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# include "BlockID.h"
# include "cWorld.h"
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# include "cRedstone.h"
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# include "cChunk.h"
# include "cClientHandle.h"
# include "cPickup.h"
# include "cBlockToPickup.h"
# include "cMCLogger.h"
# include "cPlayer.h"
# include "cServer.h"
# include "cCriticalSection.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 "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 "cGenSettings.h"
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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 "cWorldGenerator_Test.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
# include <stdlib.h>
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//#include <sys/stat.h> // for mkdir
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# include <sys/types.h>
# endif
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float cWorld : : m_Time = 0.f ;
char g_BlockLightValue [ 128 ] ;
char g_BlockSpreadLightFalloff [ 128 ] ;
bool g_BlockTransparent [ 128 ] ;
bool g_BlockOneHitDig [ 128 ] ;
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bool g_BlockPistonBreakable [ 128 ] ;
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# define RECI_RAND_MAX (1.f / RAND_MAX)
inline float fRadRand ( float a_Radius )
{
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MTRand r1 ;
return ( ( float ) r1 . rand ( ) * RECI_RAND_MAX ) * a_Radius - a_Radius * 0.5f ;
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}
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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 ;
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struct cWorld : : sWorldState
{
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cWorld : : EntityList RemoveEntityQueue ;
cWorld : : EntityList AllEntities ;
cWorld : : ClientList Clients ;
cWorld : : PlayerList Players ;
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cWorld : : ChunkList SpreadQueue ;
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FastSetBlockList FastSetBlockQueue ;
cChunkGenerator * pChunkGenerator ;
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std : : string WorldName ;
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} ;
cWorld * cWorld : : GetWorld ( )
{
LOGWARN ( " WARNING: Using deprecated function cWorld::GetWorld() use cRoot::Get()->GetWorld() instead! " ) ;
return cRoot : : Get ( ) - > GetWorld ( ) ;
}
cWorld : : ~ cWorld ( )
{
LockEntities ( ) ;
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while ( m_pState - > AllEntities . begin ( ) ! = m_pState - > AllEntities . end ( ) )
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{
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cEntity * Entity = * m_pState - > AllEntities . begin ( ) ;
m_pState - > AllEntities . remove ( Entity ) ;
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if ( ! Entity - > IsDestroyed ( ) ) Entity - > Destroy ( ) ;
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RemoveEntity ( Entity ) ;
}
UnlockEntities ( ) ;
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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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UnloadUnusedChunks ( ) ;
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delete m_pState - > pChunkGenerator ;
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delete m_ChunkMap ;
delete m_ClientHandleCriticalSection ; m_ClientHandleCriticalSection = 0 ;
delete m_EntitiesCriticalSection ; m_EntitiesCriticalSection = 0 ;
delete m_ChunksCriticalSection ; m_ChunksCriticalSection = 0 ;
delete m_pState ;
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delete m_WorldGenerator ;
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}
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cWorld : : cWorld ( const char * a_WorldName )
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: m_pState ( new sWorldState )
, m_SpawnMonsterTime ( 0.f )
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, m_RSList ( 0 )
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, m_Weather ( 0 )
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, m_WorldGenerator ( 0 )
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{
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LOG ( " cWorld::cWorld(%s) " , a_WorldName ) ;
m_pState - > WorldName = a_WorldName ;
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cMakeDir : : MakeDir ( m_pState - > WorldName . c_str ( ) ) ;
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MTRand r1 ;
m_SpawnX = ( double ) ( ( r1 . randInt ( ) % 1000 ) - 500 ) ;
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m_SpawnY = 128 ;
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m_SpawnZ = ( double ) ( ( r1 . randInt ( ) % 1000 ) - 500 ) ;
m_WorldSeed = r1 . randInt ( ) ;
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m_GameMode = 0 ;
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std : : string WorldGeneratorName ;
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cIniFile IniFile ( m_pState - > WorldName + " /world.ini " ) ;
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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 ) ;
m_WorldSeed = IniFile . GetValueI ( " Seed " , " Seed " , m_WorldSeed ) ;
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m_GameMode = IniFile . GetValueI ( " GameMode " , " GameMode " , m_GameMode ) ;
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WorldGeneratorName = IniFile . GetValue ( " Generator " , " GeneratorName " , " Default " ) ;
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}
else
{
IniFile . SetValueF ( " SpawnPosition " , " X " , m_SpawnX ) ;
IniFile . SetValueF ( " SpawnPosition " , " Y " , m_SpawnY ) ;
IniFile . SetValueF ( " SpawnPosition " , " Z " , m_SpawnZ ) ;
IniFile . SetValueI ( " Seed " , " Seed " , m_WorldSeed ) ;
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IniFile . SetValueI ( " GameMode " , " GameMode " , m_GameMode ) ;
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IniFile . SetValue ( " Generator " , " GeneratorName " , " Default " ) ;
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if ( ! IniFile . WriteFile ( ) )
{
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LOG ( " WARNING: Could not write to %s/world.ini " , a_WorldName ) ;
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}
}
LOGINFO ( " Seed: %i " , m_WorldSeed ) ;
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if ( WorldGeneratorName . compare ( " Test " ) = = 0 )
m_WorldGenerator = new cWorldGenerator_Test ( ) ;
else // Default
m_WorldGenerator = new cWorldGenerator ( ) ;
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cIniFile GenSettings ( " terrain.ini " ) ;
if ( GenSettings . ReadFile ( ) )
{
# define READ_INI_TERRAIN_VAL( var, type ) cGenSettings::var = (type)GenSettings.GetValueF("Terrain", #var, cGenSettings::var )
READ_INI_TERRAIN_VAL ( HeightFreq1 , float ) ;
READ_INI_TERRAIN_VAL ( HeightFreq2 , float ) ;
READ_INI_TERRAIN_VAL ( HeightFreq3 , float ) ;
READ_INI_TERRAIN_VAL ( HeightAmp1 , float ) ;
READ_INI_TERRAIN_VAL ( HeightAmp2 , float ) ;
READ_INI_TERRAIN_VAL ( HeightAmp3 , float ) ;
}
else
{
# define SET_INI_TERRAIN_VAL( var ) GenSettings.SetValueF("Terrain", #var, cGenSettings::var )
SET_INI_TERRAIN_VAL ( HeightFreq1 ) ;
SET_INI_TERRAIN_VAL ( HeightFreq2 ) ;
SET_INI_TERRAIN_VAL ( HeightFreq3 ) ;
SET_INI_TERRAIN_VAL ( HeightAmp1 ) ;
SET_INI_TERRAIN_VAL ( HeightAmp2 ) ;
SET_INI_TERRAIN_VAL ( HeightAmp3 ) ;
GenSettings . WriteFile ( ) ;
}
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 ( 32 , 32 , this ) ;
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m_pState - > pChunkGenerator = new cChunkGenerator ( m_ChunkMap ) ;
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m_Time = 0 ;
m_WorldTimeFraction = 0.f ;
m_WorldTime = 0 ;
m_LastSave = 0 ;
m_LastUnload = 0 ;
m_ClientHandleCriticalSection = new cCriticalSection ( ) ;
m_EntitiesCriticalSection = new cCriticalSection ( ) ;
m_ChunksCriticalSection = new cCriticalSection ( ) ;
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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_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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memset ( g_BlockLightValue , 0x0 , 128 ) ;
memset ( g_BlockSpreadLightFalloff , 0xf , 128 ) ; // 0xf means total falloff
memset ( g_BlockTransparent , 0x0 , 128 ) ;
memset ( g_BlockOneHitDig , 0x0 , 128 ) ;
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memset ( g_BlockPistonBreakable , 0x0 , 128 ) ;
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// Emissive blocks
g_BlockLightValue [ E_BLOCK_TORCH ] = 14 ;
g_BlockLightValue [ E_BLOCK_FIRE ] = 15 ;
g_BlockLightValue [ E_BLOCK_LAVA ] = 15 ;
g_BlockLightValue [ E_BLOCK_STATIONARY_LAVA ] = 15 ;
g_BlockLightValue [ E_BLOCK_GLOWSTONE ] = 15 ;
// Spread blocks
g_BlockSpreadLightFalloff [ E_BLOCK_AIR ] = 1 ;
g_BlockSpreadLightFalloff [ E_BLOCK_TORCH ] = 1 ;
g_BlockSpreadLightFalloff [ E_BLOCK_FIRE ] = 1 ;
g_BlockSpreadLightFalloff [ E_BLOCK_LAVA ] = 1 ;
g_BlockSpreadLightFalloff [ E_BLOCK_STATIONARY_LAVA ] = 1 ;
g_BlockSpreadLightFalloff [ E_BLOCK_WATER ] = 4 ; // Light in water dissapears faster
g_BlockSpreadLightFalloff [ E_BLOCK_STATIONARY_WATER ] = 4 ;
g_BlockSpreadLightFalloff [ E_BLOCK_LEAVES ] = 1 ;
g_BlockSpreadLightFalloff [ E_BLOCK_GLASS ] = 1 ;
g_BlockSpreadLightFalloff [ E_BLOCK_GLOWSTONE ] = 1 ;
g_BlockSpreadLightFalloff [ E_BLOCK_SIGN_POST ] = 1 ;
g_BlockSpreadLightFalloff [ E_BLOCK_WALLSIGN ] = 1 ;
// Transparent blocks
g_BlockTransparent [ E_BLOCK_AIR ] = true ;
g_BlockTransparent [ E_BLOCK_GLASS ] = true ;
g_BlockTransparent [ E_BLOCK_FIRE ] = true ;
g_BlockTransparent [ E_BLOCK_ICE ] = true ;
g_BlockTransparent [ E_BLOCK_TORCH ] = true ;
g_BlockTransparent [ E_BLOCK_SIGN_POST ] = true ;
g_BlockTransparent [ E_BLOCK_WALLSIGN ] = true ;
// One hit break blocks
g_BlockOneHitDig [ E_BLOCK_SAPLING ] = true ;
g_BlockOneHitDig [ E_BLOCK_YELLOW_FLOWER ] = true ;
g_BlockOneHitDig [ E_BLOCK_RED_ROSE ] = true ;
g_BlockOneHitDig [ E_BLOCK_BROWN_MUSHROOM ] = true ;
g_BlockOneHitDig [ E_BLOCK_RED_MUSHROOM ] = true ;
g_BlockOneHitDig [ E_BLOCK_TNT ] = true ;
g_BlockOneHitDig [ E_BLOCK_TORCH ] = true ;
g_BlockOneHitDig [ E_BLOCK_REDSTONE_WIRE ] = true ;
g_BlockOneHitDig [ E_BLOCK_CROPS ] = true ;
g_BlockOneHitDig [ E_BLOCK_REDSTONE_TORCH_OFF ] = true ;
g_BlockOneHitDig [ E_BLOCK_REDSTONE_TORCH_ON ] = true ;
g_BlockOneHitDig [ E_BLOCK_REEDS ] = true ;
g_BlockOneHitDig [ E_BLOCK_REDSTONE_WIRE ] = true ;
g_BlockOneHitDig [ E_BLOCK_REDSTONE_REPEATER_OFF ] = true ;
g_BlockOneHitDig [ E_BLOCK_REDSTONE_REPEATER_ON ] = true ;
g_BlockOneHitDig [ E_BLOCK_LOCKED_CHEST ] = true ;
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g_BlockOneHitDig [ E_BLOCK_FIRE ] = true ;
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// Blocks that breaks when pushed by piston
g_BlockPistonBreakable [ E_BLOCK_AIR ] = true ;
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g_BlockPistonBreakable [ E_BLOCK_STATIONARY_WATER ] = false ; //This gave pistons the ability to drop water :D
g_BlockPistonBreakable [ E_BLOCK_WATER ] = false ;
g_BlockPistonBreakable [ E_BLOCK_STATIONARY_LAVA ] = false ;
g_BlockPistonBreakable [ E_BLOCK_LAVA ] = false ;
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g_BlockPistonBreakable [ E_BLOCK_BED ] = true ;
g_BlockPistonBreakable [ E_BLOCK_COBWEB ] = true ;
g_BlockPistonBreakable [ E_BLOCK_TALL_GRASS ] = true ;
g_BlockPistonBreakable [ E_BLOCK_YELLOW_FLOWER ] = true ;
g_BlockPistonBreakable [ E_BLOCK_BROWN_MUSHROOM ] = true ;
g_BlockPistonBreakable [ E_BLOCK_RED_ROSE ] = true ;
g_BlockPistonBreakable [ E_BLOCK_RED_MUSHROOM ] = true ;
g_BlockPistonBreakable [ E_BLOCK_DEAD_BUSH ] = true ;
g_BlockPistonBreakable [ E_BLOCK_TORCH ] = true ;
g_BlockPistonBreakable [ E_BLOCK_FIRE ] = true ;
g_BlockPistonBreakable [ E_BLOCK_REDSTONE_WIRE ] = true ;
g_BlockPistonBreakable [ E_BLOCK_CROPS ] = true ;
g_BlockPistonBreakable [ E_BLOCK_LADDER ] = true ;
g_BlockPistonBreakable [ E_BLOCK_WOODEN_DOOR ] = true ;
g_BlockPistonBreakable [ E_BLOCK_IRON_DOOR ] = true ;
g_BlockPistonBreakable [ E_BLOCK_LEVER ] = true ;
g_BlockPistonBreakable [ E_BLOCK_STONE_BUTTON ] = true ;
g_BlockPistonBreakable [ E_BLOCK_REDSTONE_TORCH_ON ] = true ;
g_BlockPistonBreakable [ E_BLOCK_REDSTONE_TORCH_OFF ] = true ;
g_BlockPistonBreakable [ E_BLOCK_SNOW ] = true ;
g_BlockPistonBreakable [ E_BLOCK_REEDS ] = true ;
g_BlockPistonBreakable [ E_BLOCK_PUMPKIN_STEM ] = true ;
g_BlockPistonBreakable [ E_BLOCK_MELON_STEM ] = true ;
g_BlockPistonBreakable [ E_BLOCK_MELON ] = true ;
g_BlockPistonBreakable [ E_BLOCK_PUMPKIN ] = true ;
g_BlockPistonBreakable [ E_BLOCK_JACK_O_LANTERN ] = true ;
g_BlockPistonBreakable [ E_BLOCK_VINES ] = true ;
g_BlockPistonBreakable [ E_BLOCK_STONE_PRESSURE_PLATE ] = true ;
g_BlockPistonBreakable [ E_BLOCK_WOODEN_PRESSURE_PLATE ] = true ;
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}
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void cWorld : : SetWeather ( int Weather )
{
if ( Weather = = 2 ) { //thunder storm
m_Weather = 2 ;
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
}
if ( Weather = = 1 ) { //rainstorm
m_Weather = 1 ;
cPacket_NewInvalidState WeatherPacket ;
WeatherPacket . m_Reason = 1 ; //begin rain
Broadcast ( WeatherPacket ) ;
}
if ( Weather = = 0 ) { //sunny
m_Weather = 0 ;
cPacket_NewInvalidState WeatherPacket ;
WeatherPacket . m_Reason = 2 ; //stop rain
Broadcast ( WeatherPacket ) ;
}
}
void cWorld : : CastThunderbolt ( int X , int Y , int Z ) {
cPacket_Thunderbolt ThunderboltPacket ;
ThunderboltPacket . m_xLBPos = X ;
ThunderboltPacket . m_yLBPos = Y ;
ThunderboltPacket . m_zLBPos = Z ;
Broadcast ( ThunderboltPacket ) ;
}
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void cWorld : : InitializeSpawn ( )
{
int ChunkX = 0 , ChunkY = 0 , ChunkZ = 0 ;
BlockToChunk ( ( int ) m_SpawnX , ( int ) m_SpawnY , ( int ) m_SpawnZ , ChunkX , ChunkY , ChunkZ ) ;
int ViewDist = cClientHandle : : VIEWDISTANCE ;
LOG ( " Loading spawn area " ) ;
for ( int x = 0 ; x < ViewDist ; x + + )
{
for ( int z = 0 ; z < ViewDist ; z + + )
{
GetChunk ( x + ChunkX - ( ViewDist - 1 ) / 2 , 0 , z + ChunkZ - ( ViewDist - 1 ) / 2 ) ;
}
LOG ( " Loaded %0.2f " , ( ( float ) x / ( float ) ViewDist ) * 100 ) ;
}
}
void cWorld : : Tick ( float a_Dt )
{
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int randWeather = 0 ;
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m_Time + = a_Dt / 1000.f ;
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CurrentTick + + ;
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bool bSendTime = false ;
m_WorldTimeFraction + = a_Dt / 1000.f ;
while ( m_WorldTimeFraction > 1.f )
{
m_WorldTimeFraction - = 1.f ;
m_WorldTime + = 20 ;
m_WorldTime % = 24000 ; // 24000 units in a day
bSendTime = true ;
}
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if ( bSendTime ) Broadcast ( cPacket_TimeUpdate ( ( m_WorldTime ) ) ) ;
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LockEntities ( ) ;
for ( cWorld : : EntityList : : iterator itr = GetEntities ( ) . begin ( ) ; itr ! = GetEntities ( ) . end ( ) ; )
{
if ( ( * itr ) - > IsDestroyed ( ) )
{
LOG ( " Destroy that entity! %i " , ( * itr ) - > GetUniqueID ( ) ) ;
cEntity * RemoveMe = * itr ;
itr + + ;
AddToRemoveEntityQueue ( * RemoveMe ) ;
continue ;
}
( * itr ) - > Tick ( a_Dt ) ;
itr + + ;
}
UnlockEntities ( ) ;
LockChunks ( ) ;
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int TimesSpreaded = 0 ;
while ( ! m_pState - > SpreadQueue . empty ( ) & & TimesSpreaded < 50 ) // Spread a max of 50 times each tick, otherwise server will hang
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{
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cChunk * Chunk = ( * m_pState - > SpreadQueue . begin ( ) ) ;
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//LOG("Spreading: %p", Chunk );
Chunk - > SpreadLight ( Chunk - > pGetSkyLight ( ) ) ;
Chunk - > SpreadLight ( Chunk - > pGetLight ( ) ) ;
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m_pState - > SpreadQueue . remove ( & * Chunk ) ;
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TimesSpreaded + + ;
}
if ( TimesSpreaded > = 50 )
{
LOGWARN ( " Lots of lighting to do! At least %i chunks left! " , m_pState - > SpreadQueue . size ( ) ) ;
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}
m_ChunkMap - > Tick ( a_Dt ) ;
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GetSimulatorManager ( ) - > Simulate ( a_Dt ) ;
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UnlockChunks ( ) ;
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MTRand r1 ;
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////////////////Weather///////////////////////
if ( GetWeather ( ) = = 0 ) { //if sunny
if ( CurrentTick % 19 = = 0 ) { //every 20 ticks random weather
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randWeather = ( r1 . randInt ( ) % 10000 ) ;
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if ( randWeather = = 0 ) {
LOG ( " Starting Rainstorm! " ) ;
SetWeather ( 1 ) ;
} else if ( randWeather = = 1 ) {
LOG ( " Starting Thunderstorm! " ) ;
SetWeather ( 2 ) ;
}
}
}
if ( GetWeather ( ) ! = 0 ) { //if raining or thunderstorm
if ( CurrentTick % 19 = = 0 ) { //every 20 ticks random weather
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randWeather = ( r1 . randInt ( ) % 4999 ) ;
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if ( randWeather = = 0 ) { //2% chance per second
LOG ( " Back to sunny! " ) ;
SetWeather ( 0 ) ;
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} else if ( ( randWeather > 4000 ) & & ( GetWeather ( ) ! = 2 ) ) { //random chance for rainstorm to turn into thunderstorm.
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LOG ( " Starting Thunderstorm! " ) ;
SetWeather ( 2 ) ;
}
}
}
if ( GetWeather ( ) = = 2 ) { //if thunderstorm
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if ( r1 . 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.
}
}
////////////////Weather///////////////////////
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// Asynchronously set blocks
FastSetBlockList FastSetBlockQueueCopy = m_pState - > FastSetBlockQueue ;
m_pState - > FastSetBlockQueue . clear ( ) ;
for ( FastSetBlockList : : iterator itr = FastSetBlockQueueCopy . begin ( ) ; itr ! = FastSetBlockQueueCopy . end ( ) ; + + itr )
{
sSetBlockData & SetBlockData = * itr ;
FastSetBlock ( SetBlockData . x , SetBlockData . y , SetBlockData . z , SetBlockData . BlockID , SetBlockData . BlockMeta ) ; // If unable to set block, it's added to FastSetBlockQueue again
}
if ( FastSetBlockQueueCopy . size ( ) ! = m_pState - > FastSetBlockQueue . size ( ) )
LOG ( " Before: %i, after %i " , FastSetBlockQueueCopy . size ( ) , m_pState - > FastSetBlockQueue . size ( ) ) ;
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if ( m_Time - m_LastSave > 60 * 5 ) // Save each 5 minutes
{
SaveAllChunks ( ) ;
}
if ( m_Time - m_LastUnload > 10 ) // Unload each minute
{
UnloadUnusedChunks ( ) ;
}
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while ( ! m_pState - > RemoveEntityQueue . empty ( ) )
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{
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RemoveEntity ( * m_pState - > RemoveEntityQueue . begin ( ) ) ;
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}
if ( m_bAnimals & & ( m_Time - m_SpawnMonsterTime > m_SpawnMonsterRate ) ) // 10 seconds
{
m_SpawnMonsterTime = m_Time ;
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if ( m_pState - > Players . size ( ) > 0 )
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{
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cMonster * Monster = 0 ;
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//srand ( time(NULL) ); // Only seed random ONCE! Is already done in the cWorld constructor
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int dayRand = r1 . randInt ( ) % 6 ; //added mob code
int nightRand = r1 . randInt ( ) % 10 ; //added mob code
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int RandomPlayerIdx = r1 . randInt ( ) & m_pState - > Players . size ( ) ;
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PlayerList : : iterator itr = m_pState - > Players . begin ( ) ;
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for ( int i = 1 ; i < RandomPlayerIdx ; i + + )
itr + + ;
cPlayer * Player = * itr ;
Vector3d SpawnPos = Player - > GetPosition ( ) ;
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SpawnPos + = Vector3d ( ( double ) ( r1 . randInt ( ) % 64 ) - 32 , ( double ) ( r1 . randInt ( ) % 64 ) - 32 , ( double ) ( r1 . randInt ( ) % 64 ) - 32 ) ;
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char Height = GetHeight ( ( int ) SpawnPos . x , ( int ) SpawnPos . z ) ;
if ( m_WorldTime > = 12000 + 1000 ) {
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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
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} else {
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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 )
{
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Monster - > Initialize ( this ) ;
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Monster - > TeleportTo ( SpawnPos . x , ( double ) ( Height ) + 2 , SpawnPos . z ) ;
Monster - > SpawnOn ( 0 ) ;
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}
}
}
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std : : vector < int > m_RSList_copy ( m_RSList ) ;
//copy(m_RSList.begin(), m_RSList.end(), m_RSList_copy.begin());
m_RSList . erase ( m_RSList . begin ( ) , m_RSList . end ( ) ) ;
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int tempX ; // FIXME - Keep the scope in mind, these variables are not used in this scope at all, move them down into the for loop
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int tempY ;
int tempZ ;
int state ;
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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 ( ) ; )
{
tempX = * cii ; cii + + ;
tempY = * cii ; cii + + ;
tempZ = * cii ; cii + + ;
state = * cii ; cii + + ;
//printf ("%i, %i, %i, %i\n",tempX,tempY,tempZ,state) ;
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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 ) ) {
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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}
void cWorld : : GrowTree ( int a_X , int a_Y , int a_Z )
{
// new tree code, looks much better
// with help from seanj
// converted from php to lua then lua to c++
// build trunk
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MTRand r1 ;
int trunk = r1 . randInt ( ) % ( 7 - 5 + 1 ) + 5 ;
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for ( int i = 0 ; i < trunk ; i + + )
{
if ( GetBlock ( a_X , a_Y + i , a_Z ) = = E_BLOCK_AIR )
FastSetBlock ( a_X , a_Y + i , a_Z , E_BLOCK_LOG , 0 ) ;
}
// build tree
for ( int j = 0 ; j < trunk ; j + + ) {
int radius = trunk - j ;
if ( radius < 4 ) {
if ( radius > 2 ) {
radius = 2 ;
}
for ( int i = a_X - radius ; i < = a_X + radius ; i + + ) {
for ( int k = a_Z - radius ; k < = a_Z + radius ; k + + ) {
// small chance to be missing a block to add a little random
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if ( k ! = a_Z | | i ! = a_X & & ( r1 . randInt ( ) % 100 + 1 ) > 20 ) {
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if ( GetBlock ( i , a_Y + j , k ) = = E_BLOCK_AIR )
FastSetBlock ( i , a_Y + j , k , E_BLOCK_LEAVES , 0 ) ;
}
else {
//if( m_BlockType[ MakeIndex(i, TopY+j, k) ] == E_BLOCK_AIR )
// m_BlockType[ MakeIndex(i, TopY+j, k) ] = E_BLOCK_LEAVES;
}
}
}
if ( GetBlock ( a_X , a_Y + j , a_Z ) = = E_BLOCK_AIR )
FastSetBlock ( a_X , a_Y + j , a_Z , E_BLOCK_LOG , 0 ) ;
}
}
// do the top
if ( GetBlock ( a_X + 1 , a_Y + trunk , a_Z ) = = E_BLOCK_AIR )
FastSetBlock ( a_X + 1 , a_Y + trunk , a_Z , E_BLOCK_LEAVES , 0 ) ;
if ( GetBlock ( a_X - 1 , a_Y + trunk , a_Z ) = = E_BLOCK_AIR )
FastSetBlock ( a_X - 1 , a_Y + trunk , a_Z , E_BLOCK_LEAVES , 0 ) ;
if ( GetBlock ( a_X , a_Y + trunk , a_Z + 1 ) = = E_BLOCK_AIR )
FastSetBlock ( a_X , a_Y + trunk , a_Z + 1 , E_BLOCK_LEAVES , 0 ) ;
if ( GetBlock ( a_X , a_Y + trunk , a_Z - 1 ) = = E_BLOCK_AIR )
FastSetBlock ( a_X , a_Y + trunk , a_Z - 1 , E_BLOCK_LEAVES , 0 ) ;
if ( GetBlock ( a_X , a_Y + trunk , a_Z ) = = E_BLOCK_AIR )
FastSetBlock ( a_X , a_Y + trunk , a_Z , E_BLOCK_LEAVES , 0 ) ;
// end new tree code
}
void cWorld : : UnloadUnusedChunks ( )
{
m_LastUnload = m_Time ;
LockChunks ( ) ;
m_ChunkMap - > UnloadUnusedChunks ( ) ;
UnlockChunks ( ) ;
}
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cChunk * cWorld : : GetChunkReliable ( int a_X , int a_Y , int a_Z ) // TODO - FIXME - WARNING - This can cause a duplicate chunk to be generated!!
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{
cChunk * Chunk = GetChunkUnreliable ( a_X , a_Y , a_Z ) ;
if ( Chunk )
{
return Chunk ;
}
// Found nothing, create a chunk
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Chunk = new cChunk ( a_X , a_Y , a_Z , this ) ;
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if ( Chunk )
{
LOGWARN ( " Created new chunk! %i %i " , a_X , a_Z ) ;
LockChunks ( ) ;
m_ChunkMap - > AddChunk ( Chunk ) ;
UnlockChunks ( ) ;
Chunk - > Initialize ( ) ;
return Chunk ;
}
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// This should never happen since it's reliable, but yeah
return 0 ;
}
cChunk * cWorld : : GetChunk ( int a_X , int a_Y , int a_Z )
{
// Get chunk from memory
cChunk * Chunk = GetChunkUnreliable ( a_X , a_Y , a_Z ) ;
if ( Chunk ) return Chunk ;
// Generate new chunk asynchronously
m_pState - > pChunkGenerator - > GenerateChunk ( a_X , a_Z ) ;
// Could not find chunk, it's being generated, so return 0
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return 0 ;
}
cChunk * cWorld : : GetChunkUnreliable ( int a_X , int a_Y , int a_Z )
{
LockChunks ( ) ;
cChunk * Chunk = m_ChunkMap - > GetChunk ( a_X , a_Y , a_Z ) ;
UnlockChunks ( ) ;
if ( Chunk ) return Chunk ;
return 0 ;
}
cChunk * cWorld : : GetChunkOfBlock ( int a_X , int a_Y , int a_Z )
{
int ChunkX , ChunkY , ChunkZ ;
AbsoluteToRelative ( a_X , a_Y , a_Z , ChunkX , ChunkY , ChunkZ ) ;
return GetChunk ( ChunkX , ChunkY , ChunkZ ) ;
}
void cWorld : : SetBlock ( int a_X , int a_Y , int a_Z , char a_BlockType , char a_BlockMeta )
{
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int ChunkX , ChunkY , ChunkZ , X = a_X , Y = a_Y , Z = a_Z ;
AbsoluteToRelative ( X , Y , Z , ChunkX , ChunkY , ChunkZ ) ;
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cChunk * Chunk = GetChunk ( ChunkX , ChunkY , ChunkZ ) ;
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if ( Chunk )
{
Chunk - > SetBlock ( X , Y , Z , a_BlockType , a_BlockMeta ) ;
this - > GetSimulatorManager ( ) - > WakeUp ( a_X , a_Y , a_Z ) ;
}
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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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int ChunkX , ChunkY , ChunkZ , X = a_X , Y = a_Y , Z = a_Z ;
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AbsoluteToRelative ( X , Y , Z , ChunkX , ChunkY , ChunkZ ) ;
cChunk * Chunk = GetChunk ( ChunkX , ChunkY , ChunkZ ) ;
if ( Chunk )
{
Chunk - > FastSetBlock ( X , Y , Z , a_BlockType , a_BlockMeta ) ;
return ;
}
// Could not find chunk, so it has been pushed into the generate chunks queue
// Check if currently generating the target chunk
m_pState - > pChunkGenerator - > Lock ( ) ;
Chunk = m_pState - > pChunkGenerator - > GetCurrentlyGenerating ( ) ;
if ( Chunk & & Chunk - > GetPosX ( ) = = ChunkX & & Chunk - > GetPosZ ( ) = = ChunkZ )
{
Chunk - > FastSetBlock ( X , Y , Z , a_BlockType , a_BlockMeta ) ;
m_pState - > pChunkGenerator - > Unlock ( ) ;
return ;
}
m_pState - > pChunkGenerator - > Unlock ( ) ;
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// Unable to set block right now, try again later
m_pState - > FastSetBlockQueue . push_back ( sSetBlockData ( a_X , a_Y , a_Z , a_BlockType , a_BlockMeta ) ) ;
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}
char cWorld : : GetBlock ( int a_X , int a_Y , int a_Z )
{
int ChunkX , ChunkY , ChunkZ ;
AbsoluteToRelative ( a_X , a_Y , a_Z , ChunkX , ChunkY , ChunkZ ) ;
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cChunk * Chunk = GetChunk ( ChunkX , ChunkY , ChunkZ ) ;
if ( Chunk ) return Chunk - > GetBlock ( a_X , a_Y , a_Z ) ;
return 0 ;
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}
char cWorld : : GetBlockMeta ( int a_X , int a_Y , int a_Z )
{
int ChunkX , ChunkY , ChunkZ ;
AbsoluteToRelative ( a_X , a_Y , a_Z , ChunkX , ChunkY , ChunkZ ) ;
cChunk * Chunk = GetChunk ( ChunkX , ChunkY , ChunkZ ) ;
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if ( Chunk ) return Chunk - > GetLight ( Chunk - > pGetMeta ( ) , a_X , a_Y , a_Z ) ;
return 0 ;
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}
void cWorld : : SetBlockMeta ( int a_X , int a_Y , int a_Z , char a_MetaData )
{
int ChunkX , ChunkY , ChunkZ ;
AbsoluteToRelative ( a_X , a_Y , a_Z , ChunkX , ChunkY , ChunkZ ) ;
cChunk * Chunk = GetChunk ( ChunkX , ChunkY , ChunkZ ) ;
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if ( Chunk )
{
Chunk - > SetLight ( Chunk - > pGetMeta ( ) , a_X , a_Y , a_Z , a_MetaData ) ;
Chunk - > SendBlockTo ( a_X , a_Y , a_Z , 0 ) ;
}
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}
bool cWorld : : DigBlock ( int a_X , int a_Y , int a_Z , cItem & a_PickupItem )
{
int PosX = a_X , PosY = a_Y , PosZ = a_Z , ChunkX , ChunkY , ChunkZ ;
AbsoluteToRelative ( PosX , PosY , PosZ , ChunkX , ChunkY , ChunkZ ) ;
cChunk * DestChunk = GetChunk ( ChunkX , ChunkY , ChunkZ ) ;
if ( DestChunk )
{
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DestChunk - > SetBlock ( PosX , PosY , PosZ , E_BLOCK_AIR , 0 ) ;
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GetSimulatorManager ( ) - > WakeUp ( a_X , a_Y , a_Z ) ;
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if ( ! a_PickupItem . IsEmpty ( ) )
{
cPickup * Pickup = new cPickup ( a_X * 32 + 16 + ( int ) fRadRand ( 16.f ) , a_Y * 32 + 16 + ( int ) fRadRand ( 16.f ) , a_Z * 32 + 16 + ( int ) fRadRand ( 16.f ) , a_PickupItem ) ;
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Pickup - > Initialize ( this ) ;
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}
}
return true ;
}
void cWorld : : SendBlockTo ( int a_X , int a_Y , int a_Z , cPlayer * a_Player )
{
int ChunkX , ChunkY , ChunkZ ;
AbsoluteToRelative ( a_X , a_Y , a_Z , ChunkX , ChunkY , ChunkZ ) ;
cChunk * Chunk = GetChunk ( ChunkX , ChunkY , ChunkZ ) ;
Chunk - > SendBlockTo ( a_X , a_Y , a_Z , a_Player - > GetClientHandle ( ) ) ;
}
cBlockEntity * cWorld : : GetBlockEntity ( int a_X , int a_Y , int a_Z )
{
int PosX = a_X , PosY = a_Y , PosZ = a_Z , ChunkX , ChunkY , ChunkZ ;
AbsoluteToRelative ( PosX , PosY , PosZ , ChunkX , ChunkY , ChunkZ ) ;
cChunk * Chunk = GetChunk ( ChunkX , ChunkY , ChunkZ ) ;
if ( ! Chunk ) return 0 ;
return Chunk - > GetBlockEntity ( a_X , a_Y , a_Z ) ;
}
char cWorld : : GetHeight ( int a_X , int a_Z )
{
int PosX = a_X , PosY = 0 , PosZ = a_Z , ChunkX , ChunkY , ChunkZ ;
AbsoluteToRelative ( PosX , PosY , PosZ , ChunkX , ChunkY , ChunkZ ) ;
cChunk * Chunk = GetChunk ( ChunkX , ChunkY , ChunkZ ) ;
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if ( Chunk ) return Chunk - > GetHeight ( PosX , PosZ ) ;
return 0 ;
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}
const double & cWorld : : GetSpawnY ( )
{
m_SpawnY = ( double ) GetHeight ( ( int ) m_SpawnX , ( int ) m_SpawnZ ) + 1.6f ; // +1.6f eye height
return m_SpawnY ;
}
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void cWorld : : Broadcast ( const cPacket & a_Packet , cClientHandle * a_Exclude /* = 0 */ )
{
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for ( PlayerList : : iterator itr = m_pState - > Players . begin ( ) ; itr ! = m_pState - > Players . end ( ) ; + + itr )
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{
if ( ( * itr ) - > GetClientHandle ( ) = = a_Exclude | | ! ( * itr ) - > GetClientHandle ( ) - > IsLoggedIn ( ) ) continue ;
( * itr ) - > GetClientHandle ( ) - > Send ( a_Packet ) ;
}
}
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std : : string cWorld : : GetDescription ( )
{
return this - > m_Description ;
}
unsigned int cWorld : : GetMaxPlayers ( )
{
return this - > m_MaxPlayers ;
}
void cWorld : : SetMaxPlayers ( int iMax )
{
this - > m_MaxPlayers = MAX_PLAYERS ;
if ( iMax > 0 & & iMax < MAX_PLAYERS )
{
this - > m_MaxPlayers = iMax ;
}
}
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void cWorld : : AddPlayer ( cPlayer * a_Player )
{
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m_pState - > Players . remove ( a_Player ) ;
m_pState - > Players . push_back ( a_Player ) ;
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}
void cWorld : : RemovePlayer ( cPlayer * a_Player )
{
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m_pState - > Players . remove ( a_Player ) ;
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}
void cWorld : : GetAllPlayers ( lua_State * L )
{
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lua_createtable ( L , m_pState - > Players . size ( ) , 0 ) ;
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int newTable = lua_gettop ( L ) ;
int index = 1 ;
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PlayerList : : const_iterator iter = m_pState - > Players . begin ( ) ;
while ( iter ! = m_pState - > Players . end ( ) ) {
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tolua_pushusertype ( L , ( * iter ) , " cPlayer " ) ;
lua_rawseti ( L , newTable , index ) ;
+ + iter ;
+ + index ;
}
}
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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for ( PlayerList : : iterator itr = m_pState - > Players . begin ( ) ; itr ! = m_pState - > Players . end ( ) ; itr + + )
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{
std : : string Name = ( * itr ) - > GetName ( ) ;
if ( NameLength > Name . length ( ) ) continue ; // Definitely not a match
for ( unsigned int i = 0 ; i < NameLength ; i + + )
{
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 ;
}
}
if ( NumMatches = = 1 )
return BestMatch ;
// More than one matches, so it's undefined. Return 0 instead
return 0 ;
}
cEntity * cWorld : : GetEntity ( int a_UniqueID )
{
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for ( EntityList : : iterator itr = m_pState - > AllEntities . begin ( ) ; itr ! = m_pState - > AllEntities . end ( ) ; + + itr )
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{
if ( ( * itr ) - > GetUniqueID ( ) = = a_UniqueID )
return * itr ;
}
return 0 ;
}
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// void cWorld::RemoveClient( cClientHandle* a_Client )
// {
// m_pState->m_Clients.remove( a_Client );
// if( a_Client )
// {
// delete a_Client;
// a_Client = 0;
// }
// }
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void cWorld : : RemoveEntity ( cEntity * a_Entity )
{
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m_pState - > RemoveEntityQueue . remove ( a_Entity ) ;
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if ( a_Entity )
{
delete a_Entity ;
a_Entity = 0 ;
}
}
bool cWorld : : RemoveEntityFromChunk ( cEntity & a_Entity , cChunk * a_CalledFrom /* = 0 */ )
{
LockChunks ( ) ;
bool retVal = m_ChunkMap - > RemoveEntityFromChunk ( a_Entity , a_CalledFrom ) ;
UnlockChunks ( ) ;
return retVal ;
}
void cWorld : : SaveAllChunks ( )
{
LOG ( " Saving all chunks... " ) ;
m_LastSave = m_Time ;
LockChunks ( ) ;
m_ChunkMap - > SaveAllChunks ( ) ;
UnlockChunks ( ) ;
LOG ( " Done saving chunks " ) ;
}
void cWorld : : LockClientHandle ( )
{
m_ClientHandleCriticalSection - > Lock ( ) ;
}
void cWorld : : UnlockClientHandle ( )
{
m_ClientHandleCriticalSection - > Unlock ( ) ;
}
void cWorld : : LockEntities ( )
{
m_EntitiesCriticalSection - > Lock ( ) ;
}
void cWorld : : UnlockEntities ( )
{
m_EntitiesCriticalSection - > Unlock ( ) ;
}
void cWorld : : LockChunks ( )
{
m_ChunksCriticalSection - > Lock ( ) ;
}
void cWorld : : UnlockChunks ( )
{
m_ChunksCriticalSection - > Unlock ( ) ;
}
void cWorld : : ReSpreadLighting ( cChunk * a_Chunk )
{
LockChunks ( ) ;
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m_pState - > SpreadQueue . remove ( a_Chunk ) ;
m_pState - > SpreadQueue . push_back ( a_Chunk ) ;
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UnlockChunks ( ) ;
}
void cWorld : : RemoveSpread ( cChunk * a_Chunk )
{
LockChunks ( ) ;
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m_pState - > SpreadQueue . remove ( a_Chunk ) ;
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UnlockChunks ( ) ;
}
/************************************************************************/
/* Get and set */
/************************************************************************/
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// void cWorld::AddClient( cClientHandle* a_Client )
// {
// m_pState->m_Clients.push_back( a_Client );
// }
// cWorld::ClientList & cWorld::GetClients()
// {
// return m_pState->m_Clients;
// }
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cWorld : : EntityList & cWorld : : GetEntities ( )
{
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return m_pState - > AllEntities ;
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}
void cWorld : : AddEntity ( cEntity * a_Entity )
{
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m_pState - > AllEntities . push_back ( a_Entity ) ;
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}
cWorld : : PlayerList & cWorld : : GetAllPlayers ( )
{
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return m_pState - > Players ;
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}
unsigned int cWorld : : GetNumPlayers ( )
{
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return m_pState - > Players . size ( ) ;
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}
void cWorld : : AddToRemoveEntityQueue ( cEntity & a_Entity )
{
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m_pState - > AllEntities . remove ( & a_Entity ) ;
m_pState - > RemoveEntityQueue . push_back ( & a_Entity ) ;
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}
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const char * cWorld : : GetName ( )
{
return m_pState - > WorldName . c_str ( ) ;
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}