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- #include "Chunk.h"
- #include "Constants.h"
- #include "Game.h"
- Chunk::Chunk( Framework::Punkt location, Game *zGame, int dimensionId )
- : EventThrower(),
- zGame( zGame ),
- dimensionId( dimensionId ),
- location( location )
- {
- blocks = new Block * [ CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT ];
- memset( blocks, 0, sizeof( Block * ) * CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT );
- zNeighbours[ 0 ] = 0;
- zNeighbours[ 1 ] = 0;
- zNeighbours[ 2 ] = 0;
- zNeighbours[ 3 ] = 0;
- }
- Chunk::~Chunk()
- {
- for( int i = 0; i < CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT; i++ )
- {
- if( blocks[ i ] )
- blocks[ i ]->release();
- }
- delete[] blocks;
- }
- Block *Chunk::getBlockAt( Framework::Vec3<int> location )
- {
- location.x -= this->location.x - CHUNK_SIZE / 2;
- location.y -= this->location.x - CHUNK_SIZE / 2;
- Block *result = dynamic_cast<Block *>( blocks[ ( location.x * CHUNK_SIZE + location.y ) * CHUNK_SIZE + location.z ]->getThis() );
- return result;
- }
- void Chunk::putBlockAt( Framework::Vec3<int> location, Block *block )
- {
- location.x -= this->location.x - CHUNK_SIZE / 2;
- location.y -= this->location.x - CHUNK_SIZE / 2;
- int index = ( location.x * CHUNK_SIZE + location.y ) * CHUNK_SIZE + location.z;
- Block *old = blocks[ index ];
- blocks[ index ] = block;
- Block *neighbor = zGame->zBlockAt( Framework::Vec3<int>( location.x - 1, location.y, location.z ), dimensionId );
- if( neighbor )
- neighbor->neighbours[ WEST ] = block;
- neighbor = zGame->zBlockAt( Framework::Vec3<int>( location.x + 1, location.y, location.z ), dimensionId );
- if( neighbor )
- neighbor->neighbours[ EAST ] = block;
- neighbor = zGame->zBlockAt( Framework::Vec3<int>( location.x, location.y - 1, location.z ), dimensionId );
- if( neighbor )
- neighbor->neighbours[ NORTH ] = block;
- neighbor = zGame->zBlockAt( Framework::Vec3<int>( location.x, location.y + 1, location.z ), dimensionId );
- if( neighbor )
- neighbor->neighbours[ SOUTH ] = block;
- neighbor = zGame->zBlockAt( Framework::Vec3<int>( location.x, location.y, location.z - 1 ), dimensionId );
- if( neighbor )
- neighbor->neighbours[ BOTTOM ] = block;
- neighbor = zGame->zBlockAt( Framework::Vec3<int>( location.x, location.y, location.z + 1 ), dimensionId );
- if( neighbor )
- neighbor->neighbours[ TOP ] = block;
- if( old )
- old->release();
- }
- void Chunk::setNeighbor( Direction dir, Chunk *zChunk )
- {
- zNeighbours[ dir ] = zChunk;
- for( int i = 0; i < CHUNK_SIZE; i++ )
- {
- for( int z = 0; z < WORLD_HEIGHT; z++ )
- {
- if( dir == NORTH )
- {
- int index = i * CHUNK_SIZE * CHUNK_SIZE + z;
- if( blocks[ index ] )
- blocks[ index ]->neighbours[ NORTH ] = zChunk->blocks[ ( i * CHUNK_SIZE + CHUNK_SIZE - 1 ) * CHUNK_SIZE + z ];
- }
- else if( dir == EAST )
- {
- int index = ( ( CHUNK_SIZE - 1 ) * CHUNK_SIZE + i ) * CHUNK_SIZE + z;
- if( blocks[ index ] )
- blocks[ index ]->neighbours[ EAST ] = zChunk->blocks[ i * CHUNK_SIZE + z ];
- }
- else if( dir == SOUTH )
- {
- int index = ( i * CHUNK_SIZE + CHUNK_SIZE - 1 ) * CHUNK_SIZE + z;
- if( blocks[ index ] )
- blocks[ index ]->neighbours[ SOUTH ] = zChunk->blocks[ i * CHUNK_SIZE * CHUNK_SIZE + z ];
- }
- else if( dir == WEST )
- {
- int index = i * CHUNK_SIZE + z;
- if( blocks[ index ] )
- blocks[ index ]->neighbours[ WEST ] = zChunk->blocks[ ( ( CHUNK_SIZE - 1 ) * CHUNK_SIZE + i ) * CHUNK_SIZE + z ];
- }
- }
- }
- }
- void Chunk::load( Framework::Reader *zReader )
- {
- for( int x = 0; x < CHUNK_SIZE; x++ )
- {
- for( int y = 0; y < CHUNK_SIZE; y++ )
- {
- for( int z = 0; z < WORLD_HEIGHT; z++ )
- {
- int blockType;
- zReader->lese( (char *)&blockType, 4 );
- if( blockType >= 0 )
- {
- Block *block = StaticRegistry<BlockType>::INSTANCE.zElement( blockType )->loadBlock( Framework::Vec3<int>( x, y, z ), zGame, zReader );
- blocks[ ( x * CHUNK_SIZE + y ) * CHUNK_SIZE + z ] = block;
- }
- }
- }
- }
- }
- void Chunk::save( Framework::Writer *zWriter )
- {
- for( int x = 0; x < CHUNK_SIZE; x++ )
- {
- for( int y = 0; y < CHUNK_SIZE; y++ )
- {
- for( int z = 0; z < WORLD_HEIGHT; z++ )
- {
- int index = ( x * CHUNK_SIZE + y ) * CHUNK_SIZE + z;
- int blockType = blocks[ index ] ? blocks[ ( x * CHUNK_SIZE + y ) * CHUNK_SIZE + z ]->zType->getId() : -1;
- zWriter->schreibe( (char *)&blockType, 4 );
- if( blockType >= 0 )
- StaticRegistry<BlockType>::INSTANCE.zElement( blockType )->saveBlock( blocks[ index ], zWriter );
- }
- }
- }
- }
- int Chunk::getDimensionId() const
- {
- return dimensionId;
- }
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