6744738a85
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1240 0a769ca7-a7f5-676a-18bf-c427514a06d6
556 lines
26 KiB
C++
556 lines
26 KiB
C++
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#pragma once
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#ifndef _WIN32
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#include "BlockID.h"
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#else
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enum ENUM_ITEM_ID;
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#endif
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#define MAX_PLAYERS 65535
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#include "Simulator/SimulatorManager.h"
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#include "MersenneTwister.h"
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#include "ChunkMap.h"
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#include "WorldStorage/WorldStorage.h"
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#include "Generating/ChunkGenerator.h"
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#include "Vector3i.h"
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#include "Vector3f.h"
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#include "ChunkSender.h"
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#include "Defines.h"
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#include "LightingThread.h"
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#include "Item.h"
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class cRedstone;
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class cFireSimulator;
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class cFluidSimulator;
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class cSandSimulator;
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class cRedstoneSimulator;
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class cItem;
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class cPlayer;
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class cClientHandle;
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class cEntity;
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class cBlockEntity;
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class cWorldGenerator; // The generator that actually generates the chunks for a single world
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class cChunkGenerator; // The thread responsible for generating chunks
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class cChestEntity;
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class cDispenserEntity;
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class cFurnaceEntity;
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typedef std::list< cPlayer * > cPlayerList;
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typedef cItemCallback<cPlayer> cPlayerListCallback;
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typedef cItemCallback<cEntity> cEntityCallback;
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typedef cItemCallback<cChestEntity> cChestCallback;
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typedef cItemCallback<cDispenserEntity> cDispenserCallback;
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typedef cItemCallback<cFurnaceEntity> cFurnaceCallback;
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class cWorld // tolua_export
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{ // tolua_export
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public:
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// tolua_begin
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static const char * GetClassStatic(void)
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{
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return "cWorld";
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}
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/// Return time in seconds
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inline static float GetTime(void)
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{
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LOGWARNING("cWorld:GetTime() is obsolete, use GetWorldAge() or GetTimeOfDay() for a specific world instead.");
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return 0;
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}
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Int64 GetWorldAge(void) const { return m_WorldAge; }
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Int64 GetTimeOfDay(void) const { return m_TimeOfDay; }
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void SetTimeOfDay(Int64 a_TimeOfDay)
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{
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m_TimeOfDay = a_TimeOfDay;
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m_TimeOfDaySecs = (double)a_TimeOfDay / 20.0;
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BroadcastTimeUpdate();
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}
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void SetWorldTime(Int64 a_TimeOfDay)
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{
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LOGWARNING("cWorld:SetWorldTime() is obsolete, use SetTimeOfDay() instead");
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SetTimeOfDay(a_TimeOfDay);
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}
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eGameMode GetGameMode(void) const { return m_GameMode; }
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bool IsPVPEnabled(void) const { return m_bEnabledPVP; }
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bool IsDeepSnowEnabled(void) const { return m_IsDeepSnowEnabled; }
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int GetHeight(int a_BlockX, int a_BlockZ);
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// tolua_end
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void BroadcastChat (const AString & a_Message, const cClientHandle * a_Exclude = NULL);
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void BroadcastPlayerAnimation (const cPlayer & a_Player, char a_Animation, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntityEquipment (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude = NULL);
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void BroadcastTeleportEntity (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntRelMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntRelMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntLook (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntHeadLook (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
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void BroadcastBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType, const cClientHandle * a_Exclude = NULL);
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void BroadcastDestroyEntity (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntityStatus (const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude = NULL);
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void BroadcastMetadata (const cPawn & a_Pawn, const cClientHandle * a_Exclude = NULL);
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void BroadcastSpawn (cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
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void BroadcastCollectPickup (const cPickup & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude = NULL);
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void BroadcastWeather (eWeather a_Weather, const cClientHandle * a_Exclude = NULL);
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void BroadcastThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude = NULL);
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void BroadcastTimeUpdate (const cClientHandle * a_Exclude = NULL);
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void BroadcastChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude = NULL);
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void BroadcastPlayerListItem (const cPlayer & a_Player, bool a_IsOnline, const cClientHandle * a_Exclude = NULL);
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void BroadcastSoundEffect (const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch, const cClientHandle * a_Exclude = NULL); // a_Src coords are Block * 8
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void BroadcastSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data, const cClientHandle * a_Exclude = NULL);
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void BroadcastBlockBreakAnimation(int a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage, const cClientHandle * a_Exclude = NULL);
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void BroadcastUseBed (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ );
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/// If there is a block entity at the specified coods, sends it to all clients except a_Exclude
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void BroadcastBlockEntity (int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude = NULL);
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/// If there is a block entity at the specified coords, sends it to the client specified
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void SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client);
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void MarkChunkDirty (int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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void MarkChunkSaving(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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void MarkChunkSaved (int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/** Sets the chunk data as either loaded from the storage or generated.
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a_BlockLight and a_BlockSkyLight are optional, if not present, chunk will be marked as unlighted.
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a_BiomeMap is optional, if not present, biomes will be calculated by the generator
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a_HeightMap is optional, if not present, will be calculated.
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If a_MarkDirty is set, the chunk is set as dirty (used after generating)
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*/
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void SetChunkData(
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int a_ChunkX, int a_ChunkY, int a_ChunkZ,
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const BLOCKTYPE * a_BlockTypes,
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const NIBBLETYPE * a_BlockMeta,
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const NIBBLETYPE * a_BlockLight,
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const NIBBLETYPE * a_BlockSkyLight,
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const cChunkDef::HeightMap * a_HeightMap,
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const cChunkDef::BiomeMap * a_BiomeMap,
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cEntityList & a_Entities,
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cBlockEntityList & a_BlockEntities,
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bool a_MarkDirty
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);
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void ChunkLighted(
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int a_ChunkX, int a_ChunkZ,
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const cChunkDef::BlockNibbles & a_BlockLight,
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const cChunkDef::BlockNibbles & a_SkyLight
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);
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bool GetChunkData (int a_ChunkX, int a_ChunkY, int a_ChunkZ, cChunkDataCallback & a_Callback);
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/// Gets the chunk's blocks, only the block types
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bool GetChunkBlockTypes(int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockTypes);
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bool IsChunkValid (int a_ChunkX, int a_ChunkY, int a_ChunkZ) const;
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bool HasChunkAnyClients(int a_ChunkX, int a_ChunkY, int a_ChunkZ) const;
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void UnloadUnusedChunks(void); // tolua_export
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void CollectPickupsByPlayer(cPlayer * a_Player);
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// MOTD
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const AString & GetDescription(void) const {return m_Description; } // FIXME: This should not be in cWorld
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// Max Players
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unsigned int GetMaxPlayers(void) const {return m_MaxPlayers; } // tolua_export
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void SetMaxPlayers(int iMax); // tolua_export
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void AddPlayer( cPlayer* a_Player );
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void RemovePlayer( cPlayer* a_Player );
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/// Calls the callback for each player in the list; returns true if all players processed, false if the callback aborted by returning true
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bool ForEachPlayer(cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
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/// Calls the callback for the player of the given name; returns true if the player was found and the callback called, false if player not found. Callback return ignored
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bool DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
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/// Finds a player from a partial or complete player name and calls the callback - case-insensitive
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bool FindAndDoWithPlayer(const AString & a_PlayerNameHint, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
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unsigned int GetNumPlayers(); // tolua_export
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// TODO: This interface is dangerous - rewrite to DoWithClosestPlayer(pos, sight, action)
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cPlayer * FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit);
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void SendPlayerList(cPlayer * a_DestPlayer); // Sends playerlist to the player
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void AddEntity( cEntity* a_Entity );
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/// Removes the entity from the chunk specified
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void RemoveEntityFromChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Moves the entity from its current chunk to the new chunk specified
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void MoveEntityToChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true
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bool ForEachEntity(cEntityCallback & a_Callback); // Exported in ManualBindings.cpp
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/// Calls the callback for each entity in the specified chunk; returns true if all entities processed, false if the callback aborted by returning true
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bool ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback); // Exported in ManualBindings.cpp
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/// Calls the callback if the entity with the specified ID is found, with the entity object as the callback param
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bool DoWithEntityByID(int a_UniqueID, cEntityCallback & a_Callback); // TODO: Exported in ManualBindings.cpp
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/// Compares clients of two chunks, calls the callback accordingly
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void CompareChunkClients(int a_ChunkX1, int a_ChunkY1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkY2, int a_ChunkZ2, cClientDiffCallback & a_Callback);
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/// Adds client to a chunk, if not already present; returns true if added, false if present
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bool AddChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client);
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/// Removes client from the chunk specified
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void RemoveChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client);
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/// Removes the client from all chunks it is present in
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void RemoveClientFromChunks(cClientHandle * a_Client);
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/// Sends the chunk to the client specified, if the chunk is valid. If not valid, the request is postponed (ChunkSender will send that chunk when it becomes valid+lighted)
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void SendChunkTo(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client);
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/// Removes client from ChunkSender's queue of chunks to be sent
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void RemoveClientFromChunkSender(cClientHandle * a_Client);
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/// Touches the chunk, causing it to be loaded or generated
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void TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Loads the chunk, if not already loaded. Doesn't generate. Returns true if chunk valid (even if already loaded before)
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bool LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Loads the chunks specified. Doesn't report failure, other than chunks being !IsValid()
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void LoadChunks(const cChunkCoordsList & a_Chunks);
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/// Marks the chunk as failed-to-load:
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void ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Updates the sign, askin gplugins for permission forst. a_Player is the player who changed the sign, may be NULL
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void UpdateSign(int a_X, int a_Y, int a_Z, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4, cPlayer * a_Player = NULL); // tolua_export
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/// Marks (a_Stay == true) or unmarks (a_Stay == false) chunks as non-unloadable. To be used only by cChunkStay!
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void ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay = true);
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/// Regenerate the given chunk:
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void RegenerateChunk(int a_ChunkX, int a_ChunkZ); // tolua_export
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/// Generates the given chunk, if not already generated
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void GenerateChunk(int a_ChunkX, int a_ChunkZ); // tolua_export
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/// Queues a chunk for lighting; a_Callback is called after the chunk is lighted
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void QueueLightChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback = NULL);
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bool IsChunkLighted(int a_ChunkX, int a_ChunkZ);
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/// Calls the callback for each chunk in the coords specified (all cords are inclusive). Returns true if all chunks have been processed successfully
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bool ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback);
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// tolua_begin
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void SetBlock (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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void FastSetBlock (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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BLOCKTYPE GetBlock (int a_BlockX, int a_BlockY, int a_BlockZ);
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NIBBLETYPE GetBlockMeta (int a_BlockX, int a_BlockY, int a_BlockZ);
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void SetBlockMeta (int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_MetaData);
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NIBBLETYPE GetBlockSkyLight (int a_BlockX, int a_BlockY, int a_BlockZ);
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NIBBLETYPE GetBlockBlockLight(int a_BlockX, int a_BlockY, int a_BlockZ);
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bool GetBlockTypeMeta (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta);
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bool GetBlockInfo (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight);
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// TODO: NIBBLETYPE GetBlockActualLight(int a_BlockX, int a_BlockY, int a_BlockZ);
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// Vector3i variants:
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void FastSetBlock(const Vector3i & a_Pos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta ) { FastSetBlock( a_Pos.x, a_Pos.y, a_Pos.z, a_BlockType, a_BlockMeta ); }
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BLOCKTYPE GetBlock (const Vector3i & a_Pos ) { return GetBlock( a_Pos.x, a_Pos.y, a_Pos.z ); }
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NIBBLETYPE GetBlockMeta(const Vector3i & a_Pos ) { return GetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z ); }
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void SetBlockMeta(const Vector3i & a_Pos, NIBBLETYPE a_MetaData ) { SetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z, a_MetaData ); }
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// tolua_end
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/** Writes the block area into the specified coords.
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Returns true if all chunks have been processed.
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Prefer cBlockArea::Write() instead, this is the internal implementation; cBlockArea does error checking, too.
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a_DataTypes is a bitmask of cBlockArea::baXXX constants ORed together.
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*/
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bool WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes);
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/// Spawns item pickups for each item in the list. May compress pickups if too many entities:
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void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed = 1.0);
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/// Spawns item pickups for each item in the list. May compress pickups if too many entities. All pickups get the speed specified:
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void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ);
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/// Replaces world blocks with a_Blocks, if they are of type a_FilterBlockType
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void ReplaceBlocks(const sSetBlockVector & a_Blocks, BLOCKTYPE a_FilterBlockType);
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/// Retrieves block types of the specified blocks. If a chunk is not loaded, doesn't modify the block. Returns true if all blocks were read.
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bool GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure);
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// tolua_begin
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bool DigBlock (int a_X, int a_Y, int a_Z);
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void SendBlockTo(int a_X, int a_Y, int a_Z, cPlayer * a_Player );
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double GetSpawnX(void) const { return m_SpawnX; }
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double GetSpawnY(void) const { return m_SpawnY; }
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double GetSpawnZ(void) const { return m_SpawnZ; }
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// tolua_end
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inline cSimulatorManager * GetSimulatorManager(void) { return m_SimulatorManager; }
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inline cFluidSimulator * GetWaterSimulator(void) { return m_WaterSimulator; }
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inline cFluidSimulator * GetLavaSimulator (void) { return m_LavaSimulator; }
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/// Wakes up the simulators for the specified block
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void WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ);
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/// Calls the callback for each chest in the specified chunk; returns true if all chests processed, false if the callback aborted by returning true
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bool ForEachChestInChunk (int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp
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/// Calls the callback for each dispenser in the specified chunk; returns true if all dispensers processed, false if the callback aborted by returning true
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bool ForEachDispenserInChunk(int a_ChunkX, int a_ChunkZ, cDispenserCallback & a_Callback);
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/// Calls the callback for each furnace in the specified chunk; returns true if all furnaces processed, false if the callback aborted by returning true
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bool ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback & a_Callback); // Exported in ManualBindings.cpp
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/// Calls the callback for the chest at the specified coords; returns false if there's no chest at those coords, true if found
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bool DoWithChestAt (int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp
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/// Calls the callback for the dispenser at the specified coords; returns false if there's no dispenser at those coords, true if found
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bool DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback);
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/// Calls the callback for the furnace at the specified coords; returns false if there's no furnace at those coords, true if found
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bool DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback); // Exported in ManualBindings.cpp
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/// Retrieves the test on the sign at the specified coords; returns false if there's no sign at those coords, true if found
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bool GetSignLines (int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4); // tolua_export
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/// a_Player is using block entity at [x, y, z], handle that:
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void UseBlockEntity(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ) {m_ChunkMap->UseBlockEntity(a_Player, a_BlockX, a_BlockY, a_BlockZ); }
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void GrowTree (int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export
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void GrowTreeFromSapling(int a_BlockX, int a_BlockY, int a_BlockZ, char a_SaplingMeta); // tolua_export
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void GrowTreeByBiome (int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export
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void GrowTreeImage(const sSetBlockVector & a_Blocks);
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/// Grows the plant at the specified block to its ripe stage (bonemeal used); returns false if the block is not growable. If a_IsBonemeal is true, block is not grown if not allowed in world.ini
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bool GrowRipePlant(int a_BlockX, int a_BlockY, int a_BlockZ, bool a_IsByBonemeal = false); // tolua_export
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/// Grows a cactus present at the block specified by the amount of blocks specified, up to the max height specified in the config
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void GrowCactus(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow); // tolua_export
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/// Grows a melon or a pumpkin next to the block specified (assumed to be the stem)
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void GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockType); // tolua_export
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/// Grows a sugarcane present at the block specified by the amount of blocks specified, up to the max height specified in the config
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void GrowSugarcane(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow); // tolua_export
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int GetBiomeAt (int a_BlockX, int a_BlockZ); // tolua_export
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const AString & GetName(void) const { return m_WorldName; } // tolua_export
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const AString & GetIniFileName(void) const {return m_IniFileName; }
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inline static void AbsoluteToRelative( int & a_X, int & a_Y, int & a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ )
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{
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// TODO: Use floor() instead of weird if statements
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// Also fix Y
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a_ChunkX = a_X/cChunkDef::Width;
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if(a_X < 0 && a_X % cChunkDef::Width != 0) a_ChunkX--;
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a_ChunkY = 0;
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a_ChunkZ = a_Z/cChunkDef::Width;
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if(a_Z < 0 && a_Z % cChunkDef::Width != 0) a_ChunkZ--;
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a_X = a_X - a_ChunkX*cChunkDef::Width;
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a_Y = a_Y - a_ChunkY*cChunkDef::Height;
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a_Z = a_Z - a_ChunkZ*cChunkDef::Width;
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}
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inline static void BlockToChunk( int a_X, int a_Y, int a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ )
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{
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// TODO: Use floor() instead of weird if statements
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// Also fix Y
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(void)a_Y; // not unused anymore
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a_ChunkX = a_X/cChunkDef::Width;
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if(a_X < 0 && a_X % cChunkDef::Width != 0) a_ChunkX--;
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a_ChunkY = 0;
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a_ChunkZ = a_Z/cChunkDef::Width;
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if(a_Z < 0 && a_Z % cChunkDef::Width != 0) a_ChunkZ--;
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}
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void SaveAllChunks(void); // tolua_export
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/// Returns the number of chunks loaded
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int GetNumChunks() const; // tolua_export
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/// Returns the number of chunks loaded and dirty, and in the lighting queue
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void GetChunkStats(int & a_NumValid, int & a_NumDirty, int & a_NumInLightingQueue);
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// Various queues length queries (cannot be const, they lock their CS):
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inline int GetGeneratorQueueLength (void) { return m_Generator.GetQueueLength(); } // tolua_export
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inline int GetLightingQueueLength (void) { return m_Lighting.GetQueueLength(); } // tolua_export
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inline int GetStorageLoadQueueLength(void) { return m_Storage.GetLoadQueueLength(); } // tolua_export
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inline int GetStorageSaveQueueLength(void) { return m_Storage.GetSaveQueueLength(); } // tolua_export
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void Tick(float a_Dt);
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void InitializeSpawn(void);
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/// Stops threads that belong to this world (part of deinit)
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void StopThreads(void);
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void TickQueuedBlocks(float a_Dt);
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struct BlockTickQueueItem
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{
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int X;
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int Y;
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int Z;
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float ToWait;
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};
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void QueueBlockForTick(int a_BlockX, int a_BlockY, int a_BlockZ, float a_TimeToWait); // tolua_export
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// tolua_begin
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/// Casts a thunderbolt at the specified coords
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void CastThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ);
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/// Sets the specified weather; resets weather interval; asks and notifies plugins of the change
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void SetWeather (eWeather a_NewWeather);
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/// Forces a weather change in the next game tick
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void ChangeWeather (void);
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/// Returns the current weather
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eWeather GetWeather (void) const { return m_Weather; };
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// tolua_end
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cChunkGenerator & GetGenerator(void) { return m_Generator; }
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cWorldStorage & GetStorage (void) { return m_Storage; }
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cChunkMap * GetChunkMap (void) { return m_ChunkMap; }
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/// Sets the blockticking to start at the specified block. Only one blocktick per chunk may be set, second call overwrites the first call
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void SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export
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int GetMaxSugarcaneHeight(void) const { return m_MaxSugarcaneHeight; } // tolua_export
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int GetMaxCactusHeight (void) const { return m_MaxCactusHeight; } // tolua_export
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bool IsBlockDirectlyWatered(int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export
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/// Spawns a mob of the specified entity type. Returns the mob's EntityID if recognized and spawned, <0 otherwise
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int SpawnMob(double a_PosX, double a_PosY, double a_PosZ, int a_EntityType); // tolua_export
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/// Returns a random number from the m_TickRand in range [0 .. a_Range]. To be used only in the tick thread!
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unsigned GetTickRandomNumber(unsigned a_Range) { return m_TickRand.randInt(a_Range); }
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private:
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friend class cRoot;
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// This random generator is to be used only in the Tick() method, and thus only in the World-Tick-thread (MTRand is not exactly thread-safe)
|
|
MTRand m_TickRand;
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|
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double m_SpawnX;
|
|
double m_SpawnY;
|
|
double m_SpawnZ;
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|
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double m_WorldAgeSecs; // World age, in seconds. Is only incremented, cannot be set by plugins.
|
|
double m_TimeOfDaySecs; // Time of day in seconds. Can be adjusted. Is wrapped to zero each day.
|
|
Int64 m_WorldAge; // World age in ticks, calculated off of m_WorldAgeSecs
|
|
Int64 m_TimeOfDay; // Time in ticks, calculated off of m_TimeOfDaySecs
|
|
Int64 m_LastTimeUpdate; // The tick in which the last time update has been sent.
|
|
Int64 m_LastUnload; // The last WorldAge (in ticks) in which unloading was triggerred
|
|
Int64 m_LastSave; // The last WorldAge (in ticks) in which save-all was triggerred
|
|
Int64 m_LastSpawnMonster; // The last WorldAge (in ticks) in which a monster was spawned
|
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|
|
eGameMode m_GameMode;
|
|
bool m_bEnabledPVP;
|
|
bool m_IsDeepSnowEnabled;
|
|
|
|
// The cRedstone class simulates redstone and needs access to m_RSList
|
|
// friend class cRedstone;
|
|
std::vector<int> m_RSList;
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|
|
|
std::vector<BlockTickQueueItem *> m_BlockTickQueue;
|
|
std::vector<BlockTickQueueItem *> m_BlockTickQueueCopy; //Second is for safely removing the objects from the queue
|
|
|
|
cSimulatorManager * m_SimulatorManager;
|
|
cSandSimulator * m_SandSimulator;
|
|
cFluidSimulator * m_WaterSimulator;
|
|
cFluidSimulator * m_LavaSimulator;
|
|
cFireSimulator * m_FireSimulator;
|
|
cRedstoneSimulator * m_RedstoneSimulator;
|
|
|
|
cCriticalSection m_CSClients;
|
|
cCriticalSection m_CSEntities;
|
|
cCriticalSection m_CSPlayers;
|
|
|
|
cWorldStorage m_Storage;
|
|
|
|
AString m_Description;
|
|
|
|
unsigned int m_MaxPlayers;
|
|
|
|
cChunkMap * m_ChunkMap;
|
|
|
|
bool m_bAnimals;
|
|
Int64 m_SpawnMonsterRate;
|
|
|
|
eWeather m_Weather;
|
|
int m_WeatherInterval;
|
|
|
|
int m_MaxCactusHeight;
|
|
int m_MaxSugarcaneHeight;
|
|
bool m_IsCropsBonemealable;
|
|
bool m_IsGrassBonemealable;
|
|
bool m_IsSaplingBonemealable;
|
|
bool m_IsMelonStemBonemealable;
|
|
bool m_IsMelonBonemealable;
|
|
bool m_IsPumpkinStemBonemealable;
|
|
bool m_IsPumpkinBonemealable;
|
|
bool m_IsSugarcaneBonemealable;
|
|
bool m_IsCactusBonemealable;
|
|
|
|
cEntityList m_RemoveEntityQueue;
|
|
cEntityList m_AllEntities;
|
|
cClientHandleList m_Clients;
|
|
cPlayerList m_Players;
|
|
|
|
cCriticalSection m_CSFastSetBlock;
|
|
sSetBlockList m_FastSetBlockQueue;
|
|
|
|
cChunkGenerator m_Generator;
|
|
|
|
cChunkSender m_ChunkSender;
|
|
cLightingThread m_Lighting;
|
|
|
|
AString m_WorldName;
|
|
AString m_IniFileName;
|
|
|
|
cWorld(const AString & a_WorldName);
|
|
~cWorld();
|
|
|
|
void TickWeather(float a_Dt); // Handles weather each tick
|
|
void TickSpawnMobs(float a_Dt); // Handles mob spawning each tick
|
|
|
|
void RemoveEntity( cEntity * a_Entity );
|
|
|
|
/// Creates a new fluid simulator, loads its settings from the inifile (a_FluidName section)
|
|
cFluidSimulator * InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock);
|
|
}; // tolua_export
|
|
|
|
|
|
|
|
|