#pragma once #ifndef _WIN32 #include "BlockID.h" #else enum ENUM_ITEM_ID; #endif #define MAX_PLAYERS 65535 #include "cSimulatorManager.h" #include "MersenneTwister.h" #include "cChunkMap.h" #include "WorldStorage.h" #include "cChunkGenerator.h" #include "Vector3i.h" #include "Vector3f.h" #include "ChunkSender.h" #include "Defines.h" #include "LightingThread.h" #include "cItem.h" class cPacket; class cRedstone; class cFireSimulator; class cWaterSimulator; class cLavaSimulator; class cSandSimulator; class cRedstoneSimulator; class cItem; class cPlayer; class cClientHandle; class cEntity; class cBlockEntity; class cWorldGenerator; // The generator that actually generates the chunks for a single world class cChunkGenerator; // The thread responsible for generating chunks class cChestEntity; class cFurnaceEntity; typedef std::list< cPlayer * > cPlayerList; typedef cItemCallback cPlayerListCallback; typedef cItemCallback cEntityCallback; typedef cItemCallback cChestCallback; typedef cItemCallback cFurnaceCallback; class cWorld //tolua_export { //tolua_export public: OBSOLETE static cWorld* GetWorld(); // Return time in seconds inline static float GetTime() //tolua_export { return m_Time; } long long GetWorldTime(void) const { return m_WorldTime; } //tolua_export eGameMode GetGameMode(void) const { return m_GameMode; } //tolua_export void SetWorldTime(long long a_WorldTime) { m_WorldTime = a_WorldTime; } //tolua_export int GetHeight( int a_X, int a_Z ); //tolua_export void Broadcast( const cPacket & a_Packet, cClientHandle* a_Exclude = 0 ); void BroadcastToChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const cPacket & a_Packet, cClientHandle * a_Exclude = NULL); void BroadcastToChunkOfBlock(int a_X, int a_Y, int a_Z, cPacket * a_Packet, cClientHandle * a_Exclude = NULL); void MarkChunkDirty (int a_ChunkX, int a_ChunkY, int a_ChunkZ); void MarkChunkSaving(int a_ChunkX, int a_ChunkY, int a_ChunkZ); void MarkChunkSaved (int a_ChunkX, int a_ChunkY, int a_ChunkZ); /** Sets the chunk data as either loaded from the storage or generated. a_BlockLight and a_BlockSkyLight are optional, if not present, chunk will be marked as unlighted. a_BiomeMap is optional, if not present, biomes will be calculated by the generator a_HeightMap is optional, if not present, will be calculated. If a_MarkDirty is set, the chunk is set as dirty (used after generating) */ void 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 ); void ChunkLighted( int a_ChunkX, int a_ChunkZ, const cChunkDef::BlockNibbles & a_BlockLight, const cChunkDef::BlockNibbles & a_SkyLight ); bool GetChunkData (int a_ChunkX, int a_ChunkY, int a_ChunkZ, cChunkDataCallback & a_Callback); /// Gets the chunk's blocks, only the block types bool GetChunkBlockTypes(int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockTypes); /// Gets the chunk's blockdata, the entire 4 arrays (Types, Meta, Light, SkyLight) bool GetChunkBlockData (int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockData); bool IsChunkValid (int a_ChunkX, int a_ChunkY, int a_ChunkZ) const; bool HasChunkAnyClients(int a_ChunkX, int a_ChunkY, int a_ChunkZ) const; void UnloadUnusedChunks(void); // tolua_export void CollectPickupsByPlayer(cPlayer * a_Player); // MOTD const AString & GetDescription(void) const {return m_Description; } // FIXME: This should not be in cWorld // Max Players unsigned int GetMaxPlayers(void) const {return m_MaxPlayers; } //tolua_export void SetMaxPlayers(int iMax); //tolua_export void AddPlayer( cPlayer* a_Player ); void RemovePlayer( cPlayer* a_Player ); /// Calls the callback for each player in the list; returns true if all players processed, false if the callback aborted by returning true bool ForEachPlayer(cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS << /// Calls the callback for the player of the given name; returns true if the player was found and the callback called, false if player not found. Callback return ignored bool DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS << unsigned int GetNumPlayers(); //tolua_export // TODO: This interface is dangerous - rewrite to DoWithClosestPlayer(pos, sight, action) cPlayer * FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit); void SendPlayerList(cPlayer * a_DestPlayer); // Sends playerlist to the player void AddEntity( cEntity* a_Entity ); /// Add an entity to the chunk specified; broadcasts the a_SpawnPacket to all clients of that chunk void AddEntityToChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ, cPacket * a_SpawnPacket); /// Removes the entity from the chunk specified void RemoveEntityFromChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ); /// Moves the entity from its current chunk to the new chunk specified void MoveEntityToChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ); /// Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true bool ForEachEntity(cEntityCallback & a_Callback); // Exported in ManualBindings.cpp /// Calls the callback for each entity in the specified chunk; returns true if all entities processed, false if the callback aborted by returning true bool ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback); // Exported in ManualBindings.cpp /// Calls the callback if the entity with the specified ID is found, with the entity object as the callback param bool DoWithEntityByID(int a_UniqueID, cEntityCallback & a_Callback); // TODO: Exported in ManualBindings.cpp /// Compares clients of two chunks, calls the callback accordingly void CompareChunkClients(int a_ChunkX1, int a_ChunkY1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkY2, int a_ChunkZ2, cClientDiffCallback & a_Callback); /// Adds client to a chunk, if not already present; returns true if added, false if present bool AddChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client); /// Removes client from the chunk specified void RemoveChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client); /// Removes the client from all chunks it is present in void RemoveClientFromChunks(cClientHandle * a_Client); /// Sends the chunk to the client specified, if the chunk is valid. If not valid, the request is postponed (ChunkSender will send that chunk when it becomes valid+lighted) void SendChunkTo(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client); /// Removes client from ChunkSender's queue of chunks to be sent void RemoveClientFromChunkSender(cClientHandle * a_Client); /// Touches the chunk, causing it to be loaded or generated void TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ); /// Loads the chunk, if not already loaded. Doesn't generate. Returns true if chunk valid (even if already loaded before) bool LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ); /// Loads the chunks specified. Doesn't report failure, other than chunks being !IsValid() void LoadChunks(const cChunkCoordsList & a_Chunks); /// Marks the chunk as failed-to-load: void ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ); void UpdateSign(int a_X, int a_Y, int a_Z, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4); //tolua_export /// Marks (a_Stay == true) or unmarks (a_Stay == false) chunks as non-unloadable. To be used only by cChunkStay! void ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay = true); /// Regenerate the given chunk: void RegenerateChunk(int a_ChunkX, int a_ChunkZ); //tolua_export /// Generates the given chunk, if not already generated void GenerateChunk(int a_ChunkX, int a_ChunkZ); //tolua_export /// Queues a chunk for lighting; a_Callback is called after the chunk is lighted void QueueLightChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback = NULL); bool IsChunkLighted(int a_ChunkX, int a_ChunkZ); /// Calls the callback for each chunk in the coords specified (all cords are inclusive). Returns true if all chunks have been processed successfully bool ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback); void SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); //tolua_export void FastSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); //tolua_export char GetBlock( int a_X, int a_Y, int a_Z ); //tolua_export char GetBlock( const Vector3i & a_Pos ) { return GetBlock( a_Pos.x, a_Pos.y, a_Pos.z ); } //tolua_export char GetBlockMeta( int a_X, int a_Y, int a_Z ); //tolua_export char GetBlockMeta( const Vector3i & a_Pos ) { return GetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z ); } //tolua_export void SetBlockMeta( int a_X, int a_Y, int a_Z, char a_MetaData ); //tolua_export void SetBlockMeta( const Vector3i & a_Pos, char a_MetaData ) { SetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z, a_MetaData ); } //tolua_export char GetBlockSkyLight( int a_X, int a_Y, int a_Z ); //tolua_export // TODO: char GetBlockActualLight(int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export void GetBlockTypeMeta(int a_BlockX, int a_BlockY, int a_BlockZ, char & a_BlockType, unsigned char & a_BlockMeta); // tolua_export /// Spawns item pickups for each item in the list. May compress pickups if too many entities: void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed = 1.0); /// Spawns item pickups for each item in the list. May compress pickups if too many entities. All pickups get the speed specified: void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ); /// Replaces world blocks with a_Blocks, if they are of type a_FilterBlockType void ReplaceBlocks(const sSetBlockVector & a_Blocks, BLOCKTYPE a_FilterBlockType); /// Retrieves block types of the specified blocks. If a chunk is not loaded, doesn't modify the block. Returns true if all blocks were read. bool GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure); bool DigBlock (int a_X, int a_Y, int a_Z); //tolua_export void SendBlockTo(int a_X, int a_Y, int a_Z, cPlayer * a_Player ); //tolua_export const double & GetSpawnX() { return m_SpawnX; } //tolua_export const double & GetSpawnY(); //tolua_export const double & GetSpawnZ() { return m_SpawnZ; } //tolua_export inline cSimulatorManager *GetSimulatorManager() { return m_SimulatorManager; } inline cWaterSimulator *GetWaterSimulator() { return m_WaterSimulator; } inline cLavaSimulator *GetLavaSimulator() { return m_LavaSimulator; } /// Calls the callback for each chest in the specified chunk; returns true if all chests processed, false if the callback aborted by returning true bool ForEachChestInChunk (int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp /// Calls the callback for each furnace in the specified chunk; returns true if all furnaces processed, false if the callback aborted by returning true bool ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback & a_Callback); // Exported in ManualBindings.cpp /// Calls the callback for the chest at the specified coords; returns false if there's no chest at those coords, true if found bool DoWithChestAt (int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp /// Calls the callback for the furnace at the specified coords; returns false if there's no furnace at those coords, true if found bool DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback); // Exported in ManualBindings.cpp /// Retrieves the test on the sign at the specified coords; returns false if there's no sign at those coords, true if found bool GetSignLines (int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4); // tolua_export /// a_Player is using block entity at [x, y, z], handle that: void UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z) {m_ChunkMap->UseBlockEntity(a_Player, a_X, a_Y, a_Z); } void GrowTree (int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export void GrowTreeFromSapling(int a_BlockX, int a_BlockY, int a_BlockZ, char a_SaplingMeta); // tolua_export void GrowTreeByBiome (int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export void GrowTreeImage(const sSetBlockVector & a_Blocks); /// Grows the plant at the specified block to its ripe stage (bonemeal used); returns false if the block is not growable. If a_IsBonemeal is true, block is not grown if not allowed in world.ini bool GrowPlant(int a_BlockX, int a_BlockY, int a_BlockZ, bool a_IsByBonemeal = false); // tolua_export /// Grows a melon or a pumpkin next to the block specified (assumed to be the stem) void GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockType); // tolua_export int GetBiomeAt (int a_BlockX, int a_BlockZ); // tolua_export const AString & GetName(void) const { return m_WorldName; } //tolua_export const AString & GetIniFileName(void) const {return m_IniFileName; } inline static void AbsoluteToRelative( int & a_X, int & a_Y, int & a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ ) { // TODO: Use floor() instead of weird if statements // Also fix Y a_ChunkX = a_X/cChunkDef::Width; if(a_X < 0 && a_X % cChunkDef::Width != 0) a_ChunkX--; a_ChunkY = 0; a_ChunkZ = a_Z/cChunkDef::Width; if(a_Z < 0 && a_Z % cChunkDef::Width != 0) a_ChunkZ--; a_X = a_X - a_ChunkX*cChunkDef::Width; a_Y = a_Y - a_ChunkY*cChunkDef::Height; a_Z = a_Z - a_ChunkZ*cChunkDef::Width; } inline static void BlockToChunk( int a_X, int a_Y, int a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ ) { // TODO: Use floor() instead of weird if statements // Also fix Y (void)a_Y; // not unused anymore a_ChunkX = a_X/cChunkDef::Width; if(a_X < 0 && a_X % cChunkDef::Width != 0) a_ChunkX--; a_ChunkY = 0; a_ChunkZ = a_Z/cChunkDef::Width; if(a_Z < 0 && a_Z % cChunkDef::Width != 0) a_ChunkZ--; } void SaveAllChunks(void); //tolua_export /// Returns the number of chunks loaded int GetNumChunks() const; //tolua_export /// Returns the number of chunks loaded and dirty, and in the lighting queue void GetChunkStats(int & a_NumValid, int & a_NumDirty, int & a_NumInLightingQueue); // Various queues length queries (cannot be const, they lock their CS): inline int GetGeneratorQueueLength (void) { return m_Generator.GetQueueLength(); } // tolua_export inline int GetLightingQueueLength (void) { return m_Lighting.GetQueueLength(); } // tolua_export inline int GetStorageLoadQueueLength(void) { return m_Storage.GetLoadQueueLength(); } // tolua_export inline int GetStorageSaveQueueLength(void) { return m_Storage.GetSaveQueueLength(); } // tolua_export void Tick(float a_Dt); void InitializeSpawn(void); /// Stops threads that belong to this world (part of deinit) void StopThreads(void); void TickQueuedBlocks(float a_Dt); struct BlockTickQueueItem { int X; int Y; int Z; float ToWait; }; void QueueBlockForTick(int a_X, int a_Y, int a_Z, float a_Time); void CastThunderbolt (int a_X, int a_Y, int a_Z); //tolua_export void SetWeather ( eWeather a_Weather ); //tolua_export void ChangeWeather(); //tolua_export eWeather GetWeather() { return m_Weather; }; //tolua_export cChunkGenerator & GetGenerator(void) { return m_Generator; } cWorldStorage & GetStorage (void) { return m_Storage; } cChunkMap * GetChunkMap (void) { return m_ChunkMap; } /// Sets the blockticking to start at the specified block. Only one blocktick per chunk may be set, second call overwrites the first call void SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export int GetMaxSugarcaneHeight(void) const { return m_MaxSugarcaneHeight; } // tolua_export int GetMaxCactusHeight (void) const { return m_MaxCactusHeight; } // tolua_export bool IsBlockDirectlyWatered(int a_X, int a_Y, int a_Z); private: friend class cRoot; // This random generator is to be used only in the Tick() method, and thus only in the World-Tick-thread (MTRand is not exactly thread-safe) MTRand m_TickRand; double m_SpawnX; double m_SpawnY; double m_SpawnZ; float m_LastUnload; float m_LastSave; static float m_Time; // Time in seconds long long m_WorldTime; // Time in seconds*20, this is sent to clients (is wrapped) unsigned long long CurrentTick; eGameMode m_GameMode; float m_WorldTimeFraction; // When this > 1.f m_WorldTime is incremented by 20 // The cRedstone class simulates redstone and needs access to m_RSList friend class cRedstone; std::vector m_RSList; std::vector m_BlockTickQueue; std::vector m_BlockTickQueueCopy; //Second is for safely removing the objects from the queue cSimulatorManager * m_SimulatorManager; cSandSimulator * m_SandSimulator; cWaterSimulator * m_WaterSimulator; cLavaSimulator * m_LavaSimulator; cFireSimulator * m_FireSimulator; cRedstoneSimulator * m_RedstoneSimulator; cCriticalSection m_CSClients; cCriticalSection m_CSEntities; cCriticalSection m_CSPlayers; cWorldStorage m_Storage; AString m_Description; unsigned int m_MaxPlayers; cChunkMap * m_ChunkMap; bool m_bAnimals; float m_SpawnMonsterTime; float m_SpawnMonsterRate; eWeather m_Weather; int m_WeatherInterval; int m_MaxCactusHeight; int m_MaxSugarcaneHeight; bool m_IsCropsBonemealable; bool m_IsGrassBonemealable; bool m_IsSaplingBonemealable; bool m_IsMelonStemBonemealable; bool m_IsMelonBonemealable; bool m_IsPumpkinStemBonemealable; bool m_IsPumpkinBonemealable; bool m_IsSugarcaneBonemealable; bool m_IsCactusBonemealable; cEntityList m_RemoveEntityQueue; cEntityList m_AllEntities; cClientHandleList m_Clients; cPlayerList m_Players; cCriticalSection m_CSFastSetBlock; sSetBlockList m_FastSetBlockQueue; cChunkGenerator m_Generator; cChunkSender m_ChunkSender; cLightingThread m_Lighting; AString m_WorldName; AString m_IniFileName; cWorld(const AString & a_WorldName); ~cWorld(); void TickWeather(float a_Dt); // Handles weather each tick void TickSpawnMobs(float a_Dt); // Handles mob spawning each tick void RemoveEntity( cEntity * a_Entity ); }; //tolua_export