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cuberite-2a/source/World.cpp

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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 "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:
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();
m_Dimension = (eDimension)(IniFile.GetValueSetI("General", "Dimension", 0));
switch (m_Dimension)
{
case dimNether:
case dimOverworld:
case dimEnd:
{
break;
}
default:
{
LOGWARNING("Unknown dimension: %d. Setting to Overworld (0)", m_Dimension);
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)
{
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();
}
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_TimeOfDay >= 12000 + 1000)
{
if (GetBiomeAt((int)SpawnPos.x, (int)SpawnPos.z) == biHell) // Spawn nether mobs
{
if (nightRand == 1)
Monster = new cZombie();
else if (nightRand == 5)
Monster = new cGhast();
else if (nightRand == 6)
Monster = new cZombiepigman();
}
else
{
if (nightRand == 0) //random percent to spawn for night
Monster = new cSpider();
else if (nightRand == 2)
Monster = new cEnderman();
else if (nightRand == 3)
Monster = new cCreeper();
else if (nightRand == 4)
Monster = new cCavespider();
else if (nightRand == 7)
Monster = new cSlime();
else if (nightRand == 8)
Monster = new cSilverfish();
else if (nightRand == 9)
Monster = new cSkeleton();
}
//end random percent to spawn for night
}
else
{
if (dayRand == 0) //random percent to spawn for day
Monster = new cChicken();
else if (dayRand == 1)
Monster = new cCow();
else if (dayRand == 2)
Monster = new cPig();
else if (dayRand == 3)
Monster = new cSheep();
else if (dayRand == 4)
Monster = new cSquid();
else if (dayRand == 5)
Monster = new cWolf();
//end random percent to spawn for day
}
if (Monster)
{
Monster->Initialize(this);
Monster->TeleportTo(SpawnPos.x, (double)(Height) + 2, SpawnPos.z);
BroadcastSpawn(*Monster);
}
}
void cWorld::WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ)
{
return m_ChunkMap->WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ);
}
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);
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);
}
}
}
delete BlocksAffected;
}
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::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::BroadcastChat(const AString & a_Message, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSPlayers);
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
cClientHandle * ch = (*itr)->GetClientHandle();
if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
{
continue;
}
ch->SendChat(a_Message);
}
}
void cWorld::BroadcastPlayerAnimation(const cPlayer & a_Player, char a_Animation, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastPlayerAnimation(a_Player, a_Animation, a_Exclude);
}
void cWorld::BroadcastEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastEntityEquipment(a_Entity, a_SlotNum, a_Item, a_Exclude);
}
void cWorld::BroadcastEntVelocity(const cEntity & a_Entity, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastEntVelocity(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::BroadcastEntRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastEntRelMoveLook(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude);
}
void cWorld::BroadcastEntRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastEntRelMove(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude);
}
void cWorld::BroadcastEntLook(const cEntity & a_Entity, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastEntLook(a_Entity, a_Exclude);
}
void cWorld::BroadcastEntHeadLook(const cEntity & a_Entity, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastEntHeadLook(a_Entity, a_Exclude);
}
void cWorld::BroadcastBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastBlockAction(a_BlockX, a_BlockY, a_BlockZ, a_Byte1, a_Byte2, a_BlockType, a_Exclude);
}
void cWorld::BroadcastDestroyEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastDestroyEntity(a_Entity, a_Exclude);
}
void cWorld::BroadcastEntityStatus(const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastEntityStatus(a_Entity, a_Status, a_Exclude);
}
void cWorld::BroadcastMetadata(const cPawn & a_Pawn, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastMetadata(a_Pawn, a_Exclude);
}
void cWorld::BroadcastSpawn(cEntity & a_Entity, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastSpawn(a_Entity, a_Exclude);
}
void cWorld::BroadcastCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastCollectPickup(a_Pickup, a_Player, a_Exclude);
}
void cWorld::BroadcastWeather(eWeather a_Weather, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSPlayers);
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
cClientHandle * ch = (*itr)->GetClientHandle();
if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
{
continue;
}
ch->SendWeather(a_Weather);
}
}
void cWorld::BroadcastThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastThunderbolt(a_BlockX, a_BlockY, a_BlockZ, a_Exclude);
}
void cWorld::BroadcastTimeUpdate(const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSPlayers);
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
cClientHandle * ch = (*itr)->GetClientHandle();
if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
{
continue;
}
ch->SendTimeUpdate(m_WorldAge, m_TimeOfDay);
}
}
void cWorld::BroadcastChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastChunkData(a_ChunkX, a_ChunkZ, a_Serializer, a_Exclude);
}
void cWorld::BroadcastPlayerListItem (const cPlayer & a_Player, bool a_IsOnline, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSPlayers);
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
cClientHandle * ch = (*itr)->GetClientHandle();
if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
{
continue;
}
ch->SendPlayerListItem(a_Player, a_IsOnline);
}
}
void cWorld::BroadcastSoundEffect(const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastSoundEffect(a_SoundName, a_SrcX, a_SrcY, a_SrcZ, a_Volume, a_Pitch, a_Exclude);
}
void cWorld::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::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::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::BroadcastBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Exclude);
}
void cWorld::SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client)
{
m_ChunkMap->SendBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Client);
}
void cWorld::MarkChunkDirty (int a_ChunkX, int a_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);
}
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);
}
void cWorld::UpdateSign(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4, cPlayer * a_Player)
{
AString Line1(a_Line1);
AString Line2(a_Line2);
AString Line3(a_Line3);
AString Line4(a_Line4);
if (cRoot::Get()->GetPluginManager()->CallHookUpdatingSign(this, a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4, a_Player))
{
return;
}
m_ChunkMap->UpdateSign(a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4);
cRoot::Get()->GetPluginManager()->CallHookUpdatedSign(this, a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4, a_Player);
}
void cWorld::ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay)
{
m_ChunkMap->ChunksStay(a_Chunks, a_Stay);
}
void cWorld::RegenerateChunk(int a_ChunkX, int a_ChunkZ)
{
m_ChunkMap->MarkChunkRegenerating(a_ChunkX, a_ChunkZ);
// Trick: use Y=1 to force the chunk generation even though the chunk data is already present
m_Generator.QueueGenerateChunk(a_ChunkX, 1, a_ChunkZ);
}
void cWorld::GenerateChunk(int a_ChunkX, int a_ChunkZ)
{
m_Generator.QueueGenerateChunk(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
}
void cWorld::QueueLightChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback)
{
m_Lighting.QueueChunk(a_ChunkX, a_ChunkZ, a_Callback);
}
bool cWorld::IsChunkLighted(int a_ChunkX, int a_ChunkZ)
{
return m_ChunkMap->IsChunkLighted(a_ChunkX, a_ChunkZ);
}
bool cWorld::ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback)
{
return m_ChunkMap->ForEachChunkInRect(a_MinChunkX, a_MaxChunkX, a_MinChunkZ, a_MaxChunkZ, a_Callback);
}
void cWorld::SaveAllChunks(void)
{
LOGINFO("Saving all chunks...");
m_LastSave = m_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;
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(); 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(); 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->Initialize(this);
BroadcastSpawn(*Monster);
return Monster->GetUniqueID();
}
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;
}