49a4613d94
Created a preprocessor template (define) for DoWith* functions Exported cWorld::FindAndDoWithPlayer(), cRoot::FindAndDoWithPlayer() and cRoot::ForEachPlayer() to Lua Added a function FindAndDoWithPlayer to cRoot and cWorld. It takes a part of a player name and finds a single player based on that. Fixed Core's MOTD to contain the correct URL to the MCServer site Fixed Core /kick command Fixed Core's WebAdmin kick git-svn-id: http://mc-server.googlecode.com/svn/trunk@779 0a769ca7-a7f5-676a-18bf-c427514a06d6
471 lines
21 KiB
C++
471 lines
21 KiB
C++
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#pragma once
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#ifndef _WIN32
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#include "BlockID.h"
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#else
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enum ENUM_ITEM_ID;
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#endif
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#define MAX_PLAYERS 65535
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#include "cSimulatorManager.h"
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#include "MersenneTwister.h"
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#include "cChunkMap.h"
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#include "WorldStorage.h"
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#include "cChunkGenerator.h"
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#include "Vector3i.h"
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#include "Vector3f.h"
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#include "ChunkSender.h"
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#include "Defines.h"
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#include "LightingThread.h"
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#include "cItem.h"
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class cPacket;
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class cRedstone;
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class cFireSimulator;
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class cWaterSimulator;
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class cLavaSimulator;
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class cSandSimulator;
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class cRedstoneSimulator;
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class cItem;
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class cPlayer;
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class cClientHandle;
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class cEntity;
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class cBlockEntity;
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class cWorldGenerator; // The generator that actually generates the chunks for a single world
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class cChunkGenerator; // The thread responsible for generating chunks
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class cChestEntity;
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class cFurnaceEntity;
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typedef std::list< cPlayer * > cPlayerList;
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typedef cItemCallback<cPlayer> cPlayerListCallback;
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typedef cItemCallback<cEntity> cEntityCallback;
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typedef cItemCallback<cChestEntity> cChestCallback;
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typedef cItemCallback<cFurnaceEntity> cFurnaceCallback;
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class cWorld //tolua_export
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{ //tolua_export
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public:
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OBSOLETE static cWorld* GetWorld();
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// Return time in seconds
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inline static float GetTime() //tolua_export
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{
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return m_Time;
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}
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long long GetWorldTime(void) const { return m_WorldTime; } //tolua_export
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eGameMode GetGameMode(void) const { return m_GameMode; } //tolua_export
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void SetWorldTime(long long a_WorldTime) { m_WorldTime = a_WorldTime; } //tolua_export
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int GetHeight( int a_X, int a_Z ); //tolua_export
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void Broadcast(const cPacket & a_Packet, cClientHandle * a_Exclude = NULL);
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void BroadcastToChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const cPacket & a_Packet, cClientHandle * a_Exclude = NULL);
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void BroadcastToChunkOfBlock(int a_X, int a_Y, int a_Z, cPacket * a_Packet, cClientHandle * a_Exclude = NULL);
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void BroadcastChat(const AString & a_Message, const cClientHandle * a_Exclude = NULL);
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void BroadcastPlayerAnimation(const cPlayer & a_Player, char a_Animation, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude = NULL);
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void BroadcastTeleportEntity (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
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void BroadcastRelEntMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL);
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void BroadcastRelEntMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntLook (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntHeadLook (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
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void BroadcastBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, const cClientHandle * a_Exclude = NULL);
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void BroadcastDestroyEntity (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntityStatus (const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude = NULL);
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void BroadcastMetadata (const cPawn & a_Pawn, const cClientHandle * a_Exclude = NULL);
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void MarkChunkDirty (int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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void MarkChunkSaving(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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void MarkChunkSaved (int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/** Sets the chunk data as either loaded from the storage or generated.
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a_BlockLight and a_BlockSkyLight are optional, if not present, chunk will be marked as unlighted.
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a_BiomeMap is optional, if not present, biomes will be calculated by the generator
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a_HeightMap is optional, if not present, will be calculated.
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If a_MarkDirty is set, the chunk is set as dirty (used after generating)
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*/
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void SetChunkData(
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int a_ChunkX, int a_ChunkY, int a_ChunkZ,
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const BLOCKTYPE * a_BlockTypes,
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const NIBBLETYPE * a_BlockMeta,
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const NIBBLETYPE * a_BlockLight,
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const NIBBLETYPE * a_BlockSkyLight,
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const cChunkDef::HeightMap * a_HeightMap,
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const cChunkDef::BiomeMap * a_BiomeMap,
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cEntityList & a_Entities,
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cBlockEntityList & a_BlockEntities,
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bool a_MarkDirty
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);
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void ChunkLighted(
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int a_ChunkX, int a_ChunkZ,
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const cChunkDef::BlockNibbles & a_BlockLight,
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const cChunkDef::BlockNibbles & a_SkyLight
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);
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bool GetChunkData (int a_ChunkX, int a_ChunkY, int a_ChunkZ, cChunkDataCallback & a_Callback);
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/// Gets the chunk's blocks, only the block types
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bool GetChunkBlockTypes(int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockTypes);
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/// Gets the chunk's blockdata, the entire 4 arrays (Types, Meta, Light, SkyLight)
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bool GetChunkBlockData (int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockData);
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bool IsChunkValid (int a_ChunkX, int a_ChunkY, int a_ChunkZ) const;
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bool HasChunkAnyClients(int a_ChunkX, int a_ChunkY, int a_ChunkZ) const;
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void UnloadUnusedChunks(void); // tolua_export
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void CollectPickupsByPlayer(cPlayer * a_Player);
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// MOTD
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const AString & GetDescription(void) const {return m_Description; } // FIXME: This should not be in cWorld
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// Max Players
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unsigned int GetMaxPlayers(void) const {return m_MaxPlayers; } //tolua_export
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void SetMaxPlayers(int iMax); //tolua_export
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void AddPlayer( cPlayer* a_Player );
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void RemovePlayer( cPlayer* a_Player );
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/// Calls the callback for each player in the list; returns true if all players processed, false if the callback aborted by returning true
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bool ForEachPlayer(cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
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/// Calls the callback for the player of the given name; returns true if the player was found and the callback called, false if player not found. Callback return ignored
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bool DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
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/// Finds a player from a partial or complete player name and calls the callback - case-insensitive
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bool FindAndDoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
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unsigned int GetNumPlayers(); //tolua_export
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// TODO: This interface is dangerous - rewrite to DoWithClosestPlayer(pos, sight, action)
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cPlayer * FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit);
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void SendPlayerList(cPlayer * a_DestPlayer); // Sends playerlist to the player
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void AddEntity( cEntity* a_Entity );
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/// Add an entity to the chunk specified; broadcasts the a_SpawnPacket to all clients of that chunk
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void AddEntityToChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ, cPacket * a_SpawnPacket);
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/// Removes the entity from the chunk specified
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void RemoveEntityFromChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Moves the entity from its current chunk to the new chunk specified
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void MoveEntityToChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true
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bool ForEachEntity(cEntityCallback & a_Callback); // Exported in ManualBindings.cpp
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/// Calls the callback for each entity in the specified chunk; returns true if all entities processed, false if the callback aborted by returning true
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bool ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback); // Exported in ManualBindings.cpp
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/// Calls the callback if the entity with the specified ID is found, with the entity object as the callback param
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bool DoWithEntityByID(int a_UniqueID, cEntityCallback & a_Callback); // TODO: Exported in ManualBindings.cpp
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/// Compares clients of two chunks, calls the callback accordingly
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void CompareChunkClients(int a_ChunkX1, int a_ChunkY1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkY2, int a_ChunkZ2, cClientDiffCallback & a_Callback);
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/// Adds client to a chunk, if not already present; returns true if added, false if present
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bool AddChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client);
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/// Removes client from the chunk specified
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void RemoveChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client);
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/// Removes the client from all chunks it is present in
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void RemoveClientFromChunks(cClientHandle * a_Client);
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/// Sends the chunk to the client specified, if the chunk is valid. If not valid, the request is postponed (ChunkSender will send that chunk when it becomes valid+lighted)
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void SendChunkTo(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client);
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/// Removes client from ChunkSender's queue of chunks to be sent
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void RemoveClientFromChunkSender(cClientHandle * a_Client);
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/// Touches the chunk, causing it to be loaded or generated
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void TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Loads the chunk, if not already loaded. Doesn't generate. Returns true if chunk valid (even if already loaded before)
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bool LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Loads the chunks specified. Doesn't report failure, other than chunks being !IsValid()
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void LoadChunks(const cChunkCoordsList & a_Chunks);
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/// Marks the chunk as failed-to-load:
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void ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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void UpdateSign(int a_X, int a_Y, int a_Z, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4); //tolua_export
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/// Marks (a_Stay == true) or unmarks (a_Stay == false) chunks as non-unloadable. To be used only by cChunkStay!
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void ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay = true);
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/// Regenerate the given chunk:
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void RegenerateChunk(int a_ChunkX, int a_ChunkZ); //tolua_export
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/// Generates the given chunk, if not already generated
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void GenerateChunk(int a_ChunkX, int a_ChunkZ); //tolua_export
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/// Queues a chunk for lighting; a_Callback is called after the chunk is lighted
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void QueueLightChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback = NULL);
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bool IsChunkLighted(int a_ChunkX, int a_ChunkZ);
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/// Calls the callback for each chunk in the coords specified (all cords are inclusive). Returns true if all chunks have been processed successfully
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bool ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback);
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void SetBlock (int a_X, int a_Y, int a_Z, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta ); //tolua_export
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void FastSetBlock (int a_X, int a_Y, int a_Z, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta ); //tolua_export
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BLOCKTYPE GetBlock(int a_X, int a_Y, int a_Z ); //tolua_export
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BLOCKTYPE GetBlock(const Vector3i & a_Pos ) { return GetBlock( a_Pos.x, a_Pos.y, a_Pos.z ); } //tolua_export
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NIBBLETYPE GetBlockMeta(int a_X, int a_Y, int a_Z ); //tolua_export
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NIBBLETYPE GetBlockMeta(const Vector3i & a_Pos ) { return GetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z ); } //tolua_export
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void SetBlockMeta(int a_X, int a_Y, int a_Z, NIBBLETYPE a_MetaData ); //tolua_export
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void SetBlockMeta(const Vector3i & a_Pos, NIBBLETYPE a_MetaData ) { SetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z, a_MetaData ); } //tolua_export
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NIBBLETYPE GetBlockSkyLight( int a_X, int a_Y, int a_Z ); //tolua_export
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// TODO: NIBBLETYPE GetBlockActualLight(int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export
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void GetBlockTypeMeta(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta); // tolua_export
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/// Spawns item pickups for each item in the list. May compress pickups if too many entities:
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void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed = 1.0);
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/// Spawns item pickups for each item in the list. May compress pickups if too many entities. All pickups get the speed specified:
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void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ);
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/// Replaces world blocks with a_Blocks, if they are of type a_FilterBlockType
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void ReplaceBlocks(const sSetBlockVector & a_Blocks, BLOCKTYPE a_FilterBlockType);
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/// Retrieves block types of the specified blocks. If a chunk is not loaded, doesn't modify the block. Returns true if all blocks were read.
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bool GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure);
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bool DigBlock (int a_X, int a_Y, int a_Z); //tolua_export
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void SendBlockTo(int a_X, int a_Y, int a_Z, cPlayer * a_Player ); //tolua_export
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const double & GetSpawnX() { return m_SpawnX; } //tolua_export
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const double & GetSpawnY(); //tolua_export
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const double & GetSpawnZ() { return m_SpawnZ; } //tolua_export
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inline cSimulatorManager *GetSimulatorManager() { return m_SimulatorManager; }
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inline cWaterSimulator *GetWaterSimulator() { return m_WaterSimulator; }
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inline cLavaSimulator *GetLavaSimulator() { return m_LavaSimulator; }
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/// Calls the callback for each chest in the specified chunk; returns true if all chests processed, false if the callback aborted by returning true
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bool ForEachChestInChunk (int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp
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/// Calls the callback for each furnace in the specified chunk; returns true if all furnaces processed, false if the callback aborted by returning true
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bool ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback & a_Callback); // Exported in ManualBindings.cpp
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/// Calls the callback for the chest at the specified coords; returns false if there's no chest at those coords, true if found
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bool DoWithChestAt (int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp
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/// Calls the callback for the furnace at the specified coords; returns false if there's no furnace at those coords, true if found
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bool DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback); // Exported in ManualBindings.cpp
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/// Retrieves the test on the sign at the specified coords; returns false if there's no sign at those coords, true if found
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bool GetSignLines (int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4); // tolua_export
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/// a_Player is using block entity at [x, y, z], handle that:
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void UseBlockEntity(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ) {m_ChunkMap->UseBlockEntity(a_Player, a_BlockX, a_BlockY, a_BlockZ); }
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void GrowTree (int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export
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void GrowTreeFromSapling(int a_BlockX, int a_BlockY, int a_BlockZ, char a_SaplingMeta); // tolua_export
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void GrowTreeByBiome (int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export
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void GrowTreeImage(const sSetBlockVector & a_Blocks);
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/// Grows the plant at the specified block to its ripe stage (bonemeal used); returns false if the block is not growable. If a_IsBonemeal is true, block is not grown if not allowed in world.ini
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bool GrowPlant(int a_BlockX, int a_BlockY, int a_BlockZ, bool a_IsByBonemeal = false); // tolua_export
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/// Grows a melon or a pumpkin next to the block specified (assumed to be the stem)
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void GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockType); // tolua_export
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int GetBiomeAt (int a_BlockX, int a_BlockZ); // tolua_export
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const AString & GetName(void) const { return m_WorldName; } //tolua_export
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const AString & GetIniFileName(void) const {return m_IniFileName; }
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inline static void AbsoluteToRelative( int & a_X, int & a_Y, int & a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ )
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{
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// TODO: Use floor() instead of weird if statements
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// Also fix Y
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a_ChunkX = a_X/cChunkDef::Width;
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if(a_X < 0 && a_X % cChunkDef::Width != 0) a_ChunkX--;
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a_ChunkY = 0;
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a_ChunkZ = a_Z/cChunkDef::Width;
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if(a_Z < 0 && a_Z % cChunkDef::Width != 0) a_ChunkZ--;
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a_X = a_X - a_ChunkX*cChunkDef::Width;
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a_Y = a_Y - a_ChunkY*cChunkDef::Height;
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a_Z = a_Z - a_ChunkZ*cChunkDef::Width;
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}
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inline static void BlockToChunk( int a_X, int a_Y, int a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ )
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{
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// TODO: Use floor() instead of weird if statements
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// Also fix Y
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(void)a_Y; // not unused anymore
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a_ChunkX = a_X/cChunkDef::Width;
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if(a_X < 0 && a_X % cChunkDef::Width != 0) a_ChunkX--;
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a_ChunkY = 0;
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a_ChunkZ = a_Z/cChunkDef::Width;
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if(a_Z < 0 && a_Z % cChunkDef::Width != 0) a_ChunkZ--;
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}
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void SaveAllChunks(void); //tolua_export
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/// Returns the number of chunks loaded
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int GetNumChunks() const; //tolua_export
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/// Returns the number of chunks loaded and dirty, and in the lighting queue
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void GetChunkStats(int & a_NumValid, int & a_NumDirty, int & a_NumInLightingQueue);
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// Various queues length queries (cannot be const, they lock their CS):
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inline int GetGeneratorQueueLength (void) { return m_Generator.GetQueueLength(); } // tolua_export
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inline int GetLightingQueueLength (void) { return m_Lighting.GetQueueLength(); } // tolua_export
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inline int GetStorageLoadQueueLength(void) { return m_Storage.GetLoadQueueLength(); } // tolua_export
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inline int GetStorageSaveQueueLength(void) { return m_Storage.GetSaveQueueLength(); } // tolua_export
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void Tick(float a_Dt);
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void InitializeSpawn(void);
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/// Stops threads that belong to this world (part of deinit)
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void StopThreads(void);
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void TickQueuedBlocks(float a_Dt);
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struct BlockTickQueueItem
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{
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int X;
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int Y;
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int Z;
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float ToWait;
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};
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void QueueBlockForTick(int a_X, int a_Y, int a_Z, float a_Time);
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void CastThunderbolt (int a_X, int a_Y, int a_Z); //tolua_export
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void SetWeather ( eWeather a_Weather ); //tolua_export
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void ChangeWeather(); //tolua_export
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eWeather GetWeather() { return m_Weather; }; //tolua_export
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cChunkGenerator & GetGenerator(void) { return m_Generator; }
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cWorldStorage & GetStorage (void) { return m_Storage; }
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cChunkMap * GetChunkMap (void) { return m_ChunkMap; }
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/// Sets the blockticking to start at the specified block. Only one blocktick per chunk may be set, second call overwrites the first call
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void SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export
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int GetMaxSugarcaneHeight(void) const { return m_MaxSugarcaneHeight; } // tolua_export
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int GetMaxCactusHeight (void) const { return m_MaxCactusHeight; } // tolua_export
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bool IsBlockDirectlyWatered(int a_X, int a_Y, int a_Z);
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private:
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friend class cRoot;
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// This random generator is to be used only in the Tick() method, and thus only in the World-Tick-thread (MTRand is not exactly thread-safe)
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MTRand m_TickRand;
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double m_SpawnX;
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double m_SpawnY;
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double m_SpawnZ;
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float m_LastUnload;
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float m_LastSave;
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static float m_Time; // Time in seconds
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long long m_WorldTime; // Time in seconds*20, this is sent to clients (is wrapped)
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unsigned long long CurrentTick;
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eGameMode m_GameMode;
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float m_WorldTimeFraction; // When this > 1.f m_WorldTime is incremented by 20
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// The cRedstone class simulates redstone and needs access to m_RSList
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friend class cRedstone;
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std::vector<int> m_RSList;
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std::vector<BlockTickQueueItem *> m_BlockTickQueue;
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std::vector<BlockTickQueueItem *> m_BlockTickQueueCopy; //Second is for safely removing the objects from the queue
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cSimulatorManager * m_SimulatorManager;
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cSandSimulator * m_SandSimulator;
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cWaterSimulator * m_WaterSimulator;
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cLavaSimulator * m_LavaSimulator;
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cFireSimulator * m_FireSimulator;
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cRedstoneSimulator * m_RedstoneSimulator;
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cCriticalSection m_CSClients;
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cCriticalSection m_CSEntities;
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cCriticalSection m_CSPlayers;
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cWorldStorage m_Storage;
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AString m_Description;
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unsigned int m_MaxPlayers;
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cChunkMap * m_ChunkMap;
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bool m_bAnimals;
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float m_SpawnMonsterTime;
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float m_SpawnMonsterRate;
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eWeather m_Weather;
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int m_WeatherInterval;
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int m_MaxCactusHeight;
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int m_MaxSugarcaneHeight;
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bool m_IsCropsBonemealable;
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bool m_IsGrassBonemealable;
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bool m_IsSaplingBonemealable;
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bool m_IsMelonStemBonemealable;
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bool m_IsMelonBonemealable;
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bool m_IsPumpkinStemBonemealable;
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bool m_IsPumpkinBonemealable;
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bool m_IsSugarcaneBonemealable;
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bool m_IsCactusBonemealable;
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cEntityList m_RemoveEntityQueue;
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cEntityList m_AllEntities;
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cClientHandleList m_Clients;
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cPlayerList m_Players;
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cCriticalSection m_CSFastSetBlock;
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sSetBlockList m_FastSetBlockQueue;
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cChunkGenerator m_Generator;
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cChunkSender m_ChunkSender;
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cLightingThread m_Lighting;
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AString m_WorldName;
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AString m_IniFileName;
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cWorld(const AString & a_WorldName);
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~cWorld();
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void TickWeather(float a_Dt); // Handles weather each tick
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void TickSpawnMobs(float a_Dt); // Handles mob spawning each tick
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void RemoveEntity( cEntity * a_Entity );
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}; //tolua_export
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