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- #include <InMemoryBuffer.h>
- #include <AsynchronCall.h>
- #include "Chunk.h"
- #include "Constants.h"
- #include "Game.h"
- #include "NoBlock.h"
- Chunk::Chunk(Framework::Punkt location, int dimensionId)
- : ReferenceCounter(),
- dimensionId(dimensionId),
- location(location),
- added(0),
- currentlyLoading(1)
- {
- blocks = new Block * [CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT];
- blockIds = new unsigned short[CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT];
- lightData = new unsigned char[CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT * 6];
- memset(blocks, 0, CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT * sizeof(Block*));
- memset(blockIds, 0, CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT * sizeof(unsigned short));
- memset(lightData, 0, CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT * 6);
- zNeighbours[0] = 0;
- zNeighbours[1] = 0;
- zNeighbours[2] = 0;
- zNeighbours[3] = 0;
- }
- Chunk::Chunk(Framework::Punkt location, int dimensionId, Framework::StreamReader* zReader)
- : Chunk(location, dimensionId)
- {
- load(zReader);
- }
- Chunk::~Chunk()
- {
- for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT; i++)
- {
- if (blocks[i])
- blocks[i]->release();
- }
- delete[] blocks;
- delete[] blockIds;
- delete[] lightData;
- }
- void Chunk::addLightSource(int index)
- {
- for (int i : lightSources)
- {
- if (i == index)
- return;
- }
- lightSources.add(index);
- }
- void Chunk::removeLightSource(int index)
- {
- for (auto i = lightSources.begin(); i; i++)
- {
- if (i.val() == index)
- {
- i.remove();
- return;
- }
- }
- }
- void Chunk::sendLightToClient(Framework::StreamWriter* zWriter)
- {
- for (int z = 0; z < WORLD_HEIGHT; z++)
- {
- for (int x = 0; x < CHUNK_SIZE; x++)
- {
- for (int y = 0; y < CHUNK_SIZE; y++)
- {
- bool needSend = 0;
- for (int i = 0; i < 6; i++)
- {
- Vec3<int> pos = Vec3<int>(x, y, z) + getDirection(getDirectionFromIndex(i));
- if (pos.z >= 0 && pos.z < WORLD_HEIGHT)
- {
- if (pos.x >= 0 && pos.x < CHUNK_SIZE && pos.y >= 0 && pos.y < CHUNK_SIZE)
- {
- int bi = (pos.x * CHUNK_SIZE + pos.y) * WORLD_HEIGHT + pos.z;
- int type = blockIds[bi];
- needSend |= type != BlockTypeEnum::NO_BLOCK
- && type != BlockTypeEnum::AIR;
- }
- else
- {
- if (i < 4 && zNeighbours[i])
- {
- Vec3<int> offset = getDirection(getDirectionFromIndex(i)) * 16;
- int bi = ((pos.x - offset.x) * CHUNK_SIZE + (pos.y - offset.y)) * WORLD_HEIGHT + (pos.z - offset.z);
- int type = zNeighbours[i]->blockIds[bi];
- needSend |= type != BlockTypeEnum::NO_BLOCK
- && type != BlockTypeEnum::AIR;
- }
- }
- if (needSend)
- break;
- }
- }
- if (needSend)
- {
- int index = (x * CHUNK_SIZE + y) * WORLD_HEIGHT + z;
- zWriter->schreibe((char*)&index, 4);
- zWriter->schreibe((char*)(lightData + index * 6), 6);
- }
- }
- }
- }
- int end = -1;
- zWriter->schreibe((char*)&end, 4);
- }
- Framework::Either<Block*, int> Chunk::zBlockNeighbor(Framework::Vec3<int> location)
- {
- if (location.x >= 0 && location.x < CHUNK_SIZE && location.y >= 0 && location.y < CHUNK_SIZE && location.z >= 0 && location.z < WORLD_HEIGHT)
- {
- int index = (location.x * CHUNK_SIZE + location.y) * WORLD_HEIGHT + location.z;
- if (blocks[index])
- return blocks[index];
- else
- return (int)blockIds[index];
- }
- if (added && location.z >= 0 && location.z < WORLD_HEIGHT)
- return Game::INSTANCE->zBlockAt({ location.x + this->location.x - CHUNK_SIZE / 2, location.y + this->location.y - CHUNK_SIZE / 2, location.z }, dimensionId);
- return 0;
- }
- void Chunk::notifyObservers(NetworkMessage* msg)
- {
- Array<int> remove;
- int index = 0;
- for (int id : observers)
- {
- Entity* zE = Game::INSTANCE->zEntity(id);
- if (!zE)
- remove.add(index, 0);
- else
- Game::INSTANCE->sendMessage(dynamic_cast<NetworkMessage*>(msg->getThis()), zE);
- index++;
- }
- for (int i : remove)
- observers.remove(i);
- msg->release();
- }
- void Chunk::addObserver(Entity* zEntity, DoLaterHandler& laterHandler)
- {
- for (int id : observers)
- {
- if (id == zEntity->getId())
- return;
- }
- int id = zEntity->getId();
- observers.add(id);
- laterHandler.addTodo([this, id]()
- {
- InMemoryBuffer buffer;
- buffer.schreibe("\4", 1);
- buffer.schreibe((char*)&location.x, 4);
- buffer.schreibe((char*)&location.y, 4);
- sendToClient(&buffer);
- sendLightToClient(&buffer);
- NetworkMessage* msg = new NetworkMessage();
- msg->addressDimension();
- std::cout << "chunk size: " << buffer.getSize() << "b\n";
- char* message = new char[buffer.getSize()];
- buffer.lese(message, (int)buffer.getSize());
- msg->setMessage(message, (int)buffer.getSize());
- msg->setUseBackground();
- Entity* e = Game::INSTANCE->zEntity(id);
- if (e)
- {
- Game::INSTANCE->sendMessage(msg, e);
- }
- else
- msg->release();
- });
- }
- void Chunk::removeObserver(Entity* zEntity)
- {
- int index = 0;
- for (int id : observers)
- {
- if (id == zEntity->getId())
- {
- observers.remove(index);
- return;
- }
- index++;
- }
- }
- void Chunk::api(Framework::StreamReader* zRequest, Entity* zSource, DoLaterHandler& laterHandler)
- {
- // TODO: answer api messages
- char type;
- zRequest->lese(&type, 1);
- switch (type)
- {
- case 0:
- // register observer
- addObserver(zSource, laterHandler);
- break;
- case 1:
- // unsubscribe
- removeObserver(zSource);
- break;
- }
- }
- void Chunk::initializeLightning()
- {
- unsigned char dayLight[6] = { 255, 255, 255, 0, 0, 0 };
- unsigned char noLight[6] = { 0, 0, 0, 0, 0, 0 };
- while (true)
- {
- bool changes = false;
- for (int z = WORLD_HEIGHT - 1; z >= 0; z--)
- {
- for (int x = 0; x < CHUNK_SIZE; x++)
- {
- for (int y = 0; y < CHUNK_SIZE; y++)
- {
- int index = (x * CHUNK_SIZE + y) * WORLD_HEIGHT + z;
- unsigned char* light = getLightData(Vec3<int>(x, y, z));
- unsigned char newLight[6] = { 0, 0, 0, 0, 0, 0 };
- for (int i = 0; i < 6; i++)
- {
- unsigned char* neighborLeight;
- Vec3<int> neighborPos = Vec3<int>(x, y, z) + getDirection(getDirectionFromIndex(i));
- if (neighborPos.z < 0 || neighborPos.x < 0 || neighborPos.y < 0 || neighborPos.x >= CHUNK_SIZE || neighborPos.y >= CHUNK_SIZE)
- {
- neighborLeight = noLight;
- }
- else if (neighborPos.z >= WORLD_HEIGHT)
- {
- neighborLeight = dayLight;
- }
- else
- {
- neighborLeight = getLightData(neighborPos);
- }
- for (int j = 0; j < 3; j++)
- newLight[j] = (unsigned char)MAX(newLight[j], i == getDirectionIndex(TOP) ? neighborLeight[j] : (unsigned char)((float)neighborLeight[j] * 0.8f));
- for (int j = 3; j < 6; j++)
- newLight[j] = (unsigned char)MAX(newLight[j], (unsigned char)((float)neighborLeight[j] * 0.85f));
- }
- const Block* current = blocks[index] ? blocks[index] : StaticRegistry<BlockType>::INSTANCE.zElement(blockIds[index])->zDefault();
- // add own light emission
- for (int j = 3; j < 6; j++)
- newLight[j] = (unsigned char)MAX(newLight[j], current->getLightEmisionColor()[j - 3]);
- current->filterPassingLight(newLight);
- current->filterPassingLight(newLight + 3);
- for (int i = 0; i < 6; i++)
- {
- if (newLight[i] != light[i])
- {
- changes = 1;
- memcpy(light, newLight, 6);
- break;
- }
- }
- }
- }
- }
- if (!changes)
- break;
- }
- }
- Framework::Either<Block*, int> Chunk::zBlockAt(Framework::Vec3<int> location) const
- {
- int index = (location.x * CHUNK_SIZE + location.y) * WORLD_HEIGHT + location.z;
- assert(index < CHUNK_SIZE* CHUNK_SIZE* WORLD_HEIGHT);
- if (blocks[index])
- return blocks[index];
- else
- return (int)blockIds[index];
- }
- const Block* Chunk::zBlockConst(Framework::Vec3<int> location) const
- {
- auto b = zBlockAt(location);
- if (b.isA())
- return b;
- if (b.getB())
- return StaticRegistry<BlockType>::INSTANCE.zElement(b.getB())->zDefault();
- return 0;
- }
- void Chunk::instantiateBlock(Framework::Vec3<int> location)
- {
- auto b = zBlockAt(location);
- if (b.isA())
- return;
- if (!b.getB())
- generateBlock(location);
- b = zBlockAt(location);
- if (b.isB())
- putBlockAt(location, StaticRegistry<BlockType>::INSTANCE.zElement(b.getB())->createBlockAt({ location.x + this->location.x - CHUNK_SIZE / 2, location.y + this->location.y - CHUNK_SIZE / 2, location.z }, 0));
- }
- void Chunk::generateBlock(Framework::Vec3<int> location)
- {
- int index = (location.x * CHUNK_SIZE + location.y) * WORLD_HEIGHT + location.z;
- if (blockIds[index])
- return;
- auto generated = Game::INSTANCE->zGenerator()->generateSingleBlock({ location.x + this->location.x - CHUNK_SIZE / 2, location.y + this->location.y - CHUNK_SIZE / 2, location.z }, dimensionId);
- if (generated.isA())
- putBlockAt(location, generated);
- else
- putBlockTypeAt(location, generated);
- }
- void Chunk::putBlockAt(Framework::Vec3<int> location, Block* block)
- {
- int index = (location.x * CHUNK_SIZE + location.y) * WORLD_HEIGHT + location.z;
- assert(index < CHUNK_SIZE* CHUNK_SIZE* WORLD_HEIGHT&& index >= 0);
- Block* old = blocks[index];
- bool change = 0;
- bool wasLightSource = old ? old->zBlockType()->isLightSource() : StaticRegistry<BlockType>::INSTANCE.zElement(blockIds[index])->isLightSource();
- bool isLightSource = 0;
- if (block)
- {
- change = blockIds[index] != (unsigned short)block->zBlockType()->getId();
- blockIds[index] = (unsigned short)block->zBlockType()->getId();
- isLightSource = block->zBlockType()->isLightSource();
- }
- else
- {
- change = old != 0;
- }
- blocks[index] = block;
- for (int i = 0; i < 6; i++)
- {
- Direction d = getDirectionFromIndex(i);
- Either<Block*, int> neighbor = zBlockNeighbor(location + getDirection(d));
- if (neighbor.isA())
- ((Block*)neighbor)->setNeighbour(getOppositeDirection(d), block);
- if (block)
- block->setNeighbour(d, neighbor);
- }
- if (old)
- old->release();
- if (change)
- {
- if (isLightSource != wasLightSource)
- {
- if (isLightSource)
- addLightSource(index);
- else
- removeLightSource(index);
- }
- if (added)
- {
- char* msg = new char[9];
- msg[0] = 0; // set block
- *(int*)(msg + 1) = index;
- *(int*)(msg + 5)
- = block ? block->zBlockType()->getId() : BlockTypeEnum::NO_BLOCK;
- NetworkMessage* message = new NetworkMessage();
- message->addressChunck(this);
- message->setMessage(msg, 9);
- notifyObservers(message);
- for (int i = 0; i < 6; i++)
- {
- Direction d = getDirectionFromIndex(i);
- Framework::Vec3<int> loc = location + getDirection(d);
- if (loc.x >= 0 && loc.x < CHUNK_SIZE && loc.y >= 0 && loc.y < CHUNK_SIZE && loc.z >= 0 && loc.z < WORLD_HEIGHT)
- {
- NetworkMessage* msg = new NetworkMessage();
- msg->addressChunck(this);
- char* message = new char[11];
- message[0] = 1;
- int index = ((loc.x * CHUNK_SIZE + loc.y) * WORLD_HEIGHT + loc.z) * 6;
- *(int*)(message + 1) = index / 6;
- memcpy(message + 5, lightData + index, 6);
- msg->setMessage(message, 11);
- notifyObservers(msg);
- }
- else if (loc.z >= 0 && loc.z < WORLD_HEIGHT && i < 4 && zNeighbours[i])
- {
- NetworkMessage* msg = new NetworkMessage();
- msg->addressChunck(zNeighbours[i]);
- char* message = new char[11];
- message[0] = 1;
- loc -= getDirection(d) * CHUNK_SIZE;
- int index = ((loc.x * CHUNK_SIZE + loc.y) * WORLD_HEIGHT + loc.z) * 6;
- *(int*)(message + 1) = index / 6;
- memcpy(message + 5, zNeighbours[i]->getLightData(loc), 6);
- msg->setMessage(message, 11);
- notifyObservers(msg);
- }
- }
- Game::INSTANCE->updateLightningWithoutWait(getDimensionId(), Vec3<int>(location.x + this->location.x - CHUNK_SIZE / 2, location.y + this->location.y - CHUNK_SIZE / 2, location.z));
- }
- }
- }
- void Chunk::putBlockTypeAt(Framework::Vec3<int> location, int type)
- {
- int index = (location.x * CHUNK_SIZE + location.y) * WORLD_HEIGHT + location.z;
- assert(index < CHUNK_SIZE* CHUNK_SIZE* WORLD_HEIGHT);
- bool wasLightSource = StaticRegistry<BlockType>::INSTANCE.zElement(blockIds[index])->isLightSource();
- bool isLightSource = StaticRegistry<BlockType>::INSTANCE.zElement(type)->isLightSource();
- if (blockIds[index] != (unsigned short)type)
- {
- blockIds[index] = (unsigned short)type;
- for (int i = 0; i < 6; i++)
- {
- Direction d = getDirectionFromIndex(i);
- Either<Block*, int> neighbor = zBlockNeighbor(location + getDirection(d));
- if (neighbor.isA())
- ((Block*)neighbor)->setNeighbourType(getOppositeDirection(d), type);
- }
- if (isLightSource != wasLightSource)
- {
- if (isLightSource)
- addLightSource(index);
- else
- removeLightSource(index);
- }
- if (added)
- {
- char* msg = new char[9];
- msg[0] = 0; // set block
- *(int*)(msg + 1) = index;
- *(int*)(msg + 5) = type;
- NetworkMessage* message = new NetworkMessage();
- message->addressChunck(this);
- message->setMessage(msg, 9);
- notifyObservers(message);
- for (int i = 0; i < 6; i++)
- {
- Direction d = getDirectionFromIndex(i);
- Framework::Vec3<int> loc = location + getDirection(d);
- if (loc.x >= 0 && loc.x < CHUNK_SIZE && loc.y >= 0 && loc.y < CHUNK_SIZE && loc.z >= 0 && loc.z < WORLD_HEIGHT)
- {
- NetworkMessage* msg = new NetworkMessage();
- msg->addressChunck(this);
- char* message = new char[11];
- message[0] = 1;
- int index = ((loc.x * CHUNK_SIZE + loc.y) * WORLD_HEIGHT + loc.z) * 6;
- *(int*)(message + 1) = index / 6;
- memcpy(message + 5, lightData + index, 6);
- msg->setMessage(message, 11);
- notifyObservers(msg);
- }
- else if (loc.z >= 0 && loc.z < WORLD_HEIGHT && i < 4 && zNeighbours[i])
- {
- NetworkMessage* msg = new NetworkMessage();
- msg->addressChunck(zNeighbours[i]);
- char* message = new char[11];
- message[0] = 1;
- loc -= getDirection(d) * CHUNK_SIZE;
- int index = ((loc.x * CHUNK_SIZE + loc.y) * WORLD_HEIGHT + loc.z) * 6;
- *(int*)(message + 1) = index / 6;
- memcpy(message + 5, zNeighbours[i]->getLightData(loc), 6);
- msg->setMessage(message, 11);
- notifyObservers(msg);
- }
- }
- Game::INSTANCE->updateLightningWithoutWait(getDimensionId(), Vec3<int>(location.x + this->location.x - CHUNK_SIZE / 2, location.y + this->location.y - CHUNK_SIZE / 2, location.z));
- }
- }
- }
- void Chunk::setNeighbor(Direction dir, Chunk* zChunk)
- {
- zNeighbours[getDirectionIndex(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 * WORLD_HEIGHT + z;
- if (blocks[index])
- {
- int j = (i * CHUNK_SIZE + CHUNK_SIZE - 1) * WORLD_HEIGHT + z;
- if (zChunk && zChunk->blocks[j])
- blocks[index]->setNeighbour(NORTH, zChunk->blocks[j]);
- else
- {
- blocks[index]->setNeighbour(NORTH, 0);
- blocks[index]->setNeighbourType(NORTH, zChunk ? zChunk->blockIds[j] : 0);
- }
- }
- }
- else if (dir == EAST)
- {
- int index = ((CHUNK_SIZE - 1) * CHUNK_SIZE + i) * WORLD_HEIGHT + z;
- if (blocks[index])
- {
- int j = i * WORLD_HEIGHT + z;
- if (zChunk && zChunk->blocks[j])
- blocks[index]->setNeighbour(EAST, zChunk->blocks[j]);
- else
- {
- blocks[index]->setNeighbour(EAST, 0);
- blocks[index]->setNeighbourType(EAST, zChunk ? zChunk->blockIds[j] : 0);
- }
- }
- }
- else if (dir == SOUTH)
- {
- int index = (i * CHUNK_SIZE + CHUNK_SIZE - 1) * WORLD_HEIGHT + z;
- if (blocks[index])
- {
- int j = i * CHUNK_SIZE * WORLD_HEIGHT + z;
- if (zChunk && zChunk->blocks[j])
- blocks[index]->setNeighbour(SOUTH, zChunk->blocks[j]);
- else
- {
- blocks[index]->setNeighbour(SOUTH, 0);
- blocks[index]->setNeighbourType(SOUTH, zChunk ? zChunk->blockIds[j] : 0);
- }
- }
- }
- else if (dir == WEST)
- {
- int index = i * WORLD_HEIGHT + z;
- if (blocks[index])
- {
- int j = ((CHUNK_SIZE - 1) * CHUNK_SIZE + i) * WORLD_HEIGHT + z;
- if (zChunk && zChunk->blocks[j])
- blocks[index]->setNeighbour(WEST, zChunk->blocks[j]);
- else
- {
- blocks[index]->setNeighbour(WEST, 0);
- blocks[index]->setNeighbourType(WEST, zChunk ? zChunk->blockIds[j] : 0);
- }
- }
- }
- }
- }
- }
- void Chunk::load(Framework::StreamReader* zReader)
- {
- for (int index = 0; index < WORLD_HEIGHT * CHUNK_SIZE * CHUNK_SIZE; index++)
- {
- unsigned short blockType;
- zReader->lese((char*)&blockType, 2);
- if (blockType)
- {
- Framework::Vec3<int> pos = Framework::Vec3<int>((index / WORLD_HEIGHT) / CHUNK_SIZE, (index / WORLD_HEIGHT) % CHUNK_SIZE, index % WORLD_HEIGHT);
- bool d;
- zReader->lese((char*)&d, 1);
- if (d)
- {
- putBlockAt(pos, StaticRegistry<BlockType>::INSTANCE.zElement(blockType)->loadBlock(Framework::Vec3<int>(pos.x + location.x - CHUNK_SIZE / 2, pos.y + location.y - CHUNK_SIZE / 2, pos.z), zReader, dimensionId));
- }
- else
- {
- putBlockTypeAt(pos, blockType);
- }
- }
- }
- initializeLightning();
- }
- void Chunk::save(Framework::StreamWriter* zWriter)
- {
- for (int index = 0; index < WORLD_HEIGHT * CHUNK_SIZE * CHUNK_SIZE; index++)
- {
- unsigned short blockType = blocks[index] ? (unsigned short)blocks[index]->zBlockType()->getId() : blockIds[index];
- zWriter->schreibe((char*)&blockType, 2);
- if (blockType)
- {
- if (blocks[index])
- {
- bool d = 1;
- zWriter->schreibe((char*)&d, 1);
- StaticRegistry<BlockType>::INSTANCE.zElement(blockType)->saveBlock(blocks[index], zWriter);
- }
- else
- {
- bool d = 0;
- zWriter->schreibe((char*)&d, 1);
- }
- }
- }
- }
- void Chunk::sendToClient(Framework::StreamWriter* 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) * WORLD_HEIGHT + z;
- unsigned short blockType = blocks[index] ? (unsigned short)blocks[index]->zBlockType()->getId() : blockIds[index];
- if (blockType)
- {
- bool visible = 0;
- if (!visible)
- {
- if (!blocks[index])
- {
- if (CONST_BLOCK(0, blockIds[index])->isTransparent() || CONST_BLOCK(0, blockIds[index])->isPassable())
- visible = 1;
- else
- {
- for (int d = 0; d < 6 && !visible; d++)
- {
- auto n = zBlockNeighbor(getDirection((Directions)getDirectionFromIndex(d)) + Framework::Vec3<int>(x, y, z));
- if (n.isA() && (((Block*)n)->isPassable() || ((Block*)n)->isTransparent()))
- visible = 1;
- if (n.isB() && (CONST_BLOCK(0, n)->isTransparent() || CONST_BLOCK(0, n)->isPassable()))
- visible = 1;
- }
- }
- }
- else
- visible = blocks[index]->isVisible();
- }
- if (visible && (blocks[index] || blockType != BlockTypeEnum::AIR))
- {
- zWriter->schreibe((char*)&blockType, 2);
- zWriter->schreibe((char*)&index, 4);
- }
- }
- }
- }
- }
- unsigned short end = 0;
- zWriter->schreibe((char*)&end, 2);
- }
- void Chunk::removeUnusedBlocks()
- {
- for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT; i++)
- {
- if (!blocks[i] && blockIds[i])
- {
- int x = (i / WORLD_HEIGHT) / CHUNK_SIZE;
- int y = (i / WORLD_HEIGHT) % CHUNK_SIZE;
- int z = i % WORLD_HEIGHT;
- bool visible = 0;
- if (CONST_BLOCK(0, blockIds[i])->isTransparent() || CONST_BLOCK(0, blockIds[i])->isPassable())
- visible = 1;
- else
- {
- for (int d = 0; d < 6 && !visible; d++)
- {
- auto n = zBlockNeighbor(getDirection((Directions)getDirectionFromIndex(d)) + Framework::Vec3<int>(x, y, z));
- if (n.isA() && (((Block*)n)->isPassable() || ((Block*)n)->isTransparent()))
- visible = 1;
- if (n.isB() && (CONST_BLOCK(0, n)->isTransparent() || CONST_BLOCK(0, n)->isPassable()))
- visible = 1;
- }
- }
- if (!visible)
- {
- putBlockAt({ x,y,z }, 0);
- putBlockTypeAt({ x, y, z }, BlockTypeEnum::NO_BLOCK);
- }
- }
- }
- int count = 0;
- for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT; i++)
- {
- if (blockIds[i] && blockIds[i] != BlockTypeEnum::AIR)
- count++;
- }
- std::cout << "chunk " << location.x << ", " << location.y << " was generated with " << count << " blocks.\n";
- }
- int Chunk::getDimensionId() const
- {
- return dimensionId;
- }
- void Chunk::onLoaded()
- {
- for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT; i++)
- {
- if (blocks[i])
- blocks[i]->onLoaded();
- }
- currentlyLoading = 0;
- }
- void Chunk::onUnloaded()
- {
- for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT; i++)
- {
- if (blocks[i])
- blocks[i]->onUnloaded();
- }
- }
- Framework::Punkt Chunk::getCenter() const
- {
- return location;
- }
- Framework::Vec3<int> Chunk::getMin() const
- {
- return { location.x - CHUNK_SIZE / 2, location.y - CHUNK_SIZE / 2, 0 };
- }
- Framework::Vec3<int> Chunk::getMax() const
- {
- return { location.x + CHUNK_SIZE / 2, location.y + CHUNK_SIZE / 2, WORLD_HEIGHT };
- }
- void Chunk::prepareRemove()
- {
- added = 0;
- for (int i = 0; i < 4; i++)
- {
- if (zNeighbours[i])
- {
- zNeighbours[i]->setNeighbor(getOppositeDirection(getDirectionFromIndex(i)), 0);
- zNeighbours[i] = 0;
- }
- }
- }
- void Chunk::setAdded()
- {
- added = 1;
- }
- bool Chunk::hasObservers() const
- {
- return observers.getEintragAnzahl() > 0 || currentlyLoading;
- }
- unsigned char* Chunk::getLightData(Framework::Vec3<int> location) const
- {
- int index = ((location.x * CHUNK_SIZE + location.y) * WORLD_HEIGHT + location.z) * 6;
- assert(index < CHUNK_SIZE* CHUNK_SIZE* WORLD_HEIGHT);
- return lightData + index;
- }
- void Chunk::setLightData(Framework::Vec3<int> location, unsigned char* data, bool foreground)
- {
- int index = ((location.x * CHUNK_SIZE + location.y) * WORLD_HEIGHT + location.z) * 6;
- memcpy(lightData + index, data, 6);
- // check if neighbor is a visible block and send update to clients
- bool needSend = 0;
- for (int i = 0; i < 6; i++)
- {
- Vec3<int> pos = location + getDirection(getDirectionFromIndex(i));
- if (pos.z >= 0 && pos.z < WORLD_HEIGHT)
- {
- if (pos.x >= 0 && pos.x < CHUNK_SIZE && pos.y >= 0 && pos.y < CHUNK_SIZE)
- {
- int bi = (pos.x * CHUNK_SIZE + pos.y) * WORLD_HEIGHT + pos.z;
- int type = blockIds[bi];
- needSend |= type != BlockTypeEnum::NO_BLOCK && type != BlockTypeEnum::AIR;
- if (needSend)
- break;
- }
- else
- {
- needSend = 1; // TODO: check if the block is visible
- }
- }
- }
- if (needSend)
- {
- NetworkMessage* msg = new NetworkMessage();
- msg->addressChunck(this);
- char* message = new char[11];
- message[0] = 1;
- *(int*)(message + 1) = index / 6;
- memcpy(message + 5, data, 6);
- msg->setMessage(message, 11);
- if (!foreground)
- msg->setUseBackground();
- notifyObservers(msg);
- }
- }
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