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cuberite-2a/source/cWorld.cpp
faketruth f43b65cf53 cClientHandles have a unique ID now to distinguish them
cAuthenticator uses unique client ID for authentication
Changed the kick function used by cAuthenticator to take a client ID instead of name, so the correct user is kicked
Using callback reference instead of pointer in GetChunkData and affiliates
GetChunkData returns false when failed, and true when succeeded
Renamed entity type enums to something prettier
Exposed some functions to Lua

git-svn-id: http://mc-server.googlecode.com/svn/trunk@388 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-03-09 13:42:28 +00:00

1455 lines
35 KiB
C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "BlockID.h"
#include "cWorld.h"
#include "cRedstone.h"
#include "cChunk.h"
#include "cClientHandle.h"
#include "cPickup.h"
#include "cBlockToPickup.h"
#include "cPlayer.h"
#include "cServer.h"
#include "cItem.h"
#include "cRoot.h"
#include "../iniFile/iniFile.h"
#include "cChunkMap.h"
#include "cSimulatorManager.h"
#include "cWaterSimulator.h"
#include "cLavaSimulator.h"
#include "cFireSimulator.h"
#include "cSandSimulator.h"
#include "cRedstoneSimulator.h"
#include "cChicken.h"
#include "cSpider.h"
#include "cCow.h" //cow
#include "cSquid.h" //Squid
#include "cWolf.h" //wolf
#include "cSlime.h" //slime
#include "cSkeleton.h" //Skeleton
#include "cSilverfish.h" //Silverfish
#include "cPig.h" //pig
#include "cSheep.h" //sheep
#include "cZombie.h" //zombie
#include "cEnderman.h" //enderman
#include "cCreeper.h" //creeper
#include "cCavespider.h" //cavespider
#include "cGhast.h" //Ghast
#include "cZombiepigman.h" //Zombiepigman
#include "cGenSettings.h"
#include "cMakeDir.h"
#include "cChunkGenerator.h"
#include "MersenneTwister.h"
#include "cWorldGenerator_Test.h"
#include "cTracer.h"
#include "packets/cPacket_TimeUpdate.h"
#include "packets/cPacket_NewInvalidState.h"
#include "packets/cPacket_Thunderbolt.h"
#include "Vector3d.h"
#include <time.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;
float cWorld::m_Time = 0.f;
char g_BlockLightValue[128];
char g_BlockSpreadLightFalloff[128];
bool g_BlockTransparent[128];
bool g_BlockOneHitDig[128];
bool g_BlockPistonBreakable[128];
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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();
}
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 (mShouldTerminate)
{
return;
}
}
} // for (-ever)
}
} ;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cWorld:
cWorld* cWorld::GetWorld()
{
LOGWARN("WARNING: Using deprecated function cWorld::GetWorld() use cRoot::Get()->GetWorld() instead!");
return cRoot::Get()->GetWorld();
}
cWorld::~cWorld()
{
{
cCSLock Lock(m_CSEntities);
while( m_AllEntities.begin() != m_AllEntities.end() )
{
cEntity* Entity = *m_AllEntities.begin();
m_AllEntities.remove( Entity );
if ( !Entity->IsDestroyed() )
{
Entity->Destroy();
}
delete Entity;
}
}
delete m_SimulatorManager;
delete m_SandSimulator;
delete m_WaterSimulator;
delete m_LavaSimulator;
delete m_FireSimulator;
delete m_RedstoneSimulator;
m_Generator.Stop();
UnloadUnusedChunks();
m_Storage.WaitForFinish();
delete m_ChunkMap;
}
cWorld::cWorld( const AString & a_WorldName )
: m_SpawnMonsterTime( 0.f )
, m_RSList ( 0 )
, m_Weather ( eWeather_Sunny )
{
LOG("cWorld::cWorld(%s)", a_WorldName.c_str());
m_WorldName = a_WorldName;
cMakeDir::MakeDir(m_WorldName.c_str());
MTRand r1;
m_SpawnX = (double)((r1.randInt()%1000)-500);
m_SpawnY = cChunk::c_ChunkHeight;
m_SpawnZ = (double)((r1.randInt()%1000)-500);
m_WorldSeed = r1.randInt();
m_GameMode = eGameMode_Creative;
AString GeneratorName;
AString StorageSchema("Default");
cIniFile IniFile( m_WorldName + "/world.ini");
if( IniFile.ReadFile() )
{
m_SpawnX = IniFile.GetValueF("SpawnPosition", "X", m_SpawnX );
m_SpawnY = IniFile.GetValueF("SpawnPosition", "Y", m_SpawnY );
m_SpawnZ = IniFile.GetValueF("SpawnPosition", "Z", m_SpawnZ );
m_WorldSeed = IniFile.GetValueI("Seed", "Seed", m_WorldSeed );
m_GameMode = (eGameMode)IniFile.GetValueI("GameMode", "GameMode", m_GameMode );
GeneratorName = IniFile.GetValue("Generator", "GeneratorName", GeneratorName);
StorageSchema = IniFile.GetValue("Storage", "Schema", StorageSchema);
}
else
{
IniFile.SetValueF("SpawnPosition", "X", m_SpawnX );
IniFile.SetValueF("SpawnPosition", "Y", m_SpawnY );
IniFile.SetValueF("SpawnPosition", "Z", m_SpawnZ );
IniFile.SetValueI("Seed", "Seed", m_WorldSeed );
IniFile.SetValueI("GameMode", "GameMode", m_GameMode );
IniFile.SetValue("Generator", "GeneratorName", GeneratorName);
IniFile.SetValue("Storage", "Schema", StorageSchema);
if( !IniFile.WriteFile() )
{
LOG("WARNING: Could not write to %s/world.ini", a_WorldName.c_str());
}
}
LOGINFO("Seed: %i", m_WorldSeed );
m_Storage.Start(this, StorageSchema);
m_Generator.Start(this, GeneratorName);
m_bAnimals = true;
m_SpawnMonsterRate = 10;
cIniFile IniFile2("settings.ini");
if( IniFile2.ReadFile() )
{
m_bAnimals = IniFile2.GetValueB("Monsters", "AnimalsOn", true );
m_SpawnMonsterRate = (float)IniFile2.GetValueF("Monsters", "AnimalSpawnInterval", 10 );
SetMaxPlayers(IniFile2.GetValueI("Server", "MaxPlayers", 9001));
m_Description = IniFile2.GetValue("Server", "Description", "MCServer! - It's OVER 9000!").c_str();
}
m_ChunkMap = new cChunkMap(this );
m_ChunkSender.Start(this);
m_Time = 0;
m_WorldTimeFraction = 0.f;
m_WorldTime = 0;
m_LastSave = 0;
m_LastUnload = 0;
//Simulators:
m_WaterSimulator = new cWaterSimulator( this );
m_LavaSimulator = new cLavaSimulator( this );
m_SandSimulator = new cSandSimulator(this);
m_FireSimulator = new cFireSimulator(this);
m_RedstoneSimulator = new cRedstoneSimulator(this);
m_SimulatorManager = new cSimulatorManager();
m_SimulatorManager->RegisterSimulator(m_WaterSimulator, 6);
m_SimulatorManager->RegisterSimulator(m_LavaSimulator, 12);
m_SimulatorManager->RegisterSimulator(m_SandSimulator, 1);
m_SimulatorManager->RegisterSimulator(m_FireSimulator, 10);
m_SimulatorManager->RegisterSimulator(m_RedstoneSimulator, 1);
memset( g_BlockLightValue, 0x0, sizeof( g_BlockLightValue ) );
memset( g_BlockSpreadLightFalloff, 0xf, sizeof( g_BlockSpreadLightFalloff ) ); // 0xf means total falloff
memset( g_BlockTransparent, 0x0, sizeof( g_BlockTransparent ) );
memset( g_BlockOneHitDig, 0x0, sizeof( g_BlockOneHitDig ) );
memset( g_BlockPistonBreakable, 0x0, sizeof( g_BlockPistonBreakable ) );
// Emissive blocks
g_BlockLightValue[ E_BLOCK_TORCH ] = 14;
g_BlockLightValue[ E_BLOCK_FIRE ] = 15;
g_BlockLightValue[ E_BLOCK_LAVA ] = 15;
g_BlockLightValue[ E_BLOCK_STATIONARY_LAVA ] = 15;
g_BlockLightValue[ E_BLOCK_GLOWSTONE ] = 15;
// Spread blocks
g_BlockSpreadLightFalloff[ E_BLOCK_AIR ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_TORCH ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_FIRE ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_LAVA ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_STATIONARY_LAVA ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_WATER ] = 4; // Light in water dissapears faster
g_BlockSpreadLightFalloff[ E_BLOCK_STATIONARY_WATER ] = 4;
g_BlockSpreadLightFalloff[ E_BLOCK_LEAVES ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_GLASS ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_GLOWSTONE ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_SIGN_POST ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_WALLSIGN ] = 1;
// Transparent blocks
g_BlockTransparent[ E_BLOCK_AIR ] = true;
g_BlockTransparent[ E_BLOCK_GLASS ] = true;
g_BlockTransparent[ E_BLOCK_FIRE ] = true;
g_BlockTransparent[ E_BLOCK_ICE ] = true;
g_BlockTransparent[ E_BLOCK_TORCH ] = true;
g_BlockTransparent[ E_BLOCK_SIGN_POST ] = true;
g_BlockTransparent[ E_BLOCK_WALLSIGN ] = true;
// TODO: Also set flowers, mushrooms etc as transparent
// One hit break blocks
g_BlockOneHitDig[ E_BLOCK_SAPLING ] = true;
g_BlockOneHitDig[ E_BLOCK_YELLOW_FLOWER ] = true;
g_BlockOneHitDig[ E_BLOCK_RED_ROSE ] = true;
g_BlockOneHitDig[ E_BLOCK_BROWN_MUSHROOM ] = true;
g_BlockOneHitDig[ E_BLOCK_RED_MUSHROOM ] = true;
g_BlockOneHitDig[ E_BLOCK_TNT ] = true;
g_BlockOneHitDig[ E_BLOCK_TORCH ] = true;
g_BlockOneHitDig[ E_BLOCK_REDSTONE_WIRE ] = true;
g_BlockOneHitDig[ E_BLOCK_CROPS ] = true;
g_BlockOneHitDig[ E_BLOCK_REDSTONE_TORCH_OFF ] = true;
g_BlockOneHitDig[ E_BLOCK_REDSTONE_TORCH_ON ] = true;
g_BlockOneHitDig[ E_BLOCK_REEDS ] = true;
g_BlockOneHitDig[ E_BLOCK_REDSTONE_WIRE ] = true;
g_BlockOneHitDig[ E_BLOCK_REDSTONE_REPEATER_OFF ] = true;
g_BlockOneHitDig[ E_BLOCK_REDSTONE_REPEATER_ON ] = true;
g_BlockOneHitDig[ E_BLOCK_LOCKED_CHEST ] = true;
g_BlockOneHitDig [ E_BLOCK_FIRE ] = true;
// Blocks that breaks when pushed by piston
g_BlockPistonBreakable[ E_BLOCK_AIR ] = true;
g_BlockPistonBreakable[ E_BLOCK_STATIONARY_WATER ] = false; //This gave pistons the ability to drop water :D
g_BlockPistonBreakable[ E_BLOCK_WATER ] = false;
g_BlockPistonBreakable[ E_BLOCK_STATIONARY_LAVA ] = false;
g_BlockPistonBreakable[ E_BLOCK_LAVA ] = false;
g_BlockPistonBreakable[ E_BLOCK_BED ] = true;
g_BlockPistonBreakable[ E_BLOCK_COBWEB ] = true;
g_BlockPistonBreakable[ E_BLOCK_TALL_GRASS ] = true;
g_BlockPistonBreakable[ E_BLOCK_YELLOW_FLOWER ] = true;
g_BlockPistonBreakable[ E_BLOCK_BROWN_MUSHROOM ] = true;
g_BlockPistonBreakable[ E_BLOCK_RED_ROSE ] = true;
g_BlockPistonBreakable[ E_BLOCK_RED_MUSHROOM ] = true;
g_BlockPistonBreakable[ E_BLOCK_DEAD_BUSH ] = true;
g_BlockPistonBreakable[ E_BLOCK_TORCH ] = true;
g_BlockPistonBreakable[ E_BLOCK_FIRE ] = true;
g_BlockPistonBreakable[ E_BLOCK_REDSTONE_WIRE ] = true;
g_BlockPistonBreakable[ E_BLOCK_CROPS ] = true;
g_BlockPistonBreakable[ E_BLOCK_LADDER ] = true;
g_BlockPistonBreakable[ E_BLOCK_WOODEN_DOOR ] = true;
g_BlockPistonBreakable[ E_BLOCK_IRON_DOOR ] = true;
g_BlockPistonBreakable[ E_BLOCK_LEVER ] = true;
g_BlockPistonBreakable[ E_BLOCK_STONE_BUTTON ] = true;
g_BlockPistonBreakable[ E_BLOCK_REDSTONE_TORCH_ON ] = true;
g_BlockPistonBreakable[ E_BLOCK_REDSTONE_TORCH_OFF ]= true;
g_BlockPistonBreakable[ E_BLOCK_SNOW ] = true;
g_BlockPistonBreakable[ E_BLOCK_REEDS ] = true;
g_BlockPistonBreakable[ E_BLOCK_PUMPKIN_STEM ] = true;
g_BlockPistonBreakable[ E_BLOCK_MELON_STEM ] = true;
g_BlockPistonBreakable[ E_BLOCK_MELON ] = true;
g_BlockPistonBreakable[ E_BLOCK_PUMPKIN ] = true;
g_BlockPistonBreakable[ E_BLOCK_JACK_O_LANTERN ] = true;
g_BlockPistonBreakable[ E_BLOCK_VINES ] = true;
g_BlockPistonBreakable[ E_BLOCK_STONE_PRESSURE_PLATE ] = true;
g_BlockPistonBreakable[ E_BLOCK_WOODEN_PRESSURE_PLATE ] = true;
}
void cWorld::SetWeather( eWeather a_Weather )
{
switch( a_Weather )
{
case eWeather_Sunny:
{
m_Weather = a_Weather;
cPacket_NewInvalidState WeatherPacket;
WeatherPacket.m_Reason = 2; //stop rain
Broadcast ( WeatherPacket );
}
break;
case eWeather_Rain:
{
m_Weather = a_Weather;
cPacket_NewInvalidState WeatherPacket;
WeatherPacket.m_Reason = 1; //begin rain
Broadcast ( WeatherPacket );
}
break;
case eWeather_ThunderStorm:
{
m_Weather = a_Weather;
cPacket_NewInvalidState WeatherPacket;
WeatherPacket.m_Reason = 1; //begin rain
Broadcast ( WeatherPacket );
CastThunderbolt ( 0, 0, 0 ); //start thunderstorm with a lightning strike at 0, 0, 0. >:D
}
break;
default:
LOGWARN("Trying to set unknown weather %d", a_Weather );
break;
}
}
void cWorld::CastThunderbolt ( int a_X, int a_Y, int a_Z )
{
cPacket_Thunderbolt ThunderboltPacket;
ThunderboltPacket.m_xLBPos = a_X;
ThunderboltPacket.m_yLBPos = a_Y;
ThunderboltPacket.m_zLBPos = a_Z;
Broadcast( ThunderboltPacket ); // FIXME: Broadcast to chunk instead of entire world
}
void cWorld::InitializeSpawn()
{
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:
#ifdef _DEBUG
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, 0, 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();
m_SpawnY = (double)GetHeight( (int)m_SpawnX, (int)m_SpawnZ ) + 1.6f; // +1.6f eye height
}
void cWorld::Tick(float a_Dt)
{
m_Time += a_Dt / 1000.f;
CurrentTick++;
bool bSendTime = false;
m_WorldTimeFraction += a_Dt / 1000.f;
while ( m_WorldTimeFraction > 1.f )
{
m_WorldTimeFraction -= 1.f;
m_WorldTime += 20;
bSendTime = true;
}
m_WorldTime %= 24000; // 24000 units in a day
if ( bSendTime )
{
Broadcast( cPacket_TimeUpdate( (m_WorldTime) ) );
}
{
cCSLock Lock(m_CSEntities);
for (cEntityList::iterator itr = m_AllEntities.begin(); itr != m_AllEntities.end();)
{
if ((*itr)->IsDestroyed())
{
LOG("Destroying entity #%i", (*itr)->GetUniqueID());
cEntity * RemoveMe = *itr;
itr = m_AllEntities.erase( itr );
m_RemoveEntityQueue.push_back( RemoveMe );
continue;
}
(*itr)->Tick(a_Dt);
itr++;
}
}
TickLighting();
m_ChunkMap->Tick(a_Dt, m_TickRand);
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.size() > 0)
{
// Some blocks failed, store them for next tick:
cCSLock Lock(m_CSFastSetBlock);
m_FastSetBlockQueue.splice(m_FastSetBlockQueue.end(), FastSetBlockQueueCopy);
}
if( m_Time - m_LastSave > 60 * 5 ) // Save each 5 minutes
{
SaveAllChunks();
}
if( m_Time - m_LastUnload > 10 ) // Unload every 10 seconds
{
UnloadUnusedChunks();
}
// Delete entities queued for removal:
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::TickWeather(float a_Dt)
{
if ( GetWeather() == 0 ) // if sunny
{
if( CurrentTick % 19 == 0 ) //every 20 ticks random weather
{
unsigned randWeather = (m_TickRand.randInt() % 10000);
if (randWeather == 0)
{
LOG("Starting Rainstorm!");
SetWeather ( eWeather_Rain );
}
else if (randWeather == 1)
{
LOG("Starting Thunderstorm!");
SetWeather ( eWeather_ThunderStorm );
}
}
}
if ( GetWeather() != 0 ) // if raining or thunderstorm
{
if ( CurrentTick % 19 == 0 ) // every 20 ticks random weather
{
unsigned randWeather = (m_TickRand.randInt() % 4999);
if (randWeather == 0) //2% chance per second
{
LOG("Back to sunny!");
SetWeather ( eWeather_Sunny );
}
else if ( (randWeather > 4000) && (GetWeather() != 2) ) // random chance for rainstorm to turn into thunderstorm.
{
LOG("Starting Thunderstorm!");
SetWeather ( eWeather_ThunderStorm );
}
}
}
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 (nightRand == 0) //random percent to spawn for night
Monster = new cSpider();
else if (nightRand == 1)
Monster = new cZombie();
else if (nightRand == 2)
Monster = new cEnderman();
else if (nightRand == 3)
Monster = new cCreeper();
else if (nightRand == 4)
Monster = new cCavespider();
else if (nightRand == 5)
Monster = new cGhast();
else if (nightRand == 6)
Monster = new cZombiepigman();
else if (nightRand == 7)
Monster = new cSlime();
else if (nightRand == 8)
Monster = new cSilverfish();
else if (nightRand == 9)
Monster = new cSkeleton();
//end random percent to spawn for night
}
else
{
if (dayRand == 0) //random percent to spawn for day
Monster = new cChicken();
else if (dayRand == 1)
Monster = new cCow();
else if (dayRand == 2)
Monster = new cPig();
else if (dayRand == 3)
Monster = new cSheep();
else if (dayRand == 4)
Monster = new cSquid();
else if (dayRand == 5)
Monster = new cWolf();
//end random percent to spawn for day
}
if( Monster )
{
Monster->Initialize( this );
Monster->TeleportTo( SpawnPos.x, (double)(Height) + 2, SpawnPos.z );
Monster->SpawnOn(0);
}
}
void cWorld::TickLighting(void)
{
// To avoid a deadlock, we lock the spread queue only long enough to pick the chunk coords to spread
// The spreading itself will run unlocked
cChunkCoordsList SpreadQueue;
{
cCSLock Lock(m_CSLighting);
if (m_SpreadQueue.size() == 0)
{
return;
}
if (m_SpreadQueue.size() >= MAX_LIGHTING_SPREAD_PER_TICK )
{
LOGWARN("cWorld: Lots of lighting to do! Still %i chunks left!", m_SpreadQueue.size() );
}
// Move up to MAX_LIGHTING_SPREAD_PER_TICK elements from m_SpreadQueue out into SpreadQueue:
cChunkCoordsList::iterator itr = m_SpreadQueue.begin();
std::advance(itr, MIN(m_SpreadQueue.size(), MAX_LIGHTING_SPREAD_PER_TICK));
SpreadQueue.splice(SpreadQueue.begin(), m_SpreadQueue, m_SpreadQueue.begin(), itr);
}
for (cChunkCoordsList::iterator itr = SpreadQueue.begin(); itr != SpreadQueue.end(); ++itr)
{
m_ChunkMap->SpreadChunkLighting(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ);
}
}
void cWorld::GrowTree( int a_X, int a_Y, int a_Z )
{
// new tree code, looks much better
// with help from seanj
// converted from php to lua then lua to c++
// build trunk
MTRand r1;
int trunk = r1.randInt() % (7 - 5 + 1) + 5;
for (int i = 0; i < trunk; i++)
{
FastSetBlock( a_X, a_Y + i, a_Z, E_BLOCK_LOG, 0 );
}
// build tree
for (int j = 0; j < trunk; j++)
{
int radius = trunk - j;
if (radius < 4)
{
if (radius > 2)
{
radius = 2;
}
for (int i = a_X - radius; i <= a_X + radius; i++)
{
for (int k = a_Z-radius; k <= a_Z + radius; k++)
{
// small chance to be missing a block to add a little random
if (k != a_Z || i != a_X && (r1.randInt() % 100 + 1) > 20)
{
if( GetBlock( i, a_Y + j, k ) == E_BLOCK_AIR )
{
FastSetBlock(i, a_Y+j, k, E_BLOCK_LEAVES, 0 );
}
}
else
{
//if( m_BlockType[ MakeIndex(i, TopY+j, k) ] == E_BLOCK_AIR )
// m_BlockType[ MakeIndex(i, TopY+j, k) ] = E_BLOCK_LEAVES;
}
}
}
if (GetBlock( a_X, a_Y+j, a_Z ) == E_BLOCK_AIR )
{
FastSetBlock( a_X, a_Y+j, a_Z, E_BLOCK_LOG, 0 );
}
}
}
// do the top
if( GetBlock( a_X+1, a_Y+trunk, a_Z ) == E_BLOCK_AIR )
FastSetBlock( a_X+1, a_Y+trunk, a_Z, E_BLOCK_LEAVES, 0 );
if( GetBlock( a_X-1, a_Y+trunk, a_Z ) == E_BLOCK_AIR )
FastSetBlock( a_X-1, a_Y+trunk, a_Z, E_BLOCK_LEAVES, 0 );
if( GetBlock( a_X, a_Y+trunk, a_Z+1 ) == E_BLOCK_AIR )
FastSetBlock( a_X, a_Y+trunk, a_Z+1, E_BLOCK_LEAVES, 0 );
if( GetBlock( a_X, a_Y+trunk, a_Z-1 ) == E_BLOCK_AIR )
FastSetBlock( a_X, a_Y+trunk, a_Z-1, E_BLOCK_LEAVES, 0 );
if( GetBlock( a_X, a_Y+trunk, a_Z ) == E_BLOCK_AIR )
FastSetBlock( a_X, a_Y+trunk, a_Z, E_BLOCK_LEAVES, 0 );
// end new tree code
}
void cWorld::SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta )
{
m_ChunkMap->SetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta);
GetSimulatorManager()->WakeUp(a_X, a_Y, a_Z);
}
void cWorld::FastSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta )
{
cCSLock Lock(m_CSFastSetBlock);
m_FastSetBlockQueue.push_back(sSetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta));
}
char 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);
}
char 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, char a_MetaData )
{
m_ChunkMap->SetBlockMeta(a_X, a_Y, a_Z, a_MetaData);
}
bool cWorld::DigBlock( int a_X, int a_Y, int a_Z, cItem & a_PickupItem )
{
bool res = m_ChunkMap->DigBlock(a_X, a_Y, a_Z, a_PickupItem);
if (res)
{
GetSimulatorManager()->WakeUp(a_X, a_Y, a_Z);
}
return res;
}
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);
}
// TODO: This interface is dangerous!
cBlockEntity * cWorld::GetBlockEntity( int a_X, int a_Y, int a_Z )
{
return NULL;
}
int cWorld::GetHeight( int a_X, int a_Z )
{
return m_ChunkMap->GetHeight(a_X, a_Z);
}
const double & cWorld::GetSpawnY(void)
{
return m_SpawnY;
}
void cWorld::Broadcast( const cPacket & a_Packet, 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;
}
(*itr)->GetClientHandle()->Send( a_Packet );
}
}
void cWorld::BroadcastToChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const cPacket & a_Packet, cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastToChunk(a_ChunkX, a_ChunkY, a_ChunkZ, a_Packet, a_Exclude);
}
void cWorld::BroadcastToChunkOfBlock(int a_X, int a_Y, int a_Z, cPacket * a_Packet, cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastToChunkOfBlock(a_X, a_Y, a_Z, a_Packet, a_Exclude);
}
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::ChunkDataLoaded(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities)
{
m_ChunkMap->ChunkDataLoaded(a_ChunkX, a_ChunkY, a_ChunkZ, a_BlockData, a_Entities, a_BlockEntities);
m_ChunkSender.ChunkReady(a_ChunkX, a_ChunkY, a_ChunkZ);
}
void cWorld::ChunkDataGenerated(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities)
{
m_ChunkMap->ChunkDataGenerated(a_ChunkX, a_ChunkY, a_ChunkZ, a_BlockData, a_Entities, a_BlockEntities);
m_ChunkSender.ChunkReady(a_ChunkX, a_ChunkY, a_ChunkZ);
}
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::GetChunkBlocks(int a_ChunkX, int a_ChunkY, int a_ChunkZ, char * a_Blocks)
{
return m_ChunkMap->GetChunkBlocks(a_ChunkX, a_ChunkY, a_ChunkZ, a_Blocks);
}
bool cWorld::GetChunkBlockData(int a_ChunkX, int a_ChunkY, int a_ChunkZ, char * 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(); itr != m_Players.end(); ++itr)
{
if (a_Callback.Item(*itr))
{
return false;
}
} // for itr - m_Players[]
return true;
}
// TODO: This interface is dangerous!
cPlayer* cWorld::GetPlayer( const char* a_PlayerName )
{
cPlayer* BestMatch = 0;
unsigned int MatchedLetters = 0;
unsigned int NumMatches = 0;
bool bPerfectMatch = false;
unsigned int NameLength = strlen( a_PlayerName );
cCSLock Lock(m_CSPlayers);
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); itr++ )
{
std::string Name = (*itr)->GetName();
if( NameLength > Name.length() ) continue; // Definitely not a match
for (unsigned int i = 0; i < NameLength; i++)
{
char c1 = (char)toupper( a_PlayerName[i] );
char c2 = (char)toupper( Name[i] );
if( c1 == c2 )
{
if( i+1 > MatchedLetters )
{
MatchedLetters = i+1;
BestMatch = *itr;
}
if( i+1 == NameLength )
{
NumMatches++;
if( NameLength == Name.length() )
{
bPerfectMatch = true;
break;
}
}
}
else
{
if( BestMatch == *itr ) BestMatch = 0;
break;
}
if( bPerfectMatch )
break;
}
}
if ( NumMatches == 1 )
{
return BestMatch;
}
// More than one matches, so it's undefined. Return NULL instead
return NULL;
}
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())
{
cPacket_PlayerListItem PlayerListItem((*itr)->GetColor() + (*itr)->GetName(), true, (*itr)->GetClientHandle()->GetPing());
a_DestPlayer->GetClientHandle()->Send( PlayerListItem );
}
}
}
bool cWorld::DoWithEntity( 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::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);
}
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, const cChunkCoordsList & a_Chunks)
{
m_ChunkMap->RemoveClientFromChunks(a_Client, a_Chunks);
}
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_X, int a_Y, int a_Z, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4)
{
m_ChunkMap->UpdateSign(a_X, a_Y, a_Z, a_Line1, a_Line2, a_Line3, a_Line4);
}
void cWorld::ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay)
{
m_ChunkMap->ChunksStay(a_Chunks, a_Stay);
}
void cWorld::SaveAllChunks()
{
LOG("Saving all chunks...");
m_LastSave = m_Time;
m_ChunkMap->SaveAllChunks();
}
void cWorld::ReSpreadLighting(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CSLighting);
m_SpreadQueue.remove(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
m_SpreadQueue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
}
void cWorld::RemoveSpread(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CSLighting);
m_SpreadQueue.remove(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
}
/************************************************************************/
/* 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();
}