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cuberite-2a/source/cWorld.h
faketruth 50a7722242 Terrain generation is synchronous again, async generation has bugs.
Made some funky smart pointer things for chunks.
Fixed a bug where the client would override the player position on the server and back again, resulting in sending too many chunks to the client which it doesn't even need.
Fixed some compiler warnings in cPickup.cpp


git-svn-id: http://mc-server.googlecode.com/svn/trunk@164 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-01-19 18:12:39 +00:00

210 lines
6.2 KiB
C++

#pragma once
#ifndef _WIN32
#include "BlockID.h"
#else
enum ENUM_ITEM_ID;
#endif
#define MAX_PLAYERS 65535
#include <list>
#include <vector>
#include <string>
#include "cSimulatorManager.h"
#include "ptr_cChunk.h"
class cPacket;
class cRedstone;
class cFireSimulator;
class cWaterSimulator;
class cLavaSimulator;
class cSandSimulator;
class cChunkMap;
class cItem;
class cCriticalSection;
class cPlayer;
class cClientHandle;
class cChunk;
class cEntity;
class cBlockEntity;
class cWorldGenerator;
class cWorld //tolua_export
{ //tolua_export
public:
typedef std::list< cClientHandle* > ClientList;
typedef std::list< cEntity* > EntityList;
typedef std::list< ptr_cChunk > ChunkList;
typedef std::list< cPlayer* > PlayerList;
std::vector<int> m_RSList;
static cWorld* GetWorld(); //tolua_export
// Return time in seconds
inline static float GetTime() //tolua_export
{
return m_Time;
}
long long GetWorldTime() { return m_WorldTime; } //tolua_export
int GetGameMode() { return m_GameMode; } //return gamemode for world
void SetWorldTime(long long a_WorldTime) { m_WorldTime = a_WorldTime; } //tolua_export
cChunk* GetChunk( int a_X, int a_Y, int a_Z );
cChunk* GetChunkReliable( int a_X, int a_Y, int a_Z );
ptr_cChunk GetChunkUnreliable( int a_X, int a_Y, int a_Z );
cChunk* GetChunkOfBlock( int a_X, int a_Y, int a_Z );
char GetHeight( int a_X, int a_Z ); //tolua_export
//void AddClient( cClientHandle* a_Client );
//void RemoveClient( cClientHandle* a_Client );
//ClientList & GetClients();
void Broadcast( const cPacket & a_Packet, cClientHandle* a_Exclude = 0 );
// MOTD
std::string GetDescription();
// Max Players
unsigned int GetMaxPlayers();
void SetMaxPlayers(int iMax);
void AddPlayer( cPlayer* a_Player );
void RemovePlayer( cPlayer* a_Player );
PlayerList & GetAllPlayers();
typedef struct lua_State lua_State;
void GetAllPlayers( lua_State* L ); // >> EXPORTED IN MANUALBINDINGS <<
unsigned int GetNumPlayers(); //tolua_export
cPlayer* GetPlayer( const char* a_PlayerName ); //tolua_export
void AddEntity( cEntity* a_Entity );
bool RemoveEntityFromChunk( cEntity & a_Entity, cChunk* a_CalledFrom = 0 );
EntityList & GetEntities();
cEntity* GetEntity( int a_UniqueID ); //tolua_export
void SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); //tolua_export
void FastSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); //tolua_export
char GetBlock( int a_X, int a_Y, int a_Z ); //tolua_export
char GetBlockMeta( int a_X, int a_Y, int a_Z ); //tolua_export
void SetBlockMeta( int a_X, int a_Y, int a_Z, char a_MetaData ); //tolua_export
bool DigBlock( int a_X, int a_Y, int a_Z, cItem & a_PickupItem ); //tolua_export
void SendBlockTo( int a_X, int a_Y, int a_Z, cPlayer* a_Player ); //tolua_export
const double & GetSpawnX() { return m_SpawnX; } //tolua_export
const double & GetSpawnY(); //tolua_export
const double & GetSpawnZ() { return m_SpawnZ; } //tolua_export
inline cSimulatorManager *GetSimulatorManager() { return m_SimulatorManager; }
inline cWaterSimulator *GetWaterSimulator() { return m_WaterSimulator; }
inline cLavaSimulator *GetLavaSimulator() { return m_LavaSimulator; }
cBlockEntity* GetBlockEntity( int a_X, int a_Y, int a_Z ); //tolua_export
void GrowTree( int a_X, int a_Y, int a_Z ); //tolua_export
unsigned int GetWorldSeed() { return m_WorldSeed; } //tolua_export
const char* GetName(); //tolua_export
inline static void AbsoluteToRelative( int & a_X, int & a_Y, int & a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ )
{
(void)a_Y; // not unused anymore
a_ChunkX = a_X/16;
if(a_X < 0 && a_X % 16 != 0) a_ChunkX--;
a_ChunkY = 0;
a_ChunkZ = a_Z/16;
if(a_Z < 0 && a_Z % 16 != 0) a_ChunkZ--;
a_X = a_X - a_ChunkX*16;
//a_Y = a_Y - a_ChunkY*16;
a_Z = a_Z - a_ChunkZ*16;
}
inline static void BlockToChunk( int a_X, int a_Y, int a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ )
{
(void)a_Y; // not unused anymore
a_ChunkX = a_X/16;
if(a_X < 0 && a_X % 16 != 0) a_ChunkX--;
a_ChunkY = 0;
a_ChunkZ = a_Z/16;
if(a_Z < 0 && a_Z % 16 != 0) a_ChunkZ--;
}
void SaveAllChunks(); //tolua_export
int GetNumChunks(); //tolua_export
void Tick(float a_Dt);
void LockClientHandle();
void UnlockClientHandle();
void LockEntities();
void UnlockEntities();
void LockChunks();
void UnlockChunks();
void ReSpreadLighting( const ptr_cChunk& a_Chunk );
void RemoveSpread( const ptr_cChunk& a_Chunk );
void InitializeSpawn();
void CastThunderbolt ( int, int, int ); //tolua_export
void SetWeather ( int ); //tolua_export
int GetWeather() { return m_Weather; }; //tolua_export
cWorldGenerator* GetWorldGenerator() { return m_WorldGenerator; }
private:
friend class cRoot;
cWorld( const char* a_WorldName );
~cWorld();
struct sWorldState;
sWorldState* m_pState;
void AddToRemoveEntityQueue( cEntity & a_Entity );
void RemoveEntity( cEntity* a_Entity );
void UnloadUnusedChunks();
double m_SpawnX;
double m_SpawnY;
double m_SpawnZ;
float m_LastUnload;
float m_LastSave;
static float m_Time; // Time in seconds
long long m_WorldTime; // Time in seconds*20, this is sent to clients (is wrapped)
unsigned long long CurrentTick;
int m_GameMode;
float m_WorldTimeFraction; // When this > 1.f m_WorldTime is incremented by 20
cSimulatorManager *m_SimulatorManager;
cSandSimulator *m_SandSimulator;
cWaterSimulator* m_WaterSimulator;
cLavaSimulator* m_LavaSimulator;
cFireSimulator* m_FireSimulator;
cCriticalSection* m_ClientHandleCriticalSection;
cCriticalSection* m_EntitiesCriticalSection;
cCriticalSection* m_ChunksCriticalSection;
cWorldGenerator* m_WorldGenerator;
std::string m_Description;
unsigned int m_MaxPlayers;
cChunkMap* m_ChunkMap;
bool m_bAnimals;
float m_SpawnMonsterTime;
float m_SpawnMonsterRate;
unsigned int m_WorldSeed;
int m_Weather;
}; //tolua_export