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cuberite-2a/source/World.cpp
madmaxoft e9f18f8b4f Tab completion packet is handled and sent.
This only handles the network comm and the overall design logic, the actual completion is not yet implemented, only dummy values are returned for now.
2013-07-30 22:48:59 +02:00

2433 lines
57 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "BlockID.h"
#include "World.h"
#include "ChunkDef.h"
#include "ClientHandle.h"
#include "Pickup.h"
#include "Player.h"
#include "Server.h"
#include "Item.h"
#include "Root.h"
#include "../iniFile/iniFile.h"
#include "ChunkMap.h"
// Simulators:
#include "Simulator/SimulatorManager.h"
#include "Simulator/FloodyFluidSimulator.h"
#include "Simulator/FluidSimulator.h"
#include "Simulator/FireSimulator.h"
#include "Simulator/NoopFluidSimulator.h"
#include "Simulator/SandSimulator.h"
#include "Simulator/RedstoneSimulator.h"
#include "Simulator/VaporizeFluidSimulator.h"
// Mobs:
#include "Mobs/Bat.h"
#include "Mobs/Blaze.h"
#include "Mobs/Cavespider.h"
#include "Mobs/Chicken.h"
#include "Mobs/Cow.h"
#include "Mobs/Creeper.h"
#include "Mobs/Enderman.h"
#include "Mobs/Ghast.h"
#include "Mobs/Magmacube.h"
#include "Mobs/Mooshroom.h"
#include "Mobs/Ocelot.h"
#include "Mobs/Pig.h"
#include "Mobs/Sheep.h"
#include "Mobs/Silverfish.h"
#include "Mobs/Skeleton.h"
#include "Mobs/Slime.h"
#include "Mobs/Spider.h"
#include "Mobs/Squid.h"
#include "Mobs/Villager.h"
#include "Mobs/Witch.h"
#include "Mobs/Wolf.h"
#include "Mobs/Zombie.h"
#include "Mobs/Zombiepigman.h"
#include "OSSupport/MakeDir.h"
#include "MersenneTwister.h"
#include "Tracer.h"
#include "Generating/Trees.h"
#include "PluginManager.h"
#include "Blocks/BlockHandler.h"
#include "Vector3d.h"
#include "TNTEntity.h"
#include "tolua++.h"
#ifndef _WIN32
#include <stdlib.h>
#endif
/// Up to this many m_SpreadQueue elements are handled each world tick
const int MAX_LIGHTING_SPREAD_PER_TICK = 10;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cWorldLoadProgress:
/// A simple thread that displays the progress of world loading / saving in cWorld::InitializeSpawn()
class cWorldLoadProgress :
public cIsThread
{
public:
cWorldLoadProgress(cWorld * a_World) :
cIsThread("cWorldLoadProgress"),
m_World(a_World)
{
Start();
}
void Stop(void)
{
m_ShouldTerminate = true;
Wait();
}
protected:
cWorld * m_World;
virtual void Execute(void) override
{
for (;;)
{
LOG("%d chunks to load, %d chunks to generate",
m_World->GetStorage().GetLoadQueueLength(),
m_World->GetGenerator().GetQueueLength()
);
// Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish
for (int i = 0; i < 20; i++)
{
cSleep::MilliSleep(100);
if (m_ShouldTerminate)
{
return;
}
}
} // for (-ever)
}
} ;
/// A simple thread that displays the progress of world lighting in cWorld::InitializeSpawn()
class cWorldLightingProgress :
public cIsThread
{
public:
cWorldLightingProgress(cLightingThread * a_Lighting) :
cIsThread("cWorldLightingProgress"),
m_Lighting(a_Lighting)
{
Start();
}
void Stop(void)
{
m_ShouldTerminate = true;
Wait();
}
protected:
cLightingThread * m_Lighting;
virtual void Execute(void) override
{
for (;;)
{
LOG("%d chunks remaining to light", m_Lighting->GetQueueLength()
);
// Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish
for (int i = 0; i < 20; i++)
{
cSleep::MilliSleep(100);
if (m_ShouldTerminate)
{
return;
}
}
} // for (-ever)
}
} ;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cWorld::cLock:
cWorld::cLock::cLock(cWorld & a_World) :
super(&(a_World.m_ChunkMap->GetCS()))
{
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cWorld:
cWorld::cWorld(const AString & a_WorldName) :
m_WorldAgeSecs(0),
m_TimeOfDaySecs(0),
m_WorldAge(0),
m_TimeOfDay(0),
m_LastTimeUpdate(0),
m_LastSpawnMonster(0),
m_RSList(0),
m_Weather(eWeather_Sunny),
m_WeatherInterval(24000) // Guaranteed 1 day of sunshine at server start :)
{
LOGD("cWorld::cWorld(%s)", a_WorldName.c_str());
m_WorldName = a_WorldName;
m_IniFileName = m_WorldName + "/world.ini";
cMakeDir::MakeDir(m_WorldName.c_str());
MTRand r1;
m_SpawnX = (double)((r1.randInt() % 1000) - 500);
m_SpawnY = cChunkDef::Height;
m_SpawnZ = (double)((r1.randInt() % 1000) - 500);
m_GameMode = eGameMode_Creative;
AString StorageSchema("Default");
cIniFile IniFile(m_IniFileName);
IniFile.ReadFile();
AString Dimension = IniFile.GetValueSet("General", "Dimension", "Overworld");
m_Dimension = StringToDimension(Dimension);
switch (m_Dimension)
{
case dimNether:
case dimOverworld:
case dimEnd:
{
break;
}
default:
{
LOGWARNING("Unknown dimension: \"%s\". Setting to Overworld", Dimension.c_str());
m_Dimension = dimOverworld;
break;
}
} // switch (m_Dimension)
m_SpawnX = IniFile.GetValueSetF("SpawnPosition", "X", m_SpawnX);
m_SpawnY = IniFile.GetValueSetF("SpawnPosition", "Y", m_SpawnY);
m_SpawnZ = IniFile.GetValueSetF("SpawnPosition", "Z", m_SpawnZ);
StorageSchema = IniFile.GetValueSet ("Storage", "Schema", StorageSchema);
m_MaxCactusHeight = IniFile.GetValueSetI("Plants", "MaxCactusHeight", 3);
m_MaxSugarcaneHeight = IniFile.GetValueSetI("Plants", "MaxSugarcaneHeight", 3);
m_IsCactusBonemealable = IniFile.GetValueSetB("Plants", "IsCactusBonemealable", false);
m_IsCarrotsBonemealable = IniFile.GetValueSetB("Plants", "IsCarrotsBonemealable", true);
m_IsCropsBonemealable = IniFile.GetValueSetB("Plants", "IsCropsBonemealable", true);
m_IsGrassBonemealable = IniFile.GetValueSetB("Plants", "IsGrassBonemealable", true);
m_IsMelonStemBonemealable = IniFile.GetValueSetB("Plants", "IsMelonStemBonemealable", true);
m_IsMelonBonemealable = IniFile.GetValueSetB("Plants", "IsMelonBonemealable", false);
m_IsPotatoesBonemealable = IniFile.GetValueSetB("Plants", "IsPotatoesBonemealable", true);
m_IsPumpkinStemBonemealable = IniFile.GetValueSetB("Plants", "IsPumpkinStemBonemealable", true);
m_IsPumpkinBonemealable = IniFile.GetValueSetB("Plants", "IsPumpkinBonemealable", false);
m_IsSaplingBonemealable = IniFile.GetValueSetB("Plants", "IsSaplingBonemealable", true);
m_IsSugarcaneBonemealable = IniFile.GetValueSetB("Plants", "IsSugarcaneBonemealable", false);
m_bEnabledPVP = IniFile.GetValueSetB("PVP", "Enabled", true);
m_IsDeepSnowEnabled = IniFile.GetValueSetB("Physics", "DeepSnow", false);
m_GameMode = (eGameMode)IniFile.GetValueSetI("GameMode", "GameMode", m_GameMode);
m_Lighting.Start(this);
m_Storage.Start(this, StorageSchema);
m_Generator.Start(this, IniFile);
m_bAnimals = true;
m_SpawnMonsterRate = 200; // 1 mob each 10 seconds
cIniFile IniFile2("settings.ini");
if (IniFile2.ReadFile())
{
m_bAnimals = IniFile2.GetValueB("Monsters", "AnimalsOn", true);
m_SpawnMonsterRate = (Int64)(IniFile2.GetValueF("Monsters", "AnimalSpawnInterval", 10) * 20); // Convert from secs to ticks
// TODO: Move this into cServer instead:
SetMaxPlayers(IniFile2.GetValueI("Server", "MaxPlayers", 100));
m_Description = IniFile2.GetValue("Server", "Description", "MCServer! - In C++!").c_str();
}
m_ChunkMap = new cChunkMap(this);
m_ChunkSender.Start(this);
m_LastSave = 0;
m_LastUnload = 0;
// preallocate some memory for ticking blocks so we don<6F>t need to allocate that often
m_BlockTickQueue.reserve(1000);
m_BlockTickQueueCopy.reserve(1000);
// Simulators:
m_SimulatorManager = new cSimulatorManager(*this);
m_WaterSimulator = InitializeFluidSimulator(IniFile, "Water", E_BLOCK_WATER, E_BLOCK_STATIONARY_WATER);
m_LavaSimulator = InitializeFluidSimulator(IniFile, "Lava", E_BLOCK_LAVA, E_BLOCK_STATIONARY_LAVA);
m_SandSimulator = new cSandSimulator(*this, IniFile);
m_FireSimulator = new cFireSimulator(*this, IniFile);
m_RedstoneSimulator = new cRedstoneSimulator(*this);
// Water and Lava simulators get registered in InitializeFluidSimulator()
m_SimulatorManager->RegisterSimulator(m_SandSimulator, 1);
m_SimulatorManager->RegisterSimulator(m_FireSimulator, 1);
m_SimulatorManager->RegisterSimulator(m_RedstoneSimulator, 1);
// Save any changes that the defaults may have done to the ini file:
if (!IniFile.WriteFile())
{
LOGWARNING("Could not write world config to %s", m_IniFileName.c_str());
}
}
cWorld::~cWorld()
{
delete m_SimulatorManager;
delete m_SandSimulator;
delete m_WaterSimulator;
delete m_LavaSimulator;
delete m_FireSimulator;
delete m_RedstoneSimulator;
UnloadUnusedChunks();
m_Storage.WaitForFinish();
delete m_ChunkMap;
}
void cWorld::CastThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ)
{
BroadcastThunderbolt(a_BlockX, a_BlockY, a_BlockZ);
}
void cWorld::SetWeather(eWeather a_NewWeather)
{
// Do the plugins agree? Do they want a different weather?
cRoot::Get()->GetPluginManager()->CallHookWeatherChanging(*this, a_NewWeather);
// Set new period for the selected weather:
switch (a_NewWeather)
{
case eWeather_Sunny: m_WeatherInterval = 14400 + (m_TickRand.randInt() % 4800); break; // 12 - 16 minutes
case eWeather_Rain: m_WeatherInterval = 9600 + (m_TickRand.randInt() % 7200); break; // 8 - 14 minutes
case eWeather_ThunderStorm: m_WeatherInterval = 2400 + (m_TickRand.randInt() % 4800); break; // 2 - 6 minutes
default:
{
LOGWARNING("Requested unknown weather %d, setting sunny for a minute instead.", a_NewWeather);
a_NewWeather = eWeather_Sunny;
m_WeatherInterval = 1200;
break;
}
} // switch (NewWeather)
m_Weather = a_NewWeather;
BroadcastWeather(m_Weather);
// Let the plugins know about the change:
cPluginManager::Get()->CallHookWeatherChanged(*this);
}
void cWorld::ChangeWeather(void)
{
// In the next tick the weather will be changed
m_WeatherInterval = 0;
}
void cWorld::SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ)
{
return m_ChunkMap->SetNextBlockTick(a_BlockX, a_BlockY, a_BlockZ);
}
void cWorld::InitializeSpawn(void)
{
int ChunkX = 0, ChunkY = 0, ChunkZ = 0;
BlockToChunk((int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ, ChunkX, ChunkY, ChunkZ);
// For the debugging builds, don't make the server build too much world upon start:
#if defined(_DEBUG) || defined(ANDROID_NDK)
int ViewDist = 9;
#else
int ViewDist = 20; // Always prepare an area 20 chunks across, no matter what the actual cClientHandle::VIEWDISTANCE is
#endif // _DEBUG
LOG("Preparing spawn area in world \"%s\"...", m_WorldName.c_str());
for (int x = 0; x < ViewDist; x++)
{
for (int z = 0; z < ViewDist; z++)
{
m_ChunkMap->TouchChunk(x + ChunkX-(ViewDist - 1) / 2, ZERO_CHUNK_Y, z + ChunkZ-(ViewDist - 1) / 2); // Queue the chunk in the generator / loader
}
}
{
// Display progress during this process:
cWorldLoadProgress Progress(this);
// Wait for the loader to finish loading
m_Storage.WaitForQueuesEmpty();
// Wait for the generator to finish generating
m_Generator.WaitForQueueEmpty();
Progress.Stop();
}
// Light all chunks that have been newly generated:
LOG("Lighting spawn area in world \"%s\"...", m_WorldName.c_str());
for (int x = 0; x < ViewDist; x++)
{
int ChX = x + ChunkX-(ViewDist - 1) / 2;
for (int z = 0; z < ViewDist; z++)
{
int ChZ = z + ChunkZ-(ViewDist - 1) / 2;
if (!m_ChunkMap->IsChunkLighted(ChX, ChZ))
{
m_Lighting.QueueChunk(ChX, ChZ); // Queue the chunk in the lighting thread
}
} // for z
} // for x
{
cWorldLightingProgress Progress(&m_Lighting);
m_Lighting.WaitForQueueEmpty();
Progress.Stop();
}
// TODO: Better spawn detection - move spawn out of the water if it isn't set in the INI already
m_SpawnY = (double)GetHeight((int)m_SpawnX, (int)m_SpawnZ) + 1.6f; // +1.6f eye height
}
void cWorld::StopThreads(void)
{
m_Generator.Stop();
m_ChunkSender.Stop();
}
void cWorld::Tick(float a_Dt)
{
// We need sub-tick precision here, that's why we store the time in seconds and calculate ticks off of it
m_WorldAgeSecs += (double)a_Dt / 1000.0;
m_TimeOfDaySecs += (double)a_Dt / 1000.0;
// Wrap time of day each 20 minutes (1200 seconds)
if (m_TimeOfDaySecs > 1200.0)
{
m_TimeOfDaySecs -= 1200.0;
}
m_WorldAge = (Int64)(m_WorldAgeSecs * 20.0);
m_TimeOfDay = (Int64)(m_TimeOfDaySecs * 20.0);
// Broadcase time update every 40 ticks (2 seconds)
if (m_LastTimeUpdate < m_WorldAge - 40)
{
BroadcastTimeUpdate();
m_LastTimeUpdate = m_WorldAge;
}
m_ChunkMap->Tick(a_Dt);
TickQueuedBlocks(a_Dt);
GetSimulatorManager()->Simulate(a_Dt);
TickWeather(a_Dt);
// Asynchronously set blocks:
sSetBlockList FastSetBlockQueueCopy;
{
cCSLock Lock(m_CSFastSetBlock);
std::swap(FastSetBlockQueueCopy, m_FastSetBlockQueue);
}
m_ChunkMap->FastSetBlocks(FastSetBlockQueueCopy);
if (!FastSetBlockQueueCopy.empty())
{
// Some blocks failed, store them for next tick:
cCSLock Lock(m_CSFastSetBlock);
m_FastSetBlockQueue.splice(m_FastSetBlockQueue.end(), FastSetBlockQueueCopy);
}
if (m_WorldAge - m_LastSave > 60 * 5 * 20) // Save each 5 minutes
{
SaveAllChunks();
}
if (m_WorldAge - m_LastUnload > 10 * 20) // Unload every 10 seconds
{
UnloadUnusedChunks();
}
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));
}
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));
}
}
m_RSList_copy.erase(m_RSList_copy.begin(),m_RSList_copy.end());
}
void cWorld::TickWeather(float a_Dt)
{
// There are no weather changes anywhere but in the Overworld:
if (GetDimension() != dimOverworld)
{
return;
}
if (m_WeatherInterval > 0)
{
// Not yet, wait for the weather period to end
m_WeatherInterval--;
}
else
{
// Change weather:
// Pick a new weather. Only reasonable transitions allowed:
eWeather NewWeather = m_Weather;
switch (m_Weather)
{
case eWeather_Sunny: NewWeather = eWeather_Rain; break;
case eWeather_ThunderStorm: NewWeather = eWeather_Rain; break;
case eWeather_Rain:
{
// 1/8 chance of turning into a thunderstorm
NewWeather = ((m_TickRand.randInt() % 256) < 32) ? eWeather_ThunderStorm : eWeather_Sunny;
break;
}
default:
{
LOGWARNING("Unknown current weather: %d. Setting sunny.", m_Weather);
ASSERT(!"Unknown weather");
NewWeather = eWeather_Sunny;
}
}
SetWeather(NewWeather);
} // else (m_WeatherInterval > 0)
if (m_Weather == eWeather_ThunderStorm)
{
// 0.5% chance per tick of thunderbolt
if (m_TickRand.randInt() % 199 == 0)
{
CastThunderbolt(0, 0, 0); // TODO: find random possitions near players to cast thunderbolts.
}
}
}
void cWorld::TickSpawnMobs(float a_Dt)
{
if (!m_bAnimals || (m_WorldAge - m_LastSpawnMonster <= m_SpawnMonsterRate))
{
return;
}
m_LastSpawnMonster = m_WorldAge;
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();
}
int dayRand = (m_TickRand.randInt() / 7) % 6;
int nightRand = (m_TickRand.randInt() / 11) % 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);
int MobType = -1;
if (m_TimeOfDay >= 12000 + 1000)
{
if (GetBiomeAt((int)SpawnPos.x, (int)SpawnPos.z) == biHell) // Spawn nether mobs
{
switch (nightRand)
{
case 1: MobType = E_ENTITY_TYPE_ZOMBIE; break; // _X 2013_06_25: Really? Zombies in the Nether?
case 5: MobType = E_ENTITY_TYPE_GHAST; break;
case 6: MobType = E_ENTITY_TYPE_ZOMBIE_PIGMAN; break;
}
}
else
{
switch (nightRand)
{
case 0: MobType = E_ENTITY_TYPE_SPIDER; break;
case 2: MobType = E_ENTITY_TYPE_ENDERMAN; break;
case 3: MobType = E_ENTITY_TYPE_CREEPER; break;
case 4: MobType = E_ENTITY_TYPE_CAVE_SPIDER; break;
case 7: MobType = E_ENTITY_TYPE_SLIME; break;
case 8: MobType = E_ENTITY_TYPE_SILVERFISH; break;
case 9: MobType = E_ENTITY_TYPE_SKELETON; break;
}
}
}
else
{
switch (dayRand)
{
case 0: MobType = E_ENTITY_TYPE_CHICKEN; break;
case 1: MobType = E_ENTITY_TYPE_COW; break;
case 2: MobType = E_ENTITY_TYPE_PIG; break;
case 3: MobType = E_ENTITY_TYPE_SHEEP; break;
case 4: MobType = E_ENTITY_TYPE_SQUID; break;
case 5: MobType = E_ENTITY_TYPE_WOLF; break;
}
}
if (MobType >= 0)
{
// A proper mob type was selected, now spawn the mob:
SpawnMob(SpawnPos.x, SpawnPos.y, SpawnPos.z, MobType);
}
}
void cWorld::WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ)
{
return m_ChunkMap->WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ);
}
/// Wakes up the simulators for the specified area of blocks
void cWorld::WakeUpSimulatorsInArea(int a_MinBlockX, int a_MaxBlockX, int a_MinBlockY, int a_MaxBlockY, int a_MinBlockZ, int a_MaxBlockZ)
{
return m_ChunkMap->WakeUpSimulatorsInArea(a_MinBlockX, a_MaxBlockX, a_MinBlockY, a_MaxBlockY, a_MinBlockZ, a_MaxBlockZ);
}
bool cWorld::ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback)
{
return m_ChunkMap->ForEachChestInChunk(a_ChunkX, a_ChunkZ, a_Callback);
}
bool cWorld::ForEachDispenserInChunk(int a_ChunkX, int a_ChunkZ, cDispenserCallback & a_Callback)
{
return m_ChunkMap->ForEachDispenserInChunk(a_ChunkX, a_ChunkZ, a_Callback);
}
bool cWorld::ForEachDropperInChunk(int a_ChunkX, int a_ChunkZ, cDropperCallback & a_Callback)
{
return m_ChunkMap->ForEachDropperInChunk(a_ChunkX, a_ChunkZ, a_Callback);
}
bool cWorld::ForEachDropSpenserInChunk(int a_ChunkX, int a_ChunkZ, cDropSpenserCallback & a_Callback)
{
return m_ChunkMap->ForEachDropSpenserInChunk(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);
}
void cWorld::DoExplosiontAt(float a_ExplosionSize, int a_BlockX, int a_BlockY, int a_BlockZ)
{
// TODO: Add damage to entities, add support for pickups, and implement block hardiness
Vector3d explosion_pos = Vector3d(a_BlockX, a_BlockY, a_BlockZ);
cVector3iArray BlocksAffected;
m_ChunkMap->DoExplosiontAt(a_ExplosionSize, a_BlockX, a_BlockY, a_BlockZ, BlocksAffected);
BroadcastSoundEffect("random.explode", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 1.0f, 0.6f);
{
cCSLock Lock(m_CSPlayers);
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
cClientHandle * ch = (*itr)->GetClientHandle();
if ((ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
{
continue;
}
Vector3d distance_explosion = (*itr)->GetPosition() - explosion_pos;
if (distance_explosion.SqrLength() < 4096.0)
{
double real_distance = std::max(0.004, sqrt(distance_explosion.SqrLength()));
double power = a_ExplosionSize / real_distance;
if (power <= 1)
{
power = 0;
}
distance_explosion.Normalize();
distance_explosion *= power;
ch->SendExplosion(a_BlockX, a_BlockY, a_BlockZ, a_ExplosionSize, BlocksAffected, distance_explosion);
}
}
}
}
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::DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback)
{
return m_ChunkMap->DoWithDispenserAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cWorld::DoWithDropperAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropperCallback & a_Callback)
{
return m_ChunkMap->DoWithDropperAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cWorld::DoWithDropSpenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserCallback & a_Callback)
{
return m_ChunkMap->DoWithDropSpenserAt(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_WorldAge & 0xffffffff), Logs, Other); break;
case E_META_SAPLING_BIRCH: GetBirchTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldAge & 0xffffffff), Logs, Other); break;
case E_META_SAPLING_CONIFER: GetConiferTreeImage(a_X, a_Y, a_Z, Noise, (int)(m_WorldAge & 0xffffffff), Logs, Other); break;
case E_META_SAPLING_JUNGLE: GetJungleTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldAge & 0xffffffff), Logs, Other); break;
}
Other.insert(Other.begin(), Logs.begin(), Logs.end());
Logs.clear();
GrowTreeImage(Other);
}
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_WorldAge & 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::GrowRipePlant(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_CARROTS:
{
if (a_IsByBonemeal && !m_IsCarrotsBonemealable)
{
return false;
}
if (BlockMeta < 7)
{
FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
}
return true;
}
case E_BLOCK_CROPS:
{
if (a_IsByBonemeal && !m_IsCropsBonemealable)
{
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_POTATOES:
{
if (a_IsByBonemeal && !m_IsPotatoesBonemealable)
{
return false;
}
if (BlockMeta < 7)
{
FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
}
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 type)
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::GrowCactus(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow)
{
m_ChunkMap->GrowCactus(a_BlockX, a_BlockY, a_BlockZ, a_NumBlocksToGrow);
}
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);
}
void cWorld::GrowSugarcane(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow)
{
m_ChunkMap->GrowSugarcane(a_BlockX, a_BlockY, a_BlockZ, a_NumBlocksToGrow);
}
int cWorld::GetBiomeAt (int a_BlockX, int a_BlockZ)
{
return m_ChunkMap->GetBiomeAt(a_BlockX, a_BlockZ);
}
void cWorld::SetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
if (a_BlockType == E_BLOCK_AIR)
{
BlockHandler(GetBlock(a_BlockX, a_BlockY, a_BlockZ))->OnDestroyed(this, a_BlockX, a_BlockY, a_BlockZ);
}
m_ChunkMap->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
BlockHandler(a_BlockType)->OnPlaced(this, a_BlockX, a_BlockY, a_BlockZ, a_BlockType, 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);
}
NIBBLETYPE cWorld::GetBlockBlockLight(int a_BlockX, int a_BlockY, int a_BlockZ)
{
return m_ChunkMap->GetBlockBlockLight(a_BlockX, a_BlockY, a_BlockZ);
}
bool cWorld::GetBlockTypeMeta(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta)
{
return m_ChunkMap->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, (BLOCKTYPE &)a_BlockType, (NIBBLETYPE &)a_BlockMeta);
}
bool cWorld::GetBlockInfo(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight)
{
return m_ChunkMap->GetBlockInfo(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_Meta, a_SkyLight, a_BlockLight);
}
bool cWorld::WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes)
{
return m_ChunkMap->WriteBlockArea(a_Area, a_MinBlockX, a_MinBlockY, a_MinBlockZ, a_DataTypes);
}
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));
// Add random offset to the spawn position:
int MicroX = (int)(a_BlockX * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
int MicroY = (int)(a_BlockY * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
int MicroZ = (int)(a_BlockZ * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
// TODO 2013_05_12 _X: Because spawning pickups with nonzero speed causes them to bug (FS #338),
// I decided to temporarily reset the speed to zero to fix it, until we have proper pickup physics
SpeedX = SpeedY = SpeedZ = 0;
// TODO 2013_05_12 _X: It seems that pickups bug out even with zero speed, trying mid-block position:
MicroX = (int)(floor(a_BlockX) * 32) + 16;
MicroY = (int)(floor(a_BlockY) * 32) + 16;
MicroZ = (int)(floor(a_BlockZ) * 32) + 16;
cPickup * Pickup = new cPickup(
MicroX, MicroY, MicroZ,
*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)
{
// TODO 2013_05_12 _X: Because spawning pickups with nonzero speed causes them to bug (FS #338),
// I decided to temporarily reset the speed to zero to fix it, until we have proper pickup physics
a_SpeedX = a_SpeedY = a_SpeedZ = 0;
MTRand r1;
for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
{
// Add random offset to the spawn position:
int MicroX = (int)(a_BlockX * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
int MicroY = (int)(a_BlockY * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
int MicroZ = (int)(a_BlockZ * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
// TODO 2013_05_12 _X: It seems that pickups bug out even with zero speed, trying mid-block position:
MicroX = (int)(floor(a_BlockX) * 32) + 16;
MicroY = (int)(floor(a_BlockY) * 32) + 16;
MicroZ = (int)(floor(a_BlockZ) * 32) + 16;
cPickup * Pickup = new cPickup(
MicroX, MicroY, MicroZ,
*itr, (float)a_SpeedX, (float)a_SpeedY, (float)a_SpeedZ
);
Pickup->Initialize(this);
}
}
void cWorld::SpawnPrimedTNT(double a_X, double a_Y, double a_Z, float a_FuseTimeInSec, double a_InitialVelocityCoeff)
{
cTNTEntity * TNT = new cTNTEntity(a_X, a_Y, a_Z, a_FuseTimeInSec);
TNT->Initialize(this);
// TODO: Add a bit of speed in horiz and vert axes, based on the a_InitialVelocityCoeff
}
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);
}
bool cWorld::TryGetHeight(int a_BlockX, int a_BlockZ, int & a_Height)
{
return m_ChunkMap->TryGetHeight(a_BlockX, a_BlockZ, a_Height);
}
void cWorld::BroadcastAttachEntity(const cEntity & a_Entity, const cEntity * a_Vehicle)
{
return m_ChunkMap->BroadcastAttachEntity(a_Entity, a_Vehicle);
}
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::BroadcastBlockBreakAnimation(int a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastBlockBreakAnimation(a_EntityID, a_BlockX, a_BlockY, a_BlockZ, a_Stage, 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::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::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::BroadcastCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastCollectPickup(a_Pickup, a_Player, a_Exclude);
}
void cWorld::BroadcastDestroyEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastDestroyEntity(a_Entity, 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::BroadcastEntityHeadLook(const cEntity & a_Entity, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastEntityHeadLook(a_Entity, a_Exclude);
}
void cWorld::BroadcastEntityLook(const cEntity & a_Entity, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastEntityLook(a_Entity, a_Exclude);
}
void cWorld::BroadcastEntityMetadata(const cEntity & a_Entity, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastEntityMetadata(a_Entity, a_Exclude);
}
void cWorld::BroadcastEntityRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastEntityRelMove(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude);
}
void cWorld::BroadcastEntityRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastEntityRelMoveLook(a_Entity, a_RelX, a_RelY, a_RelZ, 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::BroadcastEntityVelocity(const cEntity & a_Entity, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastEntityVelocity(a_Entity, a_Exclude);
}
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::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::BroadcastSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastSoundParticleEffect(a_EffectID, a_SrcX, a_SrcY, a_SrcZ, a_Data, a_Exclude);
}
void cWorld::BroadcastSpawnEntity(cEntity & a_Entity, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastSpawnEntity(a_Entity, 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::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_WorldAge, m_TimeOfDay);
}
}
void cWorld::BroadcastUseBed(const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ)
{
m_ChunkMap->BroadcastUseBed(a_Entity, a_BlockX, a_BlockY, a_BlockZ);
}
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::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_ChunkZ)
{
m_ChunkMap->MarkChunkDirty (a_ChunkX, a_ChunkZ);
}
void cWorld::MarkChunkSaving(int a_ChunkX, int a_ChunkZ)
{
m_ChunkMap->MarkChunkSaving(a_ChunkX, a_ChunkZ);
}
void cWorld::MarkChunkSaved (int a_ChunkX, int a_ChunkZ)
{
m_ChunkMap->MarkChunkSaved (a_ChunkX, a_ChunkZ);
}
void cWorld::SetChunkData(
int a_ChunkX, 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_ChunkZ,
a_BlockTypes, a_BlockMeta, a_BlockLight, a_BlockSkyLight,
a_HeightMap, *Biomes,
a_BlockEntities,
a_MarkDirty
);
// Initialize the entities (outside the m_ChunkMap's CS, to fix FS #347):
for (cEntityList::iterator itr = a_Entities.begin(), end = a_Entities.end(); itr != end; ++itr)
{
(*itr)->Initialize(this);
}
// If a client is requesting this chunk, send it to them:
if (m_ChunkMap->HasChunkAnyClients(a_ChunkX, a_ChunkZ))
{
m_ChunkSender.ChunkReady(a_ChunkX, 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_ChunkZ, cChunkDataCallback & a_Callback)
{
return m_ChunkMap->GetChunkData(a_ChunkX, a_ChunkZ, a_Callback);
}
bool cWorld::GetChunkBlockTypes(int a_ChunkX, int a_ChunkZ, BLOCKTYPE * a_BlockTypes)
{
return m_ChunkMap->GetChunkBlockTypes(a_ChunkX, a_ChunkZ, a_BlockTypes);
}
bool cWorld::IsChunkValid(int a_ChunkX, int a_ChunkZ) const
{
return m_ChunkMap->IsChunkValid(a_ChunkX, a_ChunkZ);
}
bool cWorld::HasChunkAnyClients(int a_ChunkX, int a_ChunkZ) const
{
return m_ChunkMap->HasChunkAnyClients(a_ChunkX, a_ChunkZ);
}
void cWorld::UnloadUnusedChunks(void)
{
m_LastUnload = m_WorldAge;
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);
// The player has already been added to the chunkmap as the entity, do NOT add again!
}
void cWorld::RemovePlayer(cPlayer * a_Player)
{
m_ChunkMap->RemoveEntity(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_PlayerNameHint, cPlayerListCallback & a_Callback)
{
cPlayer * BestMatch = NULL;
unsigned int BestRating = 0;
unsigned int NameLength = a_PlayerNameHint.length();
cCSLock Lock(m_CSPlayers);
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
unsigned int Rating = RateCompareString (a_PlayerNameHint, (*itr)->GetName());
if (Rating >= BestRating)
{
BestMatch = *itr;
BestRating = Rating;
}
if (Rating == NameLength) // Perfect match
{
break;
}
} // for itr - m_Players[]
if (BestMatch != NULL)
{
LOG("Compared %s and %s with rating %i", a_PlayerNameHint.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);
}
}
}
bool cWorld::ForEachEntity(cEntityCallback & a_Callback)
{
return m_ChunkMap->ForEachEntity(a_Callback);
}
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)
{
return m_ChunkMap->DoWithEntityByID(a_UniqueID, a_Callback);
}
void cWorld::CompareChunkClients(int a_ChunkX1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkZ2, cClientDiffCallback & a_Callback)
{
m_ChunkMap->CompareChunkClients(a_ChunkX1, a_ChunkZ1, a_ChunkX2, a_ChunkZ2, a_Callback);
}
bool cWorld::AddChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client)
{
return m_ChunkMap->AddChunkClient(a_ChunkX, a_ChunkZ, a_Client);
}
void cWorld::RemoveChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client)
{
m_ChunkMap->RemoveChunkClient(a_ChunkX, a_ChunkZ, a_Client);
}
void cWorld::RemoveClientFromChunks(cClientHandle * a_Client)
{
m_ChunkMap->RemoveClientFromChunks(a_Client);
}
void cWorld::SendChunkTo(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client)
{
m_ChunkSender.QueueSendChunkTo(a_ChunkX, 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);
}
bool cWorld::SetSignLines(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 false;
}
if (m_ChunkMap->SetSignLines(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);
return true;
}
return false;
}
bool 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)
{
return SetSignLines(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_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_WorldAge;
m_ChunkMap->SaveAllChunks();
m_Storage.QueueSavedMessage();
}
void cWorld::AddEntity(cEntity * a_Entity)
{
m_ChunkMap->AddEntity(a_Entity);
}
bool cWorld::HasEntity(int a_UniqueID)
{
return m_ChunkMap->HasEntity(a_UniqueID);
}
void cWorld::RemoveEntity(cEntity * a_Entity)
{
m_ChunkMap->RemoveEntity(a_Entity);
}
unsigned int cWorld::GetNumPlayers(void)
{
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'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
}
} // for itr - m_BlockTickQueueCopy[]
}
void cWorld::QueueBlockForTick(int a_BlockX, int a_BlockY, int a_BlockZ, float a_TimeToWait)
{
BlockTickQueueItem * Block = new BlockTickQueueItem;
Block->X = a_BlockX;
Block->Y = a_BlockY;
Block->Z = a_BlockZ;
Block->ToWait = a_TimeToWait;
m_BlockTickQueue.push_back(Block);
}
bool cWorld::IsBlockDirectlyWatered(int a_BlockX, int a_BlockY, int a_BlockZ)
{
return (
IsBlockWater(GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ)) ||
IsBlockWater(GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ)) ||
IsBlockWater(GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1)) ||
IsBlockWater(GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1))
);
}
int cWorld::SpawnMob(double a_PosX, double a_PosY, double a_PosZ, int a_EntityType)
{
cMonster * Monster = NULL;
int Size = GetTickRandomNumber(2) + 1; // 1 .. 3
switch (a_EntityType)
{
case E_ENTITY_TYPE_BAT: Monster = new cBat(); break;
case E_ENTITY_TYPE_BLAZE: Monster = new cBlaze(); break;
case E_ENTITY_TYPE_CAVE_SPIDER: Monster = new cCavespider(); break;
case E_ENTITY_TYPE_CHICKEN: Monster = new cChicken(); break;
case E_ENTITY_TYPE_COW: Monster = new cCow(); break;
case E_ENTITY_TYPE_CREEPER: Monster = new cCreeper(); break;
case E_ENTITY_TYPE_ENDERMAN: Monster = new cEnderman(); break;
case E_ENTITY_TYPE_GHAST: Monster = new cGhast(); break;
case E_ENTITY_TYPE_MAGMA_CUBE: Monster = new cMagmacube(Size); break;
case E_ENTITY_TYPE_MOOSHROOM: Monster = new cMooshroom(); break;
case E_ENTITY_TYPE_OCELOT: Monster = new cOcelot(); break;
case E_ENTITY_TYPE_PIG: Monster = new cPig(); break;
case E_ENTITY_TYPE_SHEEP: Monster = new cSheep(); break;
case E_ENTITY_TYPE_SILVERFISH: Monster = new cSilverfish(); break;
case E_ENTITY_TYPE_SKELETON: Monster = new cSkeleton(); break;
case E_ENTITY_TYPE_SLIME: Monster = new cSlime(Size); break;
case E_ENTITY_TYPE_SPIDER: Monster = new cSpider(); break;
case E_ENTITY_TYPE_SQUID: Monster = new cSquid(); break;
case E_ENTITY_TYPE_VILLAGER: Monster = new cVillager(); break;
case E_ENTITY_TYPE_WITCH: Monster = new cWitch(); break;
case E_ENTITY_TYPE_WOLF: Monster = new cWolf(); break;
case E_ENTITY_TYPE_ZOMBIE: Monster = new cZombie(); break;
case E_ENTITY_TYPE_ZOMBIE_PIGMAN: Monster = new cZombiepigman(); break;
default:
{
LOGWARNING("cWorld::SpawnMob(): Unhandled entity type: %d. Not spawning.", a_EntityType);
return -1;
}
}
Monster->SetPosition(a_PosX, a_PosY, a_PosZ);
Monster->SetHealth(Monster->GetMaxHealth());
Monster->Initialize(this);
BroadcastSpawnEntity(*Monster);
return Monster->GetUniqueID();
}
void cWorld::TabCompleteUserName(const AString & a_Text, AStringVector & a_Results)
{
// TODO
// DEBUG:
LOGWARNING("%s: Not implemented yet!", __FUNCTION__);
a_Results.push_back(a_Text + "_world1");
a_Results.push_back(a_Text + "_world3");
a_Results.push_back(a_Text + "_world2");
}
cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock)
{
AString SimulatorNameKey;
Printf(SimulatorNameKey, "%sSimulator", a_FluidName);
AString SimulatorSectionName;
Printf(SimulatorSectionName, "%sSimulator", a_FluidName);
AString SimulatorName = a_IniFile.GetValueSet("Physics", SimulatorNameKey, "");
if (SimulatorName.empty())
{
LOGWARNING("%s [Physics]:%s not present or empty, using the default of \"Floody\".", GetIniFileName().c_str(), SimulatorNameKey.c_str());
SimulatorName = "Floody";
}
cFluidSimulator * res = NULL;
bool IsWater = (strcmp(a_FluidName, "Water") == 0); // Used for defaults
int Rate = 1;
if (
(NoCaseCompare(SimulatorName, "vaporize") == 0) ||
(NoCaseCompare(SimulatorName, "vaporise") == 0)
)
{
res = new cVaporizeFluidSimulator(*this, a_SimulateBlock, a_StationaryBlock);
}
else if (
(NoCaseCompare(SimulatorName, "noop") == 0) ||
(NoCaseCompare(SimulatorName, "nop") == 0) ||
(NoCaseCompare(SimulatorName, "null") == 0) ||
(NoCaseCompare(SimulatorName, "nil") == 0)
)
{
res = new cNoopFluidSimulator(*this, a_SimulateBlock, a_StationaryBlock);
}
else
{
if (NoCaseCompare(SimulatorName, "floody") != 0)
{
// The simulator name doesn't match anything we have, issue a warning:
LOGWARNING("%s [Physics]:%s specifies an unknown simulator, using the default \"Floody\".", GetIniFileName().c_str(), SimulatorNameKey.c_str());
}
int Falloff = a_IniFile.GetValueSetI(SimulatorSectionName, "Falloff", IsWater ? 1 : 2);
int TickDelay = a_IniFile.GetValueSetI(SimulatorSectionName, "TickDelay", IsWater ? 5 : 30);
int NumNeighborsForSource = a_IniFile.GetValueSetI(SimulatorSectionName, "NumNeighborsForSource", IsWater ? 2 : -1);
res = new cFloodyFluidSimulator(*this, a_SimulateBlock, a_StationaryBlock, Falloff, TickDelay, NumNeighborsForSource);
}
m_SimulatorManager->RegisterSimulator(res, Rate);
return res;
}