the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#pragma once
2#include "LevelChunk.h"
3#include "Definitions.h"
4
5class Level;
6
7class EmptyLevelChunk: public LevelChunk
8{
9public:
10 using LevelChunk::getBlocksAndData;
11 using LevelChunk::getEntities;
12 using LevelChunk::getEntitiesOfClass;
13
14 EmptyLevelChunk(Level *level, int x, int z);
15 EmptyLevelChunk(Level *level, byteArray blocks, int x, int z);
16 bool isAt(int x, int z);
17 int getHeightmap(int x, int z);
18 void recalcBlockLights();
19 void recalcHeightmapOnly();
20 void recalcHeightmap();
21 void lightLava();
22 int getTile(int x, int y, int z);
23 bool setTileAndData(int x, int y, int z, int _tile, int _data);
24 bool setTile(int x, int y, int z, int _tile);
25 int getData(int x, int y, int z);
26 bool setData(int x, int y, int z, int val, int mask, bool *maskedBitsChanged); // 4J added mask
27 int getBrightness(LightLayer::variety layer, int x, int y, int z);
28 void getNeighbourBrightnesses(int *brightnesses, LightLayer::variety layer, int x, int y, int z); // 4J added
29 void setBrightness(LightLayer::variety layer, int x, int y, int z, int brightness);
30 int getRawBrightness(int x, int y, int z, int skyDampen);
31 void addEntity(shared_ptr<Entity> e);
32 void removeEntity(shared_ptr<Entity> e);
33 void removeEntity(shared_ptr<Entity> e, int yc);
34 bool isSkyLit(int x, int y, int z);
35 void skyBrightnessChanged();
36 shared_ptr<TileEntity> getTileEntity(int x, int y, int z);
37 void addTileEntity(shared_ptr<TileEntity> te);
38 void setTileEntity(int x, int y, int z, shared_ptr<TileEntity> tileEntity);
39 void removeTileEntity(int x, int y, int z);
40 void load();
41 void unload(bool unloadTileEntities) ; // 4J - added parameter
42 bool containsPlayer(); // 4J added
43 void markUnsaved();
44 void getEntities(shared_ptr<Entity> except, AABB bb, vector<shared_ptr<Entity> > &es, EntitySelector *selector);
45 void getEntitiesOfClass(const type_info& ec, AABB bb, vector<shared_ptr<Entity> > &es, EntitySelector *selector);
46 int countEntities();
47 bool shouldSave(bool force);
48 void setBlocks(byteArray newBlocks, int sub);
49 int getBlocksAndData(byteArray data, int x0, int y0, int z0, int x1, int y1, int z1, int p, bool includeLighting = true); // 4J - added includeLighting parameter
50 int setBlocksAndData(byteArray data, int x0, int y0, int z0, int x1, int y1, int z1, int p, bool includeLighting = true); // 4J - added includeLighting parameter
51 bool testSetBlocksAndData(byteArray data, int x0, int y0, int z0, int x1, int y1, int z1, int p); // 4J added
52 Random *getRandom(__int64 l);
53 bool isEmpty();
54 virtual void reSyncLighting() {}; // 4J added
55};