#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "BlockID.h" #include "World.h" #include "ChunkDef.h" #include "ClientHandle.h" #include "Pickup.h" #include "Player.h" #include "Server.h" #include "Item.h" #include "Root.h" #include "../iniFile/iniFile.h" #include "ChunkMap.h" // Simulators: #include "Simulator/SimulatorManager.h" #include "Simulator/ClassicFluidSimulator.h" #include "Simulator/FloodyFluidSimulator.h" #include "Simulator/FluidSimulator.h" #include "Simulator/FireSimulator.h" #include "Simulator/SandSimulator.h" #include "Simulator/RedstoneSimulator.h" // Mobs: #include "Mobs/Bat.h" #include "Mobs/Blaze.h" #include "Mobs/Cavespider.h" #include "Mobs/Chicken.h" #include "Mobs/Cow.h" #include "Mobs/Creeper.h" #include "Mobs/Enderman.h" #include "Mobs/Ghast.h" #include "Mobs/Magmacube.h" #include "Mobs/Mooshroom.h" #include "Mobs/Ocelot.h" #include "Mobs/Pig.h" #include "Mobs/Sheep.h" #include "Mobs/Silverfish.h" #include "Mobs/Skeleton.h" #include "Mobs/Slime.h" #include "Mobs/Spider.h" #include "Mobs/Squid.h" #include "Mobs/Villager.h" #include "Mobs/Witch.h" #include "Mobs/Wolf.h" #include "Mobs/Zombie.h" #include "Mobs/Zombiepigman.h" #include "OSSupport/MakeDir.h" #include "MersenneTwister.h" #include "Tracer.h" #include "Generating/Trees.h" #include "PluginManager.h" #include "Blocks/BlockHandler.h" #include "Vector3d.h" #include "tolua++.h" #ifndef _WIN32 #include #endif /// Up to this many m_SpreadQueue elements are handled each world tick const int MAX_LIGHTING_SPREAD_PER_TICK = 10; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cWorldLoadProgress: /// A simple thread that displays the progress of world loading / saving in cWorld::InitializeSpawn() class cWorldLoadProgress : public cIsThread { public: cWorldLoadProgress(cWorld * a_World) : cIsThread("cWorldLoadProgress"), m_World(a_World) { Start(); } void Stop(void) { m_ShouldTerminate = true; Wait(); } protected: cWorld * m_World; virtual void Execute(void) override { for (;;) { LOG("%d chunks to load, %d chunks to generate", m_World->GetStorage().GetLoadQueueLength(), m_World->GetGenerator().GetQueueLength() ); // Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish for (int i = 0; i < 20; i++) { cSleep::MilliSleep(100); if (m_ShouldTerminate) { return; } } } // for (-ever) } } ; /// A simple thread that displays the progress of world lighting in cWorld::InitializeSpawn() class cWorldLightingProgress : public cIsThread { public: cWorldLightingProgress(cLightingThread * a_Lighting) : cIsThread("cWorldLightingProgress"), m_Lighting(a_Lighting) { Start(); } void Stop(void) { m_ShouldTerminate = true; Wait(); } protected: cLightingThread * m_Lighting; virtual void Execute(void) override { for (;;) { LOG("%d chunks remaining to light", m_Lighting->GetQueueLength() ); // Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish for (int i = 0; i < 20; i++) { cSleep::MilliSleep(100); if (m_ShouldTerminate) { return; } } } // for (-ever) } } ; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cWorld: cWorld::cWorld(const AString & a_WorldName) : m_WorldAgeSecs(0), m_TimeOfDaySecs(0), m_WorldAge(0), m_TimeOfDay(0), m_LastTimeUpdate(0), m_LastSpawnMonster(0), m_RSList(0), m_Weather(eWeather_Sunny), m_WeatherInterval(24000) // Guaranteed 1 day of sunshine at server start :) { LOGD("cWorld::cWorld(%s)", a_WorldName.c_str()); m_WorldName = a_WorldName; m_IniFileName = m_WorldName + "/world.ini"; cMakeDir::MakeDir(m_WorldName.c_str()); MTRand r1; m_SpawnX = (double)((r1.randInt() % 1000) - 500); m_SpawnY = cChunkDef::Height; m_SpawnZ = (double)((r1.randInt() % 1000) - 500); m_GameMode = eGameMode_Creative; AString StorageSchema("Default"); cIniFile IniFile(m_IniFileName); IniFile.ReadFile(); m_Dimension = (eDimension)(IniFile.GetValueSetI("General", "Dimension", 0)); switch (m_Dimension) { case dimNether: case dimOverworld: case dimEnd: { break; } default: { LOGWARNING("Unknown dimension: %d. Setting to Overworld (0)", m_Dimension); m_Dimension = dimOverworld; break; } } // switch (m_Dimension) m_SpawnX = IniFile.GetValueSetF("SpawnPosition", "X", m_SpawnX); m_SpawnY = IniFile.GetValueSetF("SpawnPosition", "Y", m_SpawnY); m_SpawnZ = IniFile.GetValueSetF("SpawnPosition", "Z", m_SpawnZ); StorageSchema = IniFile.GetValueSet ("Storage", "Schema", StorageSchema); m_MaxCactusHeight = IniFile.GetValueSetI("Plants", "MaxCactusHeight", 3); m_MaxSugarcaneHeight = IniFile.GetValueSetI("Plants", "MaxSugarcaneHeight", 3); m_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_bEnabledPVP = IniFile.GetValueSetB("PVP", "Enabled", true); m_IsDeepSnowEnabled = IniFile.GetValueSetB("Physics", "DeepSnow", false); m_GameMode = (eGameMode)IniFile.GetValueSetI("GameMode", "GameMode", m_GameMode); m_Lighting.Start(this); m_Storage.Start(this, StorageSchema); m_Generator.Start(this, IniFile); m_bAnimals = true; m_SpawnMonsterRate = 200; // 1 mob each 10 seconds cIniFile IniFile2("settings.ini"); if (IniFile2.ReadFile()) { m_bAnimals = IniFile2.GetValueB("Monsters", "AnimalsOn", true); m_SpawnMonsterRate = (Int64)(IniFile2.GetValueF("Monsters", "AnimalSpawnInterval", 10) * 20); // Convert from secs to ticks // TODO: Move this into cServer instead: SetMaxPlayers(IniFile2.GetValueI("Server", "MaxPlayers", 100)); m_Description = IniFile2.GetValue("Server", "Description", "MCServer! - In C++!").c_str(); } m_ChunkMap = new cChunkMap(this); m_ChunkSender.Start(this); m_LastSave = 0; m_LastUnload = 0; // preallocate some memory for ticking blocks so we donīt need to allocate that often m_BlockTickQueue.reserve(1000); m_BlockTickQueueCopy.reserve(1000); // Simulators: m_SimulatorManager = new cSimulatorManager(*this); m_WaterSimulator = InitializeFluidSimulator(IniFile, "Water", E_BLOCK_WATER, E_BLOCK_STATIONARY_WATER); m_LavaSimulator = InitializeFluidSimulator(IniFile, "Lava", E_BLOCK_LAVA, E_BLOCK_STATIONARY_LAVA); m_SandSimulator = new cSandSimulator(*this, IniFile); m_FireSimulator = new cFireSimulator(*this, IniFile); m_RedstoneSimulator = new cRedstoneSimulator(*this); // Water and Lava simulators get registered in InitializeFluidSimulator() m_SimulatorManager->RegisterSimulator(m_SandSimulator, 1); m_SimulatorManager->RegisterSimulator(m_FireSimulator, 1); m_SimulatorManager->RegisterSimulator(m_RedstoneSimulator, 1); // Save any changes that the defaults may have done to the ini file: if (!IniFile.WriteFile()) { LOGWARNING("Could not write world config to %s", m_IniFileName.c_str()); } } cWorld::~cWorld() { { 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; } void cWorld::CastThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ) { BroadcastThunderbolt(a_BlockX, a_BlockY, a_BlockZ); } void cWorld::SetWeather(eWeather a_NewWeather) { // Do the plugins agree? Do they want a different weather? cRoot::Get()->GetPluginManager()->CallHookWeatherChanging(*this, a_NewWeather); // Set new period for the selected weather: switch (a_NewWeather) { case eWeather_Sunny: m_WeatherInterval = 14400 + (m_TickRand.randInt() % 4800); break; // 12 - 16 minutes case eWeather_Rain: m_WeatherInterval = 9600 + (m_TickRand.randInt() % 7200); break; // 8 - 14 minutes case eWeather_ThunderStorm: m_WeatherInterval = 2400 + (m_TickRand.randInt() % 4800); break; // 2 - 6 minutes default: { LOGWARNING("Requested unknown weather %d, setting sunny for a minute instead.", a_NewWeather); a_NewWeather = eWeather_Sunny; m_WeatherInterval = 1200; break; } } // switch (NewWeather) m_Weather = a_NewWeather; BroadcastWeather(m_Weather); // Let the plugins know about the change: cPluginManager::Get()->CallHookWeatherChanged(*this); } void cWorld::ChangeWeather(void) { // In the next tick the weather will be changed m_WeatherInterval = 0; } void cWorld::SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ) { return m_ChunkMap->SetNextBlockTick(a_BlockX, a_BlockY, a_BlockZ); } void cWorld::InitializeSpawn(void) { int ChunkX = 0, ChunkY = 0, ChunkZ = 0; BlockToChunk((int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ, ChunkX, ChunkY, ChunkZ); // For the debugging builds, don't make the server build too much world upon start: #if defined(_DEBUG) || defined(ANDROID_NDK) int ViewDist = 9; #else int ViewDist = 20; // Always prepare an area 20 chunks across, no matter what the actual cClientHandle::VIEWDISTANCE is #endif // _DEBUG LOG("Preparing spawn area in world \"%s\"...", m_WorldName.c_str()); for (int x = 0; x < ViewDist; x++) { for (int z = 0; z < ViewDist; z++) { m_ChunkMap->TouchChunk(x + ChunkX-(ViewDist - 1) / 2, ZERO_CHUNK_Y, z + ChunkZ-(ViewDist - 1) / 2); // Queue the chunk in the generator / loader } } { // Display progress during this process: cWorldLoadProgress Progress(this); // Wait for the loader to finish loading m_Storage.WaitForQueuesEmpty(); // Wait for the generator to finish generating m_Generator.WaitForQueueEmpty(); Progress.Stop(); } // Light all chunks that have been newly generated: LOG("Lighting spawn area in world \"%s\"...", m_WorldName.c_str()); for (int x = 0; x < ViewDist; x++) { int ChX = x + ChunkX-(ViewDist - 1) / 2; for (int z = 0; z < ViewDist; z++) { int ChZ = z + ChunkZ-(ViewDist - 1) / 2; if (!m_ChunkMap->IsChunkLighted(ChX, ChZ)) { m_Lighting.QueueChunk(ChX, ChZ); // Queue the chunk in the lighting thread } } // for z } // for x { cWorldLightingProgress Progress(&m_Lighting); m_Lighting.WaitForQueueEmpty(); Progress.Stop(); } // TODO: Better spawn detection - move spawn out of the water if it isn't set in the INI already m_SpawnY = (double)GetHeight((int)m_SpawnX, (int)m_SpawnZ) + 1.6f; // +1.6f eye height } void cWorld::StopThreads(void) { m_Generator.Stop(); m_ChunkSender.Stop(); } void cWorld::Tick(float a_Dt) { // We need sub-tick precision here, that's why we store the time in seconds and calculate ticks off of it m_WorldAgeSecs += (double)a_Dt / 1000.0; m_TimeOfDaySecs += (double)a_Dt / 1000.0; // Wrap time of day each 20 minutes (1200 seconds) if (m_TimeOfDaySecs > 1200.0) { m_TimeOfDaySecs -= 1200.0; } m_WorldAge = (Int64)(m_WorldAgeSecs * 20.0); m_TimeOfDay = (Int64)(m_TimeOfDaySecs * 20.0); // Broadcase time update every 40 ticks (2 seconds) if (m_LastTimeUpdate < m_WorldAge - 40) { BroadcastTimeUpdate(); m_LastTimeUpdate = m_WorldAge; } // Remove entities scheduled for removal: { cCSLock Lock(m_CSEntities); for (cEntityList::iterator itr = m_AllEntities.begin(); itr != m_AllEntities.end();) { if ((*itr)->IsDestroyed()) { LOGD("Destroying entity #%i", (*itr)->GetUniqueID()); cEntity * RemoveMe = *itr; itr = m_AllEntities.erase(itr); m_RemoveEntityQueue.push_back(RemoveMe); continue; } (*itr)->Tick(a_Dt, m_TickRand); itr++; } } m_ChunkMap->Tick(a_Dt, m_TickRand); TickQueuedBlocks(a_Dt); GetSimulatorManager()->Simulate(a_Dt); TickWeather(a_Dt); // Asynchronously set blocks: sSetBlockList FastSetBlockQueueCopy; { cCSLock Lock(m_CSFastSetBlock); std::swap(FastSetBlockQueueCopy, m_FastSetBlockQueue); } m_ChunkMap->FastSetBlocks(FastSetBlockQueueCopy); if (!FastSetBlockQueueCopy.empty()) { // Some blocks failed, store them for next tick: cCSLock Lock(m_CSFastSetBlock); m_FastSetBlockQueue.splice(m_FastSetBlockQueue.end(), FastSetBlockQueueCopy); } if (m_WorldAge - m_LastSave > 60 * 5 * 20) // Save each 5 minutes { SaveAllChunks(); } if (m_WorldAge - m_LastUnload > 10 * 20) // Unload every 10 seconds { UnloadUnusedChunks(); } // 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 m_RSList_copy(m_RSList); m_RSList.clear(); std::vector::const_iterator cii; // FIXME - Please rename this variable, WTF is cii??? Use human readable variable names or common abbreviations (i, idx, itr, iter) for (cii = m_RSList_copy.begin(); cii != m_RSList_copy.end();) { int tempX = *cii; cii++; int tempY = *cii; cii++; int tempZ = *cii; cii++; int state = *cii; cii++; if ((state == 11111) && ((int)GetBlock(tempX, tempY, tempZ) == E_BLOCK_REDSTONE_TORCH_OFF)) { FastSetBlock(tempX, tempY, tempZ, E_BLOCK_REDSTONE_TORCH_ON, (int)GetBlockMeta(tempX, tempY, tempZ)); } else if ((state == 00000) && ((int)GetBlock(tempX, tempY, tempZ) == E_BLOCK_REDSTONE_TORCH_ON)) { FastSetBlock(tempX, tempY, tempZ, E_BLOCK_REDSTONE_TORCH_OFF, (int)GetBlockMeta(tempX, tempY, tempZ)); } } m_RSList_copy.erase(m_RSList_copy.begin(),m_RSList_copy.end()); } void cWorld::TickWeather(float a_Dt) { if (m_WeatherInterval > 0) { // Not yet, wait for the weather period to end m_WeatherInterval--; } else { // Change weather: // Pick a new weather. Only reasonable transitions allowed: eWeather NewWeather = m_Weather; switch (m_Weather) { case eWeather_Sunny: NewWeather = eWeather_Rain; break; case eWeather_ThunderStorm: NewWeather = eWeather_Rain; break; case eWeather_Rain: { // 1/8 chance of turning into a thunderstorm NewWeather = ((m_TickRand.randInt() % 256) < 32) ? eWeather_ThunderStorm : eWeather_Sunny; break; } default: { LOGWARNING("Unknown current weather: %d. Setting sunny.", m_Weather); ASSERT(!"Unknown weather"); NewWeather = eWeather_Sunny; } } SetWeather(NewWeather); } // else (m_WeatherInterval > 0) if (m_Weather == eWeather_ThunderStorm) { // 0.5% chance per tick of thunderbolt if (m_TickRand.randInt() % 199 == 0) { CastThunderbolt(0, 0, 0); // TODO: find random possitions near players to cast thunderbolts. } } } void cWorld::TickSpawnMobs(float a_Dt) { if (!m_bAnimals || (m_WorldAge - m_LastSpawnMonster <= m_SpawnMonsterRate)) { return; } m_LastSpawnMonster = m_WorldAge; Vector3d SpawnPos; { cCSLock Lock(m_CSPlayers); if (m_Players.size() <= 0) { return; } int RandomPlayerIdx = m_TickRand.randInt() & m_Players.size(); cPlayerList::iterator itr = m_Players.begin(); for (int i = 1; i < RandomPlayerIdx; i++) { itr++; } SpawnPos = (*itr)->GetPosition(); } cMonster * Monster = NULL; int dayRand = m_TickRand.randInt() % 6; int nightRand = m_TickRand.randInt() % 10; SpawnPos += Vector3d((double)(m_TickRand.randInt() % 64) - 32, (double)(m_TickRand.randInt() % 64) - 32, (double)(m_TickRand.randInt() % 64) - 32); int Height = GetHeight((int)SpawnPos.x, (int)SpawnPos.z); if (m_TimeOfDay >= 12000 + 1000) { if (GetBiomeAt((int)SpawnPos.x, (int)SpawnPos.z) == biHell) // Spawn nether mobs { if (nightRand == 1) Monster = new cZombie(); else if (nightRand == 5) Monster = new cGhast(); else if (nightRand == 6) Monster = new cZombiepigman(); } else { if (nightRand == 0) //random percent to spawn for night Monster = new cSpider(); else if (nightRand == 2) Monster = new cEnderman(); else if (nightRand == 3) Monster = new cCreeper(); else if (nightRand == 4) Monster = new cCavespider(); else if (nightRand == 7) Monster = new cSlime(); else if (nightRand == 8) Monster = new cSilverfish(); else if (nightRand == 9) Monster = new cSkeleton(); } //end random percent to spawn for night } else { if (dayRand == 0) //random percent to spawn for day Monster = new cChicken(); else if (dayRand == 1) Monster = new cCow(); else if (dayRand == 2) Monster = new cPig(); else if (dayRand == 3) Monster = new cSheep(); else if (dayRand == 4) Monster = new cSquid(); else if (dayRand == 5) Monster = new cWolf(); //end random percent to spawn for day } if (Monster) { Monster->Initialize(this); Monster->TeleportTo(SpawnPos.x, (double)(Height) + 2, SpawnPos.z); BroadcastSpawn(*Monster); } } void cWorld::WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ) { return m_ChunkMap->WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ); } bool cWorld::ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback) { return m_ChunkMap->ForEachChestInChunk(a_ChunkX, a_ChunkZ, a_Callback); } bool cWorld::ForEachDispenserInChunk(int a_ChunkX, int a_ChunkZ, cDispenserCallback & a_Callback) { return m_ChunkMap->ForEachDispenserInChunk(a_ChunkX, a_ChunkZ, a_Callback); } bool cWorld::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::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::DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback) { return m_ChunkMap->DoWithFurnaceAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback); } bool cWorld::GetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4) { return m_ChunkMap->GetSignLines(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4); } void cWorld::GrowTree(int a_X, int a_Y, int a_Z) { if (GetBlock(a_X, a_Y, a_Z) == E_BLOCK_SAPLING) { // There is a sapling here, grow a tree according to its type: GrowTreeFromSapling(a_X, a_Y, a_Z, GetBlockMeta(a_X, a_Y, a_Z)); } else { // There is nothing here, grow a tree based on the current biome here: GrowTreeByBiome(a_X, a_Y, a_Z); } } void cWorld::GrowTreeFromSapling(int a_X, int a_Y, int a_Z, char a_SaplingMeta) { cNoise Noise(m_Generator.GetSeed()); sSetBlockVector Logs, Other; switch (a_SaplingMeta & 0x07) { case E_META_SAPLING_APPLE: GetAppleTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldAge & 0xffffffff), Logs, Other); break; case E_META_SAPLING_BIRCH: GetBirchTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldAge & 0xffffffff), Logs, Other); break; case E_META_SAPLING_CONIFER: GetConiferTreeImage(a_X, a_Y, a_Z, Noise, (int)(m_WorldAge & 0xffffffff), Logs, Other); break; case E_META_SAPLING_JUNGLE: GetJungleTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldAge & 0xffffffff), Logs, Other); break; } Other.insert(Other.begin(), Logs.begin(), Logs.end()); Logs.clear(); GrowTreeImage(Other); } void cWorld::GrowTreeByBiome(int a_X, int a_Y, int a_Z) { cNoise Noise(m_Generator.GetSeed()); sSetBlockVector Logs, Other; GetTreeImageByBiome(a_X, a_Y, a_Z, Noise, (int)(m_WorldAge & 0xffffffff), (EMCSBiome)GetBiomeAt(a_X, a_Z), Logs, Other); Other.insert(Other.begin(), Logs.begin(), Logs.end()); Logs.clear(); GrowTreeImage(Other); } void cWorld::GrowTreeImage(const sSetBlockVector & a_Blocks) { // Check that the tree has place to grow // Make a copy of the log blocks: sSetBlockVector b2; for (sSetBlockVector::const_iterator itr = a_Blocks.begin(); itr != a_Blocks.end(); ++itr) { if (itr->BlockType == E_BLOCK_LOG) { b2.push_back(*itr); } } // for itr - a_Blocks[] // Query blocktypes and metas at those log blocks: if (!GetBlocks(b2, false)) { return; } // Check that at each log's coord there's an block allowed to be overwritten: for (sSetBlockVector::const_iterator itr = b2.begin(); itr != b2.end(); ++itr) { switch (itr->BlockType) { CASE_TREE_ALLOWED_BLOCKS: { break; } default: { return; } } } // for itr - b2[] // All ok, replace blocks with the tree image: m_ChunkMap->ReplaceTreeBlocks(a_Blocks); } bool cWorld::GrowRipePlant(int a_BlockX, int a_BlockY, int a_BlockZ, bool a_IsByBonemeal) { BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta); switch (BlockType) { case E_BLOCK_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 type) FastSetBlock(a_BlockX + OfsX, a_BlockY + OfsY + 1, a_BlockZ + OfsZ, SpawnType, SpawnMeta); } // for i - 50 times return true; } case E_BLOCK_SUGARCANE: { if (a_IsByBonemeal && !m_IsSugarcaneBonemealable) { return false; } m_ChunkMap->GrowSugarcane(a_BlockX, a_BlockY, a_BlockZ, m_MaxSugarcaneHeight); return true; } case E_BLOCK_CACTUS: { if (a_IsByBonemeal && !m_IsCactusBonemealable) { return false; } m_ChunkMap->GrowCactus(a_BlockX, a_BlockY, a_BlockZ, m_MaxCactusHeight); return true; } } // switch (BlockType) return false; } void cWorld::GrowCactus(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow) { m_ChunkMap->GrowCactus(a_BlockX, a_BlockY, a_BlockZ, a_NumBlocksToGrow); } void cWorld::GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockType) { MTRand Rand; m_ChunkMap->GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, Rand); } void cWorld::GrowSugarcane(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow) { m_ChunkMap->GrowSugarcane(a_BlockX, a_BlockY, a_BlockZ, a_NumBlocksToGrow); } int cWorld::GetBiomeAt (int a_BlockX, int a_BlockZ) { return m_ChunkMap->GetBiomeAt(a_BlockX, a_BlockZ); } void cWorld::SetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) { if (a_BlockType == E_BLOCK_AIR) { BlockHandler(GetBlock(a_BlockX, a_BlockY, a_BlockZ))->OnDestroyed(this, a_BlockX, a_BlockY, a_BlockZ); } m_ChunkMap->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta); BlockHandler(a_BlockType)->OnPlaced(this, a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta); } void cWorld::FastSetBlock(int a_X, int a_Y, int a_Z, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) { cCSLock Lock(m_CSFastSetBlock); m_FastSetBlockQueue.push_back(sSetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta)); } BLOCKTYPE cWorld::GetBlock(int a_X, int a_Y, int a_Z) { // First check if it isn't queued in the m_FastSetBlockQueue: { int X = a_X, Y = a_Y, Z = a_Z; int ChunkX, ChunkY, ChunkZ; AbsoluteToRelative(X, Y, Z, ChunkX, ChunkY, ChunkZ); cCSLock Lock(m_CSFastSetBlock); for (sSetBlockList::iterator itr = m_FastSetBlockQueue.begin(); itr != m_FastSetBlockQueue.end(); ++itr) { if ((itr->x == X) && (itr->y == Y) && (itr->z == Z) && (itr->ChunkX == ChunkX) && (itr->ChunkZ == ChunkZ)) { return itr->BlockType; } } // for itr - m_FastSetBlockQueue[] } return m_ChunkMap->GetBlock(a_X, a_Y, a_Z); } NIBBLETYPE cWorld::GetBlockMeta(int a_X, int a_Y, int a_Z) { // First check if it isn't queued in the m_FastSetBlockQueue: { cCSLock Lock(m_CSFastSetBlock); for (sSetBlockList::iterator itr = m_FastSetBlockQueue.begin(); itr != m_FastSetBlockQueue.end(); ++itr) { if ((itr->x == a_X) && (itr->y == a_Y) && (itr->y == a_Y)) { return itr->BlockMeta; } } // for itr - m_FastSetBlockQueue[] } return m_ChunkMap->GetBlockMeta(a_X, a_Y, a_Z); } void cWorld::SetBlockMeta(int a_X, int a_Y, int a_Z, NIBBLETYPE a_MetaData) { m_ChunkMap->SetBlockMeta(a_X, a_Y, a_Z, a_MetaData); } NIBBLETYPE cWorld::GetBlockSkyLight(int a_X, int a_Y, int a_Z) { return m_ChunkMap->GetBlockSkyLight(a_X, a_Y, a_Z); } NIBBLETYPE cWorld::GetBlockBlockLight(int a_BlockX, int a_BlockY, int a_BlockZ) { return m_ChunkMap->GetBlockBlockLight(a_BlockX, a_BlockY, a_BlockZ); } bool cWorld::GetBlockTypeMeta(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) { return m_ChunkMap->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, (BLOCKTYPE &)a_BlockType, (NIBBLETYPE &)a_BlockMeta); } bool cWorld::GetBlockInfo(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight) { return m_ChunkMap->GetBlockInfo(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_Meta, a_SkyLight, a_BlockLight); } bool cWorld::WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes) { return m_ChunkMap->WriteBlockArea(a_Area, a_MinBlockX, a_MinBlockY, a_MinBlockZ, a_DataTypes); } void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed) { MTRand r1; a_FlyAwaySpeed /= 1000; // Pre-divide, so that we don't have to divide each time inside the loop for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr) { float SpeedX = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500)); float SpeedY = (float)(a_FlyAwaySpeed * r1.randInt(1000)); float SpeedZ = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500)); cPickup * Pickup = new cPickup( (int)(a_BlockX * 32) + (r1.randInt(16) + r1.randInt(16) - 16), (int)(a_BlockY * 32) + (r1.randInt(16) + r1.randInt(16) - 16), (int)(a_BlockZ * 32) + (r1.randInt(16) + r1.randInt(16) - 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) { cBlockHandler *Handler = cBlockHandler::GetBlockHandler(GetBlock(a_X, a_Y, a_Z)); Handler->OnDestroyed(this, a_X, a_Y, a_Z); return m_ChunkMap->DigBlock(a_X, a_Y, a_Z); } void cWorld::SendBlockTo(int a_X, int a_Y, int a_Z, cPlayer * a_Player) { m_ChunkMap->SendBlockTo(a_X, a_Y, a_Z, a_Player); } int cWorld::GetHeight(int a_X, int a_Z) { return m_ChunkMap->GetHeight(a_X, a_Z); } void cWorld::BroadcastAttachEntity(const cEntity & a_Entity, const cEntity * a_Vehicle) { return m_ChunkMap->BroadcastAttachEntity(a_Entity, a_Vehicle); } void cWorld::BroadcastChat(const AString & a_Message, const cClientHandle * a_Exclude) { cCSLock Lock(m_CSPlayers); for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { cClientHandle * ch = (*itr)->GetClientHandle(); if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed()) { continue; } ch->SendChat(a_Message); } } void cWorld::BroadcastPlayerAnimation(const cPlayer & a_Player, char a_Animation, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastPlayerAnimation(a_Player, a_Animation, a_Exclude); } void cWorld::BroadcastEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastEntityEquipment(a_Entity, a_SlotNum, a_Item, a_Exclude); } void cWorld::BroadcastTeleportEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude) { cCSLock Lock(m_CSPlayers); for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { cClientHandle * ch = (*itr)->GetClientHandle(); if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed()) { continue; } ch->SendTeleportEntity(a_Entity); } } void cWorld::BroadcastEntRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastEntRelMoveLook(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude); } void cWorld::BroadcastEntRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastEntRelMove(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude); } void cWorld::BroadcastEntLook(const cEntity & a_Entity, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastEntLook(a_Entity, a_Exclude); } void cWorld::BroadcastEntHeadLook(const cEntity & a_Entity, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastEntHeadLook(a_Entity, a_Exclude); } void cWorld::BroadcastBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastBlockAction(a_BlockX, a_BlockY, a_BlockZ, a_Byte1, a_Byte2, a_BlockType, a_Exclude); } void cWorld::BroadcastDestroyEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastDestroyEntity(a_Entity, a_Exclude); } void cWorld::BroadcastEntityStatus(const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastEntityStatus(a_Entity, a_Status, a_Exclude); } void cWorld::BroadcastMetadata(const cPawn & a_Pawn, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastMetadata(a_Pawn, a_Exclude); } void cWorld::BroadcastSpawn(cEntity & a_Entity, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastSpawn(a_Entity, a_Exclude); } void cWorld::BroadcastCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastCollectPickup(a_Pickup, a_Player, a_Exclude); } void cWorld::BroadcastWeather(eWeather a_Weather, const cClientHandle * a_Exclude) { cCSLock Lock(m_CSPlayers); for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { cClientHandle * ch = (*itr)->GetClientHandle(); if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed()) { continue; } ch->SendWeather(a_Weather); } } void cWorld::BroadcastThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastThunderbolt(a_BlockX, a_BlockY, a_BlockZ, a_Exclude); } void cWorld::BroadcastTimeUpdate(const cClientHandle * a_Exclude) { cCSLock Lock(m_CSPlayers); for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { cClientHandle * ch = (*itr)->GetClientHandle(); if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed()) { continue; } ch->SendTimeUpdate(m_WorldAge, m_TimeOfDay); } } void cWorld::BroadcastChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastChunkData(a_ChunkX, a_ChunkZ, a_Serializer, a_Exclude); } void cWorld::BroadcastPlayerListItem (const cPlayer & a_Player, bool a_IsOnline, const cClientHandle * a_Exclude) { cCSLock Lock(m_CSPlayers); for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { cClientHandle * ch = (*itr)->GetClientHandle(); if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed()) { continue; } ch->SendPlayerListItem(a_Player, a_IsOnline); } } void cWorld::BroadcastSoundEffect(const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastSoundEffect(a_SoundName, a_SrcX, a_SrcY, a_SrcZ, a_Volume, a_Pitch, a_Exclude); } void cWorld::BroadcastSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastSoundParticleEffect(a_EffectID, a_SrcX, a_SrcY, a_SrcZ, a_Data, a_Exclude); } void cWorld::BroadcastBlockBreakAnimation(int a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastBlockBreakAnimation(a_EntityID, a_BlockX, a_BlockY, a_BlockZ, a_Stage, a_Exclude); } void cWorld::BroadcastUseBed(const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ) { m_ChunkMap->BroadcastUseBed(a_Entity, a_BlockX, a_BlockY, a_BlockZ); } void cWorld::BroadcastBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude) { m_ChunkMap->BroadcastBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Exclude); } void cWorld::SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client) { m_ChunkMap->SendBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Client); } void cWorld::MarkChunkDirty (int a_ChunkX, int a_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::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_WorldAge; m_ChunkMap->UnloadUnusedChunks(); } void cWorld::CollectPickupsByPlayer(cPlayer * a_Player) { m_ChunkMap->CollectPickupsByPlayer(a_Player); } void cWorld::SetMaxPlayers(int iMax) { m_MaxPlayers = MAX_PLAYERS; if (iMax > 0 && iMax < MAX_PLAYERS) { m_MaxPlayers = iMax; } } void cWorld::AddPlayer(cPlayer* a_Player) { cCSLock Lock(m_CSPlayers); ASSERT(std::find(m_Players.begin(), m_Players.end(), a_Player) == m_Players.end()); // Is it already in the list? HOW? m_Players.remove(a_Player); // Make sure the player is registered only once m_Players.push_back(a_Player); } void cWorld::RemovePlayer(cPlayer* a_Player) { cCSLock Lock(m_CSPlayers); m_Players.remove(a_Player); } bool cWorld::ForEachPlayer(cPlayerListCallback & a_Callback) { // Calls the callback for each player in the list cCSLock Lock(m_CSPlayers); for (cPlayerList::iterator itr = m_Players.begin(), itr2 = itr; itr != m_Players.end(); itr = itr2) { ++itr2; if (a_Callback.Item(*itr)) { return false; } } // for itr - m_Players[] return true; } bool cWorld::DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback) { // Calls the callback for each player in the list cCSLock Lock(m_CSPlayers); for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { if (NoCaseCompare((*itr)->GetName(), a_PlayerName) == 0) { a_Callback.Item(*itr); return true; } } // for itr - m_Players[] return false; } bool cWorld::FindAndDoWithPlayer(const AString & a_PlayerNameHint, cPlayerListCallback & a_Callback) { cPlayer * BestMatch = NULL; unsigned int BestRating = 0; unsigned int NameLength = a_PlayerNameHint.length(); cCSLock Lock(m_CSPlayers); for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { unsigned int Rating = RateCompareString (a_PlayerNameHint, (*itr)->GetName()); if (Rating >= BestRating) { BestMatch = *itr; BestRating = Rating; } if (Rating == NameLength) // Perfect match { break; } } // for itr - m_Players[] if (BestMatch != NULL) { LOG("Compared %s and %s with rating %i", a_PlayerNameHint.c_str(), BestMatch->GetName().c_str(), BestRating); return a_Callback.Item (BestMatch); } return false; } // TODO: This interface is dangerous! cPlayer * cWorld::FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit) { cTracer LineOfSight(this); float ClosestDistance = a_SightLimit; cPlayer* ClosestPlayer = NULL; cCSLock Lock(m_CSPlayers); for (cPlayerList::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { Vector3f Pos = (*itr)->GetPosition(); float Distance = (Pos - a_Pos).Length(); if (Distance <= a_SightLimit) { if (!LineOfSight.Trace(a_Pos,(Pos - a_Pos),(int)(Pos - a_Pos).Length())) { if (Distance < ClosestDistance) { ClosestDistance = Distance; ClosestPlayer = *itr; } } } } return ClosestPlayer; } void cWorld::SendPlayerList(cPlayer * a_DestPlayer) { // Sends the playerlist to a_DestPlayer cCSLock Lock(m_CSPlayers); for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { cClientHandle * ch = (*itr)->GetClientHandle(); if ((ch != NULL) && !ch->IsDestroyed()) { a_DestPlayer->GetClientHandle()->SendPlayerListItem(*(*itr), true); } } } 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) { cCSLock Lock(m_CSEntities); for (cEntityList::iterator itr = m_AllEntities.begin(), itr2 = itr; itr != m_AllEntities.end(); itr = itr2) { ++itr2; if (a_Callback.Item(*itr)) { return false; } } // for itr - m_AllEntities[] return false; } 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) { cCSLock Lock(m_CSEntities); for (cEntityList::iterator itr = m_AllEntities.begin(), end = m_AllEntities.end(); itr != end; ++itr) { if ((*itr)->GetUniqueID() == a_UniqueID) { return a_Callback.Item(*itr); } } // for itr - m_AllEntities[] return false; } 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); } void cWorld::UpdateSign(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4, cPlayer * a_Player) { AString Line1(a_Line1); AString Line2(a_Line2); AString Line3(a_Line3); AString Line4(a_Line4); if (cRoot::Get()->GetPluginManager()->CallHookUpdatingSign(this, a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4, a_Player)) { return; } m_ChunkMap->UpdateSign(a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4); cRoot::Get()->GetPluginManager()->CallHookUpdatedSign(this, a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4, a_Player); } void cWorld::ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay) { m_ChunkMap->ChunksStay(a_Chunks, a_Stay); } void cWorld::RegenerateChunk(int a_ChunkX, int a_ChunkZ) { m_ChunkMap->MarkChunkRegenerating(a_ChunkX, a_ChunkZ); // Trick: use Y=1 to force the chunk generation even though the chunk data is already present m_Generator.QueueGenerateChunk(a_ChunkX, 1, a_ChunkZ); } void cWorld::GenerateChunk(int a_ChunkX, int a_ChunkZ) { m_Generator.QueueGenerateChunk(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); } void cWorld::QueueLightChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback) { m_Lighting.QueueChunk(a_ChunkX, a_ChunkZ, a_Callback); } bool cWorld::IsChunkLighted(int a_ChunkX, int a_ChunkZ) { return m_ChunkMap->IsChunkLighted(a_ChunkX, a_ChunkZ); } bool cWorld::ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback) { return m_ChunkMap->ForEachChunkInRect(a_MinChunkX, a_MaxChunkX, a_MinChunkZ, a_MaxChunkZ, a_Callback); } void cWorld::SaveAllChunks(void) { LOGINFO("Saving all chunks..."); m_LastSave = m_WorldAge; m_ChunkMap->SaveAllChunks(); m_Storage.QueueSavedMessage(); } void cWorld::AddEntity(cEntity * a_Entity) { cCSLock Lock(m_CSEntities); m_AllEntities.push_back(a_Entity); } unsigned int cWorld::GetNumPlayers(void) { cCSLock Lock(m_CSPlayers); return m_Players.size(); } int cWorld::GetNumChunks(void) const { return m_ChunkMap->GetNumChunks(); } void cWorld::GetChunkStats(int & a_NumValid, int & a_NumDirty, int & a_NumInLightingQueue) { m_ChunkMap->GetChunkStats(a_NumValid, a_NumDirty); a_NumInLightingQueue = (int) m_Lighting.GetQueueLength(); } void cWorld::TickQueuedBlocks(float a_Dt) { if (m_BlockTickQueue.empty()) { return; } m_BlockTickQueueCopy.clear(); m_BlockTickQueue.swap(m_BlockTickQueueCopy); for (std::vector::iterator itr = m_BlockTickQueueCopy.begin(); itr != m_BlockTickQueueCopy.end(); itr++) { BlockTickQueueItem *Block = (*itr); Block->ToWait -= a_Dt; if (Block->ToWait <= 0) { BlockHandler(GetBlock(Block->X, Block->Y, Block->Z))->OnUpdate(this, Block->X, Block->Y, Block->Z); delete Block; //We don't have to remove it from the vector, this will happen automatically on the next tick } else { m_BlockTickQueue.push_back(Block); //Keep the block in the queue } } // for itr - m_BlockTickQueueCopy[] } void cWorld::QueueBlockForTick(int a_BlockX, int a_BlockY, int a_BlockZ, float a_TimeToWait) { BlockTickQueueItem * Block = new BlockTickQueueItem; Block->X = a_BlockX; Block->Y = a_BlockY; Block->Z = a_BlockZ; Block->ToWait = a_TimeToWait; m_BlockTickQueue.push_back(Block); } bool cWorld::IsBlockDirectlyWatered(int a_BlockX, int a_BlockY, int a_BlockZ) { return ( IsBlockWater(GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ)) || IsBlockWater(GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ)) || IsBlockWater(GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1)) || IsBlockWater(GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1)) ); } int cWorld::SpawnMob(double a_PosX, double a_PosY, double a_PosZ, int a_EntityType) { cMonster * Monster = NULL; switch (a_EntityType) { case E_ENTITY_TYPE_BAT: Monster = new cBat(); break; case E_ENTITY_TYPE_BLAZE: Monster = new cBlaze(); break; case E_ENTITY_TYPE_CAVE_SPIDER: Monster = new cCavespider(); break; case E_ENTITY_TYPE_CHICKEN: Monster = new cChicken(); break; case E_ENTITY_TYPE_COW: Monster = new cCow(); break; case E_ENTITY_TYPE_CREEPER: Monster = new cCreeper(); break; case E_ENTITY_TYPE_ENDERMAN: Monster = new cEnderman(); break; case E_ENTITY_TYPE_GHAST: Monster = new cGhast(); break; case E_ENTITY_TYPE_MAGMA_CUBE: Monster = new cMagmacube(); break; case E_ENTITY_TYPE_MOOSHROOM: Monster = new cMooshroom(); break; case E_ENTITY_TYPE_OCELOT: Monster = new cOcelot(); break; case E_ENTITY_TYPE_PIG: Monster = new cPig(); break; case E_ENTITY_TYPE_SHEEP: Monster = new cSheep(); break; case E_ENTITY_TYPE_SILVERFISH: Monster = new cSilverfish(); break; case E_ENTITY_TYPE_SKELETON: Monster = new cSkeleton(); break; case E_ENTITY_TYPE_SLIME: Monster = new cSlime(); break; case E_ENTITY_TYPE_SPIDER: Monster = new cSpider(); break; case E_ENTITY_TYPE_SQUID: Monster = new cSquid(); break; case E_ENTITY_TYPE_VILLAGER: Monster = new cVillager(); break; case E_ENTITY_TYPE_WITCH: Monster = new cWitch(); break; case E_ENTITY_TYPE_WOLF: Monster = new cWolf(); break; case E_ENTITY_TYPE_ZOMBIE: Monster = new cZombie(); break; case E_ENTITY_TYPE_ZOMBIE_PIGMAN: Monster = new cZombiepigman(); break; default: { LOGWARNING("cWorld::SpawnMob(): Unhandled entity type: %d. Not spawning.", a_EntityType); return -1; } } Monster->Initialize(this); Monster->TeleportTo(a_PosX, a_PosY, a_PosZ); BroadcastSpawn(*Monster); return Monster->GetUniqueID(); } cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock) { AString SimulatorNameKey; Printf(SimulatorNameKey, "%sSimulator", a_FluidName); AString SimulatorSectionName; Printf(SimulatorSectionName, "%sSimulator", a_FluidName); AString SimulatorName = a_IniFile.GetValueSet("Physics", SimulatorNameKey, ""); if (SimulatorName.empty()) { LOGWARNING("%s [Physics]:%s not present or empty, using the default of \"Classic\".", GetIniFileName().c_str(), SimulatorNameKey.c_str()); SimulatorName = "Classic"; } cFluidSimulator * res = NULL; bool IsWater = (strcmp(a_FluidName, "Water") == 0); // Used for defaults int Rate = 1; if (NoCaseCompare(SimulatorName, "floody") == 0) { 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); } else { if (NoCaseCompare(SimulatorName, "classic") != 0) { // The simulator name doesn't match anything we have, issue a warning: LOGWARNING("%s [Physics]:%s specifies an unknown simulator, using the default \"Classic\".", GetIniFileName().c_str(), SimulatorNameKey.c_str()); } int DefaultFalloff = IsWater ? 1 : 2; int DefaultMaxHeight = IsWater ? 7 : 6; int Falloff = a_IniFile.GetValueSetI(SimulatorSectionName, "Falloff", DefaultFalloff); int MaxHeight = a_IniFile.GetValueSetI(SimulatorSectionName, "MaxHeight", DefaultMaxHeight); res = new cClassicFluidSimulator(*this, a_SimulateBlock, a_StationaryBlock, MaxHeight, Falloff); Rate = IsWater ? 6 : 12; } m_SimulatorManager->RegisterSimulator(res, Rate); return res; }