1
0

Merge remote-tracking branch 'origin/master' into portals

This commit is contained in:
Tiger Wang 2014-06-04 13:14:38 +01:00
commit 86e5273cd1
130 changed files with 22645 additions and 1193 deletions

1
.gitignore vendored
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@ -48,6 +48,7 @@ world_nether
CMakeFiles/
cmake_install.cmake
CMakeCache.txt
CTestTestfile.cmake
Makefile
*.a

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@ -2,8 +2,15 @@ language: cpp
compiler:
- gcc
- clang
before_install:
- if [ "$TRAVIS_MCSERVER_BUILD_TYPE" == "COVERAGE" ]; then sudo pip install cpp_coveralls; fi
# Build MCServer
script: cmake . -DBUILD_TOOLS=1 -DSELF_TEST=1 && make -j 2 && cd MCServer/ && (echo stop | $MCSERVER_PATH)
script: ./CIbuild.sh
after_success:
- ./uploadCoverage.sh
env:
- TRAVIS_MCSERVER_BUILD_TYPE=RELEASE MCSERVER_PATH=./MCServer
@ -11,6 +18,11 @@ env:
- TRAVIS_MCSERVER_BUILD_TYPE=RELEASE TRAVIS_MCSERVER_FORCE32=1 MCSERVER_PATH=./MCServer
- TRAVIS_MCSERVER_BUILD_TYPE=DEBUG TRAVIS_MCSERVER_FORCE32=1 MCSERVER_PATH=./MCServer_debug
matrix:
include:
- compiler: gcc
env: TRAVIS_MCSERVER_BUILD_TYPE=COVERAGE MCSERVER_PATH=./MCServer
# Notification Settings
notifications:
email:

11
CIbuild.sh Executable file
View File

@ -0,0 +1,11 @@
#!/usr/bin/env bash
set -e
cmake . -DBUILD_TOOLS=1 -DSELF_TEST=1;
make -j 2;
make -j 2 test;
cd MCServer/;
if [ "$TRAVIS_MCSERVER_BUILD_TYPE" != "COVERAGE" ]
then echo stop | $MCSERVER_PATH;
fi

View File

@ -1,4 +1,4 @@
cmake_minimum_required (VERSION 2.6)
cmake_minimum_required (VERSION 2.8.2)
# Without this, the MSVC variable isn't defined for MSVC builds ( http://www.cmake.org/pipermail/cmake/2011-November/047130.html )
enable_language(CXX C)
@ -14,6 +14,10 @@ if(DEFINED ENV{TRAVIS_MCSERVER_FORCE32})
set(FORCE32 $ENV{TRAVIS_MCSERVER_FORCE32})
endif()
if(DEFINED ENV{TRAVIS_BUILD_WITH_COVERAGE})
set(BUILD_WITH_COVERAGE $ENV{TRAVIS_BUILD_WITH_COVERAGE})
endif()
# This has to be done before any flags have been set up.
if(${BUILD_TOOLS})
add_subdirectory(Tools/MCADefrag/)
@ -69,3 +73,8 @@ set_exe_flags()
add_subdirectory (src)
if(${SELF_TEST})
enable_testing()
add_subdirectory (tests)
endif()

View File

@ -10,6 +10,11 @@ return
Params =
{
{ Name = "ProjectileEntity", Type = "{{cProjectileEntity}}", Notes = "The projectile that hit an entity." },
{ Name = "BlockX", Type = "number", Notes = "The X-coord where the projectile hit." },
{ Name = "BlockY", Type = "number", Notes = "The Y-coord where the projectile hit." },
{ Name = "BlockZ", Type = "number", Notes = "The Z-coord where the projectile hit." },
{ Name = "BlockFace", Type = "number", Notes = "The side of the block where the projectile hit." },
{ Name = "BlockHitPos", Type = "Vector3d", Notes = "The exact position where the projectile hit." },
},
Returns = [[
If the function returns false or no value, the next plugin's callback is called. If the function

View File

@ -29,7 +29,8 @@ function Initialize(Plugin)
PM:AddHook(cPluginManager.HOOK_WORLD_TICK, OnWorldTick);
PM:AddHook(cPluginManager.HOOK_PLUGINS_LOADED, OnPluginsLoaded);
PM:AddHook(cPluginManager.HOOK_PLUGIN_MESSAGE, OnPluginMessage);
PM:AddHook(cPluginManager.HOOK_PLAYER_JOINED, OnPlayerJoined)
PM:AddHook(cPluginManager.HOOK_PLAYER_JOINED, OnPlayerJoined);
PM:AddHook(cPluginManager.HOOK_PROJECTILE_HIT_BLOCK, OnProjectileHitBlock);
-- _X: Disabled so that the normal operation doesn't interfere with anything
-- PM:AddHook(cPluginManager.HOOK_CHUNK_GENERATED, OnChunkGenerated);
@ -1379,3 +1380,14 @@ end
function OnProjectileHitBlock(a_Projectile, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_BlockHitPos)
local BlockX, BlockY, BlockZ = AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace)
local World = a_Projectile:GetWorld()
World:SetBlock(BlockX, BlockY, BlockZ, E_BLOCK_FIRE, 0)
end

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@ -1,32 +1,41 @@
macro (add_flags_lnk FLAGS)
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} ${FLAGS}")
set(CMAKE_EXE_LINKER_FLAGS_DEBUG "${CMAKE_EXE_LINKER_FLAGS_DEBUG} ${FLAGS}")
set(CMAKE_EXE_LINKER_FLAGS_RELEASE "${CMAKE_EXE_LINKER_FLAGS_RELEASE} ${FLAGS}")
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} ${FLAGS}")
set(CMAKE_SHARED_LINKER_FLAGS_DEBUG "${CMAKE_SHARED_LINKER_FLAGS_DEBUG} ${FLAGS}")
set(CMAKE_SHARED_LINKER_FLAGS_RELEASE "${CMAKE_SHARED_LINKER_FLAGS_RELEASE} ${FLAGS}")
set(CMAKE_MODULE_LINKER_FLAGS "${CMAKE_MODULE_LINKER_FLAGS} ${FLAGS}")
set(CMAKE_MODULE_LINKER_FLAGS_DEBUG "${CMAKE_MODULE_LINKER_FLAGS_DEBUG} ${FLAGS}")
set(CMAKE_MODULE_LINKER_FLAGS_RELEASE "${CMAKE_MODULE_LINKER_FLAGS_RELEASE} ${FLAGS}")
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} ${FLAGS}")
set(CMAKE_EXE_LINKER_FLAGS_DEBUG "${CMAKE_EXE_LINKER_FLAGS_DEBUG} ${FLAGS}")
set(CMAKE_EXE_LINKER_FLAGS_COVERAGE "${CMAKE_EXE_LINKER_FLAGS_COVERAGE} ${FLAGS}")
set(CMAKE_EXE_LINKER_FLAGS_RELEASE "${CMAKE_EXE_LINKER_FLAGS_RELEASE} ${FLAGS}")
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} ${FLAGS}")
set(CMAKE_SHARED_LINKER_FLAGS_DEBUG "${CMAKE_SHARED_LINKER_FLAGS_DEBUG} ${FLAGS}")
set(CMAKE_SHARED_LINKER_FLAGS_COVERAGE "${CMAKE_SHARED_LINKER_FLAGS_COVERAGE} ${FLAGS}")
set(CMAKE_SHARED_LINKER_FLAGS_RELEASE "${CMAKE_SHARED_LINKER_FLAGS_RELEASE} ${FLAGS}")
set(CMAKE_MODULE_LINKER_FLAGS "${CMAKE_MODULE_LINKER_FLAGS} ${FLAGS}")
set(CMAKE_MODULE_LINKER_FLAGS_DEBUG "${CMAKE_MODULE_LINKER_FLAGS_DEBUG} ${FLAGS}")
set(CMAKE_MODULE_LINKER_FLAGS_COVERAGE "${CMAKE_MODULE_LINKER_FLAGS_COVERAGE} ${FLAGS}")
set(CMAKE_MODULE_LINKER_FLAGS_RELEASE "${CMAKE_MODULE_LINKER_FLAGS_RELEASE} ${FLAGS}")
endmacro()
macro(add_flags_cxx FLAGS)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${FLAGS}")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${FLAGS}")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} ${FLAGS}")
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} ${FLAGS}")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} ${FLAGS}")
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} ${FLAGS}")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${FLAGS}")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${FLAGS}")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} ${FLAGS}")
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} ${FLAGS}")
set(CMAKE_CXX_FLAGS_COVERAGE "${CMAKE_CXX_FLAGS_COVERAGE} ${FLAGS}")
set(CMAKE_C_FLAGS_COVERAGE "${CMAKE_C_FLAGS_COVERAGE} ${FLAGS}")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} ${FLAGS}")
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} ${FLAGS}")
endmacro()
macro(set_flags)
# Add the preprocessor macros used for distinguishing between debug and release builds (CMake does this automatically for MSVC):
if (NOT MSVC)
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -D_DEBUG")
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -D_DEBUG")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -DNDEBUG")
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -DNDEBUG")
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/lib/cmake-coverage/")
include(CodeCoverage)
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -D_DEBUG")
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -D_DEBUG")
set(CMAKE_CXX_FLAGS_COVERAGE "${CMAKE_CXX_FLAGS_COVERAGE} -D_DEBUG")
set(CMAKE_C_FLAGS_COVERAGE "${CMAKE_C_FLAGS_COVERAGE} -D_DEBUG")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -DNDEBUG")
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -DNDEBUG")
endif()
if(MSVC)
@ -42,9 +51,10 @@ macro(set_flags)
elseif(APPLE)
#on os x clang adds pthread for us but we need to add it for gcc
if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -std=c++11")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -std=c++11")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -std=c++11")
set(CMAKE_CXX_FLAGS_COVERAGE "${CMAKE_CXX_FLAGS_COVERAGE} -std=c++11")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -std=c++11")
add_flags_cxx("-stdlib=libc++")
add_flags_lnk("-stdlib=libc++")
else()
@ -57,6 +67,7 @@ macro(set_flags)
if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -std=c++11")
set(CMAKE_CXX_FLAGS_COVERAGE "${CMAKE_CXX_FLAGS_COVERAGE} -std=c++11")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -std=c++11")
endif()
@ -97,10 +108,12 @@ macro(set_lib_flags)
string(REPLACE "/W3" "" CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG}")
string(REPLACE "/W3" "" CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG}")
else()
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -w")
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -w")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -w")
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -w")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -w")
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -w")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -w")
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -w")
set(CMAKE_CXX_FLAGS_COVERAGE "${CMAKE_CXX_FLAGS_COVERAGE} -w")
set(CMAKE_C_FLAGS_COVERAGE "${CMAKE_C_FLAGS_COVERAGE} -w")
endif()
# On Unix we use two dynamic loading libraries dl and ltdl.
@ -128,7 +141,7 @@ macro(enable_profile)
# Declare the profiling configurations:
SET(CMAKE_CXX_FLAGS_DEBUGPROFILE
"${CMAKE_CXX_FLAGS_DEBUG} ${PCXX_ROFILING}"
"${CMAKE_CXX_FLAGS_DEBUG} ${CXX_PROFILING}"
CACHE STRING "Flags used by the C++ compiler during profile builds."
FORCE )
SET(CMAKE_C_FLAGS_DEBUGPROFILE
@ -171,7 +184,11 @@ macro(enable_profile)
CMAKE_EXE_LINKER_FLAGS_RELEASEPROFILE
CMAKE_SHARED_LINKER_FLAGS_RELEASEPROFILE )
# The configuration types need to be set after their respective c/cxx/linker flags and before the project directive
set(CMAKE_CONFIGURATION_TYPES "Debug;Release;DebugProfile;ReleaseProfile" CACHE STRING "" FORCE)
if(MSVC)
set(CMAKE_CONFIGURATION_TYPES "Debug;Release;DebugProfile;ReleaseProfile" CACHE STRING "" FORCE)
else()
set(CMAKE_CONFIGURATION_TYPES "Debug;Release;DebugProfile;ReleaseProfile;Coverage" CACHE STRING "" FORCE)
endif()
endmacro()
macro(set_exe_flags)
@ -180,10 +197,12 @@ macro(set_exe_flags)
# We do not do that for MSVC since MSVC produces an awful lot of warnings for its own STL headers;
# the important warnings are turned on using #pragma in Globals.h
if (NOT MSVC)
string(REPLACE "-w" "" CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE}")
string(REPLACE "-w" "" CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE}")
string(REPLACE "-w" "" CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG}")
string(REPLACE "-w" "" CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG}")
string(REPLACE "-w" "" CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE}")
string(REPLACE "-w" "" CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE}")
string(REPLACE "-w" "" CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG}")
string(REPLACE "-w" "" CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG}")
string(REPLACE "-w" "" CMAKE_CXX_FLAGS_COVERAGE "${CMAKE_CXX_FLAGS_COVERAGE}")
string(REPLACE "-w" "" CMAKE_C_FLAGS_COVERAGE "${CMAKE_C_FLAGS_COVERAGE}")
add_flags_cxx("-Wall -Wextra -Wno-unused-parameter -Wno-error=switch")
# we support non-IEEE 754 fpus so can make no guarentees about error

View File

@ -1,32 +1,53 @@
Microsoft Visual Studio Solution File, Format Version 10.00
# Visual C++ Express 2008
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "AnvilStats", "AnvilStats.vcproj", "{CF996A5E-0A86-4004-9710-682B06B5AEBA}"
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Express 2013 for Windows Desktop
VisualStudioVersion = 12.0.21005.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "AnvilStats", "AnvilStats.vcxproj", "{CF996A5E-0A86-4004-9710-682B06B5AEBA}"
ProjectSection(ProjectDependencies) = postProject
{EA9D50FD-937A-4EF5-8C37-5F4175AF4FEA} = {EA9D50FD-937A-4EF5-8C37-5F4175AF4FEA}
{B61007AC-B557-4B67-A765-E468C0C3A821} = {B61007AC-B557-4B67-A765-E468C0C3A821}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "zlib", "..\..\VC2008\zlib.vcproj", "{EA9D50FD-937A-4EF5-8C37-5F4175AF4FEA}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "zlib", "..\..\lib\zlib\zlib.vcxproj", "{B61007AC-B557-4B67-A765-E468C0C3A821}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
DebugProfile|Win32 = DebugProfile|Win32
MinSizeRel|Win32 = MinSizeRel|Win32
Release profiled|Win32 = Release profiled|Win32
Release|Win32 = Release|Win32
ReleaseProfile|Win32 = ReleaseProfile|Win32
RelWithDebInfo|Win32 = RelWithDebInfo|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{CF996A5E-0A86-4004-9710-682B06B5AEBA}.Debug|Win32.ActiveCfg = Debug|Win32
{CF996A5E-0A86-4004-9710-682B06B5AEBA}.Debug|Win32.Build.0 = Debug|Win32
{CF996A5E-0A86-4004-9710-682B06B5AEBA}.DebugProfile|Win32.ActiveCfg = Debug|Win32
{CF996A5E-0A86-4004-9710-682B06B5AEBA}.DebugProfile|Win32.Build.0 = Debug|Win32
{CF996A5E-0A86-4004-9710-682B06B5AEBA}.MinSizeRel|Win32.ActiveCfg = Release|Win32
{CF996A5E-0A86-4004-9710-682B06B5AEBA}.MinSizeRel|Win32.Build.0 = Release|Win32
{CF996A5E-0A86-4004-9710-682B06B5AEBA}.Release profiled|Win32.ActiveCfg = Release profiled|Win32
{CF996A5E-0A86-4004-9710-682B06B5AEBA}.Release profiled|Win32.Build.0 = Release profiled|Win32
{CF996A5E-0A86-4004-9710-682B06B5AEBA}.Release|Win32.ActiveCfg = Release|Win32
{CF996A5E-0A86-4004-9710-682B06B5AEBA}.Release|Win32.Build.0 = Release|Win32
{EA9D50FD-937A-4EF5-8C37-5F4175AF4FEA}.Debug|Win32.ActiveCfg = Debug|Win32
{EA9D50FD-937A-4EF5-8C37-5F4175AF4FEA}.Debug|Win32.Build.0 = Debug|Win32
{EA9D50FD-937A-4EF5-8C37-5F4175AF4FEA}.Release profiled|Win32.ActiveCfg = Release profiled|Win32
{EA9D50FD-937A-4EF5-8C37-5F4175AF4FEA}.Release profiled|Win32.Build.0 = Release profiled|Win32
{EA9D50FD-937A-4EF5-8C37-5F4175AF4FEA}.Release|Win32.ActiveCfg = Release|Win32
{EA9D50FD-937A-4EF5-8C37-5F4175AF4FEA}.Release|Win32.Build.0 = Release|Win32
{CF996A5E-0A86-4004-9710-682B06B5AEBA}.ReleaseProfile|Win32.ActiveCfg = Release|Win32
{CF996A5E-0A86-4004-9710-682B06B5AEBA}.ReleaseProfile|Win32.Build.0 = Release|Win32
{CF996A5E-0A86-4004-9710-682B06B5AEBA}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32
{CF996A5E-0A86-4004-9710-682B06B5AEBA}.RelWithDebInfo|Win32.Build.0 = Release|Win32
{B61007AC-B557-4B67-A765-E468C0C3A821}.Debug|Win32.ActiveCfg = Debug|Win32
{B61007AC-B557-4B67-A765-E468C0C3A821}.Debug|Win32.Build.0 = Debug|Win32
{B61007AC-B557-4B67-A765-E468C0C3A821}.DebugProfile|Win32.ActiveCfg = DebugProfile|Win32
{B61007AC-B557-4B67-A765-E468C0C3A821}.DebugProfile|Win32.Build.0 = DebugProfile|Win32
{B61007AC-B557-4B67-A765-E468C0C3A821}.MinSizeRel|Win32.ActiveCfg = MinSizeRel|Win32
{B61007AC-B557-4B67-A765-E468C0C3A821}.MinSizeRel|Win32.Build.0 = MinSizeRel|Win32
{B61007AC-B557-4B67-A765-E468C0C3A821}.Release profiled|Win32.ActiveCfg = Release|Win32
{B61007AC-B557-4B67-A765-E468C0C3A821}.Release profiled|Win32.Build.0 = Release|Win32
{B61007AC-B557-4B67-A765-E468C0C3A821}.Release|Win32.ActiveCfg = Release|Win32
{B61007AC-B557-4B67-A765-E468C0C3A821}.Release|Win32.Build.0 = Release|Win32
{B61007AC-B557-4B67-A765-E468C0C3A821}.ReleaseProfile|Win32.ActiveCfg = ReleaseProfile|Win32
{B61007AC-B557-4B67-A765-E468C0C3A821}.ReleaseProfile|Win32.Build.0 = ReleaseProfile|Win32
{B61007AC-B557-4B67-A765-E468C0C3A821}.RelWithDebInfo|Win32.ActiveCfg = RelWithDebInfo|Win32
{B61007AC-B557-4B67-A765-E468C0C3A821}.RelWithDebInfo|Win32.Build.0 = RelWithDebInfo|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

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@ -5,38 +5,7 @@
#include "Globals.h"
#include "BiomeMap.h"
static const int g_BiomePalette[] =
{
// ARGB:
0xff0000ff, /* Ocean */
0xff00cf3f, /* Plains */
0xffffff00, /* Desert */
0xff7f7f7f, /* Extreme Hills */
0xff00cf00, /* Forest */
0xff007f3f, /* Taiga */
0xff3f7f00, /* Swampland */
0xff003fff, /* River */
0xff7f0000, /* Hell */
0xff007fff, /* Sky */
0xff3f3fff, /* Frozen Ocean */
0xff3f3fff, /* Frozen River */
0xff7fffcf, /* Ice Plains */
0xff3fcf7f, /* Ice Mountains */
0xffcf00cf, /* Mushroom Island */
0xff7f00ff, /* Mushroom Island Shore */
0xffffff3f, /* Beach */
0xffcfcf00, /* Desert Hills */
0xff00cf3f, /* Forest Hills */
0xff006f1f, /* Taiga Hills */
0xff7f8f7f, /* Extreme Hills Edge */
0xff004f00, /* Jungle */
0xff003f00, /* Jungle Hills */
} ;
#include "../BiomeVisualiser/BiomeColors.h"
@ -139,7 +108,7 @@ void cBiomeMap::StartNewRegion(int a_RegionX, int a_RegionZ)
unsigned char * BiomeRow = (unsigned char *)m_Biomes + z * 512;
for (int x = 0; x < 512; x++)
{
RowData[x] = g_BiomePalette[BiomeRow[x]];
RowData[x] = g_BiomeColors[BiomeRow[x]];
}
f.Write(RowData, sizeof(RowData));
} // for z

View File

@ -41,7 +41,7 @@ protected:
virtual bool OnDecompressedData(const char * a_DecompressedNBT, int a_DataSize) override { return false; }
virtual bool OnRealCoords(int a_ChunkX, int a_ChunkZ) override { return false; }
virtual bool OnLastUpdate(Int64 a_LastUpdate) override { return false; }
virtual bool OnTerrainPopulated(bool a_Populated) override { return !a_Populated; } // If not populated, we don't want it!
virtual bool OnTerrainPopulated(bool a_Populated) override { return false; } // We don't care about "populated", the biomes are the same
virtual bool OnBiomes(const unsigned char * a_BiomeData) override;
void StartNewRegion(int a_RegionX, int a_RegionZ);

View File

@ -24,6 +24,15 @@
#define ALIGN_8
#define ALIGN_16
#define FORMATSTRING(formatIndex, va_argsIndex)
// MSVC has its own custom version of zu format
#define SIZE_T_FMT "%Iu"
#define SIZE_T_FMT_PRECISION(x) "%" #x "Iu"
#define SIZE_T_FMT_HEX "%Ix"
#define NORETURN __declspec(noreturn)
#elif defined(__GNUC__)
// TODO: Can GCC explicitly mark classes as abstract (no instances can be created)?
@ -40,6 +49,14 @@
// Some portability macros :)
#define stricmp strcasecmp
#define FORMATSTRING(formatIndex, va_argsIndex) __attribute__((format (printf, formatIndex, va_argsIndex)))
#define SIZE_T_FMT "%zu"
#define SIZE_T_FMT_PRECISION(x) "%" #x "zu"
#define SIZE_T_FMT_HEX "%zx"
#define NORETURN __attribute((__noreturn__))
#else
#error "You are using an unsupported compiler, you might need to #define some stuff here for your compiler"
@ -194,6 +211,8 @@ typedef unsigned short UInt16;
/// Faster than (int)floorf((float)x / (float)div)
#define FAST_FLOOR_DIV( x, div ) ( (x) < 0 ? (((int)x / div) - 1) : ((int)x / div) )
#define TOLUA_TEMPLATE_BIND(...)
// Own version of assert() that writes failed assertions to the log for review
#ifdef _DEBUG
#define ASSERT( x ) ( !!(x) || ( LOGERROR("Assertion failed: %s, file %s, line %i", #x, __FILE__, __LINE__ ), assert(0), 0 ) )
@ -204,6 +223,8 @@ typedef unsigned short UInt16;
// Pretty much the same as ASSERT() but stays in Release builds
#define VERIFY( x ) ( !!(x) || ( LOGERROR("Verification failed: %s, file %s, line %i", #x, __FILE__, __LINE__ ), exit(1), 0 ) )
typedef unsigned char Byte;
@ -227,3 +248,4 @@ public:

View File

@ -109,7 +109,7 @@ bool cSpringStats::OnSectionsFinished(void)
int Base = BaseY + z * 16;
for (int x = 1; x < 15; x++)
{
if (cChunkDef::GetNibble(m_BlockMetas, Base + x) != 0)
if (cChunkDef::GetNibble(m_BlockMetas, x, y, z) != 0)
{
// Not a source block
continue;

319
docs/Generator.html Normal file
View File

@ -0,0 +1,319 @@
<html>
<head>
<title>Generating terrain in MCServer</title>
</head>
<body>
<h1>Generating terrain in MCServer</h1>
<p>This article explains the principles behind the terrain generator in MCServer. It is not strictly
specific to MCServer, though, it can be viewed as a generic guide to various terrain-generating algorithms,
with specific implementation notes regarding MCServer.</p>
<p>Contents:
<ul>
<li><a href="#preface">Preface: How it's done in real life</a></li>
<li><a href="#expectedprops">Expected properties</a></li>
<li><a href="#reversingflow">Reversing the flow</a></li>
<li><a href="#composablegen">The ComposableGenerator pipeline</a></li>
<li><a href="#coherentnoise">Using coherent noise</a></li>
<li><a href="#biomegen">Generating biomes</a></li>
<li><a href="#heightgen">Terrain height</a></li>
<li><a href="#compositiongen">Terrain composition</a></li>
<li><a href="#finishgen">Finishers</a></li>
</ul>
</p>
<hr />
<a name="preface"><h2>Preface: How it's done in real life</h2></a>
<p>The nature has many complicated geological, physical and biological processes working on all scales from
microscopic to planet-wide scale, that have shaped the terrain into what we see today. The tectonic plates
collide, push mountain ranges up and ocean trenches down. Erosion dulls the sharp shapes. Plantlife takes
over to further change the overall look of the world.</p>
<p>Generally speaking, the processes take what's there and change it. Unlike computer generating, which
usually creates a finished terrain from scratch, or maybe with only a few iterations. It would be unfeasible
for software to emulate all the natural processes in enough detail to provide world generation for a game,
mainly because in the nature everything interacts with everything. If a mountain range rises, it changes the
way that the precipitation is carried by the wind to the lands beyond the mountains, thus changing the
erosion rate there and the vegetation type. </p>
<hr />
<a name="expectedprops"><h2>Expected properties</h2></a>
<p>For a MineCraft-like game terrain generator we need the generator to have several properties:
<ul>
<li>The generator must be able to generate terrain in small chunks. This means it must be possible to
generate each of the chunks separately, without dependencies on the neighboring chunks. Note that this
doesn't mean chunks cannot coordinate together, it means that "a tree in one chunk cannot ask if there's
a building in the neighbor chunk", simply because the neighbor chunk may not be generated yet.</li>
<li>The generated chunk needs to be the same if re-generated. This property is not exactly required, but it
makes available several techniques that wouldn't be possible otherwise.</li>
<li>The generator needs to be reasonably fast. For a server application this means at least some 20 chunks
per second for chunks close to each other, and 5 chunks per second for distant chunks. The reason for this
distinction will be discussed later.</li>
</ul>
</p>
<hr />
<a name="reversingflow"><h2>Reversing the flow</h2></a>
<p>As already mentioned, the nature works basically by generating raw terrain composition, then "applying"
erosion, vegetation and finally this leads to biomes being formed. Let's now try a somewhat inverse
approach: First generate biomes, then fit them with appropriate terrain, and finally cover in vegetation
and all the other stuff.</p>
<p>Splitting the parts like this suddenly makes it possible to create a generator with the required
properties. We can generate a reasonable biome map chunk-wise, independently of all the other data. Once we
have the biomes, we can compose the terrain for the chunk by using the biome data for the chunk, and
possibly even for neighboring chunks. Note that we're not breaking the first property, the biomes can be
generated separately so a neighboring chunk's biome map can be generated without the need for the entire
neighboring chunk to be present. Similarly, once we have the terrain composition for a chunk, we can
generate all the vegetation and structures in it, and those can again use the terrain composition in
neighboring chunks.</p>
<hr />
<a name="composablegen"><h2>The ComposableGenerator pipeline</h2></a>
<p>This leads us directly to the main pipeline that is used for generating terrain in MCServer. For
technical reasons, the terrain composition step is further subdivided into Height generation and Composition
generation, and the structures are really called Finishers. For each chunk the generator generates, in this
sequence:
<ul>
<li>Biomes</li>
<li>Terrain height</li>
<li>Terrain composition</li>
<li>Finishers</li>
</ul>
</p>
<img src="img/biomes.jpg" />
<img src="img/terrainheight.jpg" />
<img src="img/terraincomposition.jpg" />
<img src="img/finishers.jpg" />
<p>The beautiful thing about this is that the individual components can be changed independently. You can
have 5 biome generators and 3 height generators and you can let the users mix'n'match.
</p>
<hr />
<a name="coherentnoise"><h2>Using coherent noise for the generation</h2></a>
<p>For a great tutorial on coherent noise, see the <a href="http://libnoise.sourceforge.net/">LibNoise
documentation</a>.</p>
<p>Coherent noise is a type of noise that has three important properties that we can use to our advantage:
<ul>
<li>The noise is smooth</li>
<li>The noise is algorithmically generated, which means that the same data is generated when the same
parameters are given to the noise functions.</li>
<li>The noise can be seamlessly extended in any direction</li>
</ul></p>
<p>We'll be mostly using Perlin noise in this article. It is the easiest one to visualise and use and is one
of the most useful kinds of coherent noises. Here's an example of a Perlin noise generated in 2 dimensions:</p>
<img src="img/perlin.jpg" />
<p>It comes only naturally that such a 2D noise can be used as a terrain height map directly:</p>
<img src="img/perlinheightmap.jpg" />
<p>However, this is not the only use for this noise, and 2 dimensions is not the limit - this noise can be
generated for any number of dimensions.</p>
<hr />
<a name="biomegen"><h2>Generating biomes</h2></a>
<p>The easiest way to generate biomes is to not generate them at all - simply assign a single constant biome
to everywhere. And indeed there are times when this kind of "generator" is useful - for the MineCraft's Flat
world type, or for testing purposes, or for tematic maps. In MCServer, this is exactly what the Constant
biome generator does.</p>
<p>Of course, there are more interesting test scenarios for which multiple biomes must be generated as easy
as possible. For these special needs, there's a CheckerBoard biome generator. As the name suggests, it
generates a grid of alternating biomes.</p>
<h3>Voronoi diagram</h3>
<p>Those two generators were more of a technicality, we need to make something more interesting if we're
going for a natural look. The Voronoi generator is the first step towards such a change. Recall that a
<a href="http://en.wikipedia.org/wiki/Voronoi_diagram">Voronoi diagram</a> is a construct that creates a
set of areas where each point in an area is closer to the appropriate seed of the area than the seeds of any
other area:</p>
<img src="img/voronoi.png" />
<p>To generate biomes using this approach, you select random "seeds", assign a biome to each one, and then
for each "column" of the world you find the seed that is the nearest to that column, and use that seed's
biome.</p>
<p>The overall shape of a Voronoi diagram is governed by the placement of the seeds. In extreme cases, a
seed could affect the entire diagram, which is what we don't want - we need our locality, so that we can
generate a chunk's worth of biome data. We also don't want the too much irregular diagrams that are produced
when the seeds are in small clusters. We need our seeds to come in random, yet somewhat uniform fashion.</p>
<p>Luckily, we have just the tool: Grid with jitter. Originally used in antialiasing techniques, they can be
successfully applied as a source of the seeds for a Voronoi diagram. Simply take a regular 2D grid of seeds
with the grid distance being N, and move each seed along the X and Y axis by a random distance, usually in
the range [-N / 2, +N / 2]:</p>
<img src="img/jittergrid.jpg" />
<p>Such a grid is the ideal seed source for a Voronoi biome generator, because not
only are the Voronoi cells "reasonable", but the seed placement's effect on the diagram is localized - each
pixel in the diagram depends on at most 4 x 4 seeds around it. In the following picture, the seed for the
requested point (blue) must be within the indicated circle. Even the second-nearest seed, which we will need
later, is inside that circle.</p>
<img src="img/jittergridlocality.jpg" />
<p>Calculating the jitter for each cell can be done easily by using a 2D Perlin noise for each coord. We
calculate the noise's value at [X, Z], which gives us a number in the range [-1; 1]. We then multiply the
number by N / 2, this gives us the required range of [-N / 2, +N / 2]. Adding this number to the X coord
gives us the seed's X position. We use another Perlin noise and the same calculation for the Z coord of the
seed.</p>
<p>Here's an example of a biome map generated using the Voronoi + jitter grid, as implemented by the Voronoi
biome generator in MCServer:</p>
<img src="img/voronoijitterbiomes.png" />
<h3>Distorted Voronoi</h3>
<p>The biomes are starting to look interesting, but now they have straight-line borders, which looks rather
weird and the players will most likely notice very soon. We need to somehow distort the borders to make them
look more natural. By far the easiest way to achieve that is to use a little trick: When the generator is
asked for the biome at column [X, Z], instead of calculating the Voronoi biome for column [X, Z], we first
calculate a random offset for each coord, and add it to the coordinates. So the generator actually responds
with the biome for [X + rndX, Z + rndZ].</p>
<p>In order to keep the property that generating for the second time gives us the same result, we need the
"random offset" to be replicatable - same output for the same input. This is where we use yet another Perlin
noise - just like with the jitter for the Voronoi grid, we add a value from a separate noise to each
coordinate before sending the coordinates down to the Voronoi generator:</p>
<code>
DistortedVoronoiBiome(X, Z) := VoronoiBiome(X + PerlinX(X, Z), Z + PerlinZ(X, Z))
</code>
<p>The following image shows the effects of the change, as generated by MCServer's DistortedVoronoi biome
generator. It is actually using the very same Voronoi map as the previous image, the only change has been
the addition of the distortion:</p>
<img src="img/distortedvoronoibiomes.png" />
<p>As you can see, this already looks reasonable enough, it could be considered natural biomes, if it
weren't for several drawbacks:
<ul>
<li>There's no way to limit the neighbors. A desert biome can neighbor a tundra biome. </li>
<li>All the biomes are considered equal. There's no way to make oceans larger. A mushroom biome is
generated right next to other land biomes.</li>
</ul></p>
<h3>Adding relativity</h3>
<p>Our next goal is to remove the first defect of the distorted Voronoi generator: unrelated biomes
generating next to each other. It is highly unlikely to find a jungle biome next to a desert biome, so we
want to have as few of those borders as possible. We could further improve on the selection of
biome-to-seed in the Voronoi generator. Or we can try a completely different idea altogether.</p>
<p>Recall how we talked about the nature, where the biomes are formed by the specific conditions of a place.
What if we could make a similar dependency, but without the terrain? It turns out this is possible rather
easily - instead of depending on the terrain, we choose two completely artificial measures. Let's call them
Temperature and Humidity. If we knew the temperature of the place, we know what set of biomes are possible
for such temperatures - we won't place deserts in the cold and tundra in the hot anymore. Similarly, the
humidity will help us sort out the desert vs jungle issue. But how do we get a temperature and humidity?
Once again, the Perlin noise comes to the rescue. We can use a simple 2D Perlin noise as the temperature
map, and another one as the humidity map.</p>
<p>What we need next is a decision of what biome to generate in certain temperature and humidity
combinations. The fastest way for a computer is to have a 2D array, where the temperature is one dimension
and humidity the other, and the values in the array specify the biome to generate:</p>
<img src="img/temperaturehumiditydecisionsimple.jpg" />
<p>We can even "misuse" the above diagram to include the hill variants of the biomes and have those hills
neighbor each other properly, simply by declaring some of the decision diagram's parts as hills:</p>
<img src="img/temperaturehumiditydecisionhills.jpg" />
<p>The problem with this approach is that there are biomes that should not depend on temperature or
humidity, they generate across all of their values. Biomes like Oceans, Rivers and Mushroom. We could
either add them somewhere into the decision diagram, or we can make the generator use a multi-step decision:
<ul>
<li>Decide whether the point is in the ocean, land or mushroom</li>
<li>If it's land, decide if it's real land or river.</li>
<li>If it's real land, use a TemperatureHumidity approach to generate land-biomes</li>
</ul>
</p>
<p>This is the approach implemented in MCServer's MultiStepMap biome generator. It generates biome maps like
this:</p>
<img src="img/multistepmapbiomes.png" />
<p>To decide whether the point is in the ocean, land or mushroom, the generator first chooses seeds in a grid
that will be later fed to a DistortedVoronoi algorithm, the seeds get the "ocean" and "land" values. Then it
considers all the "ocean" seeds that are surrounded by 8 other "ocean" seeds and turns a random few of them
into "mushroom". This special seed processing makes the mushroom biomes mostly surrounded by ocean. The
following image shows an example seeds grid that the generator might consider, only the two framed cells are
allowed to change into mushroom. L = land, O = ocean:</p>
<img src="img/multistepmapgrid.jpg" />
<p>Next, the generator calculates the DistortedVoronoi for the seeds. For the areas that are calculated as
mushroom, the distance to the nearest-seed is used to further shrink the mushroom biome and then to
distinguish between mushroom and mushroom-shore (image depicts a Voronoi cell for illustration purposes, it
works similarly with DistortedVoronoi). O = ocean, M = mushroom, MS = mushroom shore:</p>
<img src="img/multistepmapdistance.jpg" />
<a name="perlinrivers">
<p>The rivers are added only to the areas that have been previously marked as land. A simple 2D Perlin noise
is used as the base, where its value is between 0 and a configured threshold value, a river is created. This
creates the rivers in a closed-loop-like shapes, occasionally splitting two branches off:</p>
<img src="img/perlinrivers1.jpg" />
<img src="img/perlinrivers2.jpg" />
<img src="img/perlinrivers3.jpg" />
</a>
<p>For the leftover land biomes, the two Perlin noises, representing temperature and humidity, are used to
generate the biomes, as described earlier. Additionally, the temperature map is used to turn the Ocean biome
into FrozenOcean, and the River biome into FrozenRiver, wherever the temperature drops below a threshold.</p>
<h3>Two-level Voronoi</h3>
<p>The 1.7 MineCraft update brought a completely new terrain generation, which has sparked renewed interest
in the biome generation. A new, potentially simpler way of generating biomes was found, the two-level
DistortedVoronoi generator.</p>
<p>The main idea behind it all is that we create large areas of similar biomes. There are several groups of
related biomes that can be generated near each other: Desert biomes, Ice biomes, Forest biomes, Mesa biomes.
Technically, the Ocean biomes were added as yet another group, so that the oceans will generate in
approximately the size of the larger areas, too.</p>
<p>For each column a DistortedVoronoi is used to select, which large area to use. This in turn results in
the list of biomes from which to choose. Another DistortedVoronoi, this time with a smaller grid size, is
used to select one biome out of that list. Additionally, the smaller DistortedVoronoi calculates not only
the nearest seed's distance, but also the distance to the second-nearest seed; the ratio between these two
is used as an indicator whether the column is in the "inside" or on the "outskirt" of the smaller Voronoi
cell. This allows us to give certain biomes an "edge" biome - the Mushroom biome has a MushroomShore edge,
the ExtremeHills biome have an ExtremeHillsEdge biome on the edge, etc.</p>
<p>The images below illustrate the process with regular Voronoi diagrams, for clarity purposes. The real
generator uses distortion before querying the small areas.</p>
<img src="img/twolevellargeareas.jpg" /><br />
<img src="img/twolevelsmallgrid.jpg" /><br />
<img src="img/twolevelsmallareas.jpg" /><br />
<p>The following image shows an example output of a TwoLevel biome generator in MCServer:</p>
<img src="img/twolevelbiomes.png" />
<p>Note that rivers are currently not implemented in this generator in MCServer, but they could be added
using the same approach as in MultiStepMap - by using a thresholded 2D Perlin noise.</p>
<hr />
<a name="heightgen"><h2>Terrain height</h2></a>
<hr />
<a name="compositiongen"><h2>Terrain composition</h2></a>
<hr />
<a name="finishgen"><h2>Finishers</h2></a>
</body>
</html>

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@ -0,0 +1,160 @@
#
# 2012-01-31, Lars Bilke
# - Enable Code Coverage
#
# 2013-09-17, Joakim Söderberg
# - Added support for Clang.
# - Some additional usage instructions.
#
# USAGE:
# 1. Copy this file into your cmake modules path.
#
# 2. Add the following line to your CMakeLists.txt:
# INCLUDE(CodeCoverage)
#
# 3. Set compiler flags to turn off optimization and enable coverage:
# SET(CMAKE_CXX_FLAGS "-g -O0 -fprofile-arcs -ftest-coverage")
# SET(CMAKE_C_FLAGS "-g -O0 -fprofile-arcs -ftest-coverage")
#
# 3. Use the function SETUP_TARGET_FOR_COVERAGE to create a custom make target
# which runs your test executable and produces a lcov code coverage report:
# Example:
# SETUP_TARGET_FOR_COVERAGE(
# my_coverage_target # Name for custom target.
# test_driver # Name of the test driver executable that runs the tests.
# # NOTE! This should always have a ZERO as exit code
# # otherwise the coverage generation will not complete.
# coverage # Name of output directory.
# )
#
# 4. Build a Debug build:
# cmake -DCMAKE_BUILD_TYPE=Debug ..
# make
# make my_coverage_target
#
#
# Check prereqs
FIND_PROGRAM( GCOV_PATH gcov )
FIND_PROGRAM( LCOV_PATH lcov )
FIND_PROGRAM( GENHTML_PATH genhtml )
FIND_PROGRAM( GCOVR_PATH gcovr PATHS ${CMAKE_SOURCE_DIR}/tests)
IF(NOT GCOV_PATH)
MESSAGE(FATAL_ERROR "gcov not found! Aborting...")
ENDIF() # NOT GCOV_PATH
IF(NOT CMAKE_COMPILER_IS_GNUCXX)
# Clang version 3.0.0 and greater now supports gcov as well.
MESSAGE(WARNING "Compiler is not GNU gcc! Clang Version 3.0.0 and greater supports gcov as well, but older versions don't.")
IF(NOT "${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang")
MESSAGE(FATAL_ERROR "Compiler is not GNU gcc! Aborting...")
ENDIF()
ENDIF() # NOT CMAKE_COMPILER_IS_GNUCXX
SET(CMAKE_CXX_FLAGS_COVERAGE
"-g -O0 --coverage -fprofile-arcs -ftest-coverage"
CACHE STRING "Flags used by the C++ compiler during coverage builds."
FORCE )
SET(CMAKE_C_FLAGS_COVERAGE
"-g -O0 --coverage -fprofile-arcs -ftest-coverage"
CACHE STRING "Flags used by the C compiler during coverage builds."
FORCE )
SET(CMAKE_EXE_LINKER_FLAGS_COVERAGE
""
CACHE STRING "Flags used for linking binaries during coverage builds."
FORCE )
SET(CMAKE_SHARED_LINKER_FLAGS_COVERAGE
""
CACHE STRING "Flags used by the shared libraries linker during coverage builds."
FORCE )
MARK_AS_ADVANCED(
CMAKE_CXX_FLAGS_COVERAGE
CMAKE_C_FLAGS_COVERAGE
CMAKE_EXE_LINKER_FLAGS_COVERAGE
CMAKE_SHARED_LINKER_FLAGS_COVERAGE )
IF ( NOT (CMAKE_BUILD_TYPE STREQUAL "Debug" OR CMAKE_BUILD_TYPE STREQUAL "Coverage"))
MESSAGE( WARNING "Code coverage results with an optimized (non-Debug) build may be misleading" )
ENDIF() # NOT CMAKE_BUILD_TYPE STREQUAL "Debug"
# Param _targetname The name of new the custom make target
# Param _testrunner The name of the target which runs the tests.
# MUST return ZERO always, even on errors.
# If not, no coverage report will be created!
# Param _outputname lcov output is generated as _outputname.info
# HTML report is generated in _outputname/index.html
# Optional fourth parameter is passed as arguments to _testrunner
# Pass them in list form, e.g.: "-j;2" for -j 2
FUNCTION(SETUP_TARGET_FOR_COVERAGE _targetname _testrunner _outputname)
IF(NOT LCOV_PATH)
MESSAGE(FATAL_ERROR "lcov not found! Aborting...")
ENDIF() # NOT LCOV_PATH
IF(NOT GENHTML_PATH)
MESSAGE(FATAL_ERROR "genhtml not found! Aborting...")
ENDIF() # NOT GENHTML_PATH
# Setup target
ADD_CUSTOM_TARGET(${_targetname}
# Cleanup lcov
${LCOV_PATH} --directory . --zerocounters
# Run tests
COMMAND ${_testrunner} ${ARGV3}
# Capturing lcov counters and generating report
COMMAND ${LCOV_PATH} --directory . --capture --output-file ${_outputname}.info
COMMAND ${LCOV_PATH} --remove ${_outputname}.info 'tests/*' '/usr/*' --output-file ${_outputname}.info.cleaned
COMMAND ${GENHTML_PATH} -o ${_outputname} ${_outputname}.info.cleaned
COMMAND ${CMAKE_COMMAND} -E remove ${_outputname}.info ${_outputname}.info.cleaned
WORKING_DIRECTORY ${CMAKE_BINARY_DIR}
COMMENT "Resetting code coverage counters to zero.\nProcessing code coverage counters and generating report."
)
# Show info where to find the report
ADD_CUSTOM_COMMAND(TARGET ${_targetname} POST_BUILD
COMMAND ;
COMMENT "Open ./${_outputname}/index.html in your browser to view the coverage report."
)
ENDFUNCTION() # SETUP_TARGET_FOR_COVERAGE
# Param _targetname The name of new the custom make target
# Param _testrunner The name of the target which runs the tests
# Param _outputname cobertura output is generated as _outputname.xml
# Optional fourth parameter is passed as arguments to _testrunner
# Pass them in list form, e.g.: "-j;2" for -j 2
FUNCTION(SETUP_TARGET_FOR_COVERAGE_COBERTURA _targetname _testrunner _outputname)
IF(NOT PYTHON_EXECUTABLE)
MESSAGE(FATAL_ERROR "Python not found! Aborting...")
ENDIF() # NOT PYTHON_EXECUTABLE
IF(NOT GCOVR_PATH)
MESSAGE(FATAL_ERROR "gcovr not found! Aborting...")
ENDIF() # NOT GCOVR_PATH
ADD_CUSTOM_TARGET(${_targetname}
# Run tests
${_testrunner} ${ARGV3}
# Running gcovr
COMMAND ${GCOVR_PATH} -x -r ${CMAKE_SOURCE_DIR} -e '${CMAKE_SOURCE_DIR}/tests/' -o ${_outputname}.xml
WORKING_DIRECTORY ${CMAKE_BINARY_DIR}
COMMENT "Running gcovr to produce Cobertura code coverage report."
)
# Show info where to find the report
ADD_CUSTOM_COMMAND(TARGET ${_targetname} POST_BUILD
COMMAND ;
COMMENT "Cobertura code coverage report saved in ${_outputname}.xml."
)
ENDFUNCTION() # SETUP_TARGET_FOR_COVERAGE_COBERTURA

View File

@ -0,0 +1,23 @@
Boost Software License - Version 1.0 - August 17th, 2003
Permission is hereby granted, free of charge, to any person or organization
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View File

@ -623,7 +623,7 @@ Reader::decodeDouble( Token &token )
const int bufferSize = 32;
int count;
int length = int(token.end_ - token.start_);
if ( length <= bufferSize )
if ( length < bufferSize )
{
Char buffer[bufferSize];
memcpy( buffer, token.start_, length );

View File

@ -1,5 +1,11 @@
if(NOT TARGET polarssl)
message("including polarssl")
add_subdirectory(${CMAKE_CURRENT_LIST_DIR}/polarssl/ ${CMAKE_CURRENT_BINARY_DIR}/lib/polarssl EXCLUDE_FROM_ALL )
if (SELF_TEST)
set(ENABLE_TESTING OFF CACHE BOOL "Disable tests")
set(ENABLE_PROGRAMS OFF CACHE BOOL "Disable programs")
add_subdirectory(${CMAKE_CURRENT_LIST_DIR}/polarssl/ ${CMAKE_CURRENT_BINARY_DIR}/lib/polarssl)
else()
add_subdirectory(${CMAKE_CURRENT_LIST_DIR}/polarssl/ ${CMAKE_CURRENT_BINARY_DIR}/lib/polarssl EXCLUDE_FROM_ALL)
endif()
endif()

View File

@ -372,11 +372,11 @@ void cLuaState::Push(const AStringVector & a_Vector)
void cLuaState::PushUserType(void * a_Object, const char * a_Type)
void cLuaState::Push(const cCraftingGrid * a_Grid)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, a_Object, a_Type);
tolua_pushusertype(m_LuaState, (void *)a_Grid, "cCraftingGrid");
m_NumCurrentFunctionArgs += 1;
}
@ -384,23 +384,11 @@ void cLuaState::PushUserType(void * a_Object, const char * a_Type)
void cLuaState::Push(int a_Value)
void cLuaState::Push(const cCraftingRecipe * a_Recipe)
{
ASSERT(IsValid());
tolua_pushnumber(m_LuaState, a_Value);
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(double a_Value)
{
ASSERT(IsValid());
tolua_pushnumber(m_LuaState, a_Value);
tolua_pushusertype(m_LuaState, (void *)a_Recipe, "cCraftingRecipe");
m_NumCurrentFunctionArgs += 1;
}
@ -420,35 +408,11 @@ void cLuaState::Push(const char * a_Value)
void cLuaState::Push(bool a_Value)
void cLuaState::Push(const cItems & a_Items)
{
ASSERT(IsValid());
tolua_pushboolean(m_LuaState, a_Value ? 1 : 0);
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(cWorld * a_World)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, a_World, "cWorld");
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(cPlayer * a_Player)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, a_Player, "cPlayer");
tolua_pushusertype(m_LuaState, (void *)&a_Items, "cItems");
m_NumCurrentFunctionArgs += 1;
}
@ -468,6 +432,90 @@ void cLuaState::Push(const cPlayer * a_Player)
void cLuaState::Push(const HTTPRequest * a_Request)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, (void *)a_Request, "HTTPRequest");
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(const HTTPTemplateRequest * a_Request)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, (void *)a_Request, "HTTPTemplateRequest");
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(const Vector3d & a_Vector)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, (void *)&a_Vector, "Vector3d");
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(bool a_Value)
{
ASSERT(IsValid());
tolua_pushboolean(m_LuaState, a_Value ? 1 : 0);
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(cBlockEntity * a_BlockEntity)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, a_BlockEntity, "cBlockEntity");
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(cChunkDesc * a_ChunkDesc)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, a_ChunkDesc, "cChunkDesc");
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(cClientHandle * a_Client)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, a_Client, "cClientHandle");
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(cEntity * a_Entity)
{
ASSERT(IsValid());
@ -480,23 +528,11 @@ void cLuaState::Push(cEntity * a_Entity)
void cLuaState::Push(cProjectileEntity * a_ProjectileEntity)
void cLuaState::Push(cHopperEntity * a_Hopper)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, a_ProjectileEntity, "cProjectileEntity");
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(cMonster * a_Monster)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, a_Monster, "cMonster");
tolua_pushusertype(m_LuaState, a_Hopper, "cHopperEntity");
m_NumCurrentFunctionArgs += 1;
}
@ -528,23 +564,11 @@ void cLuaState::Push(cItems * a_Items)
void cLuaState::Push(const cItems & a_Items)
void cLuaState::Push(cMonster * a_Monster)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, (void *)&a_Items, "cItems");
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(cClientHandle * a_Client)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, a_Client, "cClientHandle");
tolua_pushusertype(m_LuaState, a_Monster, "cMonster");
m_NumCurrentFunctionArgs += 1;
}
@ -564,59 +588,11 @@ void cLuaState::Push(cPickup * a_Pickup)
void cLuaState::Push(cChunkDesc * a_ChunkDesc)
void cLuaState::Push(cPlayer * a_Player)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, a_ChunkDesc, "cChunkDesc");
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(const cCraftingGrid * a_Grid)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, (void *)a_Grid, "cCraftingGrid");
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(const cCraftingRecipe * a_Recipe)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, (void *)a_Recipe, "cCraftingRecipe");
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(TakeDamageInfo * a_TDI)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, a_TDI, "TakeDamageInfo");
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(cWindow * a_Window)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, a_Window, "cWindow");
tolua_pushusertype(m_LuaState, a_Player, "cPlayer");
m_NumCurrentFunctionArgs += 1;
}
@ -636,35 +612,11 @@ void cLuaState::Push(cPluginLua * a_Plugin)
void cLuaState::Push(const HTTPRequest * a_Request)
void cLuaState::Push(cProjectileEntity * a_ProjectileEntity)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, (void *)a_Request, "HTTPRequest");
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(cWebAdmin * a_WebAdmin)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, a_WebAdmin, "cWebAdmin");
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(const HTTPTemplateRequest * a_Request)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, (void *)a_Request, "HTTPTemplateRequest");
tolua_pushusertype(m_LuaState, a_ProjectileEntity, "cProjectileEntity");
m_NumCurrentFunctionArgs += 1;
}
@ -684,6 +636,78 @@ void cLuaState::Push(cTNTEntity * a_TNTEntity)
void cLuaState::Push(cWebAdmin * a_WebAdmin)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, a_WebAdmin, "cWebAdmin");
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(cWindow * a_Window)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, a_Window, "cWindow");
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(cWorld * a_World)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, a_World, "cWorld");
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(double a_Value)
{
ASSERT(IsValid());
tolua_pushnumber(m_LuaState, a_Value);
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(int a_Value)
{
ASSERT(IsValid());
tolua_pushnumber(m_LuaState, a_Value);
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(TakeDamageInfo * a_TDI)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, a_TDI, "TakeDamageInfo");
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(Vector3i * a_Vector)
{
ASSERT(IsValid());
@ -696,6 +720,18 @@ void cLuaState::Push(Vector3i * a_Vector)
void cLuaState::Push(Vector3d * a_Vector)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, a_Vector, "Vector3d");
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(void * a_Ptr)
{
UNUSED(a_Ptr);
@ -715,23 +751,12 @@ void cLuaState::Push(void * a_Ptr)
void cLuaState::Push(cHopperEntity * a_Hopper)
void cLuaState::PushUserType(void * a_Object, const char * a_Type)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, a_Hopper, "cHopperEntity");
m_NumCurrentFunctionArgs += 1;
}
void cLuaState::Push(cBlockEntity * a_BlockEntity)
{
ASSERT(IsValid());
tolua_pushusertype(m_LuaState, a_BlockEntity, "cBlockEntity");
tolua_pushusertype(m_LuaState, a_Object, a_Type);
m_NumCurrentFunctionArgs += 1;
}

View File

@ -173,38 +173,42 @@ public:
/** Returns true if a_FunctionName is a valid Lua function that can be called */
bool HasFunction(const char * a_FunctionName);
// Push a value onto the stack
// Push a const value onto the stack (keep alpha-sorted):
void Push(const AString & a_String);
void Push(const AStringVector & a_Vector);
void Push(int a_Value);
void Push(double a_Value);
void Push(const char * a_Value);
void Push(bool a_Value);
void Push(cWorld * a_World);
void Push(cPlayer * a_Player);
void Push(const cPlayer * a_Player);
void Push(cEntity * a_Entity);
void Push(cProjectileEntity * a_ProjectileEntity);
void Push(cMonster * a_Monster);
void Push(cItem * a_Item);
void Push(cItems * a_Items);
void Push(const cItems & a_Items);
void Push(cClientHandle * a_ClientHandle);
void Push(cPickup * a_Pickup);
void Push(cChunkDesc * a_ChunkDesc);
void Push(const cCraftingGrid * a_Grid);
void Push(const cCraftingRecipe * a_Recipe);
void Push(TakeDamageInfo * a_TDI);
void Push(cWindow * a_Window);
void Push(cPluginLua * a_Plugin);
void Push(const char * a_Value);
void Push(const cItems & a_Items);
void Push(const cPlayer * a_Player);
void Push(const HTTPRequest * a_Request);
void Push(cWebAdmin * a_WebAdmin);
void Push(const HTTPTemplateRequest * a_Request);
void Push(const Vector3d & a_Vector);
// Push a value onto the stack (keep alpha-sorted):
void Push(bool a_Value);
void Push(cBlockEntity * a_BlockEntity);
void Push(cChunkDesc * a_ChunkDesc);
void Push(cClientHandle * a_ClientHandle);
void Push(cEntity * a_Entity);
void Push(cHopperEntity * a_Hopper);
void Push(cItem * a_Item);
void Push(cItems * a_Items);
void Push(cMonster * a_Monster);
void Push(cPickup * a_Pickup);
void Push(cPlayer * a_Player);
void Push(cPluginLua * a_Plugin);
void Push(cProjectileEntity * a_ProjectileEntity);
void Push(cTNTEntity * a_TNTEntity);
void Push(cWebAdmin * a_WebAdmin);
void Push(cWindow * a_Window);
void Push(cWorld * a_World);
void Push(double a_Value);
void Push(int a_Value);
void Push(TakeDamageInfo * a_TDI);
void Push(Vector3d * a_Vector);
void Push(Vector3i * a_Vector);
void Push(void * a_Ptr);
void Push(cHopperEntity * a_Hopper);
void Push(cBlockEntity * a_BlockEntity);
/** Retrieve value at a_StackPos, if it is a valid bool. If not, a_Value is unchanged */
void GetStackValue(int a_StackPos, bool & a_Value);

View File

@ -2864,8 +2864,8 @@ static int tolua_cCompositeChat_SetMessageType(lua_State * tolua_S)
}
// Set the type:
int MessageType;
L.GetStackValue(1, MessageType);
int MessageType = mtCustom;
L.GetStackValue(2, MessageType);
self->SetMessageType((eMessageType)MessageType);
// Cut away everything from the stack except for the cCompositeChat instance; return that:

View File

@ -90,7 +90,7 @@ public:
virtual bool OnPluginsLoaded (void) = 0;
virtual bool OnPostCrafting (const cPlayer * a_Player, const cCraftingGrid * a_Grid, cCraftingRecipe * a_Recipe) = 0;
virtual bool OnPreCrafting (const cPlayer * a_Player, const cCraftingGrid * a_Grid, cCraftingRecipe * a_Recipe) = 0;
virtual bool OnProjectileHitBlock (cProjectileEntity & a_Projectile) = 0;
virtual bool OnProjectileHitBlock (cProjectileEntity & a_Projectile, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_Face, const Vector3d & a_BlockHitPos) = 0;
virtual bool OnProjectileHitEntity (cProjectileEntity & a_Projectile, cEntity & a_HitEntity) = 0;
virtual bool OnSpawnedEntity (cWorld & a_World, cEntity & a_Entity) = 0;
virtual bool OnSpawnedMonster (cWorld & a_World, cMonster & a_Monster) = 0;

View File

@ -1113,14 +1113,14 @@ bool cPluginLua::OnPreCrafting(const cPlayer * a_Player, const cCraftingGrid * a
bool cPluginLua::OnProjectileHitBlock(cProjectileEntity & a_Projectile)
bool cPluginLua::OnProjectileHitBlock(cProjectileEntity & a_Projectile, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_Face, const Vector3d & a_BlockHitPos)
{
cCSLock Lock(m_CriticalSection);
bool res = false;
cLuaRefs & Refs = m_HookMap[cPluginManager::HOOK_PROJECTILE_HIT_BLOCK];
for (cLuaRefs::iterator itr = Refs.begin(), end = Refs.end(); itr != end; ++itr)
{
m_LuaState.Call((int)(**itr), &a_Projectile, cLuaState::Return, res);
m_LuaState.Call((int)(**itr), &a_Projectile, a_BlockX, a_BlockY, a_BlockZ, a_Face, a_BlockHitPos, cLuaState::Return, res);
if (res)
{
return true;

View File

@ -113,7 +113,7 @@ public:
virtual bool OnPluginsLoaded (void) override;
virtual bool OnPostCrafting (const cPlayer * a_Player, const cCraftingGrid * a_Grid, cCraftingRecipe * a_Recipe) override;
virtual bool OnPreCrafting (const cPlayer * a_Player, const cCraftingGrid * a_Grid, cCraftingRecipe * a_Recipe) override;
virtual bool OnProjectileHitBlock (cProjectileEntity & a_Projectile) override;
virtual bool OnProjectileHitBlock (cProjectileEntity & a_Projectile, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_Face, const Vector3d & a_BlockHitPos) override;
virtual bool OnProjectileHitEntity (cProjectileEntity & a_Projectile, cEntity & a_HitEntity) override;
virtual bool OnSpawnedEntity (cWorld & a_World, cEntity & a_Entity) override;
virtual bool OnSpawnedMonster (cWorld & a_World, cMonster & a_Monster) override;

View File

@ -1155,7 +1155,7 @@ bool cPluginManager::CallHookPreCrafting(const cPlayer * a_Player, const cCrafti
bool cPluginManager::CallHookProjectileHitBlock(cProjectileEntity & a_Projectile)
bool cPluginManager::CallHookProjectileHitBlock(cProjectileEntity & a_Projectile, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_Face, const Vector3d & a_BlockHitPos)
{
HookMap::iterator Plugins = m_Hooks.find(HOOK_PROJECTILE_HIT_BLOCK);
if (Plugins == m_Hooks.end())
@ -1164,7 +1164,7 @@ bool cPluginManager::CallHookProjectileHitBlock(cProjectileEntity & a_Projectile
}
for (PluginList::iterator itr = Plugins->second.begin(); itr != Plugins->second.end(); ++itr)
{
if ((*itr)->OnProjectileHitBlock(a_Projectile))
if ((*itr)->OnProjectileHitBlock(a_Projectile, a_BlockX, a_BlockY, a_BlockZ, a_Face, a_BlockHitPos))
{
return true;
}

View File

@ -206,7 +206,7 @@ public: // tolua_export
bool CallHookPluginsLoaded (void);
bool CallHookPostCrafting (const cPlayer * a_Player, const cCraftingGrid * a_Grid, cCraftingRecipe * a_Recipe);
bool CallHookPreCrafting (const cPlayer * a_Player, const cCraftingGrid * a_Grid, cCraftingRecipe * a_Recipe);
bool CallHookProjectileHitBlock (cProjectileEntity & a_Projectile);
bool CallHookProjectileHitBlock (cProjectileEntity & a_Projectile, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_Face, const Vector3d & a_BlockHitPos);
bool CallHookProjectileHitEntity (cProjectileEntity & a_Projectile, cEntity & a_HitEntity);
bool CallHookSpawnedEntity (cWorld & a_World, cEntity & a_Entity);
bool CallHookSpawnedMonster (cWorld & a_World, cMonster & a_Monster);

View File

@ -10,7 +10,7 @@
#pragma once
#include "StringUtils.h"
// tolua_begin

View File

@ -9,7 +9,7 @@
#include "OSSupport/GZipFile.h"
#include "Blocks/BlockHandler.h"
#include "Cuboid.h"
#include "ChunkData.h"
@ -1835,18 +1835,12 @@ bool cBlockArea::cChunkReader::Coords(int a_ChunkX, int a_ChunkZ)
void cBlockArea::cChunkReader::BlockTypes(const BLOCKTYPE * a_BlockTypes)
void cBlockArea::cChunkReader::ChunkData(const cChunkData & a_BlockBuffer)
{
if (m_Area.m_BlockTypes == NULL)
{
// Don't want BlockTypes
return;
}
int SizeY = m_Area.m_Size.y;
int MinY = m_Origin.y;
// SizeX, SizeZ are the dmensions of the block data to copy from the current chunk (size of the geometric union)
// SizeX, SizeZ are the dimensions of the block data to copy from the current chunk (size of the geometric union)
// OffX, OffZ are the offsets of the current chunk data from the area origin
// BaseX, BaseZ are the offsets of the area data within the current chunk from the chunk borders
int SizeX = cChunkDef::Width;
@ -1884,67 +1878,91 @@ void cBlockArea::cChunkReader::BlockTypes(const BLOCKTYPE * a_BlockTypes)
{
SizeZ -= (m_CurrentChunkZ + 1) * cChunkDef::Width - (m_Origin.z + m_Area.m_Size.z);
}
for (int y = 0; y < SizeY; y++)
// Copy the blocktypes:
if (m_Area.m_BlockTypes != NULL)
{
int ChunkY = MinY + y;
int AreaY = y;
for (int z = 0; z < SizeZ; z++)
for (int y = 0; y < SizeY; y++)
{
int ChunkZ = BaseZ + z;
int AreaZ = OffZ + z;
for (int x = 0; x < SizeX; x++)
int InChunkY = MinY + y;
int AreaY = y;
for (int z = 0; z < SizeZ; z++)
{
int ChunkX = BaseX + x;
int AreaX = OffX + x;
m_Area.m_BlockTypes[m_Area.MakeIndex(AreaX, AreaY, AreaZ)] = cChunkDef::GetBlock(a_BlockTypes, ChunkX, ChunkY, ChunkZ);
} // for x
} // for z
} // for y
}
void cBlockArea::cChunkReader::BlockMeta(const NIBBLETYPE * a_BlockMetas)
{
if (m_Area.m_BlockMetas == NULL)
{
// Don't want metas
return;
int InChunkZ = BaseZ + z;
int AreaZ = OffZ + z;
for (int x = 0; x < SizeX; x++)
{
int InChunkX = BaseX + x;
int AreaX = OffX + x;
m_Area.m_BlockTypes[m_Area.MakeIndex(AreaX, AreaY, AreaZ)] = a_BlockBuffer.GetBlock(InChunkX, InChunkY, InChunkZ);
} // for x
} // for z
} // for y
}
CopyNibbles(m_Area.m_BlockMetas, a_BlockMetas);
}
void cBlockArea::cChunkReader::BlockLight(const NIBBLETYPE * a_BlockLight)
{
if (m_Area.m_BlockLight == NULL)
// Copy the block metas:
if (m_Area.m_BlockMetas != NULL)
{
// Don't want light
return;
for (int y = 0; y < SizeY; y++)
{
int InChunkY = MinY + y;
int AreaY = y;
for (int z = 0; z < SizeZ; z++)
{
int InChunkZ = BaseZ + z;
int AreaZ = OffZ + z;
for (int x = 0; x < SizeX; x++)
{
int InChunkX = BaseX + x;
int AreaX = OffX + x;
m_Area.m_BlockMetas[m_Area.MakeIndex(AreaX, AreaY, AreaZ)] = a_BlockBuffer.GetMeta(InChunkX, InChunkY, InChunkZ);
} // for x
} // for z
} // for y
}
CopyNibbles(m_Area.m_BlockLight, a_BlockLight);
}
void cBlockArea::cChunkReader::BlockSkyLight(const NIBBLETYPE * a_BlockSkyLight)
{
if (m_Area.m_BlockSkyLight == NULL)
// Copy the blocklight:
if (m_Area.m_BlockLight != NULL)
{
// Don't want skylight
return;
for (int y = 0; y < SizeY; y++)
{
int InChunkY = MinY + y;
int AreaY = y;
for (int z = 0; z < SizeZ; z++)
{
int InChunkZ = BaseZ + z;
int AreaZ = OffZ + z;
for (int x = 0; x < SizeX; x++)
{
int InChunkX = BaseX + x;
int AreaX = OffX + x;
m_Area.m_BlockLight[m_Area.MakeIndex(AreaX, AreaY, AreaZ)] = a_BlockBuffer.GetBlockLight(InChunkX, InChunkY, InChunkZ);
} // for x
} // for z
} // for y
}
CopyNibbles(m_Area.m_BlockSkyLight, a_BlockSkyLight);
}
// Copy the skylight:
if (m_Area.m_BlockSkyLight != NULL)
{
for (int y = 0; y < SizeY; y++)
{
int InChunkY = MinY + y;
int AreaY = y;
for (int z = 0; z < SizeZ; z++)
{
int InChunkZ = BaseZ + z;
int AreaZ = OffZ + z;
for (int x = 0; x < SizeX; x++)
{
int InChunkX = BaseX + x;
int AreaX = OffX + x;
m_Area.m_BlockSkyLight[m_Area.MakeIndex(AreaX, AreaY, AreaZ)] = a_BlockBuffer.GetSkyLight(InChunkX, InChunkY, InChunkZ);
} // for x
} // for z
} // for y
}
}

View File

@ -14,6 +14,7 @@
#include "ForEachChunkProvider.h"
#include "Vector3.h"
#include "ChunkDataCallback.h"
@ -316,11 +317,8 @@ protected:
void CopyNibbles(NIBBLETYPE * a_AreaDst, const NIBBLETYPE * a_ChunkSrc);
// cChunkDataCallback overrides:
virtual bool Coords (int a_ChunkX, int a_ChunkZ) override;
virtual void BlockTypes (const BLOCKTYPE * a_BlockTypes) override;
virtual void BlockMeta (const NIBBLETYPE * a_BlockMetas) override;
virtual void BlockLight (const NIBBLETYPE * a_BlockLight) override;
virtual void BlockSkyLight(const NIBBLETYPE * a_BlockSkyLight) override;
virtual bool Coords(int a_ChunkX, int a_ChunkZ) override;
virtual void ChunkData(const cChunkData & a_BlockTypes) override;
} ;
typedef NIBBLETYPE * NIBBLEARRAY;

View File

@ -5,7 +5,7 @@
#pragma once
#include "../Piston.h"
#include "../Blocks/BlockPiston.h"
#include "MetaRotator.h"
@ -32,7 +32,7 @@ public:
a_BlockType = m_BlockType;
// FIXME: Do not use cPiston class for dispenser placement!
a_BlockMeta = cPiston::RotationPitchToMetaData(a_Player->GetYaw(), a_Player->GetPitch());
a_BlockMeta = cBlockPistonHandler::RotationPitchToMetaData(a_Player->GetYaw(), a_Player->GetPitch());
return true;
}

View File

@ -3,7 +3,7 @@
#include "BlockEntity.h"
#include "../World.h"
#include "../Piston.h"
#include "../Blocks/BlockPiston.h"
#include "MetaRotator.h"
@ -35,7 +35,7 @@ public:
a_BlockType = m_BlockType;
// FIXME: Do not use cPiston class for furnace placement!
a_BlockMeta = cPiston::RotationPitchToMetaData(a_Player->GetYaw(), 0);
a_BlockMeta = cBlockPistonHandler::RotationPitchToMetaData(a_Player->GetYaw(), 0);
return true;
}

View File

@ -68,7 +68,7 @@ public:
public:
cPlayerCallback(const Vector3f & a_Pos) : m_Pos(a_Pos) {}
} PlayerCallback(Vector3f(a_BlockX, a_BlockY, a_BlockZ));
} PlayerCallback(Vector3f((float)a_BlockX, (float)a_BlockY, (float)a_BlockZ));
a_World->DoWithMobHeadAt(a_BlockX, a_BlockY, a_BlockZ, CallbackA);

View File

@ -4,14 +4,14 @@
#include "../Item.h"
#include "../World.h"
#include "../Entities/Player.h"
#include "../Piston.h"
#include "BlockInServerPluginInterface.h"
#define AddPistonDir(x, y, z, dir, amount) \
switch (dir) \
switch (dir & 0x07) \
{ \
case 0: (y) -= (amount); break; \
case 1: (y) += (amount); break; \
@ -19,8 +19,16 @@
case 3: (z) += (amount); break; \
case 4: (x) -= (amount); break; \
case 5: (x) += (amount); break; \
default: \
{ \
LOGWARNING("%s: invalid direction %d, ignoring", __FUNCTION__, dir & 0x07); \
break; \
} \
}
#define PISTON_TICK_DELAY 1
#define PISTON_MAX_PUSH_DISTANCE 12
@ -40,7 +48,7 @@ void cBlockPistonHandler::OnDestroyed(cChunkInterface & a_ChunkInterface, cWorld
int newX = a_BlockX;
int newY = a_BlockY;
int newZ = a_BlockZ;
AddPistonDir(newX, newY, newZ, OldMeta & ~(8), 1);
AddPistonDir(newX, newY, newZ, OldMeta, 1);
if (a_ChunkInterface.GetBlock(newX, newY, newZ) == E_BLOCK_PISTON_EXTENSION)
{
@ -60,7 +68,7 @@ bool cBlockPistonHandler::GetPlacementBlockTypeMeta(
)
{
a_BlockType = m_BlockType;
a_BlockMeta = cPiston::RotationPitchToMetaData(a_Player->GetYaw(), a_Player->GetPitch());
a_BlockMeta = RotationPitchToMetaData(a_Player->GetYaw(), a_Player->GetPitch());
return true;
}
@ -68,6 +76,165 @@ bool cBlockPistonHandler::GetPlacementBlockTypeMeta(
int cBlockPistonHandler::FirstPassthroughBlock(int a_PistonX, int a_PistonY, int a_PistonZ, NIBBLETYPE pistonmeta, cWorld * a_World)
{
// Examine each of the 12 blocks ahead of the piston:
for (int ret = 0; ret < PISTON_MAX_PUSH_DISTANCE; ret++)
{
BLOCKTYPE currBlock;
NIBBLETYPE currMeta;
AddPistonDir(a_PistonX, a_PistonY, a_PistonZ, pistonmeta, 1);
a_World->GetBlockTypeMeta(a_PistonX, a_PistonY, a_PistonZ, currBlock, currMeta);
if (CanBreakPush(currBlock))
{
// This block breaks when pushed, extend up to here
return ret;
}
if (!CanPush(currBlock, currMeta))
{
// This block cannot be pushed at all, the piston can't extend
return -1;
}
}
// There is no space for the blocks to move, piston can't extend
return -1;
}
void cBlockPistonHandler::ExtendPiston(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World)
{
BLOCKTYPE pistonBlock;
NIBBLETYPE pistonMeta;
a_World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, pistonBlock, pistonMeta);
if (IsExtended(pistonMeta))
{
// Already extended, bail out
return;
}
int dist = FirstPassthroughBlock(a_BlockX, a_BlockY, a_BlockZ, pistonMeta, a_World);
if (dist < 0)
{
// FirstPassthroughBlock says piston can't push anything, bail out
return;
}
a_World->BroadcastBlockAction(a_BlockX, a_BlockY, a_BlockZ, 0, pistonMeta, pistonBlock);
a_World->BroadcastSoundEffect("tile.piston.out", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.7f);
// Drop the breakable block in the line, if appropriate:
AddPistonDir(a_BlockX, a_BlockY, a_BlockZ, pistonMeta, dist + 1); // "a_Block" now at the breakable / empty block
BLOCKTYPE currBlock;
NIBBLETYPE currMeta;
a_World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, currBlock, currMeta);
if (currBlock != E_BLOCK_AIR)
{
cBlockHandler * Handler = BlockHandler(currBlock);
if (Handler->DoesDropOnUnsuitable())
{
cChunkInterface ChunkInterface(a_World->GetChunkMap());
cBlockInServerPluginInterface PluginInterface(*a_World);
Handler->DropBlock(ChunkInterface, *a_World, PluginInterface, NULL, a_BlockX, a_BlockY, a_BlockZ);
}
}
// Push blocks, from the furthest to the nearest:
int oldx = a_BlockX, oldy = a_BlockY, oldz = a_BlockZ;
NIBBLETYPE currBlockMeta;
std::vector<Vector3i> ScheduledBlocks;
ScheduledBlocks.reserve(PISTON_MAX_PUSH_DISTANCE);
for (int i = dist + 1; i > 1; i--)
{
AddPistonDir(a_BlockX, a_BlockY, a_BlockZ, pistonMeta, -1);
a_World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, currBlock, currBlockMeta);
a_World->SetBlock(oldx, oldy, oldz, currBlock, currBlockMeta, false);
ScheduledBlocks.push_back(Vector3i(oldx, oldy, oldz));
oldx = a_BlockX;
oldy = a_BlockY;
oldz = a_BlockZ;
}
int extx = a_BlockX;
int exty = a_BlockY;
int extz = a_BlockZ;
ScheduledBlocks.push_back(Vector3i(extx, exty, extz));
AddPistonDir(a_BlockX, a_BlockY, a_BlockZ, pistonMeta, -1);
// "a_Block" now at piston body, "ext" at future extension
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, pistonBlock, pistonMeta | 0x8);
a_World->SetBlock(extx, exty, extz, E_BLOCK_PISTON_EXTENSION, pistonMeta | (IsSticky(pistonBlock) ? 8 : 0), false);
a_World->ScheduleTask(PISTON_TICK_DELAY, new cWorld::cTaskSendBlockToAllPlayers(ScheduledBlocks));
}
void cBlockPistonHandler::RetractPiston(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World)
{
BLOCKTYPE pistonBlock;
NIBBLETYPE pistonMeta;
a_World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, pistonBlock, pistonMeta);
if (!IsExtended(pistonMeta))
{
// Already retracted, bail out
return;
}
// Check the extension:
AddPistonDir(a_BlockX, a_BlockY, a_BlockZ, pistonMeta, 1);
if (a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) != E_BLOCK_PISTON_EXTENSION)
{
LOGD("%s: Piston without an extension - still extending, or just in an invalid state?", __FUNCTION__);
return;
}
AddPistonDir(a_BlockX, a_BlockY, a_BlockZ, pistonMeta, -1);
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, pistonBlock, pistonMeta & ~(8));
a_World->BroadcastBlockAction(a_BlockX, a_BlockY, a_BlockZ, 1, pistonMeta & ~(8), pistonBlock);
a_World->BroadcastSoundEffect("tile.piston.in", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.7f);
AddPistonDir(a_BlockX, a_BlockY, a_BlockZ, pistonMeta, 1);
// Retract the extension, pull block if appropriate
if (IsSticky(pistonBlock))
{
int tempx = a_BlockX, tempy = a_BlockY, tempz = a_BlockZ;
AddPistonDir(tempx, tempy, tempz, pistonMeta, 1);
BLOCKTYPE tempBlock;
NIBBLETYPE tempMeta;
a_World->GetBlockTypeMeta(tempx, tempy, tempz, tempBlock, tempMeta);
if (CanPull(tempBlock, tempMeta))
{
// Pull the block
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, tempBlock, tempMeta, false);
a_World->SetBlock(tempx, tempy, tempz, E_BLOCK_AIR, 0, false);
std::vector<Vector3i> ScheduledBlocks;
ScheduledBlocks.push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ));
ScheduledBlocks.push_back(Vector3i(tempx, tempy, tempz));
a_World->ScheduleTask(PISTON_TICK_DELAY + 1, new cWorld::cTaskSendBlockToAllPlayers(ScheduledBlocks));
return;
}
}
// Retract without pulling
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0, false);
std::vector<Vector3i> ScheduledBlocks;
ScheduledBlocks.push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ));
a_World->ScheduleTask(PISTON_TICK_DELAY + 1, new cWorld::cTaskSendBlockToAllPlayers(ScheduledBlocks));
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cBlockPistonHeadHandler:
@ -87,7 +254,7 @@ void cBlockPistonHeadHandler::OnDestroyedByPlayer(cChunkInterface & a_ChunkInter
int newX = a_BlockX;
int newY = a_BlockY;
int newZ = a_BlockZ;
AddPistonDir(newX, newY, newZ, OldMeta & ~(8), -1);
AddPistonDir(newX, newY, newZ, OldMeta, -1);
BLOCKTYPE Block = a_ChunkInterface.GetBlock(newX, newY, newZ);
if ((Block == E_BLOCK_STICKY_PISTON) || (Block == E_BLOCK_PISTON))

View File

@ -21,6 +21,138 @@ public:
int a_CursorX, int a_CursorY, int a_CursorZ,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override;
static NIBBLETYPE RotationPitchToMetaData(double a_Rotation, double a_Pitch)
{
if (a_Pitch >= 50)
{
return 0x1;
}
else if (a_Pitch <= -50)
{
return 0x0;
}
else
{
a_Rotation += 90 + 45; // So its not aligned with axis
if (a_Rotation > 360)
{
a_Rotation -= 360;
}
if ((a_Rotation >= 0) && (a_Rotation < 90))
{
return 0x4;
}
else if ((a_Rotation >= 180) && (a_Rotation < 270))
{
return 0x5;
}
else if ((a_Rotation >= 90) && (a_Rotation < 180))
{
return 0x2;
}
else
{
return 0x3;
}
}
}
static eBlockFace MetaDataToDirection(NIBBLETYPE a_MetaData)
{
switch (a_MetaData)
{
case 0x0: return BLOCK_FACE_YM;
case 0x1: return BLOCK_FACE_YP;
case 0x2: return BLOCK_FACE_ZM;
case 0x3: return BLOCK_FACE_ZP;
case 0x4: return BLOCK_FACE_XM;
case 0x5: return BLOCK_FACE_XP;
default:
{
ASSERT(!"Invalid Metadata");
return BLOCK_FACE_NONE;
}
}
}
static void ExtendPiston(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World);
static void RetractPiston(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World);
private:
/// Returns true if the piston (specified by blocktype) is a sticky piston
static inline bool IsSticky(BLOCKTYPE a_BlockType) { return (a_BlockType == E_BLOCK_STICKY_PISTON); }
/// Returns true if the piston (with the specified meta) is extended
static inline bool IsExtended(NIBBLETYPE a_PistonMeta) { return ((a_PistonMeta & 0x8) != 0x0); }
/// Returns true if the specified block can be pushed by a piston (and left intact)
static inline bool CanPush(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
switch (a_BlockType)
{
case E_BLOCK_ANVIL:
case E_BLOCK_BED:
case E_BLOCK_BEDROCK:
case E_BLOCK_BREWING_STAND:
case E_BLOCK_CHEST:
case E_BLOCK_COMMAND_BLOCK:
case E_BLOCK_DISPENSER:
case E_BLOCK_DROPPER:
case E_BLOCK_ENCHANTMENT_TABLE:
case E_BLOCK_END_PORTAL:
case E_BLOCK_END_PORTAL_FRAME:
case E_BLOCK_FURNACE:
case E_BLOCK_LIT_FURNACE:
case E_BLOCK_HOPPER:
case E_BLOCK_JUKEBOX:
case E_BLOCK_MOB_SPAWNER:
case E_BLOCK_NETHER_PORTAL:
case E_BLOCK_NOTE_BLOCK:
case E_BLOCK_OBSIDIAN:
case E_BLOCK_PISTON_EXTENSION:
{
return false;
}
case E_BLOCK_STICKY_PISTON:
case E_BLOCK_PISTON:
{
// A piston can only be pushed if retracted:
return !IsExtended(a_BlockMeta);
}
}
return true;
}
/// Returns true if the specified block can be pushed by a piston and broken / replaced
static inline bool CanBreakPush(BLOCKTYPE a_BlockType) { return cBlockInfo::IsPistonBreakable(a_BlockType); }
/// Returns true if the specified block can be pulled by a sticky piston
static inline bool CanPull(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
switch (a_BlockType)
{
case E_BLOCK_LAVA:
case E_BLOCK_STATIONARY_LAVA:
case E_BLOCK_STATIONARY_WATER:
case E_BLOCK_WATER:
{
return false;
}
}
if (CanBreakPush(a_BlockType))
{
return false; // CanBreakPush returns true, but we need false to prevent pulling
}
return CanPush(a_BlockType, a_BlockMeta);
}
/// Returns how many blocks the piston has to push (where the first free space is); < 0 when unpushable
static int FirstPassthroughBlock(int a_PistonX, int a_PistonY, int a_PistonZ, NIBBLETYPE a_PistonMeta, cWorld * a_World);
} ;
@ -40,7 +172,7 @@ public:
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{
// No pickups
// Also with 1.7, the item forms of these tecnical blocks have been removed, so giving someone this will crash their client...
// Also with 1.7, the item forms of these technical blocks have been removed, so giving someone this will crash their client...
}
} ;

View File

@ -238,26 +238,12 @@ void cChunk::MarkLoadFailed(void)
void cChunk::GetAllData(cChunkDataCallback & a_Callback)
{
a_Callback.HeightMap (&m_HeightMap);
a_Callback.BiomeData (&m_BiomeMap);
a_Callback.HeightMap(&m_HeightMap);
a_Callback.BiomeData(&m_BiomeMap);
COMPRESSED_BLOCKTYPE Blocks = m_BlockTypes;
Blocks.resize(NumBlocks);
a_Callback.BlockTypes (&Blocks[0]);
a_Callback.LightIsValid(m_IsLightValid);
COMPRESSED_NIBBLETYPE Metas = m_BlockMeta;
Metas.resize(NumBlocks / 2);
a_Callback.BlockMeta (&Metas[0]);
a_Callback.LightIsValid (m_IsLightValid);
COMPRESSED_NIBBLETYPE BlockLights = m_BlockLight;
BlockLights.resize(NumBlocks / 2);
a_Callback.BlockLight (&BlockLights[0]);
COMPRESSED_NIBBLETYPE BlockSkyLights = m_BlockSkyLight;
BlockSkyLights.resize(NumBlocks / 2, 0xff);
a_Callback.BlockSkyLight(&BlockSkyLights[0]);
a_Callback.ChunkData(m_ChunkData);
for (cEntityList::iterator itr = m_Entities.begin(); itr != m_Entities.end(); ++itr)
{
@ -296,48 +282,10 @@ void cChunk::SetAllData(
CalculateHeightmap(a_BlockTypes);
}
int IdxWhereNonEmptyStarts = 0;
{ // Blocktype compression
unsigned char Highest = 0;
int X = 0, Z = 0;
m_BlockTypes.clear();
for (int x = 0; x < Width; x++)
{
for (int z = 0; z < Width; z++)
{
unsigned char Height = m_HeightMap[x + z * Width];
if (Height > Highest)
{
Highest = Height;
X = x; Z = z;
}
}
}
IdxWhereNonEmptyStarts = MakeIndexNoCheck(X, Highest + 1, Z);
m_BlockTypes.insert(m_BlockTypes.end(), &a_BlockTypes[0], &a_BlockTypes[IdxWhereNonEmptyStarts]);
}
{ // Blockmeta compression
m_BlockMeta.clear();
m_BlockMeta.insert(m_BlockMeta.end(), &a_BlockMeta[0], &a_BlockMeta[IdxWhereNonEmptyStarts / 2]);
}
if (a_BlockLight != NULL)
{
// Compress blocklight
m_BlockLight.clear();
m_BlockLight.insert(m_BlockLight.end(), &a_BlockLight[0], &a_BlockLight[IdxWhereNonEmptyStarts / 2]);
}
if (a_BlockSkyLight != NULL)
{
// Compress skylight
m_BlockSkyLight.clear();
m_BlockSkyLight.insert(m_BlockSkyLight.end(), &a_BlockSkyLight[0], &a_BlockSkyLight[IdxWhereNonEmptyStarts / 2]);
}
m_ChunkData.SetBlockTypes(a_BlockTypes);
m_ChunkData.SetMetas(a_BlockMeta);
m_ChunkData.SetBlockLight(a_BlockLight);
m_ChunkData.SetSkyLight(a_BlockSkyLight);
m_IsLightValid = (a_BlockLight != NULL) && (a_BlockSkyLight != NULL);
@ -378,15 +326,9 @@ void cChunk::SetLight(
// TODO: We might get cases of wrong lighting when a chunk changes in the middle of a lighting calculation.
// Postponing until we see how bad it is :)
{ // Compress blocklight
m_BlockLight.clear();
m_BlockLight.insert(m_BlockLight.end(), &a_BlockLight[0], &a_BlockLight[m_BlockTypes.size() / 2]);
}
m_ChunkData.SetBlockLight(a_BlockLight);
{ // Compress skylight
m_BlockSkyLight.clear();
m_BlockSkyLight.insert(m_BlockSkyLight.end(), &a_SkyLight[0], &a_SkyLight[m_BlockTypes.size() / 2]);
}
m_ChunkData.SetSkyLight(a_SkyLight);
m_IsLightValid = true;
}
@ -397,8 +339,7 @@ void cChunk::SetLight(
void cChunk::GetBlockTypes(BLOCKTYPE * a_BlockTypes)
{
std::copy(m_BlockTypes.begin(), m_BlockTypes.end(), a_BlockTypes);
std::fill_n(&a_BlockTypes[m_BlockTypes.size()], NumBlocks - m_BlockTypes.size(), E_BLOCK_AIR);
m_ChunkData.CopyBlockTypes(a_BlockTypes);
}
@ -686,8 +627,7 @@ void cChunk::Tick(float a_Dt)
void cChunk::TickBlock(int a_RelX, int a_RelY, int a_RelZ)
{
unsigned Index = MakeIndex(a_RelX, a_RelY, a_RelZ);
cBlockHandler * Handler = BlockHandler(GetBlock(Index));
cBlockHandler * Handler = BlockHandler(GetBlock(a_RelX, a_RelY, a_RelZ));
ASSERT(Handler != NULL); // Happenned on server restart, FS #243
cChunkInterface ChunkInterface(this->GetWorld()->GetChunkMap());
cBlockInServerPluginInterface PluginInterface(*this->GetWorld());
@ -812,19 +752,18 @@ void cChunk::CheckBlocks()
{
return;
}
std::vector<unsigned int> ToTickBlocks;
std::vector<Vector3i> ToTickBlocks;
std::swap(m_ToTickBlocks, ToTickBlocks);
cChunkInterface ChunkInterface(m_World->GetChunkMap());
cBlockInServerPluginInterface PluginInterface(*m_World);
for (std::vector<unsigned int>::const_iterator itr = ToTickBlocks.begin(), end = ToTickBlocks.end(); itr != end; ++itr)
for (std::vector<Vector3i>::const_iterator itr = ToTickBlocks.begin(), end = ToTickBlocks.end(); itr != end; ++itr)
{
unsigned int index = (*itr);
Vector3i BlockPos = IndexToCoordinate(index);
Vector3i Pos = (*itr);
cBlockHandler * Handler = BlockHandler(GetBlock(index));
Handler->Check(ChunkInterface, PluginInterface, BlockPos.x, BlockPos.y, BlockPos.z, *this);
cBlockHandler * Handler = BlockHandler(GetBlock(Pos));
Handler->Check(ChunkInterface, PluginInterface, Pos.x, Pos.y, Pos.z, *this);
} // for itr - ToTickBlocks[]
}
@ -867,8 +806,7 @@ void cChunk::TickBlocks(void)
continue; // It's all air up here
}
unsigned int Index = MakeIndexNoCheck(m_BlockTickX, m_BlockTickY, m_BlockTickZ);
cBlockHandler * Handler = BlockHandler(GetBlock(Index));
cBlockHandler * Handler = BlockHandler(GetBlock(m_BlockTickX, m_BlockTickY, m_BlockTickZ));
ASSERT(Handler != NULL); // Happenned on server restart, FS #243
Handler->OnUpdate(ChunkInterface, *this->GetWorld(), PluginInterface, *this, m_BlockTickX, m_BlockTickY, m_BlockTickZ);
} // for i - tickblocks
@ -1259,9 +1197,8 @@ bool cChunk::UnboundedRelGetBlockLights(int a_RelX, int a_RelY, int a_RelZ, NIBB
// The chunk is not available, bail out
return false;
}
int idx = Chunk->MakeIndex(a_RelX, a_RelY, a_RelZ);
a_BlockLight = Chunk->GetBlockLight(idx);
a_SkyLight = Chunk->GetSkyLight(idx);
a_BlockLight = Chunk->GetBlockLight(a_RelX, a_RelY, a_RelZ);
a_SkyLight = Chunk->GetSkyLight(a_RelX, a_RelY, a_RelZ);
return true;
}
@ -1451,7 +1388,7 @@ void cChunk::CalculateHeightmap(const BLOCKTYPE * a_BlockTypes)
int index = MakeIndex( x, y, z );
if (a_BlockTypes[index] != E_BLOCK_AIR)
{
m_HeightMap[x + z * Width] = (unsigned char)y;
m_HeightMap[x + z * Width] = (HEIGHTTYPE)y;
break;
}
} // for y
@ -1463,14 +1400,12 @@ void cChunk::CalculateHeightmap(const BLOCKTYPE * a_BlockTypes)
void cChunk::SetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
void cChunk::SetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, bool a_SendToClients)
{
FastSetBlock(a_RelX, a_RelY, a_RelZ, a_BlockType, a_BlockMeta);
const int index = MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ);
FastSetBlock(a_RelX, a_RelY, a_RelZ, a_BlockType, a_BlockMeta, a_SendToClients);
// Tick this block and its neighbors:
m_ToTickBlocks.push_back(index);
m_ToTickBlocks.push_back(Vector3i(a_RelX, a_RelY, a_RelZ));
QueueTickBlockNeighbors(a_RelX, a_RelY, a_RelZ);
// If there was a block entity, remove it:
@ -1534,7 +1469,7 @@ void cChunk::QueueTickBlock(int a_RelX, int a_RelY, int a_RelZ)
return;
}
m_ToTickBlocks.push_back(MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ));
m_ToTickBlocks.push_back(Vector3i(a_RelX, a_RelY, a_RelZ));
}
@ -1566,15 +1501,14 @@ void cChunk::QueueTickBlockNeighbors(int a_RelX, int a_RelY, int a_RelZ)
void cChunk::FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta)
void cChunk::FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta, bool a_SendToClients)
{
ASSERT(!((a_RelX < 0) || (a_RelX >= Width) || (a_RelY < 0) || (a_RelY >= Height) || (a_RelZ < 0) || (a_RelZ >= Width)));
ASSERT(IsValid());
const int index = MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ);
const BLOCKTYPE OldBlockType = GetBlock(index);
const BLOCKTYPE OldBlockMeta = GetNibble(m_BlockMeta, index);
const BLOCKTYPE OldBlockType = GetBlock(a_RelX, a_RelY, a_RelZ);
const BLOCKTYPE OldBlockMeta = m_ChunkData.GetMeta(a_RelX, a_RelY, a_RelZ);
if ((OldBlockType == a_BlockType) && (OldBlockMeta == a_BlockMeta))
{
return;
@ -1582,27 +1516,25 @@ void cChunk::FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockT
MarkDirty();
if ((size_t)index >= m_BlockTypes.size())
{
m_BlockTypes.resize(index + 1);
}
m_BlockTypes[index] = a_BlockType;
m_ChunkData.SetBlock(a_RelX, a_RelY, a_RelZ, a_BlockType);
// The client doesn't need to distinguish between stationary and nonstationary fluids:
if (
(OldBlockMeta != a_BlockMeta) || // Different meta always gets sent to the client
!(
((OldBlockType == E_BLOCK_STATIONARY_WATER) && (a_BlockType == E_BLOCK_WATER)) || // Replacing stationary water with water
((OldBlockType == E_BLOCK_WATER) && (a_BlockType == E_BLOCK_STATIONARY_WATER)) || // Replacing water with stationary water
((OldBlockType == E_BLOCK_STATIONARY_LAVA) && (a_BlockType == E_BLOCK_LAVA)) || // Replacing stationary water with water
((OldBlockType == E_BLOCK_LAVA) && (a_BlockType == E_BLOCK_STATIONARY_LAVA)) // Replacing water with stationary water
if ( // Queue block to be sent only if ...
a_SendToClients && // ... we are told to do so AND ...
(
(OldBlockMeta != a_BlockMeta) || // ... the meta value is different OR ...
!( // ... the old and new blocktypes AREN'T liquids (because client doesn't need to distinguish betwixt them); see below for specifics:
((OldBlockType == E_BLOCK_STATIONARY_WATER) && (a_BlockType == E_BLOCK_WATER)) || // Replacing stationary water with water
((OldBlockType == E_BLOCK_WATER) && (a_BlockType == E_BLOCK_STATIONARY_WATER)) || // Replacing water with stationary water
((OldBlockType == E_BLOCK_STATIONARY_LAVA) && (a_BlockType == E_BLOCK_LAVA)) || // Replacing stationary water with water
((OldBlockType == E_BLOCK_LAVA) && (a_BlockType == E_BLOCK_STATIONARY_LAVA)) // Replacing water with stationary water
)
)
)
{
m_PendingSendBlocks.push_back(sSetBlock(m_PosX, m_PosZ, a_RelX, a_RelY, a_RelZ, a_BlockType, a_BlockMeta));
}
SetNibble(m_BlockMeta, index, a_BlockMeta);
m_ChunkData.SetMeta(a_RelX, a_RelY, a_RelZ, a_BlockMeta);
// ONLY recalculate lighting if it's necessary!
if (
@ -1619,15 +1551,15 @@ void cChunk::FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockT
{
if (a_BlockType != E_BLOCK_AIR)
{
m_HeightMap[a_RelX + a_RelZ * Width] = (unsigned char)a_RelY;
m_HeightMap[a_RelX + a_RelZ * Width] = (HEIGHTTYPE)a_RelY;
}
else
{
for (int y = a_RelY - 1; y > 0; --y)
{
if (GetBlock(MakeIndexNoCheck(a_RelX, y, a_RelZ)) != E_BLOCK_AIR)
if (GetBlock(a_RelX, y, a_RelZ) != E_BLOCK_AIR)
{
m_HeightMap[a_RelX + a_RelZ * Width] = (unsigned char)y;
m_HeightMap[a_RelX + a_RelZ * Width] = (HEIGHTTYPE)y;
break;
}
} // for y - column in m_BlockData
@ -1639,39 +1571,18 @@ void cChunk::FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockT
void cChunk::SetMeta(int a_BlockIdx, NIBBLETYPE a_Meta)
{
if (GetNibble(m_BlockMeta, a_BlockIdx) == a_Meta)
{
return;
}
MarkDirty();
SetNibble(m_BlockMeta, a_BlockIdx, a_Meta);
Vector3i Coords(IndexToCoordinate(a_BlockIdx));
m_PendingSendBlocks.push_back(sSetBlock(m_PosX, m_PosZ, Coords.x, Coords.y, Coords.z, GetBlock(a_BlockIdx), a_Meta));
}
void cChunk::SendBlockTo(int a_RelX, int a_RelY, int a_RelZ, cClientHandle * a_Client)
{
// The coords must be valid, because the upper level already does chunk lookup. No need to check them again.
// There's an debug-time assert in MakeIndexNoCheck anyway
unsigned int index = MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ);
if (a_Client == NULL)
{
// Queue the block for all clients in the chunk (will be sent in Tick())
m_PendingSendBlocks.push_back(sSetBlock(m_PosX, m_PosZ, a_RelX, a_RelY, a_RelZ, GetBlock(index), GetMeta(index)));
m_PendingSendBlocks.push_back(sSetBlock(m_PosX, m_PosZ, a_RelX, a_RelY, a_RelZ, GetBlock(a_RelX, a_RelY, a_RelZ), GetMeta(a_RelX, a_RelY, a_RelZ)));
return;
}
Vector3i wp = PositionToWorldPosition(a_RelX, a_RelY, a_RelZ);
a_Client->SendBlockChange(wp.x, wp.y, wp.z, GetBlock(index), GetMeta(index));
a_Client->SendBlockChange(wp.x, wp.y, wp.z, GetBlock(a_RelX, a_RelY, a_RelZ), GetMeta(a_RelX, a_RelY, a_RelZ));
// FS #268 - if a BlockEntity digging is cancelled by a plugin, the entire block entity must be re-sent to the client:
for (cBlockEntityList::iterator itr = m_BlockEntities.begin(), end = m_BlockEntities.end(); itr != end; ++itr)
@ -2530,27 +2441,7 @@ BLOCKTYPE cChunk::GetBlock(int a_RelX, int a_RelY, int a_RelZ) const
return 0; // Clip
}
return GetBlock(MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ));
}
BLOCKTYPE cChunk::GetBlock(int a_BlockIdx) const
{
if ((a_BlockIdx < 0) || (a_BlockIdx >= NumBlocks))
{
ASSERT(!"GetBlock(idx) out of bounds!");
return 0;
}
if ((size_t)a_BlockIdx >= m_BlockTypes.size())
{
return E_BLOCK_AIR;
}
return m_BlockTypes[a_BlockIdx];
return m_ChunkData.GetBlock(a_RelX, a_RelY, a_RelZ);
}
@ -2559,9 +2450,8 @@ BLOCKTYPE cChunk::GetBlock(int a_BlockIdx) const
void cChunk::GetBlockTypeMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta)
{
int Idx = cChunkDef::MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ);
a_BlockType = GetBlock(Idx);
a_BlockMeta = cChunkDef::GetNibble(m_BlockMeta, Idx);
a_BlockType = GetBlock(a_RelX, a_RelY, a_RelZ);
a_BlockMeta = m_ChunkData.GetMeta(a_RelX, a_RelY, a_RelZ);
}
@ -2570,11 +2460,10 @@ void cChunk::GetBlockTypeMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_
void cChunk::GetBlockInfo(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight)
{
int Idx = cChunkDef::MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ);
a_BlockType = GetBlock(Idx);
a_Meta = cChunkDef::GetNibble(m_BlockMeta, Idx);
a_SkyLight = cChunkDef::GetNibble(m_BlockSkyLight, Idx);
a_BlockLight = cChunkDef::GetNibble(m_BlockLight, Idx);
a_BlockType = GetBlock(a_RelX, a_RelY, a_RelZ);
a_Meta = m_ChunkData.GetMeta(a_RelX, a_RelY, a_RelZ);
a_SkyLight = m_ChunkData.GetSkyLight(a_RelX, a_RelY, a_RelZ);
a_BlockLight = m_ChunkData.GetBlockLight(a_RelX, a_RelY, a_RelZ);
}

View File

@ -3,6 +3,7 @@
#include "Entities/Entity.h"
#include "ChunkDef.h"
#include "ChunkData.h"
#include "Simulator/FireSimulator.h"
#include "Simulator/SandSimulator.h"
@ -66,6 +67,7 @@ public:
cChunkMap * a_ChunkMap, cWorld * a_World, // Parent objects
cChunk * a_NeighborXM, cChunk * a_NeighborXP, cChunk * a_NeighborZM, cChunk * a_NeighborZP // Neighbor chunks
);
cChunk(cChunk & other);
~cChunk();
bool IsValid(void) const {return m_IsValid; } // Returns true if the chunk block data is valid (loaded / generated)
@ -139,7 +141,7 @@ public:
cWorld * GetWorld(void) const { return m_World; }
void SetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta );
void SetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, bool a_SendToClients = true);
// SetBlock() does a lot of work (heightmap, tickblocks, blockentities) so a BlockIdx version doesn't make sense
void SetBlock( const Vector3i & a_RelBlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta ) { SetBlock( a_RelBlockPos.x, a_RelBlockPos.y, a_RelBlockPos.z, a_BlockType, a_BlockMeta ); }
@ -152,9 +154,9 @@ public:
/** Queues all 6 neighbors of the specified block for ticking (m_ToTickQueue). If any are outside the chunk, relays the checking to the proper neighboring chunk */
void QueueTickBlockNeighbors(int a_RelX, int a_RelY, int a_RelZ);
void FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta ); // Doesn't force block updates on neighbors, use for simple changes such as grass growing etc.
void FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta, bool a_SendToClients = true); // Doesn't force block updates on neighbors, use for simple changes such as grass growing etc.
BLOCKTYPE GetBlock(int a_RelX, int a_RelY, int a_RelZ) const;
BLOCKTYPE GetBlock(int a_BlockIdx) const;
BLOCKTYPE GetBlock(Vector3i a_cords) const { return GetBlock(a_cords.x, a_cords.y, a_cords.z);}
void GetBlockTypeMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta);
void GetBlockInfo (int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight);
@ -320,15 +322,23 @@ public:
m_BlockTickZ = a_RelZ;
}
inline NIBBLETYPE GetMeta(int a_RelX, int a_RelY, int a_RelZ) const { return cChunkDef::GetNibble(m_BlockMeta, a_RelX, a_RelY, a_RelZ); }
inline NIBBLETYPE GetMeta(int a_BlockIdx) const { return cChunkDef::GetNibble(m_BlockMeta, a_BlockIdx); }
inline void SetMeta(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_Meta) { SetMeta(MakeIndex(a_RelX, a_RelY, a_RelZ), a_Meta); }
void SetMeta(int a_BlockIdx, NIBBLETYPE a_Meta);
inline NIBBLETYPE GetMeta(int a_RelX, int a_RelY, int a_RelZ) const
{
return m_ChunkData.GetMeta(a_RelX, a_RelY, a_RelZ);
}
inline void SetMeta(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_Meta)
{
bool hasChanged = m_ChunkData.SetMeta(a_RelX, a_RelY, a_RelZ, a_Meta);
if (hasChanged)
{
MarkDirty();
m_PendingSendBlocks.push_back(sSetBlock(m_PosX, m_PosZ, a_RelX, a_RelY, a_RelZ, GetBlock(a_RelX, a_RelY, a_RelZ), a_Meta));
}
}
inline NIBBLETYPE GetBlockLight(int a_RelX, int a_RelY, int a_RelZ) const {return cChunkDef::GetNibble(m_BlockLight, a_RelX, a_RelY, a_RelZ); }
inline NIBBLETYPE GetSkyLight (int a_RelX, int a_RelY, int a_RelZ) const {return cChunkDef::GetNibble(m_BlockSkyLight, a_RelX, a_RelY, a_RelZ, true); }
inline NIBBLETYPE GetBlockLight(int a_Idx) const {return cChunkDef::GetNibble(m_BlockLight, a_Idx); }
inline NIBBLETYPE GetSkyLight (int a_Idx) const {return cChunkDef::GetNibble(m_BlockSkyLight, a_Idx, true); }
inline NIBBLETYPE GetBlockLight(int a_RelX, int a_RelY, int a_RelZ) const {return m_ChunkData.GetBlockLight(a_RelX, a_RelY, a_RelZ); }
inline NIBBLETYPE GetSkyLight (int a_RelX, int a_RelY, int a_RelZ) const {return m_ChunkData.GetSkyLight(a_RelX, a_RelY, a_RelZ); }
/** Same as GetBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
bool UnboundedRelGetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) const;
@ -403,8 +413,8 @@ private:
bool m_IsSaving; // True if the chunk is being saved
bool m_HasLoadFailed; // True if chunk failed to load and hasn't been generated yet since then
std::vector<unsigned int> m_ToTickBlocks;
sSetBlockVector m_PendingSendBlocks; ///< Blocks that have changed and need to be sent to all clients
std::vector<Vector3i> m_ToTickBlocks;
sSetBlockVector m_PendingSendBlocks; ///< Blocks that have changed and need to be sent to all clients
sSetBlockQueueVector m_SetBlockQueue; ///< Block changes that are queued to a specific tick
@ -421,10 +431,7 @@ private:
cWorld * m_World;
cChunkMap * m_ChunkMap;
COMPRESSED_BLOCKTYPE m_BlockTypes;
COMPRESSED_NIBBLETYPE m_BlockMeta;
COMPRESSED_NIBBLETYPE m_BlockLight;
COMPRESSED_NIBBLETYPE m_BlockSkyLight;
cChunkData m_ChunkData;
cChunkDef::HeightMap m_HeightMap;
cChunkDef::BiomeMap m_BiomeMap;

592
src/ChunkData.cpp Normal file
View File

@ -0,0 +1,592 @@
// ChunkData.cpp
// Implements the cChunkData class that represents the block's type, meta, blocklight and skylight storage for a chunk
#include "Globals.h"
#include "ChunkData.h"
/** Returns true if all a_Array's elements between [0] and [a_NumElements - 1] are equal to a_Value. */
template <typename T> inline bool IsAllValue(const T * a_Array, size_t a_NumElements, T a_Value)
{
for (size_t i = 0; i < a_NumElements; i++)
{
if (a_Array[i] != a_Value)
{
return false;
}
}
return true;
}
cChunkData::cChunkData(void)
#if __cplusplus < 201103L
// auto_ptr style interface for memory management
: m_IsOwner(true)
#endif
{
for (size_t i = 0; i < NumSections; i++)
{
m_Sections[i] = NULL;
}
}
cChunkData::~cChunkData()
{
#if __cplusplus < 201103L
// auto_ptr style interface for memory management
if (!m_IsOwner)
{
return;
}
#endif
for (size_t i = 0; i < NumSections; i++)
{
Free(m_Sections[i]);
m_Sections[i] = NULL;
}
}
#if __cplusplus < 201103L
// auto_ptr style interface for memory management
cChunkData::cChunkData(const cChunkData & a_Other) :
m_IsOwner(true)
{
// Move contents and ownership from a_Other to this, pointer-wise:
for (size_t i = 0; i < NumSections; i++)
{
m_Sections[i] = a_Other.m_Sections[i];
}
a_Other.m_IsOwner = false;
}
cChunkData & cChunkData::operator =(const cChunkData & a_Other)
{
// If assigning to self, no-op
if (&a_Other == this)
{
return *this;
}
// Free any currently held contents:
if (m_IsOwner)
{
for (size_t i = 0; i < NumSections; i++)
{
Free(m_Sections[i]);
m_Sections[i] = NULL;
}
}
// Move contents and ownership from a_Other to this, pointer-wise:
m_IsOwner = true;
for (size_t i = 0; i < NumSections; i++)
{
m_Sections[i] = a_Other.m_Sections[i];
}
a_Other.m_IsOwner = false;
return *this;
}
#else
// unique_ptr style interface for memory management
cChunkData::cChunkData(cChunkData && other)
{
for (size_t i = 0; i < NumSections; i++)
{
m_Sections[i] = other.m_Sections[i];
other.m_Sections[i] = NULL;
}
}
cChunkData & cChunkData::operator =(cChunkData && other)
{
if (&other != this)
{
for (size_t i = 0; i < NumSections; i++)
{
Free(m_Sections[i]);
m_Sections[i] = other.m_Sections[i];
other.m_Sections[i] = NULL;
}
}
return *this;
}
#endif
BLOCKTYPE cChunkData::GetBlock(int a_X, int a_Y, int a_Z) const
{
ASSERT((a_X >= 0) && (a_X < cChunkDef::Width));
ASSERT((a_Y >= 0) && (a_Y < cChunkDef::Height));
ASSERT((a_Z >= 0) && (a_Z < cChunkDef::Width));
int Section = a_Y / SectionHeight;
if (m_Sections[Section] != NULL)
{
int Index = cChunkDef::MakeIndexNoCheck(a_X, a_Y - (Section * SectionHeight), a_Z);
return m_Sections[Section]->m_BlockTypes[Index];
}
else
{
return 0;
}
}
void cChunkData::SetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_Block)
{
if (
(a_RelX >= cChunkDef::Width) || (a_RelX < 0) ||
(a_RelY >= cChunkDef::Height) || (a_RelY < 0) ||
(a_RelZ >= cChunkDef::Width) || (a_RelZ < 0)
)
{
ASSERT(!"cChunkData::SetMeta(): index out of range!");
return;
}
int Section = a_RelY / SectionHeight;
if (m_Sections[Section] == NULL)
{
if (a_Block == 0x00)
{
return;
}
m_Sections[Section] = Allocate();
if (m_Sections[Section] == NULL)
{
ASSERT(!"Failed to allocate a new section in Chunkbuffer");
return;
}
ZeroSection(m_Sections[Section]);
}
int Index = cChunkDef::MakeIndexNoCheck(a_RelX, a_RelY - (Section * SectionHeight), a_RelZ);
m_Sections[Section]->m_BlockTypes[Index] = a_Block;
}
NIBBLETYPE cChunkData::GetMeta(int a_RelX, int a_RelY, int a_RelZ) const
{
if (
(a_RelX < cChunkDef::Width) && (a_RelX > -1) &&
(a_RelY < cChunkDef::Height) && (a_RelY > -1) &&
(a_RelZ < cChunkDef::Width) && (a_RelZ > -1))
{
int Section = a_RelY / SectionHeight;
if (m_Sections[Section] != NULL)
{
int Index = cChunkDef::MakeIndexNoCheck(a_RelX, a_RelY - (Section * SectionHeight), a_RelZ);
return (m_Sections[Section]->m_BlockMetas[Index / 2] >> ((Index & 1) * 4)) & 0x0f;
}
else
{
return 0;
}
}
ASSERT(!"cChunkData::GetMeta(): coords out of chunk range!");
return 0;
}
bool cChunkData::SetMeta(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_Nibble)
{
if (
(a_RelX >= cChunkDef::Width) || (a_RelX < 0) ||
(a_RelY >= cChunkDef::Height) || (a_RelY < 0) ||
(a_RelZ >= cChunkDef::Width) || (a_RelZ < 0)
)
{
ASSERT(!"cChunkData::SetMeta(): index out of range!");
return false;
}
int Section = a_RelY / SectionHeight;
if (m_Sections[Section] == NULL)
{
if ((a_Nibble & 0xf) == 0x00)
{
return false;
}
m_Sections[Section] = Allocate();
if (m_Sections[Section] == NULL)
{
ASSERT(!"Failed to allocate a new section in Chunkbuffer");
return false;
}
ZeroSection(m_Sections[Section]);
}
int Index = cChunkDef::MakeIndexNoCheck(a_RelX, a_RelY - (Section * SectionHeight), a_RelZ);
NIBBLETYPE oldval = m_Sections[Section]->m_BlockMetas[Index / 2] >> ((Index & 1) * 4) & 0xf;
m_Sections[Section]->m_BlockMetas[Index / 2] = static_cast<NIBBLETYPE>(
(m_Sections[Section]->m_BlockMetas[Index / 2] & (0xf0 >> ((Index & 1) * 4))) | // The untouched nibble
((a_Nibble & 0x0f) << ((Index & 1) * 4)) // The nibble being set
);
return oldval == a_Nibble;
}
NIBBLETYPE cChunkData::GetBlockLight(int a_RelX, int a_RelY, int a_RelZ) const
{
if (
(a_RelX < cChunkDef::Width) && (a_RelX > -1) &&
(a_RelY < cChunkDef::Height) && (a_RelY > -1) &&
(a_RelZ < cChunkDef::Width) && (a_RelZ > -1)
)
{
int Section = a_RelY / SectionHeight;
if (m_Sections[Section] != NULL)
{
int Index = cChunkDef::MakeIndexNoCheck(a_RelX, a_RelY - (Section * SectionHeight), a_RelZ);
return (m_Sections[Section]->m_BlockLight[Index / 2] >> ((Index & 1) * 4)) & 0x0f;
}
else
{
return 0;
}
}
ASSERT(!"cChunkData::GetMeta(): coords out of chunk range!");
return 0;
}
NIBBLETYPE cChunkData::GetSkyLight(int a_RelX, int a_RelY, int a_RelZ) const
{
if ((a_RelX < cChunkDef::Width) && (a_RelX > -1) && (a_RelY < cChunkDef::Height) && (a_RelY > -1) && (a_RelZ < cChunkDef::Width) && (a_RelZ > -1))
{
int Section = a_RelY / SectionHeight;
if (m_Sections[Section] != NULL)
{
int Index = cChunkDef::MakeIndexNoCheck(a_RelX, a_RelY - (Section * SectionHeight), a_RelZ);
return (m_Sections[Section]->m_BlockSkyLight[Index / 2] >> ((Index & 1) * 4)) & 0x0f;
}
else
{
return 0xF;
}
}
ASSERT(!"cChunkData::GetMeta(): coords out of chunk range!");
return 0;
}
cChunkData cChunkData::Copy(void) const
{
cChunkData copy;
for (size_t i = 0; i < NumSections; i++)
{
if (m_Sections[i] != NULL)
{
copy.m_Sections[i] = Allocate();
*copy.m_Sections[i] = *m_Sections[i];
}
}
return copy;
}
void cChunkData::CopyBlockTypes(BLOCKTYPE * a_Dest, size_t a_Idx, size_t a_Length) const
{
size_t ToSkip = a_Idx;
for (size_t i = 0; i < NumSections; i++)
{
size_t StartPos = 0;
if (ToSkip > 0)
{
StartPos = std::min(ToSkip, +SectionBlockCount);
ToSkip -= StartPos;
}
if (StartPos < SectionBlockCount)
{
size_t ToCopy = std::min(+SectionBlockCount - StartPos, a_Length);
a_Length -= ToCopy;
if (m_Sections[i] != NULL)
{
BLOCKTYPE * blockbuffer = m_Sections[i]->m_BlockTypes;
memcpy(&a_Dest[(i * SectionBlockCount) + StartPos - a_Idx], blockbuffer + StartPos, sizeof(BLOCKTYPE) * ToCopy);
}
else
{
memset(&a_Dest[(i * SectionBlockCount) - a_Idx], 0, sizeof(BLOCKTYPE) * ToCopy);
}
}
}
}
void cChunkData::CopyMetas(NIBBLETYPE * a_Dest) const
{
for (size_t i = 0; i < NumSections; i++)
{
if (m_Sections[i] != NULL)
{
memcpy(&a_Dest[i * SectionBlockCount / 2], &m_Sections[i]->m_BlockMetas, sizeof(m_Sections[i]->m_BlockMetas));
}
else
{
memset(&a_Dest[i * SectionBlockCount / 2], 0, sizeof(m_Sections[i]->m_BlockMetas));
}
}
}
void cChunkData::CopyBlockLight(NIBBLETYPE * a_Dest) const
{
for (size_t i = 0; i < NumSections; i++)
{
if (m_Sections[i] != NULL)
{
memcpy(&a_Dest[i * SectionBlockCount / 2], &m_Sections[i]->m_BlockLight, sizeof(m_Sections[i]->m_BlockLight));
}
else
{
memset(&a_Dest[i * SectionBlockCount / 2], 0, sizeof(m_Sections[i]->m_BlockLight));
}
}
}
void cChunkData::CopySkyLight(NIBBLETYPE * a_Dest) const
{
for (size_t i = 0; i < NumSections; i++)
{
if (m_Sections[i] != NULL)
{
memcpy(&a_Dest[i * SectionBlockCount / 2], &m_Sections[i]->m_BlockSkyLight, sizeof(m_Sections[i]->m_BlockSkyLight));
}
else
{
memset(&a_Dest[i * SectionBlockCount / 2], 0xff, sizeof(m_Sections[i]->m_BlockSkyLight));
}
}
}
void cChunkData::SetBlockTypes(const BLOCKTYPE * a_Src)
{
ASSERT(a_Src != NULL);
for (size_t i = 0; i < NumSections; i++)
{
// If the section is already allocated, copy the data into it:
if (m_Sections[i] != NULL)
{
memcpy(m_Sections[i]->m_BlockTypes, &a_Src[i * SectionBlockCount], sizeof(m_Sections[i]->m_BlockTypes));
continue;
}
// The section doesn't exist, find out if it is needed:
if (IsAllValue(a_Src + i * SectionBlockCount, SectionBlockCount, (const BLOCKTYPE)0))
{
// No need for the section, the data is all-air
continue;
}
// Allocate the section and copy the data into it:
m_Sections[i] = Allocate();
memcpy(m_Sections[i]->m_BlockTypes, &a_Src[i * SectionBlockCount], sizeof(m_Sections[i]->m_BlockTypes));
memset(m_Sections[i]->m_BlockMetas, 0x00, sizeof(m_Sections[i]->m_BlockMetas));
memset(m_Sections[i]->m_BlockLight, 0x00, sizeof(m_Sections[i]->m_BlockLight));
memset(m_Sections[i]->m_BlockSkyLight, 0xff, sizeof(m_Sections[i]->m_BlockSkyLight));
} // for i - m_Sections[]
}
void cChunkData::SetMetas(const NIBBLETYPE * a_Src)
{
ASSERT(a_Src != NULL);
for (size_t i = 0; i < NumSections; i++)
{
// If the section is already allocated, copy the data into it:
if (m_Sections[i] != NULL)
{
memcpy(m_Sections[i]->m_BlockMetas, &a_Src[i * SectionBlockCount / 2], sizeof(m_Sections[i]->m_BlockMetas));
continue;
}
// The section doesn't exist, find out if it is needed:
if (IsAllValue(a_Src + i * SectionBlockCount / 2, SectionBlockCount / 2, (NIBBLETYPE)0))
{
// No need for the section, the data is all zeroes
continue;
}
// Allocate the section and copy the data into it:
m_Sections[i] = Allocate();
memcpy(m_Sections[i]->m_BlockMetas, &a_Src[i * SectionBlockCount / 2], sizeof(m_Sections[i]->m_BlockMetas));
memset(m_Sections[i]->m_BlockTypes, 0x00, sizeof(m_Sections[i]->m_BlockTypes));
memset(m_Sections[i]->m_BlockLight, 0x00, sizeof(m_Sections[i]->m_BlockLight));
memset(m_Sections[i]->m_BlockSkyLight, 0xff, sizeof(m_Sections[i]->m_BlockSkyLight));
} // for i - m_Sections[]
}
void cChunkData::SetBlockLight(const NIBBLETYPE * a_Src)
{
if (a_Src == NULL)
{
return;
}
for (size_t i = 0; i < NumSections; i++)
{
// If the section is already allocated, copy the data into it:
if (m_Sections[i] != NULL)
{
memcpy(m_Sections[i]->m_BlockLight, &a_Src[i * SectionBlockCount / 2], sizeof(m_Sections[i]->m_BlockLight));
continue;
}
// The section doesn't exist, find out if it is needed:
if (IsAllValue(a_Src + i * SectionBlockCount / 2, SectionBlockCount / 2, (NIBBLETYPE)0))
{
// No need for the section, the data is all zeroes
continue;
}
// Allocate the section and copy the data into it:
m_Sections[i] = Allocate();
memcpy(m_Sections[i]->m_BlockLight, &a_Src[i * SectionBlockCount / 2], sizeof(m_Sections[i]->m_BlockLight));
memset(m_Sections[i]->m_BlockTypes, 0x00, sizeof(m_Sections[i]->m_BlockTypes));
memset(m_Sections[i]->m_BlockMetas, 0x00, sizeof(m_Sections[i]->m_BlockMetas));
memset(m_Sections[i]->m_BlockSkyLight, 0xff, sizeof(m_Sections[i]->m_BlockSkyLight));
} // for i - m_Sections[]
}
void cChunkData::SetSkyLight(const NIBBLETYPE * a_Src)
{
if (a_Src == NULL)
{
return;
}
for (size_t i = 0; i < NumSections; i++)
{
// If the section is already allocated, copy the data into it:
if (m_Sections[i] != NULL)
{
memcpy(m_Sections[i]->m_BlockSkyLight, &a_Src[i * SectionBlockCount / 2], sizeof(m_Sections[i]->m_BlockSkyLight));
continue;
}
// The section doesn't exist, find out if it is needed:
if (IsAllValue(a_Src + i * SectionBlockCount / 2, SectionBlockCount / 2, (NIBBLETYPE)0xff))
{
// No need for the section, the data is all zeroes
continue;
}
// Allocate the section and copy the data into it:
m_Sections[i] = Allocate();
memcpy(m_Sections[i]->m_BlockSkyLight, &a_Src[i * SectionBlockCount / 2], sizeof(m_Sections[i]->m_BlockSkyLight));
memset(m_Sections[i]->m_BlockTypes, 0x00, sizeof(m_Sections[i]->m_BlockTypes));
memset(m_Sections[i]->m_BlockMetas, 0x00, sizeof(m_Sections[i]->m_BlockMetas));
memset(m_Sections[i]->m_BlockLight, 0x00, sizeof(m_Sections[i]->m_BlockLight));
} // for i - m_Sections[]
}
cChunkData::sChunkSection * cChunkData::Allocate(void)
{
// TODO: Use an allocation pool
return new cChunkData::sChunkSection;
}
void cChunkData::Free(cChunkData::sChunkSection * a_Section)
{
// TODO: Use an allocation pool
delete a_Section;
}
void cChunkData::ZeroSection(cChunkData::sChunkSection * a_Section) const
{
memset(a_Section->m_BlockTypes, 0x00, sizeof(a_Section->m_BlockTypes));
memset(a_Section->m_BlockMetas, 0x00, sizeof(a_Section->m_BlockMetas));
memset(a_Section->m_BlockLight, 0x00, sizeof(a_Section->m_BlockLight));
memset(a_Section->m_BlockSkyLight, 0xff, sizeof(a_Section->m_BlockSkyLight));
}

125
src/ChunkData.h Normal file
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@ -0,0 +1,125 @@
// ChunkData.h
// Declares the cChunkData class that represents the block's type, meta, blocklight and skylight storage for a chunk
#pragma once
#include <cstring>
#include "ChunkDef.h"
#if __cplusplus < 201103L
// auto_ptr style interface for memory management
#else
// unique_ptr style interface for memory management
#endif
class cChunkData
{
public:
cChunkData(void);
~cChunkData();
#if __cplusplus < 201103L
// auto_ptr style interface for memory management
cChunkData(const cChunkData & a_Other);
cChunkData & operator =(const cChunkData & a_Other);
#else
// unique_ptr style interface for memory management
cChunkData(cChunkData && a_Other);
cChunkData & operator =(cChunkData && a_ther);
#endif
BLOCKTYPE GetBlock(int a_X, int a_Y, int a_Z) const;
void SetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_Block);
NIBBLETYPE GetMeta(int a_RelX, int a_RelY, int a_RelZ) const;
bool SetMeta(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_Nibble);
NIBBLETYPE GetBlockLight(int a_RelX, int a_RelY, int a_RelZ) const;
NIBBLETYPE GetSkyLight(int a_RelX, int a_RelY, int a_RelZ) const;
/** Creates a (deep) copy of self. */
cChunkData Copy(void) const;
/** Copies the blocktype data into the specified flat array.
Optionally, only a part of the data is copied, as specified by the a_Idx and a_Length parameters. */
void CopyBlockTypes(BLOCKTYPE * a_Dest, size_t a_Idx = 0, size_t a_Length = cChunkDef::NumBlocks) const;
/** Copies the metadata into the specified flat array. */
void CopyMetas(NIBBLETYPE * a_Dest) const;
/** Copies the block light data into the specified flat array. */
void CopyBlockLight(NIBBLETYPE * a_Dest) const;
/** Copies the skylight data into the specified flat array. */
void CopySkyLight (NIBBLETYPE * a_Dest) const;
/** Copies the blocktype data from the specified flat array into the internal representation.
Allocates sections that are needed for the operation.
Requires that a_Src is a valid pointer. */
void SetBlockTypes(const BLOCKTYPE * a_Src);
/** Copies the metadata from the specified flat array into the internal representation.
Allocates sectios that are needed for the operation.
Requires that a_Src is a valid pointer. */
void SetMetas(const NIBBLETYPE * a_Src);
/** Copies the blocklight data from the specified flat array into the internal representation.
Allocates sectios that are needed for the operation.
Allows a_Src to be NULL, in which case it doesn't do anything. */
void SetBlockLight(const NIBBLETYPE * a_Src);
/** Copies the skylight data from the specified flat array into the internal representation.
Allocates sectios that are needed for the operation.
Allows a_Src to be NULL, in which case it doesn't do anything. */
void SetSkyLight(const NIBBLETYPE * a_Src);
private:
static const size_t SectionHeight = 16;
static const size_t NumSections = (cChunkDef::Height / SectionHeight);
static const size_t SectionBlockCount = SectionHeight * cChunkDef::Width * cChunkDef::Width;
#if __cplusplus < 201103L
// auto_ptr style interface for memory management
mutable bool m_IsOwner;
#endif
struct sChunkSection {
BLOCKTYPE m_BlockTypes [SectionBlockCount];
NIBBLETYPE m_BlockMetas [SectionBlockCount / 2];
NIBBLETYPE m_BlockLight [SectionBlockCount / 2];
NIBBLETYPE m_BlockSkyLight[SectionBlockCount / 2];
};
sChunkSection * m_Sections[NumSections];
/** Allocates a new section. Entry-point to custom allocators. */
static sChunkSection * Allocate(void);
/** Frees the specified section, previously allocated using Allocate().
Note that a_Section may be NULL. */
static void Free(sChunkSection * a_Section);
/** Sets the data in the specified section to their default values. */
void ZeroSection(sChunkSection * a_Section) const;
};

127
src/ChunkDataCallback.h Normal file
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@ -0,0 +1,127 @@
// ChunkDataCallback.h
// Declares the cChunkDataCallback interface and several trivial descendants, for reading chunk data
#pragma once
#include "ChunkData.h"
/** Interface class used for getting data out of a chunk using the GetAllData() function.
Implementation must use the pointers immediately and NOT store any of them for later use
The virtual methods are called in the same order as they're declared here.
*/
class cChunkDataCallback abstract
{
public:
virtual ~cChunkDataCallback() {}
/** Called before any other callbacks to inform of the current coords
(only in processes where multiple chunks can be processed, such as cWorld::ForEachChunkInRect()).
If false is returned, the chunk is skipped.
*/
virtual bool Coords(int a_ChunkX, int a_ChunkZ) { UNUSED(a_ChunkX); UNUSED(a_ChunkZ); return true; };
/// Called once to provide heightmap data
virtual void HeightMap(const cChunkDef::HeightMap * a_HeightMap) {UNUSED(a_HeightMap); };
/// Called once to provide biome data
virtual void BiomeData(const cChunkDef::BiomeMap * a_BiomeMap) {UNUSED(a_BiomeMap); };
/// Called once to let know if the chunk lighting is valid. Return value is ignored
virtual void LightIsValid(bool a_IsLightValid) {UNUSED(a_IsLightValid); };
/// Called once to export block info
virtual void ChunkData(const cChunkData & a_Buffer) {UNUSED(a_Buffer); };
/// Called for each entity in the chunk
virtual void Entity(cEntity * a_Entity) {UNUSED(a_Entity); };
/// Called for each blockentity in the chunk
virtual void BlockEntity(cBlockEntity * a_Entity) {UNUSED(a_Entity); };
} ;
/** A simple implementation of the cChunkDataCallback interface that collects all block data into a buffer
*/
class cChunkDataCollector :
public cChunkDataCallback
{
public:
cChunkData m_BlockData;
protected:
virtual void ChunkData(const cChunkData & a_BlockData) override
{
m_BlockData = a_BlockData.Copy();
}
};
/** A simple implementation of the cChunkDataCallback interface that collects all block data into a single buffer
*/
class cChunkDataArrayCollector :
public cChunkDataCallback
{
public:
// Must be unsigned char instead of BLOCKTYPE or NIBBLETYPE, because it houses both.
unsigned char m_BlockData[cChunkDef::BlockDataSize];
protected:
virtual void ChunkData(const cChunkData & a_ChunkBuffer) override
{
a_ChunkBuffer.CopyBlockTypes(m_BlockData);
a_ChunkBuffer.CopyMetas(m_BlockData + cChunkDef::NumBlocks);
a_ChunkBuffer.CopyBlockLight(m_BlockData + 3 * cChunkDef::NumBlocks / 2);
a_ChunkBuffer.CopySkyLight(m_BlockData + 2 * cChunkDef::NumBlocks);
}
};
/** A simple implementation of the cChunkDataCallback interface that collects all block data into separate buffers */
class cChunkDataSeparateCollector :
public cChunkDataCallback
{
public:
cChunkDef::BlockTypes m_BlockTypes;
cChunkDef::BlockNibbles m_BlockMetas;
cChunkDef::BlockNibbles m_BlockLight;
cChunkDef::BlockNibbles m_BlockSkyLight;
protected:
virtual void ChunkData(const cChunkData & a_ChunkBuffer) override
{
a_ChunkBuffer.CopyBlockTypes(m_BlockTypes);
a_ChunkBuffer.CopyMetas(m_BlockMetas);
a_ChunkBuffer.CopyBlockLight(m_BlockLight);
a_ChunkBuffer.CopySkyLight(m_BlockSkyLight);
}
} ;

View File

@ -330,136 +330,6 @@ private:
/** Interface class used for getting data out of a chunk using the GetAllData() function.
Implementation must use the pointers immediately and NOT store any of them for later use
The virtual methods are called in the same order as they're declared here.
*/
class cChunkDataCallback abstract
{
public:
virtual ~cChunkDataCallback() {}
/** Called before any other callbacks to inform of the current coords
(only in processes where multiple chunks can be processed, such as cWorld::ForEachChunkInRect()).
If false is returned, the chunk is skipped.
*/
virtual bool Coords(int a_ChunkX, int a_ChunkZ) { UNUSED(a_ChunkX); UNUSED(a_ChunkZ); return true; };
/// Called once to provide heightmap data
virtual void HeightMap(const cChunkDef::HeightMap * a_HeightMap) {UNUSED(a_HeightMap); };
/// Called once to provide biome data
virtual void BiomeData (const cChunkDef::BiomeMap * a_BiomeMap) {UNUSED(a_BiomeMap); };
/// Called once to export block types
virtual void BlockTypes (const BLOCKTYPE * a_Type) {UNUSED(a_Type); };
/// Called once to export block meta
virtual void BlockMeta (const NIBBLETYPE * a_Meta) {UNUSED(a_Meta); };
/// Called once to let know if the chunk lighting is valid. Return value is used to control if BlockLight() and BlockSkyLight() are called next (if true)
virtual bool LightIsValid(bool a_IsLightValid) {UNUSED(a_IsLightValid); return true; };
/// Called once to export block light
virtual void BlockLight (const NIBBLETYPE * a_BlockLight) {UNUSED(a_BlockLight); };
/// Called once to export sky light
virtual void BlockSkyLight(const NIBBLETYPE * a_SkyLight) {UNUSED(a_SkyLight); };
/// Called for each entity in the chunk
virtual void Entity(cEntity * a_Entity) {UNUSED(a_Entity); };
/// Called for each blockentity in the chunk
virtual void BlockEntity(cBlockEntity * a_Entity) {UNUSED(a_Entity); };
} ;
/** A simple implementation of the cChunkDataCallback interface that collects all block data into a single buffer
*/
class cChunkDataCollector :
public cChunkDataCallback
{
public:
// Must be unsigned char instead of BLOCKTYPE or NIBBLETYPE, because it houses both.
unsigned char m_BlockData[cChunkDef::BlockDataSize];
protected:
virtual void BlockTypes(const BLOCKTYPE * a_BlockTypes) override
{
memcpy(m_BlockData, a_BlockTypes, sizeof(cChunkDef::BlockTypes));
}
virtual void BlockMeta(const NIBBLETYPE * a_BlockMeta) override
{
memcpy(m_BlockData + cChunkDef::NumBlocks, a_BlockMeta, cChunkDef::NumBlocks / 2);
}
virtual void BlockLight(const NIBBLETYPE * a_BlockLight) override
{
memcpy(m_BlockData + 3 * cChunkDef::NumBlocks / 2, a_BlockLight, cChunkDef::NumBlocks / 2);
}
virtual void BlockSkyLight(const NIBBLETYPE * a_BlockSkyLight) override
{
memcpy(m_BlockData + 2 * cChunkDef::NumBlocks, a_BlockSkyLight, cChunkDef::NumBlocks / 2);
}
} ;
/** A simple implementation of the cChunkDataCallback interface that collects all block data into a separate buffers
*/
class cChunkDataSeparateCollector :
public cChunkDataCallback
{
public:
cChunkDef::BlockTypes m_BlockTypes;
cChunkDef::BlockNibbles m_BlockMetas;
cChunkDef::BlockNibbles m_BlockLight;
cChunkDef::BlockNibbles m_BlockSkyLight;
protected:
virtual void BlockTypes(const BLOCKTYPE * a_BlockTypes) override
{
memcpy(m_BlockTypes, a_BlockTypes, sizeof(m_BlockTypes));
}
virtual void BlockMeta(const NIBBLETYPE * a_BlockMeta) override
{
memcpy(m_BlockMetas, a_BlockMeta, sizeof(m_BlockMetas));
}
virtual void BlockLight(const NIBBLETYPE * a_BlockLight) override
{
memcpy(m_BlockLight, a_BlockLight, sizeof(m_BlockLight));
}
virtual void BlockSkyLight(const NIBBLETYPE * a_BlockSkyLight) override
{
memcpy(m_BlockSkyLight, a_BlockSkyLight, sizeof(m_BlockSkyLight));
}
} ;
/** Interface class used for comparing clients of two chunks.
Used primarily for entity moving while both chunks are locked.
*/

View File

@ -219,9 +219,8 @@ bool cChunkMap::LockedGetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTY
return false;
}
int Index = cChunkDef::MakeIndexNoCheck(a_BlockX, a_BlockY, a_BlockZ);
a_BlockType = Chunk->GetBlock(Index);
a_BlockMeta = Chunk->GetMeta(Index);
a_BlockType = Chunk->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
a_BlockMeta = Chunk->GetMeta(a_BlockX, a_BlockY, a_BlockZ);
return true;
}
@ -242,8 +241,7 @@ bool cChunkMap::LockedGetBlockType(int a_BlockX, int a_BlockY, int a_BlockZ, BLO
return false;
}
int Index = cChunkDef::MakeIndexNoCheck(a_BlockX, a_BlockY, a_BlockZ);
a_BlockType = Chunk->GetBlock(Index);
a_BlockType = Chunk->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
return true;
}
@ -264,8 +262,7 @@ bool cChunkMap::LockedGetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ, NIB
return false;
}
int Index = cChunkDef::MakeIndexNoCheck(a_BlockX, a_BlockY, a_BlockZ);
a_BlockMeta = Chunk->GetMeta(Index);
a_BlockMeta = Chunk->GetMeta(a_BlockX, a_BlockY, a_BlockZ);
return true;
}
@ -1255,7 +1252,7 @@ void cChunkMap::SetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYP
void cChunkMap::SetBlock(cWorldInterface & a_WorldInterface, int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta)
void cChunkMap::SetBlock(cWorldInterface & a_WorldInterface, int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta, bool a_SendToClients)
{
cChunkInterface ChunkInterface(this);
if (a_BlockType == E_BLOCK_AIR)
@ -1270,7 +1267,7 @@ void cChunkMap::SetBlock(cWorldInterface & a_WorldInterface, int a_BlockX, int a
cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ );
if ((Chunk != NULL) && Chunk->IsValid())
{
Chunk->SetBlock(X, Y, Z, a_BlockType, a_BlockMeta );
Chunk->SetBlock(X, Y, Z, a_BlockType, a_BlockMeta, a_SendToClients);
m_World->GetSimulatorManager()->WakeUp(a_BlockX, a_BlockY, a_BlockZ, Chunk);
}
BlockHandler(a_BlockType)->OnPlaced(ChunkInterface, a_WorldInterface, a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
@ -1484,9 +1481,8 @@ bool cChunkMap::GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure)
res = false;
continue;
}
int idx = cChunkDef::MakeIndexNoCheck(itr->x, itr->y, itr->z);
itr->BlockType = Chunk->GetBlock(idx);
itr->BlockMeta = Chunk->GetMeta(idx);
itr->BlockType = Chunk->GetBlock(itr->x, itr->y, itr->z);
itr->BlockMeta = Chunk->GetMeta(itr->x, itr->y, itr->z);
}
return res;
}

View File

@ -5,7 +5,8 @@
#pragma once
#include "ChunkDef.h"
#include "ChunkDataCallback.h"
@ -152,7 +153,7 @@ public:
NIBBLETYPE GetBlockSkyLight (int a_BlockX, int a_BlockY, int a_BlockZ);
NIBBLETYPE GetBlockBlockLight(int a_BlockX, int a_BlockY, int a_BlockZ);
void SetBlockMeta (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockMeta);
void SetBlock (cWorldInterface & a_WorldInterface, int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta);
void SetBlock (cWorldInterface & a_WorldInterface, int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta, bool a_SendToClients = true);
void QueueSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta, Int64 a_Tick, BLOCKTYPE a_PreviousBlockType = E_BLOCK_AIR);
bool GetBlockTypeMeta (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta);
bool GetBlockInfo (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight);

View File

@ -27,6 +27,7 @@ Note that it may be called by world's BroadcastToChunk() if the client is still
#include "OSSupport/IsThread.h"
#include "ChunkDef.h"
#include "ChunkDataCallback.h"

View File

@ -12,7 +12,6 @@
#include "BlockEntities/SignEntity.h"
#include "UI/Window.h"
#include "Item.h"
#include "Piston.h"
#include "Mobs/Monster.h"
#include "ChatColor.h"
#include "OSSupport/Socket.h"
@ -1306,7 +1305,7 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, e
if (!a_ItemHandler.GetPlacementBlockTypeMeta(World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta))
{
// Handler refused the placement, send that information back to the client:
World->SendBlockTo(a_BlockX, a_BlockY, a_BlockY, m_Player);
World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
m_Player->GetInventory().SendEquippedSlot();
return;
}

View File

@ -55,9 +55,8 @@ void cFallingBlock::Tick(float a_Dt, cChunk & a_Chunk)
return;
}
int idx = a_Chunk.MakeIndexNoCheck(BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width);
BLOCKTYPE BlockBelow = a_Chunk.GetBlock(idx);
NIBBLETYPE BelowMeta = a_Chunk.GetMeta(idx);
BLOCKTYPE BlockBelow = a_Chunk.GetBlock(BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width);
NIBBLETYPE BelowMeta = a_Chunk.GetMeta(BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width);
if (cSandSimulator::DoesBreakFallingThrough(BlockBelow, BelowMeta))
{
// Fallen onto a block that breaks this into pickups (e. g. half-slab)

View File

@ -1669,13 +1669,6 @@ bool cPlayer::LoadFromDisk(cWorld * a_World)
LoadPermissionsFromDisk();
// Log player permissions, cause it's what the cool kids do
LOGINFO("Player %s has permissions:", GetName().c_str() );
for( PermissionMap::iterator itr = m_ResolvedPermissions.begin(); itr != m_ResolvedPermissions.end(); ++itr )
{
if( itr->second ) LOG(" - %s", itr->first.c_str() );
}
AString SourceFile;
Printf(SourceFile, "players/%s.json", GetName().c_str() );

View File

@ -76,12 +76,12 @@ protected:
eBlockFace Face;
if (bb.CalcLineIntersection(Line1, Line2, LineCoeff, Face))
{
if (cPluginManager::Get()->CallHookProjectileHitBlock(*m_Projectile))
Vector3d Intersection = Line1 + m_Projectile->GetSpeed() * LineCoeff;
if (cPluginManager::Get()->CallHookProjectileHitBlock(*m_Projectile, a_BlockX, a_BlockY, a_BlockZ, Face, &Intersection))
{
return false;
}
Vector3d Intersection = Line1 + m_Projectile->GetSpeed() * LineCoeff;
m_Projectile->OnHitSolidBlock(Intersection, Face);
return true;
}

View File

@ -212,7 +212,7 @@ void cBioGenCache::InitializeBiomeGen(cIniFile & a_IniFile)
void cBiomeGenList::InitializeBiomes(const AString & a_Biomes)
{
AStringVector Split = StringSplit(a_Biomes, ",");
AStringVector Split = StringSplitAndTrim(a_Biomes, ",");
// Convert each string in the list into biome:
for (AStringVector::const_iterator itr = Split.begin(); itr != Split.end(); ++itr)

View File

@ -25,6 +25,8 @@
#include "Noise3DGenerator.h"
#include "POCPieceGenerator.h"
#include "Ravines.h"
#include "UnderwaterBaseGen.h"
#include "VillageGen.h"
@ -32,6 +34,7 @@
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cTerrainCompositionGen:
cTerrainCompositionGen * cTerrainCompositionGen::CreateCompositionGen(cIniFile & a_IniFile, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen, int a_Seed)
{
AString CompoGenName = a_IniFile.GetValueSet("Generator", "CompositionGen", "");
@ -390,6 +393,22 @@ void cComposableGenerator::InitFinishGens(cIniFile & a_IniFile)
{
m_FinishGens.push_back(new cStructGenTrees(Seed, m_BiomeGen, m_HeightGen, m_CompositionGen));
}
else if (NoCaseCompare(*itr, "UnderwaterBases") == 0)
{
int GridSize = a_IniFile.GetValueSetI("Generator", "UnderwaterBaseGridSize", 1024);
int MaxDepth = a_IniFile.GetValueSetI("Generator", "UnderwaterBaseMaxDepth", 7);
int MaxSize = a_IniFile.GetValueSetI("Generator", "UnderwaterBaseMaxSize", 128);
m_FinishGens.push_back(new cUnderwaterBaseGen(Seed, GridSize, MaxDepth, MaxSize, *m_BiomeGen));
}
else if (NoCaseCompare(*itr, "Villages") == 0)
{
int GridSize = a_IniFile.GetValueSetI("Generator", "VillageGridSize", 384);
int MaxDepth = a_IniFile.GetValueSetI("Generator", "VillageMaxDepth", 2);
int MaxSize = a_IniFile.GetValueSetI("Generator", "VillageMaxSize", 128);
int MinDensity = a_IniFile.GetValueSetI("Generator", "VillageMinDensity", 50);
int MaxDensity = a_IniFile.GetValueSetI("Generator", "VillageMaxDensity", 80);
m_FinishGens.push_back(new cVillageGen(Seed, GridSize, MaxDepth, MaxSize, MinDensity, MaxDensity, *m_BiomeGen, *m_HeightGen));
}
else if (NoCaseCompare(*itr, "WaterLakes") == 0)
{
int Probability = a_IniFile.GetValueSetI("Generator", "WaterLakesProbability", 25);

View File

@ -9,6 +9,34 @@
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cEmptyStructure:
/** A cStructure descendant representing an empty structure.
Used when the generator descended from cGridStructGen doesn't return any structure, to keep at least the
Origin coords so that the structure isn't queried over and over again. */
class cEmptyStructure :
public cGridStructGen::cStructure
{
typedef cGridStructGen::cStructure super;
public:
cEmptyStructure(int a_OriginX, int a_OriginZ) :
super(a_OriginX, a_OriginZ)
{
}
protected:
virtual void DrawIntoChunk(cChunkDesc & a_ChunkDesc) override
{
// Do nothing
}
} ;
cGridStructGen::cGridStructGen(
int a_Seed,
int a_GridSizeX, int a_GridSizeZ,
@ -90,7 +118,12 @@ void cGridStructGen::GetStructuresForChunk(int a_ChunkX, int a_ChunkZ, cStructur
} // for itr - a_Structures[]
if (!Found)
{
a_Structures.push_back(CreateStructure(OriginX, OriginZ));
cStructurePtr Structure = CreateStructure(OriginX, OriginZ);
if (Structure.get() == NULL)
{
Structure.reset(new cEmptyStructure(OriginX, OriginZ));
}
a_Structures.push_back(Structure);
}
} // for z
} // for x

View File

@ -39,14 +39,6 @@ class cGridStructGen :
public cFinishGen
{
public:
cGridStructGen(
int a_Seed,
int a_GridSizeX, int a_GridSizeZ,
int a_MaxStructureSizeX, int a_MaxStructureSizeZ,
size_t a_MaxCacheSize
);
protected:
/** Represents a single structure that occupies the grid point. Knows how to draw itself into a chunk. */
class cStructure
{
@ -75,6 +67,14 @@ protected:
typedef std::list<cStructurePtr> cStructurePtrs;
cGridStructGen(
int a_Seed,
int a_GridSizeX, int a_GridSizeZ,
int a_MaxStructureSizeX, int a_MaxStructureSizeZ,
size_t a_MaxCacheSize
);
protected:
/** Seed for generating the semi-random grid. */
int m_Seed;

View File

@ -186,6 +186,11 @@ cPOCPieceGenerator::cPOCPieceGenerator(int a_Seed) :
cPOCPieceGenerator::~cPOCPieceGenerator()
{
cPieceGenerator::FreePieces(m_Pieces);
for (cPieces::iterator itr = m_AvailPieces.begin(), end = m_AvailPieces.end(); itr != end; ++itr)
{
delete *itr;
}
m_AvailPieces.clear();
}

View File

@ -286,7 +286,8 @@ cPlacedPiece::cPlacedPiece(const cPlacedPiece * a_Parent, const cPiece & a_Piece
m_Parent(a_Parent),
m_Piece(&a_Piece),
m_Coords(a_Coords),
m_NumCCWRotations(a_NumCCWRotations)
m_NumCCWRotations(a_NumCCWRotations),
m_HasBeenMovedToGround(false)
{
m_Depth = (m_Parent == NULL) ? 0 : (m_Parent->GetDepth() + 1);
m_HitBox = a_Piece.RotateMoveHitBox(a_NumCCWRotations, a_Coords.x, a_Coords.y, a_Coords.z);
@ -297,6 +298,36 @@ cPlacedPiece::cPlacedPiece(const cPlacedPiece * a_Parent, const cPiece & a_Piece
cPiece::cConnector cPlacedPiece::GetRotatedConnector(size_t a_Index) const
{
cPiece::cConnectors Connectors = m_Piece->GetConnectors();
ASSERT(Connectors.size() >= a_Index);
return m_Piece->RotateMoveConnector(Connectors[a_Index], m_NumCCWRotations, m_Coords.x, m_Coords.y, m_Coords.z);
}
cPiece::cConnector cPlacedPiece::GetRotatedConnector(const cPiece::cConnector & a_Connector) const
{
return m_Piece->RotateMoveConnector(a_Connector, m_NumCCWRotations, m_Coords.x, m_Coords.y, m_Coords.z);
}
void cPlacedPiece::MoveToGroundBy(int a_OffsetY)
{
m_Coords.y += a_OffsetY;
m_HasBeenMovedToGround = true;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cPieceGenerator:
@ -331,7 +362,31 @@ cPlacedPiece * cPieceGenerator::PlaceStartingPiece(int a_BlockX, int a_BlockY, i
// Choose a random one of the starting pieces:
cPieces StartingPieces = m_PiecePool.GetStartingPieces();
cPiece * StartingPiece = StartingPieces[rnd % StartingPieces.size()];
int Total = 0;
for (cPieces::const_iterator itr = StartingPieces.begin(), end = StartingPieces.end(); itr != end; ++itr)
{
Total += m_PiecePool.GetStartingPieceWeight(**itr);
}
cPiece * StartingPiece;
if (Total > 0)
{
int Chosen = rnd % Total;
StartingPiece = StartingPieces.front();
for (cPieces::const_iterator itr = StartingPieces.begin(), end = StartingPieces.end(); itr != end; ++itr)
{
Chosen -= m_PiecePool.GetStartingPieceWeight(**itr);
if (Chosen <= 0)
{
StartingPiece = *itr;
break;
}
}
}
else
{
// All pieces returned zero weight, but we need one to start. Choose with equal chance:
StartingPiece = StartingPieces[rnd % StartingPieces.size()];
}
rnd = rnd >> 16;
// Choose a random supported rotation:

View File

@ -110,6 +110,7 @@ public:
virtual cPieces GetStartingPieces(void) = 0;
/** Returns the relative weight with which the a_NewPiece is to be selected for placing under a_PlacedPiece through a_ExistingConnector.
a_ExistingConnector is the original connector, before any movement or rotation is applied to it.
This allows the pool to tweak the piece's chances, based on the previous pieces in the tree and the connector used.
The higher the number returned, the higher the chance the piece will be chosen. 0 means the piece will never be chosen.
*/
@ -119,6 +120,15 @@ public:
const cPiece & a_NewPiece
) { return 1; }
/** Returns the relative weight with which the a_NewPiece is to be selected for placing as the first piece.
This allows the pool to tweak the piece's chances.
The higher the number returned, the higher the chance the piece will be chosen. 0 means the piece will not be chosen.
If all pieces return 0, a random piece is chosen, with all equal chances.
*/
virtual int GetStartingPieceWeight(
const cPiece & a_NewPiece
) { return 1; }
/** Called after a piece is placed, to notify the pool that it has been used.
The pool may adjust the pieces it will return the next time. */
virtual void PiecePlaced(const cPiece & a_Piece) = 0;
@ -138,19 +148,41 @@ class cPlacedPiece
public:
cPlacedPiece(const cPlacedPiece * a_Parent, const cPiece & a_Piece, const Vector3i & a_Coords, int a_NumCCWRotations);
const cPiece & GetPiece (void) const { return *m_Piece; }
const Vector3i & GetCoords (void) const { return m_Coords; }
int GetNumCCWRotations(void) const { return m_NumCCWRotations; }
const cCuboid & GetHitBox (void) const { return m_HitBox; }
int GetDepth (void) const { return m_Depth; }
const cPlacedPiece * GetParent (void) const { return m_Parent; }
const cPiece & GetPiece (void) const { return *m_Piece; }
const Vector3i & GetCoords (void) const { return m_Coords; }
int GetNumCCWRotations (void) const { return m_NumCCWRotations; }
const cCuboid & GetHitBox (void) const { return m_HitBox; }
int GetDepth (void) const { return m_Depth; }
bool HasBeenMovedToGround(void) const { return m_HasBeenMovedToGround; }
/** Returns the coords as a modifiable object. */
Vector3i & GetCoords(void) { return m_Coords; }
/** Returns the connector at the specified index, rotated in the actual placement.
Undefined behavior if a_Index is out of range. */
cPiece::cConnector GetRotatedConnector(size_t a_Index) const;
/** Returns a copy of the specified connector, modified to account for the translation and rotation for
this placement. */
cPiece::cConnector GetRotatedConnector(const cPiece::cConnector & a_Connector) const;
/** Moves the placed piece Y-wise by the specified offset.
Sets m_HasBeenMovedToGround to true, too.
Used eg. by village houses. */
void MoveToGroundBy(int a_OffsetY);
protected:
const cPlacedPiece * m_Parent;
const cPiece * m_Piece;
Vector3i m_Coords;
int m_NumCCWRotations;
cCuboid m_HitBox;
int m_Depth;
cCuboid m_HitBox; // Hitbox of the placed piece, in world coords
int m_Depth; // Depth in the generated piece tree
/** Set to true once the piece has been moved Y-wise.
Used eg. by village houses. */
bool m_HasBeenMovedToGround;
};
typedef std::vector<cPlacedPiece *> cPlacedPieces;

View File

@ -108,6 +108,9 @@ static const cPrefab::sDef g_TestPrefabDef =
// AddWeightIfSame:
1000,
// MoveToGround:
false,
};
static cPrefab g_TestPrefab(g_TestPrefabDef);
@ -127,7 +130,8 @@ cPrefab::cPrefab(const cPrefab::sDef & a_Def) :
m_MergeStrategy(a_Def.m_MergeStrategy),
m_ShouldExtendFloor(a_Def.m_ShouldExtendFloor),
m_DefaultWeight(a_Def.m_DefaultWeight),
m_AddWeightIfSame(a_Def.m_AddWeightIfSame)
m_AddWeightIfSame(a_Def.m_AddWeightIfSame),
m_MoveToGround(a_Def.m_MoveToGround)
{
m_BlockArea[0].Create(m_Size);
CharMap cm;
@ -136,6 +140,34 @@ cPrefab::cPrefab(const cPrefab::sDef & a_Def) :
ParseConnectors(a_Def.m_Connectors);
ParseDepthWeight(a_Def.m_DepthWeight);
AddRotatedBlockAreas();
}
cPrefab::cPrefab(const cBlockArea & a_Image, int a_AllowedRotations) :
m_Size(a_Image.GetSize()),
m_AllowedRotations(a_AllowedRotations),
m_MergeStrategy(cBlockArea::msOverwrite),
m_ShouldExtendFloor(false),
m_DefaultWeight(1),
m_AddWeightIfSame(0),
m_MoveToGround(false)
{
m_HitBox.p1.Set(0, 0, 0);
m_HitBox.p2.Set(m_Size.x - 1, m_Size.y - 1, m_Size.z - 1);
m_BlockArea[0].CopyFrom(a_Image);
AddRotatedBlockAreas();
}
void cPrefab::AddRotatedBlockAreas(void)
{
// 1 CCW rotation:
if ((m_AllowedRotations & 0x01) != 0)
{
@ -164,13 +196,21 @@ cPrefab::cPrefab(const cPrefab::sDef & a_Def) :
void cPrefab::Draw(cChunkDesc & a_Dest, const cPlacedPiece * a_Placement) const
{
Draw(a_Dest, a_Placement->GetCoords(), a_Placement->GetNumCCWRotations());
}
void cPrefab::Draw(cChunkDesc & a_Dest, const Vector3i & a_Placement, int a_NumRotations) const
{
// Draw the basic image:
Vector3i Placement = a_Placement->GetCoords();
Vector3i Placement(a_Placement);
int ChunkStartX = a_Dest.GetChunkX() * cChunkDef::Width;
int ChunkStartZ = a_Dest.GetChunkZ() * cChunkDef::Width;
Placement.Move(-ChunkStartX, 0, -ChunkStartZ);
const cBlockArea & Image = m_BlockArea[a_Placement->GetNumCCWRotations()];
const cBlockArea & Image = m_BlockArea[a_NumRotations];
a_Dest.WriteBlockArea(Image, Placement.x, Placement.y, Placement.z, m_MergeStrategy);
// If requested, draw the floor (from the bottom of the prefab down to the nearest non-air)
@ -257,6 +297,24 @@ int cPrefab::GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cC
void cPrefab::SetDefaultWeight(int a_DefaultWeight)
{
m_DefaultWeight = a_DefaultWeight;
}
void cPrefab::AddConnector(int a_RelX, int a_RelY, int a_RelZ, eBlockFace a_Direction, int a_Type)
{
m_Connectors.push_back(cConnector(a_RelX, a_RelY, a_RelZ, a_Type, a_Direction));
}
void cPrefab::ParseCharMap(CharMap & a_CharMapOut, const char * a_CharMapDef)
{
ASSERT(a_CharMapDef != NULL);

View File

@ -82,19 +82,47 @@ public:
Can be positive or negative.
This is used e. g. to make nether bridges prefer spanning multiple segments or to penalize turrets next to each other. */
int m_AddWeightIfSame;
/** If true, the piece will be moved Y-wise so that its first connector is sitting on the terrain.
This is used e. g. for village houses. */
bool m_MoveToGround;
};
/** Creates a prefab from the provided definition. */
cPrefab(const sDef & a_Def);
/** Creates a prefab based on the given BlockArea and allowed rotations. */
cPrefab(const cBlockArea & a_Image, int a_AllowedRotations);
/** Draws the prefab into the specified chunk, according to the placement stored in the PlacedPiece. */
void Draw(cChunkDesc & a_Dest, const cPlacedPiece * a_Placement) const;
/** Draws the prefab into the specified chunks, according to the specified placement and rotations. */
void Draw(cChunkDesc & a_Dest, const Vector3i & a_Placement, int a_NumRotations) const;
/** Returns true if the prefab has any connector of the specified type. */
bool HasConnectorType(int a_ConnectorType) const;
/** Returns the weight (chance) of this prefab generating as the next piece after the specified placed piece.
PiecePool implementations can use this for their GetPieceWeight() implementations. */
int GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector) const;
/** Sets the (unmodified) DefaultWeight property for this piece. */
void SetDefaultWeight(int a_DefaultWeight);
/** Returns the unmodified DefaultWeight property for the piece. */
int GetDefaultWeight(void) const { return m_DefaultWeight; }
/** Sets the AddWeightIfSame member, that is used to modify the weight when the previous piece is the same prefab */
void SetAddWeightIfSame(int a_AddWeightIfSame) { m_AddWeightIfSame = a_AddWeightIfSame; }
/** Adds the specified connector to the list of connectors this piece supports. */
void AddConnector(int a_RelX, int a_RelY, int a_RelZ, eBlockFace a_Direction, int a_Type);
/** Returns whether the prefab should be moved Y-wise to ground before drawing, rather than staying
at the coords governed by the connectors. */
bool ShouldMoveToGround(void) const { return m_MoveToGround; }
protected:
/** Packs complete definition of a single block, for per-letter assignment. */
@ -149,6 +177,10 @@ protected:
Can be positive or negative.
This is used e. g. to make nether bridges prefer spanning multiple segments or to penalize turrets next to each other. */
int m_AddWeightIfSame;
/** If true, the piece will be moved Y-wise so that its first connector is sitting on the terrain.
This is used e. g. for village houses. */
bool m_MoveToGround;
// cPiece overrides:
@ -157,6 +189,10 @@ protected:
virtual cCuboid GetHitBox(void) const override;
virtual bool CanRotateCCW(int a_NumRotations) const override;
/** Based on the m_AllowedRotations, adds rotated cBlockAreas to the m_BlockArea array.
To be called only from this class's constructor! */
void AddRotatedBlockAreas(void);
/** Parses the CharMap in the definition into a CharMap binary data used for translating the definition into BlockArea. */
void ParseCharMap(CharMap & a_CharMapOut, const char * a_CharMapDef);

View File

@ -129,6 +129,15 @@ int cPrefabPiecePool::GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const c
int cPrefabPiecePool::GetStartingPieceWeight(const cPiece & a_NewPiece)
{
return ((const cPrefab &)a_NewPiece).GetDefaultWeight();
}
void cPrefabPiecePool::PiecePlaced(const cPiece & a_Piece)
{
// Do nothing

View File

@ -75,6 +75,7 @@ protected:
virtual cPieces GetPiecesWithConnector(int a_ConnectorType) override;
virtual cPieces GetStartingPieces(void) override;
virtual int GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector, const cPiece & a_NewPiece) override;
virtual int GetStartingPieceWeight(const cPiece & a_NewPiece) override;
virtual void PiecePlaced(const cPiece & a_Piece) override;
virtual void Reset(void) override;
} ;

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,15 @@
// AlchemistVillagePrefabs.h
// Declares the prefabs in the group AlchemistVillage
#include "../Prefab.h"
extern const cPrefab::sDef g_AlchemistVillagePrefabs[];
extern const cPrefab::sDef g_AlchemistVillageStartingPrefabs[];
extern const size_t g_AlchemistVillagePrefabsCount;
extern const size_t g_AlchemistVillageStartingPrefabsCount;

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,15 @@
// JapaneseVillagePrefabs.h
// Declares the prefabs in the group JapaneseVillage
#include "../Prefab.h"
extern const cPrefab::sDef g_JapaneseVillagePrefabs[];
extern const cPrefab::sDef g_JapaneseVillageStartingPrefabs[];
extern const size_t g_JapaneseVillagePrefabsCount;
extern const size_t g_JapaneseVillageStartingPrefabsCount;

View File

@ -155,6 +155,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // BalconyCorridor
@ -315,6 +318,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // BalconyTee2
@ -435,6 +441,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // BlazePlatform
@ -605,6 +614,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // BlazePlatformOverhang
@ -805,6 +817,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
-1000,
// MoveToGround:
false,
}, // BridgeCircleCrossing
@ -1006,6 +1021,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // BridgeCrossing
@ -1100,6 +1118,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // BridgeCrumble1
@ -1200,6 +1221,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // BridgeCrumble2
@ -1379,6 +1403,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
1000,
// MoveToGround:
false,
}, // BridgeDoubleCrumble
@ -1619,6 +1646,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // BridgeFunnelDown
@ -1948,6 +1978,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // BridgeLevelCrossing
@ -2067,6 +2100,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
1000,
// MoveToGround:
false,
}, // BridgeSegment
@ -2227,6 +2263,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // BridgeTee
@ -2328,6 +2367,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // Corridor11
@ -2429,6 +2471,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // Corridor13
@ -2524,6 +2569,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
500,
// MoveToGround:
false,
}, // Corridor5
@ -2663,6 +2711,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // CorridorCorner5
@ -2803,6 +2854,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // CorridorCornerChest5
@ -2928,6 +2982,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
-50,
// MoveToGround:
false,
}, // CorridorCrossing
@ -3080,6 +3137,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // CorridorStairs
@ -3181,6 +3241,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // DarkCorridor
@ -3438,6 +3501,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // LavaStaircase
@ -3769,6 +3835,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
-1000,
// MoveToGround:
false,
}, // LavaStaircaseBig
@ -4047,6 +4116,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // LavaStairsBridge
@ -4235,6 +4307,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
-1000,
// MoveToGround:
false,
}, // MidStaircase
@ -4378,6 +4453,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // StairsToOpen1
@ -4521,6 +4599,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // StairsToOpen2
@ -4638,6 +4719,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // Tee2x4
@ -4767,6 +4851,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // Tee4x4
@ -4863,6 +4950,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
-50,
// MoveToGround:
false,
}, // TinyCorridorCorner
@ -4960,6 +5050,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // TinyCorridorCornerChest
@ -5059,6 +5152,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
-50,
// MoveToGround:
false,
}, // TinyCorridorCrossing
@ -5174,6 +5270,9 @@ const cPrefab::sDef g_NetherFortPrefabs[] =
// AddWeightIfSame:
-99,
// MoveToGround:
false,
}, // Turret
}; // g_NetherFortPrefabs
@ -5378,6 +5477,9 @@ const cPrefab::sDef g_NetherFortStartingPrefabs[] =
// AddWeightIfSame:
0,
// MoveToGround:
false,
}, // CentralRoom
};

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,15 @@
// PlainsVillagePrefabs.h
// Declares the prefabs in the group PlainsVillage
#include "../Prefab.h"
extern const cPrefab::sDef g_PlainsVillagePrefabs[];
extern const cPrefab::sDef g_PlainsVillageStartingPrefabs[];
extern const size_t g_PlainsVillagePrefabsCount;
extern const size_t g_PlainsVillageStartingPrefabsCount;

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,15 @@
// SandFlatRoofVillagePrefabs.h
// Declares the prefabs in the group SandFlatRoofVillage
#include "../Prefab.h"
extern const cPrefab::sDef g_SandFlatRoofVillagePrefabs[];
extern const cPrefab::sDef g_SandFlatRoofVillageStartingPrefabs[];
extern const size_t g_SandFlatRoofVillagePrefabsCount;
extern const size_t g_SandFlatRoofVillageStartingPrefabsCount;

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,15 @@
// SandVillagePrefabs.h
// Declares the prefabs in the group SandVillage
#include "../Prefab.h"
extern const cPrefab::sDef g_SandVillagePrefabs[];
extern const cPrefab::sDef g_SandVillageStartingPrefabs[];
extern const size_t g_SandVillagePrefabsCount;
extern const size_t g_SandVillageStartingPrefabsCount;

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,15 @@
// UnderwaterBasePrefabs.h
// Declares the prefabs in the group UnderwaterBase
#include "../Prefab.h"
extern const cPrefab::sDef g_UnderwaterBasePrefabs[];
extern const cPrefab::sDef g_UnderwaterBaseStartingPrefabs[];
extern const size_t g_UnderwaterBasePrefabsCount;
extern const size_t g_UnderwaterBaseStartingPrefabsCount;

View File

@ -0,0 +1,142 @@
// UnderwaterBaseGen.cpp
// Implements the cUnderwaterBaseGen class representing the underwater base generator
#include "Globals.h"
#include "UnderwaterBaseGen.h"
#include "Prefabs/UnderwaterBasePrefabs.h"
#include "PieceGenerator.h"
static cPrefabPiecePool g_UnderwaterBase(g_UnderwaterBasePrefabs, g_UnderwaterBasePrefabsCount, g_UnderwaterBaseStartingPrefabs, g_UnderwaterBaseStartingPrefabsCount);
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cUnderwaterBaseGen::cUnderwaterBase:
class cUnderwaterBaseGen::cUnderwaterBase :
public cGridStructGen::cStructure
{
typedef cGridStructGen::cStructure super;
public:
cUnderwaterBase(
int a_Seed,
int a_OriginX, int a_OriginZ,
int a_MaxDepth,
int a_MaxSize
) :
super(a_OriginX, a_OriginZ),
m_Seed(a_Seed),
m_Noise(a_Seed),
m_MaxSize(a_MaxSize),
m_Borders(a_OriginX - a_MaxSize, 0, a_OriginZ - a_MaxSize, a_OriginX + a_MaxSize, 255, a_OriginZ + a_MaxSize)
{
// Generate the pieces for this base:
cBFSPieceGenerator pg(g_UnderwaterBase, a_Seed);
pg.PlacePieces(a_OriginX, 50, a_OriginZ, a_MaxDepth, m_Pieces);
if (m_Pieces.empty())
{
return;
}
}
~cUnderwaterBase()
{
cPieceGenerator::FreePieces(m_Pieces);
}
protected:
/** Seed for the random functions */
int m_Seed;
/** The noise used as a pseudo-random generator */
cNoise m_Noise;
/** Maximum size, in X/Z blocks, of the village (radius from the origin) */
int m_MaxSize;
/** Borders of the vilalge - no item may reach out of this cuboid. */
cCuboid m_Borders;
/** The village pieces, placed by the generator. */
cPlacedPieces m_Pieces;
// cGridStructGen::cStructure overrides:
virtual void DrawIntoChunk(cChunkDesc & a_Chunk) override
{
for (cPlacedPieces::iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
{
cPrefab & Prefab = (cPrefab &)((*itr)->GetPiece());
Prefab.Draw(a_Chunk, *itr);
} // for itr - m_PlacedPieces[]
}
} ;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cUnderwaterBaseGen:
cUnderwaterBaseGen::cUnderwaterBaseGen(int a_Seed, int a_GridSize, int a_MaxDepth, int a_MaxSize, cBiomeGen & a_BiomeGen) :
super(a_Seed, a_GridSize, a_GridSize, a_MaxSize, a_MaxSize, 100),
m_Noise(a_Seed + 1000),
m_MaxDepth(a_MaxDepth),
m_MaxSize(a_MaxSize),
m_BiomeGen(a_BiomeGen)
{
}
cGridStructGen::cStructurePtr cUnderwaterBaseGen::CreateStructure(int a_OriginX, int a_OriginZ)
{
// Generate the biomes for the chunk surrounding the origin:
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(a_OriginX, a_OriginZ, ChunkX, ChunkZ);
cChunkDef::BiomeMap Biomes;
m_BiomeGen.GenBiomes(ChunkX, ChunkZ, Biomes);
// Check if all the biomes are ocean:
// If just one is not, no base is created, because it's likely that an unfriendly biome is too close
for (size_t i = 0; i < ARRAYCOUNT(Biomes); i++)
{
switch (Biomes[i])
{
case biOcean:
case biDeepOcean:
{
// These biomes allow underwater bases
break;
}
default:
{
// base-unfriendly biome, bail out with zero structure:
return cStructurePtr();
}
} // switch (Biomes[i])
} // for i - Biomes[]
// Create a base based on the chosen prefabs:
return cStructurePtr(new cUnderwaterBase(m_Seed, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize));
}

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@ -0,0 +1,50 @@
// UnderwaterBaseGen.h
// Declares the cUnderwaterBaseGen class representing the underwater base generator
#pragma once
#include "GridStructGen.h"
#include "PrefabPiecePool.h"
class cUnderwaterBaseGen :
public cGridStructGen
{
typedef cGridStructGen super;
public:
cUnderwaterBaseGen(int a_Seed, int a_GridSize, int a_MaxDepth, int a_MaxSize, cBiomeGen & a_BiomeGen);
protected:
class cUnderwaterBase; // fwd: UnderwaterBaseGen.cpp
/** The noise used for generating random numbers */
cNoise m_Noise;
/** Maximum depth of the generator tree*/
int m_MaxDepth;
/** Maximum size, in X/Z blocks, of the base (radius from the origin) */
int m_MaxSize;
/** The underlying biome generator that defines whether the base is created or not */
cBiomeGen & m_BiomeGen;
// cGridStructGen overrides:
virtual cStructurePtr CreateStructure(int a_OriginX, int a_OriginZ) override;
} ;

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@ -0,0 +1,430 @@
// VillageGen.cpp
// Implements the cVillageGen class representing the village generator
#include "Globals.h"
#include "VillageGen.h"
#include "Prefabs/AlchemistVillagePrefabs.h"
#include "Prefabs/JapaneseVillagePrefabs.h"
#include "Prefabs/PlainsVillagePrefabs.h"
#include "Prefabs/SandVillagePrefabs.h"
#include "Prefabs/SandFlatRoofVillagePrefabs.h"
#include "PieceGenerator.h"
/*
How village generating works:
By descending from a cGridStructGen, a semi-random grid is generated. A village may be generated for each of
the grid's cells. Each cell checks the biomes in an entire chunk around it, only generating a village if all
biomes are village-friendly. If yes, the entire village structure is built for that cell. If not, the cell
is left village-less.
A village is generated using the regular BFS piece generator. The well piece is used as the starting piece,
the roads and houses are then used as the following pieces. Only the houses are read from the prefabs,
though, the roads are generated by code and their content is ignored. A special subclass of the cPiecePool
class is used, so that the roads connect to each other and to the well only in predefined manners.
The well has connectors of type "2". The houses have connectors of type "-1". The roads have connectors of
both types' opposites, type "-2" at the far ends and type "1" on the long edges. Additionally, there are
type "2" connectors along the long edges of the roads as well, so that the roads create T junctions.
When the village is about to be drawn into a chunk, it queries the heights for each piece intersecting the
chunk. The pieces are shifted so that their pivot points lie on the surface, and the roads are drawn
directly by turning the surface blocks into gravel / sandstone.
The village prefabs are stored in global piecepools (one pool per village type). In order to support
per-village density setting, the cVillage class itself implements the cPiecePool interface, relaying the
calls to the underlying cVillagePiecePool, after processing the density check.
*/
class cVillagePiecePool :
public cPrefabPiecePool
{
typedef cPrefabPiecePool super;
public:
cVillagePiecePool(
const cPrefab::sDef * a_PieceDefs, size_t a_NumPieceDefs,
const cPrefab::sDef * a_StartingPieceDefs, size_t a_NumStartingPieceDefs
) :
super(a_PieceDefs, a_NumPieceDefs, a_StartingPieceDefs, a_NumStartingPieceDefs)
{
// Add the road pieces:
for (int len = 27; len < 60; len += 12)
{
cBlockArea BA;
BA.Create(len, 1, 3, cBlockArea::baTypes | cBlockArea::baMetas);
BA.Fill(cBlockArea::baTypes | cBlockArea::baMetas, E_BLOCK_GRAVEL, 0);
cPrefab * RoadPiece = new cPrefab(BA, 1);
RoadPiece->AddConnector(0, 0, 1, BLOCK_FACE_XM, -2);
RoadPiece->AddConnector(len - 1, 0, 1, BLOCK_FACE_XP, -2);
RoadPiece->SetDefaultWeight(100);
// Add the road connectors:
for (int x = 1; x < len; x += 12)
{
RoadPiece->AddConnector(x, 0, 0, BLOCK_FACE_ZM, 2);
RoadPiece->AddConnector(x, 0, 2, BLOCK_FACE_ZP, 2);
}
// Add the buildings connectors:
for (int x = 7; x < len; x += 12)
{
RoadPiece->AddConnector(x, 0, 0, BLOCK_FACE_ZM, 1);
RoadPiece->AddConnector(x, 0, 2, BLOCK_FACE_ZP, 1);
}
m_AllPieces.push_back(RoadPiece);
m_PiecesByConnector[-2].push_back(RoadPiece);
m_PiecesByConnector[1].push_back(RoadPiece);
m_PiecesByConnector[2].push_back(RoadPiece);
} // for len - roads of varying length
}
// cPrefabPiecePool overrides:
virtual int GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector, const cPiece & a_NewPiece) override
{
// Roads cannot branch T-wise (appending -2 connector to a +2 connector on a 1-high piece):
if ((a_ExistingConnector.m_Type == 2) && (a_PlacedPiece.GetDepth() > 0) && (a_PlacedPiece.GetPiece().GetSize().y == 1))
{
return 0;
}
return ((const cPrefab &)a_NewPiece).GetPieceWeight(a_PlacedPiece, a_ExistingConnector);
}
} ;
class cVillageGen::cVillage :
public cGridStructGen::cStructure,
protected cPiecePool
{
typedef cGridStructGen::cStructure super;
public:
cVillage(
int a_Seed,
int a_OriginX, int a_OriginZ,
int a_MaxRoadDepth,
int a_MaxSize,
int a_Density,
cPiecePool & a_Prefabs,
cTerrainHeightGen & a_HeightGen,
BLOCKTYPE a_RoadBlock
) :
super(a_OriginX, a_OriginZ),
m_Seed(a_Seed),
m_Noise(a_Seed),
m_MaxSize(a_MaxSize),
m_Density(a_Density),
m_Borders(a_OriginX - a_MaxSize, 0, a_OriginZ - a_MaxSize, a_OriginX + a_MaxSize, 255, a_OriginZ + a_MaxSize),
m_Prefabs(a_Prefabs),
m_HeightGen(a_HeightGen),
m_RoadBlock(a_RoadBlock)
{
// Generate the pieces for this village; don't care about the Y coord:
cBFSPieceGenerator pg(*this, a_Seed);
pg.PlacePieces(a_OriginX, 0, a_OriginZ, a_MaxRoadDepth + 1, m_Pieces);
if (m_Pieces.empty())
{
return;
}
// If the central piece should be moved to ground, move it, and
// check all of its dependents and move those that are strictly connector-driven based on its new Y coord:
if (((cPrefab &)m_Pieces[0]->GetPiece()).ShouldMoveToGround())
{
int OrigPosY = m_Pieces[0]->GetCoords().y;
PlacePieceOnGround(*m_Pieces[0]);
int NewPosY = m_Pieces[0]->GetCoords().y;
MoveAllDescendants(m_Pieces, 0, NewPosY - OrigPosY);
}
}
~cVillage()
{
cPieceGenerator::FreePieces(m_Pieces);
}
protected:
/** Seed for the random functions */
int m_Seed;
/** The noise used as a pseudo-random generator */
cNoise m_Noise;
/** Maximum size, in X/Z blocks, of the village (radius from the origin) */
int m_MaxSize;
/** The density for this village. Used to refrain from populating all house connectors. Range [0, 100] */
int m_Density;
/** Borders of the vilalge - no item may reach out of this cuboid. */
cCuboid m_Borders;
/** Prefabs to use for buildings */
cPiecePool & m_Prefabs;
/** The underlying height generator, used for placing the structures on top of the terrain. */
cTerrainHeightGen & m_HeightGen;
/** The village pieces, placed by the generator. */
cPlacedPieces m_Pieces;
/** The block to use for the roads. */
BLOCKTYPE m_RoadBlock;
// cGridStructGen::cStructure overrides:
virtual void DrawIntoChunk(cChunkDesc & a_Chunk) override
{
// Iterate over all items
// Each intersecting prefab is placed on ground, then drawn
// Each intersecting road is drawn by replacing top soil blocks with gravel / sandstone blocks
cChunkDef::HeightMap HeightMap; // Heightmap for this chunk, used by roads
m_HeightGen.GenHeightMap(a_Chunk.GetChunkX(), a_Chunk.GetChunkZ(), HeightMap);
for (cPlacedPieces::iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
{
cPrefab & Prefab = (cPrefab &)((*itr)->GetPiece());
if ((*itr)->GetPiece().GetSize().y == 1)
{
// It's a road, special handling (change top terrain blocks to m_RoadBlock)
DrawRoad(a_Chunk, **itr, HeightMap);
continue;
}
if (Prefab.ShouldMoveToGround() && !(*itr)->HasBeenMovedToGround())
{
PlacePieceOnGround(**itr);
}
Prefab.Draw(a_Chunk, *itr);
} // for itr - m_PlacedPieces[]
}
/** Adjusts the Y coord of the given piece so that the piece is on the ground.
Ground level is assumed to be represented by the first connector in the piece. */
void PlacePieceOnGround(cPlacedPiece & a_Piece)
{
cPiece::cConnector FirstConnector = a_Piece.GetRotatedConnector(0);
int ChunkX, ChunkZ;
int BlockX = FirstConnector.m_Pos.x;
int BlockZ = FirstConnector.m_Pos.z;
int BlockY;
cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
cChunkDef::HeightMap HeightMap;
m_HeightGen.GenHeightMap(ChunkX, ChunkZ, HeightMap);
int TerrainHeight = cChunkDef::GetHeight(HeightMap, BlockX, BlockZ);
a_Piece.MoveToGroundBy(TerrainHeight - FirstConnector.m_Pos.y + 1);
}
/** Draws the road into the chunk.
The heightmap is not queried from the heightgen, but is given via parameter, so that it may be queried just
once for all roads in a chunk. */
void DrawRoad(cChunkDesc & a_Chunk, cPlacedPiece & a_Road, cChunkDef::HeightMap & a_HeightMap)
{
cCuboid RoadCoords = a_Road.GetHitBox();
RoadCoords.Sort();
int MinX = std::max(RoadCoords.p1.x - a_Chunk.GetChunkX() * cChunkDef::Width, 0);
int MaxX = std::min(RoadCoords.p2.x - a_Chunk.GetChunkX() * cChunkDef::Width, cChunkDef::Width - 1);
int MinZ = std::max(RoadCoords.p1.z - a_Chunk.GetChunkZ() * cChunkDef::Width, 0);
int MaxZ = std::min(RoadCoords.p2.z - a_Chunk.GetChunkZ() * cChunkDef::Width, cChunkDef::Width - 1);
for (int z = MinZ; z <= MaxZ; z++)
{
for (int x = MinX; x <= MaxX; x++)
{
a_Chunk.SetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z, m_RoadBlock);
}
}
}
// cPiecePool overrides:
virtual cPieces GetPiecesWithConnector(int a_ConnectorType)
{
return m_Prefabs.GetPiecesWithConnector(a_ConnectorType);
}
virtual cPieces GetStartingPieces(void)
{
return m_Prefabs.GetStartingPieces();
}
virtual int GetPieceWeight(
const cPlacedPiece & a_PlacedPiece,
const cPiece::cConnector & a_ExistingConnector,
const cPiece & a_NewPiece
) override
{
// Check against the density:
if (a_ExistingConnector.m_Type == 1)
{
const Vector3i & Coords = a_PlacedPiece.GetRotatedConnector(a_ExistingConnector).m_Pos;
int rnd = (m_Noise.IntNoise3DInt(Coords.x, Coords.y, Coords.z) / 7) % 100;
if (rnd > m_Density)
{
return 0;
}
}
// Density check passed, relay to m_Prefabs:
return m_Prefabs.GetPieceWeight(a_PlacedPiece, a_ExistingConnector, a_NewPiece);
}
virtual int GetStartingPieceWeight(const cPiece & a_NewPiece) override
{
return m_Prefabs.GetStartingPieceWeight(a_NewPiece);
}
virtual void PiecePlaced(const cPiece & a_Piece) override
{
m_Prefabs.PiecePlaced(a_Piece);
}
virtual void Reset(void) override
{
m_Prefabs.Reset();
}
void MoveAllDescendants(cPlacedPieces & a_PlacedPieces, size_t a_Pivot, int a_HeightDifference)
{
size_t num = a_PlacedPieces.size();
cPlacedPiece * Pivot = a_PlacedPieces[a_Pivot];
for (size_t i = a_Pivot + 1; i < num; i++)
{
if (
(a_PlacedPieces[i]->GetParent() == Pivot) && // It is a direct dependant of the pivot
!((const cPrefab &)a_PlacedPieces[i]->GetPiece()).ShouldMoveToGround() // It attaches strictly by connectors
)
{
a_PlacedPieces[i]->MoveToGroundBy(a_HeightDifference);
MoveAllDescendants(a_PlacedPieces, i, a_HeightDifference);
}
} // for i - a_PlacedPieces[]
}
} ;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cVillageGen:
static cVillagePiecePool g_SandVillage(g_SandVillagePrefabs, g_SandVillagePrefabsCount, g_SandVillageStartingPrefabs, g_SandVillageStartingPrefabsCount);
static cVillagePiecePool g_SandFlatRoofVillage(g_SandFlatRoofVillagePrefabs, g_SandFlatRoofVillagePrefabsCount, g_SandFlatRoofVillageStartingPrefabs, g_SandFlatRoofVillageStartingPrefabsCount);
static cVillagePiecePool g_AlchemistVillage(g_AlchemistVillagePrefabs, g_AlchemistVillagePrefabsCount, g_AlchemistVillageStartingPrefabs, g_AlchemistVillageStartingPrefabsCount);
static cVillagePiecePool g_PlainsVillage(g_PlainsVillagePrefabs, g_PlainsVillagePrefabsCount, g_PlainsVillageStartingPrefabs, g_PlainsVillageStartingPrefabsCount);
static cVillagePiecePool g_JapaneseVillage(g_JapaneseVillagePrefabs, g_JapaneseVillagePrefabsCount, g_JapaneseVillageStartingPrefabs, g_JapaneseVillageStartingPrefabsCount);
static cVillagePiecePool * g_DesertVillagePools[] =
{
&g_SandVillage,
&g_SandFlatRoofVillage,
&g_AlchemistVillage,
} ;
static cVillagePiecePool * g_PlainsVillagePools[] =
{
&g_PlainsVillage,
&g_JapaneseVillage,
} ;
cVillageGen::cVillageGen(int a_Seed, int a_GridSize, int a_MaxDepth, int a_MaxSize, int a_MinDensity, int a_MaxDensity, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen) :
super(a_Seed, a_GridSize, a_GridSize, a_MaxSize, a_MaxSize, 100),
m_Noise(a_Seed + 1000),
m_MaxDepth(a_MaxDepth),
m_MaxSize(a_MaxSize),
m_MinDensity(a_MinDensity),
m_MaxDensity(a_MaxDensity),
m_BiomeGen(a_BiomeGen),
m_HeightGen(a_HeightGen)
{
}
cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_OriginZ)
{
// Generate the biomes for the chunk surrounding the origin:
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(a_OriginX, a_OriginZ, ChunkX, ChunkZ);
cChunkDef::BiomeMap Biomes;
m_BiomeGen.GenBiomes(ChunkX, ChunkZ, Biomes);
// Check if all the biomes are village-friendly:
// If just one is not, no village is created, because it's likely that an unfriendly biome is too close
cVillagePiecePool * VillagePrefabs = NULL;
BLOCKTYPE RoadBlock = E_BLOCK_GRAVEL;
int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 11;
cVillagePiecePool * PlainsVillage = g_PlainsVillagePools[rnd % ARRAYCOUNT(g_PlainsVillagePools)];
cVillagePiecePool * DesertVillage = g_DesertVillagePools[rnd % ARRAYCOUNT(g_DesertVillagePools)];
for (size_t i = 0; i < ARRAYCOUNT(Biomes); i++)
{
switch (Biomes[i])
{
case biDesert:
case biDesertM:
{
// These biomes allow sand villages
VillagePrefabs = DesertVillage;
// RoadBlock = E_BLOCK_SANDSTONE;
break;
}
case biPlains:
case biSavanna:
case biSavannaM:
case biSunflowerPlains:
{
// These biomes allow plains-style villages
VillagePrefabs = PlainsVillage;
break;
}
default:
{
// Village-unfriendly biome, bail out with zero structure:
return cStructurePtr();
}
} // switch (Biomes[i])
} // for i - Biomes[]
// Choose density for the village, random between m_MinDensity and m_MaxDensity:
int Density;
if (m_MaxDensity > m_MinDensity)
{
Density = m_MinDensity + rnd % (m_MaxDensity - m_MinDensity);
}
else
{
Density = m_MinDensity;
}
// Create a village based on the chosen prefabs:
if (VillagePrefabs == NULL)
{
return cStructurePtr();
}
return cStructurePtr(new cVillage(m_Seed, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize, Density, *VillagePrefabs, m_HeightGen, RoadBlock));
}

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@ -0,0 +1,57 @@
// VillageGen.h
// Declares the cVillageGen class representing the village generator
#pragma once
#include "GridStructGen.h"
#include "PrefabPiecePool.h"
class cVillageGen :
public cGridStructGen
{
typedef cGridStructGen super;
public:
cVillageGen(int a_Seed, int a_GridSize, int a_MaxDepth, int a_MaxSize, int a_MinDensity, int a_MaxDensity, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen);
protected:
class cVillage; // fwd: VillageGen.cpp
/** The noise used for generating random numbers */
cNoise m_Noise;
/** Maximum depth of the generator tree*/
int m_MaxDepth;
/** Maximum size, in X/Z blocks, of the village (radius from the origin) */
int m_MaxSize;
/** Minimum density - percentage of allowed house connections. Range [0, 100] */
int m_MinDensity;
/** Maximum density - percentage of allowed house connections. Range [0, 100] */
int m_MaxDensity;
/** The underlying biome generator that defines whether the village is created or not */
cBiomeGen & m_BiomeGen;
/** The underlying height generator, used to position the prefabs crossing chunk borders */
cTerrainHeightGen & m_HeightGen;
// cGridStructGen overrides:
virtual cStructurePtr CreateStructure(int a_OriginX, int a_OriginZ) override;
} ;

View File

@ -225,16 +225,28 @@ template class SizeChecker<UInt16, 2>;
#ifndef TEST_GLOBALS
// Common headers (part 1, without macros):
#include "StringUtils.h"
#include "OSSupport/Sleep.h"
#include "OSSupport/CriticalSection.h"
#include "OSSupport/Semaphore.h"
#include "OSSupport/Event.h"
#include "OSSupport/Thread.h"
#include "OSSupport/File.h"
#include "MCLogger.h"
#else
// Logging functions
void inline LOGERROR(const char* a_Format, ...) FORMATSTRING(1,2);
// Common headers (part 1, without macros):
#include "StringUtils.h"
#include "OSSupport/Sleep.h"
#include "OSSupport/CriticalSection.h"
#include "OSSupport/Semaphore.h"
#include "OSSupport/Event.h"
#include "OSSupport/Thread.h"
#include "OSSupport/File.h"
#include "MCLogger.h"
void inline LOGERROR(const char* a_Format, ...)
{
va_list argList;
va_start(argList, a_Format);
vprintf(a_Format, argList);
va_end(argList);
}
#endif
@ -253,10 +265,44 @@ template class SizeChecker<UInt16, 2>;
#define FAST_FLOOR_DIV( x, div ) (((x) - (((x) < 0) ? ((div) - 1) : 0)) / (div))
// Own version of assert() that writes failed assertions to the log for review
#ifdef _DEBUG
#define ASSERT( x ) ( !!(x) || ( LOGERROR("Assertion failed: %s, file %s, line %i", #x, __FILE__, __LINE__ ), assert(0), 0 ) )
#ifdef TEST_GLOBALS
class cAssertFailure
{
};
#ifdef _WIN32
#if (defined(_MSC_VER) && defined(_DEBUG))
#define DBG_BREAK _CrtDbgBreak()
#else
#define DBG_BREAK
#endif
#define REPORT_ERROR(FMT, ...) \
{ \
AString msg = Printf(FMT, __VA_ARGS__); \
puts(msg.c_str()); \
fflush(stdout); \
OutputDebugStringA(msg.c_str()); \
DBG_BREAK; \
}
#else
#define REPORT_ERROR(FMT, ...) \
{ \
AString msg = Printf(FMT, __VA_ARGS__); \
puts(msg.c_str()); \
fflush(stdout); \
}
#endif
#define ASSERT(x) do { if (!(x)) { throw cAssertFailure();} } while (0)
#define testassert(x) do { if(!(x)) { REPORT_ERROR("Test failure: %s, file %s, line %d\n", #x, __FILE__, __LINE__); exit(1); } } while (0)
#define CheckAsserts(x) do { try {x} catch (cAssertFailure) { break; } REPORT_ERROR("Test failure: assert didn't fire for %s, file %s, line %d\n", #x, __FILE__, __LINE__); exit(1); } while (0)
#else
#define ASSERT(x) ((void)(x))
#ifdef _DEBUG
#define ASSERT( x ) ( !!(x) || ( LOGERROR("Assertion failed: %s, file %s, line %i", #x, __FILE__, __LINE__ ), assert(0), 0 ) )
#else
#define ASSERT(x) ((void)(x))
#endif
#endif
// Pretty much the same as ASSERT() but stays in Release builds

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@ -18,20 +18,17 @@
class cReader :
public cChunkDataCallback
{
virtual void BlockTypes(const BLOCKTYPE * a_Type) override
virtual void ChunkData(const cChunkData & a_ChunkBuffer) override
{
// ROW is a block of 16 Blocks, one whole row is copied at a time (hopefully the compiler will optimize that)
// C++ doesn't permit copying arrays, but arrays as a part of a struct is ok :)
typedef struct {BLOCKTYPE m_Row[16]; } ROW;
ROW * InputRows = (ROW *)a_Type;
ROW * OutputRows = (ROW *)m_BlockTypes;
BLOCKTYPE * OutputRows = m_BlockTypes;
int InputIdx = 0;
int OutputIdx = m_ReadingChunkX + m_ReadingChunkZ * cChunkDef::Width * 3;
for (int y = 0; y < cChunkDef::Height; y++)
{
for (int z = 0; z < cChunkDef::Width; z++)
{
OutputRows[OutputIdx] = InputRows[InputIdx++];
a_ChunkBuffer.CopyBlockTypes(OutputRows + OutputIdx * 16, InputIdx * 16, 16);
InputIdx++;
OutputIdx += 3;
} // for z
// Skip into the next y-level in the 3x3 chunk blob; each level has cChunkDef::Width * 9 rows

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@ -24,7 +24,7 @@ void cMobProximityCounter::CollectMob(cEntity& a_Monster, cChunk& a_Chunk, doubl
if (a_Distance < it->second.m_Distance)
{
it->second.m_Distance = a_Distance;
it->second.m_Chunk = a_Chunk;
it->second.m_Chunk = &a_Chunk;
}
}
@ -36,7 +36,7 @@ void cMobProximityCounter::convertMaps()
{
for(tMonsterToDistance::const_iterator itr = m_MonsterToDistance.begin(); itr != m_MonsterToDistance.end(); ++itr)
{
m_DistanceToMonster.insert(tDistanceToMonster::value_type(itr->second.m_Distance,sMonsterAndChunk(*itr->first,itr->second.m_Chunk)));
m_DistanceToMonster.insert(tDistanceToMonster::value_type(itr->second.m_Distance,sMonsterAndChunk(*itr->first,*itr->second.m_Chunk)));
}
}

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