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cuberite-2a/source/cWorld.h
faketruth 2892a844d4 Chunks are generated in a separate thread allowing players to keep on playing and chatting while chunks are generated. This means, however, that cWorld::GetChunk() does not always return a chunk and is something you need to be aware of. I am not entirely sure if all this is completely stable, but I think so :O
Chunks are now generated before the player is able to see them. This is done because after a chunks is done generating, some blocks might still need to be set (parts of trees from neighboring chunk), causing more bandwidth to be used (each changed block needs to be sent to clients again) and (fps) lagging the clients when changing a lot of blocks. Calculating ahead fixes these issues.

Separated the placing of foliage (trees and stuff) when generated chunks into a new function GenerateFoliage()
Cleaned up the VS2010 project, now using some VS2010 specific functions like dependencies on projects (no need for setting library dependencies manually). VS2010 project now compiles way faster in Release by using multi threading.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@103 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-12-24 23:34:30 +00:00

194 lines
5.7 KiB
C++

#pragma once
#ifndef _WIN32
#include "BlockID.h"
#else
enum ENUM_ITEM_ID;
#endif
#define MAX_PLAYERS 65535
#include <list>
#include <vector>
class cPacket;
class cRedstone;
class cWaterSimulator;
class cLavaSimulator;
class cChunkMap;
class cItem;
class cCriticalSection;
class cPlayer;
class cClientHandle;
class cChunk;
class cEntity;
class cBlockEntity;
class cWorld //tolua_export
{ //tolua_export
public:
typedef std::list< cClientHandle* > ClientList;
typedef std::list< cEntity* > EntityList;
typedef std::list< cChunk* > ChunkList;
typedef std::list< cPlayer* > PlayerList;
std::vector<int> m_RSList;
static cWorld* GetWorld(); //tolua_export
// Return time in seconds
inline static float GetTime() //tolua_export
{
return m_Time;
}
long long GetWorldTime() { return m_WorldTime; } //tolua_export
int GetGameMode() { return m_GameMode; } //return gamemode for world
void SetWorldTime(long long a_WorldTime) { m_WorldTime = a_WorldTime; } //tolua_export
cChunk* GetChunk( int a_X, int a_Y, int a_Z );
cChunk* GetChunkReliable( int a_X, int a_Y, int a_Z );
cChunk* GetChunkUnreliable( int a_X, int a_Y, int a_Z );
cChunk* GetChunkOfBlock( int a_X, int a_Y, int a_Z );
char GetHeight( int a_X, int a_Z ); //tolua_export
//void AddClient( cClientHandle* a_Client );
//void RemoveClient( cClientHandle* a_Client );
//ClientList & GetClients();
void Broadcast( const cPacket & a_Packet, cClientHandle* a_Exclude = 0 );
// MOTD
std::string GetDescription();
// Max Players
unsigned int GetMaxPlayers();
void SetMaxPlayers(int iMax);
void AddPlayer( cPlayer* a_Player );
void RemovePlayer( cPlayer* a_Player );
PlayerList & GetAllPlayers();
typedef struct lua_State lua_State;
void GetAllPlayers( lua_State* L ); // >> EXPORTED IN MANUALBINDINGS <<
unsigned int GetNumPlayers(); //tolua_export
cPlayer* GetPlayer( const char* a_PlayerName ); //tolua_export
void AddEntity( cEntity* a_Entity );
bool RemoveEntityFromChunk( cEntity & a_Entity, cChunk* a_CalledFrom = 0 );
EntityList & GetEntities();
cEntity* GetEntity( int a_UniqueID ); //tolua_export
void SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); //tolua_export
void FastSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); //tolua_export
char GetBlock( int a_X, int a_Y, int a_Z ); //tolua_export
char GetBlockMeta( int a_X, int a_Y, int a_Z ); //tolua_export
void SetBlockMeta( int a_X, int a_Y, int a_Z, char a_MetaData ); //tolua_export
bool DigBlock( int a_X, int a_Y, int a_Z, cItem & a_PickupItem ); //tolua_export
void SendBlockTo( int a_X, int a_Y, int a_Z, cPlayer* a_Player ); //tolua_export
const double & GetSpawnX() { return m_SpawnX; } //tolua_export
const double & GetSpawnY(); //tolua_export
const double & GetSpawnZ() { return m_SpawnZ; } //tolua_export
cWaterSimulator *GetWaterSimulator() { return m_WaterSimulator; }
cLavaSimulator *GetLavaSimulator() { return m_LavaSimulator; }
cBlockEntity* GetBlockEntity( int a_X, int a_Y, int a_Z ); //tolua_export
void GrowTree( int a_X, int a_Y, int a_Z ); //tolua_export
unsigned int GetWorldSeed() { return m_WorldSeed; } //tolua_export
const char* GetName(); //tolua_export
inline static void AbsoluteToRelative( int & a_X, int & a_Y, int & a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ )
{
(void)a_Y; // not unused anymore
a_ChunkX = a_X/16;
if(a_X < 0 && a_X % 16 != 0) a_ChunkX--;
a_ChunkY = 0;
a_ChunkZ = a_Z/16;
if(a_Z < 0 && a_Z % 16 != 0) a_ChunkZ--;
a_X = a_X - a_ChunkX*16;
//a_Y = a_Y - a_ChunkY*16;
a_Z = a_Z - a_ChunkZ*16;
}
inline static void BlockToChunk( int a_X, int a_Y, int a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ )
{
(void)a_Y; // not unused anymore
a_ChunkX = a_X/16;
if(a_X < 0 && a_X % 16 != 0) a_ChunkX--;
a_ChunkY = 0;
a_ChunkZ = a_Z/16;
if(a_Z < 0 && a_Z % 16 != 0) a_ChunkZ--;
}
void SaveAllChunks();
void Tick(float a_Dt);
void LockClientHandle();
void UnlockClientHandle();
void LockEntities();
void UnlockEntities();
void LockChunks();
void UnlockChunks();
void ReSpreadLighting( cChunk* a_Chunk );
void RemoveSpread( cChunk* a_Chunk );
void InitializeSpawn();
void CastThunderbolt ( int, int, int ); //tolua_export
void SetWeather ( int ); //tolua_export
int GetWeather() { return m_Weather; }; //tolua_export
private:
friend class cRoot;
cWorld( const char* a_WorldName );
~cWorld();
struct sWorldState;
sWorldState* m_pState;
void AddToRemoveEntityQueue( cEntity & a_Entity );
void RemoveEntity( cEntity* a_Entity );
void UnloadUnusedChunks();
double m_SpawnX;
double m_SpawnY;
double m_SpawnZ;
float m_LastUnload;
float m_LastSave;
static float m_Time; // Time in seconds
long long m_WorldTime; // Time in seconds*20, this is sent to clients (is wrapped)
unsigned long long CurrentTick;
int m_GameMode;
float m_WorldTimeFraction; // When this > 1.f m_WorldTime is incremented by 20
cWaterSimulator* m_WaterSimulator;
cLavaSimulator* m_LavaSimulator;
cCriticalSection* m_ClientHandleCriticalSection;
cCriticalSection* m_EntitiesCriticalSection;
cCriticalSection* m_ChunksCriticalSection;
std::string m_Description;
unsigned int m_MaxPlayers;
cChunkMap* m_ChunkMap;
bool m_bAnimals;
float m_SpawnMonsterTime;
float m_SpawnMonsterRate;
unsigned int m_WorldSeed;
int m_Weather;
}; //tolua_export