Rebekah Rowe 6c4b2e9186
Implement GPL3+ and Apache2.0 Dual License.
Commit is being made to allow additions of GPL3+ code previously
un-addable. With these changes, contributions back to cuberite are
possible with the backporting exemtion, as well as adding stuff in
minetest with minetest code properly being read through and implimented
to upgrade it to GPL3 from GPL2.

project still has Apache2.0 license and credits to all its contributers, but now has the freedom of GPL3+ and all the code that can be implimented and shared with it.
2023-03-20 11:49:56 -04:00

63 lines
1.8 KiB
C++

/*
* Copyright 2011-2022 Cuberite Contributors
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include "QtChunk.h"
class Region
{
public:
Region();
/** Retrieves the chunk with the specified relative coords. */
Chunk & getRelChunk(int a_RelChunkX, int a_RelChunkZ);
/** Returns true iff the chunk data for all chunks has been loaded.
This doesn't mean that all the chunks are valid, only that the entire region has been processed and should
be displayed. */
bool isValid(void) const { return m_IsValid; }
/** Returns the biome in the block coords relative to this region.
Returns biInvalidBiome if the underlying chunk is not valid. */
int getRelBiome(int a_RelBlockX, int a_RelBlockZ);
/** Converts block coordinates into region coordinates. */
static void blockToRegion(int a_BlockX, int a_BlockZ, int & a_RegionX, int & a_RegionZ);
/** Converts chunk coordinates into region coordinates. */
static void chunkToRegion(int a_ChunkX, int a_ChunkZ, int & a_RegionX, int & a_RegionZ);
protected:
friend class RegionLoader;
Chunk m_Chunks[32 * 32];
/** True iff the data for all the chunks has been loaded.
This doesn't mean that all the chunks are valid, only that the entire region has been processed and should
be displayed. */
bool m_IsValid;
};