One step closer to multiplayer

This commit is contained in:
InfiniteCoder
2024-03-02 22:59:31 +03:00
parent 9d9c9f5570
commit 0157213a56
26 changed files with 213 additions and 219 deletions
+16 -16
View File
@@ -26,23 +26,23 @@ public:
size_t volume;
size_t chunksCount;
size_t visible;
int w,d;
int ox,oz;
uint32_t w, d;
int32_t ox, oz;
WorldFiles* worldFiles;
LevelEvents* events;
Chunks(int w, int d, int ox, int oz,
Chunks(uint32_t w, uint32_t d, int32_t ox, int32_t oz,
WorldFiles* worldFiles, LevelEvents* events, const Content* content);
~Chunks() = default;
bool putChunk(std::shared_ptr<Chunk> chunk);
Chunk* getChunk(int x, int z);
Chunk* getChunkByVoxel(int x, int y, int z);
voxel* get(int x, int y, int z);
light_t getLight(int x, int y, int z);
ubyte getLight(int x, int y, int z, int channel);
void set(int x, int y, int z, int id, uint8_t states);
Chunk* getChunk(int32_t x, int32_t z);
Chunk* getChunkByVoxel(int32_t x, int32_t y, int32_t z);
voxel* get(int32_t x, int32_t y, int32_t z);
light_t getLight(int32_t x, int32_t y, int32_t z);
ubyte getLight(int32_t x, int32_t y, int32_t z, int channel);
void set(int32_t x, int32_t y, int32_t z, uint32_t id, uint8_t states);
voxel* rayCast(glm::vec3 start,
glm::vec3 dir,
@@ -54,16 +54,16 @@ public:
glm::vec3 rayCastToObstacle(glm::vec3 start, glm::vec3 dir, float maxDist);
const AABB* isObstacleAt(float x, float y, float z);
bool isSolidBlock(int x, int y, int z);
bool isReplaceableBlock(int x, int y, int z);
bool isObstacleBlock(int x, int y, int z);
bool isSolidBlock(int32_t x, int32_t y, int32_t z);
bool isReplaceableBlock(int32_t x, int32_t y, int32_t z);
bool isObstacleBlock(int32_t x, int32_t y, int32_t z);
// does not move chunks inside
void _setOffset(int x, int z);
void _setOffset(int32_t x, int32_t z);
void setCenter(int x, int z);
void translate(int x, int z);
void resize(int newW, int newD);
void setCenter(int32_t x, int32_t z);
void translate(int32_t x, int32_t z);
void resize(uint32_t newW, uint32_t newD);
void saveAndClear();
};