#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 "Server.h" #include "Item.h" #include "Root.h" #include "inifile/iniFile.h" #include "ChunkMap.h" #include "Generating/ChunkDesc.h" #include "OSSupport/Timer.h" #include "WorldStorage/ScoreboardSerializer.h" // Entities (except mobs): #include "Entities/ExpOrb.h" #include "Entities/FallingBlock.h" #include "Entities/Minecart.h" #include "Entities/Pickup.h" #include "Entities/Player.h" #include "Entities/TNTEntity.h" #include "BlockEntities/CommandBlockEntity.h" // Simulators: #include "Simulator/SimulatorManager.h" #include "Simulator/FloodyFluidSimulator.h" #include "Simulator/FluidSimulator.h" #include "Simulator/FireSimulator.h" #include "Simulator/NoopFluidSimulator.h" #include "Simulator/NoopRedstoneSimulator.h" #include "Simulator/SandSimulator.h" #include "Simulator/RedstoneSimulator.h" #include "Simulator/VaporizeFluidSimulator.h" // Mobs: #include "Mobs/IncludeAllMonsters.h" #include "MobCensus.h" #include "MobSpawner.h" #include "MersenneTwister.h" #include "Generating/Trees.h" #include "Bindings/PluginManager.h" #include "Blocks/BlockHandler.h" #include "Vector3d.h" #include "Tracer.h" // DEBUG: Test out the cLineBlockTracer class by tracing a few lines: #include "LineBlockTracer.h" #ifndef _WIN32 #include #endif /// Up to this many m_SpreadQueue elements are handled each world tick const int MAX_LIGHTING_SPREAD_PER_TICK = 10; const int TIME_SUNSET = 12000; const int TIME_NIGHT_START = 13187; const int TIME_NIGHT_END = 22812; const int TIME_SUNRISE = 23999; const int TIME_SPAWN_DIVISOR = 148; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // 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) } } ; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cWorldLightingProgress: /// A simple thread that displays the progress of world lighting in cWorld::InitializeSpawn() class cWorldLightingProgress : public cIsThread { public: cWorldLightingProgress(cLightingThread * a_Lighting) : cIsThread("cWorldLightingProgress"), m_Lighting(a_Lighting) { Start(); } void Stop(void) { m_ShouldTerminate = true; Wait(); } protected: cLightingThread * m_Lighting; virtual void Execute(void) override { for (;;) { LOG("%d chunks remaining to light", m_Lighting->GetQueueLength() ); // Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish for (int i = 0; i < 20; i++) { cSleep::MilliSleep(100); if (m_ShouldTerminate) { return; } } } // for (-ever) } } ; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cWorld::cLock: cWorld::cLock::cLock(cWorld & a_World) : super(&(a_World.m_ChunkMap->GetCS())) { } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cWorld::cTickThread: cWorld::cTickThread::cTickThread(cWorld & a_World) : super(Printf("WorldTickThread: %s", a_World.GetName().c_str())), m_World(a_World) { } void cWorld::cTickThread::Execute(void) { cTimer Timer; const Int64 msPerTick = 50; Int64 LastTime = Timer.GetNowTime(); Int64 TickDuration = 50; while (!m_ShouldTerminate) { Int64 NowTime = Timer.GetNowTime(); float DeltaTime = (float)(NowTime - LastTime); m_World.Tick(DeltaTime, (int)TickDuration); TickDuration = Timer.GetNowTime() - NowTime; if (TickDuration < msPerTick) { // Stretch tick time until it's at least msPerTick cSleep::MilliSleep((unsigned int)(msPerTick - TickDuration)); } LastTime = NowTime; } } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cWorld: cWorld::cWorld(const AString & a_WorldName) : m_WorldName(a_WorldName), m_IniFileName(m_WorldName + "/world.ini"), m_StorageSchema("Default"), #ifdef __arm__ m_StorageCompressionFactor(0), #else m_StorageCompressionFactor(6), #endif m_IsSpawnExplicitlySet(false), m_WorldAgeSecs(0), m_TimeOfDaySecs(0), m_WorldAge(0), m_TimeOfDay(0), m_LastTimeUpdate(0), m_SkyDarkness(0), m_Weather(eWeather_Sunny), m_WeatherInterval(24000), // Guaranteed 1 day of sunshine at server start :) m_Scoreboard(this), m_GeneratorCallbacks(*this), m_TickThread(*this) { LOGD("cWorld::cWorld(\"%s\")", a_WorldName.c_str()); cFile::CreateFolder(FILE_IO_PREFIX + m_WorldName); // Load the scoreboard cScoreboardSerializer Serializer(m_WorldName, &m_Scoreboard); Serializer.Load(); } cWorld::~cWorld() { delete m_SimulatorManager; delete m_SandSimulator; delete m_WaterSimulator; delete m_LavaSimulator; delete m_FireSimulator; delete m_RedstoneSimulator; UnloadUnusedChunks(); m_Storage.WaitForFinish(); // Unload the scoreboard cScoreboardSerializer Serializer(m_WorldName, &m_Scoreboard); Serializer.Save(); 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) { if (!m_IsSpawnExplicitlySet) // Check if spawn position was already explicitly set or not { GenerateRandomSpawn(); // Generate random solid-land coordinate and then write it to the world configuration cIniFile IniFile; IniFile.ReadFile(m_IniFileName); IniFile.SetValueF("SpawnPosition", "X", m_SpawnX); IniFile.SetValueF("SpawnPosition", "Y", m_SpawnY); IniFile.SetValueF("SpawnPosition", "Z", m_SpawnZ); IniFile.WriteFile(m_IniFileName); } 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.WaitForLoadQueueEmpty(); // Wait for the generator to finish generating m_Generator.WaitForQueueEmpty(); // Wait for the loader to finish saving m_Storage.WaitForSaveQueueEmpty(); 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(); } #ifdef TEST_LINEBLOCKTRACER // DEBUG: Test out the cLineBlockTracer class by tracing a few lines: class cTracerCallbacks : public cBlockTracer::cCallbacks { virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) override { LOGD("Block {%d, %d, %d}: %d:%d (%s)", a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta, ItemToString(cItem(a_BlockType, 1, a_BlockMeta)).c_str() ); return false; } virtual bool OnNextBlockNoData(int a_BlockX, int a_BlockY, int a_BlockZ) override { LOGD("Block {%d, %d, %d}: no data available", a_BlockX, a_BlockY, a_BlockZ ); return false; } virtual bool OnOutOfWorld(double a_BlockX, double a_BlockY, double a_BlockZ) override { LOGD("Out of world at {%f, %f, %f}", a_BlockX, a_BlockY, a_BlockZ); return false; } virtual bool OnIntoWorld(double a_BlockX, double a_BlockY, double a_BlockZ) override { LOGD("Into world at {%f, %f, %f}", a_BlockX, a_BlockY, a_BlockZ); return false; } virtual void OnNoMoreHits(void) override { LOGD("No more hits"); } } Callbacks; LOGD("Spawn is at {%f, %f, %f}", m_SpawnX, m_SpawnY, m_SpawnZ); LOGD("Tracing a line along +X:"); cLineBlockTracer::Trace(*this, Callbacks, m_SpawnX - 10, m_SpawnY, m_SpawnZ, m_SpawnX + 10, m_SpawnY, m_SpawnZ); LOGD("Tracing a line along -Z:"); cLineBlockTracer::Trace(*this, Callbacks, m_SpawnX, m_SpawnY, m_SpawnZ + 10, m_SpawnX, m_SpawnY, m_SpawnZ - 10); LOGD("Tracing a line along -Y, out of world:"); cLineBlockTracer::Trace(*this, Callbacks, m_SpawnX, 260, m_SpawnZ, m_SpawnX, -5, m_SpawnZ); LOGD("Tracing a line along XY:"); cLineBlockTracer::Trace(*this, Callbacks, m_SpawnX - 10, m_SpawnY - 10, m_SpawnZ, m_SpawnX + 10, m_SpawnY + 10, m_SpawnZ); LOGD("Tracing a line in generic direction:"); cLineBlockTracer::Trace(*this, Callbacks, m_SpawnX - 15, m_SpawnY - 5, m_SpawnZ + 7.5, m_SpawnX + 13, m_SpawnY - 10, m_SpawnZ + 8.5); LOGD("Tracing tests done"); #endif // TEST_LINEBLOCKTRACER } void cWorld::Start(void) { m_SpawnX = 0; m_SpawnY = cChunkDef::Height; m_SpawnZ = 0; m_GameMode = eGameMode_Creative; cIniFile IniFile; if (!IniFile.ReadFile(m_IniFileName)) { LOGWARNING("Cannot read world settings from \"%s\", defaults will be used.", m_IniFileName.c_str()); } AString Dimension = IniFile.GetValueSet("General", "Dimension", "Overworld"); m_Dimension = StringToDimension(Dimension); switch (m_Dimension) { case dimNether: case dimOverworld: case dimEnd: { break; } default: { LOGWARNING("Unknown dimension: \"%s\". Setting to Overworld", Dimension.c_str()); m_Dimension = dimOverworld; break; } } // switch (m_Dimension) // Try to find the "SpawnPosition" key and coord values in the world configuration, set the flag if found int KeyNum = IniFile.FindKey("SpawnPosition"); m_IsSpawnExplicitlySet = ( (KeyNum >= 0) && ( (IniFile.FindValue(KeyNum, "X") >= 0) || (IniFile.FindValue(KeyNum, "Y") >= 0) || (IniFile.FindValue(KeyNum, "Z") >= 0) ) ); if (m_IsSpawnExplicitlySet) { LOGD("Spawnpoint explicitly set!"); m_SpawnX = IniFile.GetValueF("SpawnPosition", "X", m_SpawnX); m_SpawnY = IniFile.GetValueF("SpawnPosition", "Y", m_SpawnY); m_SpawnZ = IniFile.GetValueF("SpawnPosition", "Z", m_SpawnZ); } m_StorageSchema = IniFile.GetValueSet ("Storage", "Schema", m_StorageSchema); m_StorageCompressionFactor = IniFile.GetValueSetI("Storage", "CompressionFactor", m_StorageCompressionFactor); 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_ShouldLavaSpawnFire = IniFile.GetValueSetB("Physics", "ShouldLavaSpawnFire", true); m_bCommandBlocksEnabled = IniFile.GetValueSetB("Mechanics", "CommandBlocksEnabled", false); m_VillagersShouldHarvestCrops = IniFile.GetValueSetB("Monsters", "VillagersShouldHarvestCrops", true); m_GameMode = (eGameMode)IniFile.GetValueSetI("GameMode", "GameMode", m_GameMode); // Load allowed mobs: const char * DefaultMonsters = ""; switch (m_Dimension) { case dimOverworld: DefaultMonsters = "bat, cavespider, chicken, cow, creeper, enderman, horse, mooshroom, ocelot, pig, sheep, silverfish, skeleton, slime, spider, squid, wolf, zombie"; break; case dimNether: DefaultMonsters = "blaze, ghast, magmacube, skeleton, zombie, zombiepigman"; break; case dimEnd: DefaultMonsters = "enderman"; break; default: { ASSERT(!"Unhandled world dimension"); DefaultMonsters = "wither"; break; } } m_bAnimals = IniFile.GetValueSetB("Monsters", "AnimalsOn", true); AString AllMonsters = IniFile.GetValueSet("Monsters", "Types", DefaultMonsters); AStringVector SplitList = StringSplitAndTrim(AllMonsters, ","); for (AStringVector::const_iterator itr = SplitList.begin(), end = SplitList.end(); itr != end; ++itr) { cMonster::eType ToAdd = cMonster::StringToMobType(*itr); if (ToAdd != cMonster::mtInvalidType) { m_AllowedMobs.insert(ToAdd); LOGD("Allowed mob: %s", itr->c_str()); } else { LOG("World \"%s\": Unknown mob type: %s", m_WorldName.c_str(), itr->c_str()); } } m_ChunkMap = new cChunkMap(this); m_LastSave = 0; m_LastUnload = 0; // preallocate some memory for ticking blocks so we don'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 = InitializeRedstoneSimulator(IniFile); // Water, Lava and Redstone simulators get registered in InitializeFluidSimulator() m_SimulatorManager->RegisterSimulator(m_SandSimulator, 1); m_SimulatorManager->RegisterSimulator(m_FireSimulator, 1); m_Lighting.Start(this); m_Storage.Start(this, m_StorageSchema, m_StorageCompressionFactor ); m_Generator.Start(m_GeneratorCallbacks, m_GeneratorCallbacks, IniFile); m_ChunkSender.Start(this); m_TickThread.Start(); // Init of the spawn monster time (as they are supposed to have different spawn rate) m_LastSpawnMonster.insert(std::map::value_type(cMonster::mfHostile, 0)); m_LastSpawnMonster.insert(std::map::value_type(cMonster::mfPassive, 0)); m_LastSpawnMonster.insert(std::map::value_type(cMonster::mfAmbient, 0)); m_LastSpawnMonster.insert(std::map::value_type(cMonster::mfWater, 0)); // Save any changes that the defaults may have done to the ini file: if (!IniFile.WriteFile(m_IniFileName)) { LOGWARNING("Could not write world config to %s", m_IniFileName.c_str()); } } void cWorld::GenerateRandomSpawn(void) { LOGD("Generating random spawnpoint..."); while (IsBlockWaterOrIce(GetBlock((int)m_SpawnX, GetHeight((int)m_SpawnX, (int)m_SpawnZ), (int)m_SpawnZ))) { if ((GetTickRandomNumber(4) % 2) == 0) // Randomise whether to increment X or Z coords { m_SpawnX += cChunkDef::Width; } else { m_SpawnZ += cChunkDef::Width; } } m_SpawnY = (double)GetHeight((int)m_SpawnX, (int)m_SpawnZ) + 1.6f; // 1.6f to accomodate player height LOGD("Generated random spawnpoint %i %i %i", (int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ); } void cWorld::Stop(void) { // Delete the clients that have been in this world: { cCSLock Lock(m_CSClients); for (cClientHandleList::iterator itr = m_Clients.begin(); itr != m_Clients.end(); ++itr) { (*itr)->Destroy(); delete *itr; } // for itr - m_Clients[] m_Clients.clear(); } m_TickThread.Stop(); m_Lighting.Stop(); m_Generator.Stop(); m_ChunkSender.Stop(); m_Storage.Stop(); } void cWorld::Tick(float a_Dt, int a_LastTickDurationMSec) { // Call the plugins cPluginManager::Get()->CallHookWorldTick(*this, a_Dt, a_LastTickDurationMSec); // 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); // Updates the sky darkness based on current time of day UpdateSkyDarkness(); // Broadcast time update every 40 ticks (2 seconds) if (m_LastTimeUpdate < m_WorldAge - 40) { BroadcastTimeUpdate(); m_LastTimeUpdate = m_WorldAge; } m_ChunkMap->Tick(a_Dt); TickClients(a_Dt); TickQueuedBlocks(); TickQueuedTasks(); TickScheduledTasks(); GetSimulatorManager()->Simulate(a_Dt); TickWeather(a_Dt); m_ChunkMap->FastSetQueuedBlocks(); 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(); } TickMobs(a_Dt); } void cWorld::TickWeather(float a_Dt) { UNUSED(a_Dt); // There are no weather changes anywhere but in the Overworld: if (GetDimension() != dimOverworld) { return; } if (m_WeatherInterval > 0) { // Not yet, wait for the weather period to end m_WeatherInterval--; } else { // Change weather: // Pick a new weather. Only reasonable transitions allowed: eWeather NewWeather = m_Weather; switch (m_Weather) { case eWeather_Sunny: NewWeather = eWeather_Rain; break; case eWeather_ThunderStorm: NewWeather = eWeather_Rain; break; case eWeather_Rain: { // 1/8 chance of turning into a thunderstorm NewWeather = ((m_TickRand.randInt() % 256) < 32) ? eWeather_ThunderStorm : eWeather_Sunny; break; } default: { LOGWARNING("Unknown current weather: %d. Setting sunny.", m_Weather); ASSERT(!"Unknown weather"); NewWeather = eWeather_Sunny; } } SetWeather(NewWeather); } // else (m_WeatherInterval > 0) if (m_Weather == eWeather_ThunderStorm) { // 0.5% chance per tick of thunderbolt if (m_TickRand.randInt() % 199 == 0) { CastThunderbolt(0, 0, 0); // TODO: find random possitions near players to cast thunderbolts. } } } void cWorld::TickMobs(float a_Dt) { // _X 2013_10_22: This is a quick fix for #283 - the world needs to be locked while ticking mobs cWorld::cLock Lock(*this); // before every Mob action, we have to count them depending on the distance to players, on their family ... cMobCensus MobCensus; m_ChunkMap->CollectMobCensus(MobCensus); if (m_bAnimals) { // Spawning is enabled, spawn now: static const cMonster::eFamily AllFamilies[] = { cMonster::mfHostile, cMonster::mfPassive, cMonster::mfAmbient, cMonster::mfWater, } ; for (size_t i = 0; i < ARRAYCOUNT(AllFamilies); i++) { cMonster::eFamily Family = AllFamilies[i]; int SpawnDelay = cMonster::GetSpawnDelay(Family); if ( (m_LastSpawnMonster[Family] > m_WorldAge - SpawnDelay) || // Not reached the needed ticks before the next round MobCensus.IsCapped(Family) ) { continue; } m_LastSpawnMonster[Family] = m_WorldAge; cMobSpawner Spawner(Family, m_AllowedMobs); if (Spawner.CanSpawnAnything()) { m_ChunkMap->SpawnMobs(Spawner); // do the spawn for (cMobSpawner::tSpawnedContainer::const_iterator itr2 = Spawner.getSpawned().begin(); itr2 != Spawner.getSpawned().end(); itr2++) { SpawnMobFinalize(*itr2); } } } // for i - AllFamilies[] } // if (Spawning enabled) // move close mobs cMobProximityCounter::sIterablePair allCloseEnoughToMoveMobs = MobCensus.GetProximityCounter().getMobWithinThosesDistances(-1, 64 * 16);// MG TODO : deal with this magic number (the 16 is the size of a block) for(cMobProximityCounter::tDistanceToMonster::const_iterator itr = allCloseEnoughToMoveMobs.m_Begin; itr != allCloseEnoughToMoveMobs.m_End; itr++) { itr->second.m_Monster.Tick(a_Dt, itr->second.m_Chunk); } // remove too far mobs cMobProximityCounter::sIterablePair allTooFarMobs = MobCensus.GetProximityCounter().getMobWithinThosesDistances(128 * 16, -1);// MG TODO : deal with this magic number (the 16 is the size of a block) for(cMobProximityCounter::tDistanceToMonster::const_iterator itr = allTooFarMobs.m_Begin; itr != allTooFarMobs.m_End; itr++) { itr->second.m_Monster.Destroy(true); } } void cWorld::TickQueuedTasks(void) { // Make a copy of the tasks to avoid deadlocks on accessing m_Tasks cTasks Tasks; { cCSLock Lock(m_CSTasks); std::swap(Tasks, m_Tasks); } // Execute and delete each task: for (cTasks::iterator itr = Tasks.begin(), end = Tasks.end(); itr != end; ++itr) { (*itr)->Run(*this); delete *itr; } // for itr - m_Tasks[] } void cWorld::TickScheduledTasks(void) { // Make a copy of the tasks to avoid deadlocks on accessing m_Tasks cScheduledTasks Tasks; { cCSLock Lock(m_CSScheduledTasks); while (!m_ScheduledTasks.empty() && (m_ScheduledTasks.front()->m_TargetTick < m_WorldAge)) { Tasks.push_back(m_ScheduledTasks.front()); m_ScheduledTasks.pop_front(); } } // Execute and delete each task: for (cScheduledTasks::iterator itr = Tasks.begin(), end = Tasks.end(); itr != end; ++itr) { (*itr)->m_Task->Run(*this); delete *itr; } // for itr - m_Tasks[] } void cWorld::TickClients(float a_Dt) { cClientHandleList RemoveClients; { cCSLock Lock(m_CSClients); // Remove clients scheduled for removal: for (cClientHandleList::iterator itr = m_ClientsToRemove.begin(), end = m_ClientsToRemove.end(); itr != end; ++itr) { m_Clients.remove(*itr); } // for itr - m_ClientsToRemove[] m_ClientsToRemove.clear(); // Add clients scheduled for adding: for (cClientHandleList::iterator itr = m_ClientsToAdd.begin(), end = m_ClientsToAdd.end(); itr != end; ++itr) { if (std::find(m_Clients.begin(), m_Clients.end(), *itr) != m_Clients.end()) { ASSERT(!"Adding a client that is already in the clientlist"); continue; } m_Clients.push_back(*itr); } // for itr - m_ClientsToRemove[] m_ClientsToAdd.clear(); // Tick the clients, take out those that have been destroyed into RemoveClients for (cClientHandleList::iterator itr = m_Clients.begin(); itr != m_Clients.end();) { if ((*itr)->IsDestroyed()) { // Remove the client later, when CS is not held, to avoid deadlock RemoveClients.push_back(*itr); itr = m_Clients.erase(itr); continue; } (*itr)->Tick(a_Dt); ++itr; } // for itr - m_Clients[] } // Delete the clients that have been destroyed for (cClientHandleList::iterator itr = RemoveClients.begin(); itr != RemoveClients.end(); ++itr) { delete *itr; } // for itr - RemoveClients[] } void cWorld::UpdateSkyDarkness(void) { int TempTime = (int)m_TimeOfDay; if (TempTime <= TIME_SUNSET) { m_SkyDarkness = 0; } else if (TempTime <= TIME_NIGHT_START) { m_SkyDarkness = (TIME_NIGHT_START - TempTime) / TIME_SPAWN_DIVISOR; } else if (TempTime <= TIME_NIGHT_END) { m_SkyDarkness = 8; } else { m_SkyDarkness = (TIME_SUNRISE - TempTime) / TIME_SPAWN_DIVISOR; } } void cWorld::WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ) { return m_ChunkMap->WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ); } /// Wakes up the simulators for the specified area of blocks void cWorld::WakeUpSimulatorsInArea(int a_MinBlockX, int a_MaxBlockX, int a_MinBlockY, int a_MaxBlockY, int a_MinBlockZ, int a_MaxBlockZ) { return m_ChunkMap->WakeUpSimulatorsInArea(a_MinBlockX, a_MaxBlockX, a_MinBlockY, a_MaxBlockY, a_MinBlockZ, a_MaxBlockZ); } bool cWorld::ForEachBlockEntityInChunk(int a_ChunkX, int a_ChunkZ, cBlockEntityCallback & a_Callback) { return m_ChunkMap->ForEachBlockEntityInChunk(a_ChunkX, a_ChunkZ, a_Callback); } 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::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, bool a_CanCauseFire, eExplosionSource a_Source, void * a_SourceData) { if (cPluginManager::Get()->CallHookExploding(*this, a_ExplosionSize, a_CanCauseFire, a_BlockX, a_BlockY, a_BlockZ, a_Source, a_SourceData) || (a_ExplosionSize <= 0)) { return; } // TODO: Add damage to entities and implement block hardiness Vector3d explosion_pos = Vector3d(a_BlockX, a_BlockY, a_BlockZ); cVector3iArray BlocksAffected; m_ChunkMap->DoExplosionAt(a_ExplosionSize, a_BlockX, a_BlockY, a_BlockZ, BlocksAffected); BroadcastSoundEffect("random.explode", (int)floor(a_BlockX * 8), (int)floor(a_BlockY * 8), (int)floor(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, (float)a_ExplosionSize, BlocksAffected, distance_explosion); } } } cPluginManager::Get()->CallHookExploded(*this, a_ExplosionSize, a_CanCauseFire, a_BlockX, a_BlockY, a_BlockZ, a_Source, a_SourceData); } bool cWorld::DoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBlockEntityCallback & a_Callback) { return m_ChunkMap->DoWithBlockEntityAt(a_BlockX, a_BlockY, a_BlockZ, 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::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::DoWithNoteBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cNoteBlockCallback & a_Callback) { return m_ChunkMap->DoWithNoteBlockAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback); } bool cWorld::DoWithCommandBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cCommandBlockCallback & a_Callback) { return m_ChunkMap->DoWithCommandBlockAt(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); } bool cWorld::DoWithChunk(int a_ChunkX, int a_ChunkZ, cChunkCallback & a_Callback) { return m_ChunkMap->DoWithChunk(a_ChunkX, a_ChunkZ, a_Callback); } 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, NIBBLETYPE 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), 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); BroadcastSoundParticleEffect(2005, a_BlockX, a_BlockY, a_BlockZ, 0); } 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); BroadcastSoundParticleEffect(2005, a_BlockX, a_BlockY, a_BlockZ, 0); } 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); BroadcastSoundParticleEffect(2005, a_BlockX, a_BlockY, a_BlockZ, 0); } 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); BroadcastSoundParticleEffect(2005, a_BlockX, a_BlockY, a_BlockZ, 0); } 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); BroadcastSoundParticleEffect(2005, a_BlockX, a_BlockY, a_BlockZ, 0); } 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); BroadcastSoundParticleEffect(2005, a_BlockX + OfsX, a_BlockY + OfsY, a_BlockZ + OfsZ, 0); } // 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, BLOCKTYPE 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); } EMCSBiome 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) { m_ChunkMap->SetBlock(*this, a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta); } 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, bool IsPlayerCreated) { MTRand r1; a_FlyAwaySpeed /= 100; // 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) { if (!IsValidItem(itr->m_ItemType) || itr->m_ItemType == E_BLOCK_AIR) { // Don't spawn pickup if item isn't even valid; should prevent client crashing too continue; } float SpeedX = (float)(a_FlyAwaySpeed * (r1.randInt(10) - 5)); float SpeedY = (float)(a_FlyAwaySpeed * r1.randInt(50)); float SpeedZ = (float)(a_FlyAwaySpeed * (r1.randInt(10) - 5)); cPickup * Pickup = new cPickup( a_BlockX, a_BlockY, a_BlockZ, *itr, IsPlayerCreated, 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, bool IsPlayerCreated) { for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr) { if (!IsValidItem(itr->m_ItemType) || itr->m_ItemType == E_BLOCK_AIR) { continue; } cPickup * Pickup = new cPickup( a_BlockX, a_BlockY, a_BlockZ, *itr, IsPlayerCreated, (float)a_SpeedX, (float)a_SpeedY, (float)a_SpeedZ ); Pickup->Initialize(this); } } int cWorld::SpawnFallingBlock(int a_X, int a_Y, int a_Z, BLOCKTYPE BlockType, NIBBLETYPE BlockMeta) { cFallingBlock * FallingBlock = new cFallingBlock(Vector3i(a_X, a_Y, a_Z), BlockType, BlockMeta); FallingBlock->Initialize(this); return FallingBlock->GetUniqueID(); } int cWorld::SpawnExperienceOrb(double a_X, double a_Y, double a_Z, int a_Reward) { cExpOrb * ExpOrb = new cExpOrb(a_X, a_Y, a_Z, a_Reward); ExpOrb->Initialize(this); return ExpOrb->GetUniqueID(); } int cWorld::SpawnMinecart(double a_X, double a_Y, double a_Z, int a_MinecartType, const cItem & a_Content, int a_BlockHeight) { cMinecart * Minecart; switch (a_MinecartType) { case E_ITEM_MINECART: Minecart = new cRideableMinecart (a_X, a_Y, a_Z, a_Content, a_BlockHeight); break; case E_ITEM_CHEST_MINECART: Minecart = new cMinecartWithChest (a_X, a_Y, a_Z); break; case E_ITEM_FURNACE_MINECART: Minecart = new cMinecartWithFurnace (a_X, a_Y, a_Z); break; case E_ITEM_MINECART_WITH_TNT: Minecart = new cMinecartWithTNT (a_X, a_Y, a_Z); break; case E_ITEM_MINECART_WITH_HOPPER: Minecart = new cMinecartWithHopper (a_X, a_Y, a_Z); break; default: { return -1; } } // switch (a_MinecartType) Minecart->Initialize(this); return Minecart->GetUniqueID(); } void cWorld::SpawnPrimedTNT(double a_X, double a_Y, double a_Z, double a_FuseTimeInSec, double a_InitialVelocityCoeff) { UNUSED(a_InitialVelocityCoeff); cTNTEntity * TNT = new cTNTEntity(a_X, a_Y, a_Z, a_FuseTimeInSec); TNT->Initialize(this); // TODO: Add a bit of speed in horiz and vert axes, based on the a_InitialVelocityCoeff } void cWorld::ReplaceBlocks(const sSetBlockVector & a_Blocks, BLOCKTYPE a_FilterBlockType) { m_ChunkMap->ReplaceBlocks(a_Blocks, a_FilterBlockType); } bool cWorld::GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure) { return m_ChunkMap->GetBlocks(a_Blocks, a_ContinueOnFailure); } bool cWorld::DigBlock(int a_X, int a_Y, int a_Z) { cBlockHandler *Handler = cBlockHandler::GetBlockHandler(GetBlock(a_X, a_Y, a_Z)); cChunkInterface ChunkInterface(GetChunkMap()); Handler->OnDestroyed(ChunkInterface, *this, a_X, a_Y, a_Z); return m_ChunkMap->DigBlock(a_X, a_Y, a_Z); } void cWorld::SendBlockTo(int a_X, int a_Y, int a_Z, cPlayer * a_Player) { m_ChunkMap->SendBlockTo(a_X, a_Y, a_Z, a_Player); } int cWorld::GetHeight(int a_X, int a_Z) { return m_ChunkMap->GetHeight(a_X, a_Z); } bool cWorld::TryGetHeight(int a_BlockX, int a_BlockZ, int & a_Height) { return m_ChunkMap->TryGetHeight(a_BlockX, a_BlockZ, a_Height); } void cWorld::BroadcastAttachEntity(const cEntity & a_Entity, const cEntity * a_Vehicle) { return m_ChunkMap->BroadcastAttachEntity(a_Entity, a_Vehicle); } void cWorld::BroadcastBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastBlockAction(a_BlockX, a_BlockY, a_BlockZ, a_Byte1, a_Byte2, a_BlockType, a_Exclude); } void cWorld::BroadcastBlockBreakAnimation(int a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastBlockBreakAnimation(a_EntityID, a_BlockX, a_BlockY, a_BlockZ, a_Stage, a_Exclude); } void cWorld::BroadcastBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Exclude); } void cWorld::BroadcastChat(const AString & a_Message, const cClientHandle * a_Exclude) { cCSLock Lock(m_CSPlayers); for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { cClientHandle * ch = (*itr)->GetClientHandle(); if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed()) { continue; } ch->SendChat(a_Message); } } void cWorld::BroadcastChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastChunkData(a_ChunkX, a_ChunkZ, a_Serializer, a_Exclude); } void cWorld::BroadcastCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastCollectPickup(a_Pickup, a_Player, a_Exclude); } void cWorld::BroadcastDestroyEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastDestroyEntity(a_Entity, a_Exclude); } void cWorld::BroadcastEntityEffect(const cEntity & a_Entity, int a_EffectID, int a_Amplifier, short a_Duration, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastEntityEffect(a_Entity, a_EffectID, a_Amplifier, a_Duration, a_Exclude); } void cWorld::BroadcastEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastEntityEquipment(a_Entity, a_SlotNum, a_Item, a_Exclude); } void cWorld::BroadcastEntityHeadLook(const cEntity & a_Entity, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastEntityHeadLook(a_Entity, a_Exclude); } void cWorld::BroadcastEntityLook(const cEntity & a_Entity, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastEntityLook(a_Entity, a_Exclude); } void cWorld::BroadcastEntityMetadata(const cEntity & a_Entity, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastEntityMetadata(a_Entity, a_Exclude); } void cWorld::BroadcastEntityRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastEntityRelMove(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude); } void cWorld::BroadcastEntityRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastEntityRelMoveLook(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude); } void cWorld::BroadcastEntityStatus(const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastEntityStatus(a_Entity, a_Status, a_Exclude); } void cWorld::BroadcastEntityVelocity(const cEntity & a_Entity, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastEntityVelocity(a_Entity, a_Exclude); } void cWorld::BroadcastEntityAnimation(const cEntity & a_Entity, char a_Animation, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastEntityAnimation(a_Entity, a_Animation, a_Exclude); } void cWorld::BroadcastParticleEffect(const AString & a_ParticleName, float a_SrcX, float a_SrcY, float a_SrcZ, float a_OffsetX, float a_OffsetY, float a_OffsetZ, float a_ParticleData, int a_ParticleAmmount, cClientHandle * a_Exclude) { m_ChunkMap->BroadcastParticleEffect(a_ParticleName, a_SrcX, a_SrcY, a_SrcZ, a_OffsetX, a_OffsetY, a_OffsetZ, a_ParticleData, a_ParticleAmmount, 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::BroadcastRemoveEntityEffect(const cEntity & a_Entity, int a_EffectID, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastRemoveEntityEffect(a_Entity, a_EffectID, a_Exclude); } void cWorld::BroadcastScoreboardObjective(const AString & a_Name, const AString & a_DisplayName, Byte a_Mode) { 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; } ch->SendScoreboardObjective(a_Name, a_DisplayName, a_Mode); } } void cWorld::BroadcastScoreUpdate(const AString & a_Objective, const AString & a_Player, cObjective::Score a_Score, Byte a_Mode) { 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; } ch->SendScoreUpdate(a_Objective, a_Player, a_Score, a_Mode); } } void cWorld::BroadcastDisplayObjective(const AString & a_Objective, cScoreboard::eDisplaySlot a_Display) { 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; } ch->SendDisplayObjective(a_Objective, a_Display); } } void cWorld::BroadcastSoundEffect(const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastSoundEffect(a_SoundName, a_SrcX, a_SrcY, a_SrcZ, a_Volume, a_Pitch, a_Exclude); } void cWorld::BroadcastSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastSoundParticleEffect(a_EffectID, a_SrcX, a_SrcY, a_SrcZ, a_Data, a_Exclude); } void cWorld::BroadcastSpawnEntity(cEntity & a_Entity, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastSpawnEntity(a_Entity, a_Exclude); } void cWorld::BroadcastTeleportEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude) { cCSLock Lock(m_CSPlayers); for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { cClientHandle * ch = (*itr)->GetClientHandle(); if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed()) { continue; } ch->SendTeleportEntity(a_Entity); } } void cWorld::BroadcastThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastThunderbolt(a_BlockX, a_BlockY, a_BlockZ, a_Exclude); } void cWorld::BroadcastTimeUpdate(const cClientHandle * a_Exclude) { cCSLock Lock(m_CSPlayers); for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { cClientHandle * ch = (*itr)->GetClientHandle(); if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed()) { continue; } ch->SendTimeUpdate(m_WorldAge, m_TimeOfDay); } } void cWorld::BroadcastUseBed(const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ) { m_ChunkMap->BroadcastUseBed(a_Entity, a_BlockX, a_BlockY, a_BlockZ); } void cWorld::BroadcastWeather(eWeather a_Weather, const cClientHandle * a_Exclude) { cCSLock Lock(m_CSPlayers); for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { cClientHandle * ch = (*itr)->GetClientHandle(); if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed()) { continue; } ch->SendWeather(a_Weather); } } void cWorld::SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client) { m_ChunkMap->SendBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Client); } void cWorld::MarkChunkDirty (int a_ChunkX, int a_ChunkZ) { m_ChunkMap->MarkChunkDirty (a_ChunkX, a_ChunkZ); } void cWorld::MarkChunkSaving(int a_ChunkX, int a_ChunkZ) { m_ChunkMap->MarkChunkSaving(a_ChunkX, a_ChunkZ); } void cWorld::MarkChunkSaved (int a_ChunkX, int a_ChunkZ) { m_ChunkMap->MarkChunkSaved (a_ChunkX, a_ChunkZ); } void cWorld::SetChunkData( int a_ChunkX, int a_ChunkZ, const BLOCKTYPE * a_BlockTypes, const NIBBLETYPE * a_BlockMeta, const NIBBLETYPE * a_BlockLight, const NIBBLETYPE * a_BlockSkyLight, const cChunkDef::HeightMap * a_HeightMap, const cChunkDef::BiomeMap * a_BiomeMap, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities, bool a_MarkDirty ) { // Validate biomes, if needed: cChunkDef::BiomeMap BiomeMap; const cChunkDef::BiomeMap * Biomes = a_BiomeMap; if (a_BiomeMap == NULL) { // The biomes are not assigned, get them from the generator: Biomes = &BiomeMap; m_Generator.GenerateBiomes(a_ChunkX, a_ChunkZ, BiomeMap); } m_ChunkMap->SetChunkData( a_ChunkX, a_ChunkZ, a_BlockTypes, a_BlockMeta, a_BlockLight, a_BlockSkyLight, a_HeightMap, *Biomes, a_BlockEntities, a_MarkDirty ); // Initialize the entities (outside the m_ChunkMap's CS, to fix FS #347): for (cEntityList::iterator itr = a_Entities.begin(), end = a_Entities.end(); itr != end; ++itr) { (*itr)->Initialize(this); } // If a client is requesting this chunk, send it to them: if (m_ChunkMap->HasChunkAnyClients(a_ChunkX, a_ChunkZ)) { m_ChunkSender.ChunkReady(a_ChunkX, a_ChunkZ); } // Notify the lighting thread that the chunk has become valid (in case it is a neighbor of a postponed chunk): m_Lighting.ChunkReady(a_ChunkX, a_ChunkZ); } void cWorld::ChunkLighted( int a_ChunkX, int a_ChunkZ, const cChunkDef::BlockNibbles & a_BlockLight, const cChunkDef::BlockNibbles & a_SkyLight ) { m_ChunkMap->ChunkLighted(a_ChunkX, a_ChunkZ, a_BlockLight, a_SkyLight); } bool cWorld::GetChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataCallback & a_Callback) { return m_ChunkMap->GetChunkData(a_ChunkX, a_ChunkZ, a_Callback); } bool cWorld::GetChunkBlockTypes(int a_ChunkX, int a_ChunkZ, BLOCKTYPE * a_BlockTypes) { return m_ChunkMap->GetChunkBlockTypes(a_ChunkX, a_ChunkZ, a_BlockTypes); } bool cWorld::IsChunkValid(int a_ChunkX, int a_ChunkZ) const { return m_ChunkMap->IsChunkValid(a_ChunkX, a_ChunkZ); } bool cWorld::HasChunkAnyClients(int a_ChunkX, int a_ChunkZ) const { return m_ChunkMap->HasChunkAnyClients(a_ChunkX, a_ChunkZ); } void cWorld::UnloadUnusedChunks(void) { m_LastUnload = m_WorldAge; m_ChunkMap->UnloadUnusedChunks(); } void cWorld::CollectPickupsByPlayer(cPlayer * a_Player) { m_ChunkMap->CollectPickupsByPlayer(a_Player); } void cWorld::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); } // Add the player's client to the list of clients to be ticked: if (a_Player->GetClientHandle() != NULL) { cCSLock Lock(m_CSClients); m_ClientsToAdd.push_back(a_Player->GetClientHandle()); } // The player has already been added to the chunkmap as the entity, do NOT add again! } void cWorld::RemovePlayer(cPlayer * a_Player) { m_ChunkMap->RemoveEntity(a_Player); { cCSLock Lock(m_CSPlayers); m_Players.remove(a_Player); } // Remove the player's client from the list of clients to be ticked: if (a_Player->GetClientHandle() != NULL) { cCSLock Lock(m_CSClients); m_ClientsToRemove.push_back(a_Player->GetClientHandle()); } } 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 Vector3d & a_Pos, float a_SightLimit, bool a_CheckLineOfSight) { 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 < ClosestDistance) { if (a_CheckLineOfSight && !LineOfSight.Trace(a_Pos,(Pos - a_Pos),(int)(Pos - a_Pos).Length())) { ClosestDistance = Distance; ClosestPlayer = *itr; } else { ClosestDistance = Distance; ClosestPlayer = *itr; } } } return ClosestPlayer; } void cWorld::SendPlayerList(cPlayer * a_DestPlayer) { // Sends the playerlist to a_DestPlayer cCSLock Lock(m_CSPlayers); for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { cClientHandle * ch = (*itr)->GetClientHandle(); if ((ch != NULL) && !ch->IsDestroyed()) { a_DestPlayer->GetClientHandle()->SendPlayerListItem(*(*itr), true); } } } bool cWorld::ForEachEntity(cEntityCallback & a_Callback) { return m_ChunkMap->ForEachEntity(a_Callback); } bool cWorld::ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback) { return m_ChunkMap->ForEachEntityInChunk(a_ChunkX, a_ChunkZ, a_Callback); } bool cWorld::DoWithEntityByID(int a_UniqueID, cEntityCallback & a_Callback) { return m_ChunkMap->DoWithEntityByID(a_UniqueID, a_Callback); } void cWorld::CompareChunkClients(int a_ChunkX1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkZ2, cClientDiffCallback & a_Callback) { m_ChunkMap->CompareChunkClients(a_ChunkX1, a_ChunkZ1, a_ChunkX2, a_ChunkZ2, a_Callback); } bool cWorld::AddChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client) { return m_ChunkMap->AddChunkClient(a_ChunkX, a_ChunkZ, a_Client); } void cWorld::RemoveChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client) { m_ChunkMap->RemoveChunkClient(a_ChunkX, a_ChunkZ, a_Client); } void cWorld::RemoveClientFromChunks(cClientHandle * a_Client) { m_ChunkMap->RemoveClientFromChunks(a_Client); } void cWorld::SendChunkTo(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client) { m_ChunkSender.QueueSendChunkTo(a_ChunkX, a_ChunkZ, a_Client); } void cWorld::RemoveClientFromChunkSender(cClientHandle * a_Client) { m_ChunkSender.RemoveClient(a_Client); } void cWorld::TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ) { m_ChunkMap->TouchChunk(a_ChunkX, a_ChunkY, a_ChunkZ); } bool cWorld::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ) { return m_ChunkMap->LoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ); } void cWorld::LoadChunks(const cChunkCoordsList & a_Chunks) { m_ChunkMap->LoadChunks(a_Chunks); } void cWorld::ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ) { m_ChunkMap->ChunkLoadFailed(a_ChunkX, a_ChunkY, a_ChunkZ); } bool cWorld::SetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4, cPlayer * a_Player) { AString Line1(a_Line1); AString Line2(a_Line2); AString Line3(a_Line3); AString Line4(a_Line4); if (cRoot::Get()->GetPluginManager()->CallHookUpdatingSign(this, a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4, a_Player)) { return false; } if (m_ChunkMap->SetSignLines(a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4)) { cRoot::Get()->GetPluginManager()->CallHookUpdatedSign(this, a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4, a_Player); return true; } return false; } bool cWorld::UpdateSign(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4, cPlayer * a_Player) { return SetSignLines(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4, a_Player); } bool cWorld::SetCommandBlockCommand(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Command) { class cUpdateCommandBlock : public cCommandBlockCallback { AString m_Command; public: cUpdateCommandBlock(const AString & a_Command) : m_Command(a_Command) {} virtual bool Item(cCommandBlockEntity * a_CommandBlock) override { a_CommandBlock->SetCommand(m_Command); return false; } } CmdBlockCB (a_Command); return DoWithCommandBlockAt(a_BlockX, a_BlockY, a_BlockZ, CmdBlockCB); } 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::QueueSaveAllChunks(void) { QueueTask(new cWorld::cTaskSaveAllChunks); } void cWorld::QueueTask(cTask * a_Task) { cCSLock Lock(m_CSTasks); m_Tasks.push_back(a_Task); } void cWorld::ScheduleTask(int a_DelayTicks, cTask * a_Task) { Int64 TargetTick = a_DelayTicks + m_WorldAge; // Insert the task into the list of scheduled tasks, ordered by its target tick cCSLock Lock(m_CSScheduledTasks); for (cScheduledTasks::iterator itr = m_ScheduledTasks.begin(), end = m_ScheduledTasks.end(); itr != end; ++itr) { if ((*itr)->m_TargetTick >= TargetTick) { m_ScheduledTasks.insert(itr, new cScheduledTask(TargetTick, a_Task)); return; } } m_ScheduledTasks.push_back(new cScheduledTask(TargetTick, a_Task)); } 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(void) { if (m_BlockTickQueue.empty()) { return; } m_BlockTickQueueCopy.clear(); m_BlockTickQueue.swap(m_BlockTickQueueCopy); for (std::vector::iterator itr = m_BlockTickQueueCopy.begin(); itr != m_BlockTickQueueCopy.end(); itr++) { BlockTickQueueItem * Block = (*itr); Block->TicksToWait -= 1; if (Block->TicksToWait <= 0) { // TODO: Handle the case when the chunk is already unloaded m_ChunkMap->TickBlock(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, int a_TicksToWait) { BlockTickQueueItem * Block = new BlockTickQueueItem; Block->X = a_BlockX; Block->Y = a_BlockY; Block->Z = a_BlockZ; Block->TicksToWait = a_TicksToWait; 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, cMonster::eType a_MonsterType) { cMonster * Monster = NULL; Monster = cMonster::NewMonsterFromType(a_MonsterType); if (Monster != NULL) { Monster->SetPosition(a_PosX, a_PosY, a_PosZ); } return SpawnMobFinalize(Monster); } int cWorld::SpawnMobFinalize(cMonster * a_Monster) { if (!a_Monster) return -1; a_Monster->SetHealth(a_Monster->GetMaxHealth()); if (cPluginManager::Get()->CallHookSpawningMonster(*this, *a_Monster)) { delete a_Monster; return -1; } if (!a_Monster->Initialize(this)) { delete a_Monster; return -1; } BroadcastSpawnEntity(*a_Monster); cPluginManager::Get()->CallHookSpawnedMonster(*this, *a_Monster); return a_Monster->GetUniqueID(); } int cWorld::CreateProjectile(double a_PosX, double a_PosY, double a_PosZ, cProjectileEntity::eKind a_Kind, cEntity * a_Creator, const Vector3d * a_Speed) { cProjectileEntity * Projectile = cProjectileEntity::Create(a_Kind, a_Creator, a_PosX, a_PosY, a_PosZ, a_Speed); if (Projectile == NULL) { return -1; } if (!Projectile->Initialize(this)) { delete Projectile; return -1; } BroadcastSpawnEntity(*Projectile); return Projectile->GetUniqueID(); } void cWorld::TabCompleteUserName(const AString & a_Text, AStringVector & a_Results) { cCSLock Lock(m_CSPlayers); for (cPlayerList::iterator itr = m_Players.begin(), end = m_Players.end(); itr != end; ++itr) { size_t LastSpace = a_Text.find_last_of(" "); //Find the position of the last space std::string LastWord = a_Text.substr(LastSpace + 1, a_Text.length()); //Find the last word std::string PlayerName ((*itr)->GetName()); std::size_t Found = PlayerName.find(LastWord); //Try to find last word in playername if (Found!=0) { continue; //No match } a_Results.push_back((*itr)->GetName()); //Match! } } cRedstoneManager * cWorld::InitializeRedstoneSimulator(cIniFile & a_IniFile) { AString SimulatorName = a_IniFile.GetValueSet("Physics", "RedstoneSimulator", ""); if (SimulatorName.empty()) { LOGWARNING("[Physics] RedstoneSimulator not present or empty in %s, using the default of \"Floody\".", GetIniFileName().c_str()); SimulatorName = "redstone"; } cRedstoneManager * res = NULL; if ( (NoCaseCompare(SimulatorName, "redstone") == 0) ) { res = new cRedstoneSimulator(*this); } else if ( (NoCaseCompare(SimulatorName, "noop") == 0) ) { res = new cRedstoneNoopSimulator(*this); } m_SimulatorManager->RegisterSimulator(res, 1); return res; } 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("[Physics] %s not present or empty in %s, using the default of \"Floody\".", SimulatorNameKey.c_str(), GetIniFileName().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; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cWorld::cTaskSaveAllChunks: void cWorld::cTaskSaveAllChunks::Run(cWorld & a_World) { a_World.SaveAllChunks(); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cWorld::cChunkGeneratorCallbacks: cWorld::cChunkGeneratorCallbacks::cChunkGeneratorCallbacks(cWorld & a_World) : m_World(&a_World) { } void cWorld::cChunkGeneratorCallbacks::OnChunkGenerated(cChunkDesc & a_ChunkDesc) { cChunkDef::BlockNibbles BlockMetas; a_ChunkDesc.CompressBlockMetas(BlockMetas); m_World->SetChunkData( a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ(), a_ChunkDesc.GetBlockTypes(), BlockMetas, NULL, NULL, // We don't have lighting, chunk will be lighted when needed &a_ChunkDesc.GetHeightMap(), &a_ChunkDesc.GetBiomeMap(), a_ChunkDesc.GetEntities(), a_ChunkDesc.GetBlockEntities(), true ); // Save the chunk right after generating, so that we don't have to generate it again on next run m_World->GetStorage().QueueSaveChunk(a_ChunkDesc.GetChunkX(), 0, a_ChunkDesc.GetChunkZ()); } bool cWorld::cChunkGeneratorCallbacks::IsChunkValid(int a_ChunkX, int a_ChunkZ) { return m_World->IsChunkValid(a_ChunkX, a_ChunkZ); } bool cWorld::cChunkGeneratorCallbacks::HasChunkAnyClients(int a_ChunkX, int a_ChunkZ) { return m_World->HasChunkAnyClients(a_ChunkX, a_ChunkZ); } void cWorld::cChunkGeneratorCallbacks::CallHookChunkGenerating(cChunkDesc & a_ChunkDesc) { cPluginManager::Get()->CallHookChunkGenerating( m_World, a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ(), &a_ChunkDesc ); } void cWorld::cChunkGeneratorCallbacks::CallHookChunkGenerated (cChunkDesc & a_ChunkDesc) { cPluginManager::Get()->CallHookChunkGenerated( m_World, a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ(), &a_ChunkDesc ); }