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cuberite-2a/source/cWorld.cpp
lapayo94@gmail.com 14dce23845 A new Block handling system :o
It was really a lot of work :D
Took me the complete weekend :D

Would really like to here your opinion on this =)
The aim of this is to put all the actions for one block in one place so it is not spread around the source. (ToPickup, Action in cWorld, Action in cChunk, Action here, action there :D)

git-svn-id: http://mc-server.googlecode.com/svn/trunk@671 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-07-15 20:36:34 +00:00

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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "BlockID.h"
#include "cWorld.h"
#include "cRedstone.h"
#include "ChunkDef.h"
#include "cClientHandle.h"
#include "cPickup.h"
#include "cBlockToPickup.h"
#include "cPlayer.h"
#include "cServer.h"
#include "cItem.h"
#include "cRoot.h"
#include "../iniFile/iniFile.h"
#include "cChunkMap.h"
#include "cSimulatorManager.h"
#include "cWaterSimulator.h"
#include "cLavaSimulator.h"
#include "cFireSimulator.h"
#include "cSandSimulator.h"
#include "cRedstoneSimulator.h"
#include "cChicken.h"
#include "cSpider.h"
#include "cCow.h" //cow
#include "cSquid.h" //Squid
#include "cWolf.h" //wolf
#include "cSlime.h" //slime
#include "cSkeleton.h" //Skeleton
#include "cSilverfish.h" //Silverfish
#include "cPig.h" //pig
#include "cSheep.h" //sheep
#include "cZombie.h" //zombie
#include "cEnderman.h" //enderman
#include "cCreeper.h" //creeper
#include "cCavespider.h" //cavespider
#include "cGhast.h" //Ghast
#include "cZombiepigman.h" //Zombiepigman
#include "cMakeDir.h"
#include "cChunkGenerator.h"
#include "MersenneTwister.h"
#include "cTracer.h"
#include "Trees.h"
#include "cPluginManager.h"
#include "blocks/Block.h"
#include "packets/cPacket_TimeUpdate.h"
#include "packets/cPacket_NewInvalidState.h"
#include "packets/cPacket_Thunderbolt.h"
#include "Vector3d.h"
#include "tolua++.h"
#ifndef _WIN32
#include <stdlib.h>
#endif
/// Up to this many m_SpreadQueue elements are handled each world tick
const int MAX_LIGHTING_SPREAD_PER_TICK = 10;
float cWorld::m_Time = 0.f;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cWorldLoadProgress:
/// A simple thread that displays the progress of world loading / saving in cWorld::InitializeSpawn()
class cWorldLoadProgress :
public cIsThread
{
public:
cWorldLoadProgress(cWorld * a_World) :
cIsThread("cWorldLoadProgress"),
m_World(a_World)
{
Start();
}
void Stop(void)
{
m_ShouldTerminate = true;
Wait();
}
protected:
cWorld * m_World;
virtual void Execute(void) override
{
for (;;)
{
LOG("%d chunks to load, %d chunks to generate",
m_World->GetStorage().GetLoadQueueLength(),
m_World->GetGenerator().GetQueueLength()
);
// Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish
for (int i = 0; i < 20; i++)
{
cSleep::MilliSleep(100);
if (m_ShouldTerminate)
{
return;
}
}
} // for (-ever)
}
} ;
/// A simple thread that displays the progress of world lighting in cWorld::InitializeSpawn()
class cWorldLightingProgress :
public cIsThread
{
public:
cWorldLightingProgress(cLightingThread * a_Lighting) :
cIsThread("cWorldLightingProgress"),
m_Lighting(a_Lighting)
{
Start();
}
void Stop(void)
{
m_ShouldTerminate = true;
Wait();
}
protected:
cLightingThread * m_Lighting;
virtual void Execute(void) override
{
for (;;)
{
LOG("%d chunks remaining to light", m_Lighting->GetQueueLength()
);
// Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish
for (int i = 0; i < 20; i++)
{
cSleep::MilliSleep(100);
if (m_ShouldTerminate)
{
return;
}
}
} // for (-ever)
}
} ;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cWorld:
cWorld* cWorld::GetWorld()
{
LOGWARN("WARNING: Using deprecated function cWorld::GetWorld() use cRoot::Get()->GetDefaultWorld() instead!");
return cRoot::Get()->GetDefaultWorld();
}
cWorld::~cWorld()
{
{
cCSLock Lock(m_CSEntities);
while( m_AllEntities.begin() != m_AllEntities.end() )
{
cEntity* Entity = *m_AllEntities.begin();
m_AllEntities.remove( Entity );
if ( !Entity->IsDestroyed() )
{
Entity->Destroy();
}
delete Entity;
}
}
delete m_SimulatorManager;
delete m_SandSimulator;
delete m_WaterSimulator;
delete m_LavaSimulator;
delete m_FireSimulator;
delete m_RedstoneSimulator;
UnloadUnusedChunks();
m_Storage.WaitForFinish();
delete m_ChunkMap;
}
cWorld::cWorld( const AString & a_WorldName )
: m_SpawnMonsterTime( 0.f )
, m_RSList ( 0 )
, m_Weather ( eWeather_Sunny )
{
LOG("cWorld::cWorld(%s)", a_WorldName.c_str());
m_WorldName = a_WorldName;
m_IniFileName = m_WorldName + "/world.ini";
cMakeDir::MakeDir(m_WorldName.c_str());
MTRand r1;
m_SpawnX = (double)((r1.randInt() % 1000) - 500);
m_SpawnY = cChunkDef::Height;
m_SpawnZ = (double)((r1.randInt() % 1000) - 500);
m_GameMode = eGameMode_Creative;
AString StorageSchema("Default");
cIniFile IniFile(m_IniFileName);
IniFile.ReadFile();
m_SpawnX = IniFile.GetValueSetF("SpawnPosition", "X", m_SpawnX);
m_SpawnY = IniFile.GetValueSetF("SpawnPosition", "Y", m_SpawnY);
m_SpawnZ = IniFile.GetValueSetF("SpawnPosition", "Z", m_SpawnZ);
StorageSchema = IniFile.GetValueSet ("Storage", "Schema", StorageSchema);
m_MaxCactusHeight = IniFile.GetValueSetI("Plants", "MaxCactusHeight", 3);
m_MaxSugarcaneHeight = IniFile.GetValueSetI("Plants", "MaxSugarcaneHeight", 3);
m_IsCropsBonemealable = IniFile.GetValueSetB("Plants", "IsCropsBonemealable", true);
m_IsGrassBonemealable = IniFile.GetValueSetB("Plants", "IsGrassBonemealable", true);
m_IsSaplingBonemealable = IniFile.GetValueSetB("Plants", "IsSaplingBonemealable", true);
m_IsMelonStemBonemealable = IniFile.GetValueSetB("Plants", "IsMelonStemBonemealable", true);
m_IsMelonBonemealable = IniFile.GetValueSetB("Plants", "IsMelonBonemealable", false);
m_IsPumpkinStemBonemealable = IniFile.GetValueSetB("Plants", "IsPumpkinStemBonemealable", true);
m_IsPumpkinBonemealable = IniFile.GetValueSetB("Plants", "IsPumpkinBonemealable", false);
m_IsSugarcaneBonemealable = IniFile.GetValueSetB("Plants", "IsSugarcaneBonemealable", false);
m_IsCactusBonemealable = IniFile.GetValueSetB("Plants", "IsCactusBonemealable", false);
m_GameMode = (eGameMode)IniFile.GetValueSetI("GameMode", "GameMode", m_GameMode );
if (!IniFile.WriteFile())
{
LOG("WARNING: Could not write to %s", m_IniFileName.c_str());
}
m_Lighting.Start(this);
m_Storage.Start(this, StorageSchema);
m_Generator.Start(this, IniFile);
m_bAnimals = true;
m_SpawnMonsterRate = 10;
cIniFile IniFile2("settings.ini");
if( IniFile2.ReadFile() )
{
m_bAnimals = IniFile2.GetValueB("Monsters", "AnimalsOn", true );
m_SpawnMonsterRate = (float)IniFile2.GetValueF("Monsters", "AnimalSpawnInterval", 10);
SetMaxPlayers(IniFile2.GetValueI("Server", "MaxPlayers", 9001));
m_Description = IniFile2.GetValue("Server", "Description", "MCServer! - It's OVER 9000!").c_str();
}
m_ChunkMap = new cChunkMap(this );
m_ChunkSender.Start(this);
m_Time = 0;
m_WorldTimeFraction = 0.f;
m_WorldTime = 0;
m_LastSave = 0;
m_LastUnload = 0;
//preallocate some memory for ticking blocks so we don<6F>t need to allocate that often
m_BlockTickQueue.reserve(1000);
m_BlockTickQueueCopy.reserve(1000);
//Simulators:
m_WaterSimulator = new cWaterSimulator( this );
m_LavaSimulator = new cLavaSimulator( this );
m_SandSimulator = new cSandSimulator(this);
m_FireSimulator = new cFireSimulator(this);
m_RedstoneSimulator = new cRedstoneSimulator(this);
m_SimulatorManager = new cSimulatorManager();
m_SimulatorManager->RegisterSimulator(m_WaterSimulator, 6);
m_SimulatorManager->RegisterSimulator(m_LavaSimulator, 12);
m_SimulatorManager->RegisterSimulator(m_SandSimulator, 1);
m_SimulatorManager->RegisterSimulator(m_FireSimulator, 10);
m_SimulatorManager->RegisterSimulator(m_RedstoneSimulator, 1);
}
void cWorld::SetWeather( eWeather a_Weather )
{
switch( a_Weather )
{
case eWeather_Sunny:
{
m_Weather = a_Weather;
cPacket_NewInvalidState WeatherPacket;
WeatherPacket.m_Reason = 2; //stop rain
Broadcast ( WeatherPacket );
}
break;
case eWeather_Rain:
{
m_Weather = a_Weather;
cPacket_NewInvalidState WeatherPacket;
WeatherPacket.m_Reason = 1; //begin rain
Broadcast ( WeatherPacket );
}
break;
case eWeather_ThunderStorm:
{
m_Weather = a_Weather;
cPacket_NewInvalidState WeatherPacket;
WeatherPacket.m_Reason = 1; //begin rain
Broadcast ( WeatherPacket );
CastThunderbolt ( 0, 0, 0 ); //start thunderstorm with a lightning strike at 0, 0, 0. >:D
}
break;
default:
LOGWARN("Trying to set unknown weather %d", a_Weather );
break;
}
}
void cWorld::CastThunderbolt ( int a_X, int a_Y, int a_Z )
{
cPacket_Thunderbolt ThunderboltPacket;
ThunderboltPacket.m_xLBPos = a_X;
ThunderboltPacket.m_yLBPos = a_Y;
ThunderboltPacket.m_zLBPos = a_Z;
BroadcastToChunkOfBlock(a_X, a_Y, a_Z, &ThunderboltPacket);
}
void cWorld::SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ)
{
return m_ChunkMap->SetNextBlockTick(a_BlockX, a_BlockY, a_BlockZ);
}
void cWorld::InitializeSpawn(void)
{
int ChunkX = 0, ChunkY = 0, ChunkZ = 0;
BlockToChunk( (int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ, ChunkX, ChunkY, ChunkZ );
// For the debugging builds, don't make the server build too much world upon start:
#ifdef _DEBUG
int ViewDist = 9;
#else
int ViewDist = 20; // Always prepare an area 20 chunks across, no matter what the actual cClientHandle::VIEWDISTANCE is
#endif // _DEBUG
LOG("Preparing spawn area in world \"%s\"...", m_WorldName.c_str());
for (int x = 0; x < ViewDist; x++)
{
for (int z = 0; z < ViewDist; z++)
{
m_ChunkMap->TouchChunk( x + ChunkX-(ViewDist - 1) / 2, ZERO_CHUNK_Y, z + ChunkZ-(ViewDist - 1) / 2 ); // Queue the chunk in the generator / loader
}
}
{
// Display progress during this process:
cWorldLoadProgress Progress(this);
// Wait for the loader to finish loading
m_Storage.WaitForQueuesEmpty();
// Wait for the generator to finish generating
m_Generator.WaitForQueueEmpty();
Progress.Stop();
}
// Light all chunks that have been newly generated:
LOG("Lighting spawn area in world \"%s\"...", m_WorldName.c_str());
for (int x = 0; x < ViewDist; x++)
{
int ChX = x + ChunkX-(ViewDist - 1) / 2;
for (int z = 0; z < ViewDist; z++)
{
int ChZ = z + ChunkZ-(ViewDist - 1) / 2;
if (!m_ChunkMap->IsChunkLighted(ChX, ChZ))
{
m_Lighting.QueueChunk(ChX, ChZ); // Queue the chunk in the lighting thread
}
} // for z
} // for x
{
cWorldLightingProgress Progress(&m_Lighting);
m_Lighting.WaitForQueueEmpty();
Progress.Stop();
}
// TODO: Better spawn detection - move spawn out of the water if it isn't set in the INI already
m_SpawnY = (double)GetHeight( (int)m_SpawnX, (int)m_SpawnZ ) + 1.6f; // +1.6f eye height
}
void cWorld::StopThreads(void)
{
m_Generator.Stop();
m_ChunkSender.Stop();
}
void cWorld::Tick(float a_Dt)
{
m_Time += a_Dt / 1000.f;
CurrentTick++;
bool bSendTime = false;
m_WorldTimeFraction += a_Dt / 1000.f;
while ( m_WorldTimeFraction > 1.f )
{
m_WorldTimeFraction -= 1.f;
m_WorldTime += 20;
bSendTime = true;
}
m_WorldTime %= 24000; // 24000 units in a day
if ( bSendTime )
{
Broadcast( cPacket_TimeUpdate( (m_WorldTime) ) );
}
{
cCSLock Lock(m_CSEntities);
for (cEntityList::iterator itr = m_AllEntities.begin(); itr != m_AllEntities.end();)
{
if ((*itr)->IsDestroyed())
{
LOG("Destroying entity #%i", (*itr)->GetUniqueID());
cEntity * RemoveMe = *itr;
itr = m_AllEntities.erase( itr );
m_RemoveEntityQueue.push_back( RemoveMe );
continue;
}
(*itr)->Tick(a_Dt);
itr++;
}
}
m_ChunkMap->Tick(a_Dt, m_TickRand);
TickQueuedBlocks(a_Dt);
GetSimulatorManager()->Simulate(a_Dt);
TickWeather(a_Dt);
// Asynchronously set blocks:
sSetBlockList FastSetBlockQueueCopy;
{
cCSLock Lock(m_CSFastSetBlock);
std::swap(FastSetBlockQueueCopy, m_FastSetBlockQueue);
}
m_ChunkMap->FastSetBlocks(FastSetBlockQueueCopy);
if (!FastSetBlockQueueCopy.empty())
{
// Some blocks failed, store them for next tick:
cCSLock Lock(m_CSFastSetBlock);
m_FastSetBlockQueue.splice(m_FastSetBlockQueue.end(), FastSetBlockQueueCopy);
}
if( m_Time - m_LastSave > 60 * 5 ) // Save each 5 minutes
{
SaveAllChunks();
}
if( m_Time - m_LastUnload > 10 ) // Unload every 10 seconds
{
UnloadUnusedChunks();
}
// Delete entities queued for removal:
for (cEntityList::iterator itr = m_RemoveEntityQueue.begin(); itr != m_RemoveEntityQueue.end(); ++itr)
{
delete *itr;
}
m_RemoveEntityQueue.clear();
TickSpawnMobs(a_Dt);
std::vector<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 ) );
cRedstone Redstone(this);
Redstone.ChangeRedstone( tempX, tempY, tempZ, true );
}
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 ) );
cRedstone Redstone(this);
Redstone.ChangeRedstone( tempX, tempY, tempZ, false );
}
}
m_RSList_copy.erase(m_RSList_copy.begin(),m_RSList_copy.end());
}
void cWorld::ChangeWeather()
{
unsigned randWeather = (m_TickRand.randInt() % 99);
if (GetWeather() == eWeather_Sunny)
{
if (randWeather < 20)
{
LOG("Starting rainstorm!");
SetWeather( eWeather_Rain );
}
}
else if (GetWeather() == eWeather_Rain)
{
if (randWeather < 5)
{
LOG("Thunderstorm!");
SetWeather( eWeather_ThunderStorm );
}
else if (randWeather < 60)
{
LOG("Back to sunshine");
SetWeather( eWeather_Sunny );
}
}
else if (GetWeather() == eWeather_ThunderStorm)
{
if (randWeather < 70)
{
SetWeather(eWeather_Sunny);
LOG("Thunder ended abruptly, returning to lovely sunshine");
}
else if (randWeather < 85)
{
SetWeather(eWeather_Rain);
LOG("Thunder ended, but rain persists.");
}
else
{
return;
}
}
}
void cWorld::TickWeather(float a_Dt)
{
if (m_WeatherInterval == 0)
{
ChangeWeather();
cRoot::Get()->GetPluginManager()->CallHookWeatherChanged(this);
switch (GetWeather())
{
case eWeather_Sunny:
m_WeatherInterval = 14400 + (m_TickRand.randInt() % 4800); // 12 - 16 minutes
break;
case eWeather_Rain:
m_WeatherInterval = 9600 + (m_TickRand.randInt() % 7200); // 8 - 14 minutes
break;
case eWeather_ThunderStorm:
m_WeatherInterval = 2400 + (m_TickRand.randInt() % 4800); // 2 - 6 minutes
break;
default:
LOG("Unknown weather occurred");
break;
}
}
else
{
m_WeatherInterval--;
}
if ( GetWeather() == 2 ) // if thunderstorm
{
if (m_TickRand.randInt() % 199 == 0) // 0.5% chance per tick of thunderbolt
{
CastThunderbolt ( 0, 0, 0 ); // TODO: find random possitions near players to cast thunderbolts.
}
}
}
void cWorld::TickSpawnMobs(float a_Dt)
{
if (!m_bAnimals || (m_Time - m_SpawnMonsterTime <= m_SpawnMonsterRate))
{
return;
}
m_SpawnMonsterTime = m_Time;
Vector3d SpawnPos;
{
cCSLock Lock(m_CSPlayers);
if ( m_Players.size() <= 0)
{
return;
}
int RandomPlayerIdx = m_TickRand.randInt() & m_Players.size();
cPlayerList::iterator itr = m_Players.begin();
for( int i = 1; i < RandomPlayerIdx; i++ )
{
itr++;
}
SpawnPos = (*itr)->GetPosition();
}
cMonster * Monster = NULL;
int dayRand = m_TickRand.randInt() % 6;
int nightRand = m_TickRand.randInt() % 10;
SpawnPos += Vector3d( (double)(m_TickRand.randInt() % 64) - 32, (double)(m_TickRand.randInt() % 64) - 32, (double)(m_TickRand.randInt() % 64) - 32 );
int Height = GetHeight( (int)SpawnPos.x, (int)SpawnPos.z );
if (m_WorldTime >= 12000 + 1000)
{
if (GetBiomeAt((int)SpawnPos.x, (int)SpawnPos.z) == biHell) // Spawn nether mobs
{
if (nightRand == 1)
Monster = new cZombie();
else if (nightRand == 5)
Monster = new cGhast();
else if (nightRand == 6)
Monster = new cZombiepigman();
}
else
{
if (nightRand == 0) //random percent to spawn for night
Monster = new cSpider();
else if (nightRand == 2)
Monster = new cEnderman();
else if (nightRand == 3)
Monster = new cCreeper();
else if (nightRand == 4)
Monster = new cCavespider();
else if (nightRand == 7)
Monster = new cSlime();
else if (nightRand == 8)
Monster = new cSilverfish();
else if (nightRand == 9)
Monster = new cSkeleton();
}
//end random percent to spawn for night
}
else
{
if (dayRand == 0) //random percent to spawn for day
Monster = new cChicken();
else if (dayRand == 1)
Monster = new cCow();
else if (dayRand == 2)
Monster = new cPig();
else if (dayRand == 3)
Monster = new cSheep();
else if (dayRand == 4)
Monster = new cSquid();
else if (dayRand == 5)
Monster = new cWolf();
//end random percent to spawn for day
}
if( Monster )
{
Monster->Initialize( this );
Monster->TeleportTo( SpawnPos.x, (double)(Height) + 2, SpawnPos.z );
Monster->SpawnOn(0);
}
}
bool cWorld::ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback)
{
return m_ChunkMap->ForEachChestInChunk(a_ChunkX, a_ChunkZ, a_Callback);
}
bool cWorld::ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback & a_Callback)
{
return m_ChunkMap->ForEachFurnaceInChunk(a_ChunkX, a_ChunkZ, a_Callback);
}
bool cWorld::DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback)
{
return m_ChunkMap->DoWithChestAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cWorld::DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback)
{
return m_ChunkMap->DoWithFurnaceAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cWorld::GetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4)
{
return m_ChunkMap->GetSignLines(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4);
}
void cWorld::GrowTree( int a_X, int a_Y, int a_Z )
{
if (GetBlock(a_X, a_Y, a_Z) == E_BLOCK_SAPLING)
{
// There is a sapling here, grow a tree according to its type:
GrowTreeFromSapling(a_X, a_Y, a_Z, GetBlockMeta(a_X, a_Y, a_Z));
}
else
{
// There is nothing here, grow a tree based on the current biome here:
GrowTreeByBiome(a_X, a_Y, a_Z);
}
}
void cWorld::GrowTreeFromSapling(int a_X, int a_Y, int a_Z, char a_SaplingMeta)
{
cNoise Noise(m_Generator.GetSeed());
sSetBlockVector Logs, Other;
switch (a_SaplingMeta & 0x07)
{
case E_META_SAPLING_APPLE: GetAppleTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Logs, Other); break;
case E_META_SAPLING_BIRCH: GetBirchTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Logs, Other); break;
case E_META_SAPLING_CONIFER: GetConiferTreeImage(a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Logs, Other); break;
case E_META_SAPLING_JUNGLE: GetJungleTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Logs, Other); break;
}
Other.insert(Other.begin(), Logs.begin(), Logs.end());
Logs.clear();
GrowTreeImage(Logs);
}
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_WorldTime & 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::GrowPlant(int a_BlockX, int a_BlockY, int a_BlockZ, bool a_IsByBonemeal)
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta);
switch (BlockType)
{
case E_BLOCK_CROPS:
{
if (a_IsByBonemeal && !m_IsGrassBonemealable)
{
return false;
}
if (BlockMeta < 7)
{
FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
}
return true;
}
case E_BLOCK_MELON_STEM:
{
if (BlockMeta < 7)
{
if (a_IsByBonemeal && !m_IsMelonStemBonemealable)
{
return false;
}
FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
}
else
{
if (a_IsByBonemeal && !m_IsMelonBonemealable)
{
return false;
}
GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, BlockType);
}
return true;
}
case E_BLOCK_PUMPKIN_STEM:
{
if (BlockMeta < 7)
{
if (a_IsByBonemeal && !m_IsPumpkinStemBonemealable)
{
return false;
}
FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
}
else
{
if (a_IsByBonemeal && !m_IsPumpkinBonemealable)
{
return false;
}
GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, BlockType);
}
return true;
}
case E_BLOCK_SAPLING:
{
if (a_IsByBonemeal && !m_IsSaplingBonemealable)
{
return false;
}
GrowTreeFromSapling(a_BlockX, a_BlockY, a_BlockZ, BlockMeta);
return true;
}
case E_BLOCK_GRASS:
{
if (a_IsByBonemeal && !m_IsGrassBonemealable)
{
return false;
}
MTRand r1;
for (int i = 0; i < 60; i++)
{
int OfsX = (r1.randInt(3) + r1.randInt(3) + r1.randInt(3) + r1.randInt(3)) / 2 - 3;
int OfsY = r1.randInt(3) + r1.randInt(3) - 3;
int OfsZ = (r1.randInt(3) + r1.randInt(3) + r1.randInt(3) + r1.randInt(3)) / 2 - 3;
BLOCKTYPE Ground = GetBlock(a_BlockX + OfsX, a_BlockY + OfsY, a_BlockZ + OfsZ);
if (Ground != E_BLOCK_GRASS)
{
continue;
}
BLOCKTYPE Above = GetBlock(a_BlockX + OfsX, a_BlockY + OfsY + 1, a_BlockZ + OfsZ);
if (Above != E_BLOCK_AIR)
{
continue;
}
BLOCKTYPE SpawnType;
NIBBLETYPE SpawnMeta = 0;
switch (r1.randInt(10))
{
case 0: SpawnType = E_BLOCK_YELLOW_FLOWER; break;
case 1: SpawnType = E_BLOCK_RED_ROSE; break;
default:
{
SpawnType = E_BLOCK_TALL_GRASS;
SpawnMeta = E_META_TALL_GRASS_GRASS;
break;
}
} // switch (random spawn block)
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::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);
}
int cWorld::GetBiomeAt (int a_BlockX, int a_BlockZ)
{
return m_ChunkMap->GetBiomeAt(a_BlockX, a_BlockZ);
}
void cWorld::SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta )
{
if(a_BlockType == E_BLOCK_AIR)
{
BlockHandler(GetBlock(a_X, a_Y, a_Z))->OnDestroyed(this, a_X, a_Y, a_Z);
}
m_ChunkMap->SetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta);
GetSimulatorManager()->WakeUp(a_X, a_Y, a_Z);
BlockHandler(a_BlockType)->OnPlaced(this, a_X, a_Y, a_Z, a_BlockMeta);
}
void cWorld::FastSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta )
{
cCSLock Lock(m_CSFastSetBlock);
m_FastSetBlockQueue.push_back(sSetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta));
}
char 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);
}
char 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, char a_MetaData )
{
m_ChunkMap->SetBlockMeta(a_X, a_Y, a_Z, a_MetaData);
}
char cWorld::GetBlockSkyLight( int a_X, int a_Y, int a_Z )
{
return m_ChunkMap->GetBlockSkyLight(a_X, a_Y, a_Z);
}
void cWorld::GetBlockTypeMeta(int a_BlockX, int a_BlockY, int a_BlockZ, char & a_BlockType, unsigned char & a_BlockMeta)
{
m_ChunkMap->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, (BLOCKTYPE &)a_BlockType, (NIBBLETYPE &)a_BlockMeta);
}
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 can don't have to divide each time inside the loop
for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
{
float SpeedX = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
float SpeedY = (float)(a_FlyAwaySpeed * r1.randInt(1000));
float SpeedZ = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
cPickup * Pickup = new cPickup(
(int)(a_BlockX * 32) + r1.randInt(16) + r1.randInt(16),
(int)(a_BlockY * 32) + r1.randInt(16) + r1.randInt(16),
(int)(a_BlockZ * 32) + r1.randInt(16) + r1.randInt(16),
*itr, SpeedX, SpeedY, SpeedZ
);
Pickup->Initialize(this);
}
}
void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ)
{
MTRand r1;
for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
{
cPickup * Pickup = new cPickup(
(int)(a_BlockX * 32) + r1.randInt(16) + r1.randInt(16),
(int)(a_BlockY * 32) + r1.randInt(16) + r1.randInt(16),
(int)(a_BlockZ * 32) + r1.randInt(16) + r1.randInt(16),
*itr, (float)a_SpeedX, (float)a_SpeedY, (float)a_SpeedZ
);
Pickup->Initialize(this);
}
}
void cWorld::ReplaceBlocks(const sSetBlockVector & a_Blocks, BLOCKTYPE a_FilterBlockType)
{
m_ChunkMap->ReplaceBlocks(a_Blocks, a_FilterBlockType);
}
bool cWorld::GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure)
{
return m_ChunkMap->GetBlocks(a_Blocks, a_ContinueOnFailure);
}
bool cWorld::DigBlock( int a_X, int a_Y, int a_Z)
{
cBlockHandler *Handler = cBlockHandler::GetBlockHandler(GetBlock(a_X, a_Y, a_Z));
Handler->OnDestroyed(this, a_X, a_Y, a_Z);
return m_ChunkMap->DigBlock(a_X, a_Y, a_Z);
}
void cWorld::SendBlockTo( int a_X, int a_Y, int a_Z, cPlayer * a_Player )
{
m_ChunkMap->SendBlockTo(a_X, a_Y, a_Z, a_Player);
}
int cWorld::GetHeight( int a_X, int a_Z )
{
return m_ChunkMap->GetHeight(a_X, a_Z);
}
const double & cWorld::GetSpawnY(void)
{
return m_SpawnY;
}
void cWorld::Broadcast( const cPacket & a_Packet, 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;
}
(*itr)->GetClientHandle()->Send( a_Packet );
}
}
void cWorld::BroadcastToChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const cPacket & a_Packet, cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastToChunk(a_ChunkX, a_ChunkY, a_ChunkZ, a_Packet, a_Exclude);
}
void cWorld::BroadcastToChunkOfBlock(int a_X, int a_Y, int a_Z, cPacket * a_Packet, cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastToChunkOfBlock(a_X, a_Y, a_Z, a_Packet, a_Exclude);
}
void cWorld::MarkChunkDirty (int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
m_ChunkMap->MarkChunkDirty (a_ChunkX, a_ChunkY, a_ChunkZ);
}
void cWorld::MarkChunkSaving(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
m_ChunkMap->MarkChunkSaving(a_ChunkX, a_ChunkY, a_ChunkZ);
}
void cWorld::MarkChunkSaved (int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
m_ChunkMap->MarkChunkSaved (a_ChunkX, a_ChunkY, a_ChunkZ);
}
void cWorld::SetChunkData(
int a_ChunkX, int a_ChunkY, int a_ChunkZ,
const BLOCKTYPE * a_BlockTypes,
const NIBBLETYPE * a_BlockMeta,
const NIBBLETYPE * a_BlockLight,
const NIBBLETYPE * a_BlockSkyLight,
const cChunkDef::HeightMap * a_HeightMap,
const cChunkDef::BiomeMap * a_BiomeMap,
cEntityList & a_Entities,
cBlockEntityList & a_BlockEntities,
bool a_MarkDirty
)
{
// Validate biomes, if needed:
cChunkDef::BiomeMap BiomeMap;
const cChunkDef::BiomeMap * Biomes = a_BiomeMap;
if (a_BiomeMap == NULL)
{
// The biomes are not assigned, get them from the generator:
Biomes = &BiomeMap;
m_Generator.GenerateBiomes(a_ChunkX, a_ChunkZ, BiomeMap);
}
m_ChunkMap->SetChunkData(
a_ChunkX, a_ChunkY, a_ChunkZ,
a_BlockTypes, a_BlockMeta, a_BlockLight, a_BlockSkyLight,
a_HeightMap, *Biomes,
a_Entities, a_BlockEntities,
a_MarkDirty
);
// If a client is requesting this chunk, send it to them:
if (m_ChunkMap->HasChunkAnyClients(a_ChunkX, a_ChunkY, a_ChunkZ))
{
m_ChunkSender.ChunkReady(a_ChunkX, a_ChunkY, a_ChunkZ);
}
// Notify the lighting thread that the chunk has become valid (in case it is a neighbor of a postponed chunk):
m_Lighting.ChunkReady(a_ChunkX, a_ChunkZ);
}
void cWorld::ChunkLighted(
int a_ChunkX, int a_ChunkZ,
const cChunkDef::BlockNibbles & a_BlockLight,
const cChunkDef::BlockNibbles & a_SkyLight
)
{
m_ChunkMap->ChunkLighted(a_ChunkX, a_ChunkZ, a_BlockLight, a_SkyLight);
}
bool cWorld::GetChunkData(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cChunkDataCallback & a_Callback)
{
return m_ChunkMap->GetChunkData(a_ChunkX, a_ChunkY, a_ChunkZ, a_Callback);
}
bool cWorld::GetChunkBlockTypes(int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockTypes)
{
return m_ChunkMap->GetChunkBlockTypes(a_ChunkX, a_ChunkY, a_ChunkZ, a_BlockTypes);
}
bool cWorld::GetChunkBlockData(int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockData)
{
return m_ChunkMap->GetChunkBlockData(a_ChunkX, a_ChunkY, a_ChunkZ, a_BlockData);
}
bool cWorld::IsChunkValid(int a_ChunkX, int a_ChunkY, int a_ChunkZ) const
{
return m_ChunkMap->IsChunkValid(a_ChunkX, a_ChunkY, a_ChunkZ);
}
bool cWorld::HasChunkAnyClients(int a_ChunkX, int a_ChunkY, int a_ChunkZ) const
{
return m_ChunkMap->HasChunkAnyClients(a_ChunkX, a_ChunkY, a_ChunkZ);
}
void cWorld::UnloadUnusedChunks(void )
{
m_LastUnload = m_Time;
m_ChunkMap->UnloadUnusedChunks();
}
void cWorld::CollectPickupsByPlayer(cPlayer * a_Player)
{
m_ChunkMap->CollectPickupsByPlayer(a_Player);
}
void cWorld::SetMaxPlayers(int iMax)
{
m_MaxPlayers = MAX_PLAYERS;
if (iMax > 0 && iMax < MAX_PLAYERS)
{
m_MaxPlayers = iMax;
}
}
void cWorld::AddPlayer( cPlayer* a_Player )
{
cCSLock Lock(m_CSPlayers);
ASSERT(std::find(m_Players.begin(), m_Players.end(), a_Player) == m_Players.end()); // Is it already in the list? HOW?
m_Players.remove( a_Player ); // Make sure the player is registered only once
m_Players.push_back( a_Player );
}
void cWorld::RemovePlayer( cPlayer* a_Player )
{
cCSLock Lock(m_CSPlayers);
m_Players.remove( a_Player );
}
bool cWorld::ForEachPlayer(cPlayerListCallback & a_Callback)
{
// Calls the callback for each player in the list
cCSLock Lock(m_CSPlayers);
for (cPlayerList::iterator itr = m_Players.begin(), itr2 = itr; itr != m_Players.end(); itr = itr2)
{
++itr2;
if (a_Callback.Item(*itr))
{
return false;
}
} // for itr - m_Players[]
return true;
}
bool cWorld::DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback)
{
// Calls the callback for each player in the list
cCSLock Lock(m_CSPlayers);
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
if (NoCaseCompare((*itr)->GetName(), a_PlayerName) == 0)
{
a_Callback.Item(*itr);
return true;
}
} // for itr - m_Players[]
return false;
}
// 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())
{
cPacket_PlayerListItem PlayerListItem((*itr)->GetColor() + (*itr)->GetName(), true, (*itr)->GetClientHandle()->GetPing());
a_DestPlayer->GetClientHandle()->Send( PlayerListItem );
}
}
}
void cWorld::RemoveEntityFromChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
m_ChunkMap->RemoveEntityFromChunk(a_Entity, a_ChunkX, a_ChunkY, a_ChunkZ);
}
void cWorld::MoveEntityToChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
m_ChunkMap->MoveEntityToChunk(a_Entity, a_ChunkX, a_ChunkY, a_ChunkZ);
}
bool cWorld::ForEachEntity(cEntityCallback & a_Callback)
{
cCSLock Lock(m_CSEntities);
for (cEntityList::iterator itr = m_AllEntities.begin(), itr2 = itr; itr != m_AllEntities.end(); itr = itr2)
{
++itr2;
if (a_Callback.Item(*itr))
{
return false;
}
} // for itr - m_AllEntities[]
return false;
}
bool cWorld::ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback)
{
return m_ChunkMap->ForEachEntityInChunk(a_ChunkX, a_ChunkZ, a_Callback);
}
bool cWorld::DoWithEntityByID( int a_UniqueID, cEntityCallback & a_Callback )
{
cCSLock Lock(m_CSEntities);
for (cEntityList::iterator itr = m_AllEntities.begin(); itr != m_AllEntities.end(); ++itr )
{
if( (*itr)->GetUniqueID() == a_UniqueID )
{
return a_Callback.Item(*itr);
}
} // for itr - m_AllEntities[]
return false;
}
void cWorld::CompareChunkClients(int a_ChunkX1, int a_ChunkY1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkY2, int a_ChunkZ2, cClientDiffCallback & a_Callback)
{
m_ChunkMap->CompareChunkClients(a_ChunkX1, a_ChunkY1, a_ChunkZ1, a_ChunkX2, a_ChunkY2, a_ChunkZ2, a_Callback);
}
bool cWorld::AddChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client)
{
return m_ChunkMap->AddChunkClient(a_ChunkX, a_ChunkY, a_ChunkZ, a_Client);
}
void cWorld::RemoveChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client)
{
m_ChunkMap->RemoveChunkClient(a_ChunkX, a_ChunkY, a_ChunkZ, a_Client);
}
void cWorld::RemoveClientFromChunks(cClientHandle * a_Client)
{
m_ChunkMap->RemoveClientFromChunks(a_Client);
}
void cWorld::SendChunkTo(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client)
{
m_ChunkSender.QueueSendChunkTo(a_ChunkX, a_ChunkY, a_ChunkZ, a_Client);
}
void cWorld::RemoveClientFromChunkSender(cClientHandle * a_Client)
{
m_ChunkSender.RemoveClient(a_Client);
}
void cWorld::TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
m_ChunkMap->TouchChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
}
bool cWorld::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
return m_ChunkMap->LoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
}
void cWorld::LoadChunks(const cChunkCoordsList & a_Chunks)
{
m_ChunkMap->LoadChunks(a_Chunks);
}
void cWorld::ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
m_ChunkMap->ChunkLoadFailed(a_ChunkX, a_ChunkY, a_ChunkZ);
}
void cWorld::UpdateSign(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4)
{
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))
{
return;
}
m_ChunkMap->UpdateSign(a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4);
cRoot::Get()->GetPluginManager()->CallHookUpdatedSign(this, a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4);
}
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)
{
LOG("Saving all chunks...");
m_LastSave = m_Time;
m_ChunkMap->SaveAllChunks();
LOG("All chunks saved.");
}
/************************************************************************/
/* Get and set */
/************************************************************************/
// void cWorld::AddClient( cClientHandle* a_Client )
// {
// m_m_Clients.push_back( a_Client );
// }
// cWorld::ClientList & cWorld::GetClients()
// {
// return m_m_Clients;
// }
void cWorld::AddEntity( cEntity* a_Entity )
{
cCSLock Lock(m_CSEntities);
m_AllEntities.push_back( a_Entity );
}
unsigned int cWorld::GetNumPlayers()
{
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<6F>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
}
}
}
void cWorld::QueueBlockForTick(int a_X, int a_Y, int a_Z, float a_Time)
{
BlockTickQueueItem *Block = new BlockTickQueueItem;
Block->X = a_X;
Block->Y = a_Y;
Block->Z = a_Z;
Block->ToWait = a_Time;
m_BlockTickQueue.push_back(Block);
}
bool cWorld::IsBlockDirectlyWatered(int a_X, int a_Y, int a_Z)
{
return IsBlockWater(GetBlock(a_X - 1, a_Y, a_Z))
|| IsBlockWater(GetBlock(a_X + 1, a_Y, a_Z))
|| IsBlockWater(GetBlock(a_X, a_Y, a_Z - 1))
|| IsBlockWater(GetBlock(a_X, a_Y, a_Z + 1));
}