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# include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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# include "BlockID.h"
# include "cWorld.h"
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# include "cRedstone.h"
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# include "ChunkDef.h"
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# include "cClientHandle.h"
# include "cPickup.h"
# include "cBlockToPickup.h"
# include "cPlayer.h"
# include "cServer.h"
# include "cItem.h"
# include "cRoot.h"
# include "../iniFile/iniFile.h"
# include "cChunkMap.h"
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# include "cSimulatorManager.h"
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# include "cWaterSimulator.h"
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# include "cLavaSimulator.h"
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# include "cFireSimulator.h"
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# include "cSandSimulator.h"
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# include "cRedstoneSimulator.h"
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# include "cChicken.h"
# include "cSpider.h"
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# include "cCow.h" //cow
# include "cSquid.h" //Squid
# include "cWolf.h" //wolf
# include "cSlime.h" //slime
# include "cSkeleton.h" //Skeleton
# include "cSilverfish.h" //Silverfish
# include "cPig.h" //pig
# include "cSheep.h" //sheep
# include "cZombie.h" //zombie
# include "cEnderman.h" //enderman
# include "cCreeper.h" //creeper
# include "cCavespider.h" //cavespider
# include "cGhast.h" //Ghast
# include "cZombiepigman.h" //Zombiepigman
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# include "cMakeDir.h"
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# include "cChunkGenerator.h"
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# include "MersenneTwister.h"
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# include "cTracer.h"
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# include "Trees.h"
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# include "packets/cPacket_TimeUpdate.h"
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# include "packets/cPacket_NewInvalidState.h"
# include "packets/cPacket_Thunderbolt.h"
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# include "Vector3d.h"
# include <time.h>
# include "tolua++.h"
# ifndef _WIN32
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# include <stdlib.h>
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# endif
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/// Up to this many m_SpreadQueue elements are handled each world tick
const int MAX_LIGHTING_SPREAD_PER_TICK = 10 ;
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float cWorld : : m_Time = 0.f ;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cWorldLoadProgress:
/// A simple thread that displays the progress of world loading / saving in cWorld::InitializeSpawn()
class cWorldLoadProgress :
public cIsThread
{
public :
cWorldLoadProgress ( cWorld * a_World ) :
cIsThread ( " cWorldLoadProgress " ) ,
m_World ( a_World )
{
Start ( ) ;
}
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void Stop ( void )
{
m_ShouldTerminate = true ;
Wait ( ) ;
}
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protected :
cWorld * m_World ;
virtual void Execute ( void ) override
{
for ( ; ; )
{
LOG ( " %d chunks to load, %d chunks to generate " ,
m_World - > GetStorage ( ) . GetLoadQueueLength ( ) ,
m_World - > GetGenerator ( ) . GetQueueLength ( )
) ;
// Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish
for ( int i = 0 ; i < 20 ; i + + )
{
cSleep : : MilliSleep ( 100 ) ;
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if ( m_ShouldTerminate )
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{
return ;
}
}
} // for (-ever)
}
} ;
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/// A simple thread that displays the progress of world lighting in cWorld::InitializeSpawn()
class cWorldLightingProgress :
public cIsThread
{
public :
cWorldLightingProgress ( cLightingThread * a_Lighting ) :
cIsThread ( " cWorldLightingProgress " ) ,
m_Lighting ( a_Lighting )
{
Start ( ) ;
}
void Stop ( void )
{
m_ShouldTerminate = true ;
Wait ( ) ;
}
protected :
cLightingThread * m_Lighting ;
virtual void Execute ( void ) override
{
for ( ; ; )
{
LOG ( " %d chunks remaining to light " , m_Lighting - > GetQueueLength ( )
) ;
// Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish
for ( int i = 0 ; i < 20 ; i + + )
{
cSleep : : MilliSleep ( 100 ) ;
if ( m_ShouldTerminate )
{
return ;
}
}
} // for (-ever)
}
} ;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cWorld:
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cWorld * cWorld : : GetWorld ( )
{
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LOGWARN ( " WARNING: Using deprecated function cWorld::GetWorld() use cRoot::Get()->GetDefaultWorld() instead! " ) ;
return cRoot : : Get ( ) - > GetDefaultWorld ( ) ;
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}
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cWorld : : ~ cWorld ( )
{
{
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cCSLock Lock ( m_CSEntities ) ;
while ( m_AllEntities . begin ( ) ! = m_AllEntities . end ( ) )
{
cEntity * Entity = * m_AllEntities . begin ( ) ;
m_AllEntities . remove ( Entity ) ;
if ( ! Entity - > IsDestroyed ( ) )
{
Entity - > Destroy ( ) ;
}
delete Entity ;
}
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}
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delete m_SimulatorManager ;
delete m_SandSimulator ;
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delete m_WaterSimulator ;
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delete m_LavaSimulator ;
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delete m_FireSimulator ;
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delete m_RedstoneSimulator ;
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m_Generator . Stop ( ) ;
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m_ChunkSender . Stop ( ) ;
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UnloadUnusedChunks ( ) ;
m_Storage . WaitForFinish ( ) ;
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delete m_ChunkMap ;
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}
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cWorld : : cWorld ( const AString & a_WorldName )
: m_SpawnMonsterTime ( 0.f )
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, m_RSList ( 0 )
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, m_Weather ( eWeather_Sunny )
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{
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LOG ( " cWorld::cWorld(%s) " , a_WorldName . c_str ( ) ) ;
m_WorldName = a_WorldName ;
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m_IniFileName = m_WorldName + " /world.ini " ;
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cMakeDir : : MakeDir ( m_WorldName . c_str ( ) ) ;
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MTRand r1 ;
m_SpawnX = ( double ) ( ( r1 . randInt ( ) % 1000 ) - 500 ) ;
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m_SpawnY = cChunkDef : : Height ;
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m_SpawnZ = ( double ) ( ( r1 . randInt ( ) % 1000 ) - 500 ) ;
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m_GameMode = eGameMode_Creative ;
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AString StorageSchema ( " Default " ) ;
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cIniFile IniFile ( m_IniFileName ) ;
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if ( IniFile . ReadFile ( ) )
{
m_SpawnX = IniFile . GetValueF ( " SpawnPosition " , " X " , m_SpawnX ) ;
m_SpawnY = IniFile . GetValueF ( " SpawnPosition " , " Y " , m_SpawnY ) ;
m_SpawnZ = IniFile . GetValueF ( " SpawnPosition " , " Z " , m_SpawnZ ) ;
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m_GameMode = ( eGameMode ) IniFile . GetValueI ( " GameMode " , " GameMode " , m_GameMode ) ;
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StorageSchema = IniFile . GetValue ( " Storage " , " Schema " , StorageSchema ) ;
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}
else
{
IniFile . SetValueF ( " SpawnPosition " , " X " , m_SpawnX ) ;
IniFile . SetValueF ( " SpawnPosition " , " Y " , m_SpawnY ) ;
IniFile . SetValueF ( " SpawnPosition " , " Z " , m_SpawnZ ) ;
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IniFile . SetValueI ( " GameMode " , " GameMode " , m_GameMode ) ;
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IniFile . SetValue ( " Storage " , " Schema " , StorageSchema ) ;
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if ( ! IniFile . WriteFile ( ) )
{
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LOG ( " WARNING: Could not write to %s " , m_IniFileName . c_str ( ) ) ;
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}
}
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m_Lighting . Start ( this ) ;
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m_Storage . Start ( this , StorageSchema ) ;
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m_Generator . Start ( this , IniFile ) ;
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m_bAnimals = true ;
m_SpawnMonsterRate = 10 ;
cIniFile IniFile2 ( " settings.ini " ) ;
if ( IniFile2 . ReadFile ( ) )
{
m_bAnimals = IniFile2 . GetValueB ( " Monsters " , " AnimalsOn " , true ) ;
m_SpawnMonsterRate = ( float ) IniFile2 . GetValueF ( " Monsters " , " AnimalSpawnInterval " , 10 ) ;
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SetMaxPlayers ( IniFile2 . GetValueI ( " Server " , " MaxPlayers " , 9001 ) ) ;
m_Description = IniFile2 . GetValue ( " Server " , " Description " , " MCServer! - It's OVER 9000! " ) . c_str ( ) ;
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}
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m_ChunkMap = new cChunkMap ( this ) ;
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m_ChunkSender . Start ( this ) ;
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m_Time = 0 ;
m_WorldTimeFraction = 0.f ;
m_WorldTime = 0 ;
m_LastSave = 0 ;
m_LastUnload = 0 ;
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//Simulators:
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m_WaterSimulator = new cWaterSimulator ( this ) ;
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m_LavaSimulator = new cLavaSimulator ( this ) ;
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m_SandSimulator = new cSandSimulator ( this ) ;
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m_FireSimulator = new cFireSimulator ( this ) ;
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m_RedstoneSimulator = new cRedstoneSimulator ( this ) ;
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m_SimulatorManager = new cSimulatorManager ( ) ;
m_SimulatorManager - > RegisterSimulator ( m_WaterSimulator , 6 ) ;
m_SimulatorManager - > RegisterSimulator ( m_LavaSimulator , 12 ) ;
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m_SimulatorManager - > RegisterSimulator ( m_SandSimulator , 1 ) ;
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m_SimulatorManager - > RegisterSimulator ( m_FireSimulator , 10 ) ;
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m_SimulatorManager - > RegisterSimulator ( m_RedstoneSimulator , 1 ) ;
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}
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void cWorld : : SetWeather ( eWeather a_Weather )
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{
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switch ( a_Weather )
{
case eWeather_Sunny :
{
m_Weather = a_Weather ;
cPacket_NewInvalidState WeatherPacket ;
WeatherPacket . m_Reason = 2 ; //stop rain
Broadcast ( WeatherPacket ) ;
}
break ;
case eWeather_Rain :
{
m_Weather = a_Weather ;
cPacket_NewInvalidState WeatherPacket ;
WeatherPacket . m_Reason = 1 ; //begin rain
Broadcast ( WeatherPacket ) ;
}
break ;
case eWeather_ThunderStorm :
{
m_Weather = a_Weather ;
cPacket_NewInvalidState WeatherPacket ;
WeatherPacket . m_Reason = 1 ; //begin rain
Broadcast ( WeatherPacket ) ;
CastThunderbolt ( 0 , 0 , 0 ) ; //start thunderstorm with a lightning strike at 0, 0, 0. >:D
}
break ;
default :
LOGWARN ( " Trying to set unknown weather %d " , a_Weather ) ;
break ;
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}
}
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void cWorld : : CastThunderbolt ( int a_X , int a_Y , int a_Z )
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{
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cPacket_Thunderbolt ThunderboltPacket ;
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ThunderboltPacket . m_xLBPos = a_X ;
ThunderboltPacket . m_yLBPos = a_Y ;
ThunderboltPacket . m_zLBPos = a_Z ;
Broadcast ( ThunderboltPacket ) ; // FIXME: Broadcast to chunk instead of entire world
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}
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bool cWorld : : IsPlacingItemLegal ( Int16 a_ItemType , int a_BlockX , int a_BlockY , int a_BlockZ )
{
BLOCKTYPE SurfaceBlock = GetBlock ( a_BlockX , a_BlockY - 1 , a_BlockZ ) ;
switch ( a_ItemType )
{
case E_BLOCK_YELLOW_FLOWER : // Can ONLY be placed on dirt/grass
case E_BLOCK_RED_ROSE :
case E_BLOCK_SAPLING :
{
switch ( SurfaceBlock )
{
case E_BLOCK_DIRT :
case E_BLOCK_GRASS :
case E_BLOCK_FARMLAND :
{
return true ;
}
}
return false ;
}
case E_BLOCK_BROWN_MUSHROOM : // Can be placed on pretty much anything, with exceptions
case E_BLOCK_RED_MUSHROOM :
{
switch ( SurfaceBlock )
{
case E_BLOCK_GLASS :
case E_BLOCK_YELLOW_FLOWER :
case E_BLOCK_RED_ROSE :
case E_BLOCK_BROWN_MUSHROOM :
case E_BLOCK_RED_MUSHROOM :
case E_BLOCK_CACTUS :
{
return false ;
}
}
return true ;
}
case E_BLOCK_CACTUS :
{
if ( ( SurfaceBlock ! = E_BLOCK_SAND ) & & ( SurfaceBlock ! = E_BLOCK_CACTUS ) )
{
// Cactus can only be placed on sand and itself
return false ;
}
// Check surroundings. Cacti may ONLY be surrounded by air
if (
( GetBlock ( a_BlockX - 1 , a_BlockY , a_BlockZ ) ! = E_BLOCK_AIR ) | |
( GetBlock ( a_BlockX + 1 , a_BlockY , a_BlockZ ) ! = E_BLOCK_AIR ) | |
( GetBlock ( a_BlockX , a_BlockY , a_BlockZ - 1 ) ! = E_BLOCK_AIR ) | |
( GetBlock ( a_BlockX , a_BlockY , a_BlockZ + 1 ) ! = E_BLOCK_AIR )
)
{
return false ;
}
return true ;
}
case E_ITEM_SEEDS :
case E_ITEM_MELON_SEEDS :
case E_ITEM_PUMPKIN_SEEDS :
{
// Seeds can go only on the farmland block:
return ( SurfaceBlock = = E_BLOCK_FARMLAND ) ;
}
} // switch (a_Packet->m_ItemType)
return true ;
}
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void cWorld : : SetNextBlockTick ( int a_BlockX , int a_BlockY , int a_BlockZ )
{
return m_ChunkMap - > SetNextBlockTick ( a_BlockX , a_BlockY , a_BlockZ ) ;
}
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void cWorld : : InitializeSpawn ( void )
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{
int ChunkX = 0 , ChunkY = 0 , ChunkZ = 0 ;
BlockToChunk ( ( int ) m_SpawnX , ( int ) m_SpawnY , ( int ) m_SpawnZ , ChunkX , ChunkY , ChunkZ ) ;
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// For the debugging builds, don't make the server build too much world upon start:
# ifdef _DEBUG
int ViewDist = 9 ;
# else
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int ViewDist = 20 ; // Always prepare an area 20 chunks across, no matter what the actual cClientHandle::VIEWDISTANCE is
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# endif // _DEBUG
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LOG ( " Preparing spawn area in world \" %s \" ... " , m_WorldName . c_str ( ) ) ;
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for ( int x = 0 ; x < ViewDist ; x + + )
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{
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for ( int z = 0 ; z < ViewDist ; z + + )
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{
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m_ChunkMap - > TouchChunk ( x + ChunkX - ( ViewDist - 1 ) / 2 , ZERO_CHUNK_Y , z + ChunkZ - ( ViewDist - 1 ) / 2 ) ; // Queue the chunk in the generator / loader
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}
}
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{
// Display progress during this process:
cWorldLoadProgress Progress ( this ) ;
// Wait for the loader to finish loading
m_Storage . WaitForQueuesEmpty ( ) ;
// Wait for the generator to finish generating
m_Generator . WaitForQueueEmpty ( ) ;
Progress . Stop ( ) ;
}
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// Light all chunks that have been newly generated:
LOG ( " Lighting spawn area in world \" %s \" ... " , m_WorldName . c_str ( ) ) ;
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for ( int x = 0 ; x < ViewDist ; x + + )
{
int ChX = x + ChunkX - ( ViewDist - 1 ) / 2 ;
for ( int z = 0 ; z < ViewDist ; z + + )
{
int ChZ = z + ChunkZ - ( ViewDist - 1 ) / 2 ;
if ( ! m_ChunkMap - > IsChunkLighted ( ChX , ChZ ) )
{
m_Lighting . QueueChunk ( ChX , ChZ ) ; // Queue the chunk in the lighting thread
}
} // for z
} // for x
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{
cWorldLightingProgress Progress ( & m_Lighting ) ;
m_Lighting . WaitForQueueEmpty ( ) ;
Progress . Stop ( ) ;
}
// TODO: Better spawn detection - move spawn out of the water if it isn't set in the INI already
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m_SpawnY = ( double ) GetHeight ( ( int ) m_SpawnX , ( int ) m_SpawnZ ) + 1.6f ; // +1.6f eye height
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}
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void cWorld : : Tick ( float a_Dt )
{
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m_Time + = a_Dt / 1000.f ;
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CurrentTick + + ;
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bool bSendTime = false ;
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m_WorldTimeFraction + = a_Dt / 1000.f ;
while ( m_WorldTimeFraction > 1.f )
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{
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m_WorldTimeFraction - = 1.f ;
m_WorldTime + = 20 ;
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bSendTime = true ;
}
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m_WorldTime % = 24000 ; // 24000 units in a day
if ( bSendTime )
{
Broadcast ( cPacket_TimeUpdate ( ( m_WorldTime ) ) ) ;
}
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{
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cCSLock Lock ( m_CSEntities ) ;
for ( cEntityList : : iterator itr = m_AllEntities . begin ( ) ; itr ! = m_AllEntities . end ( ) ; )
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{
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if ( ( * itr ) - > IsDestroyed ( ) )
{
LOG ( " Destroying entity #%i " , ( * itr ) - > GetUniqueID ( ) ) ;
cEntity * RemoveMe = * itr ;
itr = m_AllEntities . erase ( itr ) ;
m_RemoveEntityQueue . push_back ( RemoveMe ) ;
continue ;
}
( * itr ) - > Tick ( a_Dt ) ;
itr + + ;
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}
}
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m_ChunkMap - > Tick ( a_Dt , m_TickRand ) ;
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GetSimulatorManager ( ) - > Simulate ( a_Dt ) ;
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TickWeather ( a_Dt ) ;
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// Asynchronously set blocks:
sSetBlockList FastSetBlockQueueCopy ;
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{
cCSLock Lock ( m_CSFastSetBlock ) ;
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std : : swap ( FastSetBlockQueueCopy , m_FastSetBlockQueue ) ;
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}
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m_ChunkMap - > FastSetBlocks ( FastSetBlockQueueCopy ) ;
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if ( ! FastSetBlockQueueCopy . empty ( ) )
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{
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// Some blocks failed, store them for next tick:
cCSLock Lock ( m_CSFastSetBlock ) ;
m_FastSetBlockQueue . splice ( m_FastSetBlockQueue . end ( ) , FastSetBlockQueueCopy ) ;
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}
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if ( m_Time - m_LastSave > 60 * 5 ) // Save each 5 minutes
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{
SaveAllChunks ( ) ;
}
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if ( m_Time - m_LastUnload > 10 ) // Unload every 10 seconds
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{
UnloadUnusedChunks ( ) ;
}
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// Delete entities queued for removal:
for ( cEntityList : : iterator itr = m_RemoveEntityQueue . begin ( ) ; itr ! = m_RemoveEntityQueue . end ( ) ; + + itr )
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{
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delete * itr ;
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}
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m_RemoveEntityQueue . clear ( ) ;
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TickSpawnMobs ( a_Dt ) ;
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std : : vector < int > m_RSList_copy ( m_RSList ) ;
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m_RSList . clear ( ) ;
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std : : vector < int > : : const_iterator cii ; // FIXME - Please rename this variable, WTF is cii??? Use human readable variable names or common abbreviations (i, idx, itr, iter)
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for ( cii = m_RSList_copy . begin ( ) ; cii ! = m_RSList_copy . end ( ) ; )
{
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int tempX = * cii ; cii + + ;
int tempY = * cii ; cii + + ;
int tempZ = * cii ; cii + + ;
int state = * cii ; cii + + ;
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if ( ( state = = 11111 ) & & ( ( int ) GetBlock ( tempX , tempY , tempZ ) = = E_BLOCK_REDSTONE_TORCH_OFF ) )
{
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FastSetBlock ( tempX , tempY , tempZ , E_BLOCK_REDSTONE_TORCH_ON , ( int ) GetBlockMeta ( tempX , tempY , tempZ ) ) ;
cRedstone Redstone ( this ) ;
Redstone . ChangeRedstone ( tempX , tempY , tempZ , true ) ;
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}
else if ( ( state = = 00000 ) & & ( ( int ) GetBlock ( tempX , tempY , tempZ ) = = E_BLOCK_REDSTONE_TORCH_ON ) )
{
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FastSetBlock ( tempX , tempY , tempZ , E_BLOCK_REDSTONE_TORCH_OFF , ( int ) GetBlockMeta ( tempX , tempY , tempZ ) ) ;
cRedstone Redstone ( this ) ;
Redstone . ChangeRedstone ( tempX , tempY , tempZ , false ) ;
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}
}
m_RSList_copy . erase ( m_RSList_copy . begin ( ) , m_RSList_copy . end ( ) ) ;
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}
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void cWorld : : TickWeather ( float a_Dt )
{
if ( GetWeather ( ) = = 0 ) // if sunny
{
if ( CurrentTick % 19 = = 0 ) //every 20 ticks random weather
{
unsigned randWeather = ( m_TickRand . randInt ( ) % 10000 ) ;
if ( randWeather = = 0 )
{
LOG ( " Starting Rainstorm! " ) ;
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SetWeather ( eWeather_Rain ) ;
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}
else if ( randWeather = = 1 )
{
LOG ( " Starting Thunderstorm! " ) ;
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SetWeather ( eWeather_ThunderStorm ) ;
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}
}
}
if ( GetWeather ( ) ! = 0 ) // if raining or thunderstorm
{
if ( CurrentTick % 19 = = 0 ) // every 20 ticks random weather
{
unsigned randWeather = ( m_TickRand . randInt ( ) % 4999 ) ;
if ( randWeather = = 0 ) //2% chance per second
{
LOG ( " Back to sunny! " ) ;
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SetWeather ( eWeather_Sunny ) ;
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}
else if ( ( randWeather > 4000 ) & & ( GetWeather ( ) ! = 2 ) ) // random chance for rainstorm to turn into thunderstorm.
{
LOG ( " Starting Thunderstorm! " ) ;
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SetWeather ( eWeather_ThunderStorm ) ;
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}
}
}
if ( GetWeather ( ) = = 2 ) // if thunderstorm
{
if ( m_TickRand . randInt ( ) % 199 = = 0 ) // 0.5% chance per tick of thunderbolt
{
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CastThunderbolt ( 0 , 0 , 0 ) ; // TODO: find random possitions near players to cast thunderbolts.
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}
}
}
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void cWorld : : TickSpawnMobs ( float a_Dt )
{
if ( ! m_bAnimals | | ( m_Time - m_SpawnMonsterTime < = m_SpawnMonsterRate ) )
{
return ;
}
m_SpawnMonsterTime = m_Time ;
Vector3d SpawnPos ;
{
cCSLock Lock ( m_CSPlayers ) ;
if ( m_Players . size ( ) < = 0 )
{
return ;
}
int RandomPlayerIdx = m_TickRand . randInt ( ) & m_Players . size ( ) ;
cPlayerList : : iterator itr = m_Players . begin ( ) ;
for ( int i = 1 ; i < RandomPlayerIdx ; i + + )
{
itr + + ;
}
SpawnPos = ( * itr ) - > GetPosition ( ) ;
}
cMonster * Monster = NULL ;
int dayRand = m_TickRand . randInt ( ) % 6 ;
int nightRand = m_TickRand . randInt ( ) % 10 ;
SpawnPos + = Vector3d ( ( double ) ( m_TickRand . randInt ( ) % 64 ) - 32 , ( double ) ( m_TickRand . randInt ( ) % 64 ) - 32 , ( double ) ( m_TickRand . randInt ( ) % 64 ) - 32 ) ;
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int Height = GetHeight ( ( int ) SpawnPos . x , ( int ) SpawnPos . z ) ;
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if ( m_WorldTime > = 12000 + 1000 )
{
if ( nightRand = = 0 ) //random percent to spawn for night
Monster = new cSpider ( ) ;
else if ( nightRand = = 1 )
Monster = new cZombie ( ) ;
else if ( nightRand = = 2 )
Monster = new cEnderman ( ) ;
else if ( nightRand = = 3 )
Monster = new cCreeper ( ) ;
else if ( nightRand = = 4 )
Monster = new cCavespider ( ) ;
else if ( nightRand = = 5 )
Monster = new cGhast ( ) ;
else if ( nightRand = = 6 )
Monster = new cZombiepigman ( ) ;
else if ( nightRand = = 7 )
Monster = new cSlime ( ) ;
else if ( nightRand = = 8 )
Monster = new cSilverfish ( ) ;
else if ( nightRand = = 9 )
Monster = new cSkeleton ( ) ;
//end random percent to spawn for night
}
else
{
if ( dayRand = = 0 ) //random percent to spawn for day
Monster = new cChicken ( ) ;
else if ( dayRand = = 1 )
Monster = new cCow ( ) ;
else if ( dayRand = = 2 )
Monster = new cPig ( ) ;
else if ( dayRand = = 3 )
Monster = new cSheep ( ) ;
else if ( dayRand = = 4 )
Monster = new cSquid ( ) ;
else if ( dayRand = = 5 )
Monster = new cWolf ( ) ;
//end random percent to spawn for day
}
if ( Monster )
{
Monster - > Initialize ( this ) ;
Monster - > TeleportTo ( SpawnPos . x , ( double ) ( Height ) + 2 , SpawnPos . z ) ;
Monster - > SpawnOn ( 0 ) ;
}
}
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void cWorld : : GrowTree ( int a_X , int a_Y , int a_Z )
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{
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if ( GetBlock ( a_X , a_Y , a_Z ) = = E_BLOCK_SAPLING )
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{
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// There is a sapling here, grow a tree according to its type:
GrowTreeFromSapling ( a_X , a_Y , a_Z , GetBlockMeta ( a_X , a_Y , a_Z ) ) ;
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}
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else
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{
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// There is nothing here, grow a tree based on the current biome here:
GrowTreeByBiome ( a_X , a_Y , a_Z ) ;
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}
}
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void cWorld : : GrowTreeFromSapling ( int a_X , int a_Y , int a_Z , char a_SaplingMeta )
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{
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cNoise Noise ( m_Generator . GetSeed ( ) ) ;
sSetBlockVector Blocks ;
switch ( a_SaplingMeta & 0x07 )
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{
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case E_META_SAPLING_APPLE : GetAppleTreeImage ( a_X , a_Y , a_Z , Noise , ( int ) ( m_WorldTime & 0xffffffff ) , Blocks ) ; break ;
case E_META_SAPLING_BIRCH : GetBirchTreeImage ( a_X , a_Y , a_Z , Noise , ( int ) ( m_WorldTime & 0xffffffff ) , Blocks ) ; break ;
case E_META_SAPLING_CONIFER : GetConiferTreeImage ( a_X , a_Y , a_Z , Noise , ( int ) ( m_WorldTime & 0xffffffff ) , Blocks ) ; break ;
case E_META_SAPLING_JUNGLE : GetJungleTreeImage ( a_X , a_Y , a_Z , Noise , ( int ) ( m_WorldTime & 0xffffffff ) , Blocks ) ; break ;
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}
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GrowTreeImage ( Blocks ) ;
}
void cWorld : : GrowTreeByBiome ( int a_X , int a_Y , int a_Z )
{
cNoise Noise ( m_Generator . GetSeed ( ) ) ;
sSetBlockVector Blocks ;
GetTreeImageByBiome ( a_X , a_Y , a_Z , Noise , ( int ) ( m_WorldTime & 0xffffffff ) , ( EMCSBiome ) GetBiomeAt ( a_X , a_Z ) , Blocks ) ;
GrowTreeImage ( Blocks ) ;
}
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void cWorld : : GrowTreeImage ( const sSetBlockVector & a_Blocks )
{
// Check that the tree has place to grow
// Make a copy of the log blocks:
sSetBlockVector b2 ;
for ( sSetBlockVector : : const_iterator itr = a_Blocks . begin ( ) ; itr ! = a_Blocks . end ( ) ; + + itr )
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{
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if ( itr - > BlockType = = E_BLOCK_LOG )
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{
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b2 . push_back ( * itr ) ;
}
} // for itr - a_Blocks[]
// Query blocktypes and metas at those log blocks:
if ( ! GetBlocks ( b2 , false ) )
{
return ;
}
// Check that at each log's coord there's an block allowed to be overwritten:
for ( sSetBlockVector : : const_iterator itr = b2 . begin ( ) ; itr ! = b2 . end ( ) ; + + itr )
{
switch ( itr - > BlockType )
{
CASE_TREE_ALLOWED_BLOCKS :
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{
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break ;
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}
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default :
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{
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return ;
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}
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}
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} // for itr - b2[]
// All ok, replace blocks with the tree image:
m_ChunkMap - > ReplaceTreeBlocks ( a_Blocks ) ;
}
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int cWorld : : GetBiomeAt ( int a_BlockX , int a_BlockZ )
{
return m_ChunkMap - > GetBiomeAt ( a_BlockX , a_BlockZ ) ;
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}
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void cWorld : : SetBlock ( int a_X , int a_Y , int a_Z , char a_BlockType , char a_BlockMeta )
{
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m_ChunkMap - > SetBlock ( a_X , a_Y , a_Z , a_BlockType , a_BlockMeta ) ;
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GetSimulatorManager ( ) - > WakeUp ( a_X , a_Y , a_Z ) ;
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}
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void cWorld : : FastSetBlock ( int a_X , int a_Y , int a_Z , char a_BlockType , char a_BlockMeta )
{
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cCSLock Lock ( m_CSFastSetBlock ) ;
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m_FastSetBlockQueue . push_back ( sSetBlock ( a_X , a_Y , a_Z , a_BlockType , a_BlockMeta ) ) ;
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}
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char cWorld : : GetBlock ( int a_X , int a_Y , int a_Z )
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{
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// First check if it isn't queued in the m_FastSetBlockQueue:
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{
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int X = a_X , Y = a_Y , Z = a_Z ;
int ChunkX , ChunkY , ChunkZ ;
AbsoluteToRelative ( X , Y , Z , ChunkX , ChunkY , ChunkZ ) ;
cCSLock Lock ( m_CSFastSetBlock ) ;
for ( sSetBlockList : : iterator itr = m_FastSetBlockQueue . begin ( ) ; itr ! = m_FastSetBlockQueue . end ( ) ; + + itr )
{
if ( ( itr - > x = = X ) & & ( itr - > y = = Y ) & & ( itr - > z = = Z ) & & ( itr - > ChunkX = = ChunkX ) & & ( itr - > ChunkZ = = ChunkZ ) )
{
return itr - > BlockType ;
}
} // for itr - m_FastSetBlockQueue[]
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}
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return m_ChunkMap - > GetBlock ( a_X , a_Y , a_Z ) ;
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}
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char cWorld : : GetBlockMeta ( int a_X , int a_Y , int a_Z )
{
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// First check if it isn't queued in the m_FastSetBlockQueue:
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{
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cCSLock Lock ( m_CSFastSetBlock ) ;
for ( sSetBlockList : : iterator itr = m_FastSetBlockQueue . begin ( ) ; itr ! = m_FastSetBlockQueue . end ( ) ; + + itr )
{
if ( ( itr - > x = = a_X ) & & ( itr - > y = = a_Y ) & & ( itr - > y = = a_Y ) )
{
return itr - > BlockMeta ;
}
} // for itr - m_FastSetBlockQueue[]
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}
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return m_ChunkMap - > GetBlockMeta ( a_X , a_Y , a_Z ) ;
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}
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void cWorld : : SetBlockMeta ( int a_X , int a_Y , int a_Z , char a_MetaData )
{
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m_ChunkMap - > SetBlockMeta ( a_X , a_Y , a_Z , a_MetaData ) ;
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}
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char cWorld : : GetBlockSkyLight ( int a_X , int a_Y , int a_Z )
{
return m_ChunkMap - > GetBlockSkyLight ( a_X , a_Y , a_Z ) ;
}
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void cWorld : : GetBlockTypeMeta ( int a_BlockX , int a_BlockY , int a_BlockZ , char & a_BlockType , unsigned char & a_BlockMeta )
{
m_ChunkMap - > GetBlockTypeMeta ( a_BlockX , a_BlockY , a_BlockZ , ( BLOCKTYPE & ) a_BlockType , ( NIBBLETYPE & ) a_BlockMeta ) ;
}
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void cWorld : : SpawnItemPickups ( const cItems & a_Pickups , double a_BlockX , double a_BlockY , double a_BlockZ , double a_FlyAwaySpeed )
{
MTRand r1 ;
a_FlyAwaySpeed / = 1000 ; // Pre-divide, so that we can don't have to divide each time inside the loop
for ( cItems : : const_iterator itr = a_Pickups . begin ( ) ; itr ! = a_Pickups . end ( ) ; + + itr )
{
float SpeedX = ( float ) ( a_FlyAwaySpeed * ( r1 . randInt ( 1000 ) - 500 ) ) ;
float SpeedY = ( float ) ( a_FlyAwaySpeed * r1 . randInt ( 1000 ) ) ;
float SpeedZ = ( float ) ( a_FlyAwaySpeed * ( r1 . randInt ( 1000 ) - 500 ) ) ;
cPickup * Pickup = new cPickup (
( int ) ( a_BlockX * 32 ) + r1 . randInt ( 16 ) + r1 . randInt ( 16 ) ,
( int ) ( a_BlockY * 32 ) + r1 . randInt ( 16 ) + r1 . randInt ( 16 ) ,
( int ) ( a_BlockZ * 32 ) + r1 . randInt ( 16 ) + r1 . randInt ( 16 ) ,
* itr , SpeedX , SpeedY , SpeedZ
) ;
Pickup - > Initialize ( this ) ;
}
}
void cWorld : : SpawnItemPickups ( const cItems & a_Pickups , double a_BlockX , double a_BlockY , double a_BlockZ , double a_SpeedX , double a_SpeedY , double a_SpeedZ )
{
MTRand r1 ;
for ( cItems : : const_iterator itr = a_Pickups . begin ( ) ; itr ! = a_Pickups . end ( ) ; + + itr )
{
cPickup * Pickup = new cPickup (
( int ) ( a_BlockX * 32 ) + r1 . randInt ( 16 ) + r1 . randInt ( 16 ) ,
( int ) ( a_BlockY * 32 ) + r1 . randInt ( 16 ) + r1 . randInt ( 16 ) ,
( int ) ( a_BlockZ * 32 ) + r1 . randInt ( 16 ) + r1 . randInt ( 16 ) ,
* itr , ( float ) a_SpeedX , ( float ) a_SpeedY , ( float ) a_SpeedZ
) ;
Pickup - > Initialize ( this ) ;
}
}
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void cWorld : : ReplaceBlocks ( const sSetBlockVector & a_Blocks , BLOCKTYPE a_FilterBlockType )
{
m_ChunkMap - > ReplaceBlocks ( a_Blocks , a_FilterBlockType ) ;
}
bool cWorld : : GetBlocks ( sSetBlockVector & a_Blocks , bool a_ContinueOnFailure )
{
return m_ChunkMap - > GetBlocks ( a_Blocks , a_ContinueOnFailure ) ;
}
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bool cWorld : : DigBlock ( int a_X , int a_Y , int a_Z )
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{
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return m_ChunkMap - > DigBlock ( a_X , a_Y , a_Z ) ;
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}
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void cWorld : : SendBlockTo ( int a_X , int a_Y , int a_Z , cPlayer * a_Player )
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{
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m_ChunkMap - > SendBlockTo ( a_X , a_Y , a_Z , a_Player ) ;
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}
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// TODO: This interface is dangerous!
cBlockEntity * cWorld : : GetBlockEntity ( int a_X , int a_Y , int a_Z )
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{
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return NULL ;
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}
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int cWorld : : GetHeight ( int a_X , int a_Z )
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{
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return m_ChunkMap - > GetHeight ( a_X , a_Z ) ;
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}
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const double & cWorld : : GetSpawnY ( void )
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{
return m_SpawnY ;
}
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void cWorld : : Broadcast ( const cPacket & a_Packet , cClientHandle * a_Exclude )
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{
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cCSLock Lock ( m_CSPlayers ) ;
for ( cPlayerList : : iterator itr = m_Players . begin ( ) ; itr ! = m_Players . end ( ) ; + + itr )
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{
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cClientHandle * ch = ( * itr ) - > GetClientHandle ( ) ;
if ( ( ch = = a_Exclude ) | | ( ch = = NULL ) | | ! ch - > IsLoggedIn ( ) | | ch - > IsDestroyed ( ) )
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{
continue ;
}
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( * itr ) - > GetClientHandle ( ) - > Send ( a_Packet ) ;
}
}
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void cWorld : : BroadcastToChunk ( int a_ChunkX , int a_ChunkY , int a_ChunkZ , const cPacket & a_Packet , cClientHandle * a_Exclude )
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{
m_ChunkMap - > BroadcastToChunk ( a_ChunkX , a_ChunkY , a_ChunkZ , a_Packet , a_Exclude ) ;
}
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void cWorld : : BroadcastToChunkOfBlock ( int a_X , int a_Y , int a_Z , cPacket * a_Packet , cClientHandle * a_Exclude )
{
m_ChunkMap - > BroadcastToChunkOfBlock ( a_X , a_Y , a_Z , a_Packet , a_Exclude ) ;
}
void cWorld : : MarkChunkDirty ( int a_ChunkX , int a_ChunkY , int a_ChunkZ )
{
m_ChunkMap - > MarkChunkDirty ( a_ChunkX , a_ChunkY , a_ChunkZ ) ;
}
void cWorld : : MarkChunkSaving ( int a_ChunkX , int a_ChunkY , int a_ChunkZ )
{
m_ChunkMap - > MarkChunkSaving ( a_ChunkX , a_ChunkY , a_ChunkZ ) ;
}
void cWorld : : MarkChunkSaved ( int a_ChunkX , int a_ChunkY , int a_ChunkZ )
{
m_ChunkMap - > MarkChunkSaved ( a_ChunkX , a_ChunkY , a_ChunkZ ) ;
}
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void cWorld : : SetChunkData (
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int a_ChunkX , int a_ChunkY , int a_ChunkZ ,
const BLOCKTYPE * a_BlockTypes ,
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const NIBBLETYPE * a_BlockMeta ,
const NIBBLETYPE * a_BlockLight ,
const NIBBLETYPE * a_BlockSkyLight ,
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const cChunkDef : : HeightMap * a_HeightMap ,
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const cChunkDef : : BiomeMap * a_BiomeMap ,
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cEntityList & a_Entities ,
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cBlockEntityList & a_BlockEntities ,
bool a_MarkDirty
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)
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{
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// Validate biomes, if needed:
cChunkDef : : BiomeMap BiomeMap ;
const cChunkDef : : BiomeMap * Biomes = a_BiomeMap ;
if ( a_BiomeMap = = NULL )
{
// The biomes are not assigned, get them from the generator:
Biomes = & BiomeMap ;
m_Generator . GenerateBiomes ( a_ChunkX , a_ChunkZ , BiomeMap ) ;
}
m_ChunkMap - > SetChunkData (
a_ChunkX , a_ChunkY , a_ChunkZ ,
a_BlockTypes , a_BlockMeta , a_BlockLight , a_BlockSkyLight ,
a_HeightMap , * Biomes ,
a_Entities , a_BlockEntities ,
a_MarkDirty
) ;
// If a client is requesting this chunk, send it to them:
if ( m_ChunkMap - > HasChunkAnyClients ( a_ChunkX , a_ChunkY , a_ChunkZ ) )
{
m_ChunkSender . ChunkReady ( a_ChunkX , a_ChunkY , a_ChunkZ ) ;
}
// Notify the lighting thread that the chunk has become valid (in case it is a neighbor of a postponed chunk):
m_Lighting . ChunkReady ( a_ChunkX , a_ChunkZ ) ;
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}
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void cWorld : : ChunkLighted (
int a_ChunkX , int a_ChunkZ ,
const cChunkDef : : BlockNibbles & a_BlockLight ,
const cChunkDef : : BlockNibbles & a_SkyLight
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)
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{
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m_ChunkMap - > ChunkLighted ( a_ChunkX , a_ChunkZ , a_BlockLight , a_SkyLight ) ;
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}
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bool cWorld : : GetChunkData ( int a_ChunkX , int a_ChunkY , int a_ChunkZ , cChunkDataCallback & a_Callback )
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{
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return m_ChunkMap - > GetChunkData ( a_ChunkX , a_ChunkY , a_ChunkZ , a_Callback ) ;
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}
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bool cWorld : : GetChunkBlockTypes ( int a_ChunkX , int a_ChunkY , int a_ChunkZ , BLOCKTYPE * a_BlockTypes )
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{
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return m_ChunkMap - > GetChunkBlockTypes ( a_ChunkX , a_ChunkY , a_ChunkZ , a_BlockTypes ) ;
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}
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bool cWorld : : GetChunkBlockData ( int a_ChunkX , int a_ChunkY , int a_ChunkZ , BLOCKTYPE * a_BlockData )
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{
return m_ChunkMap - > GetChunkBlockData ( a_ChunkX , a_ChunkY , a_ChunkZ , a_BlockData ) ;
}
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bool cWorld : : IsChunkValid ( int a_ChunkX , int a_ChunkY , int a_ChunkZ ) const
{
return m_ChunkMap - > IsChunkValid ( a_ChunkX , a_ChunkY , a_ChunkZ ) ;
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}
bool cWorld : : HasChunkAnyClients ( int a_ChunkX , int a_ChunkY , int a_ChunkZ ) const
{
return m_ChunkMap - > HasChunkAnyClients ( a_ChunkX , a_ChunkY , a_ChunkZ ) ;
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}
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void cWorld : : UnloadUnusedChunks ( void )
{
m_LastUnload = m_Time ;
m_ChunkMap - > UnloadUnusedChunks ( ) ;
}
void cWorld : : CollectPickupsByPlayer ( cPlayer * a_Player )
{
m_ChunkMap - > CollectPickupsByPlayer ( a_Player ) ;
}
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void cWorld : : SetMaxPlayers ( int iMax )
{
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m_MaxPlayers = MAX_PLAYERS ;
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if ( iMax > 0 & & iMax < MAX_PLAYERS )
{
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m_MaxPlayers = iMax ;
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}
}
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void cWorld : : AddPlayer ( cPlayer * a_Player )
{
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cCSLock Lock ( m_CSPlayers ) ;
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ASSERT ( std : : find ( m_Players . begin ( ) , m_Players . end ( ) , a_Player ) = = m_Players . end ( ) ) ; // Is it already in the list? HOW?
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m_Players . remove ( a_Player ) ; // Make sure the player is registered only once
m_Players . push_back ( a_Player ) ;
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}
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void cWorld : : RemovePlayer ( cPlayer * a_Player )
{
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cCSLock Lock ( m_CSPlayers ) ;
m_Players . remove ( a_Player ) ;
}
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bool cWorld : : ForEachPlayer ( cPlayerListCallback & a_Callback )
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{
// Calls the callback for each player in the list
cCSLock Lock ( m_CSPlayers ) ;
for ( cPlayerList : : iterator itr = m_Players . begin ( ) ; itr ! = m_Players . end ( ) ; + + itr )
{
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if ( a_Callback . Item ( * itr ) )
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{
return false ;
}
} // for itr - m_Players[]
return true ;
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}
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// TODO: This interface is dangerous!
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cPlayer * cWorld : : GetPlayer ( const char * a_PlayerName )
{
cPlayer * BestMatch = 0 ;
unsigned int MatchedLetters = 0 ;
unsigned int NumMatches = 0 ;
bool bPerfectMatch = false ;
unsigned int NameLength = strlen ( a_PlayerName ) ;
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cCSLock Lock ( m_CSPlayers ) ;
for ( cPlayerList : : iterator itr = m_Players . begin ( ) ; itr ! = m_Players . end ( ) ; itr + + )
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{
std : : string Name = ( * itr ) - > GetName ( ) ;
if ( NameLength > Name . length ( ) ) continue ; // Definitely not a match
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for ( unsigned int i = 0 ; i < NameLength ; i + + )
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{
char c1 = ( char ) toupper ( a_PlayerName [ i ] ) ;
char c2 = ( char ) toupper ( Name [ i ] ) ;
if ( c1 = = c2 )
{
if ( i + 1 > MatchedLetters )
{
MatchedLetters = i + 1 ;
BestMatch = * itr ;
}
if ( i + 1 = = NameLength )
{
NumMatches + + ;
if ( NameLength = = Name . length ( ) )
{
bPerfectMatch = true ;
break ;
}
}
}
else
{
if ( BestMatch = = * itr ) BestMatch = 0 ;
break ;
}
if ( bPerfectMatch )
break ;
}
}
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if ( NumMatches = = 1 )
{
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return BestMatch ;
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}
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// More than one matches, so it's undefined. Return NULL instead
return NULL ;
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}
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cPlayer * cWorld : : FindClosestPlayer ( const Vector3f & a_Pos , float a_SightLimit )
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{
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cTracer LineOfSight ( this ) ;
float ClosestDistance = a_SightLimit ;
cPlayer * ClosestPlayer = NULL ;
cCSLock Lock ( m_CSPlayers ) ;
for ( cPlayerList : : const_iterator itr = m_Players . begin ( ) ; itr ! = m_Players . end ( ) ; + + itr )
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{
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Vector3f Pos = ( * itr ) - > GetPosition ( ) ;
float Distance = ( Pos - a_Pos ) . Length ( ) ;
if ( Distance < = a_SightLimit )
{
if ( ! LineOfSight . Trace ( a_Pos , ( Pos - a_Pos ) , ( int ) ( Pos - a_Pos ) . Length ( ) ) )
{
if ( Distance < ClosestDistance )
{
ClosestDistance = Distance ;
ClosestPlayer = * itr ;
}
}
}
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}
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return ClosestPlayer ;
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}
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void cWorld : : SendPlayerList ( cPlayer * a_DestPlayer )
{
// Sends the playerlist to a_DestPlayer
cCSLock Lock ( m_CSPlayers ) ;
for ( cPlayerList : : iterator itr = m_Players . begin ( ) ; itr ! = m_Players . end ( ) ; + + itr )
{
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cClientHandle * ch = ( * itr ) - > GetClientHandle ( ) ;
if ( ( ch ! = NULL ) & & ! ch - > IsDestroyed ( ) )
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{
cPacket_PlayerListItem PlayerListItem ( ( * itr ) - > GetColor ( ) + ( * itr ) - > GetName ( ) , true , ( * itr ) - > GetClientHandle ( ) - > GetPing ( ) ) ;
a_DestPlayer - > GetClientHandle ( ) - > Send ( PlayerListItem ) ;
}
}
}
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bool cWorld : : DoWithEntity ( int a_UniqueID , cEntityCallback & a_Callback )
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{
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cCSLock Lock ( m_CSEntities ) ;
for ( cEntityList : : iterator itr = m_AllEntities . begin ( ) ; itr ! = m_AllEntities . end ( ) ; + + itr )
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{
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if ( ( * itr ) - > GetUniqueID ( ) = = a_UniqueID )
{
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return a_Callback . Item ( * itr ) ;
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}
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} // for itr - m_AllEntities[]
return false ;
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}
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void cWorld : : RemoveEntityFromChunk ( cEntity * a_Entity , int a_ChunkX , int a_ChunkY , int a_ChunkZ )
{
m_ChunkMap - > RemoveEntityFromChunk ( a_Entity , a_ChunkX , a_ChunkY , a_ChunkZ ) ;
}
void cWorld : : MoveEntityToChunk ( cEntity * a_Entity , int a_ChunkX , int a_ChunkY , int a_ChunkZ )
{
m_ChunkMap - > MoveEntityToChunk ( a_Entity , a_ChunkX , a_ChunkY , a_ChunkZ ) ;
}
void cWorld : : CompareChunkClients ( int a_ChunkX1 , int a_ChunkY1 , int a_ChunkZ1 , int a_ChunkX2 , int a_ChunkY2 , int a_ChunkZ2 , cClientDiffCallback & a_Callback )
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{
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m_ChunkMap - > CompareChunkClients ( a_ChunkX1 , a_ChunkY1 , a_ChunkZ1 , a_ChunkX2 , a_ChunkY2 , a_ChunkZ2 , a_Callback ) ;
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}
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bool cWorld : : AddChunkClient ( int a_ChunkX , int a_ChunkY , int a_ChunkZ , cClientHandle * a_Client )
{
return m_ChunkMap - > AddChunkClient ( a_ChunkX , a_ChunkY , a_ChunkZ , a_Client ) ;
}
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void cWorld : : RemoveChunkClient ( int a_ChunkX , int a_ChunkY , int a_ChunkZ , cClientHandle * a_Client )
{
m_ChunkMap - > RemoveChunkClient ( a_ChunkX , a_ChunkY , a_ChunkZ , a_Client ) ;
}
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void cWorld : : RemoveClientFromChunks ( cClientHandle * a_Client )
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{
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m_ChunkMap - > RemoveClientFromChunks ( a_Client ) ;
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}
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void cWorld : : SendChunkTo ( int a_ChunkX , int a_ChunkY , int a_ChunkZ , cClientHandle * a_Client )
{
m_ChunkSender . QueueSendChunkTo ( a_ChunkX , a_ChunkY , a_ChunkZ , a_Client ) ;
}
void cWorld : : RemoveClientFromChunkSender ( cClientHandle * a_Client )
{
m_ChunkSender . RemoveClient ( a_Client ) ;
}
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void cWorld : : TouchChunk ( int a_ChunkX , int a_ChunkY , int a_ChunkZ )
{
m_ChunkMap - > TouchChunk ( a_ChunkX , a_ChunkY , a_ChunkZ ) ;
}
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bool cWorld : : LoadChunk ( int a_ChunkX , int a_ChunkY , int a_ChunkZ )
{
return m_ChunkMap - > LoadChunk ( a_ChunkX , a_ChunkY , a_ChunkZ ) ;
}
void cWorld : : LoadChunks ( const cChunkCoordsList & a_Chunks )
{
m_ChunkMap - > LoadChunks ( a_Chunks ) ;
}
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void cWorld : : ChunkLoadFailed ( int a_ChunkX , int a_ChunkY , int a_ChunkZ )
{
m_ChunkMap - > ChunkLoadFailed ( a_ChunkX , a_ChunkY , a_ChunkZ ) ;
}
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void cWorld : : UpdateSign ( int a_X , int a_Y , int a_Z , const AString & a_Line1 , const AString & a_Line2 , const AString & a_Line3 , const AString & a_Line4 )
{
m_ChunkMap - > UpdateSign ( a_X , a_Y , a_Z , a_Line1 , a_Line2 , a_Line3 , a_Line4 ) ;
}
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void cWorld : : ChunksStay ( const cChunkCoordsList & a_Chunks , bool a_Stay )
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{
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m_ChunkMap - > ChunksStay ( a_Chunks , a_Stay ) ;
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}
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void cWorld : : RegenerateChunk ( int a_ChunkX , int a_ChunkZ )
{
m_ChunkMap - > MarkChunkRegenerating ( a_ChunkX , a_ChunkZ ) ;
// Trick: use Y=1 to force the chunk generation even though the chunk data is already present
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m_Generator . QueueGenerateChunk ( a_ChunkX , 1 , a_ChunkZ ) ;
}
void cWorld : : GenerateChunk ( int a_ChunkX , int a_ChunkZ )
{
m_Generator . QueueGenerateChunk ( a_ChunkX , ZERO_CHUNK_Y , a_ChunkZ ) ;
}
void cWorld : : QueueLightChunk ( int a_ChunkX , int a_ChunkZ , cChunkCoordCallback * a_Callback )
{
m_Lighting . QueueChunk ( a_ChunkX , a_ChunkZ , a_Callback ) ;
}
bool cWorld : : IsChunkLighted ( int a_ChunkX , int a_ChunkZ )
{
return m_ChunkMap - > IsChunkLighted ( a_ChunkX , a_ChunkZ ) ;
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}
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void cWorld : : SaveAllChunks ( void )
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{
LOG ( " Saving all chunks... " ) ;
m_LastSave = m_Time ;
m_ChunkMap - > SaveAllChunks ( ) ;
}
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/************************************************************************/
/* Get and set */
/************************************************************************/
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// void cWorld::AddClient( cClientHandle* a_Client )
// {
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// m_m_Clients.push_back( a_Client );
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// }
// cWorld::ClientList & cWorld::GetClients()
// {
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// return m_m_Clients;
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// }
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void cWorld : : AddEntity ( cEntity * a_Entity )
{
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cCSLock Lock ( m_CSEntities ) ;
m_AllEntities . push_back ( a_Entity ) ;
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}
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unsigned int cWorld : : GetNumPlayers ( )
{
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cCSLock Lock ( m_CSPlayers ) ;
return m_Players . size ( ) ;
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}
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int cWorld : : GetNumChunks ( void ) const
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{
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return m_ChunkMap - > GetNumChunks ( ) ;
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}
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void cWorld : : GetChunkStats ( int & a_NumValid , int & a_NumDirty , int & a_NumInLightingQueue )
{
m_ChunkMap - > GetChunkStats ( a_NumValid , a_NumDirty ) ;
a_NumInLightingQueue = ( int ) m_Lighting . GetQueueLength ( ) ;
}