Chunk.cpp 5.0 KB

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  1. #include "Chunk.h"
  2. #include "Constants.h"
  3. #include "Game.h"
  4. Chunk::Chunk( Framework::Punkt location, Game *zGame, int dimensionId )
  5. : EventThrower(),
  6. zGame( zGame ),
  7. dimensionId( dimensionId ),
  8. location( location )
  9. {
  10. blocks = new Block * [ CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT ];
  11. memset( blocks, 0, sizeof( Block * ) * CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT );
  12. zNeighbours[ 0 ] = 0;
  13. zNeighbours[ 1 ] = 0;
  14. zNeighbours[ 2 ] = 0;
  15. zNeighbours[ 3 ] = 0;
  16. }
  17. Chunk::~Chunk()
  18. {
  19. for( int i = 0; i < CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT; i++ )
  20. {
  21. if( blocks[ i ] )
  22. blocks[ i ]->release();
  23. }
  24. delete[] blocks;
  25. }
  26. Block *Chunk::getBlockAt( Framework::Vec3<int> location )
  27. {
  28. location.x -= this->location.x - CHUNK_SIZE / 2;
  29. location.y -= this->location.x - CHUNK_SIZE / 2;
  30. Block *result = dynamic_cast<Block *>( blocks[ ( location.x * CHUNK_SIZE + location.y ) * CHUNK_SIZE + location.z ]->getThis() );
  31. return result;
  32. }
  33. void Chunk::putBlockAt( Framework::Vec3<int> location, Block *block )
  34. {
  35. location.x -= this->location.x - CHUNK_SIZE / 2;
  36. location.y -= this->location.x - CHUNK_SIZE / 2;
  37. int index = ( location.x * CHUNK_SIZE + location.y ) * CHUNK_SIZE + location.z;
  38. Block *old = blocks[ index ];
  39. blocks[ index ] = block;
  40. Block *neighbor = zGame->zBlockAt( Framework::Vec3<int>( location.x - 1, location.y, location.z ), dimensionId );
  41. if( neighbor )
  42. neighbor->neighbours[ WEST ] = block;
  43. neighbor = zGame->zBlockAt( Framework::Vec3<int>( location.x + 1, location.y, location.z ), dimensionId );
  44. if( neighbor )
  45. neighbor->neighbours[ EAST ] = block;
  46. neighbor = zGame->zBlockAt( Framework::Vec3<int>( location.x, location.y - 1, location.z ), dimensionId );
  47. if( neighbor )
  48. neighbor->neighbours[ NORTH ] = block;
  49. neighbor = zGame->zBlockAt( Framework::Vec3<int>( location.x, location.y + 1, location.z ), dimensionId );
  50. if( neighbor )
  51. neighbor->neighbours[ SOUTH ] = block;
  52. neighbor = zGame->zBlockAt( Framework::Vec3<int>( location.x, location.y, location.z - 1 ), dimensionId );
  53. if( neighbor )
  54. neighbor->neighbours[ BOTTOM ] = block;
  55. neighbor = zGame->zBlockAt( Framework::Vec3<int>( location.x, location.y, location.z + 1 ), dimensionId );
  56. if( neighbor )
  57. neighbor->neighbours[ TOP ] = block;
  58. if( old )
  59. old->release();
  60. }
  61. void Chunk::setNeighbor( Direction dir, Chunk *zChunk )
  62. {
  63. zNeighbours[ dir ] = zChunk;
  64. for( int i = 0; i < CHUNK_SIZE; i++ )
  65. {
  66. for( int z = 0; z < WORLD_HEIGHT; z++ )
  67. {
  68. if( dir == NORTH )
  69. {
  70. int index = i * CHUNK_SIZE * CHUNK_SIZE + z;
  71. if( blocks[ index ] )
  72. blocks[ index ]->neighbours[ NORTH ] = zChunk->blocks[ ( i * CHUNK_SIZE + CHUNK_SIZE - 1 ) * CHUNK_SIZE + z ];
  73. }
  74. else if( dir == EAST )
  75. {
  76. int index = ( ( CHUNK_SIZE - 1 ) * CHUNK_SIZE + i ) * CHUNK_SIZE + z;
  77. if( blocks[ index ] )
  78. blocks[ index ]->neighbours[ EAST ] = zChunk->blocks[ i * CHUNK_SIZE + z ];
  79. }
  80. else if( dir == SOUTH )
  81. {
  82. int index = ( i * CHUNK_SIZE + CHUNK_SIZE - 1 ) * CHUNK_SIZE + z;
  83. if( blocks[ index ] )
  84. blocks[ index ]->neighbours[ SOUTH ] = zChunk->blocks[ i * CHUNK_SIZE * CHUNK_SIZE + z ];
  85. }
  86. else if( dir == WEST )
  87. {
  88. int index = i * CHUNK_SIZE + z;
  89. if( blocks[ index ] )
  90. blocks[ index ]->neighbours[ WEST ] = zChunk->blocks[ ( ( CHUNK_SIZE - 1 ) * CHUNK_SIZE + i ) * CHUNK_SIZE + z ];
  91. }
  92. }
  93. }
  94. }
  95. void Chunk::load( Framework::Reader *zReader )
  96. {
  97. for( int x = 0; x < CHUNK_SIZE; x++ )
  98. {
  99. for( int y = 0; y < CHUNK_SIZE; y++ )
  100. {
  101. for( int z = 0; z < WORLD_HEIGHT; z++ )
  102. {
  103. int blockType;
  104. zReader->lese( (char *)&blockType, 4 );
  105. if( blockType >= 0 )
  106. {
  107. Block *block = StaticRegistry<BlockType>::INSTANCE.zElement( blockType )->loadBlock( Framework::Vec3<int>( x, y, z ), zGame, zReader );
  108. blocks[ ( x * CHUNK_SIZE + y ) * CHUNK_SIZE + z ] = block;
  109. }
  110. }
  111. }
  112. }
  113. }
  114. void Chunk::save( Framework::Writer *zWriter )
  115. {
  116. for( int x = 0; x < CHUNK_SIZE; x++ )
  117. {
  118. for( int y = 0; y < CHUNK_SIZE; y++ )
  119. {
  120. for( int z = 0; z < WORLD_HEIGHT; z++ )
  121. {
  122. int index = ( x * CHUNK_SIZE + y ) * CHUNK_SIZE + z;
  123. int blockType = blocks[ index ] ? blocks[ ( x * CHUNK_SIZE + y ) * CHUNK_SIZE + z ]->zType->getId() : -1;
  124. zWriter->schreibe( (char *)&blockType, 4 );
  125. if( blockType >= 0 )
  126. StaticRegistry<BlockType>::INSTANCE.zElement( blockType )->saveBlock( blocks[ index ], zWriter );
  127. }
  128. }
  129. }
  130. }
  131. int Chunk::getDimensionId() const
  132. {
  133. return dimensionId;
  134. }