21 cSetChunkData(
int a_ChunkX,
int a_ChunkZ,
bool a_ShouldMarkDirty);
37 int a_ChunkX,
int a_ChunkZ,
46 bool a_ShouldMarkDirty
std::map< size_t, cBlockEntity * > cBlockEntities
cBlockEntities m_BlockEntities
cChunkDef::HeightMap m_HeightMap
bool ShouldMarkDirty(void) const
Returns whether the chunk should be marked as dirty after its data is set.
unsigned char BLOCKTYPE
The datatype used by blockdata.
cBlockEntities & GetBlockEntities(void)
Returns the internal storage for block entities, read-write.
bool IsLightValid(void) const
Returns whether both light arrays stored in this object are valid.
cListAllocationPool< cChunkData::sChunkSection > m_Pool
int GetChunkX(void) const
bool IsHeightMapValid(void) const
Returns whether the heightmap stored in this object is valid.
cChunkDef::BiomeMap & GetBiomes(void)
Returns the internal storage for biomes, read-write.
unsigned char NIBBLETYPE
The datatype used by nibbledata (meta, light, skylight)
void CalculateHeightMap(void)
Calculates the heightmap based on the contained blocktypes and marks it valid.
cSetChunkData(int a_ChunkX, int a_ChunkZ, bool a_ShouldMarkDirty)
Constructs a new instance with empty data.
std::vector< OwnedEntity > cEntityList
cChunkDef::BiomeMap m_Biomes
cEntityList & GetEntities(void)
Returns the internal storage for entities, read-write.
void RemoveInvalidBlockEntities(void)
Removes the block entities that don't have a proper blocktype at their corresponding coords...
bool AreBiomesValid(void) const
Returns whether the biomes stored in this object are valid.
int GetChunkZ(void) const
void MarkBiomesValid(void)
Marks the biomes stored in this object as valid.
cChunkData & GetChunkData(void)
Returns the internal storage of block types, metas and lighting.
HEIGHTTYPE HeightMap[Width *Width]
The type used for any heightmap operations and storage; idx = x + Width * z; Height points to the hig...
const cChunkDef::HeightMap & GetHeightMap(void) const
Returns the internal storage for heightmap, read-only.
EMCSBiome BiomeMap[Width *Width]
The type used for any biomemap operations and storage inside Cuberite, using Cuberite biomes (need no...