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cuberite-2a/source/World.cpp

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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "BlockID.h"
#include "World.h"
#include "ChunkDef.h"
#include "ClientHandle.h"
#include "Pickup.h"
#include "Player.h"
#include "Server.h"
#include "Item.h"
#include "Root.h"
#include "../iniFile/iniFile.h"
#include "ChunkMap.h"
// Simulators:
#include "Simulator/SimulatorManager.h"
#include "Simulator/ClassicFluidSimulator.h"
#include "Simulator/FloodyFluidSimulator.h"
#include "Simulator/FluidSimulator.h"
#include "Simulator/FireSimulator.h"
#include "Simulator/SandSimulator.h"
#include "Simulator/RedstoneSimulator.h"
// Mobs:
#include "Mobs/Chicken.h"
#include "Mobs/Spider.h"
#include "Mobs/Cow.h"
#include "Mobs/Squid.h"
#include "Mobs/Wolf.h"
#include "Mobs/Slime.h"
#include "Mobs/Skeleton.h"
#include "Mobs/Silverfish.h"
#include "Mobs/Pig.h"
#include "Mobs/Sheep.h"
#include "Mobs/Zombie.h"
#include "Mobs/Enderman.h"
#include "Mobs/Creeper.h"
#include "Mobs/Cavespider.h"
#include "Mobs/Ghast.h"
#include "Mobs/Zombiepigman.h"
#include "OSSupport/MakeDir.h"
#include "MersenneTwister.h"
#include "Tracer.h"
#include "Generating/Trees.h"
#include "PluginManager.h"
#include "Blocks/BlockHandler.h"
#include "Vector3d.h"
#include "tolua++.h"
#ifndef _WIN32
#include <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_bEnabledPVP = IniFile.GetValueSetB("PVP", "Enabled", true);
m_GameMode = (eGameMode)IniFile.GetValueSetI("GameMode", "GameMode", m_GameMode );
m_Lighting.Start(this);
m_Storage.Start(this, StorageSchema);
m_Generator.Start(this, IniFile);
m_bAnimals = true;
m_SpawnMonsterRate = 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_SimulatorManager = new cSimulatorManager();
m_WaterSimulator = InitializeFluidSimulator(IniFile, "Water", E_BLOCK_WATER, E_BLOCK_STATIONARY_WATER);
m_LavaSimulator = InitializeFluidSimulator(IniFile, "Lava", E_BLOCK_LAVA, E_BLOCK_STATIONARY_LAVA);
m_SandSimulator = new cSandSimulator(this);
m_FireSimulator = new cFireSimulator(this);
m_RedstoneSimulator = new cRedstoneSimulator(this);
// Water and Lava simulators get registered in InitializeFluidSimulator()
m_SimulatorManager->RegisterSimulator(m_SandSimulator, 1);
m_SimulatorManager->RegisterSimulator(m_FireSimulator, 10);
m_SimulatorManager->RegisterSimulator(m_RedstoneSimulator, 1);
// Save any changes that the defaults may have done to the ini file:
if (!IniFile.WriteFile())
{
LOG("WARNING: Could not write to %s", m_IniFileName.c_str());
}
}
void cWorld::SetWeather(eWeather a_Weather)
{
switch (a_Weather)
{
case eWeather_Sunny:
case eWeather_Rain:
case eWeather_ThunderStorm:
{
m_Weather = a_Weather;
BroadcastWeather(a_Weather);
break;
}
default:
{
LOGWARN("Trying to set unknown weather %d", a_Weather);
break;
}
}
}
void cWorld::CastThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ)
{
BroadcastThunderbolt(a_BlockX, a_BlockY, a_BlockZ);
}
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)
{
BroadcastTimeUpdate();
}
{
cCSLock Lock(m_CSEntities);
for (cEntityList::iterator itr = m_AllEntities.begin(); itr != m_AllEntities.end();)
{
if ((*itr)->IsDestroyed())
{
LOGD("Destroying entity #%i", (*itr)->GetUniqueID());
cEntity * RemoveMe = *itr;
itr = m_AllEntities.erase( itr );
m_RemoveEntityQueue.push_back( RemoveMe );
continue;
}
(*itr)->Tick(a_Dt);
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 ) );
}
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::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);
BroadcastSpawn(*Monster);
}
}
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(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_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::GrowRipePlant(int a_BlockX, int a_BlockY, int a_BlockZ, bool a_IsByBonemeal)
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta);
switch (BlockType)
{
case E_BLOCK_CROPS:
{
if (a_IsByBonemeal && !m_IsGrassBonemealable)
{
return false;
}
if (BlockMeta < 7)
{
FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
}
return true;
}
case E_BLOCK_MELON_STEM:
{
if (BlockMeta < 7)
{
if (a_IsByBonemeal && !m_IsMelonStemBonemealable)
{
return false;
}
FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
}
else
{
if (a_IsByBonemeal && !m_IsMelonBonemealable)
{
return false;
}
GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, BlockType);
}
return true;
}
case E_BLOCK_PUMPKIN_STEM:
{
if (BlockMeta < 7)
{
if (a_IsByBonemeal && !m_IsPumpkinStemBonemealable)
{
return false;
}
FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
}
else
{
if (a_IsByBonemeal && !m_IsPumpkinBonemealable)
{
return false;
}
GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, BlockType);
}
return true;
}
case E_BLOCK_SAPLING:
{
if (a_IsByBonemeal && !m_IsSaplingBonemealable)
{
return false;
}
GrowTreeFromSapling(a_BlockX, a_BlockY, a_BlockZ, BlockMeta);
return true;
}
case E_BLOCK_GRASS:
{
if (a_IsByBonemeal && !m_IsGrassBonemealable)
{
return false;
}
MTRand r1;
for (int i = 0; i < 60; i++)
{
int OfsX = (r1.randInt(3) + r1.randInt(3) + r1.randInt(3) + r1.randInt(3)) / 2 - 3;
int OfsY = r1.randInt(3) + r1.randInt(3) - 3;
int OfsZ = (r1.randInt(3) + r1.randInt(3) + r1.randInt(3) + r1.randInt(3)) / 2 - 3;
BLOCKTYPE Ground = GetBlock(a_BlockX + OfsX, a_BlockY + OfsY, a_BlockZ + OfsZ);
if (Ground != E_BLOCK_GRASS)
{
continue;
}
BLOCKTYPE Above = GetBlock(a_BlockX + OfsX, a_BlockY + OfsY + 1, a_BlockZ + OfsZ);
if (Above != E_BLOCK_AIR)
{
continue;
}
BLOCKTYPE SpawnType;
NIBBLETYPE SpawnMeta = 0;
switch (r1.randInt(10))
{
case 0: SpawnType = E_BLOCK_YELLOW_FLOWER; break;
case 1: SpawnType = E_BLOCK_RED_ROSE; break;
default:
{
SpawnType = E_BLOCK_TALL_GRASS;
SpawnMeta = E_META_TALL_GRASS_GRASS;
break;
}
} // switch (random spawn block type)
FastSetBlock(a_BlockX + OfsX, a_BlockY + OfsY + 1, a_BlockZ + OfsZ, SpawnType, SpawnMeta);
} // for i - 50 times
return true;
}
case E_BLOCK_SUGARCANE:
{
if (a_IsByBonemeal && !m_IsSugarcaneBonemealable)
{
return false;
}
m_ChunkMap->GrowSugarcane(a_BlockX, a_BlockY, a_BlockZ, m_MaxSugarcaneHeight);
return true;
}
case E_BLOCK_CACTUS:
{
if (a_IsByBonemeal && !m_IsCactusBonemealable)
{
return false;
}
m_ChunkMap->GrowCactus(a_BlockX, a_BlockY, a_BlockZ, m_MaxCactusHeight);
return true;
}
} // switch (BlockType)
return false;
}
void cWorld::GrowCactus(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow)
{
m_ChunkMap->GrowCactus(a_BlockX, a_BlockY, a_BlockZ, a_NumBlocksToGrow);
}
void cWorld::GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockType)
{
MTRand Rand;
m_ChunkMap->GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, Rand);
}
void cWorld::GrowSugarcane(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow)
{
m_ChunkMap->GrowSugarcane(a_BlockX, a_BlockY, a_BlockZ, a_NumBlocksToGrow);
}
int cWorld::GetBiomeAt (int a_BlockX, int a_BlockZ)
{
return m_ChunkMap->GetBiomeAt(a_BlockX, a_BlockZ);
}
void cWorld::SetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
if(a_BlockType == E_BLOCK_AIR)
{
BlockHandler(GetBlock(a_BlockX, a_BlockY, a_BlockZ))->OnDestroyed(this, a_BlockX, a_BlockY, a_BlockZ);
}
m_ChunkMap->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
GetSimulatorManager()->WakeUp(a_BlockX, a_BlockY, a_BlockZ);
BlockHandler(a_BlockType)->OnPlaced(this, a_BlockX, a_BlockY, a_BlockZ, 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);
}
void cWorld::GetBlockTypeMeta(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta)
{
m_ChunkMap->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, (BLOCKTYPE &)a_BlockType, (NIBBLETYPE &)a_BlockMeta);
}
void cWorld::GetBlockInfo(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight)
{
m_ChunkMap->GetBlockInfo(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_Meta, a_SkyLight, a_BlockLight);
}
bool cWorld::WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes)
{
return m_ChunkMap->WriteBlockArea(a_Area, a_MinBlockX, a_MinBlockY, a_MinBlockZ, a_DataTypes);
}
void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed)
{
MTRand r1;
a_FlyAwaySpeed /= 1000; // Pre-divide, so that we don't have to divide each time inside the loop
for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
{
float SpeedX = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
float SpeedY = (float)(a_FlyAwaySpeed * r1.randInt(1000));
float SpeedZ = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
cPickup * Pickup = new cPickup(
(int)(a_BlockX * 32) + r1.randInt(16) + r1.randInt(16),
(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);
}
void cWorld::BroadcastChat(const AString & a_Message, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSPlayers);
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
cClientHandle * ch = (*itr)->GetClientHandle();
if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
{
continue;
}
ch->SendChat(a_Message);
}
}
void cWorld::BroadcastPlayerAnimation(const cPlayer & a_Player, char a_Animation, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastPlayerAnimation(a_Player, a_Animation, a_Exclude);
}
void cWorld::BroadcastEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastEntityEquipment(a_Entity, a_SlotNum, a_Item, a_Exclude);
}
void cWorld::BroadcastTeleportEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSPlayers);
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
cClientHandle * ch = (*itr)->GetClientHandle();
if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
{
continue;
}
ch->SendTeleportEntity(a_Entity);
}
}
void cWorld::BroadcastEntRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastEntRelMoveLook(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude);
}
void cWorld::BroadcastEntRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastEntRelMove(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude);
}
void cWorld::BroadcastEntLook(const cEntity & a_Entity, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastEntLook(a_Entity, a_Exclude);
}
void cWorld::BroadcastEntHeadLook(const cEntity & a_Entity, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastEntHeadLook(a_Entity, a_Exclude);
}
void cWorld::BroadcastBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastBlockAction(a_BlockX, a_BlockY, a_BlockZ, a_Byte1, a_Byte2, a_BlockType, a_Exclude);
}
void cWorld::BroadcastDestroyEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastDestroyEntity(a_Entity, a_Exclude);
}
void cWorld::BroadcastEntityStatus(const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastEntityStatus(a_Entity, a_Status, a_Exclude);
}
void cWorld::BroadcastMetadata(const cPawn & a_Pawn, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastMetadata(a_Pawn, a_Exclude);
}
void cWorld::BroadcastSpawn(cEntity & a_Entity, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastSpawn(a_Entity, a_Exclude);
}
void cWorld::BroadcastCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastCollectPickup(a_Pickup, a_Player, a_Exclude);
}
void cWorld::BroadcastWeather(eWeather a_Weather, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSPlayers);
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
cClientHandle * ch = (*itr)->GetClientHandle();
if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
{
continue;
}
ch->SendWeather(a_Weather);
}
}
void cWorld::BroadcastThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastThunderbolt(a_BlockX, a_BlockY, a_BlockZ, a_Exclude);
}
void cWorld::BroadcastTimeUpdate(const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSPlayers);
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
cClientHandle * ch = (*itr)->GetClientHandle();
if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
{
continue;
}
ch->SendTimeUpdate(m_WorldTime);
}
}
void cWorld::BroadcastChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastChunkData(a_ChunkX, a_ChunkZ, a_Serializer, a_Exclude);
}
void cWorld::BroadcastPlayerListItem (const cPlayer & a_Player, bool a_IsOnline, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSPlayers);
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
cClientHandle * ch = (*itr)->GetClientHandle();
if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
{
continue;
}
ch->SendPlayerListItem(a_Player, a_IsOnline);
}
}
void cWorld::BroadcastSoundEffect(const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastSoundEffect(a_SoundName, a_SrcX, a_SrcY, a_SrcZ, a_Volume, a_Pitch, a_Exclude);
}
void cWorld::BroadcastBlockBreakAnimation(int a_entityID, int a_blockX, int a_blockY, int a_blockZ, char a_stage, const cClientHandle * a_Exclude )
{
m_ChunkMap->BroadcastBlockBreakAnimation(a_entityID, a_blockX, a_blockY, a_blockZ, a_stage, a_Exclude);
}
void cWorld::BroadcastUseBed(const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ )
{
m_ChunkMap->BroadcastUseBed(a_Entity, a_BlockX, a_BlockY, a_BlockZ);
}
void cWorld::BroadcastBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude)
{
m_ChunkMap->BroadcastBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Exclude);
}
void cWorld::SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client)
{
m_ChunkMap->SendBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Client);
}
void cWorld::MarkChunkDirty (int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
m_ChunkMap->MarkChunkDirty (a_ChunkX, a_ChunkY, a_ChunkZ);
}
void cWorld::MarkChunkSaving(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
m_ChunkMap->MarkChunkSaving(a_ChunkX, a_ChunkY, a_ChunkZ);
}
void cWorld::MarkChunkSaved (int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
m_ChunkMap->MarkChunkSaved (a_ChunkX, a_ChunkY, a_ChunkZ);
}
void cWorld::SetChunkData(
int a_ChunkX, int a_ChunkY, int a_ChunkZ,
const BLOCKTYPE * a_BlockTypes,
const NIBBLETYPE * a_BlockMeta,
const NIBBLETYPE * a_BlockLight,
const NIBBLETYPE * a_BlockSkyLight,
const cChunkDef::HeightMap * a_HeightMap,
const cChunkDef::BiomeMap * a_BiomeMap,
cEntityList & a_Entities,
cBlockEntityList & a_BlockEntities,
bool a_MarkDirty
)
{
// Validate biomes, if needed:
cChunkDef::BiomeMap BiomeMap;
const cChunkDef::BiomeMap * Biomes = a_BiomeMap;
if (a_BiomeMap == NULL)
{
// The biomes are not assigned, get them from the generator:
Biomes = &BiomeMap;
m_Generator.GenerateBiomes(a_ChunkX, a_ChunkZ, BiomeMap);
}
m_ChunkMap->SetChunkData(
a_ChunkX, a_ChunkY, a_ChunkZ,
a_BlockTypes, a_BlockMeta, a_BlockLight, a_BlockSkyLight,
a_HeightMap, *Biomes,
a_Entities, a_BlockEntities,
a_MarkDirty
);
// If a client is requesting this chunk, send it to them:
if (m_ChunkMap->HasChunkAnyClients(a_ChunkX, a_ChunkY, a_ChunkZ))
{
m_ChunkSender.ChunkReady(a_ChunkX, a_ChunkY, a_ChunkZ);
}
// Notify the lighting thread that the chunk has become valid (in case it is a neighbor of a postponed chunk):
m_Lighting.ChunkReady(a_ChunkX, a_ChunkZ);
}
void cWorld::ChunkLighted(
int a_ChunkX, int a_ChunkZ,
const cChunkDef::BlockNibbles & a_BlockLight,
const cChunkDef::BlockNibbles & a_SkyLight
)
{
m_ChunkMap->ChunkLighted(a_ChunkX, a_ChunkZ, a_BlockLight, a_SkyLight);
}
bool cWorld::GetChunkData(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cChunkDataCallback & a_Callback)
{
return m_ChunkMap->GetChunkData(a_ChunkX, a_ChunkY, a_ChunkZ, a_Callback);
}
bool cWorld::GetChunkBlockTypes(int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockTypes)
{
return m_ChunkMap->GetChunkBlockTypes(a_ChunkX, a_ChunkY, a_ChunkZ, a_BlockTypes);
}
bool cWorld::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;
}
bool cWorld::FindAndDoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback)
{
cPlayer* BestMatch = 0;
unsigned int BestRating = 0;
unsigned int NumMatches = 0;
unsigned int NameLength = a_PlayerName.length();
cCSLock Lock(m_CSPlayers);
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
unsigned int Rating = RateCompareString (a_PlayerName, (*itr)->GetName());
if (Rating > 0 && Rating >= BestRating)
{
BestMatch = *itr;
if( Rating > BestRating ) NumMatches = 0;
BestRating = Rating;
++NumMatches;
}
if (Rating == NameLength) // Perfect match
{
break;
}
} // for itr - m_Players[]
if (NumMatches == 1)
{
LOG("Compared %s and %s with rating %i", a_PlayerName.c_str(), BestMatch->GetName().c_str(), BestRating );
return a_Callback.Item (BestMatch);
}
return false;
}
// TODO: This interface is dangerous!
cPlayer * cWorld::FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit)
{
cTracer LineOfSight(this);
float ClosestDistance = a_SightLimit;
cPlayer* ClosestPlayer = NULL;
cCSLock Lock(m_CSPlayers);
for (cPlayerList::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
Vector3f Pos = (*itr)->GetPosition();
float Distance = (Pos - a_Pos).Length();
if (Distance <= a_SightLimit)
{
if (!LineOfSight.Trace(a_Pos,(Pos - a_Pos),(int)(Pos - a_Pos).Length()))
{
if (Distance < ClosestDistance)
{
ClosestDistance = Distance;
ClosestPlayer = *itr;
}
}
}
}
return ClosestPlayer;
}
void cWorld::SendPlayerList(cPlayer * a_DestPlayer)
{
// Sends the playerlist to a_DestPlayer
cCSLock Lock(m_CSPlayers);
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
cClientHandle * ch = (*itr)->GetClientHandle();
if ((ch != NULL) && !ch->IsDestroyed())
{
a_DestPlayer->GetClientHandle()->SendPlayerListItem(*(*itr), true);
}
}
}
void cWorld::RemoveEntityFromChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
m_ChunkMap->RemoveEntityFromChunk(a_Entity, a_ChunkX, a_ChunkY, a_ChunkZ);
}
void cWorld::MoveEntityToChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
m_ChunkMap->MoveEntityToChunk(a_Entity, a_ChunkX, a_ChunkY, a_ChunkZ);
}
bool cWorld::ForEachEntity(cEntityCallback & a_Callback)
{
cCSLock Lock(m_CSEntities);
for (cEntityList::iterator itr = m_AllEntities.begin(), itr2 = itr; itr != m_AllEntities.end(); itr = itr2)
{
++itr2;
if (a_Callback.Item(*itr))
{
return false;
}
} // for itr - m_AllEntities[]
return false;
}
bool cWorld::ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback)
{
return m_ChunkMap->ForEachEntityInChunk(a_ChunkX, a_ChunkZ, a_Callback);
}
bool cWorld::DoWithEntityByID( int a_UniqueID, cEntityCallback & a_Callback )
{
cCSLock Lock(m_CSEntities);
for (cEntityList::iterator itr = m_AllEntities.begin(); 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, cPlayer * a_Player)
{
AString Line1(a_Line1);
AString Line2(a_Line2);
AString Line3(a_Line3);
AString Line4(a_Line4);
if (cRoot::Get()->GetPluginManager()->CallHookUpdatingSign(this, a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4, a_Player))
{
return;
}
m_ChunkMap->UpdateSign(a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4);
cRoot::Get()->GetPluginManager()->CallHookUpdatedSign(this, a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4, a_Player);
}
void cWorld::ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay)
{
m_ChunkMap->ChunksStay(a_Chunks, a_Stay);
}
void cWorld::RegenerateChunk(int a_ChunkX, int a_ChunkZ)
{
m_ChunkMap->MarkChunkRegenerating(a_ChunkX, a_ChunkZ);
// Trick: use Y=1 to force the chunk generation even though the chunk data is already present
m_Generator.QueueGenerateChunk(a_ChunkX, 1, a_ChunkZ);
}
void cWorld::GenerateChunk(int a_ChunkX, int a_ChunkZ)
{
m_Generator.QueueGenerateChunk(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
}
void cWorld::QueueLightChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback)
{
m_Lighting.QueueChunk(a_ChunkX, a_ChunkZ, a_Callback);
}
bool cWorld::IsChunkLighted(int a_ChunkX, int a_ChunkZ)
{
return m_ChunkMap->IsChunkLighted(a_ChunkX, a_ChunkZ);
}
bool cWorld::ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback)
{
return m_ChunkMap->ForEachChunkInRect(a_MinChunkX, a_MaxChunkX, a_MinChunkZ, a_MaxChunkZ, a_Callback);
}
void cWorld::SaveAllChunks(void)
{
LOGINFO("Saving all chunks...");
m_LastSave = m_Time;
m_ChunkMap->SaveAllChunks();
m_Storage.QueueSavedMessage();
}
/************************************************************************/
/* 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'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))
);
}
cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock)
{
AString SimulatorNameKey;
Printf(SimulatorNameKey, "%sSimulator", a_FluidName);
AString SimulatorSectionName;
Printf(SimulatorSectionName, "%sSimulator", a_FluidName);
AString SimulatorName = a_IniFile.GetValueSet("Physics", SimulatorNameKey, "");
if (SimulatorName.empty())
{
LOGWARNING("%s [Physics]:%s not present or empty, using the default of \"Classic\".", GetIniFileName().c_str(), SimulatorNameKey.c_str());
SimulatorName = "Classic";
}
cFluidSimulator * res = NULL;
bool IsWater = (strcmp(a_FluidName, "Water") == 0); // Used for defaults
int Rate = 1;
if (NoCaseCompare(SimulatorName, "floody") == 0)
{
int DefaultFalloff = IsWater ? 1 : 2;
int DefaultTickDelay = IsWater ? 5 : 30;
int Falloff = a_IniFile.GetValueSetI(SimulatorSectionName, "Falloff", DefaultFalloff);
int TickDelay = a_IniFile.GetValueSetI(SimulatorSectionName, "TickDelay", DefaultTickDelay);
res = new cFloodyFluidSimulator(this, a_SimulateBlock, a_StationaryBlock, Falloff, TickDelay);
}
else
{
if (NoCaseCompare(SimulatorName, "classic") != 0)
{
// The simulator name doesn't match anything we have, issue a warning:
LOGWARNING("%s [Physics]:%s specifies an unknown simulator, using the default \"Classic\".", GetIniFileName().c_str(), SimulatorNameKey.c_str());
}
int DefaultFalloff = IsWater ? 1 : 2;
int DefaultMaxHeight = IsWater ? 7 : 6;
int Falloff = a_IniFile.GetValueSetI(SimulatorSectionName, "Falloff", DefaultFalloff);
int MaxHeight = a_IniFile.GetValueSetI(SimulatorSectionName, "MaxHeight", DefaultMaxHeight);
res = new cClassicFluidSimulator(this, a_SimulateBlock, a_StationaryBlock, MaxHeight, Falloff);
Rate = IsWater ? 6 : 12;
}
m_SimulatorManager->RegisterSimulator(res, Rate);
return res;
}