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cuberite-2a/source/cWorld.cpp

1089 lines
32 KiB
C++

#include "BlockID.h"
#include "cWorld.h"
#include "cRedstone.h"
#include "cChunk.h"
#include "cClientHandle.h"
#include "cPickup.h"
#include "cBlockToPickup.h"
#include "cMCLogger.h"
#include "cPlayer.h"
#include "cServer.h"
#include "cCriticalSection.h"
#include "cItem.h"
#include "cRoot.h"
#include "../iniFile/iniFile.h"
#include "cChunkMap.h"
#include "cSimulatorManager.h"
#include "cWaterSimulator.h"
#include "cLavaSimulator.h"
#include "cSandSimulator.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 "cGenSettings.h"
#include "cMakeDir.h"
#include "cChunkGenerator.h"
#include "MersenneTwister.h"
#include "cWorldGenerator_Test.h"
#include "packets/cPacket_TimeUpdate.h"
#include "packets/cPacket_NewInvalidState.h"
#include "packets/cPacket_Thunderbolt.h"
#include "Vector3d.h"
#include <time.h>
#include "tolua++.h"
#ifndef _WIN32
#include <stdlib.h>
//#include <sys/stat.h> // for mkdir
#include <sys/types.h>
#endif
float cWorld::m_Time = 0.f;
char g_BlockLightValue[128];
char g_BlockSpreadLightFalloff[128];
bool g_BlockTransparent[128];
bool g_BlockOneHitDig[128];
bool g_BlockPistonBreakable[128];
#define RECI_RAND_MAX (1.f/RAND_MAX)
inline float fRadRand( float a_Radius )
{
MTRand r1;
return ((float)r1.rand() * RECI_RAND_MAX)*a_Radius - a_Radius*0.5f;
}
struct sSetBlockData
{
sSetBlockData( int a_X, int a_Y, int a_Z, char a_BlockID, char a_BlockMeta )
: x( a_X )
, y( a_Y )
, z( a_Z )
, BlockID( a_BlockID )
, BlockMeta( a_BlockMeta )
{}
int x, y, z;
char BlockID, BlockMeta;
};
typedef std::list< sSetBlockData > FastSetBlockList;
struct cWorld::sWorldState
{
cWorld::EntityList RemoveEntityQueue;
cWorld::EntityList AllEntities;
cWorld::ClientList Clients;
cWorld::PlayerList Players;
cWorld::ChunkList SpreadQueue;
FastSetBlockList FastSetBlockQueue;
cChunkGenerator* pChunkGenerator;
std::string WorldName;
};
cWorld* cWorld::GetWorld()
{
LOGWARN("WARNING: Using deprecated function cWorld::GetWorld() use cRoot::Get()->GetWorld() instead!");
return cRoot::Get()->GetWorld();
}
cWorld::~cWorld()
{
LockEntities();
while( m_pState->AllEntities.begin() != m_pState->AllEntities.end() )
{
cEntity* Entity = *m_pState->AllEntities.begin();
m_pState->AllEntities.remove( Entity );
if( !Entity->IsDestroyed() ) Entity->Destroy();
RemoveEntity( Entity );
}
UnlockEntities();
delete m_SimulatorManager;
delete m_SandSimulator;
delete m_WaterSimulator;
delete m_LavaSimulator;
UnloadUnusedChunks();
delete m_pState->pChunkGenerator;
delete m_ChunkMap;
delete m_ClientHandleCriticalSection; m_ClientHandleCriticalSection = 0;
delete m_EntitiesCriticalSection; m_EntitiesCriticalSection = 0;
delete m_ChunksCriticalSection; m_ChunksCriticalSection = 0;
delete m_pState;
}
cWorld::cWorld( const char* a_WorldName )
: m_pState( new sWorldState )
, m_SpawnMonsterTime( 0.f )
, m_RSList ( 0 )
, m_Weather ( 0 )
, m_WorldGenerator( 0 )
{
LOG("cWorld::cWorld(%s)", a_WorldName);
m_pState->WorldName = a_WorldName;
cMakeDir::MakeDir(m_pState->WorldName.c_str());
MTRand r1;
m_SpawnX = (double)((r1.randInt()%1000)-500);
m_SpawnY = 128;
m_SpawnZ = (double)((r1.randInt()%1000)-500);
m_WorldSeed = r1.randInt();
m_GameMode = 0;
std::string WorldGeneratorName;
cIniFile IniFile( m_pState->WorldName + "/world.ini");
if( IniFile.ReadFile() )
{
m_SpawnX = IniFile.GetValueF("SpawnPosition", "X", m_SpawnX );
m_SpawnY = IniFile.GetValueF("SpawnPosition", "Y", m_SpawnY );
m_SpawnZ = IniFile.GetValueF("SpawnPosition", "Z", m_SpawnZ );
m_WorldSeed = IniFile.GetValueI("Seed", "Seed", m_WorldSeed );
m_GameMode = IniFile.GetValueI("GameMode", "GameMode", m_GameMode );
WorldGeneratorName = IniFile.GetValue("Generator", "GeneratorName", "Default");
}
else
{
IniFile.SetValueF("SpawnPosition", "X", m_SpawnX );
IniFile.SetValueF("SpawnPosition", "Y", m_SpawnY );
IniFile.SetValueF("SpawnPosition", "Z", m_SpawnZ );
IniFile.SetValueI("Seed", "Seed", m_WorldSeed );
IniFile.SetValueI("GameMode", "GameMode", m_GameMode );
IniFile.SetValue("Generator", "GeneratorName", "Default" );
if( !IniFile.WriteFile() )
{
LOG("WARNING: Could not write to %s/world.ini", a_WorldName);
}
}
LOGINFO("Seed: %i", m_WorldSeed );
if( WorldGeneratorName.compare("Test") == 0 )
m_WorldGenerator = new cWorldGenerator_Test();
else // Default
m_WorldGenerator = new cWorldGenerator();
cIniFile GenSettings("terrain.ini");
if( GenSettings.ReadFile() )
{
#define READ_INI_TERRAIN_VAL( var, type ) cGenSettings::var = (type)GenSettings.GetValueF("Terrain", #var, cGenSettings::var )
READ_INI_TERRAIN_VAL( HeightFreq1, float );
READ_INI_TERRAIN_VAL( HeightFreq2, float );
READ_INI_TERRAIN_VAL( HeightFreq3, float );
READ_INI_TERRAIN_VAL( HeightAmp1, float );
READ_INI_TERRAIN_VAL( HeightAmp2, float );
READ_INI_TERRAIN_VAL( HeightAmp3, float );
}
else
{
#define SET_INI_TERRAIN_VAL( var ) GenSettings.SetValueF("Terrain", #var, cGenSettings::var )
SET_INI_TERRAIN_VAL( HeightFreq1 );
SET_INI_TERRAIN_VAL( HeightFreq2 );
SET_INI_TERRAIN_VAL( HeightFreq3 );
SET_INI_TERRAIN_VAL( HeightAmp1 );
SET_INI_TERRAIN_VAL( HeightAmp2 );
SET_INI_TERRAIN_VAL( HeightAmp3 );
GenSettings.WriteFile();
}
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( 32, 32, this );
m_pState->pChunkGenerator = new cChunkGenerator( m_ChunkMap );
m_Time = 0;
m_WorldTimeFraction = 0.f;
m_WorldTime = 0;
m_LastSave = 0;
m_LastUnload = 0;
m_ClientHandleCriticalSection = new cCriticalSection();
m_EntitiesCriticalSection = new cCriticalSection();
m_ChunksCriticalSection = new cCriticalSection();
//Simulators:
m_WaterSimulator = new cWaterSimulator( this );
m_LavaSimulator = new cLavaSimulator( this );
m_SandSimulator = new cSandSimulator(this);
m_SimulatorManager = new cSimulatorManager();
m_SimulatorManager->RegisterSimulator(m_WaterSimulator, 6);
m_SimulatorManager->RegisterSimulator(m_LavaSimulator, 12);
m_SimulatorManager->RegisterSimulator(m_SandSimulator, 1);
memset( g_BlockLightValue, 0x0, 128 );
memset( g_BlockSpreadLightFalloff, 0xf, 128 ); // 0xf means total falloff
memset( g_BlockTransparent, 0x0, 128 );
memset( g_BlockOneHitDig, 0x0, 128 );
memset( g_BlockPistonBreakable, 0x0, 128 );
// Emissive blocks
g_BlockLightValue[ E_BLOCK_TORCH ] = 14;
g_BlockLightValue[ E_BLOCK_FIRE ] = 15;
g_BlockLightValue[ E_BLOCK_LAVA ] = 15;
g_BlockLightValue[ E_BLOCK_STATIONARY_LAVA ] = 15;
g_BlockLightValue[ E_BLOCK_GLOWSTONE ] = 15;
// Spread blocks
g_BlockSpreadLightFalloff[ E_BLOCK_AIR ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_TORCH ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_FIRE ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_LAVA ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_STATIONARY_LAVA ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_WATER ] = 4; // Light in water dissapears faster
g_BlockSpreadLightFalloff[ E_BLOCK_STATIONARY_WATER ] = 4;
g_BlockSpreadLightFalloff[ E_BLOCK_LEAVES ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_GLASS ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_GLOWSTONE ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_SIGN_POST ] = 1;
g_BlockSpreadLightFalloff[ E_BLOCK_WALLSIGN ] = 1;
// Transparent blocks
g_BlockTransparent[ E_BLOCK_AIR ] = true;
g_BlockTransparent[ E_BLOCK_GLASS ] = true;
g_BlockTransparent[ E_BLOCK_FIRE ] = true;
g_BlockTransparent[ E_BLOCK_ICE ] = true;
g_BlockTransparent[ E_BLOCK_TORCH ] = true;
g_BlockTransparent[ E_BLOCK_SIGN_POST ] = true;
g_BlockTransparent[ E_BLOCK_WALLSIGN ] = true;
// One hit break blocks
g_BlockOneHitDig[ E_BLOCK_SAPLING ] = true;
g_BlockOneHitDig[ E_BLOCK_YELLOW_FLOWER ] = true;
g_BlockOneHitDig[ E_BLOCK_RED_ROSE ] = true;
g_BlockOneHitDig[ E_BLOCK_BROWN_MUSHROOM ] = true;
g_BlockOneHitDig[ E_BLOCK_RED_MUSHROOM ] = true;
g_BlockOneHitDig[ E_BLOCK_TNT ] = true;
g_BlockOneHitDig[ E_BLOCK_TORCH ] = true;
g_BlockOneHitDig[ E_BLOCK_REDSTONE_WIRE ] = true;
g_BlockOneHitDig[ E_BLOCK_CROPS ] = true;
g_BlockOneHitDig[ E_BLOCK_REDSTONE_TORCH_OFF ] = true;
g_BlockOneHitDig[ E_BLOCK_REDSTONE_TORCH_ON ] = true;
g_BlockOneHitDig[ E_BLOCK_REEDS ] = true;
g_BlockOneHitDig[ E_BLOCK_REDSTONE_WIRE ] = true;
g_BlockOneHitDig[ E_BLOCK_REDSTONE_REPEATER_OFF ] = true;
g_BlockOneHitDig[ E_BLOCK_REDSTONE_REPEATER_ON ] = true;
g_BlockOneHitDig[ E_BLOCK_LOCKED_CHEST ] = true;
// Blocks that breaks when pushed by piston
g_BlockPistonBreakable[ E_BLOCK_AIR ] = true;
g_BlockPistonBreakable[ E_BLOCK_STATIONARY_WATER ] = false; //This gave pistons the ability to drop water :D
g_BlockPistonBreakable[ E_BLOCK_WATER ] = false;
g_BlockPistonBreakable[ E_BLOCK_STATIONARY_LAVA ] = false;
g_BlockPistonBreakable[ E_BLOCK_LAVA ] = false;
g_BlockPistonBreakable[ E_BLOCK_BED ] = true;
g_BlockPistonBreakable[ E_BLOCK_COBWEB ] = true;
g_BlockPistonBreakable[ E_BLOCK_TALL_GRASS ] = true;
g_BlockPistonBreakable[ E_BLOCK_YELLOW_FLOWER ] = true;
g_BlockPistonBreakable[ E_BLOCK_BROWN_MUSHROOM ] = true;
g_BlockPistonBreakable[ E_BLOCK_RED_ROSE ] = true;
g_BlockPistonBreakable[ E_BLOCK_RED_MUSHROOM ] = true;
g_BlockPistonBreakable[ E_BLOCK_DEAD_BUSH ] = true;
g_BlockPistonBreakable[ E_BLOCK_TORCH ] = true;
g_BlockPistonBreakable[ E_BLOCK_FIRE ] = true;
g_BlockPistonBreakable[ E_BLOCK_REDSTONE_WIRE ] = true;
g_BlockPistonBreakable[ E_BLOCK_CROPS ] = true;
g_BlockPistonBreakable[ E_BLOCK_LADDER ] = true;
g_BlockPistonBreakable[ E_BLOCK_WOODEN_DOOR ] = true;
g_BlockPistonBreakable[ E_BLOCK_IRON_DOOR ] = true;
g_BlockPistonBreakable[ E_BLOCK_LEVER ] = true;
g_BlockPistonBreakable[ E_BLOCK_STONE_BUTTON ] = true;
g_BlockPistonBreakable[ E_BLOCK_REDSTONE_TORCH_ON ] = true;
g_BlockPistonBreakable[ E_BLOCK_REDSTONE_TORCH_OFF ]= true;
g_BlockPistonBreakable[ E_BLOCK_SNOW ] = true;
g_BlockPistonBreakable[ E_BLOCK_REEDS ] = true;
g_BlockPistonBreakable[ E_BLOCK_PUMPKIN_STEM ] = true;
g_BlockPistonBreakable[ E_BLOCK_MELON_STEM ] = true;
g_BlockPistonBreakable[ E_BLOCK_MELON ] = true;
g_BlockPistonBreakable[ E_BLOCK_PUMPKIN ] = true;
g_BlockPistonBreakable[ E_BLOCK_JACK_O_LANTERN ] = true;
g_BlockPistonBreakable[ E_BLOCK_VINES ] = true;
g_BlockPistonBreakable[ E_BLOCK_STONE_PRESSURE_PLATE ] = true;
g_BlockPistonBreakable[ E_BLOCK_WOODEN_PRESSURE_PLATE ] = true;
}
void cWorld::SetWeather( int Weather )
{
if (Weather == 2) { //thunder storm
m_Weather = 2;
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
}
if (Weather == 1) { //rainstorm
m_Weather = 1;
cPacket_NewInvalidState WeatherPacket;
WeatherPacket.m_Reason = 1; //begin rain
Broadcast ( WeatherPacket );
}
if (Weather == 0) { //sunny
m_Weather = 0;
cPacket_NewInvalidState WeatherPacket;
WeatherPacket.m_Reason = 2; //stop rain
Broadcast ( WeatherPacket );
}
}
void cWorld::CastThunderbolt ( int X, int Y, int Z ) {
cPacket_Thunderbolt ThunderboltPacket;
ThunderboltPacket.m_xLBPos = X;
ThunderboltPacket.m_yLBPos = Y;
ThunderboltPacket.m_zLBPos = Z;
Broadcast( ThunderboltPacket );
}
void cWorld::InitializeSpawn()
{
int ChunkX = 0, ChunkY = 0, ChunkZ = 0;
BlockToChunk( (int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ, ChunkX, ChunkY, ChunkZ );
int ViewDist = cClientHandle::VIEWDISTANCE;
LOG("Loading spawn area");
for(int x = 0; x < ViewDist; x++)
{
for(int z = 0; z < ViewDist; z++)
{
GetChunk( x + ChunkX-(ViewDist-1)/2, 0, z + ChunkZ-(ViewDist-1)/2 );
}
LOG("Loaded %0.2f", ((float)x / (float)ViewDist)*100 );
}
}
void cWorld::Tick(float a_Dt)
{
int randWeather = 0;
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;
m_WorldTime %= 24000; // 24000 units in a day
bSendTime = true;
}
if( bSendTime ) Broadcast( cPacket_TimeUpdate( (m_WorldTime) ) );
LockEntities();
for( cWorld::EntityList::iterator itr = GetEntities().begin(); itr != GetEntities().end();)
{
if( (*itr)->IsDestroyed() )
{
LOG("Destroy that entity! %i", (*itr)->GetUniqueID() );
cEntity* RemoveMe = *itr;
itr++;
AddToRemoveEntityQueue( *RemoveMe );
continue;
}
(*itr)->Tick(a_Dt);
itr++;
}
UnlockEntities();
LockChunks();
while( !m_pState->SpreadQueue.empty() )
{
cChunk* Chunk = (*m_pState->SpreadQueue.begin());
//LOG("Spreading: %p", Chunk );
Chunk->SpreadLight( Chunk->pGetSkyLight() );
Chunk->SpreadLight( Chunk->pGetLight() );
m_pState->SpreadQueue.remove( &*Chunk );
}
m_ChunkMap->Tick(a_Dt);
GetSimulatorManager()->Simulate(a_Dt);
UnlockChunks();
MTRand r1;
////////////////Weather///////////////////////
if ( GetWeather() == 0 ) { //if sunny
if( CurrentTick % 19 == 0 ) { //every 20 ticks random weather
randWeather = (r1.randInt() %10000);
if (randWeather == 0) {
LOG("Starting Rainstorm!");
SetWeather ( 1 );
} else if (randWeather == 1) {
LOG("Starting Thunderstorm!");
SetWeather ( 2 );
}
}
}
if ( GetWeather() != 0 ) { //if raining or thunderstorm
if( CurrentTick % 19 == 0 ) { //every 20 ticks random weather
randWeather = (r1.randInt() %4999);
if (randWeather == 0) { //2% chance per second
LOG("Back to sunny!");
SetWeather ( 0 );
} else if ( (randWeather > 4000) && (GetWeather() != 2) ) { //random chance for rainstorm to turn into thunderstorm.
LOG("Starting Thunderstorm!");
SetWeather ( 2 );
}
}
}
if ( GetWeather() == 2 ) { //if thunderstorm
if (r1.randInt() %199 == 0) { //0.5% chance per tick of thunderbolt
CastThunderbolt ( 0, 0, 0 ); //todo: find random possitions near players to cast thunderbolts.
}
}
////////////////Weather///////////////////////
// Asynchronously set blocks
FastSetBlockList FastSetBlockQueueCopy = m_pState->FastSetBlockQueue;
m_pState->FastSetBlockQueue.clear();
for( FastSetBlockList::iterator itr = FastSetBlockQueueCopy.begin(); itr != FastSetBlockQueueCopy.end(); ++itr )
{
sSetBlockData & SetBlockData = *itr;
FastSetBlock( SetBlockData.x, SetBlockData.y, SetBlockData.z, SetBlockData.BlockID, SetBlockData.BlockMeta ); // If unable to set block, it's added to FastSetBlockQueue again
}
if( FastSetBlockQueueCopy.size() != m_pState->FastSetBlockQueue.size() )
LOG(" Before: %i, after %i" , FastSetBlockQueueCopy.size(), m_pState->FastSetBlockQueue.size() );
if( m_Time - m_LastSave > 60*5 ) // Save each 5 minutes
{
SaveAllChunks();
}
if( m_Time - m_LastUnload > 10 ) // Unload each minute
{
UnloadUnusedChunks();
}
while( !m_pState->RemoveEntityQueue.empty() )
{
RemoveEntity( *m_pState->RemoveEntityQueue.begin() );
}
if( m_bAnimals && ( m_Time - m_SpawnMonsterTime > m_SpawnMonsterRate ) ) // 10 seconds
{
m_SpawnMonsterTime = m_Time;
if( m_pState->Players.size() > 0 )
{
cMonster *Monster = 0;
//srand ( time(NULL) ); // Only seed random ONCE! Is already done in the cWorld constructor
int dayRand = r1.randInt() % 6; //added mob code
int nightRand = r1.randInt() % 10; //added mob code
int RandomPlayerIdx = r1.randInt() & m_pState->Players.size();
PlayerList::iterator itr = m_pState->Players.begin();
for( int i = 1; i < RandomPlayerIdx; i++ )
itr++;
cPlayer* Player = *itr;
Vector3d SpawnPos = Player->GetPosition();
SpawnPos += Vector3d( (double)(r1.randInt()%64)-32, (double)(r1.randInt()%64)-32, (double)(r1.randInt()%64)-32 );
char Height = GetHeight( (int)SpawnPos.x, (int)SpawnPos.z );
if(m_WorldTime >= 12000 + 1000) {
if (nightRand == 0) //random percent to spawn for night
Monster = new cSpider();
else if (nightRand == 1)
Monster = new cZombie();
else if (nightRand == 2)
Monster = new cEnderman();
else if (nightRand == 3)
Monster = new cCreeper();
else if (nightRand == 4)
Monster = new cCavespider();
else if (nightRand == 5)
Monster = new cGhast();
else if (nightRand == 6)
Monster = new cZombiepigman();
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 );
}
}
}
std::vector<int> m_RSList_copy(m_RSList);
//copy(m_RSList.begin(), m_RSList.end(), m_RSList_copy.begin());
m_RSList.erase(m_RSList.begin(),m_RSList.end());
int tempX; // FIXME - Keep the scope in mind, these variables are not used in this scope at all, move them down into the for loop
int tempY;
int tempZ;
int state;
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();)
{
tempX = *cii;cii++;
tempY = *cii;cii++;
tempZ = *cii;cii++;
state = *cii;cii++;
//printf ("%i, %i, %i, %i\n",tempX,tempY,tempZ,state) ;
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::GrowTree( int a_X, int a_Y, int a_Z )
{
// new tree code, looks much better
// with help from seanj
// converted from php to lua then lua to c++
// build trunk
MTRand r1;
int trunk = r1.randInt() % (7 - 5 + 1) + 5;
for (int i = 0; i < trunk; i++)
{
if( GetBlock( a_X, a_Y + i, a_Z ) == E_BLOCK_AIR )
FastSetBlock( a_X, a_Y + i, a_Z, E_BLOCK_LOG, 0 );
}
// build tree
for (int j = 0; j < trunk; j++) {
int radius = trunk - j;
if (radius < 4) {
if (radius > 2) {
radius = 2;
}
for (int i = a_X - radius; i <= a_X + radius; i++) {
for (int k = a_Z-radius; k <= a_Z + radius; k++) {
// small chance to be missing a block to add a little random
if (k != a_Z || i != a_X && (r1.randInt() % 100 + 1) > 20) {
if( GetBlock( i, a_Y + j, k ) == E_BLOCK_AIR )
FastSetBlock(i, a_Y+j, k, E_BLOCK_LEAVES, 0 );
}
else {
//if( m_BlockType[ MakeIndex(i, TopY+j, k) ] == E_BLOCK_AIR )
// m_BlockType[ MakeIndex(i, TopY+j, k) ] = E_BLOCK_LEAVES;
}
}
}
if( GetBlock( a_X, a_Y+j, a_Z ) == E_BLOCK_AIR )
FastSetBlock( a_X, a_Y+j, a_Z, E_BLOCK_LOG, 0 );
}
}
// do the top
if( GetBlock( a_X+1, a_Y+trunk, a_Z ) == E_BLOCK_AIR )
FastSetBlock( a_X+1, a_Y+trunk, a_Z, E_BLOCK_LEAVES, 0 );
if( GetBlock( a_X-1, a_Y+trunk, a_Z ) == E_BLOCK_AIR )
FastSetBlock( a_X-1, a_Y+trunk, a_Z, E_BLOCK_LEAVES, 0 );
if( GetBlock( a_X, a_Y+trunk, a_Z+1 ) == E_BLOCK_AIR )
FastSetBlock( a_X, a_Y+trunk, a_Z+1, E_BLOCK_LEAVES, 0 );
if( GetBlock( a_X, a_Y+trunk, a_Z-1 ) == E_BLOCK_AIR )
FastSetBlock( a_X, a_Y+trunk, a_Z-1, E_BLOCK_LEAVES, 0 );
if( GetBlock( a_X, a_Y+trunk, a_Z ) == E_BLOCK_AIR )
FastSetBlock( a_X, a_Y+trunk, a_Z, E_BLOCK_LEAVES, 0 );
// end new tree code
}
void cWorld::UnloadUnusedChunks()
{
m_LastUnload = m_Time;
LockChunks();
m_ChunkMap->UnloadUnusedChunks();
UnlockChunks();
}
cChunk* cWorld::GetChunkReliable( int a_X, int a_Y, int a_Z ) // TODO - FIXME - WARNING - This can cause a duplicate chunk to be generated!!
{
cChunk* Chunk = GetChunkUnreliable( a_X, a_Y, a_Z );
if( Chunk )
{
return Chunk;
}
// Found nothing, create a chunk
Chunk = new cChunk( a_X, a_Y, a_Z, this );
if(Chunk)
{
LOGWARN("Created new chunk! %i %i", a_X, a_Z);
LockChunks();
m_ChunkMap->AddChunk( Chunk );
UnlockChunks();
Chunk->Initialize();
return Chunk;
}
// This should never happen since it's reliable, but yeah
return 0;
}
cChunk* cWorld::GetChunk( int a_X, int a_Y, int a_Z )
{
// Get chunk from memory
cChunk* Chunk = GetChunkUnreliable( a_X, a_Y, a_Z );
if( Chunk ) return Chunk;
// Generate new chunk asynchronously
m_pState->pChunkGenerator->GenerateChunk( a_X, a_Z );
// Could not find chunk, it's being generated, so return 0
return 0;
}
cChunk* cWorld::GetChunkUnreliable( int a_X, int a_Y, int a_Z )
{
LockChunks();
cChunk* Chunk = m_ChunkMap->GetChunk( a_X, a_Y, a_Z );
UnlockChunks();
if( Chunk ) return Chunk;
return 0;
}
cChunk* cWorld::GetChunkOfBlock( int a_X, int a_Y, int a_Z )
{
int ChunkX, ChunkY, ChunkZ;
AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkY, ChunkZ );
return GetChunk( ChunkX, ChunkY, ChunkZ );
}
void cWorld::SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta )
{
this->GetSimulatorManager()->WakeUp(a_X, a_Y, a_Z);
int ChunkX, ChunkY, ChunkZ;
AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkY, ChunkZ );
cChunk* Chunk = GetChunk( ChunkX, ChunkY, ChunkZ );
if( Chunk ) Chunk->SetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta );
}
void cWorld::FastSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta )
{
int ChunkX, ChunkY, ChunkZ, X = a_X, Y = a_Y, Z = a_Z;
AbsoluteToRelative( X, Y, Z, ChunkX, ChunkY, ChunkZ );
cChunk* Chunk = GetChunk( ChunkX, ChunkY, ChunkZ );
if( Chunk )
{
Chunk->FastSetBlock(X, Y, Z, a_BlockType, a_BlockMeta );
return;
}
// Could not find chunk, so it has been pushed into the generate chunks queue
// Check if currently generating the target chunk
m_pState->pChunkGenerator->Lock();
Chunk = m_pState->pChunkGenerator->GetCurrentlyGenerating();
if( Chunk && Chunk->GetPosX() == ChunkX && Chunk->GetPosZ() == ChunkZ )
{
Chunk->FastSetBlock(X, Y, Z, a_BlockType, a_BlockMeta );
m_pState->pChunkGenerator->Unlock();
return;
}
m_pState->pChunkGenerator->Unlock();
// Unable to set block right now, try again later
m_pState->FastSetBlockQueue.push_back( sSetBlockData( a_X, a_Y, a_Z, a_BlockType, a_BlockMeta ) );
}
char cWorld::GetBlock( int a_X, int a_Y, int a_Z )
{
int ChunkX, ChunkY, ChunkZ;
AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkY, ChunkZ );
cChunk* Chunk = GetChunk( ChunkX, ChunkY, ChunkZ );
if( Chunk ) return Chunk->GetBlock(a_X, a_Y, a_Z);
return 0;
}
char cWorld::GetBlockMeta( int a_X, int a_Y, int a_Z )
{
int ChunkX, ChunkY, ChunkZ;
AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkY, ChunkZ );
cChunk* Chunk = GetChunk( ChunkX, ChunkY, ChunkZ );
if( Chunk ) return Chunk->GetLight( Chunk->pGetMeta(), a_X, a_Y, a_Z );
return 0;
}
void cWorld::SetBlockMeta( int a_X, int a_Y, int a_Z, char a_MetaData )
{
int ChunkX, ChunkY, ChunkZ;
AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkY, ChunkZ );
cChunk* Chunk = GetChunk( ChunkX, ChunkY, ChunkZ );
if( Chunk )
{
Chunk->SetLight( Chunk->pGetMeta(), a_X, a_Y, a_Z, a_MetaData );
Chunk->SendBlockTo( a_X, a_Y, a_Z, 0 );
}
}
bool cWorld::DigBlock( int a_X, int a_Y, int a_Z, cItem & a_PickupItem )
{
int PosX = a_X, PosY = a_Y, PosZ = a_Z, ChunkX, ChunkY, ChunkZ;
AbsoluteToRelative( PosX, PosY, PosZ, ChunkX, ChunkY, ChunkZ );
cChunk* DestChunk = GetChunk( ChunkX, ChunkY, ChunkZ );
if(DestChunk)
{
DestChunk->SetBlock(PosX, PosY, PosZ, E_BLOCK_AIR, 0 );
GetSimulatorManager()->WakeUp(a_X, a_Y, a_Z);
if( !a_PickupItem.IsEmpty() )
{
cPickup* Pickup = new cPickup( a_X*32 + 16 + (int)fRadRand(16.f), a_Y*32 + 16 + (int)fRadRand(16.f), a_Z*32 + 16 + (int)fRadRand(16.f), a_PickupItem );
Pickup->Initialize( this );
}
}
return true;
}
void cWorld::SendBlockTo( int a_X, int a_Y, int a_Z, cPlayer* a_Player )
{
int ChunkX, ChunkY, ChunkZ;
AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkY, ChunkZ );
cChunk* Chunk = GetChunk( ChunkX, ChunkY, ChunkZ );
Chunk->SendBlockTo( a_X, a_Y, a_Z, a_Player->GetClientHandle() );
}
cBlockEntity* cWorld::GetBlockEntity( int a_X, int a_Y, int a_Z )
{
int PosX = a_X, PosY = a_Y, PosZ = a_Z, ChunkX, ChunkY, ChunkZ;
AbsoluteToRelative( PosX, PosY, PosZ, ChunkX, ChunkY, ChunkZ );
cChunk* Chunk = GetChunk( ChunkX, ChunkY, ChunkZ );
if( !Chunk ) return 0;
return Chunk->GetBlockEntity( a_X, a_Y, a_Z );
}
char cWorld::GetHeight( int a_X, int a_Z )
{
int PosX = a_X, PosY = 0, PosZ = a_Z, ChunkX, ChunkY, ChunkZ;
AbsoluteToRelative( PosX, PosY, PosZ, ChunkX, ChunkY, ChunkZ );
cChunk* Chunk = GetChunk( ChunkX, ChunkY, ChunkZ );
if( Chunk ) return Chunk->GetHeight( PosX, PosZ );
return 0;
}
const double & cWorld::GetSpawnY()
{
m_SpawnY = (double)GetHeight( (int)m_SpawnX, (int)m_SpawnZ ) + 1.6f; // +1.6f eye height
return m_SpawnY;
}
void cWorld::Broadcast( const cPacket & a_Packet, cClientHandle* a_Exclude /* = 0 */ )
{
for( PlayerList::iterator itr = m_pState->Players.begin(); itr != m_pState->Players.end(); ++itr)
{
if( (*itr)->GetClientHandle() == a_Exclude || !(*itr)->GetClientHandle()->IsLoggedIn() ) continue;
(*itr)->GetClientHandle()->Send( a_Packet );
}
}
std::string cWorld::GetDescription()
{
return this->m_Description;
}
unsigned int cWorld::GetMaxPlayers()
{
return this->m_MaxPlayers;
}
void cWorld::SetMaxPlayers(int iMax)
{
this->m_MaxPlayers = MAX_PLAYERS;
if (iMax > 0 && iMax < MAX_PLAYERS)
{
this->m_MaxPlayers = iMax;
}
}
void cWorld::AddPlayer( cPlayer* a_Player )
{
m_pState->Players.remove( a_Player );
m_pState->Players.push_back( a_Player );
}
void cWorld::RemovePlayer( cPlayer* a_Player )
{
m_pState->Players.remove( a_Player );
}
void cWorld::GetAllPlayers( lua_State* L )
{
lua_createtable(L, m_pState->Players.size(), 0);
int newTable = lua_gettop(L);
int index = 1;
PlayerList::const_iterator iter = m_pState->Players.begin();
while(iter != m_pState->Players.end()) {
tolua_pushusertype( L, (*iter), "cPlayer" );
lua_rawseti(L, newTable, index);
++iter;
++index;
}
}
cPlayer* cWorld::GetPlayer( const char* a_PlayerName )
{
cPlayer* BestMatch = 0;
unsigned int MatchedLetters = 0;
unsigned int NumMatches = 0;
bool bPerfectMatch = false;
unsigned int NameLength = strlen( a_PlayerName );
for( PlayerList::iterator itr = m_pState->Players.begin(); itr != m_pState->Players.end(); itr++ )
{
std::string Name = (*itr)->GetName();
if( NameLength > Name.length() ) continue; // Definitely not a match
for(unsigned int i = 0; i < NameLength; i++)
{
char c1 = (char)toupper( a_PlayerName[i] );
char c2 = (char)toupper( Name[i] );
if( c1 == c2 )
{
if( i+1 > MatchedLetters )
{
MatchedLetters = i+1;
BestMatch = *itr;
}
if( i+1 == NameLength )
{
NumMatches++;
if( NameLength == Name.length() )
{
bPerfectMatch = true;
break;
}
}
}
else
{
if( BestMatch == *itr ) BestMatch = 0;
break;
}
if( bPerfectMatch )
break;
}
}
if( NumMatches == 1 )
return BestMatch;
// More than one matches, so it's undefined. Return 0 instead
return 0;
}
cEntity* cWorld::GetEntity( int a_UniqueID )
{
for( EntityList::iterator itr = m_pState->AllEntities.begin(); itr != m_pState->AllEntities.end(); ++itr )
{
if( (*itr)->GetUniqueID() == a_UniqueID )
return *itr;
}
return 0;
}
// void cWorld::RemoveClient( cClientHandle* a_Client )
// {
// m_pState->m_Clients.remove( a_Client );
// if( a_Client )
// {
// delete a_Client;
// a_Client = 0;
// }
// }
void cWorld::RemoveEntity( cEntity* a_Entity )
{
m_pState->RemoveEntityQueue.remove( a_Entity );
if( a_Entity )
{
delete a_Entity;
a_Entity = 0;
}
}
bool cWorld::RemoveEntityFromChunk( cEntity & a_Entity, cChunk* a_CalledFrom /* = 0 */ )
{
LockChunks();
bool retVal = m_ChunkMap->RemoveEntityFromChunk( a_Entity, a_CalledFrom );
UnlockChunks();
return retVal;
}
void cWorld::SaveAllChunks()
{
LOG("Saving all chunks...");
m_LastSave = m_Time;
LockChunks();
m_ChunkMap->SaveAllChunks();
UnlockChunks();
LOG("Done saving chunks");
}
void cWorld::LockClientHandle()
{
m_ClientHandleCriticalSection->Lock();
}
void cWorld::UnlockClientHandle()
{
m_ClientHandleCriticalSection->Unlock();
}
void cWorld::LockEntities()
{
m_EntitiesCriticalSection->Lock();
}
void cWorld::UnlockEntities()
{
m_EntitiesCriticalSection->Unlock();
}
void cWorld::LockChunks()
{
m_ChunksCriticalSection->Lock();
}
void cWorld::UnlockChunks()
{
m_ChunksCriticalSection->Unlock();
}
void cWorld::ReSpreadLighting( cChunk* a_Chunk )
{
LockChunks();
m_pState->SpreadQueue.remove( a_Chunk );
m_pState->SpreadQueue.push_back( a_Chunk );
UnlockChunks();
}
void cWorld::RemoveSpread( cChunk* a_Chunk )
{
LockChunks();
m_pState->SpreadQueue.remove( a_Chunk );
UnlockChunks();
}
/************************************************************************/
/* Get and set */
/************************************************************************/
// void cWorld::AddClient( cClientHandle* a_Client )
// {
// m_pState->m_Clients.push_back( a_Client );
// }
// cWorld::ClientList & cWorld::GetClients()
// {
// return m_pState->m_Clients;
// }
cWorld::EntityList & cWorld::GetEntities()
{
return m_pState->AllEntities;
}
void cWorld::AddEntity( cEntity* a_Entity )
{
m_pState->AllEntities.push_back( a_Entity );
}
cWorld::PlayerList & cWorld::GetAllPlayers()
{
return m_pState->Players;
}
unsigned int cWorld::GetNumPlayers()
{
return m_pState->Players.size();
}
void cWorld::AddToRemoveEntityQueue( cEntity & a_Entity )
{
m_pState->AllEntities.remove( &a_Entity);
m_pState->RemoveEntityQueue.push_back( &a_Entity );
}
const char* cWorld::GetName()
{
return m_pState->WorldName.c_str();
}