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cuberite-2a/source/cWorld.cpp
faketruth 8e64a5d9ff Updated VS2010 project files
Made monster spawning code in cWorld.cpp a bit more compact and readable
srand() is only supposed to be called once in the whole program, and it's already called in the constructor of cWorld so it doesn't have to be in cWorld::Tick()

git-svn-id: http://mc-server.googlecode.com/svn/trunk@14 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-10-26 13:27:16 +00:00

813 lines
22 KiB
C++

#include "BlockID.h"
#include "cWorld.h"
#include "cChunk.h"
#include "cClientHandle.h"
#include "cPickup.h"
#include "cBlockToPickup.h"
#include "cMCLogger.h"
#include "cPlayer.h"
#include "cServer.h"
#include "cCriticalSection.h"
#include "cItem.h"
#include "cRoot.h"
#include "../iniFile/iniFile.h"
#include "cChunkMap.h"
#include "cWaterSimulator.h"
#include "cChicken.h"
#include "cSpider.h"
#include "cCow.h" //cow
#include "cSquid.h" //Squid
#include "cWolf.h" //wolf
#include "cSlime.h" //slime
#include "cSkeleton.h" //Skeleton
#include "cSilverfish.h" //Silverfish
#include "cPig.h" //pig
#include "cSheep.h" //sheep
#include "cZombie.h" //zombie
#include "cEnderman.h" //enderman
#include "cCreeper.h" //creeper
#include "cCavespider.h" //cavespider
#include "cGhast.h" //Ghast
#include "cZombiepigman.h" //Zombiepigman
#include "cGenSettings.h"
#include "packets/cPacket_TimeUpdate.h"
#include "Vector3d.h"
#include <time.h>
#include "tolua++.h"
#ifndef _WIN32
#include <stdlib.h>
#include <sys/stat.h> // for mkdir
#include <sys/types.h>
#endif
float cWorld::m_Time = 0.f;
char g_BlockLightValue[128];
char g_BlockSpreadLightFalloff[128];
bool g_BlockTransparent[128];
bool g_BlockOneHitDig[128];
#define RECI_RAND_MAX (1.f/RAND_MAX)
inline float fRadRand( float a_Radius )
{
return ((float)rand() * RECI_RAND_MAX)*a_Radius - a_Radius*0.5f;
}
struct cWorld::sWorldState
{
cWorld::EntityList m_RemoveEntityQueue;
cWorld::EntityList m_AllEntities;
cWorld::ClientList m_Clients;
cWorld::PlayerList m_Players;
static const unsigned int CHUNKBUFFER_SIZE = 5;
std::vector< unsigned int > m_ChunkBuffer;
cWorld::ChunkList m_SpreadQueue;
};
cWorld* cWorld::GetWorld()
{
LOGWARN("WARNING: Using deprecated function cWorld::GetWorld() use cRoot::Get()->GetWorld() instead!");
return cRoot::Get()->GetWorld();
}
cWorld::~cWorld()
{
LockEntities();
while( m_pState->m_AllEntities.begin() != m_pState->m_AllEntities.end() )
{
cEntity* Entity = *m_pState->m_AllEntities.begin();
m_pState->m_AllEntities.remove( Entity );
RemoveEntity( Entity );
}
UnlockEntities();
delete m_WaterSimulator;
UnloadUnusedChunks();
delete m_ChunkMap;
delete m_ClientHandleCriticalSection; m_ClientHandleCriticalSection = 0;
delete m_EntitiesCriticalSection; m_EntitiesCriticalSection = 0;
delete m_ChunksCriticalSection; m_ChunksCriticalSection = 0;
delete m_pState;
}
cWorld::cWorld()
: m_pState( new sWorldState )
, m_SpawnMonsterTime( 0.f )
{
LOG("cWorld::cWorld()");
#ifdef _WIN32
{
SECURITY_ATTRIBUTES Attrib;
Attrib.nLength = sizeof(SECURITY_ATTRIBUTES);
Attrib.lpSecurityDescriptor = NULL;
Attrib.bInheritHandle = false;
::CreateDirectory("world", &Attrib);
}
#else
{
mkdir("world", S_IRWXU | S_IRWXG | S_IRWXO);
}
#endif
srand( (unsigned int) time(0) );
m_SpawnX = (double)((rand()%10000)-5000);
m_SpawnY = 128;
m_SpawnZ = (double)((rand()%10000)-5000);
m_WorldSeed = rand();
cIniFile IniFile("world/world.ini");
if( IniFile.ReadFile() )
{
m_SpawnX = IniFile.GetValueF("SpawnPosition", "X", m_SpawnX );
m_SpawnY = IniFile.GetValueF("SpawnPosition", "Y", m_SpawnY );
m_SpawnZ = IniFile.GetValueF("SpawnPosition", "Z", m_SpawnZ );
m_WorldSeed = IniFile.GetValueI("Seed", "Seed", m_WorldSeed );
}
else
{
IniFile.SetValueF("SpawnPosition", "X", m_SpawnX );
IniFile.SetValueF("SpawnPosition", "Y", m_SpawnY );
IniFile.SetValueF("SpawnPosition", "Z", m_SpawnZ );
IniFile.SetValueI("Seed", "Seed", m_WorldSeed );
if( !IniFile.WriteFile() )
{
LOG("WARNING: Could not write to world/world.ini");
}
}
LOGINFO("Seed: %i", m_WorldSeed );
cIniFile GenSettings("terrain.ini");
if( GenSettings.ReadFile() )
{
#define READ_INI_TERRAIN_VAL( var, type ) cGenSettings::var = (type)GenSettings.GetValueF("Terrain", #var, cGenSettings::var )
READ_INI_TERRAIN_VAL( HeightFreq1, float );
READ_INI_TERRAIN_VAL( HeightFreq2, float );
READ_INI_TERRAIN_VAL( HeightFreq3, float );
READ_INI_TERRAIN_VAL( HeightAmp1, float );
READ_INI_TERRAIN_VAL( HeightAmp2, float );
READ_INI_TERRAIN_VAL( HeightAmp3, float );
}
else
{
#define SET_INI_TERRAIN_VAL( var ) GenSettings.SetValueF("Terrain", #var, cGenSettings::var )
SET_INI_TERRAIN_VAL( HeightFreq1 );
SET_INI_TERRAIN_VAL( HeightFreq2 );
SET_INI_TERRAIN_VAL( HeightFreq3 );
SET_INI_TERRAIN_VAL( HeightAmp1 );
SET_INI_TERRAIN_VAL( HeightAmp2 );
SET_INI_TERRAIN_VAL( HeightAmp3 );
GenSettings.WriteFile();
}
m_bAnimals = true;
m_SpawnMonsterRate = 10;
cIniFile IniFile2("settings.ini");
if( IniFile2.ReadFile() )
{
m_bAnimals = IniFile2.GetValueB("Monsters", "AnimalsOn", true );
m_SpawnMonsterRate = (float)IniFile2.GetValueF("Monsters", "AnimalSpawnInterval", 10 );
}
m_ChunkMap = new cChunkMap( 32, 32 );
m_Time = 0;
m_WorldTimeFraction = 0.f;
m_WorldTime = 0;
m_LastSave = 0;
m_LastUnload = 0;
m_ClientHandleCriticalSection = new cCriticalSection();
m_EntitiesCriticalSection = new cCriticalSection();
m_ChunksCriticalSection = new cCriticalSection();
m_WaterSimulator = new cWaterSimulator( this );
memset( g_BlockLightValue, 0x0, 128 );
memset( g_BlockSpreadLightFalloff, 0xf, 128 ); // 0xf means total falloff
memset( g_BlockTransparent, 0x0, 128 );
memset( g_BlockOneHitDig, 0x0, 128 );
// Emissive blocks
g_BlockLightValue[ E_BLOCK_TORCH ] = 14;
g_BlockLightValue[ E_BLOCK_FIRE ] = 15;
g_BlockLightValue[ E_BLOCK_LAVA ] = 15;
g_BlockLightValue[ E_BLOCK_STATIONARY_LAVA ] = 15;
g_BlockLightValue[ E_BLOCK_GLOWSTONE ] = 15;
// Spread blocks
g_BlockSpreadLightFalloff[ E_BLOCK_AIR ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_TORCH ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_FIRE ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_LAVA ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_STATIONARY_LAVA ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_WATER ] = 4; // Light in water dissapears faster
g_BlockSpreadLightFalloff[ E_BLOCK_STATIONARY_WATER ] = 4;
g_BlockSpreadLightFalloff[ E_BLOCK_LEAVES ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_GLASS ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_GLOWSTONE ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_SIGN_POST ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_WALLSIGN ] = 1;
// Transparent blocks
g_BlockTransparent[ E_BLOCK_AIR ] = true;
g_BlockTransparent[ E_BLOCK_GLASS ] = true;
g_BlockTransparent[ E_BLOCK_FIRE ] = true;
g_BlockTransparent[ E_BLOCK_ICE ] = true;
g_BlockTransparent[ E_BLOCK_TORCH ] = true;
g_BlockTransparent[ E_BLOCK_SIGN_POST ] = true;
g_BlockTransparent[ E_BLOCK_WALLSIGN ] = true;
// One hit break blocks
g_BlockOneHitDig[ E_BLOCK_SAPLING ] = true;
g_BlockOneHitDig[ E_BLOCK_YELLOW_FLOWER ] = true;
g_BlockOneHitDig[ E_BLOCK_RED_ROSE ] = true;
g_BlockOneHitDig[ E_BLOCK_BROWN_MUSHROOM ] = true;
g_BlockOneHitDig[ E_BLOCK_RED_MUSHROOM ] = true;
g_BlockOneHitDig[ E_BLOCK_TNT ] = true;
g_BlockOneHitDig[ E_BLOCK_TORCH ] = true;
g_BlockOneHitDig[ E_BLOCK_REDSTONE_WIRE ] = true;
g_BlockOneHitDig[ E_BLOCK_CROPS ] = true;
g_BlockOneHitDig[ E_BLOCK_REDSTONE_TORCH_OFF ] = true;
g_BlockOneHitDig[ E_BLOCK_REDSTONE_TORCH_ON ] = true;
g_BlockOneHitDig[ E_BLOCK_REEDS ] = true;
g_BlockOneHitDig[ E_BLOCK_REDSTONE_WIRE ] = true;
g_BlockOneHitDig[ E_BLOCK_REDSTONE_REPEATER_OFF ] = true;
g_BlockOneHitDig[ E_BLOCK_REDSTONE_REPEATER_ON ] = true;
g_BlockOneHitDig[ E_BLOCK_LOCKED_CHEST ] = true;
}
void cWorld::InitializeSpawn()
{
int ChunkX = 0, ChunkY = 0, ChunkZ = 0;
BlockToChunk( (int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ, ChunkX, ChunkY, ChunkZ );
int ViewDist = cClientHandle::VIEWDISTANCE;
LOG("Loading spawn area");
for(int x = 0; x < ViewDist; x++)
{
for(int z = 0; z < ViewDist; z++)
{
GetChunk( x + ChunkX-(ViewDist-1)/2, 0, z + ChunkZ-(ViewDist-1)/2 );
}
LOG("Loaded %0.2f", ((float)x / (float)ViewDist)*100 );
}
}
void cWorld::Tick(float a_Dt)
{
m_Time+=a_Dt/1000.f;
bool bSendTime = false;
m_WorldTimeFraction+=a_Dt/1000.f;
while( m_WorldTimeFraction > 1.f )
{
m_WorldTimeFraction-=1.f;
m_WorldTime+=20;
m_WorldTime %= 24000; // 24000 units in a day
bSendTime = true;
}
if( bSendTime ) cRoot::Get()->GetServer()->Broadcast( cPacket_TimeUpdate( (m_WorldTime) ) );
LockEntities();
for( cWorld::EntityList::iterator itr = GetEntities().begin(); itr != GetEntities().end();)
{
if( (*itr)->IsDestroyed() )
{
LOG("Destroy that entity! %i", (*itr)->GetUniqueID() );
cEntity* RemoveMe = *itr;
itr++;
AddToRemoveEntityQueue( *RemoveMe );
continue;
}
(*itr)->Tick(a_Dt);
itr++;
}
UnlockEntities();
LockChunks();
while( !m_pState->m_SpreadQueue.empty() )
{
cChunk* Chunk = (*m_pState->m_SpreadQueue.begin());
//LOG("Spreading: %p", Chunk );
Chunk->SpreadLight( Chunk->pGetSkyLight() );
Chunk->SpreadLight( Chunk->pGetLight() );
m_pState->m_SpreadQueue.remove( &*Chunk );
}
m_ChunkMap->Tick(a_Dt);
m_WaterSimulator->Simulate(a_Dt);
UnlockChunks();
if( m_Time - m_LastSave > 60*5 ) // Save each 5 minutes
{
SaveAllChunks();
}
if( m_Time - m_LastUnload > 10 ) // Unload each minute
{
UnloadUnusedChunks();
}
while( !m_pState->m_RemoveEntityQueue.empty() )
{
RemoveEntity( *m_pState->m_RemoveEntityQueue.begin() );
}
if( m_bAnimals && ( m_Time - m_SpawnMonsterTime > m_SpawnMonsterRate ) ) // 10 seconds
{
m_SpawnMonsterTime = m_Time;
if( m_pState->m_Players.size() > 0 )
{
cMonster *Monster = 0;
//srand ( time(NULL) ); // Only seed random ONCE! Is already done in the cWorld constructor
int dayRand = rand() % 6; //added mob code
int nightRand = rand() % 10; //added mob code
int RandomPlayerIdx = rand() & m_pState->m_Players.size();
PlayerList::iterator itr = m_pState->m_Players.begin();
for( int i = 1; i < RandomPlayerIdx; i++ )
itr++;
cPlayer* Player = *itr;
Vector3d SpawnPos = Player->GetPosition();
SpawnPos += Vector3d( (double)(rand()%64)-32, (double)(rand()%64)-32, (double)(rand()%64)-32 );
char Height = GetHeight( (int)SpawnPos.x, (int)SpawnPos.z );
if(m_WorldTime >= 12000 + 1000) {
if (nightRand == 0) //random percent to spawn for night
Monster = new cSpider();
else if (nightRand == 1)
Monster = new cZombie();
else if (nightRand == 2)
Monster = new cEnderman();
else if (nightRand == 3)
Monster = new cCreeper();
else if (nightRand == 4)
Monster = new cCavespider();
else if (nightRand == 5)
Monster = new cGhast();
else if (nightRand == 6)
Monster = new cZombiepigman();
else if (nightRand == 7)
Monster = new cSlime();
else if (nightRand == 8)
Monster = new cSilverfish();
else if (nightRand == 9)
Monster = new cSkeleton();
//end random percent to spawn for night
} else {
if (dayRand == 0) //random percent to spawn for day
Monster = new cChicken();
else if (dayRand == 1)
Monster = new cCow();
else if (dayRand == 2)
Monster = new cPig();
else if (dayRand == 3)
Monster = new cSheep();
else if (dayRand == 4)
Monster = new cSquid();
else if (dayRand == 5)
Monster = new cWolf();
//end random percent to spawn for day
}
if( Monster )
{
Monster->Initialize();
Monster->TeleportTo( SpawnPos.x, (double)(Height)+2, SpawnPos.z );
Monster->SpawnOn( 0 );
}
}
}
}
void cWorld::GrowTree( int a_X, int a_Y, int a_Z )
{
// new tree code, looks much better
// with help from seanj
// converted from php to lua then lua to c++
// build trunk
int trunk = rand() % (7 - 5 + 1) + 5;
for (int i = 0; i < trunk; i++)
{
if( GetBlock( a_X, a_Y + i, a_Z ) == E_BLOCK_AIR )
FastSetBlock( a_X, a_Y + i, a_Z, E_BLOCK_LOG, 0 );
}
// build tree
for (int j = 0; j < trunk; j++) {
int radius = trunk - j;
if (radius < 4) {
if (radius > 2) {
radius = 2;
}
for (int i = a_X - radius; i <= a_X + radius; i++) {
for (int k = a_Z-radius; k <= a_Z + radius; k++) {
// small chance to be missing a block to add a little random
if (k != a_Z || i != a_X && (rand() % 100 + 1) > 20) {
if( GetBlock( i, a_Y + j, k ) == E_BLOCK_AIR )
FastSetBlock(i, a_Y+j, k, E_BLOCK_LEAVES, 0 );
}
else {
//if( m_BlockType[ MakeIndex(i, TopY+j, k) ] == E_BLOCK_AIR )
// m_BlockType[ MakeIndex(i, TopY+j, k) ] = E_BLOCK_LEAVES;
}
}
}
if( GetBlock( a_X, a_Y+j, a_Z ) == E_BLOCK_AIR )
FastSetBlock( a_X, a_Y+j, a_Z, E_BLOCK_LOG, 0 );
}
}
// do the top
if( GetBlock( a_X+1, a_Y+trunk, a_Z ) == E_BLOCK_AIR )
FastSetBlock( a_X+1, a_Y+trunk, a_Z, E_BLOCK_LEAVES, 0 );
if( GetBlock( a_X-1, a_Y+trunk, a_Z ) == E_BLOCK_AIR )
FastSetBlock( a_X-1, a_Y+trunk, a_Z, E_BLOCK_LEAVES, 0 );
if( GetBlock( a_X, a_Y+trunk, a_Z+1 ) == E_BLOCK_AIR )
FastSetBlock( a_X, a_Y+trunk, a_Z+1, E_BLOCK_LEAVES, 0 );
if( GetBlock( a_X, a_Y+trunk, a_Z-1 ) == E_BLOCK_AIR )
FastSetBlock( a_X, a_Y+trunk, a_Z-1, E_BLOCK_LEAVES, 0 );
if( GetBlock( a_X, a_Y+trunk, a_Z ) == E_BLOCK_AIR )
FastSetBlock( a_X, a_Y+trunk, a_Z, E_BLOCK_LEAVES, 0 );
// end new tree code
}
void cWorld::UnloadUnusedChunks()
{
m_LastUnload = m_Time;
LockChunks();
m_ChunkMap->UnloadUnusedChunks();
UnlockChunks();
}
cChunk* cWorld::GetChunk( int a_X, int a_Y, int a_Z )
{
cChunk* Chunk = GetChunkUnreliable( a_X, a_Y, a_Z );
if( Chunk )
{
return Chunk;
}
// Found nothing, create a chunk
Chunk = new cChunk( a_X, a_Y, a_Z );
if(Chunk)
{
LOGWARN("Created new chunk! %i %i", a_X, a_Z);
LockChunks();
m_ChunkMap->AddChunk( Chunk );
UnlockChunks();
Chunk->Initialize();
return Chunk;
}
// This should never happen, but yeah
return 0;
}
cChunk* cWorld::GetChunkUnreliable( int a_X, int a_Y, int a_Z )
{
LockChunks();
cChunk* Chunk = m_ChunkMap->GetChunk( a_X, a_Y, a_Z );
UnlockChunks();
if( Chunk ) return Chunk;
return 0;
}
cChunk* cWorld::GetChunkOfBlock( int a_X, int a_Y, int a_Z )
{
int ChunkX, ChunkY, ChunkZ;
AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkY, ChunkZ );
return GetChunk( ChunkX, ChunkY, ChunkZ );
}
void cWorld::SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta )
{
m_WaterSimulator->WakeUp( a_X, a_Y, a_Z );
int ChunkX, ChunkY, ChunkZ;
AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkY, ChunkZ );
GetChunk( ChunkX, ChunkY, ChunkZ )->SetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta );
}
void cWorld::FastSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta )
{
int ChunkX, ChunkY, ChunkZ;
AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkY, ChunkZ );
GetChunk( ChunkX, ChunkY, ChunkZ )->FastSetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta );
}
char cWorld::GetBlock( int a_X, int a_Y, int a_Z )
{
int ChunkX, ChunkY, ChunkZ;
AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkY, ChunkZ );
return GetChunk( ChunkX, ChunkY, ChunkZ )->GetBlock(a_X, a_Y, a_Z);
}
char cWorld::GetBlockMeta( int a_X, int a_Y, int a_Z )
{
int ChunkX, ChunkY, ChunkZ;
AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkY, ChunkZ );
cChunk* Chunk = GetChunk( ChunkX, ChunkY, ChunkZ );
return Chunk->GetLight( Chunk->pGetMeta(), a_X, a_Y, a_Z );
}
void cWorld::SetBlockMeta( int a_X, int a_Y, int a_Z, char a_MetaData )
{
int ChunkX, ChunkY, ChunkZ;
AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkY, ChunkZ );
cChunk* Chunk = GetChunk( ChunkX, ChunkY, ChunkZ );
Chunk->SetLight( Chunk->pGetMeta(), a_X, a_Y, a_Z, a_MetaData );
Chunk->SendBlockTo( a_X, a_Y, a_Z, 0 );
}
bool cWorld::DigBlock( int a_X, int a_Y, int a_Z, cItem & a_PickupItem )
{
int PosX = a_X, PosY = a_Y, PosZ = a_Z, ChunkX, ChunkY, ChunkZ;
AbsoluteToRelative( PosX, PosY, PosZ, ChunkX, ChunkY, ChunkZ );
cChunk* DestChunk = GetChunk( ChunkX, ChunkY, ChunkZ );
if(DestChunk)
{
DestChunk->SetBlock(PosX, PosY, PosZ, 0, 0 );
m_WaterSimulator->WakeUp( a_X, a_Y, a_Z );
if( !a_PickupItem.IsEmpty() )
{
cPickup* Pickup = new cPickup( a_X*32 + 16 + (int)fRadRand(16.f), a_Y*32 + 16 + (int)fRadRand(16.f), a_Z*32 + 16 + (int)fRadRand(16.f), a_PickupItem );
Pickup->Initialize();
}
}
return true;
}
void cWorld::SendBlockTo( int a_X, int a_Y, int a_Z, cPlayer* a_Player )
{
int ChunkX, ChunkY, ChunkZ;
AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkY, ChunkZ );
cChunk* Chunk = GetChunk( ChunkX, ChunkY, ChunkZ );
Chunk->SendBlockTo( a_X, a_Y, a_Z, a_Player->GetClientHandle() );
}
cBlockEntity* cWorld::GetBlockEntity( int a_X, int a_Y, int a_Z )
{
int PosX = a_X, PosY = a_Y, PosZ = a_Z, ChunkX, ChunkY, ChunkZ;
AbsoluteToRelative( PosX, PosY, PosZ, ChunkX, ChunkY, ChunkZ );
cChunk* Chunk = GetChunk( ChunkX, ChunkY, ChunkZ );
if( !Chunk ) return 0;
return Chunk->GetBlockEntity( a_X, a_Y, a_Z );
}
char cWorld::GetHeight( int a_X, int a_Z )
{
int PosX = a_X, PosY = 0, PosZ = a_Z, ChunkX, ChunkY, ChunkZ;
AbsoluteToRelative( PosX, PosY, PosZ, ChunkX, ChunkY, ChunkZ );
cChunk* Chunk = GetChunk( ChunkX, ChunkY, ChunkZ );
return Chunk->GetHeight( PosX, PosZ );
}
const double & cWorld::GetSpawnY()
{
m_SpawnY = (double)GetHeight( (int)m_SpawnX, (int)m_SpawnZ ) + 1.6f; // +1.6f eye height
return m_SpawnY;
}
void cWorld::AddPlayer( cPlayer* a_Player )
{
m_pState->m_Players.remove( a_Player );
m_pState->m_Players.push_back( a_Player );
}
void cWorld::RemovePlayer( cPlayer* a_Player )
{
m_pState->m_Players.remove( a_Player );
}
void cWorld::GetAllPlayers( lua_State* L )
{
lua_createtable(L, m_pState->m_Players.size(), 0);
int newTable = lua_gettop(L);
int index = 1;
PlayerList::const_iterator iter = m_pState->m_Players.begin();
while(iter != m_pState->m_Players.end()) {
tolua_pushusertype( L, (*iter), "cPlayer" );
lua_rawseti(L, newTable, index);
++iter;
++index;
}
}
cPlayer* cWorld::GetPlayer( const char* a_PlayerName )
{
cPlayer* BestMatch = 0;
unsigned int MatchedLetters = 0;
unsigned int NumMatches = 0;
bool bPerfectMatch = false;
unsigned int NameLength = strlen( a_PlayerName );
for( PlayerList::iterator itr = m_pState->m_Players.begin(); itr != m_pState->m_Players.end(); itr++ )
{
std::string Name = (*itr)->GetName();
if( NameLength > Name.length() ) continue; // Definitely not a match
for(unsigned int i = 0; i < NameLength; i++)
{
char c1 = (char)toupper( a_PlayerName[i] );
char c2 = (char)toupper( Name[i] );
if( c1 == c2 )
{
if( i+1 > MatchedLetters )
{
MatchedLetters = i+1;
BestMatch = *itr;
}
if( i+1 == NameLength )
{
NumMatches++;
if( NameLength == Name.length() )
{
bPerfectMatch = true;
break;
}
}
}
else
{
if( BestMatch == *itr ) BestMatch = 0;
break;
}
if( bPerfectMatch )
break;
}
}
if( NumMatches == 1 )
return BestMatch;
// More than one matches, so it's undefined. Return 0 instead
return 0;
}
cEntity* cWorld::GetEntity( int a_UniqueID )
{
for( EntityList::iterator itr = m_pState->m_AllEntities.begin(); itr != m_pState->m_AllEntities.end(); ++itr )
{
if( (*itr)->GetUniqueID() == a_UniqueID )
return *itr;
}
return 0;
}
void cWorld::RemoveClient( cClientHandle* a_Client )
{
m_pState->m_Clients.remove( a_Client );
if( a_Client )
{
delete a_Client;
a_Client = 0;
}
}
void cWorld::RemoveEntity( cEntity* a_Entity )
{
m_pState->m_RemoveEntityQueue.remove( a_Entity );
if( a_Entity )
{
delete a_Entity;
a_Entity = 0;
}
}
bool cWorld::RemoveEntityFromChunk( cEntity & a_Entity, cChunk* a_CalledFrom /* = 0 */ )
{
LockChunks();
bool retVal = m_ChunkMap->RemoveEntityFromChunk( a_Entity, a_CalledFrom );
UnlockChunks();
return retVal;
}
void cWorld::SaveAllChunks()
{
LOG("Saving all chunks...");
m_LastSave = m_Time;
LockChunks();
m_ChunkMap->SaveAllChunks();
UnlockChunks();
LOG("Done saving chunks");
}
void cWorld::LockClientHandle()
{
m_ClientHandleCriticalSection->Lock();
}
void cWorld::UnlockClientHandle()
{
m_ClientHandleCriticalSection->Unlock();
}
void cWorld::LockEntities()
{
m_EntitiesCriticalSection->Lock();
}
void cWorld::UnlockEntities()
{
m_EntitiesCriticalSection->Unlock();
}
void cWorld::LockChunks()
{
m_ChunksCriticalSection->Lock();
}
void cWorld::UnlockChunks()
{
m_ChunksCriticalSection->Unlock();
}
void cWorld::ReSpreadLighting( cChunk* a_Chunk )
{
LockChunks();
m_pState->m_SpreadQueue.remove( a_Chunk );
m_pState->m_SpreadQueue.push_back( a_Chunk );
UnlockChunks();
}
void cWorld::RemoveSpread( cChunk* a_Chunk )
{
LockChunks();
m_pState->m_SpreadQueue.remove( a_Chunk );
UnlockChunks();
}
/************************************************************************/
/* Get and set */
/************************************************************************/
void cWorld::AddClient( cClientHandle* a_Client )
{
m_pState->m_Clients.push_back( a_Client );
}
cWorld::ClientList & cWorld::GetClients()
{
return m_pState->m_Clients;
}
cWorld::EntityList & cWorld::GetEntities()
{
return m_pState->m_AllEntities;
}
void cWorld::AddEntity( cEntity* a_Entity )
{
m_pState->m_AllEntities.push_back( a_Entity );
}
cWorld::PlayerList & cWorld::GetAllPlayers()
{
return m_pState->m_Players;
}
unsigned int cWorld::GetNumPlayers()
{
return m_pState->m_Players.size();
}
void cWorld::AddToRemoveEntityQueue( cEntity & a_Entity )
{
m_pState->m_AllEntities.remove( &a_Entity);
m_pState->m_RemoveEntityQueue.push_back( &a_Entity );
}