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cuberite-2a/source/cWorld.h

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#pragma once
#ifndef _WIN32
#include "BlockID.h"
#else
enum ENUM_ITEM_ID;
#endif
#define MAX_PLAYERS 65535
#include "cSimulatorManager.h"
#include "MersenneTwister.h"
#include "cChunkMap.h"
#include "WorldStorage.h"
#include "cChunkGenerator.h"
class cPacket;
class cRedstone;
class cFireSimulator;
class cWaterSimulator;
class cLavaSimulator;
class cSandSimulator;
class cItem;
class cPlayer;
class cClientHandle;
class cEntity;
class cBlockEntity;
class cWorldGenerator; // The generator that actually generates the chunks for a single world
class cChunkGenerator; // The thread responsible for generating chunks
typedef std::list< cPlayer * > cPlayerList;
typedef cItemCallback<cPlayer> cPlayerListCallback;
typedef cItemCallback<cEntity> cEntityCallback;
class cWorld //tolua_export
{ //tolua_export
public:
static cWorld* GetWorld(); //tolua_export
// Return time in seconds
inline static float GetTime() //tolua_export
{
return m_Time;
}
long long GetWorldTime(void) const { return m_WorldTime; } //tolua_export
int GetGameMode(void) const { return m_GameMode; } //return gamemode for world
void SetWorldTime(long long a_WorldTime) { m_WorldTime = a_WorldTime; } //tolua_export
cChunkPtr GetChunk ( int a_ChunkX, int a_ChunkY, int a_ChunkZ ) {return m_ChunkMap->GetChunk (a_ChunkX, a_ChunkY, a_ChunkZ); }
cChunkPtr GetChunkNoGen ( int a_ChunkX, int a_ChunkY, int a_ChunkZ ) {return m_ChunkMap->GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ); }
cChunkPtr GetChunkOfBlock( int a_X, int a_Y, int a_Z );
char GetHeight( int a_X, int a_Z ); //tolua_export
//void AddClient( cClientHandle* a_Client );
//void RemoveClient( cClientHandle* a_Client );
//ClientList & GetClients();
void Broadcast( const cPacket & a_Packet, cClientHandle* a_Exclude = 0 );
void BroadcastToChunkOfBlock(int a_X, int a_Y, int a_Z, cPacket * a_Packet, cClientHandle * a_Exclude = NULL);
void MarkChunkDirty (int a_ChunkX, int a_ChunkY, int a_ChunkZ);
void MarkChunkSaving (int a_ChunkX, int a_ChunkY, int a_ChunkZ);
void MarkChunkSaved (int a_ChunkX, int a_ChunkY, int a_ChunkZ);
void ChunkDataLoaded (int a_ChunkX, int a_ChunkY, int a_ChunkZ, const char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities);
void SetChunkData (int a_ChunkX, int a_ChunkY, int a_ChunkZ, const char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities);
void GetChunkData (int a_ChunkX, int a_ChunkY, int a_ChunkZ, cChunkDataCallback * a_Callback);
bool IsChunkValid (int a_ChunkX, int a_ChunkY, int a_ChunkZ) const;
bool HasChunkAnyClients(int a_ChunkX, int a_ChunkY, int a_ChunkZ) const;
void UnloadUnusedChunks(void);
// MOTD
const AString & GetDescription(void) const {return m_Description; }
// Max Players
unsigned int GetMaxPlayers(void) const {return m_MaxPlayers; }
void SetMaxPlayers(int iMax);
void AddPlayer( cPlayer* a_Player );
void RemovePlayer( cPlayer* a_Player );
typedef struct lua_State lua_State;
bool ForEachPlayer(cPlayerListCallback & a_Callback); // Calls the callback for each player in the list
// >> EXPORTED IN MANUALBINDINGS <<
unsigned int GetNumPlayers(); //tolua_export
// TODO: This interface is dangerous - rewrite to DoWithPlayer(playername, action)
cPlayer * GetPlayer( const char * a_PlayerName ); //tolua_export
// TODO: This interface is dangerous - rewrite to DoWithClosestPlayer(pos, sight, action)
cPlayer * FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit);
void SendPlayerList(cPlayer * a_DestPlayer); // Sends playerlist to the player
void AddEntity( cEntity* a_Entity );
void RemoveEntityFromChunk( cEntity * a_Entity);
// TODO: Export to Lua
bool DoWithEntity( int a_UniqueID, cEntityCallback & a_Callback );
void SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); //tolua_export
void FastSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); //tolua_export
char GetBlock( int a_X, int a_Y, int a_Z ); //tolua_export
char GetBlockMeta( int a_X, int a_Y, int a_Z ); //tolua_export
void SetBlockMeta( int a_X, int a_Y, int a_Z, char a_MetaData ); //tolua_export
bool DigBlock( int a_X, int a_Y, int a_Z, cItem & a_PickupItem ); //tolua_export
void SendBlockTo( int a_X, int a_Y, int a_Z, cPlayer* a_Player ); //tolua_export
const double & GetSpawnX() { return m_SpawnX; } //tolua_export
const double & GetSpawnY(); //tolua_export
const double & GetSpawnZ() { return m_SpawnZ; } //tolua_export
inline cSimulatorManager *GetSimulatorManager() { return m_SimulatorManager; }
inline cWaterSimulator *GetWaterSimulator() { return m_WaterSimulator; }
inline cLavaSimulator *GetLavaSimulator() { return m_LavaSimulator; }
// TODO: This interface is dangerous! Export as a set of specific action functions for Lua: GetChestItem, GetFurnaceItem, SetFurnaceItem, SetSignLines etc.
cBlockEntity * GetBlockEntity( int a_X, int a_Y, int a_Z ); //tolua_export
/// a_Player is using block entity at [x, y, z], handle that:
void UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z) {m_ChunkMap->UseBlockEntity(a_Player, a_X, a_Y, a_Z); }
void GrowTree( int a_X, int a_Y, int a_Z ); //tolua_export
unsigned int GetWorldSeed(void) const { return m_WorldSeed; } //tolua_export
const AString & GetName(void) const {return m_WorldName; } //tolua_export
inline static void AbsoluteToRelative( int & a_X, int & a_Y, int & a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ )
{
(void)a_Y; // not unused anymore
a_ChunkX = a_X/16;
if(a_X < 0 && a_X % 16 != 0) a_ChunkX--;
a_ChunkY = 0;
a_ChunkZ = a_Z/16;
if(a_Z < 0 && a_Z % 16 != 0) a_ChunkZ--;
a_X = a_X - a_ChunkX*16;
//a_Y = a_Y - a_ChunkY*16;
a_Z = a_Z - a_ChunkZ*16;
}
inline static void BlockToChunk( int a_X, int a_Y, int a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ )
{
(void)a_Y; // not unused anymore
a_ChunkX = a_X/16;
if(a_X < 0 && a_X % 16 != 0) a_ChunkX--;
a_ChunkY = 0;
a_ChunkZ = a_Z/16;
if(a_Z < 0 && a_Z % 16 != 0) a_ChunkZ--;
}
void SaveAllChunks(); //tolua_export
int GetNumChunks() const; //tolua_export
void Tick(float a_Dt);
void ReSpreadLighting(const cChunkPtr & a_Chunk );
void RemoveSpread(const cChunkPtr & a_Chunk );
void InitializeSpawn();
void CastThunderbolt ( int, int, int ); //tolua_export
void SetWeather ( int ); //tolua_export
int GetWeather() { return m_Weather; }; //tolua_export
cChunkGenerator & GetGenerator(void) { return m_Generator; }
cWorldStorage & GetStorage (void) { return m_Storage; }
private:
friend class cRoot;
struct sSetBlockData
{
sSetBlockData( int a_X, int a_Y, int a_Z, char a_BlockID, char a_BlockMeta )
: x( a_X )
, y( a_Y )
, z( a_Z )
, BlockID( a_BlockID )
, BlockMeta( a_BlockMeta )
{}
int x, y, z;
char BlockID, BlockMeta;
};
typedef std::list< sSetBlockData > FastSetBlockList;
// This random generator is to be used only in the Tick() method, and thus only in the World-Tick-thread (MTRand is not exactly thread-safe)
MTRand m_TickRand;
double m_SpawnX;
double m_SpawnY;
double m_SpawnZ;
float m_LastUnload;
float m_LastSave;
static float m_Time; // Time in seconds
long long m_WorldTime; // Time in seconds*20, this is sent to clients (is wrapped)
unsigned long long CurrentTick;
int m_GameMode;
float m_WorldTimeFraction; // When this > 1.f m_WorldTime is incremented by 20
// The cRedstone class simulates redstone and needs access to m_RSList
friend class cRedstone;
std::vector<int> m_RSList;
cSimulatorManager * m_SimulatorManager;
cSandSimulator * m_SandSimulator;
cWaterSimulator * m_WaterSimulator;
cLavaSimulator * m_LavaSimulator;
cFireSimulator * m_FireSimulator;
cCriticalSection m_CSClients;
cCriticalSection m_CSEntities;
cCriticalSection m_CSPlayers;
cWorldStorage m_Storage;
AString m_Description;
unsigned int m_MaxPlayers;
cChunkMap * m_ChunkMap;
bool m_bAnimals;
float m_SpawnMonsterTime;
float m_SpawnMonsterRate;
unsigned int m_WorldSeed;
int m_Weather;
cEntityList m_RemoveEntityQueue;
cEntityList m_AllEntities;
cClientHandleList m_Clients;
cPlayerList m_Players;
cCriticalSection m_CSLighting;
cChunkPtrList m_SpreadQueue;
cCriticalSection m_CSFastSetBlock;
FastSetBlockList m_FastSetBlockQueue;
cChunkGenerator m_Generator;
AString m_WorldName;
cWorld(const AString & a_WorldName);
~cWorld();
void TickWeather(float a_Dt); // Handles weather each tick
void TickSpawnMobs(float a_Dt); // Handles mob spawning each tick
void RemoveEntity( cEntity * a_Entity );
}; //tolua_export