Players are now stored in separate folder /players instead of in the world folder (!so move the folder!) Fixed a memory leak/error in cPickup.cpp Multiple worlds are stored in cRoot cClientHandle lists are taken out of cWorld and now stored in cServer Worlds now have names to distinguish them by Some functions in the Core plugin now distinguish between worlds git-svn-id: http://mc-server.googlecode.com/svn/trunk@40 0a769ca7-a7f5-676a-18bf-c427514a06d6
164 lines
4.8 KiB
C++
164 lines
4.8 KiB
C++
#pragma once
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#ifndef _WIN32
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#include "BlockID.h"
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#else
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enum ENUM_ITEM_ID;
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#endif
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#include <list>
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class cWaterSimulator;
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class cChunkMap;
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class cItem;
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class cCriticalSection;
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class cPlayer;
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class cClientHandle;
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class cChunk;
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class cEntity;
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class cBlockEntity;
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class cWorld //tolua_export
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{ //tolua_export
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public:
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typedef std::list< cClientHandle* > ClientList;
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typedef std::list< cEntity* > EntityList;
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typedef std::list< cChunk* > ChunkList;
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typedef std::list< cPlayer* > PlayerList;
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static cWorld* GetWorld(); //tolua_export
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// Return time in seconds
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inline static float GetTime() //tolua_export
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{
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return m_Time;
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}
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long long GetWorldTime() { return m_WorldTime; } //tolua_export
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int GetGameMode() { return m_GameMode; } //return gamemode for world
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void SetWorldTime(long long a_WorldTime) { m_WorldTime = a_WorldTime; } //tolua_export
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cChunk* GetChunk( int a_X, int a_Y, int a_Z );
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cChunk* GetChunkUnreliable( int a_X, int a_Y, int a_Z );
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cChunk* GetChunkOfBlock( int a_X, int a_Y, int a_Z );
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char GetHeight( int a_X, int a_Z ); //tolua_export
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//void AddClient( cClientHandle* a_Client );
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//void RemoveClient( cClientHandle* a_Client );
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//ClientList & GetClients();
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void AddPlayer( cPlayer* a_Player );
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void RemovePlayer( cPlayer* a_Player );
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PlayerList & GetAllPlayers();
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typedef struct lua_State lua_State;
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void GetAllPlayers( lua_State* L ); // >> EXPORTED IN MANUALBINDINGS <<
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unsigned int GetNumPlayers(); //tolua_export
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cPlayer* GetPlayer( const char* a_PlayerName ); //tolua_export
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void AddEntity( cEntity* a_Entity );
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void AddToRemoveEntityQueue( cEntity & a_Entity );
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bool RemoveEntityFromChunk( cEntity & a_Entity, cChunk* a_CalledFrom = 0 );
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EntityList & GetEntities();
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cEntity* GetEntity( int a_UniqueID ); //tolua_export
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void SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); //tolua_export
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void FastSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); //tolua_export
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char GetBlock( int a_X, int a_Y, int a_Z ); //tolua_export
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char GetBlockMeta( int a_X, int a_Y, int a_Z ); //tolua_export
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void SetBlockMeta( int a_X, int a_Y, int a_Z, char a_MetaData ); //tolua_export
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bool DigBlock( int a_X, int a_Y, int a_Z, cItem & a_PickupItem ); //tolua_export
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void SendBlockTo( int a_X, int a_Y, int a_Z, cPlayer* a_Player ); //tolua_export
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const double & GetSpawnX() { return m_SpawnX; } //tolua_export
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const double & GetSpawnY(); //tolua_export
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const double & GetSpawnZ() { return m_SpawnZ; } //tolua_export
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cBlockEntity* GetBlockEntity( int a_X, int a_Y, int a_Z ); //tolua_export
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void GrowTree( int a_X, int a_Y, int a_Z ); //tolua_export
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unsigned int GetWorldSeed() { return m_WorldSeed; } //tolua_export
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const char* GetName(); //tolua_export
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inline static void AbsoluteToRelative( int & a_X, int & a_Y, int & a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ )
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{
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(void)a_Y; // not unused anymore
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a_ChunkX = a_X/16;
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if(a_X < 0 && a_X % 16 != 0) a_ChunkX--;
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a_ChunkY = 0;
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a_ChunkZ = a_Z/16;
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if(a_Z < 0 && a_Z % 16 != 0) a_ChunkZ--;
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a_X = a_X - a_ChunkX*16;
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//a_Y = a_Y - a_ChunkY*16;
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a_Z = a_Z - a_ChunkZ*16;
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}
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inline static void BlockToChunk( int a_X, int a_Y, int a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ )
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{
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(void)a_Y; // not unused anymore
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a_ChunkX = a_X/16;
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if(a_X < 0 && a_X % 16 != 0) a_ChunkX--;
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a_ChunkY = 0;
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a_ChunkZ = a_Z/16;
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if(a_Z < 0 && a_Z % 16 != 0) a_ChunkZ--;
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}
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void SaveAllChunks();
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void Tick(float a_Dt);
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void LockClientHandle();
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void UnlockClientHandle();
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void LockEntities();
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void UnlockEntities();
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void LockChunks();
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void UnlockChunks();
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void ReSpreadLighting( cChunk* a_Chunk );
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void RemoveSpread( cChunk* a_Chunk );
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void InitializeSpawn();
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private:
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friend class cRoot;
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cWorld( const char* a_WorldName );
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~cWorld();
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struct sWorldState;
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sWorldState* m_pState;
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void RemoveEntity( cEntity* a_Entity );
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void UnloadUnusedChunks();
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double m_SpawnX;
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double m_SpawnY;
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double m_SpawnZ;
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float m_LastUnload;
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float m_LastSave;
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static float m_Time; // Time in seconds
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long long m_WorldTime; // Time in seconds*20, this is sent to clients (is wrapped)
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int m_GameMode;
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float m_WorldTimeFraction; // When this > 1.f m_WorldTime is incremented by 20
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cWaterSimulator* m_WaterSimulator;
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cCriticalSection* m_ClientHandleCriticalSection;
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cCriticalSection* m_EntitiesCriticalSection;
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cCriticalSection* m_ChunksCriticalSection;
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cChunkMap* m_ChunkMap;
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bool m_bAnimals;
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float m_SpawnMonsterTime;
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float m_SpawnMonsterRate;
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unsigned int m_WorldSeed;
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}; //tolua_export
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