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# 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 "ChunkDef.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 "cMakeDir.h"
# include "cChunkGenerator.h"
# include "MersenneTwister.h"
# include "cTracer.h"
# include "Trees.h"
# include "cPluginManager.h"
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# include "blocks/Block.h"
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# include "packets/cPacket_TimeUpdate.h"
# include "packets/cPacket_NewInvalidState.h"
# include "packets/cPacket_Thunderbolt.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 ;
float cWorld : : m_Time = 0.f ;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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 : : GetWorld ( )
{
LOGWARN ( " WARNING: Using deprecated function cWorld::GetWorld() use cRoot::Get()->GetDefaultWorld() instead! " ) ;
return cRoot : : Get ( ) - > GetDefaultWorld ( ) ;
}
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 ;
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 ;
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_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_IsCropsBonemealable = IniFile . GetValueSetB ( " Plants " , " IsCropsBonemealable " , true ) ;
m_IsGrassBonemealable = IniFile . GetValueSetB ( " Plants " , " IsGrassBonemealable " , true ) ;
m_IsSaplingBonemealable = IniFile . GetValueSetB ( " Plants " , " IsSaplingBonemealable " , true ) ;
m_IsMelonStemBonemealable = IniFile . GetValueSetB ( " Plants " , " IsMelonStemBonemealable " , true ) ;
m_IsMelonBonemealable = IniFile . GetValueSetB ( " Plants " , " IsMelonBonemealable " , false ) ;
m_IsPumpkinStemBonemealable = IniFile . GetValueSetB ( " Plants " , " IsPumpkinStemBonemealable " , true ) ;
m_IsPumpkinBonemealable = IniFile . GetValueSetB ( " Plants " , " IsPumpkinBonemealable " , false ) ;
m_IsSugarcaneBonemealable = IniFile . GetValueSetB ( " Plants " , " IsSugarcaneBonemealable " , false ) ;
m_IsCactusBonemealable = IniFile . GetValueSetB ( " Plants " , " IsCactusBonemealable " , false ) ;
m_GameMode = ( eGameMode ) IniFile . GetValueSetI ( " GameMode " , " GameMode " , m_GameMode ) ;
if ( ! IniFile . WriteFile ( ) )
{
LOG ( " WARNING: Could not write to %s " , m_IniFileName . c_str ( ) ) ;
}
m_Lighting . Start ( this ) ;
m_Storage . Start ( this , StorageSchema ) ;
m_Generator . Start ( this , IniFile ) ;
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 ;
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//preallocate some memory for ticking blocks so we don<6F> t need to allocate that often
m_BlockTickQueue . reserve ( 1000 ) ;
m_BlockTickQueueCopy . reserve ( 1000 ) ;
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//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 ) ;
}
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 ;
BroadcastToChunkOfBlock ( a_X , a_Y , a_Z , & ThunderboltPacket ) ;
}
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:
# 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 , 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
}
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void cWorld : : StopThreads ( void )
{
m_Generator . Stop ( ) ;
m_ChunkSender . Stop ( ) ;
}
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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 ( ) )
{
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LOGD ( " Destroying entity #%i " , ( * itr ) - > GetUniqueID ( ) ) ;
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cEntity * RemoveMe = * itr ;
itr = m_AllEntities . erase ( itr ) ;
m_RemoveEntityQueue . push_back ( RemoveMe ) ;
continue ;
}
( * itr ) - > Tick ( a_Dt ) ;
itr + + ;
}
}
m_ChunkMap - > Tick ( a_Dt , m_TickRand ) ;
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TickQueuedBlocks ( a_Dt ) ;
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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_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 : : ChangeWeather ( )
{
unsigned randWeather = ( m_TickRand . randInt ( ) % 99 ) ;
if ( GetWeather ( ) = = eWeather_Sunny )
{
if ( randWeather < 20 )
{
LOG ( " Starting rainstorm! " ) ;
SetWeather ( eWeather_Rain ) ;
}
}
else if ( GetWeather ( ) = = eWeather_Rain )
{
if ( randWeather < 5 )
{
LOG ( " Thunderstorm! " ) ;
SetWeather ( eWeather_ThunderStorm ) ;
}
else if ( randWeather < 60 )
{
LOG ( " Back to sunshine " ) ;
SetWeather ( eWeather_Sunny ) ;
}
}
else if ( GetWeather ( ) = = eWeather_ThunderStorm )
{
if ( randWeather < 70 )
{
SetWeather ( eWeather_Sunny ) ;
LOG ( " Thunder ended abruptly, returning to lovely sunshine " ) ;
}
else if ( randWeather < 85 )
{
SetWeather ( eWeather_Rain ) ;
LOG ( " Thunder ended, but rain persists. " ) ;
}
else
{
return ;
}
}
}
void cWorld : : TickWeather ( float a_Dt )
{
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if ( m_WeatherInterval = = 0 )
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{
ChangeWeather ( ) ;
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cRoot : : Get ( ) - > GetPluginManager ( ) - > CallHookWeatherChanged ( this ) ;
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switch ( GetWeather ( ) )
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{
case eWeather_Sunny :
m_WeatherInterval = 14400 + ( m_TickRand . randInt ( ) % 4800 ) ; // 12 - 16 minutes
break ;
case eWeather_Rain :
m_WeatherInterval = 9600 + ( m_TickRand . randInt ( ) % 7200 ) ; // 8 - 14 minutes
break ;
case eWeather_ThunderStorm :
m_WeatherInterval = 2400 + ( m_TickRand . randInt ( ) % 4800 ) ; // 2 - 6 minutes
break ;
default :
LOG ( " Unknown weather occurred " ) ;
break ;
}
}
else
{
m_WeatherInterval - - ;
}
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 )
{
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if ( GetBiomeAt ( ( int ) SpawnPos . x , ( int ) SpawnPos . z ) = = biHell ) // Spawn nether mobs
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{
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if ( nightRand = = 1 )
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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 ( ) ;
}
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//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 ) ;
}
}
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bool cWorld : : ForEachChestInChunk ( int a_ChunkX , int a_ChunkZ , cChestCallback & a_Callback )
{
return m_ChunkMap - > ForEachChestInChunk ( 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 ) ;
}
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 : : 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 ) ;
}
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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 ( ) ) ;
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sSetBlockVector Logs , Other ;
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switch ( a_SaplingMeta & 0x07 )
{
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case E_META_SAPLING_APPLE : GetAppleTreeImage ( a_X , a_Y , a_Z , Noise , ( int ) ( m_WorldTime & 0xffffffff ) , Logs , Other ) ; break ;
case E_META_SAPLING_BIRCH : GetBirchTreeImage ( a_X , a_Y , a_Z , Noise , ( int ) ( m_WorldTime & 0xffffffff ) , Logs , Other ) ; break ;
case E_META_SAPLING_CONIFER : GetConiferTreeImage ( a_X , a_Y , a_Z , Noise , ( int ) ( m_WorldTime & 0xffffffff ) , Logs , Other ) ; break ;
case E_META_SAPLING_JUNGLE : GetJungleTreeImage ( a_X , a_Y , a_Z , Noise , ( int ) ( m_WorldTime & 0xffffffff ) , Logs , Other ) ; break ;
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}
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Other . insert ( Other . begin ( ) , Logs . begin ( ) , Logs . end ( ) ) ;
Logs . clear ( ) ;
GrowTreeImage ( Logs ) ;
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}
void cWorld : : GrowTreeByBiome ( int a_X , int a_Y , int a_Z )
{
cNoise Noise ( m_Generator . GetSeed ( ) ) ;
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sSetBlockVector Logs , Other ;
GetTreeImageByBiome ( a_X , a_Y , a_Z , Noise , ( int ) ( m_WorldTime & 0xffffffff ) , ( EMCSBiome ) GetBiomeAt ( a_X , a_Z ) , Logs , Other ) ;
Other . insert ( Other . begin ( ) , Logs . begin ( ) , Logs . end ( ) ) ;
Logs . clear ( ) ;
GrowTreeImage ( Other ) ;
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}
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 : : GrowPlant ( 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_CROPS :
{
if ( a_IsByBonemeal & & ! m_IsGrassBonemealable )
{
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_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)
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 : : 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 ) ;
}
int cWorld : : GetBiomeAt ( int a_BlockX , int a_BlockZ )
{
return m_ChunkMap - > GetBiomeAt ( a_BlockX , a_BlockZ ) ;
}
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void cWorld : : SetBlock ( int a_X , int a_Y , int a_Z , BLOCKTYPE a_BlockType , NIBBLETYPE a_BlockMeta )
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{
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if ( a_BlockType = = E_BLOCK_AIR )
{
BlockHandler ( GetBlock ( a_X , a_Y , a_Z ) ) - > OnDestroyed ( this , a_X , a_Y , a_Z ) ;
}
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m_ChunkMap - > SetBlock ( a_X , a_Y , a_Z , a_BlockType , a_BlockMeta ) ;
GetSimulatorManager ( ) - > WakeUp ( a_X , a_Y , a_Z ) ;
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BlockHandler ( a_BlockType ) - > OnPlaced ( this , a_X , a_Y , a_Z , a_BlockMeta ) ;
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}
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void cWorld : : FastSetBlock ( int a_X , int a_Y , int a_Z , BLOCKTYPE a_BlockType , NIBBLETYPE a_BlockMeta )
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{
cCSLock Lock ( m_CSFastSetBlock ) ;
m_FastSetBlockQueue . push_back ( sSetBlock ( a_X , a_Y , a_Z , a_BlockType , a_BlockMeta ) ) ;
}
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BLOCKTYPE cWorld : : GetBlock ( int a_X , int a_Y , int a_Z )
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{
// 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 ) ;
}
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NIBBLETYPE cWorld : : GetBlockMeta ( int a_X , int a_Y , int a_Z )
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{
// 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 ) ;
}
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void cWorld : : SetBlockMeta ( int a_X , int a_Y , int a_Z , NIBBLETYPE a_MetaData )
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{
m_ChunkMap - > SetBlockMeta ( a_X , a_Y , a_Z , a_MetaData ) ;
}
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NIBBLETYPE cWorld : : GetBlockSkyLight ( int a_X , int a_Y , int a_Z )
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{
return m_ChunkMap - > GetBlockSkyLight ( a_X , a_Y , a_Z ) ;
}
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void cWorld : : GetBlockTypeMeta ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE & a_BlockType , NIBBLETYPE & a_BlockMeta )
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{
m_ChunkMap - > GetBlockTypeMeta ( a_BlockX , a_BlockY , a_BlockZ , ( BLOCKTYPE & ) a_BlockType , ( NIBBLETYPE & ) a_BlockMeta ) ;
}
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 can 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 ) ) ;
cPickup * Pickup = new cPickup (
( int ) ( a_BlockX * 32 ) + r1 . randInt ( 16 ) + r1 . randInt ( 16 ) ,
( int ) ( a_BlockY * 32 ) + r1 . randInt ( 16 ) + r1 . randInt ( 16 ) ,
( int ) ( a_BlockZ * 32 ) + r1 . randInt ( 16 ) + r1 . randInt ( 16 ) ,
* 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 )
{
MTRand r1 ;
for ( cItems : : const_iterator itr = a_Pickups . begin ( ) ; itr ! = a_Pickups . end ( ) ; + + itr )
{
cPickup * Pickup = new cPickup (
( int ) ( a_BlockX * 32 ) + r1 . randInt ( 16 ) + r1 . randInt ( 16 ) ,
( int ) ( a_BlockY * 32 ) + r1 . randInt ( 16 ) + r1 . randInt ( 16 ) ,
( int ) ( a_BlockZ * 32 ) + r1 . randInt ( 16 ) + r1 . randInt ( 16 ) ,
* 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 )
{
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cBlockHandler * Handler = cBlockHandler : : GetBlockHandler ( GetBlock ( a_X , a_Y , a_Z ) ) ;
Handler - > OnDestroyed ( this , a_X , a_Y , a_Z ) ;
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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 ) ;
}
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 ;
}
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ch - > Send ( a_Packet ) ;
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}
}
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 ) ;
}
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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 ) ;
}
}
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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 ) ;
}
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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 : : BroadcastRelEntMoveLook ( const cEntity & a_Entity , char a_RelX , char a_RelY , char a_RelZ , const cClientHandle * a_Exclude )
{
m_ChunkMap - > BroadcastRelEntMoveLook ( a_Entity , a_RelX , a_RelY , a_RelZ , a_Exclude ) ;
}
void cWorld : : BroadcastRelEntMove ( const cEntity & a_Entity , char a_RelX , char a_RelY , char a_RelZ , const cClientHandle * a_Exclude )
{
m_ChunkMap - > BroadcastRelEntMove ( 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 , const cClientHandle * a_Exclude )
{
m_ChunkMap - > BroadcastBlockAction ( a_BlockX , a_BlockY , a_BlockZ , a_Byte1 , a_Byte2 , a_Exclude ) ;
}
void cWorld : : BroadcastDestroyEntity ( const cEntity & a_Entity , const cClientHandle * a_Exclude )
{
m_ChunkMap - > BroadcastDestroyEntity ( a_Entity , a_Exclude ) ;
}
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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 ) ;
}
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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 : : SetChunkData (
int a_ChunkX , int a_ChunkY , 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_ChunkY , a_ChunkZ ,
a_BlockTypes , a_BlockMeta , a_BlockLight , a_BlockSkyLight ,
a_HeightMap , * Biomes ,
a_Entities , a_BlockEntities ,
a_MarkDirty
) ;
// If a client is requesting this chunk, send it to them:
if ( m_ChunkMap - > HasChunkAnyClients ( a_ChunkX , a_ChunkY , a_ChunkZ ) )
{
m_ChunkSender . ChunkReady ( a_ChunkX , a_ChunkY , 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_ChunkY , int a_ChunkZ , cChunkDataCallback & a_Callback )
{
return m_ChunkMap - > GetChunkData ( a_ChunkX , a_ChunkY , a_ChunkZ , a_Callback ) ;
}
bool cWorld : : GetChunkBlockTypes ( int a_ChunkX , int a_ChunkY , int a_ChunkZ , BLOCKTYPE * a_BlockTypes )
{
return m_ChunkMap - > GetChunkBlockTypes ( a_ChunkX , a_ChunkY , a_ChunkZ , a_BlockTypes ) ;
}
bool cWorld : : GetChunkBlockData ( int a_ChunkX , int a_ChunkY , int a_ChunkZ , BLOCKTYPE * 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 ) ;
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for ( cPlayerList : : iterator itr = m_Players . begin ( ) , itr2 = itr ; itr ! = m_Players . end ( ) ; itr = itr2 )
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{
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+ + itr2 ;
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if ( a_Callback . Item ( * itr ) )
{
return false ;
}
} // for itr - m_Players[]
return true ;
}
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bool cWorld : : DoWithPlayer ( const AString & a_PlayerName , cPlayerListCallback & a_Callback )
{
// Calls the callback for each player in the list
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cCSLock Lock ( m_CSPlayers ) ;
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for ( cPlayerList : : iterator itr = m_Players . begin ( ) ; itr ! = m_Players . end ( ) ; + + itr )
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{
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if ( NoCaseCompare ( ( * itr ) - > GetName ( ) , a_PlayerName ) = = 0 )
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{
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a_Callback . Item ( * itr ) ;
return true ;
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}
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} // for itr - m_Players[]
return false ;
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}
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// TODO: This interface is dangerous!
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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 ) ;
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for ( cPlayerList : : iterator itr = m_Players . begin ( ) ; itr ! = m_Players . end ( ) ; + + itr )
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{
cClientHandle * ch = ( * itr ) - > GetClientHandle ( ) ;
if ( ( ch ! = NULL ) & & ! ch - > IsDestroyed ( ) )
{
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a_DestPlayer - > GetClientHandle ( ) - > SendPlayerListItem ( * ( * itr ) ) ;
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}
}
}
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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 ) ;
}
bool cWorld : : ForEachEntity ( cEntityCallback & a_Callback )
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{
cCSLock Lock ( m_CSEntities ) ;
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for ( cEntityList : : iterator itr = m_AllEntities . begin ( ) , itr2 = itr ; itr ! = m_AllEntities . end ( ) ; itr = itr2 )
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{
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+ + itr2 ;
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if ( a_Callback . Item ( * itr ) )
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{
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return false ;
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}
} // for itr - m_AllEntities[]
return false ;
}
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bool cWorld : : ForEachEntityInChunk ( int a_ChunkX , int a_ChunkZ , cEntityCallback & a_Callback )
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{
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return m_ChunkMap - > ForEachEntityInChunk ( a_ChunkX , a_ChunkZ , a_Callback ) ;
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}
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bool cWorld : : DoWithEntityByID ( int a_UniqueID , cEntityCallback & a_Callback )
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{
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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 ;
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}
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 )
{
m_ChunkMap - > RemoveClientFromChunks ( a_Client ) ;
}
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 ) ;
}
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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 )
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{
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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 ) )
{
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 ) ;
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}
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 ) ;
}
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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 ) ;
}
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void cWorld : : SaveAllChunks ( void )
{
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LOGINFO ( " Saving all chunks... " ) ;
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m_LastSave = m_Time ;
m_ChunkMap - > SaveAllChunks ( ) ;
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m_Storage . QueueSavedMessage ( ) ;
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}
/************************************************************************/
/* 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 ( ) ;
}
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 ( ) ;
}
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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<6F> 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
}
}
}
void cWorld : : QueueBlockForTick ( int a_X , int a_Y , int a_Z , float a_Time )
{
BlockTickQueueItem * Block = new BlockTickQueueItem ;
Block - > X = a_X ;
Block - > Y = a_Y ;
Block - > Z = a_Z ;
Block - > ToWait = a_Time ;
m_BlockTickQueue . push_back ( Block ) ;
}
bool cWorld : : IsBlockDirectlyWatered ( int a_X , int a_Y , int a_Z )
{
return IsBlockWater ( GetBlock ( a_X - 1 , a_Y , a_Z ) )
| | IsBlockWater ( GetBlock ( a_X + 1 , a_Y , a_Z ) )
| | IsBlockWater ( GetBlock ( a_X , a_Y , a_Z - 1 ) )
| | IsBlockWater ( GetBlock ( a_X , a_Y , a_Z + 1 ) ) ;
}