } // switch (BlockType) + } // for z + } // for y + } // for x + area.Write(m_World, bx - ExplosionSizeInt, MinY, bz - ExplosionSizeInt); + + // Wake up all simulators for the area, so that water and lava flows and sand falls into the blasted holes (FS #391): + WakeUpSimulatorsInArea( + bx - ExplosionSizeInt, bx + ExplosionSizeInt + 1, + MinY, MaxY, + bz - ExplosionSizeInt, bz + ExplosionSizeInt + 1 + ); +} + + + + + +bool cChunkMap::DoWithEntityByID(int a_UniqueID, cEntityCallback & a_Callback) +{ + cCSLock Lock(m_CSLayers); + bool res = false; + for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr) + { + if ((*itr)->DoWithEntityByID(a_UniqueID, a_Callback, res)) + { + return res; + } + } + return false; +} + + + + + +bool cChunkMap::ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); + if ((Chunk == NULL) && !Chunk->IsValid()) + { + return false; + } + return Chunk->ForEachChest(a_Callback); +} + + + + + +bool cChunkMap::ForEachDispenserInChunk(int a_ChunkX, int a_ChunkZ, cDispenserCallback & a_Callback) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); + if ((Chunk == NULL) && !Chunk->IsValid()) + { + return false; + } + return Chunk->ForEachDispenser(a_Callback); +} + + + + + +bool cChunkMap::ForEachDropperInChunk(int a_ChunkX, int a_ChunkZ, cDropperCallback & a_Callback) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); + if ((Chunk == NULL) && !Chunk->IsValid()) + { + return false; + } + return Chunk->ForEachDropper(a_Callback); +} + + + + + +bool cChunkMap::ForEachDropSpenserInChunk(int a_ChunkX, int a_ChunkZ, cDropSpenserCallback & a_Callback) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); + if ((Chunk == NULL) && !Chunk->IsValid()) + { + return false; + } + return Chunk->ForEachDropSpenser(a_Callback); +} + + + + + +bool cChunkMap::ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback & a_Callback) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); + if ((Chunk == NULL) && !Chunk->IsValid()) + { + return false; + } + return Chunk->ForEachFurnace(a_Callback); +} + + + + + +bool cChunkMap::DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback) +{ + int ChunkX, ChunkZ; + int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; + cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if ((Chunk == NULL) && !Chunk->IsValid()) + { + return false; + } + return Chunk->DoWithChestAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback); +} + + + + + +bool cChunkMap::DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback) +{ + int ChunkX, ChunkZ; + int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; + cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if ((Chunk == NULL) && !Chunk->IsValid()) + { + return false; + } + return Chunk->DoWithDispenserAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback); +} + + + + + +bool cChunkMap::DoWithDropperAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropperCallback & a_Callback) +{ + int ChunkX, ChunkZ; + int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; + cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if ((Chunk == NULL) && !Chunk->IsValid()) + { + return false; + } + return Chunk->DoWithDropperAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback); +} + + + + + +bool cChunkMap::DoWithDropSpenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserCallback & a_Callback) +{ + int ChunkX, ChunkZ; + int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; + cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if ((Chunk == NULL) && !Chunk->IsValid()) + { + return false; + } + return Chunk->DoWithDropSpenserAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback); +} + + + + + +bool cChunkMap::DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback) +{ + int ChunkX, ChunkZ; + int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; + cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if ((Chunk == NULL) && !Chunk->IsValid()) + { + return false; + } + return Chunk->DoWithFurnaceAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback); +} + + + + + +bool cChunkMap::GetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4) +{ + int ChunkX, ChunkZ; + int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; + cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if ((Chunk == NULL) && !Chunk->IsValid()) + { + return false; + } + return Chunk->GetSignLines(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4); +} + + + + + +void cChunkMap::TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ) +{ + cCSLock Lock(m_CSLayers); + GetChunk(a_ChunkX, a_ChunkY, a_ChunkZ); +} + + + + + +/// Loads the chunk synchronously, if not already loaded. Doesn't generate. Returns true if chunk valid (even if already loaded before) +bool cChunkMap::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ) +{ + { + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ); + if (Chunk == NULL) + { + // Internal error + return false; + } + if (Chunk->IsValid()) + { + // Already loaded + return true; + } + if (Chunk->HasLoadFailed()) + { + // Already tried loading and it failed + return false; + } + } + return m_World->GetStorage().LoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ); +} + + + + + +/// Loads the chunks specified. Doesn't report failure, other than chunks being !IsValid() +void cChunkMap::LoadChunks(const cChunkCoordsList & a_Chunks) +{ + for (cChunkCoordsList::const_iterator itr = a_Chunks.begin(); itr != a_Chunks.end(); ++itr) + { + LoadChunk(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ); + } // for itr - a_Chunks[] +} + + + + + +void cChunkMap::ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, a_ChunkY, a_ChunkZ); + if (Chunk == NULL) + { + return; + } + Chunk->MarkLoadFailed(); +} + + + + + +bool cChunkMap::SetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4) +{ + cCSLock Lock(m_CSLayers); + int ChunkX, ChunkZ; + cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ); + cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if ((Chunk == NULL) || !Chunk->IsValid()) + { + return false; + } + return Chunk->SetSignLines(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4); +} + + + + + +void cChunkMap::ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay) +{ + cCSLock Lock(m_CSLayers); + for (cChunkCoordsList::const_iterator itr = a_Chunks.begin(); itr != a_Chunks.end(); ++itr) + { + cChunkPtr Chunk = GetChunkNoLoad(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ); + if (Chunk == NULL) + { + continue; + } + Chunk->Stay(a_Stay); + } +} + + + + + +void cChunkMap::MarkChunkRegenerating(int a_ChunkX, int a_ChunkZ) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); + if (Chunk == NULL) + { + // Not present + return; + } + Chunk->MarkRegenerating(); +} + + + + + +bool cChunkMap::IsChunkLighted(int a_ChunkX, int a_ChunkZ) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); + if (Chunk == NULL) + { + // Not present + return false; + } + return Chunk->IsLightValid(); +} + + + + + +bool cChunkMap::ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback) +{ + bool Result = true; + cCSLock Lock(m_CSLayers); + for (int z = a_MinChunkZ; z <= a_MaxChunkZ; z++) + { + for (int x = a_MinChunkX; x <= a_MaxChunkX; x++) + { + cChunkPtr Chunk = GetChunkNoLoad(x, ZERO_CHUNK_Y, z); + if ((Chunk == NULL) || (!Chunk->IsValid())) + { + // Not present / not valid + Result = false; + continue; + } + if (!a_Callback.Coords(x, z)) + { + continue; + } + Chunk->GetAllData(a_Callback); + } + } + return Result; +} + + + + + +bool cChunkMap::WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes) +{ + // Convert block coords to chunks coords: + int MinChunkX, MaxChunkX; + int MinChunkZ, MaxChunkZ; + int MinBlockX = a_MinBlockX; + int MinBlockY = a_MinBlockY; + int MinBlockZ = a_MinBlockZ; + int MaxBlockX = a_MinBlockX + a_Area.GetSizeX(); + int MaxBlockY = a_MinBlockY + a_Area.GetSizeY(); + int MaxBlockZ = a_MinBlockZ + a_Area.GetSizeZ(); + cChunkDef::AbsoluteToRelative(MinBlockX, MinBlockY, MinBlockZ, MinChunkX, MinChunkZ); + cChunkDef::AbsoluteToRelative(MaxBlockX, MaxBlockY, MaxBlockZ, MaxChunkX, MaxChunkZ); + + // Iterate over chunks, write data into each: + bool Result = true; + cCSLock Lock(m_CSLayers); + for (int z = MinChunkZ; z <= MaxChunkZ; z++) + { + for (int x = MinChunkX; x <= MaxChunkX; x++) + { + cChunkPtr Chunk = GetChunkNoLoad(x, ZERO_CHUNK_Y, z); + if ((Chunk == NULL) || (!Chunk->IsValid())) + { + // Not present / not valid + Result = false; + continue; + } + Chunk->WriteBlockArea(a_Area, a_MinBlockX, a_MinBlockY, a_MinBlockZ, a_DataTypes); + } // for x + } // for z + return Result; +} + + + + + +void cChunkMap::GetChunkStats(int & a_NumChunksValid, int & a_NumChunksDirty) +{ + a_NumChunksValid = 0; + a_NumChunksDirty = 0; + cCSLock Lock(m_CSLayers); + for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr) + { + int NumValid = 0, NumDirty = 0; + (*itr)->GetChunkStats(NumValid, NumDirty); + a_NumChunksValid += NumValid; + a_NumChunksDirty += NumDirty; + } // for itr - m_Layers[] +} + + + + + +void cChunkMap::GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, MTRand & a_Rand) +{ + int ChunkX, ChunkZ; + cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ); + + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if (Chunk != NULL) + { + Chunk->GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_Rand); + } +} + + + + + +void cChunkMap::GrowSugarcane(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow) +{ + int ChunkX, ChunkZ; + cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ); + + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if (Chunk != NULL) + { + Chunk->GrowSugarcane(a_BlockX, a_BlockY, a_BlockZ, a_NumBlocksToGrow); + } +} + + + + + +void cChunkMap::GrowCactus(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow) +{ + int ChunkX, ChunkZ; + cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ); + + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if (Chunk != NULL) + { + Chunk->GrowCactus(a_BlockX, a_BlockY, a_BlockZ, a_NumBlocksToGrow); + } +} + + + + + +void cChunkMap::SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ) +{ + int ChunkX, ChunkZ; + cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ); + + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if (Chunk != NULL) + { + Chunk->SetNextBlockTick(a_BlockX, a_BlockY, a_BlockZ); + } +} + + + + +void cChunkMap::CollectMobCensus(cMobCensus& a_ToFill) +{ + cCSLock Lock(m_CSLayers); + for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr) + { + (*itr)->CollectMobCensus(a_ToFill); + } // for itr - m_Layers +} + + + + + + +void cChunkMap::SpawnMobs(cMobSpawner& a_MobSpawner) +{ + cCSLock Lock(m_CSLayers); + for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr) + { + (*itr)->SpawnMobs(a_MobSpawner); + } // for itr - m_Layers +} + + + + + +void cChunkMap::Tick(float a_Dt) +{ + cCSLock Lock(m_CSLayers); + for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr) + { + (*itr)->Tick(a_Dt); + } // for itr - m_Layers +} + + + + + +void cChunkMap::UnloadUnusedChunks() +{ + cCSLock Lock(m_CSLayers); + for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr) + { + (*itr)->UnloadUnusedChunks(); + } // for itr - m_Layers +} + + + + + +void cChunkMap::SaveAllChunks(void) +{ + cCSLock Lock(m_CSLayers); + for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr) + { + (*itr)->Save(); + } // for itr - m_Layers[] +} + + + + + +int cChunkMap::GetNumChunks(void) +{ + cCSLock Lock(m_CSLayers); + int NumChunks = 0; + for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr) + { + NumChunks += (*itr)->GetNumChunksLoaded(); + } + return NumChunks; +} + + + + + +void cChunkMap::ChunkValidated(void) +{ + m_evtChunkValid.Set(); +} + + + + + +void cChunkMap::QueueTickBlock(int a_BlockX, int a_BlockY, int a_BlockZ) +{ + int ChunkX, ChunkZ; + cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ); + // a_BlockXYZ now contains relative coords! + + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if (Chunk != NULL) + { + Chunk->QueueTickBlock(a_BlockX, a_BlockY, a_BlockZ); + } +} + + + + + +//////////////////////////////////////////////////////////////////////////////// +// cChunkMap::cChunkLayer: + +cChunkMap::cChunkLayer::cChunkLayer(int a_LayerX, int a_LayerZ, cChunkMap * a_Parent) + : m_LayerX( a_LayerX ) + , m_LayerZ( a_LayerZ ) + , m_Parent( a_Parent ) + , m_NumChunksLoaded( 0 ) +{ + memset(m_Chunks, 0, sizeof(m_Chunks)); +} + + + + + +cChunkMap::cChunkLayer::~cChunkLayer() +{ + for (int i = 0; i < ARRAYCOUNT(m_Chunks); ++i) + { + delete m_Chunks[i]; + m_Chunks[i] = NULL; // // Must zero out, because further chunk deletions query the chunkmap for entities and that would touch deleted data + } // for i - m_Chunks[] +} + + + + + +cChunkPtr cChunkMap::cChunkLayer::GetChunk( int a_ChunkX, int a_ChunkY, int a_ChunkZ ) +{ + // Always returns an assigned chunkptr, but the chunk needn't be valid (loaded / generated) - callers must check + + const int LocalX = a_ChunkX - m_LayerX * LAYER_SIZE; + const int LocalZ = a_ChunkZ - m_LayerZ * LAYER_SIZE; + + if (!((LocalX < LAYER_SIZE) && (LocalZ < LAYER_SIZE) && (LocalX > -1) && (LocalZ > -1))) + { + ASSERT(!"Asking a cChunkLayer for a chunk that doesn't belong to it!"); + return NULL; + } + + int Index = LocalX + LocalZ * LAYER_SIZE; + if (m_Chunks[Index] == NULL) + { + cChunk * neixm = (LocalX > 0) ? m_Chunks[Index - 1] : m_Parent->FindChunk(a_ChunkX - 1, a_ChunkZ); + cChunk * neixp = (LocalX < LAYER_SIZE - 1) ? m_Chunks[Index + 1] : m_Parent->FindChunk(a_ChunkX + 1, a_ChunkZ); + cChunk * neizm = (LocalZ > 0) ? m_Chunks[Index - LAYER_SIZE] : m_Parent->FindChunk(a_ChunkX , a_ChunkZ - 1); + cChunk * neizp = (LocalZ < LAYER_SIZE - 1) ? m_Chunks[Index + LAYER_SIZE] : m_Parent->FindChunk(a_ChunkX , a_ChunkZ + 1); + m_Chunks[Index] = new cChunk(a_ChunkX, 0, a_ChunkZ, m_Parent, m_Parent->GetWorld(), neixm, neixp, neizm, neizp); + } + return m_Chunks[Index]; +} + + + + + +cChunk * cChunkMap::cChunkLayer::FindChunk(int a_ChunkX, int a_ChunkZ) +{ + const int LocalX = a_ChunkX - m_LayerX * LAYER_SIZE; + const int LocalZ = a_ChunkZ - m_LayerZ * LAYER_SIZE; + + if (!((LocalX < LAYER_SIZE) && (LocalZ < LAYER_SIZE) && (LocalX > -1) && (LocalZ > -1))) + { + ASSERT(!"Asking a cChunkLayer for a chunk that doesn't belong to it!"); + return NULL; + } + + int Index = LocalX + LocalZ * LAYER_SIZE; + return m_Chunks[Index]; +} + + + + +void cChunkMap::cChunkLayer::CollectMobCensus(cMobCensus& a_ToFill) +{ + for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++) + { + // We do count every Mobs in the world. But we are assuming that every chunk not loaded by any client + // doesn't affect us. Normally they should not have mobs because every "too far" mobs despawn + // If they have (f.i. when player disconnect) we assume we don't have to make them live or despawn + if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid() && m_Chunks[i]->HasAnyClients()) + { + m_Chunks[i]->CollectMobCensus(a_ToFill); + } + } // for i - m_Chunks[] +} + + + + + + +void cChunkMap::cChunkLayer::SpawnMobs(cMobSpawner& a_MobSpawner) +{ + for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++) + { + // We only spawn close to players + if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid() && m_Chunks[i]->HasAnyClients()) + { + m_Chunks[i]->SpawnMobs(a_MobSpawner); + } + } // for i - m_Chunks[] +} + + + +void cChunkMap::cChunkLayer::Tick(float a_Dt) +{ + for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++) + { + // Only tick chunks that are valid and have clients: + if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid() && m_Chunks[i]->HasAnyClients()) + { + m_Chunks[i]->Tick(a_Dt); + } + } // for i - m_Chunks[] +} + + + + + +void cChunkMap::cChunkLayer::RemoveClient(cClientHandle * a_Client) +{ + for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++) + { + if (m_Chunks[i] != NULL) + { + m_Chunks[i]->RemoveClient(a_Client); + } + } // for i - m_Chunks[] +} + + + + + +bool cChunkMap::cChunkLayer::ForEachEntity(cEntityCallback & a_Callback) +{ + // Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true + for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++) + { + if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid()) + { + if (!m_Chunks[i]->ForEachEntity(a_Callback)) + { + return false; + } + } + } + return true; +} + + + + + +bool cChunkMap::cChunkLayer::DoWithEntityByID(int a_EntityID, cEntityCallback & a_Callback, bool & a_CallbackReturn) +{ + // 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. + for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++) + { + if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid()) + { + if (m_Chunks[i]->DoWithEntityByID(a_EntityID, a_Callback, a_CallbackReturn)) + { + return true; + } + } + } + return false; +} + + + + + +bool cChunkMap::cChunkLayer::HasEntity(int a_EntityID) +{ + for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++) + { + if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid()) + { + if (m_Chunks[i]->HasEntity(a_EntityID)) + { + return true; + } + } + } + return false; +} + + + + + +int cChunkMap::cChunkLayer::GetNumChunksLoaded(void) const +{ + int NumChunks = 0; + for ( int i = 0; i < ARRAYCOUNT(m_Chunks); ++i ) + { + if (m_Chunks[i] != NULL) + { + NumChunks++; + } + } // for i - m_Chunks[] + return NumChunks; +} + + + + + +void cChunkMap::cChunkLayer::GetChunkStats(int & a_NumChunksValid, int & a_NumChunksDirty) const +{ + int NumValid = 0; + int NumDirty = 0; + for ( int i = 0; i < ARRAYCOUNT(m_Chunks); ++i ) + { + if (m_Chunks[i] == NULL) + { + continue; + } + NumValid++; + if (m_Chunks[i]->IsDirty()) + { + NumDirty++; + } + } // for i - m_Chunks[] + a_NumChunksValid = NumValid; + a_NumChunksDirty = NumDirty; +} + + + + + +void cChunkMap::cChunkLayer::Save(void) +{ + cWorld * World = m_Parent->GetWorld(); + for (int i = 0; i < ARRAYCOUNT(m_Chunks); ++i) + { + if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid() && m_Chunks[i]->IsDirty()) + { + World->GetStorage().QueueSaveChunk(m_Chunks[i]->GetPosX(), m_Chunks[i]->GetPosY(), m_Chunks[i]->GetPosZ()); + } + } // for i - m_Chunks[] +} + + + + + +void cChunkMap::cChunkLayer::UnloadUnusedChunks(void) +{ + for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++) + { + if ( + (m_Chunks[i] != NULL) && // Is valid + (m_Chunks[i]->CanUnload()) && // Can unload + !cPluginManager::Get()->CallHookChunkUnloading(m_Parent->GetWorld(), m_Chunks[i]->GetPosX(), m_Chunks[i]->GetPosZ()) // Plugins agree + ) + { + // The cChunk destructor calls our GetChunk() while removing its entities + // so we still need to be able to return the chunk. Therefore we first delete, then NULLify + // Doing otherwise results in bug http://forum.mc-server.org/showthread.php?tid=355 + delete m_Chunks[i]; + m_Chunks[i] = NULL; + } + } // for i - m_Chunks[] +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cChunkStay: + +cChunkStay::cChunkStay(cWorld * a_World) : + m_World(a_World), + m_IsEnabled(false) +{ +} + + + + + +cChunkStay::~cChunkStay() +{ + Clear(); +} + + + + + +void cChunkStay::Clear(void) +{ + if (m_IsEnabled) + { + Disable(); + } + m_Chunks.clear(); +} + + + + + +void cChunkStay::Add(int a_ChunkX, int a_ChunkY, int a_ChunkZ) +{ + ASSERT(!m_IsEnabled); + + for (cChunkCoordsList::const_iterator itr = m_Chunks.begin(); itr != m_Chunks.end(); ++itr) + { + if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ)) + { + // Already present + return; + } + } // for itr - Chunks[] + m_Chunks.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)); +} + + + + + +void cChunkStay::Remove(int a_ChunkX, int a_ChunkY, int a_ChunkZ) +{ + ASSERT(!m_IsEnabled); + + for (cChunkCoordsList::iterator itr = m_Chunks.begin(); itr != m_Chunks.end(); ++itr) + { + if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ)) + { + // Found, un-"stay" + m_Chunks.erase(itr); + return; + } + } // for itr - m_Chunks[] +} + + + + + +void cChunkStay::Enable(void) +{ + ASSERT(!m_IsEnabled); + + m_World->ChunksStay(*this, true); + m_IsEnabled = true; +} + + + + + +void cChunkStay::Load(void) +{ + for (cChunkCoordsList::iterator itr = m_Chunks.begin(); itr != m_Chunks.end(); ++itr) + { + m_World->TouchChunk(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ); + } // for itr - m_Chunks[] +} + + + + + +void cChunkStay::Disable(void) +{ + ASSERT(m_IsEnabled); + + m_World->ChunksStay(*this, false); + m_IsEnabled = false; +} + + + + |