4f26f11dc7
This will be used by the blocktracers to gain direct access to chunk data.
2446 lines
57 KiB
C++
2446 lines
57 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "BlockID.h"
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#include "World.h"
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#include "ChunkDef.h"
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#include "ClientHandle.h"
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#include "Pickup.h"
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#include "Player.h"
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#include "Server.h"
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#include "Item.h"
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#include "Root.h"
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#include "../iniFile/iniFile.h"
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#include "ChunkMap.h"
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// Simulators:
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#include "Simulator/SimulatorManager.h"
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#include "Simulator/FloodyFluidSimulator.h"
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#include "Simulator/FluidSimulator.h"
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#include "Simulator/FireSimulator.h"
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#include "Simulator/NoopFluidSimulator.h"
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#include "Simulator/SandSimulator.h"
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#include "Simulator/RedstoneSimulator.h"
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#include "Simulator/VaporizeFluidSimulator.h"
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// Mobs:
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#include "Mobs/Bat.h"
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#include "Mobs/Blaze.h"
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#include "Mobs/Cavespider.h"
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#include "Mobs/Chicken.h"
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#include "Mobs/Cow.h"
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#include "Mobs/Creeper.h"
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#include "Mobs/Enderman.h"
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#include "Mobs/Ghast.h"
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#include "Mobs/Magmacube.h"
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#include "Mobs/Mooshroom.h"
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#include "Mobs/Ocelot.h"
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#include "Mobs/Pig.h"
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#include "Mobs/Sheep.h"
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#include "Mobs/Silverfish.h"
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#include "Mobs/Skeleton.h"
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#include "Mobs/Slime.h"
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#include "Mobs/Spider.h"
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#include "Mobs/Squid.h"
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#include "Mobs/Villager.h"
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#include "Mobs/Witch.h"
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#include "Mobs/Wolf.h"
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#include "Mobs/Zombie.h"
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#include "Mobs/Zombiepigman.h"
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#include "OSSupport/MakeDir.h"
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#include "MersenneTwister.h"
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#include "Tracer.h"
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#include "Generating/Trees.h"
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#include "PluginManager.h"
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#include "Blocks/BlockHandler.h"
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#include "Vector3d.h"
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#include "TNTEntity.h"
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#include "tolua++.h"
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#ifndef _WIN32
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#include <stdlib.h>
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#endif
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/// Up to this many m_SpreadQueue elements are handled each world tick
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const int MAX_LIGHTING_SPREAD_PER_TICK = 10;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cWorldLoadProgress:
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/// A simple thread that displays the progress of world loading / saving in cWorld::InitializeSpawn()
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class cWorldLoadProgress :
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public cIsThread
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{
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public:
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cWorldLoadProgress(cWorld * a_World) :
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cIsThread("cWorldLoadProgress"),
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m_World(a_World)
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{
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Start();
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}
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void Stop(void)
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{
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m_ShouldTerminate = true;
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Wait();
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}
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protected:
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cWorld * m_World;
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virtual void Execute(void) override
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{
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for (;;)
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{
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LOG("%d chunks to load, %d chunks to generate",
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m_World->GetStorage().GetLoadQueueLength(),
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m_World->GetGenerator().GetQueueLength()
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);
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// Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish
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for (int i = 0; i < 20; i++)
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{
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cSleep::MilliSleep(100);
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if (m_ShouldTerminate)
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{
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return;
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}
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}
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} // for (-ever)
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}
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} ;
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/// A simple thread that displays the progress of world lighting in cWorld::InitializeSpawn()
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class cWorldLightingProgress :
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public cIsThread
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{
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public:
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cWorldLightingProgress(cLightingThread * a_Lighting) :
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cIsThread("cWorldLightingProgress"),
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m_Lighting(a_Lighting)
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{
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Start();
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}
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void Stop(void)
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{
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m_ShouldTerminate = true;
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Wait();
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}
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protected:
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cLightingThread * m_Lighting;
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virtual void Execute(void) override
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{
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for (;;)
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{
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LOG("%d chunks remaining to light", m_Lighting->GetQueueLength()
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);
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// Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish
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for (int i = 0; i < 20; i++)
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{
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cSleep::MilliSleep(100);
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if (m_ShouldTerminate)
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{
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return;
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}
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}
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} // for (-ever)
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}
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} ;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cWorld::cLock:
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cWorld::cLock::cLock(cWorld & a_World) :
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super(&(a_World.m_ChunkMap->GetCS()))
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cWorld:
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cWorld::cWorld(const AString & a_WorldName) :
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m_WorldAgeSecs(0),
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m_TimeOfDaySecs(0),
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m_WorldAge(0),
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m_TimeOfDay(0),
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m_LastTimeUpdate(0),
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m_LastSpawnMonster(0),
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m_RSList(0),
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m_Weather(eWeather_Sunny),
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m_WeatherInterval(24000) // Guaranteed 1 day of sunshine at server start :)
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{
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LOGD("cWorld::cWorld(%s)", a_WorldName.c_str());
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m_WorldName = a_WorldName;
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m_IniFileName = m_WorldName + "/world.ini";
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cMakeDir::MakeDir(m_WorldName.c_str());
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MTRand r1;
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m_SpawnX = (double)((r1.randInt() % 1000) - 500);
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m_SpawnY = cChunkDef::Height;
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m_SpawnZ = (double)((r1.randInt() % 1000) - 500);
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m_GameMode = eGameMode_Creative;
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AString StorageSchema("Default");
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cIniFile IniFile(m_IniFileName);
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IniFile.ReadFile();
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AString Dimension = IniFile.GetValueSet("General", "Dimension", "Overworld");
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m_Dimension = StringToDimension(Dimension);
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switch (m_Dimension)
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{
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case dimNether:
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case dimOverworld:
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case dimEnd:
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{
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break;
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}
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default:
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{
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LOGWARNING("Unknown dimension: \"%s\". Setting to Overworld", Dimension.c_str());
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m_Dimension = dimOverworld;
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break;
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}
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} // switch (m_Dimension)
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m_SpawnX = IniFile.GetValueSetF("SpawnPosition", "X", m_SpawnX);
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m_SpawnY = IniFile.GetValueSetF("SpawnPosition", "Y", m_SpawnY);
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m_SpawnZ = IniFile.GetValueSetF("SpawnPosition", "Z", m_SpawnZ);
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StorageSchema = IniFile.GetValueSet ("Storage", "Schema", StorageSchema);
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m_MaxCactusHeight = IniFile.GetValueSetI("Plants", "MaxCactusHeight", 3);
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m_MaxSugarcaneHeight = IniFile.GetValueSetI("Plants", "MaxSugarcaneHeight", 3);
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m_IsCactusBonemealable = IniFile.GetValueSetB("Plants", "IsCactusBonemealable", false);
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m_IsCarrotsBonemealable = IniFile.GetValueSetB("Plants", "IsCarrotsBonemealable", true);
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m_IsCropsBonemealable = IniFile.GetValueSetB("Plants", "IsCropsBonemealable", true);
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m_IsGrassBonemealable = IniFile.GetValueSetB("Plants", "IsGrassBonemealable", true);
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m_IsMelonStemBonemealable = IniFile.GetValueSetB("Plants", "IsMelonStemBonemealable", true);
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m_IsMelonBonemealable = IniFile.GetValueSetB("Plants", "IsMelonBonemealable", false);
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m_IsPotatoesBonemealable = IniFile.GetValueSetB("Plants", "IsPotatoesBonemealable", true);
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m_IsPumpkinStemBonemealable = IniFile.GetValueSetB("Plants", "IsPumpkinStemBonemealable", true);
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m_IsPumpkinBonemealable = IniFile.GetValueSetB("Plants", "IsPumpkinBonemealable", false);
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m_IsSaplingBonemealable = IniFile.GetValueSetB("Plants", "IsSaplingBonemealable", true);
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m_IsSugarcaneBonemealable = IniFile.GetValueSetB("Plants", "IsSugarcaneBonemealable", false);
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m_bEnabledPVP = IniFile.GetValueSetB("PVP", "Enabled", true);
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m_IsDeepSnowEnabled = IniFile.GetValueSetB("Physics", "DeepSnow", false);
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m_GameMode = (eGameMode)IniFile.GetValueSetI("GameMode", "GameMode", m_GameMode);
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m_Lighting.Start(this);
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m_Storage.Start(this, StorageSchema);
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m_Generator.Start(this, IniFile);
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m_bAnimals = true;
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m_SpawnMonsterRate = 200; // 1 mob each 10 seconds
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cIniFile IniFile2("settings.ini");
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if (IniFile2.ReadFile())
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{
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m_bAnimals = IniFile2.GetValueB("Monsters", "AnimalsOn", true);
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m_SpawnMonsterRate = (Int64)(IniFile2.GetValueF("Monsters", "AnimalSpawnInterval", 10) * 20); // Convert from secs to ticks
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// TODO: Move this into cServer instead:
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SetMaxPlayers(IniFile2.GetValueI("Server", "MaxPlayers", 100));
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m_Description = IniFile2.GetValue("Server", "Description", "MCServer! - In C++!").c_str();
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}
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m_ChunkMap = new cChunkMap(this);
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m_ChunkSender.Start(this);
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m_LastSave = 0;
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m_LastUnload = 0;
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// preallocate some memory for ticking blocks so we don<6F>t need to allocate that often
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m_BlockTickQueue.reserve(1000);
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m_BlockTickQueueCopy.reserve(1000);
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// Simulators:
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m_SimulatorManager = new cSimulatorManager(*this);
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m_WaterSimulator = InitializeFluidSimulator(IniFile, "Water", E_BLOCK_WATER, E_BLOCK_STATIONARY_WATER);
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m_LavaSimulator = InitializeFluidSimulator(IniFile, "Lava", E_BLOCK_LAVA, E_BLOCK_STATIONARY_LAVA);
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m_SandSimulator = new cSandSimulator(*this, IniFile);
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m_FireSimulator = new cFireSimulator(*this, IniFile);
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m_RedstoneSimulator = new cRedstoneSimulator(*this);
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// Water and Lava simulators get registered in InitializeFluidSimulator()
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m_SimulatorManager->RegisterSimulator(m_SandSimulator, 1);
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m_SimulatorManager->RegisterSimulator(m_FireSimulator, 1);
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m_SimulatorManager->RegisterSimulator(m_RedstoneSimulator, 1);
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// Save any changes that the defaults may have done to the ini file:
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if (!IniFile.WriteFile())
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{
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LOGWARNING("Could not write world config to %s", m_IniFileName.c_str());
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}
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}
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cWorld::~cWorld()
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{
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delete m_SimulatorManager;
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delete m_SandSimulator;
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delete m_WaterSimulator;
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delete m_LavaSimulator;
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delete m_FireSimulator;
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delete m_RedstoneSimulator;
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UnloadUnusedChunks();
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m_Storage.WaitForFinish();
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delete m_ChunkMap;
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}
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void cWorld::CastThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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BroadcastThunderbolt(a_BlockX, a_BlockY, a_BlockZ);
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}
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void cWorld::SetWeather(eWeather a_NewWeather)
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{
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// Do the plugins agree? Do they want a different weather?
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cRoot::Get()->GetPluginManager()->CallHookWeatherChanging(*this, a_NewWeather);
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// Set new period for the selected weather:
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switch (a_NewWeather)
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{
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case eWeather_Sunny: m_WeatherInterval = 14400 + (m_TickRand.randInt() % 4800); break; // 12 - 16 minutes
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case eWeather_Rain: m_WeatherInterval = 9600 + (m_TickRand.randInt() % 7200); break; // 8 - 14 minutes
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case eWeather_ThunderStorm: m_WeatherInterval = 2400 + (m_TickRand.randInt() % 4800); break; // 2 - 6 minutes
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default:
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{
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LOGWARNING("Requested unknown weather %d, setting sunny for a minute instead.", a_NewWeather);
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a_NewWeather = eWeather_Sunny;
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m_WeatherInterval = 1200;
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break;
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}
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} // switch (NewWeather)
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m_Weather = a_NewWeather;
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BroadcastWeather(m_Weather);
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// Let the plugins know about the change:
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cPluginManager::Get()->CallHookWeatherChanged(*this);
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}
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void cWorld::ChangeWeather(void)
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{
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// In the next tick the weather will be changed
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m_WeatherInterval = 0;
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}
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void cWorld::SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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return m_ChunkMap->SetNextBlockTick(a_BlockX, a_BlockY, a_BlockZ);
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}
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void cWorld::InitializeSpawn(void)
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{
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int ChunkX = 0, ChunkY = 0, ChunkZ = 0;
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BlockToChunk((int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ, ChunkX, ChunkY, ChunkZ);
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// For the debugging builds, don't make the server build too much world upon start:
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#if defined(_DEBUG) || defined(ANDROID_NDK)
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int ViewDist = 9;
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#else
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int ViewDist = 20; // Always prepare an area 20 chunks across, no matter what the actual cClientHandle::VIEWDISTANCE is
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#endif // _DEBUG
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LOG("Preparing spawn area in world \"%s\"...", m_WorldName.c_str());
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for (int x = 0; x < ViewDist; x++)
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{
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for (int z = 0; z < ViewDist; z++)
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{
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m_ChunkMap->TouchChunk(x + ChunkX-(ViewDist - 1) / 2, ZERO_CHUNK_Y, z + ChunkZ-(ViewDist - 1) / 2); // Queue the chunk in the generator / loader
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}
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}
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{
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// Display progress during this process:
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cWorldLoadProgress Progress(this);
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// Wait for the loader to finish loading
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m_Storage.WaitForQueuesEmpty();
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// Wait for the generator to finish generating
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m_Generator.WaitForQueueEmpty();
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Progress.Stop();
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}
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// Light all chunks that have been newly generated:
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LOG("Lighting spawn area in world \"%s\"...", m_WorldName.c_str());
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for (int x = 0; x < ViewDist; x++)
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{
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int ChX = x + ChunkX-(ViewDist - 1) / 2;
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for (int z = 0; z < ViewDist; z++)
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{
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int ChZ = z + ChunkZ-(ViewDist - 1) / 2;
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if (!m_ChunkMap->IsChunkLighted(ChX, ChZ))
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{
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m_Lighting.QueueChunk(ChX, ChZ); // Queue the chunk in the lighting thread
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}
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} // for z
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} // for x
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{
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cWorldLightingProgress Progress(&m_Lighting);
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m_Lighting.WaitForQueueEmpty();
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Progress.Stop();
|
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}
|
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|
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// TODO: Better spawn detection - move spawn out of the water if it isn't set in the INI already
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m_SpawnY = (double)GetHeight((int)m_SpawnX, (int)m_SpawnZ) + 1.6f; // +1.6f eye height
|
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}
|
||
|
||
|
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|
||
|
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|
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void cWorld::StopThreads(void)
|
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{
|
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m_Generator.Stop();
|
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m_ChunkSender.Stop();
|
||
}
|
||
|
||
|
||
|
||
|
||
|
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void cWorld::Tick(float a_Dt)
|
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{
|
||
// We need sub-tick precision here, that's why we store the time in seconds and calculate ticks off of it
|
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m_WorldAgeSecs += (double)a_Dt / 1000.0;
|
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m_TimeOfDaySecs += (double)a_Dt / 1000.0;
|
||
|
||
// Wrap time of day each 20 minutes (1200 seconds)
|
||
if (m_TimeOfDaySecs > 1200.0)
|
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{
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m_TimeOfDaySecs -= 1200.0;
|
||
}
|
||
|
||
m_WorldAge = (Int64)(m_WorldAgeSecs * 20.0);
|
||
m_TimeOfDay = (Int64)(m_TimeOfDaySecs * 20.0);
|
||
|
||
// Broadcase time update every 40 ticks (2 seconds)
|
||
if (m_LastTimeUpdate < m_WorldAge - 40)
|
||
{
|
||
BroadcastTimeUpdate();
|
||
m_LastTimeUpdate = m_WorldAge;
|
||
}
|
||
|
||
m_ChunkMap->Tick(a_Dt);
|
||
|
||
TickQueuedBlocks(a_Dt);
|
||
|
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GetSimulatorManager()->Simulate(a_Dt);
|
||
|
||
TickWeather(a_Dt);
|
||
|
||
// Asynchronously set blocks:
|
||
sSetBlockList FastSetBlockQueueCopy;
|
||
{
|
||
cCSLock Lock(m_CSFastSetBlock);
|
||
std::swap(FastSetBlockQueueCopy, m_FastSetBlockQueue);
|
||
}
|
||
m_ChunkMap->FastSetBlocks(FastSetBlockQueueCopy);
|
||
if (!FastSetBlockQueueCopy.empty())
|
||
{
|
||
// Some blocks failed, store them for next tick:
|
||
cCSLock Lock(m_CSFastSetBlock);
|
||
m_FastSetBlockQueue.splice(m_FastSetBlockQueue.end(), FastSetBlockQueueCopy);
|
||
}
|
||
|
||
if (m_WorldAge - m_LastSave > 60 * 5 * 20) // Save each 5 minutes
|
||
{
|
||
SaveAllChunks();
|
||
}
|
||
|
||
if (m_WorldAge - m_LastUnload > 10 * 20) // Unload every 10 seconds
|
||
{
|
||
UnloadUnusedChunks();
|
||
}
|
||
|
||
TickSpawnMobs(a_Dt);
|
||
|
||
std::vector<int> m_RSList_copy(m_RSList);
|
||
|
||
m_RSList.clear();
|
||
|
||
std::vector<int>::const_iterator cii; // FIXME - Please rename this variable, WTF is cii??? Use human readable variable names or common abbreviations (i, idx, itr, iter)
|
||
for (cii = m_RSList_copy.begin(); cii != m_RSList_copy.end();)
|
||
{
|
||
int tempX = *cii; cii++;
|
||
int tempY = *cii; cii++;
|
||
int tempZ = *cii; cii++;
|
||
int state = *cii; cii++;
|
||
|
||
if ((state == 11111) && ((int)GetBlock(tempX, tempY, tempZ) == E_BLOCK_REDSTONE_TORCH_OFF))
|
||
{
|
||
FastSetBlock(tempX, tempY, tempZ, E_BLOCK_REDSTONE_TORCH_ON, (int)GetBlockMeta(tempX, tempY, tempZ));
|
||
}
|
||
else if ((state == 00000) && ((int)GetBlock(tempX, tempY, tempZ) == E_BLOCK_REDSTONE_TORCH_ON))
|
||
{
|
||
FastSetBlock(tempX, tempY, tempZ, E_BLOCK_REDSTONE_TORCH_OFF, (int)GetBlockMeta(tempX, tempY, tempZ));
|
||
}
|
||
}
|
||
m_RSList_copy.erase(m_RSList_copy.begin(),m_RSList_copy.end());
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::TickWeather(float a_Dt)
|
||
{
|
||
// 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::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();
|
||
}
|
||
|
||
int dayRand = (m_TickRand.randInt() / 7) % 6;
|
||
int nightRand = (m_TickRand.randInt() / 11) % 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);
|
||
|
||
int MobType = -1;
|
||
if (m_TimeOfDay >= 12000 + 1000)
|
||
{
|
||
if (GetBiomeAt((int)SpawnPos.x, (int)SpawnPos.z) == biHell) // Spawn nether mobs
|
||
{
|
||
switch (nightRand)
|
||
{
|
||
case 1: MobType = E_ENTITY_TYPE_ZOMBIE; break; // _X 2013_06_25: Really? Zombies in the Nether?
|
||
case 5: MobType = E_ENTITY_TYPE_GHAST; break;
|
||
case 6: MobType = E_ENTITY_TYPE_ZOMBIE_PIGMAN; break;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
switch (nightRand)
|
||
{
|
||
case 0: MobType = E_ENTITY_TYPE_SPIDER; break;
|
||
case 2: MobType = E_ENTITY_TYPE_ENDERMAN; break;
|
||
case 3: MobType = E_ENTITY_TYPE_CREEPER; break;
|
||
case 4: MobType = E_ENTITY_TYPE_CAVE_SPIDER; break;
|
||
case 7: MobType = E_ENTITY_TYPE_SLIME; break;
|
||
case 8: MobType = E_ENTITY_TYPE_SILVERFISH; break;
|
||
case 9: MobType = E_ENTITY_TYPE_SKELETON; break;
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
switch (dayRand)
|
||
{
|
||
case 0: MobType = E_ENTITY_TYPE_CHICKEN; break;
|
||
case 1: MobType = E_ENTITY_TYPE_COW; break;
|
||
case 2: MobType = E_ENTITY_TYPE_PIG; break;
|
||
case 3: MobType = E_ENTITY_TYPE_SHEEP; break;
|
||
case 4: MobType = E_ENTITY_TYPE_SQUID; break;
|
||
case 5: MobType = E_ENTITY_TYPE_WOLF; break;
|
||
}
|
||
}
|
||
|
||
if (MobType >= 0)
|
||
{
|
||
// A proper mob type was selected, now spawn the mob:
|
||
SpawnMob(SpawnPos.x, SpawnPos.y, SpawnPos.z, MobType);
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
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::ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback)
|
||
{
|
||
return m_ChunkMap->ForEachChestInChunk(a_ChunkX, a_ChunkZ, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::ForEachDispenserInChunk(int a_ChunkX, int a_ChunkZ, cDispenserCallback & a_Callback)
|
||
{
|
||
return m_ChunkMap->ForEachDispenserInChunk(a_ChunkX, a_ChunkZ, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::ForEachDropperInChunk(int a_ChunkX, int a_ChunkZ, cDropperCallback & a_Callback)
|
||
{
|
||
return m_ChunkMap->ForEachDropperInChunk(a_ChunkX, a_ChunkZ, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::ForEachDropSpenserInChunk(int a_ChunkX, int a_ChunkZ, cDropSpenserCallback & a_Callback)
|
||
{
|
||
return m_ChunkMap->ForEachDropSpenserInChunk(a_ChunkX, a_ChunkZ, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback & a_Callback)
|
||
{
|
||
return m_ChunkMap->ForEachFurnaceInChunk(a_ChunkX, a_ChunkZ, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::DoExplosiontAt(float a_ExplosionSize, int a_BlockX, int a_BlockY, int a_BlockZ)
|
||
{
|
||
// TODO: Add damage to entities, add support for pickups, and implement block hardiness
|
||
Vector3d explosion_pos = Vector3d(a_BlockX, a_BlockY, a_BlockZ);
|
||
cVector3iArray BlocksAffected;
|
||
m_ChunkMap->DoExplosiontAt(a_ExplosionSize, a_BlockX, a_BlockY, a_BlockZ, BlocksAffected);
|
||
BroadcastSoundEffect("random.explode", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 1.0f, 0.6f);
|
||
{
|
||
cCSLock Lock(m_CSPlayers);
|
||
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
|
||
{
|
||
cClientHandle * ch = (*itr)->GetClientHandle();
|
||
if ((ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
|
||
{
|
||
continue;
|
||
}
|
||
Vector3d distance_explosion = (*itr)->GetPosition() - explosion_pos;
|
||
if (distance_explosion.SqrLength() < 4096.0)
|
||
{
|
||
double real_distance = std::max(0.004, sqrt(distance_explosion.SqrLength()));
|
||
double power = a_ExplosionSize / real_distance;
|
||
if (power <= 1)
|
||
{
|
||
power = 0;
|
||
}
|
||
distance_explosion.Normalize();
|
||
distance_explosion *= power;
|
||
ch->SendExplosion(a_BlockX, a_BlockY, a_BlockZ, a_ExplosionSize, BlocksAffected, distance_explosion);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback)
|
||
{
|
||
return m_ChunkMap->DoWithChestAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback)
|
||
{
|
||
return m_ChunkMap->DoWithDispenserAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::DoWithDropperAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropperCallback & a_Callback)
|
||
{
|
||
return m_ChunkMap->DoWithDropperAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::DoWithDropSpenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserCallback & a_Callback)
|
||
{
|
||
return m_ChunkMap->DoWithDropSpenserAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback)
|
||
{
|
||
return m_ChunkMap->DoWithFurnaceAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::GetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4)
|
||
{
|
||
return m_ChunkMap->GetSignLines(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
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, char a_SaplingMeta)
|
||
{
|
||
cNoise Noise(m_Generator.GetSeed());
|
||
sSetBlockVector Logs, Other;
|
||
switch (a_SaplingMeta & 0x07)
|
||
{
|
||
case E_META_SAPLING_APPLE: GetAppleTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldAge & 0xffffffff), Logs, Other); break;
|
||
case E_META_SAPLING_BIRCH: GetBirchTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldAge & 0xffffffff), Logs, Other); break;
|
||
case E_META_SAPLING_CONIFER: GetConiferTreeImage(a_X, a_Y, a_Z, Noise, (int)(m_WorldAge & 0xffffffff), Logs, Other); break;
|
||
case E_META_SAPLING_JUNGLE: GetJungleTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldAge & 0xffffffff), Logs, Other); break;
|
||
}
|
||
Other.insert(Other.begin(), Logs.begin(), Logs.end());
|
||
Logs.clear();
|
||
GrowTreeImage(Other);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::GrowTreeByBiome(int a_X, int a_Y, int a_Z)
|
||
{
|
||
cNoise Noise(m_Generator.GetSeed());
|
||
sSetBlockVector Logs, Other;
|
||
GetTreeImageByBiome(a_X, a_Y, a_Z, Noise, (int)(m_WorldAge & 0xffffffff), (EMCSBiome)GetBiomeAt(a_X, a_Z), Logs, Other);
|
||
Other.insert(Other.begin(), Logs.begin(), Logs.end());
|
||
Logs.clear();
|
||
GrowTreeImage(Other);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::GrowTreeImage(const sSetBlockVector & a_Blocks)
|
||
{
|
||
// Check that the tree has place to grow
|
||
|
||
// Make a copy of the log blocks:
|
||
sSetBlockVector b2;
|
||
for (sSetBlockVector::const_iterator itr = a_Blocks.begin(); itr != a_Blocks.end(); ++itr)
|
||
{
|
||
if (itr->BlockType == E_BLOCK_LOG)
|
||
{
|
||
b2.push_back(*itr);
|
||
}
|
||
} // for itr - a_Blocks[]
|
||
|
||
// Query blocktypes and metas at those log blocks:
|
||
if (!GetBlocks(b2, false))
|
||
{
|
||
return;
|
||
}
|
||
|
||
// Check that at each log's coord there's an block allowed to be overwritten:
|
||
for (sSetBlockVector::const_iterator itr = b2.begin(); itr != b2.end(); ++itr)
|
||
{
|
||
switch (itr->BlockType)
|
||
{
|
||
CASE_TREE_ALLOWED_BLOCKS:
|
||
{
|
||
break;
|
||
}
|
||
default:
|
||
{
|
||
return;
|
||
}
|
||
}
|
||
} // for itr - b2[]
|
||
|
||
// All ok, replace blocks with the tree image:
|
||
m_ChunkMap->ReplaceTreeBlocks(a_Blocks);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::GrowRipePlant(int a_BlockX, int a_BlockY, int a_BlockZ, bool a_IsByBonemeal)
|
||
{
|
||
BLOCKTYPE BlockType;
|
||
NIBBLETYPE BlockMeta;
|
||
GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta);
|
||
switch (BlockType)
|
||
{
|
||
case E_BLOCK_CARROTS:
|
||
{
|
||
if (a_IsByBonemeal && !m_IsCarrotsBonemealable)
|
||
{
|
||
return false;
|
||
}
|
||
if (BlockMeta < 7)
|
||
{
|
||
FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
|
||
}
|
||
return true;
|
||
}
|
||
|
||
case E_BLOCK_CROPS:
|
||
{
|
||
if (a_IsByBonemeal && !m_IsCropsBonemealable)
|
||
{
|
||
return false;
|
||
}
|
||
if (BlockMeta < 7)
|
||
{
|
||
FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
|
||
}
|
||
return true;
|
||
}
|
||
|
||
case E_BLOCK_MELON_STEM:
|
||
{
|
||
if (BlockMeta < 7)
|
||
{
|
||
if (a_IsByBonemeal && !m_IsMelonStemBonemealable)
|
||
{
|
||
return false;
|
||
}
|
||
FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
|
||
}
|
||
else
|
||
{
|
||
if (a_IsByBonemeal && !m_IsMelonBonemealable)
|
||
{
|
||
return false;
|
||
}
|
||
GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, BlockType);
|
||
}
|
||
return true;
|
||
}
|
||
|
||
case E_BLOCK_POTATOES:
|
||
{
|
||
if (a_IsByBonemeal && !m_IsPotatoesBonemealable)
|
||
{
|
||
return false;
|
||
}
|
||
if (BlockMeta < 7)
|
||
{
|
||
FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
|
||
}
|
||
return true;
|
||
}
|
||
|
||
case E_BLOCK_PUMPKIN_STEM:
|
||
{
|
||
if (BlockMeta < 7)
|
||
{
|
||
if (a_IsByBonemeal && !m_IsPumpkinStemBonemealable)
|
||
{
|
||
return false;
|
||
}
|
||
FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
|
||
}
|
||
else
|
||
{
|
||
if (a_IsByBonemeal && !m_IsPumpkinBonemealable)
|
||
{
|
||
return false;
|
||
}
|
||
GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, BlockType);
|
||
}
|
||
return true;
|
||
}
|
||
|
||
case E_BLOCK_SAPLING:
|
||
{
|
||
if (a_IsByBonemeal && !m_IsSaplingBonemealable)
|
||
{
|
||
return false;
|
||
}
|
||
GrowTreeFromSapling(a_BlockX, a_BlockY, a_BlockZ, BlockMeta);
|
||
return true;
|
||
}
|
||
|
||
case E_BLOCK_GRASS:
|
||
{
|
||
if (a_IsByBonemeal && !m_IsGrassBonemealable)
|
||
{
|
||
return false;
|
||
}
|
||
MTRand r1;
|
||
for (int i = 0; i < 60; i++)
|
||
{
|
||
int OfsX = (r1.randInt(3) + r1.randInt(3) + r1.randInt(3) + r1.randInt(3)) / 2 - 3;
|
||
int OfsY = r1.randInt(3) + r1.randInt(3) - 3;
|
||
int OfsZ = (r1.randInt(3) + r1.randInt(3) + r1.randInt(3) + r1.randInt(3)) / 2 - 3;
|
||
BLOCKTYPE Ground = GetBlock(a_BlockX + OfsX, a_BlockY + OfsY, a_BlockZ + OfsZ);
|
||
if (Ground != E_BLOCK_GRASS)
|
||
{
|
||
continue;
|
||
}
|
||
BLOCKTYPE Above = GetBlock(a_BlockX + OfsX, a_BlockY + OfsY + 1, a_BlockZ + OfsZ);
|
||
if (Above != E_BLOCK_AIR)
|
||
{
|
||
continue;
|
||
}
|
||
BLOCKTYPE SpawnType;
|
||
NIBBLETYPE SpawnMeta = 0;
|
||
switch (r1.randInt(10))
|
||
{
|
||
case 0: SpawnType = E_BLOCK_YELLOW_FLOWER; break;
|
||
case 1: SpawnType = E_BLOCK_RED_ROSE; break;
|
||
default:
|
||
{
|
||
SpawnType = E_BLOCK_TALL_GRASS;
|
||
SpawnMeta = E_META_TALL_GRASS_GRASS;
|
||
break;
|
||
}
|
||
} // switch (random spawn block type)
|
||
FastSetBlock(a_BlockX + OfsX, a_BlockY + OfsY + 1, a_BlockZ + OfsZ, SpawnType, SpawnMeta);
|
||
} // for i - 50 times
|
||
return true;
|
||
}
|
||
|
||
case E_BLOCK_SUGARCANE:
|
||
{
|
||
if (a_IsByBonemeal && !m_IsSugarcaneBonemealable)
|
||
{
|
||
return false;
|
||
}
|
||
m_ChunkMap->GrowSugarcane(a_BlockX, a_BlockY, a_BlockZ, m_MaxSugarcaneHeight);
|
||
return true;
|
||
}
|
||
|
||
case E_BLOCK_CACTUS:
|
||
{
|
||
if (a_IsByBonemeal && !m_IsCactusBonemealable)
|
||
{
|
||
return false;
|
||
}
|
||
m_ChunkMap->GrowCactus(a_BlockX, a_BlockY, a_BlockZ, m_MaxCactusHeight);
|
||
return true;
|
||
}
|
||
} // switch (BlockType)
|
||
return false;
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::GrowCactus(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow)
|
||
{
|
||
m_ChunkMap->GrowCactus(a_BlockX, a_BlockY, a_BlockZ, a_NumBlocksToGrow);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockType)
|
||
{
|
||
MTRand Rand;
|
||
m_ChunkMap->GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, Rand);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::GrowSugarcane(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow)
|
||
{
|
||
m_ChunkMap->GrowSugarcane(a_BlockX, a_BlockY, a_BlockZ, a_NumBlocksToGrow);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
int cWorld::GetBiomeAt (int a_BlockX, int a_BlockZ)
|
||
{
|
||
return m_ChunkMap->GetBiomeAt(a_BlockX, a_BlockZ);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::SetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
|
||
{
|
||
if (a_BlockType == E_BLOCK_AIR)
|
||
{
|
||
BlockHandler(GetBlock(a_BlockX, a_BlockY, a_BlockZ))->OnDestroyed(this, a_BlockX, a_BlockY, a_BlockZ);
|
||
}
|
||
m_ChunkMap->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
|
||
|
||
BlockHandler(a_BlockType)->OnPlaced(this, a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::FastSetBlock(int a_X, int a_Y, int a_Z, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
|
||
{
|
||
cCSLock Lock(m_CSFastSetBlock);
|
||
m_FastSetBlockQueue.push_back(sSetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta));
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
BLOCKTYPE cWorld::GetBlock(int a_X, int a_Y, int a_Z)
|
||
{
|
||
// First check if it isn't queued in the m_FastSetBlockQueue:
|
||
{
|
||
int X = a_X, Y = a_Y, Z = a_Z;
|
||
int ChunkX, ChunkY, ChunkZ;
|
||
AbsoluteToRelative(X, Y, Z, ChunkX, ChunkY, ChunkZ);
|
||
|
||
cCSLock Lock(m_CSFastSetBlock);
|
||
for (sSetBlockList::iterator itr = m_FastSetBlockQueue.begin(); itr != m_FastSetBlockQueue.end(); ++itr)
|
||
{
|
||
if ((itr->x == X) && (itr->y == Y) && (itr->z == Z) && (itr->ChunkX == ChunkX) && (itr->ChunkZ == ChunkZ))
|
||
{
|
||
return itr->BlockType;
|
||
}
|
||
} // for itr - m_FastSetBlockQueue[]
|
||
}
|
||
|
||
return m_ChunkMap->GetBlock(a_X, a_Y, a_Z);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
NIBBLETYPE cWorld::GetBlockMeta(int a_X, int a_Y, int a_Z)
|
||
{
|
||
// First check if it isn't queued in the m_FastSetBlockQueue:
|
||
{
|
||
cCSLock Lock(m_CSFastSetBlock);
|
||
for (sSetBlockList::iterator itr = m_FastSetBlockQueue.begin(); itr != m_FastSetBlockQueue.end(); ++itr)
|
||
{
|
||
if ((itr->x == a_X) && (itr->y == a_Y) && (itr->y == a_Y))
|
||
{
|
||
return itr->BlockMeta;
|
||
}
|
||
} // for itr - m_FastSetBlockQueue[]
|
||
}
|
||
|
||
return m_ChunkMap->GetBlockMeta(a_X, a_Y, a_Z);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::SetBlockMeta(int a_X, int a_Y, int a_Z, NIBBLETYPE a_MetaData)
|
||
{
|
||
m_ChunkMap->SetBlockMeta(a_X, a_Y, a_Z, a_MetaData);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
NIBBLETYPE cWorld::GetBlockSkyLight(int a_X, int a_Y, int a_Z)
|
||
{
|
||
return m_ChunkMap->GetBlockSkyLight(a_X, a_Y, a_Z);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
NIBBLETYPE cWorld::GetBlockBlockLight(int a_BlockX, int a_BlockY, int a_BlockZ)
|
||
{
|
||
return m_ChunkMap->GetBlockBlockLight(a_BlockX, a_BlockY, a_BlockZ);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::GetBlockTypeMeta(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta)
|
||
{
|
||
return m_ChunkMap->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, (BLOCKTYPE &)a_BlockType, (NIBBLETYPE &)a_BlockMeta);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::GetBlockInfo(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight)
|
||
{
|
||
return m_ChunkMap->GetBlockInfo(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_Meta, a_SkyLight, a_BlockLight);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes)
|
||
{
|
||
return m_ChunkMap->WriteBlockArea(a_Area, a_MinBlockX, a_MinBlockY, a_MinBlockZ, a_DataTypes);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed)
|
||
{
|
||
MTRand r1;
|
||
a_FlyAwaySpeed /= 1000; // Pre-divide, so that we don't have to divide each time inside the loop
|
||
for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
|
||
{
|
||
float SpeedX = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
|
||
float SpeedY = (float)(a_FlyAwaySpeed * r1.randInt(1000));
|
||
float SpeedZ = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
|
||
|
||
// Add random offset to the spawn position:
|
||
int MicroX = (int)(a_BlockX * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
|
||
int MicroY = (int)(a_BlockY * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
|
||
int MicroZ = (int)(a_BlockZ * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
|
||
|
||
// TODO 2013_05_12 _X: Because spawning pickups with nonzero speed causes them to bug (FS #338),
|
||
// I decided to temporarily reset the speed to zero to fix it, until we have proper pickup physics
|
||
SpeedX = SpeedY = SpeedZ = 0;
|
||
|
||
// TODO 2013_05_12 _X: It seems that pickups bug out even with zero speed, trying mid-block position:
|
||
MicroX = (int)(floor(a_BlockX) * 32) + 16;
|
||
MicroY = (int)(floor(a_BlockY) * 32) + 16;
|
||
MicroZ = (int)(floor(a_BlockZ) * 32) + 16;
|
||
|
||
cPickup * Pickup = new cPickup(
|
||
MicroX, MicroY, MicroZ,
|
||
*itr, SpeedX, SpeedY, SpeedZ
|
||
);
|
||
Pickup->Initialize(this);
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ)
|
||
{
|
||
// TODO 2013_05_12 _X: Because spawning pickups with nonzero speed causes them to bug (FS #338),
|
||
// I decided to temporarily reset the speed to zero to fix it, until we have proper pickup physics
|
||
a_SpeedX = a_SpeedY = a_SpeedZ = 0;
|
||
|
||
MTRand r1;
|
||
for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
|
||
{
|
||
// Add random offset to the spawn position:
|
||
int MicroX = (int)(a_BlockX * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
|
||
int MicroY = (int)(a_BlockY * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
|
||
int MicroZ = (int)(a_BlockZ * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
|
||
|
||
// TODO 2013_05_12 _X: It seems that pickups bug out even with zero speed, trying mid-block position:
|
||
MicroX = (int)(floor(a_BlockX) * 32) + 16;
|
||
MicroY = (int)(floor(a_BlockY) * 32) + 16;
|
||
MicroZ = (int)(floor(a_BlockZ) * 32) + 16;
|
||
|
||
cPickup * Pickup = new cPickup(
|
||
MicroX, MicroY, MicroZ,
|
||
*itr, (float)a_SpeedX, (float)a_SpeedY, (float)a_SpeedZ
|
||
);
|
||
Pickup->Initialize(this);
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::SpawnPrimedTNT(double a_X, double a_Y, double a_Z, float a_FuseTimeInSec, double 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));
|
||
Handler->OnDestroyed(this, a_X, a_Y, a_Z);
|
||
return m_ChunkMap->DigBlock(a_X, a_Y, a_Z);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::SendBlockTo(int a_X, int a_Y, int a_Z, cPlayer * a_Player)
|
||
{
|
||
m_ChunkMap->SendBlockTo(a_X, a_Y, a_Z, a_Player);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
int cWorld::GetHeight(int a_X, int a_Z)
|
||
{
|
||
return m_ChunkMap->GetHeight(a_X, a_Z);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::TryGetHeight(int a_BlockX, int a_BlockZ, int & a_Height)
|
||
{
|
||
return m_ChunkMap->TryGetHeight(a_BlockX, a_BlockZ, a_Height);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::BroadcastAttachEntity(const cEntity & a_Entity, const cEntity * a_Vehicle)
|
||
{
|
||
return m_ChunkMap->BroadcastAttachEntity(a_Entity, a_Vehicle);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::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::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::BroadcastPlayerAnimation(const cPlayer & a_Player, char a_Animation, const cClientHandle * a_Exclude)
|
||
{
|
||
m_ChunkMap->BroadcastPlayerAnimation(a_Player, a_Animation, 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::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::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);
|
||
|
||
// 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);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::ForEachPlayer(cPlayerListCallback & a_Callback)
|
||
{
|
||
// Calls the callback for each player in the list
|
||
cCSLock Lock(m_CSPlayers);
|
||
for (cPlayerList::iterator itr = m_Players.begin(), itr2 = itr; itr != m_Players.end(); itr = itr2)
|
||
{
|
||
++itr2;
|
||
if (a_Callback.Item(*itr))
|
||
{
|
||
return false;
|
||
}
|
||
} // for itr - m_Players[]
|
||
return true;
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback)
|
||
{
|
||
// Calls the callback for each player in the list
|
||
cCSLock Lock(m_CSPlayers);
|
||
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
|
||
{
|
||
if (NoCaseCompare((*itr)->GetName(), a_PlayerName) == 0)
|
||
{
|
||
a_Callback.Item(*itr);
|
||
return true;
|
||
}
|
||
} // for itr - m_Players[]
|
||
return false;
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::FindAndDoWithPlayer(const AString & a_PlayerNameHint, cPlayerListCallback & a_Callback)
|
||
{
|
||
cPlayer * BestMatch = NULL;
|
||
unsigned int BestRating = 0;
|
||
unsigned int NameLength = a_PlayerNameHint.length();
|
||
|
||
cCSLock Lock(m_CSPlayers);
|
||
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
|
||
{
|
||
unsigned int Rating = RateCompareString (a_PlayerNameHint, (*itr)->GetName());
|
||
if (Rating >= BestRating)
|
||
{
|
||
BestMatch = *itr;
|
||
BestRating = Rating;
|
||
}
|
||
if (Rating == NameLength) // Perfect match
|
||
{
|
||
break;
|
||
}
|
||
} // for itr - m_Players[]
|
||
|
||
if (BestMatch != NULL)
|
||
{
|
||
LOG("Compared %s and %s with rating %i", a_PlayerNameHint.c_str(), BestMatch->GetName().c_str(), BestRating);
|
||
return a_Callback.Item (BestMatch);
|
||
}
|
||
return false;
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
// TODO: This interface is dangerous!
|
||
cPlayer * cWorld::FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit)
|
||
{
|
||
cTracer LineOfSight(this);
|
||
|
||
float ClosestDistance = a_SightLimit;
|
||
cPlayer* ClosestPlayer = NULL;
|
||
|
||
cCSLock Lock(m_CSPlayers);
|
||
for (cPlayerList::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
|
||
{
|
||
Vector3f Pos = (*itr)->GetPosition();
|
||
float Distance = (Pos - a_Pos).Length();
|
||
|
||
if (Distance <= a_SightLimit)
|
||
{
|
||
if (!LineOfSight.Trace(a_Pos,(Pos - a_Pos),(int)(Pos - a_Pos).Length()))
|
||
{
|
||
if (Distance < ClosestDistance)
|
||
{
|
||
ClosestDistance = Distance;
|
||
ClosestPlayer = *itr;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
return ClosestPlayer;
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::SendPlayerList(cPlayer * a_DestPlayer)
|
||
{
|
||
// Sends the playerlist to a_DestPlayer
|
||
cCSLock Lock(m_CSPlayers);
|
||
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
|
||
{
|
||
cClientHandle * ch = (*itr)->GetClientHandle();
|
||
if ((ch != NULL) && !ch->IsDestroyed())
|
||
{
|
||
a_DestPlayer->GetClientHandle()->SendPlayerListItem(*(*itr), true);
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::ForEachEntity(cEntityCallback & a_Callback)
|
||
{
|
||
return m_ChunkMap->ForEachEntity(a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback)
|
||
{
|
||
return m_ChunkMap->ForEachEntityInChunk(a_ChunkX, a_ChunkZ, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::DoWithEntityByID(int a_UniqueID, cEntityCallback & a_Callback)
|
||
{
|
||
return m_ChunkMap->DoWithEntityByID(a_UniqueID, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::CompareChunkClients(int a_ChunkX1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkZ2, cClientDiffCallback & a_Callback)
|
||
{
|
||
m_ChunkMap->CompareChunkClients(a_ChunkX1, a_ChunkZ1, a_ChunkX2, a_ChunkZ2, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::AddChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client)
|
||
{
|
||
return m_ChunkMap->AddChunkClient(a_ChunkX, a_ChunkZ, a_Client);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::RemoveChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client)
|
||
{
|
||
m_ChunkMap->RemoveChunkClient(a_ChunkX, a_ChunkZ, a_Client);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::RemoveClientFromChunks(cClientHandle * a_Client)
|
||
{
|
||
m_ChunkMap->RemoveClientFromChunks(a_Client);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::SendChunkTo(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client)
|
||
{
|
||
m_ChunkSender.QueueSendChunkTo(a_ChunkX, a_ChunkZ, a_Client);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::RemoveClientFromChunkSender(cClientHandle * a_Client)
|
||
{
|
||
m_ChunkSender.RemoveClient(a_Client);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
|
||
{
|
||
m_ChunkMap->TouchChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
|
||
{
|
||
return m_ChunkMap->LoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::LoadChunks(const cChunkCoordsList & a_Chunks)
|
||
{
|
||
m_ChunkMap->LoadChunks(a_Chunks);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
|
||
{
|
||
m_ChunkMap->ChunkLoadFailed(a_ChunkX, a_ChunkY, a_ChunkZ);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
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);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay)
|
||
{
|
||
m_ChunkMap->ChunksStay(a_Chunks, a_Stay);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::RegenerateChunk(int a_ChunkX, int a_ChunkZ)
|
||
{
|
||
m_ChunkMap->MarkChunkRegenerating(a_ChunkX, a_ChunkZ);
|
||
|
||
// Trick: use Y=1 to force the chunk generation even though the chunk data is already present
|
||
m_Generator.QueueGenerateChunk(a_ChunkX, 1, a_ChunkZ);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::GenerateChunk(int a_ChunkX, int a_ChunkZ)
|
||
{
|
||
m_Generator.QueueGenerateChunk(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::QueueLightChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback)
|
||
{
|
||
m_Lighting.QueueChunk(a_ChunkX, a_ChunkZ, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::IsChunkLighted(int a_ChunkX, int a_ChunkZ)
|
||
{
|
||
return m_ChunkMap->IsChunkLighted(a_ChunkX, a_ChunkZ);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback)
|
||
{
|
||
return m_ChunkMap->ForEachChunkInRect(a_MinChunkX, a_MaxChunkX, a_MinChunkZ, a_MaxChunkZ, a_Callback);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::SaveAllChunks(void)
|
||
{
|
||
LOGINFO("Saving all chunks...");
|
||
m_LastSave = m_WorldAge;
|
||
m_ChunkMap->SaveAllChunks();
|
||
m_Storage.QueueSavedMessage();
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::AddEntity(cEntity * a_Entity)
|
||
{
|
||
m_ChunkMap->AddEntity(a_Entity);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::HasEntity(int a_UniqueID)
|
||
{
|
||
return m_ChunkMap->HasEntity(a_UniqueID);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::RemoveEntity(cEntity * a_Entity)
|
||
{
|
||
m_ChunkMap->RemoveEntity(a_Entity);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
unsigned int cWorld::GetNumPlayers(void)
|
||
{
|
||
cCSLock Lock(m_CSPlayers);
|
||
return m_Players.size();
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
int cWorld::GetNumChunks(void) const
|
||
{
|
||
return m_ChunkMap->GetNumChunks();
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::GetChunkStats(int & a_NumValid, int & a_NumDirty, int & a_NumInLightingQueue)
|
||
{
|
||
m_ChunkMap->GetChunkStats(a_NumValid, a_NumDirty);
|
||
a_NumInLightingQueue = (int) m_Lighting.GetQueueLength();
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::TickQueuedBlocks(float a_Dt)
|
||
{
|
||
if (m_BlockTickQueue.empty())
|
||
{
|
||
return;
|
||
}
|
||
m_BlockTickQueueCopy.clear();
|
||
m_BlockTickQueue.swap(m_BlockTickQueueCopy);
|
||
|
||
for (std::vector<BlockTickQueueItem *>::iterator itr = m_BlockTickQueueCopy.begin(); itr != m_BlockTickQueueCopy.end(); itr++)
|
||
{
|
||
BlockTickQueueItem *Block = (*itr);
|
||
Block->ToWait -= a_Dt;
|
||
if (Block->ToWait <= 0)
|
||
{
|
||
BlockHandler(GetBlock(Block->X, Block->Y, Block->Z))->OnUpdate(this, Block->X, Block->Y, Block->Z);
|
||
delete Block; //We don't have to remove it from the vector, this will happen automatically on the next tick
|
||
}
|
||
else
|
||
{
|
||
m_BlockTickQueue.push_back(Block); //Keep the block in the queue
|
||
}
|
||
} // for itr - m_BlockTickQueueCopy[]
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cWorld::QueueBlockForTick(int a_BlockX, int a_BlockY, int a_BlockZ, float a_TimeToWait)
|
||
{
|
||
BlockTickQueueItem * Block = new BlockTickQueueItem;
|
||
Block->X = a_BlockX;
|
||
Block->Y = a_BlockY;
|
||
Block->Z = a_BlockZ;
|
||
Block->ToWait = a_TimeToWait;
|
||
|
||
m_BlockTickQueue.push_back(Block);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cWorld::IsBlockDirectlyWatered(int a_BlockX, int a_BlockY, int a_BlockZ)
|
||
{
|
||
return (
|
||
IsBlockWater(GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ)) ||
|
||
IsBlockWater(GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ)) ||
|
||
IsBlockWater(GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1)) ||
|
||
IsBlockWater(GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1))
|
||
);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
int cWorld::SpawnMob(double a_PosX, double a_PosY, double a_PosZ, int a_EntityType)
|
||
{
|
||
cMonster * Monster = NULL;
|
||
|
||
int Size = GetTickRandomNumber(2) + 1; // 1 .. 3
|
||
|
||
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(Size); 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(Size); break;
|
||
case E_ENTITY_TYPE_SPIDER: Monster = new cSpider(); break;
|
||
case E_ENTITY_TYPE_SQUID: Monster = new cSquid(); break;
|
||
case E_ENTITY_TYPE_VILLAGER: Monster = new cVillager(); break;
|
||
case E_ENTITY_TYPE_WITCH: Monster = new cWitch(); break;
|
||
case E_ENTITY_TYPE_WOLF: Monster = new cWolf(); break;
|
||
case E_ENTITY_TYPE_ZOMBIE: Monster = new cZombie(); break;
|
||
case E_ENTITY_TYPE_ZOMBIE_PIGMAN: Monster = new cZombiepigman(); break;
|
||
|
||
default:
|
||
{
|
||
LOGWARNING("cWorld::SpawnMob(): Unhandled entity type: %d. Not spawning.", a_EntityType);
|
||
return -1;
|
||
}
|
||
}
|
||
Monster->SetPosition(a_PosX, a_PosY, a_PosZ);
|
||
Monster->SetHealth(Monster->GetMaxHealth());
|
||
Monster->Initialize(this);
|
||
BroadcastSpawnEntity(*Monster);
|
||
return Monster->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)
|
||
{
|
||
if (NoCaseCompare((*itr)->GetName().substr(0, a_Text.length()), a_Text) != 0)
|
||
{
|
||
// Player name doesn't match
|
||
continue;
|
||
}
|
||
a_Results.push_back((*itr)->GetName());
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock)
|
||
{
|
||
AString SimulatorNameKey;
|
||
Printf(SimulatorNameKey, "%sSimulator", a_FluidName);
|
||
AString SimulatorSectionName;
|
||
Printf(SimulatorSectionName, "%sSimulator", a_FluidName);
|
||
AString SimulatorName = a_IniFile.GetValueSet("Physics", SimulatorNameKey, "");
|
||
if (SimulatorName.empty())
|
||
{
|
||
LOGWARNING("%s [Physics]:%s not present or empty, using the default of \"Floody\".", GetIniFileName().c_str(), SimulatorNameKey.c_str());
|
||
SimulatorName = "Floody";
|
||
}
|
||
|
||
cFluidSimulator * res = NULL;
|
||
bool IsWater = (strcmp(a_FluidName, "Water") == 0); // Used for defaults
|
||
int Rate = 1;
|
||
if (
|
||
(NoCaseCompare(SimulatorName, "vaporize") == 0) ||
|
||
(NoCaseCompare(SimulatorName, "vaporise") == 0)
|
||
)
|
||
{
|
||
res = new cVaporizeFluidSimulator(*this, a_SimulateBlock, a_StationaryBlock);
|
||
}
|
||
else if (
|
||
(NoCaseCompare(SimulatorName, "noop") == 0) ||
|
||
(NoCaseCompare(SimulatorName, "nop") == 0) ||
|
||
(NoCaseCompare(SimulatorName, "null") == 0) ||
|
||
(NoCaseCompare(SimulatorName, "nil") == 0)
|
||
)
|
||
{
|
||
res = new cNoopFluidSimulator(*this, a_SimulateBlock, a_StationaryBlock);
|
||
}
|
||
else
|
||
{
|
||
if (NoCaseCompare(SimulatorName, "floody") != 0)
|
||
{
|
||
// The simulator name doesn't match anything we have, issue a warning:
|
||
LOGWARNING("%s [Physics]:%s specifies an unknown simulator, using the default \"Floody\".", GetIniFileName().c_str(), SimulatorNameKey.c_str());
|
||
}
|
||
int Falloff = a_IniFile.GetValueSetI(SimulatorSectionName, "Falloff", IsWater ? 1 : 2);
|
||
int TickDelay = a_IniFile.GetValueSetI(SimulatorSectionName, "TickDelay", IsWater ? 5 : 30);
|
||
int NumNeighborsForSource = a_IniFile.GetValueSetI(SimulatorSectionName, "NumNeighborsForSource", IsWater ? 2 : -1);
|
||
res = new cFloodyFluidSimulator(*this, a_SimulateBlock, a_StationaryBlock, Falloff, TickDelay, NumNeighborsForSource);
|
||
}
|
||
|
||
m_SimulatorManager->RegisterSimulator(res, Rate);
|
||
|
||
return res;
|
||
}
|
||
|
||
|
||
|