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- #include "Chunk.h"
- #include "Constants.h"
- #include "Game.h"
- #include "NoBlock.h"
- Chunk::Chunk( Framework::Punkt location, Game* zGame, int dimensionId )
- : ReferenceCounter(),
- zGame( zGame ),
- dimensionId( dimensionId ),
- location( location )
- {
- blocks = new Block * [ CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT ];
- blockIds = new unsigned short[ CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT ];
- memset( blocks, 0, CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT * sizeof( Block* ) );
- memset( blockIds, 0, CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT * sizeof( unsigned short ) );
- zNeighbours[ 0 ] = 0;
- zNeighbours[ 1 ] = 0;
- zNeighbours[ 2 ] = 0;
- zNeighbours[ 3 ] = 0;
- }
- Chunk::Chunk( Framework::Punkt location, Game* zGame, int dimensionId, Framework::StreamReader* zReader )
- : Chunk( location, zGame, 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;
- }
- 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( location.z >= 0 && location.z < WORLD_HEIGHT )
- return zGame->zBlockAt( { location.x + this->location.x - CHUNK_SIZE / 2, location.y + this->location.y - CHUNK_SIZE / 2, location.z }, dimensionId );
- return 0;
- }
- void Chunk::api( Framework::StreamReader* zRequest, NetworkResponse* zResponse )
- {
- // TODO: answer api messages
- }
- 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
- {
- Block* b = zBlockAt( location );
- if( b )
- return b;
- int index = (location.x * CHUNK_SIZE + location.y) * WORLD_HEIGHT + location.z;
- if( blockIds[ index ] )
- return StaticRegistry<BlockType>::INSTANCE.zElement( blockIds[ index ] )->zDefault();
- return 0;
- }
- void Chunk::instantiateBlock( Framework::Vec3<int> location )
- {
- if( zBlockAt( location ) )
- return;
- int index = (location.x * CHUNK_SIZE + location.y) * WORLD_HEIGHT + location.z;
- if( !blockIds[ index ] )
- generateBlock( location );
- if( !zBlockAt( location ) )
- putBlockAt( location, StaticRegistry<BlockType>::INSTANCE.zElement( blockIds[ index ] )->createBlockAt( location, zGame, 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 = zGame->zGenerator()->generateSingleBlock( location, 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 );
- Block* old = blocks[ index ];
- if( block )
- blockIds[ index ] = (unsigned short)block->zBlockType()->getId();
- blocks[ index ] = block;
- Block* neighbor = zBlockNeighbor( location + getDirection( NORTH ) );
- if( neighbor )
- neighbor->setNeighbour( SOUTH, block );
- if( block )
- block->setNeighbour( NORTH, neighbor );
- neighbor = zBlockNeighbor( location + getDirection( EAST ) );
- if( neighbor )
- neighbor->setNeighbour( WEST, block );
- if( block )
- block->setNeighbour( EAST, neighbor );
- neighbor = zBlockNeighbor( location + getDirection( SOUTH ) );
- if( neighbor )
- neighbor->setNeighbour( NORTH, block );
- if( block )
- block->setNeighbour( SOUTH, neighbor );
- neighbor = zBlockNeighbor( location + getDirection( WEST ) );
- if( neighbor )
- neighbor->setNeighbour( EAST, block );
- if( block )
- block->setNeighbour( WEST, neighbor );
- neighbor = zBlockNeighbor( location + getDirection( TOP ) );
- if( neighbor )
- neighbor->setNeighbour( BOTTOM, block );
- if( block )
- block->setNeighbour( TOP, neighbor );
- neighbor = zBlockNeighbor( location + getDirection( BOTTOM ) );
- if( neighbor )
- neighbor->setNeighbour( TOP, block );
- if( block )
- block->setNeighbour( BOTTOM, neighbor );
- if( old )
- old->release();
- }
- 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 );
- blockIds[ index ] = (unsigned short)type;
- Block* neighbor = zBlockNeighbor( location + getDirection( NORTH ) );
- if( neighbor )
- neighbor->setNeighbourType( SOUTH, type );
- neighbor = zBlockNeighbor( location + getDirection( EAST ) );
- if( neighbor )
- neighbor->setNeighbourType( WEST, type );
- neighbor = zBlockNeighbor( location + getDirection( SOUTH ) );
- if( neighbor )
- neighbor->setNeighbourType( NORTH, type );
- neighbor = zBlockNeighbor( location + getDirection( WEST ) );
- if( neighbor )
- neighbor->setNeighbourType( EAST, type );
- neighbor = zBlockNeighbor( location + getDirection( TOP ) );
- if( neighbor )
- neighbor->setNeighbourType( BOTTOM, type );
- neighbor = zBlockNeighbor( location + getDirection( BOTTOM ) );
- if( neighbor )
- neighbor->setNeighbourType( TOP, type );
- }
- 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->blocks[ j ] )
- blocks[ index ]->setNeighbour( NORTH, zChunk->blocks[ j ] );
- else
- blocks[ index ]->setNeighbourType( NORTH, zChunk->blockIds[ j ] );
- }
- }
- else if( dir == EAST )
- {
- int index = ((CHUNK_SIZE - 1) * CHUNK_SIZE + i) * WORLD_HEIGHT + z;
- if( blocks[ index ] )
- blocks[ index ]->setNeighbour( EAST, zChunk->blocks[ i * WORLD_HEIGHT + z ] );
- }
- else if( dir == SOUTH )
- {
- int index = (i * CHUNK_SIZE + CHUNK_SIZE - 1) * WORLD_HEIGHT + z;
- if( blocks[ index ] )
- blocks[ index ]->setNeighbour( SOUTH, zChunk->blocks[ i * CHUNK_SIZE * WORLD_HEIGHT + z ] );
- }
- else if( dir == WEST )
- {
- int index = i * WORLD_HEIGHT + z;
- if( blocks[ index ] )
- blocks[ index ]->setNeighbour( WEST, zChunk->blocks[ ((CHUNK_SIZE - 1) * CHUNK_SIZE + i) * WORLD_HEIGHT + z ] );
- }
- }
- }
- }
- void Chunk::load( Framework::StreamReader* zReader )
- {
- zReader->lese( (char*)blockIds, CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT * sizeof( unsigned short ) );
- for( int x = 0; x < CHUNK_SIZE; x++ )
- {
- for( int y = 0; y < CHUNK_SIZE; y++ )
- {
- for( int z = 0; z < WORLD_HEIGHT; z++ )
- {
- unsigned short blockType;
- zReader->lese( (char*)&blockType, 2 );
- Block* block = StaticRegistry<BlockType>::INSTANCE.zElement( blockType )->loadBlock( Framework::Vec3<int>( x, y, z ), zGame, zReader );
- if( block )
- putBlockAt( { x, y, z }, block );
- else
- putBlockTypeAt( { x, y, z }, blockIds[ (x * CHUNK_SIZE + y) * WORLD_HEIGHT + z ] );
- }
- }
- }
- }
- void Chunk::save( Framework::StreamWriter* zWriter )
- {
- zWriter->schreibe( (char*)blockIds, CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT * sizeof( unsigned short ) );
- 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() : (unsigned short)NoBlockBlockType::ID;
- zWriter->schreibe( (char*)&blockType, 2 );
- StaticRegistry<BlockType>::INSTANCE.zElement( blockType )->saveBlock( blocks[ index ], zWriter );
- }
- }
- }
- }
- void Chunk::removeUnusedBlocks()
- {
- bool removed = true;
- while( removed )
- {
- removed = false;
- for( int i = 0; i < CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT; i++ )
- {
- if( blocks[ i ] && !blocks[ i ]->isVisible() )
- {
- int x = (i / WORLD_HEIGHT) / CHUNK_SIZE;
- int y = (i / WORLD_HEIGHT) % CHUNK_SIZE;
- int z = i % WORLD_HEIGHT;
- putBlockAt( { x,y,z }, 0 );
- putBlockTypeAt( { x, y, z }, NoBlockBlockType::ID );
- removed = true;
- }
- }
- }
- }
- int Chunk::getDimensionId() const
- {
- return dimensionId;
- }
- 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 };
- }
- Game* Chunk::zGameObj() const
- {
- return zGame;
- }
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