9eed83c33a
http://forum.mc-server.org/showthread.php?tid=434&pid=4564#pid4564 git-svn-id: http://mc-server.googlecode.com/svn/trunk@858 0a769ca7-a7f5-676a-18bf-c427514a06d6
2096 lines
45 KiB
C++
2096 lines
45 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "BlockID.h"
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#include "cWorld.h"
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#include "cRedstone.h"
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#include "ChunkDef.h"
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#include "cClientHandle.h"
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#include "cPickup.h"
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#include "cBlockToPickup.h"
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#include "cPlayer.h"
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#include "cServer.h"
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#include "cItem.h"
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#include "cRoot.h"
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#include "../iniFile/iniFile.h"
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#include "cChunkMap.h"
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#include "cSimulatorManager.h"
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#include "cWaterSimulator.h"
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#include "cLavaSimulator.h"
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#include "cFireSimulator.h"
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#include "cSandSimulator.h"
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#include "cRedstoneSimulator.h"
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#include "cChicken.h"
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#include "cSpider.h"
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#include "cCow.h" //cow
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#include "cSquid.h" //Squid
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#include "cWolf.h" //wolf
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#include "cSlime.h" //slime
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#include "cSkeleton.h" //Skeleton
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#include "cSilverfish.h" //Silverfish
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#include "cPig.h" //pig
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#include "cSheep.h" //sheep
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#include "cZombie.h" //zombie
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#include "cEnderman.h" //enderman
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#include "cCreeper.h" //creeper
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#include "cCavespider.h" //cavespider
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#include "cGhast.h" //Ghast
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#include "cZombiepigman.h" //Zombiepigman
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#include "cMakeDir.h"
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#include "cChunkGenerator.h"
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#include "MersenneTwister.h"
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#include "cTracer.h"
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#include "Trees.h"
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#include "cPluginManager.h"
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#include "blocks/Block.h"
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#include "Vector3d.h"
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#include "tolua++.h"
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#ifndef _WIN32
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#include <stdlib.h>
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#endif
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/// Up to this many m_SpreadQueue elements are handled each world tick
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const int MAX_LIGHTING_SPREAD_PER_TICK = 10;
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float cWorld::m_Time = 0.f;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cWorldLoadProgress:
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/// A simple thread that displays the progress of world loading / saving in cWorld::InitializeSpawn()
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class cWorldLoadProgress :
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public cIsThread
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{
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public:
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cWorldLoadProgress(cWorld * a_World) :
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cIsThread("cWorldLoadProgress"),
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m_World(a_World)
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{
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Start();
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}
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void Stop(void)
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{
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m_ShouldTerminate = true;
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Wait();
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}
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protected:
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cWorld * m_World;
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virtual void Execute(void) override
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{
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for (;;)
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{
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LOG("%d chunks to load, %d chunks to generate",
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m_World->GetStorage().GetLoadQueueLength(),
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m_World->GetGenerator().GetQueueLength()
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);
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// Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish
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for (int i = 0; i < 20; i++)
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{
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cSleep::MilliSleep(100);
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if (m_ShouldTerminate)
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{
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return;
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}
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}
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} // for (-ever)
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}
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} ;
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/// A simple thread that displays the progress of world lighting in cWorld::InitializeSpawn()
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class cWorldLightingProgress :
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public cIsThread
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{
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public:
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cWorldLightingProgress(cLightingThread * a_Lighting) :
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cIsThread("cWorldLightingProgress"),
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m_Lighting(a_Lighting)
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{
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Start();
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}
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void Stop(void)
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{
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m_ShouldTerminate = true;
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Wait();
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}
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protected:
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cLightingThread * m_Lighting;
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virtual void Execute(void) override
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{
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for (;;)
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{
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LOG("%d chunks remaining to light", m_Lighting->GetQueueLength()
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);
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// Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish
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for (int i = 0; i < 20; i++)
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{
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cSleep::MilliSleep(100);
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if (m_ShouldTerminate)
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{
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return;
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}
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}
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} // for (-ever)
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}
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} ;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cWorld:
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cWorld* cWorld::GetWorld()
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{
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LOGWARN("WARNING: Using deprecated function cWorld::GetWorld() use cRoot::Get()->GetDefaultWorld() instead!");
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return cRoot::Get()->GetDefaultWorld();
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}
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cWorld::~cWorld()
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{
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{
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cCSLock Lock(m_CSEntities);
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while( m_AllEntities.begin() != m_AllEntities.end() )
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{
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cEntity* Entity = *m_AllEntities.begin();
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m_AllEntities.remove( Entity );
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if ( !Entity->IsDestroyed() )
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{
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Entity->Destroy();
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}
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delete Entity;
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}
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}
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delete m_SimulatorManager;
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delete m_SandSimulator;
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delete m_WaterSimulator;
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delete m_LavaSimulator;
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delete m_FireSimulator;
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delete m_RedstoneSimulator;
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UnloadUnusedChunks();
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m_Storage.WaitForFinish();
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delete m_ChunkMap;
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}
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cWorld::cWorld( const AString & a_WorldName )
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: m_SpawnMonsterTime( 0.f )
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, m_RSList ( 0 )
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, m_Weather ( eWeather_Sunny )
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{
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LOG("cWorld::cWorld(%s)", a_WorldName.c_str());
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m_WorldName = a_WorldName;
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m_IniFileName = m_WorldName + "/world.ini";
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cMakeDir::MakeDir(m_WorldName.c_str());
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MTRand r1;
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m_SpawnX = (double)((r1.randInt() % 1000) - 500);
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m_SpawnY = cChunkDef::Height;
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m_SpawnZ = (double)((r1.randInt() % 1000) - 500);
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m_GameMode = eGameMode_Creative;
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AString StorageSchema("Default");
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cIniFile IniFile(m_IniFileName);
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IniFile.ReadFile();
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m_SpawnX = IniFile.GetValueSetF("SpawnPosition", "X", m_SpawnX);
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m_SpawnY = IniFile.GetValueSetF("SpawnPosition", "Y", m_SpawnY);
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m_SpawnZ = IniFile.GetValueSetF("SpawnPosition", "Z", m_SpawnZ);
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StorageSchema = IniFile.GetValueSet ("Storage", "Schema", StorageSchema);
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m_MaxCactusHeight = IniFile.GetValueSetI("Plants", "MaxCactusHeight", 3);
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m_MaxSugarcaneHeight = IniFile.GetValueSetI("Plants", "MaxSugarcaneHeight", 3);
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m_IsCropsBonemealable = IniFile.GetValueSetB("Plants", "IsCropsBonemealable", true);
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m_IsGrassBonemealable = IniFile.GetValueSetB("Plants", "IsGrassBonemealable", true);
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m_IsSaplingBonemealable = IniFile.GetValueSetB("Plants", "IsSaplingBonemealable", true);
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m_IsMelonStemBonemealable = IniFile.GetValueSetB("Plants", "IsMelonStemBonemealable", true);
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m_IsMelonBonemealable = IniFile.GetValueSetB("Plants", "IsMelonBonemealable", false);
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m_IsPumpkinStemBonemealable = IniFile.GetValueSetB("Plants", "IsPumpkinStemBonemealable", true);
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m_IsPumpkinBonemealable = IniFile.GetValueSetB("Plants", "IsPumpkinBonemealable", false);
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m_IsSugarcaneBonemealable = IniFile.GetValueSetB("Plants", "IsSugarcaneBonemealable", false);
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m_IsCactusBonemealable = IniFile.GetValueSetB("Plants", "IsCactusBonemealable", false);
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m_GameMode = (eGameMode)IniFile.GetValueSetI("GameMode", "GameMode", m_GameMode );
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if (!IniFile.WriteFile())
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{
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LOG("WARNING: Could not write to %s", m_IniFileName.c_str());
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}
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m_Lighting.Start(this);
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m_Storage.Start(this, StorageSchema);
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m_Generator.Start(this, IniFile);
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m_bAnimals = true;
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m_SpawnMonsterRate = 10;
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cIniFile IniFile2("settings.ini");
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if( IniFile2.ReadFile() )
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{
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m_bAnimals = IniFile2.GetValueB("Monsters", "AnimalsOn", true );
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m_SpawnMonsterRate = (float)IniFile2.GetValueF("Monsters", "AnimalSpawnInterval", 10);
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SetMaxPlayers(IniFile2.GetValueI("Server", "MaxPlayers", 9001));
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m_Description = IniFile2.GetValue("Server", "Description", "MCServer! - It's OVER 9000!").c_str();
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}
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m_ChunkMap = new cChunkMap(this );
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m_ChunkSender.Start(this);
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m_Time = 0;
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m_WorldTimeFraction = 0.f;
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m_WorldTime = 0;
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m_LastSave = 0;
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m_LastUnload = 0;
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//preallocate some memory for ticking blocks so we don<6F>t need to allocate that often
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m_BlockTickQueue.reserve(1000);
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m_BlockTickQueueCopy.reserve(1000);
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//Simulators:
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m_WaterSimulator = new cWaterSimulator( this );
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m_LavaSimulator = new cLavaSimulator( this );
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m_SandSimulator = new cSandSimulator(this);
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m_FireSimulator = new cFireSimulator(this);
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m_RedstoneSimulator = new cRedstoneSimulator(this);
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m_SimulatorManager = new cSimulatorManager();
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m_SimulatorManager->RegisterSimulator(m_WaterSimulator, 6);
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m_SimulatorManager->RegisterSimulator(m_LavaSimulator, 12);
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m_SimulatorManager->RegisterSimulator(m_SandSimulator, 1);
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m_SimulatorManager->RegisterSimulator(m_FireSimulator, 10);
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m_SimulatorManager->RegisterSimulator(m_RedstoneSimulator, 1);
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}
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void cWorld::SetWeather(eWeather a_Weather)
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{
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switch (a_Weather)
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{
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case eWeather_Sunny:
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case eWeather_Rain:
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case eWeather_ThunderStorm:
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{
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m_Weather = a_Weather;
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BroadcastWeather(a_Weather);
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break;
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}
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default:
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{
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LOGWARN("Trying to set unknown weather %d", a_Weather);
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break;
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}
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}
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}
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void cWorld::CastThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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BroadcastThunderbolt(a_BlockX, a_BlockY, a_BlockZ);
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}
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void cWorld::SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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return m_ChunkMap->SetNextBlockTick(a_BlockX, a_BlockY, a_BlockZ);
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}
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void cWorld::InitializeSpawn(void)
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{
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int ChunkX = 0, ChunkY = 0, ChunkZ = 0;
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BlockToChunk( (int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ, ChunkX, ChunkY, ChunkZ );
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// For the debugging builds, don't make the server build too much world upon start:
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#ifdef _DEBUG
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int ViewDist = 9;
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#else
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int ViewDist = 20; // Always prepare an area 20 chunks across, no matter what the actual cClientHandle::VIEWDISTANCE is
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#endif // _DEBUG
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LOG("Preparing spawn area in world \"%s\"...", m_WorldName.c_str());
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for (int x = 0; x < ViewDist; x++)
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{
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for (int z = 0; z < ViewDist; z++)
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{
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m_ChunkMap->TouchChunk( x + ChunkX-(ViewDist - 1) / 2, ZERO_CHUNK_Y, z + ChunkZ-(ViewDist - 1) / 2 ); // Queue the chunk in the generator / loader
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}
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}
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{
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// Display progress during this process:
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cWorldLoadProgress Progress(this);
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// Wait for the loader to finish loading
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m_Storage.WaitForQueuesEmpty();
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// Wait for the generator to finish generating
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m_Generator.WaitForQueueEmpty();
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Progress.Stop();
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}
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// Light all chunks that have been newly generated:
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LOG("Lighting spawn area in world \"%s\"...", m_WorldName.c_str());
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for (int x = 0; x < ViewDist; x++)
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{
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int ChX = x + ChunkX-(ViewDist - 1) / 2;
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for (int z = 0; z < ViewDist; z++)
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{
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int ChZ = z + ChunkZ-(ViewDist - 1) / 2;
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if (!m_ChunkMap->IsChunkLighted(ChX, ChZ))
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{
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m_Lighting.QueueChunk(ChX, ChZ); // Queue the chunk in the lighting thread
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}
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} // for z
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} // for x
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{
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cWorldLightingProgress Progress(&m_Lighting);
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m_Lighting.WaitForQueueEmpty();
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Progress.Stop();
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}
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// TODO: Better spawn detection - move spawn out of the water if it isn't set in the INI already
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m_SpawnY = (double)GetHeight( (int)m_SpawnX, (int)m_SpawnZ ) + 1.6f; // +1.6f eye height
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}
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void cWorld::StopThreads(void)
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{
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m_Generator.Stop();
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m_ChunkSender.Stop();
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}
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void cWorld::Tick(float a_Dt)
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{
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m_Time += a_Dt / 1000.f;
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CurrentTick++;
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bool bSendTime = false;
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m_WorldTimeFraction += a_Dt / 1000.f;
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while (m_WorldTimeFraction > 1.f)
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{
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m_WorldTimeFraction -= 1.f;
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m_WorldTime += 20;
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bSendTime = true;
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}
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m_WorldTime %= 24000; // 24000 units in a day
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if (bSendTime)
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{
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BroadcastTimeUpdate();
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}
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{
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cCSLock Lock(m_CSEntities);
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for (cEntityList::iterator itr = m_AllEntities.begin(); itr != m_AllEntities.end();)
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{
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if ((*itr)->IsDestroyed())
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{
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LOGD("Destroying entity #%i", (*itr)->GetUniqueID());
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cEntity * RemoveMe = *itr;
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itr = m_AllEntities.erase( itr );
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m_RemoveEntityQueue.push_back( RemoveMe );
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continue;
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}
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(*itr)->Tick(a_Dt);
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itr++;
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}
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}
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m_ChunkMap->Tick(a_Dt, m_TickRand);
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TickQueuedBlocks(a_Dt);
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GetSimulatorManager()->Simulate(a_Dt);
|
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|
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TickWeather(a_Dt);
|
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|
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// Asynchronously set blocks:
|
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sSetBlockList FastSetBlockQueueCopy;
|
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{
|
||
cCSLock Lock(m_CSFastSetBlock);
|
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std::swap(FastSetBlockQueueCopy, m_FastSetBlockQueue);
|
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}
|
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m_ChunkMap->FastSetBlocks(FastSetBlockQueueCopy);
|
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if (!FastSetBlockQueueCopy.empty())
|
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{
|
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// Some blocks failed, store them for next tick:
|
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cCSLock Lock(m_CSFastSetBlock);
|
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m_FastSetBlockQueue.splice(m_FastSetBlockQueue.end(), FastSetBlockQueueCopy);
|
||
}
|
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|
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if( m_Time - m_LastSave > 60 * 5 ) // Save each 5 minutes
|
||
{
|
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SaveAllChunks();
|
||
}
|
||
|
||
if( m_Time - m_LastUnload > 10 ) // Unload every 10 seconds
|
||
{
|
||
UnloadUnusedChunks();
|
||
}
|
||
|
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// Delete entities queued for removal:
|
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for (cEntityList::iterator itr = m_RemoveEntityQueue.begin(); itr != m_RemoveEntityQueue.end(); ++itr)
|
||
{
|
||
delete *itr;
|
||
}
|
||
m_RemoveEntityQueue.clear();
|
||
|
||
TickSpawnMobs(a_Dt);
|
||
|
||
std::vector<int> m_RSList_copy(m_RSList);
|
||
|
||
m_RSList.clear();
|
||
|
||
std::vector<int>::const_iterator cii; // FIXME - Please rename this variable, WTF is cii??? Use human readable variable names or common abbreviations (i, idx, itr, iter)
|
||
for(cii=m_RSList_copy.begin(); cii!=m_RSList_copy.end();)
|
||
{
|
||
int tempX = *cii;cii++;
|
||
int tempY = *cii;cii++;
|
||
int tempZ = *cii;cii++;
|
||
int state = *cii;cii++;
|
||
|
||
if ( (state == 11111) && ( (int)GetBlock( tempX, tempY, tempZ ) == E_BLOCK_REDSTONE_TORCH_OFF ) )
|
||
{
|
||
FastSetBlock( tempX, tempY, tempZ, E_BLOCK_REDSTONE_TORCH_ON, (int)GetBlockMeta( tempX, tempY, tempZ ) );
|
||
cRedstone Redstone(this);
|
||
Redstone.ChangeRedstone( tempX, tempY, tempZ, true );
|
||
}
|
||
else if ( (state == 00000) && ( (int)GetBlock( tempX, tempY, tempZ ) == E_BLOCK_REDSTONE_TORCH_ON ) )
|
||
{
|
||
FastSetBlock( tempX, tempY, tempZ, E_BLOCK_REDSTONE_TORCH_OFF, (int)GetBlockMeta( tempX, tempY, tempZ ) );
|
||
cRedstone Redstone(this);
|
||
Redstone.ChangeRedstone( tempX, tempY, tempZ, false );
|
||
}
|
||
}
|
||
m_RSList_copy.erase(m_RSList_copy.begin(),m_RSList_copy.end());
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::ChangeWeather()
|
||
{
|
||
unsigned randWeather = (m_TickRand.randInt() % 99);
|
||
|
||
if (GetWeather() == eWeather_Sunny)
|
||
{
|
||
if (randWeather < 20)
|
||
{
|
||
LOG("Starting rainstorm!");
|
||
SetWeather( eWeather_Rain );
|
||
}
|
||
}
|
||
|
||
else if (GetWeather() == eWeather_Rain)
|
||
{
|
||
if (randWeather < 5)
|
||
{
|
||
LOG("Thunderstorm!");
|
||
SetWeather( eWeather_ThunderStorm );
|
||
}
|
||
|
||
else if (randWeather < 60)
|
||
{
|
||
LOG("Back to sunshine");
|
||
SetWeather( eWeather_Sunny );
|
||
}
|
||
}
|
||
|
||
else if (GetWeather() == eWeather_ThunderStorm)
|
||
{
|
||
if (randWeather < 70)
|
||
{
|
||
SetWeather(eWeather_Sunny);
|
||
LOG("Thunder ended abruptly, returning to lovely sunshine");
|
||
}
|
||
else if (randWeather < 85)
|
||
{
|
||
SetWeather(eWeather_Rain);
|
||
LOG("Thunder ended, but rain persists.");
|
||
}
|
||
else
|
||
{
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::TickWeather(float a_Dt)
|
||
{
|
||
if (m_WeatherInterval == 0)
|
||
{
|
||
ChangeWeather();
|
||
|
||
cRoot::Get()->GetPluginManager()->CallHookWeatherChanged(this);
|
||
|
||
switch (GetWeather())
|
||
{
|
||
case eWeather_Sunny:
|
||
m_WeatherInterval = 14400 + (m_TickRand.randInt() % 4800); // 12 - 16 minutes
|
||
break;
|
||
case eWeather_Rain:
|
||
m_WeatherInterval = 9600 + (m_TickRand.randInt() % 7200); // 8 - 14 minutes
|
||
break;
|
||
case eWeather_ThunderStorm:
|
||
m_WeatherInterval = 2400 + (m_TickRand.randInt() % 4800); // 2 - 6 minutes
|
||
break;
|
||
default:
|
||
LOG("Unknown weather occurred");
|
||
break;
|
||
}
|
||
}
|
||
|
||
else
|
||
{
|
||
m_WeatherInterval--;
|
||
}
|
||
|
||
if ( GetWeather() == 2 ) // if thunderstorm
|
||
{
|
||
if (m_TickRand.randInt() % 199 == 0) // 0.5% chance per tick of thunderbolt
|
||
{
|
||
CastThunderbolt ( 0, 0, 0 ); // TODO: find random possitions near players to cast thunderbolts.
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::TickSpawnMobs(float a_Dt)
|
||
{
|
||
if (!m_bAnimals || (m_Time - m_SpawnMonsterTime <= m_SpawnMonsterRate))
|
||
{
|
||
return;
|
||
}
|
||
|
||
m_SpawnMonsterTime = m_Time;
|
||
Vector3d SpawnPos;
|
||
{
|
||
cCSLock Lock(m_CSPlayers);
|
||
if ( m_Players.size() <= 0)
|
||
{
|
||
return;
|
||
}
|
||
int RandomPlayerIdx = m_TickRand.randInt() & m_Players.size();
|
||
cPlayerList::iterator itr = m_Players.begin();
|
||
for( int i = 1; i < RandomPlayerIdx; i++ )
|
||
{
|
||
itr++;
|
||
}
|
||
SpawnPos = (*itr)->GetPosition();
|
||
}
|
||
|
||
cMonster * Monster = NULL;
|
||
int dayRand = m_TickRand.randInt() % 6;
|
||
int nightRand = m_TickRand.randInt() % 10;
|
||
|
||
SpawnPos += Vector3d( (double)(m_TickRand.randInt() % 64) - 32, (double)(m_TickRand.randInt() % 64) - 32, (double)(m_TickRand.randInt() % 64) - 32 );
|
||
int Height = GetHeight( (int)SpawnPos.x, (int)SpawnPos.z );
|
||
|
||
if (m_WorldTime >= 12000 + 1000)
|
||
{
|
||
if (GetBiomeAt((int)SpawnPos.x, (int)SpawnPos.z) == biHell) // Spawn nether mobs
|
||
{
|
||
if (nightRand == 1)
|
||
Monster = new cZombie();
|
||
else if (nightRand == 5)
|
||
Monster = new cGhast();
|
||
else if (nightRand == 6)
|
||
Monster = new cZombiepigman();
|
||
}
|
||
else
|
||
{
|
||
if (nightRand == 0) //random percent to spawn for night
|
||
Monster = new cSpider();
|
||
else if (nightRand == 2)
|
||
Monster = new cEnderman();
|
||
else if (nightRand == 3)
|
||
Monster = new cCreeper();
|
||
else if (nightRand == 4)
|
||
Monster = new cCavespider();
|
||
else if (nightRand == 7)
|
||
Monster = new cSlime();
|
||
else if (nightRand == 8)
|
||
Monster = new cSilverfish();
|
||
else if (nightRand == 9)
|
||
Monster = new cSkeleton();
|
||
}
|
||
//end random percent to spawn for night
|
||
}
|
||
else
|
||
{
|
||
if (dayRand == 0) //random percent to spawn for day
|
||
Monster = new cChicken();
|
||
else if (dayRand == 1)
|
||
Monster = new cCow();
|
||
else if (dayRand == 2)
|
||
Monster = new cPig();
|
||
else if (dayRand == 3)
|
||
Monster = new cSheep();
|
||
else if (dayRand == 4)
|
||
Monster = new cSquid();
|
||
else if (dayRand == 5)
|
||
Monster = new cWolf();
|
||
//end random percent to spawn for day
|
||
}
|
||
|
||
if( Monster )
|
||
{
|
||
Monster->Initialize(this);
|
||
Monster->TeleportTo(SpawnPos.x, (double)(Height) + 2, SpawnPos.z);
|
||
BroadcastSpawn(*Monster);
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback)
|
||
{
|
||
return m_ChunkMap->ForEachChestInChunk(a_ChunkX, a_ChunkZ, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback & a_Callback)
|
||
{
|
||
return m_ChunkMap->ForEachFurnaceInChunk(a_ChunkX, a_ChunkZ, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback)
|
||
{
|
||
return m_ChunkMap->DoWithChestAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback)
|
||
{
|
||
return m_ChunkMap->DoWithFurnaceAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::GetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4)
|
||
{
|
||
return m_ChunkMap->GetSignLines(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::GrowTree( int a_X, int a_Y, int a_Z )
|
||
{
|
||
if (GetBlock(a_X, a_Y, a_Z) == E_BLOCK_SAPLING)
|
||
{
|
||
// There is a sapling here, grow a tree according to its type:
|
||
GrowTreeFromSapling(a_X, a_Y, a_Z, GetBlockMeta(a_X, a_Y, a_Z));
|
||
}
|
||
else
|
||
{
|
||
// There is nothing here, grow a tree based on the current biome here:
|
||
GrowTreeByBiome(a_X, a_Y, a_Z);
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::GrowTreeFromSapling(int a_X, int a_Y, int a_Z, char a_SaplingMeta)
|
||
{
|
||
cNoise Noise(m_Generator.GetSeed());
|
||
sSetBlockVector Logs, Other;
|
||
switch (a_SaplingMeta & 0x07)
|
||
{
|
||
case E_META_SAPLING_APPLE: GetAppleTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Logs, Other); break;
|
||
case E_META_SAPLING_BIRCH: GetBirchTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Logs, Other); break;
|
||
case E_META_SAPLING_CONIFER: GetConiferTreeImage(a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Logs, Other); break;
|
||
case E_META_SAPLING_JUNGLE: GetJungleTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Logs, Other); break;
|
||
}
|
||
Other.insert(Other.begin(), Logs.begin(), Logs.end());
|
||
Logs.clear();
|
||
GrowTreeImage(Logs);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::GrowTreeByBiome(int a_X, int a_Y, int a_Z)
|
||
{
|
||
cNoise Noise(m_Generator.GetSeed());
|
||
sSetBlockVector Logs, Other;
|
||
GetTreeImageByBiome(a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), (EMCSBiome)GetBiomeAt(a_X, a_Z), Logs, Other);
|
||
Other.insert(Other.begin(), Logs.begin(), Logs.end());
|
||
Logs.clear();
|
||
GrowTreeImage(Other);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::GrowTreeImage(const sSetBlockVector & a_Blocks)
|
||
{
|
||
// Check that the tree has place to grow
|
||
|
||
// Make a copy of the log blocks:
|
||
sSetBlockVector b2;
|
||
for (sSetBlockVector::const_iterator itr = a_Blocks.begin(); itr != a_Blocks.end(); ++itr)
|
||
{
|
||
if (itr->BlockType == E_BLOCK_LOG)
|
||
{
|
||
b2.push_back(*itr);
|
||
}
|
||
} // for itr - a_Blocks[]
|
||
|
||
// Query blocktypes and metas at those log blocks:
|
||
if (!GetBlocks(b2, false))
|
||
{
|
||
return;
|
||
}
|
||
|
||
// Check that at each log's coord there's an block allowed to be overwritten:
|
||
for (sSetBlockVector::const_iterator itr = b2.begin(); itr != b2.end(); ++itr)
|
||
{
|
||
switch (itr->BlockType)
|
||
{
|
||
CASE_TREE_ALLOWED_BLOCKS:
|
||
{
|
||
break;
|
||
}
|
||
default:
|
||
{
|
||
return;
|
||
}
|
||
}
|
||
} // for itr - b2[]
|
||
|
||
// All ok, replace blocks with the tree image:
|
||
m_ChunkMap->ReplaceTreeBlocks(a_Blocks);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::GrowPlant(int a_BlockX, int a_BlockY, int a_BlockZ, bool a_IsByBonemeal)
|
||
{
|
||
BLOCKTYPE BlockType;
|
||
NIBBLETYPE BlockMeta;
|
||
GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta);
|
||
switch (BlockType)
|
||
{
|
||
case E_BLOCK_CROPS:
|
||
{
|
||
if (a_IsByBonemeal && !m_IsGrassBonemealable)
|
||
{
|
||
return false;
|
||
}
|
||
if (BlockMeta < 7)
|
||
{
|
||
FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
|
||
}
|
||
return true;
|
||
}
|
||
|
||
case E_BLOCK_MELON_STEM:
|
||
{
|
||
if (BlockMeta < 7)
|
||
{
|
||
if (a_IsByBonemeal && !m_IsMelonStemBonemealable)
|
||
{
|
||
return false;
|
||
}
|
||
FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
|
||
}
|
||
else
|
||
{
|
||
if (a_IsByBonemeal && !m_IsMelonBonemealable)
|
||
{
|
||
return false;
|
||
}
|
||
GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, BlockType);
|
||
}
|
||
return true;
|
||
}
|
||
|
||
case E_BLOCK_PUMPKIN_STEM:
|
||
{
|
||
if (BlockMeta < 7)
|
||
{
|
||
if (a_IsByBonemeal && !m_IsPumpkinStemBonemealable)
|
||
{
|
||
return false;
|
||
}
|
||
FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
|
||
}
|
||
else
|
||
{
|
||
if (a_IsByBonemeal && !m_IsPumpkinBonemealable)
|
||
{
|
||
return false;
|
||
}
|
||
GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, BlockType);
|
||
}
|
||
return true;
|
||
}
|
||
|
||
case E_BLOCK_SAPLING:
|
||
{
|
||
if (a_IsByBonemeal && !m_IsSaplingBonemealable)
|
||
{
|
||
return false;
|
||
}
|
||
GrowTreeFromSapling(a_BlockX, a_BlockY, a_BlockZ, BlockMeta);
|
||
return true;
|
||
}
|
||
|
||
case E_BLOCK_GRASS:
|
||
{
|
||
if (a_IsByBonemeal && !m_IsGrassBonemealable)
|
||
{
|
||
return false;
|
||
}
|
||
MTRand r1;
|
||
for (int i = 0; i < 60; i++)
|
||
{
|
||
int OfsX = (r1.randInt(3) + r1.randInt(3) + r1.randInt(3) + r1.randInt(3)) / 2 - 3;
|
||
int OfsY = r1.randInt(3) + r1.randInt(3) - 3;
|
||
int OfsZ = (r1.randInt(3) + r1.randInt(3) + r1.randInt(3) + r1.randInt(3)) / 2 - 3;
|
||
BLOCKTYPE Ground = GetBlock(a_BlockX + OfsX, a_BlockY + OfsY, a_BlockZ + OfsZ);
|
||
if (Ground != E_BLOCK_GRASS)
|
||
{
|
||
continue;
|
||
}
|
||
BLOCKTYPE Above = GetBlock(a_BlockX + OfsX, a_BlockY + OfsY + 1, a_BlockZ + OfsZ);
|
||
if (Above != E_BLOCK_AIR)
|
||
{
|
||
continue;
|
||
}
|
||
BLOCKTYPE SpawnType;
|
||
NIBBLETYPE SpawnMeta = 0;
|
||
switch (r1.randInt(10))
|
||
{
|
||
case 0: SpawnType = E_BLOCK_YELLOW_FLOWER; break;
|
||
case 1: SpawnType = E_BLOCK_RED_ROSE; break;
|
||
default:
|
||
{
|
||
SpawnType = E_BLOCK_TALL_GRASS;
|
||
SpawnMeta = E_META_TALL_GRASS_GRASS;
|
||
break;
|
||
}
|
||
} // switch (random spawn block)
|
||
FastSetBlock(a_BlockX + OfsX, a_BlockY + OfsY + 1, a_BlockZ + OfsZ, SpawnType, SpawnMeta);
|
||
} // for i - 50 times
|
||
return true;
|
||
}
|
||
|
||
case E_BLOCK_SUGARCANE:
|
||
{
|
||
if (a_IsByBonemeal && !m_IsSugarcaneBonemealable)
|
||
{
|
||
return false;
|
||
}
|
||
m_ChunkMap->GrowSugarcane(a_BlockX, a_BlockY, a_BlockZ, m_MaxSugarcaneHeight);
|
||
return true;
|
||
}
|
||
|
||
case E_BLOCK_CACTUS:
|
||
{
|
||
if (a_IsByBonemeal && !m_IsCactusBonemealable)
|
||
{
|
||
return false;
|
||
}
|
||
m_ChunkMap->GrowCactus(a_BlockX, a_BlockY, a_BlockZ, m_MaxCactusHeight);
|
||
return true;
|
||
}
|
||
} // switch (BlockType)
|
||
return false;
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockType)
|
||
{
|
||
MTRand Rand;
|
||
m_ChunkMap->GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, Rand);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
int cWorld::GetBiomeAt (int a_BlockX, int a_BlockZ)
|
||
{
|
||
return m_ChunkMap->GetBiomeAt(a_BlockX, a_BlockZ);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::SetBlock( int a_X, int a_Y, int a_Z, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta )
|
||
{
|
||
if(a_BlockType == E_BLOCK_AIR)
|
||
{
|
||
BlockHandler(GetBlock(a_X, a_Y, a_Z))->OnDestroyed(this, a_X, a_Y, a_Z);
|
||
}
|
||
m_ChunkMap->SetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta);
|
||
|
||
GetSimulatorManager()->WakeUp(a_X, a_Y, a_Z);
|
||
BlockHandler(a_BlockType)->OnPlaced(this, a_X, a_Y, a_Z, a_BlockMeta);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::FastSetBlock( int a_X, int a_Y, int a_Z, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta )
|
||
{
|
||
cCSLock Lock(m_CSFastSetBlock);
|
||
m_FastSetBlockQueue.push_back(sSetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta));
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
BLOCKTYPE cWorld::GetBlock(int a_X, int a_Y, int a_Z)
|
||
{
|
||
// First check if it isn't queued in the m_FastSetBlockQueue:
|
||
{
|
||
int X = a_X, Y = a_Y, Z = a_Z;
|
||
int ChunkX, ChunkY, ChunkZ;
|
||
AbsoluteToRelative(X, Y, Z, ChunkX, ChunkY, ChunkZ);
|
||
|
||
cCSLock Lock(m_CSFastSetBlock);
|
||
for (sSetBlockList::iterator itr = m_FastSetBlockQueue.begin(); itr != m_FastSetBlockQueue.end(); ++itr)
|
||
{
|
||
if ((itr->x == X) && (itr->y == Y) && (itr->z == Z) && (itr->ChunkX == ChunkX) && (itr->ChunkZ == ChunkZ))
|
||
{
|
||
return itr->BlockType;
|
||
}
|
||
} // for itr - m_FastSetBlockQueue[]
|
||
}
|
||
|
||
return m_ChunkMap->GetBlock(a_X, a_Y, a_Z);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
NIBBLETYPE cWorld::GetBlockMeta( int a_X, int a_Y, int a_Z )
|
||
{
|
||
// First check if it isn't queued in the m_FastSetBlockQueue:
|
||
{
|
||
cCSLock Lock(m_CSFastSetBlock);
|
||
for (sSetBlockList::iterator itr = m_FastSetBlockQueue.begin(); itr != m_FastSetBlockQueue.end(); ++itr)
|
||
{
|
||
if ((itr->x == a_X) && (itr->y == a_Y) && (itr->y == a_Y))
|
||
{
|
||
return itr->BlockMeta;
|
||
}
|
||
} // for itr - m_FastSetBlockQueue[]
|
||
}
|
||
|
||
return m_ChunkMap->GetBlockMeta(a_X, a_Y, a_Z);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::SetBlockMeta( int a_X, int a_Y, int a_Z, NIBBLETYPE a_MetaData )
|
||
{
|
||
m_ChunkMap->SetBlockMeta(a_X, a_Y, a_Z, a_MetaData);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
NIBBLETYPE cWorld::GetBlockSkyLight( int a_X, int a_Y, int a_Z )
|
||
{
|
||
return m_ChunkMap->GetBlockSkyLight(a_X, a_Y, a_Z);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::GetBlockTypeMeta(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta)
|
||
{
|
||
m_ChunkMap->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, (BLOCKTYPE &)a_BlockType, (NIBBLETYPE &)a_BlockMeta);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed)
|
||
{
|
||
MTRand r1;
|
||
a_FlyAwaySpeed /= 1000; // Pre-divide, so that we don't have to divide each time inside the loop
|
||
for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
|
||
{
|
||
float SpeedX = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
|
||
float SpeedY = (float)(a_FlyAwaySpeed * r1.randInt(1000));
|
||
float SpeedZ = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
|
||
cPickup * Pickup = new cPickup(
|
||
(int)(a_BlockX * 32) + r1.randInt(16) + r1.randInt(16),
|
||
(int)(a_BlockY * 32) + r1.randInt(16) + r1.randInt(16),
|
||
(int)(a_BlockZ * 32) + r1.randInt(16) + r1.randInt(16),
|
||
*itr, SpeedX, SpeedY, SpeedZ
|
||
);
|
||
Pickup->Initialize(this);
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ)
|
||
{
|
||
MTRand r1;
|
||
for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
|
||
{
|
||
cPickup * Pickup = new cPickup(
|
||
(int)(a_BlockX * 32) + r1.randInt(16) + r1.randInt(16),
|
||
(int)(a_BlockY * 32) + r1.randInt(16) + r1.randInt(16),
|
||
(int)(a_BlockZ * 32) + r1.randInt(16) + r1.randInt(16),
|
||
*itr, (float)a_SpeedX, (float)a_SpeedY, (float)a_SpeedZ
|
||
);
|
||
Pickup->Initialize(this);
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::ReplaceBlocks(const sSetBlockVector & a_Blocks, BLOCKTYPE a_FilterBlockType)
|
||
{
|
||
m_ChunkMap->ReplaceBlocks(a_Blocks, a_FilterBlockType);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure)
|
||
{
|
||
return m_ChunkMap->GetBlocks(a_Blocks, a_ContinueOnFailure);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::DigBlock( int a_X, int a_Y, int a_Z)
|
||
{
|
||
cBlockHandler *Handler = cBlockHandler::GetBlockHandler(GetBlock(a_X, a_Y, a_Z));
|
||
Handler->OnDestroyed(this, a_X, a_Y, a_Z);
|
||
return m_ChunkMap->DigBlock(a_X, a_Y, a_Z);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::SendBlockTo( int a_X, int a_Y, int a_Z, cPlayer * a_Player )
|
||
{
|
||
m_ChunkMap->SendBlockTo(a_X, a_Y, a_Z, a_Player);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
int cWorld::GetHeight( int a_X, int a_Z )
|
||
{
|
||
return m_ChunkMap->GetHeight(a_X, a_Z);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::BroadcastChat(const AString & a_Message, const cClientHandle * a_Exclude)
|
||
{
|
||
cCSLock Lock(m_CSPlayers);
|
||
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
|
||
{
|
||
cClientHandle * ch = (*itr)->GetClientHandle();
|
||
if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
|
||
{
|
||
continue;
|
||
}
|
||
ch->SendChat(a_Message);
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::BroadcastPlayerAnimation(const cPlayer & a_Player, char a_Animation, const cClientHandle * a_Exclude)
|
||
{
|
||
m_ChunkMap->BroadcastPlayerAnimation(a_Player, a_Animation, a_Exclude);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::BroadcastEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude)
|
||
{
|
||
m_ChunkMap->BroadcastEntityEquipment(a_Entity, a_SlotNum, a_Item, a_Exclude);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::BroadcastTeleportEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude)
|
||
{
|
||
cCSLock Lock(m_CSPlayers);
|
||
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
|
||
{
|
||
cClientHandle * ch = (*itr)->GetClientHandle();
|
||
if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
|
||
{
|
||
continue;
|
||
}
|
||
ch->SendTeleportEntity(a_Entity);
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::BroadcastEntRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude)
|
||
{
|
||
m_ChunkMap->BroadcastEntRelMoveLook(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::BroadcastEntRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude)
|
||
{
|
||
m_ChunkMap->BroadcastEntRelMove(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::BroadcastEntLook(const cEntity & a_Entity, const cClientHandle * a_Exclude)
|
||
{
|
||
m_ChunkMap->BroadcastEntLook(a_Entity, a_Exclude);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::BroadcastEntHeadLook(const cEntity & a_Entity, const cClientHandle * a_Exclude)
|
||
{
|
||
m_ChunkMap->BroadcastEntHeadLook(a_Entity, a_Exclude);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::BroadcastBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType, const cClientHandle * a_Exclude)
|
||
{
|
||
m_ChunkMap->BroadcastBlockAction(a_BlockX, a_BlockY, a_BlockZ, a_Byte1, a_Byte2, a_BlockType, a_Exclude);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::BroadcastDestroyEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude)
|
||
{
|
||
m_ChunkMap->BroadcastDestroyEntity(a_Entity, a_Exclude);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::BroadcastEntityStatus(const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude)
|
||
{
|
||
m_ChunkMap->BroadcastEntityStatus(a_Entity, a_Status, a_Exclude);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::BroadcastMetadata(const cPawn & a_Pawn, const cClientHandle * a_Exclude)
|
||
{
|
||
m_ChunkMap->BroadcastMetadata(a_Pawn, a_Exclude);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::BroadcastSpawn(cEntity & a_Entity, const cClientHandle * a_Exclude)
|
||
{
|
||
m_ChunkMap->BroadcastSpawn(a_Entity, a_Exclude);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::BroadcastCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude)
|
||
{
|
||
m_ChunkMap->BroadcastCollectPickup(a_Pickup, a_Player, a_Exclude);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::BroadcastWeather(eWeather a_Weather, const cClientHandle * a_Exclude)
|
||
{
|
||
cCSLock Lock(m_CSPlayers);
|
||
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
|
||
{
|
||
cClientHandle * ch = (*itr)->GetClientHandle();
|
||
if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
|
||
{
|
||
continue;
|
||
}
|
||
ch->SendWeather(a_Weather);
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::BroadcastThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude)
|
||
{
|
||
m_ChunkMap->BroadcastThunderbolt(a_BlockX, a_BlockY, a_BlockZ, a_Exclude);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::BroadcastTimeUpdate(const cClientHandle * a_Exclude)
|
||
{
|
||
cCSLock Lock(m_CSPlayers);
|
||
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
|
||
{
|
||
cClientHandle * ch = (*itr)->GetClientHandle();
|
||
if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
|
||
{
|
||
continue;
|
||
}
|
||
ch->SendTimeUpdate(m_WorldTime);
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::BroadcastChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude)
|
||
{
|
||
m_ChunkMap->BroadcastChunkData(a_ChunkX, a_ChunkZ, a_Serializer, a_Exclude);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::BroadcastPlayerListItem (const cPlayer & a_Player, bool a_IsOnline, const cClientHandle * a_Exclude)
|
||
{
|
||
cCSLock Lock(m_CSPlayers);
|
||
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
|
||
{
|
||
cClientHandle * ch = (*itr)->GetClientHandle();
|
||
if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
|
||
{
|
||
continue;
|
||
}
|
||
ch->SendPlayerListItem(a_Player, a_IsOnline);
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::BroadcastSoundEffect(const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch, const cClientHandle * a_Exclude)
|
||
{
|
||
m_ChunkMap->BroadcastSoundEffect(a_SoundName, a_SrcX, a_SrcY, a_SrcZ, a_Volume, a_Pitch, a_Exclude);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::BroadcastBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude)
|
||
{
|
||
m_ChunkMap->BroadcastBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Exclude);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client)
|
||
{
|
||
m_ChunkMap->SendBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Client);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::MarkChunkDirty (int a_ChunkX, int a_ChunkY, int a_ChunkZ)
|
||
{
|
||
m_ChunkMap->MarkChunkDirty (a_ChunkX, a_ChunkY, a_ChunkZ);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::MarkChunkSaving(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
|
||
{
|
||
m_ChunkMap->MarkChunkSaving(a_ChunkX, a_ChunkY, a_ChunkZ);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::MarkChunkSaved (int a_ChunkX, int a_ChunkY, int a_ChunkZ)
|
||
{
|
||
m_ChunkMap->MarkChunkSaved (a_ChunkX, a_ChunkY, a_ChunkZ);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::SetChunkData(
|
||
int a_ChunkX, int a_ChunkY, int a_ChunkZ,
|
||
const BLOCKTYPE * a_BlockTypes,
|
||
const NIBBLETYPE * a_BlockMeta,
|
||
const NIBBLETYPE * a_BlockLight,
|
||
const NIBBLETYPE * a_BlockSkyLight,
|
||
const cChunkDef::HeightMap * a_HeightMap,
|
||
const cChunkDef::BiomeMap * a_BiomeMap,
|
||
cEntityList & a_Entities,
|
||
cBlockEntityList & a_BlockEntities,
|
||
bool a_MarkDirty
|
||
)
|
||
{
|
||
// Validate biomes, if needed:
|
||
cChunkDef::BiomeMap BiomeMap;
|
||
const cChunkDef::BiomeMap * Biomes = a_BiomeMap;
|
||
if (a_BiomeMap == NULL)
|
||
{
|
||
// The biomes are not assigned, get them from the generator:
|
||
Biomes = &BiomeMap;
|
||
m_Generator.GenerateBiomes(a_ChunkX, a_ChunkZ, BiomeMap);
|
||
}
|
||
|
||
m_ChunkMap->SetChunkData(
|
||
a_ChunkX, a_ChunkY, a_ChunkZ,
|
||
a_BlockTypes, a_BlockMeta, a_BlockLight, a_BlockSkyLight,
|
||
a_HeightMap, *Biomes,
|
||
a_Entities, a_BlockEntities,
|
||
a_MarkDirty
|
||
);
|
||
|
||
// If a client is requesting this chunk, send it to them:
|
||
if (m_ChunkMap->HasChunkAnyClients(a_ChunkX, a_ChunkY, a_ChunkZ))
|
||
{
|
||
m_ChunkSender.ChunkReady(a_ChunkX, a_ChunkY, a_ChunkZ);
|
||
}
|
||
|
||
// Notify the lighting thread that the chunk has become valid (in case it is a neighbor of a postponed chunk):
|
||
m_Lighting.ChunkReady(a_ChunkX, a_ChunkZ);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::ChunkLighted(
|
||
int a_ChunkX, int a_ChunkZ,
|
||
const cChunkDef::BlockNibbles & a_BlockLight,
|
||
const cChunkDef::BlockNibbles & a_SkyLight
|
||
)
|
||
{
|
||
m_ChunkMap->ChunkLighted(a_ChunkX, a_ChunkZ, a_BlockLight, a_SkyLight);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::GetChunkData(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cChunkDataCallback & a_Callback)
|
||
{
|
||
return m_ChunkMap->GetChunkData(a_ChunkX, a_ChunkY, a_ChunkZ, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::GetChunkBlockTypes(int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockTypes)
|
||
{
|
||
return m_ChunkMap->GetChunkBlockTypes(a_ChunkX, a_ChunkY, a_ChunkZ, a_BlockTypes);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::GetChunkBlockData(int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockData)
|
||
{
|
||
return m_ChunkMap->GetChunkBlockData(a_ChunkX, a_ChunkY, a_ChunkZ, a_BlockData);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::IsChunkValid(int a_ChunkX, int a_ChunkY, int a_ChunkZ) const
|
||
{
|
||
return m_ChunkMap->IsChunkValid(a_ChunkX, a_ChunkY, a_ChunkZ);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::HasChunkAnyClients(int a_ChunkX, int a_ChunkY, int a_ChunkZ) const
|
||
{
|
||
return m_ChunkMap->HasChunkAnyClients(a_ChunkX, a_ChunkY, a_ChunkZ);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::UnloadUnusedChunks(void )
|
||
{
|
||
m_LastUnload = m_Time;
|
||
m_ChunkMap->UnloadUnusedChunks();
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::CollectPickupsByPlayer(cPlayer * a_Player)
|
||
{
|
||
m_ChunkMap->CollectPickupsByPlayer(a_Player);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::SetMaxPlayers(int iMax)
|
||
{
|
||
m_MaxPlayers = MAX_PLAYERS;
|
||
if (iMax > 0 && iMax < MAX_PLAYERS)
|
||
{
|
||
m_MaxPlayers = iMax;
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::AddPlayer( cPlayer* a_Player )
|
||
{
|
||
cCSLock Lock(m_CSPlayers);
|
||
|
||
ASSERT(std::find(m_Players.begin(), m_Players.end(), a_Player) == m_Players.end()); // Is it already in the list? HOW?
|
||
|
||
m_Players.remove( a_Player ); // Make sure the player is registered only once
|
||
m_Players.push_back( a_Player );
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::RemovePlayer( cPlayer* a_Player )
|
||
{
|
||
cCSLock Lock(m_CSPlayers);
|
||
m_Players.remove( a_Player );
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::ForEachPlayer(cPlayerListCallback & a_Callback)
|
||
{
|
||
// Calls the callback for each player in the list
|
||
cCSLock Lock(m_CSPlayers);
|
||
for (cPlayerList::iterator itr = m_Players.begin(), itr2 = itr; itr != m_Players.end(); itr = itr2)
|
||
{
|
||
++itr2;
|
||
if (a_Callback.Item(*itr))
|
||
{
|
||
return false;
|
||
}
|
||
} // for itr - m_Players[]
|
||
return true;
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback)
|
||
{
|
||
// Calls the callback for each player in the list
|
||
cCSLock Lock(m_CSPlayers);
|
||
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
|
||
{
|
||
if (NoCaseCompare((*itr)->GetName(), a_PlayerName) == 0)
|
||
{
|
||
a_Callback.Item(*itr);
|
||
return true;
|
||
}
|
||
} // for itr - m_Players[]
|
||
return false;
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::FindAndDoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback)
|
||
{
|
||
cPlayer* BestMatch = 0;
|
||
unsigned int BestRating = 0;
|
||
unsigned int NumMatches = 0;
|
||
unsigned int NameLength = a_PlayerName.length();
|
||
|
||
cCSLock Lock(m_CSPlayers);
|
||
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
|
||
{
|
||
unsigned int Rating = RateCompareString (a_PlayerName, (*itr)->GetName());
|
||
if (Rating > 0 && Rating >= BestRating)
|
||
{
|
||
BestMatch = *itr;
|
||
if( Rating > BestRating ) NumMatches = 0;
|
||
BestRating = Rating;
|
||
++NumMatches;
|
||
}
|
||
if (Rating == NameLength) // Perfect match
|
||
{
|
||
break;
|
||
}
|
||
} // for itr - m_Players[]
|
||
|
||
if (NumMatches == 1)
|
||
{
|
||
LOG("Compared %s and %s with rating %i", a_PlayerName.c_str(), BestMatch->GetName().c_str(), BestRating );
|
||
return a_Callback.Item (BestMatch);
|
||
}
|
||
return false;
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
// TODO: This interface is dangerous!
|
||
cPlayer * cWorld::FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit)
|
||
{
|
||
cTracer LineOfSight(this);
|
||
|
||
float ClosestDistance = a_SightLimit;
|
||
cPlayer* ClosestPlayer = NULL;
|
||
|
||
cCSLock Lock(m_CSPlayers);
|
||
for (cPlayerList::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
|
||
{
|
||
Vector3f Pos = (*itr)->GetPosition();
|
||
float Distance = (Pos - a_Pos).Length();
|
||
|
||
if (Distance <= a_SightLimit)
|
||
{
|
||
if (!LineOfSight.Trace(a_Pos,(Pos - a_Pos),(int)(Pos - a_Pos).Length()))
|
||
{
|
||
if (Distance < ClosestDistance)
|
||
{
|
||
ClosestDistance = Distance;
|
||
ClosestPlayer = *itr;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
return ClosestPlayer;
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::SendPlayerList(cPlayer * a_DestPlayer)
|
||
{
|
||
// Sends the playerlist to a_DestPlayer
|
||
cCSLock Lock(m_CSPlayers);
|
||
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
|
||
{
|
||
cClientHandle * ch = (*itr)->GetClientHandle();
|
||
if ((ch != NULL) && !ch->IsDestroyed())
|
||
{
|
||
a_DestPlayer->GetClientHandle()->SendPlayerListItem(*(*itr), true);
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::RemoveEntityFromChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ)
|
||
{
|
||
m_ChunkMap->RemoveEntityFromChunk(a_Entity, a_ChunkX, a_ChunkY, a_ChunkZ);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::MoveEntityToChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ)
|
||
{
|
||
m_ChunkMap->MoveEntityToChunk(a_Entity, a_ChunkX, a_ChunkY, a_ChunkZ);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::ForEachEntity(cEntityCallback & a_Callback)
|
||
{
|
||
cCSLock Lock(m_CSEntities);
|
||
for (cEntityList::iterator itr = m_AllEntities.begin(), itr2 = itr; itr != m_AllEntities.end(); itr = itr2)
|
||
{
|
||
++itr2;
|
||
if (a_Callback.Item(*itr))
|
||
{
|
||
return false;
|
||
}
|
||
} // for itr - m_AllEntities[]
|
||
return false;
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback)
|
||
{
|
||
return m_ChunkMap->ForEachEntityInChunk(a_ChunkX, a_ChunkZ, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::DoWithEntityByID( int a_UniqueID, cEntityCallback & a_Callback )
|
||
{
|
||
cCSLock Lock(m_CSEntities);
|
||
for (cEntityList::iterator itr = m_AllEntities.begin(); itr != m_AllEntities.end(); ++itr )
|
||
{
|
||
if( (*itr)->GetUniqueID() == a_UniqueID )
|
||
{
|
||
return a_Callback.Item(*itr);
|
||
}
|
||
} // for itr - m_AllEntities[]
|
||
return false;
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::CompareChunkClients(int a_ChunkX1, int a_ChunkY1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkY2, int a_ChunkZ2, cClientDiffCallback & a_Callback)
|
||
{
|
||
m_ChunkMap->CompareChunkClients(a_ChunkX1, a_ChunkY1, a_ChunkZ1, a_ChunkX2, a_ChunkY2, a_ChunkZ2, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::AddChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client)
|
||
{
|
||
return m_ChunkMap->AddChunkClient(a_ChunkX, a_ChunkY, a_ChunkZ, a_Client);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::RemoveChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client)
|
||
{
|
||
m_ChunkMap->RemoveChunkClient(a_ChunkX, a_ChunkY, a_ChunkZ, a_Client);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::RemoveClientFromChunks(cClientHandle * a_Client)
|
||
{
|
||
m_ChunkMap->RemoveClientFromChunks(a_Client);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::SendChunkTo(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client)
|
||
{
|
||
m_ChunkSender.QueueSendChunkTo(a_ChunkX, a_ChunkY, a_ChunkZ, a_Client);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::RemoveClientFromChunkSender(cClientHandle * a_Client)
|
||
{
|
||
m_ChunkSender.RemoveClient(a_Client);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
|
||
{
|
||
m_ChunkMap->TouchChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
|
||
{
|
||
return m_ChunkMap->LoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::LoadChunks(const cChunkCoordsList & a_Chunks)
|
||
{
|
||
m_ChunkMap->LoadChunks(a_Chunks);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
|
||
{
|
||
m_ChunkMap->ChunkLoadFailed(a_ChunkX, a_ChunkY, a_ChunkZ);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::UpdateSign(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4, cPlayer * a_Player)
|
||
{
|
||
AString Line1(a_Line1);
|
||
AString Line2(a_Line2);
|
||
AString Line3(a_Line3);
|
||
AString Line4(a_Line4);
|
||
if (cRoot::Get()->GetPluginManager()->CallHookUpdatingSign(this, a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4, a_Player))
|
||
{
|
||
return;
|
||
}
|
||
m_ChunkMap->UpdateSign(a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4);
|
||
cRoot::Get()->GetPluginManager()->CallHookUpdatedSign(this, a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4, a_Player);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay)
|
||
{
|
||
m_ChunkMap->ChunksStay(a_Chunks, a_Stay);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::RegenerateChunk(int a_ChunkX, int a_ChunkZ)
|
||
{
|
||
m_ChunkMap->MarkChunkRegenerating(a_ChunkX, a_ChunkZ);
|
||
|
||
// Trick: use Y=1 to force the chunk generation even though the chunk data is already present
|
||
m_Generator.QueueGenerateChunk(a_ChunkX, 1, a_ChunkZ);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::GenerateChunk(int a_ChunkX, int a_ChunkZ)
|
||
{
|
||
m_Generator.QueueGenerateChunk(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::QueueLightChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback)
|
||
{
|
||
m_Lighting.QueueChunk(a_ChunkX, a_ChunkZ, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::IsChunkLighted(int a_ChunkX, int a_ChunkZ)
|
||
{
|
||
return m_ChunkMap->IsChunkLighted(a_ChunkX, a_ChunkZ);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback)
|
||
{
|
||
return m_ChunkMap->ForEachChunkInRect(a_MinChunkX, a_MaxChunkX, a_MinChunkZ, a_MaxChunkZ, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::SaveAllChunks(void)
|
||
{
|
||
LOGINFO("Saving all chunks...");
|
||
m_LastSave = m_Time;
|
||
m_ChunkMap->SaveAllChunks();
|
||
m_Storage.QueueSavedMessage();
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
/************************************************************************/
|
||
/* Get and set */
|
||
/************************************************************************/
|
||
// void cWorld::AddClient( cClientHandle* a_Client )
|
||
// {
|
||
// m_m_Clients.push_back( a_Client );
|
||
// }
|
||
// cWorld::ClientList & cWorld::GetClients()
|
||
// {
|
||
// return m_m_Clients;
|
||
// }
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::AddEntity( cEntity* a_Entity )
|
||
{
|
||
cCSLock Lock(m_CSEntities);
|
||
m_AllEntities.push_back( a_Entity );
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
unsigned int cWorld::GetNumPlayers()
|
||
{
|
||
cCSLock Lock(m_CSPlayers);
|
||
return m_Players.size();
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
int cWorld::GetNumChunks(void) const
|
||
{
|
||
return m_ChunkMap->GetNumChunks();
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::GetChunkStats(int & a_NumValid, int & a_NumDirty, int & a_NumInLightingQueue)
|
||
{
|
||
m_ChunkMap->GetChunkStats(a_NumValid, a_NumDirty);
|
||
a_NumInLightingQueue = (int) m_Lighting.GetQueueLength();
|
||
}
|
||
|
||
|
||
|
||
|
||
void cWorld::TickQueuedBlocks(float a_Dt)
|
||
{
|
||
if(m_BlockTickQueue.empty())
|
||
return;
|
||
m_BlockTickQueueCopy.clear();
|
||
m_BlockTickQueue.swap(m_BlockTickQueueCopy);
|
||
|
||
for(std::vector<BlockTickQueueItem *>::iterator itr = m_BlockTickQueueCopy.begin(); itr != m_BlockTickQueueCopy.end(); itr++)
|
||
{
|
||
BlockTickQueueItem *Block = (*itr);
|
||
Block->ToWait -= a_Dt;
|
||
if(Block->ToWait <= 0)
|
||
{
|
||
BlockHandler(GetBlock(Block->X, Block->Y, Block->Z))->OnUpdate(this, Block->X, Block->Y, Block->Z);
|
||
delete Block; //We don<6F>t have to remove it from the vector, this will happen automatically on the next tick
|
||
}else{
|
||
m_BlockTickQueue.push_back(Block); //Keep the block in the queue
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
|
||
void cWorld::QueueBlockForTick(int a_X, int a_Y, int a_Z, float a_Time)
|
||
{
|
||
BlockTickQueueItem *Block = new BlockTickQueueItem;
|
||
Block->X = a_X;
|
||
Block->Y = a_Y;
|
||
Block->Z = a_Z;
|
||
Block->ToWait = a_Time;
|
||
|
||
m_BlockTickQueue.push_back(Block);
|
||
}
|
||
|
||
|
||
bool cWorld::IsBlockDirectlyWatered(int a_X, int a_Y, int a_Z)
|
||
{
|
||
return IsBlockWater(GetBlock(a_X - 1, a_Y, a_Z))
|
||
|| IsBlockWater(GetBlock(a_X + 1, a_Y, a_Z))
|
||
|| IsBlockWater(GetBlock(a_X, a_Y, a_Z - 1))
|
||
|| IsBlockWater(GetBlock(a_X, a_Y, a_Z + 1));
|
||
} |