Chunks are now generated before the player is able to see them. This is done because after a chunks is done generating, some blocks might still need to be set (parts of trees from neighboring chunk), causing more bandwidth to be used (each changed block needs to be sent to clients again) and (fps) lagging the clients when changing a lot of blocks. Calculating ahead fixes these issues. Separated the placing of foliage (trees and stuff) when generated chunks into a new function GenerateFoliage() Cleaned up the VS2010 project, now using some VS2010 specific functions like dependencies on projects (no need for setting library dependencies manually). VS2010 project now compiles way faster in Release by using multi threading. git-svn-id: http://mc-server.googlecode.com/svn/trunk@103 0a769ca7-a7f5-676a-18bf-c427514a06d6
194 lines
5.7 KiB
C++
194 lines
5.7 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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#define MAX_PLAYERS 65535
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#include <list>
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#include <vector>
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class cPacket;
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class cRedstone;
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class cWaterSimulator;
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class cLavaSimulator;
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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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std::vector<int> m_RSList;
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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* GetChunkReliable( 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 Broadcast( const cPacket & a_Packet, cClientHandle* a_Exclude = 0 );
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// MOTD
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std::string GetDescription();
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// Max Players
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unsigned int GetMaxPlayers();
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void SetMaxPlayers(int iMax);
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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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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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cWaterSimulator *GetWaterSimulator() { return m_WaterSimulator; }
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cLavaSimulator *GetLavaSimulator() { return m_LavaSimulator; }
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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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void CastThunderbolt ( int, int, int ); //tolua_export
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void SetWeather ( int ); //tolua_export
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int GetWeather() { return m_Weather; }; //tolua_export
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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 AddToRemoveEntityQueue( cEntity & a_Entity );
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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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unsigned long long CurrentTick;
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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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cLavaSimulator* m_LavaSimulator;
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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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std::string m_Description;
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unsigned int m_MaxPlayers;
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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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int m_Weather;
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}; //tolua_export
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