736 lines
34 KiB
C++
736 lines
34 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 "Simulator/SimulatorManager.h"
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#include "MersenneTwister.h"
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#include "ChunkMap.h"
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#include "WorldStorage/WorldStorage.h"
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#include "Generating/ChunkGenerator.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 "Item.h"
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#include "Mobs/Monster.h"
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#include "Entities/ProjectileEntity.h"
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class cRedstone;
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class cFireSimulator;
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class cFluidSimulator;
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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 cDispenserEntity;
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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<cDispenserEntity> cDispenserCallback;
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typedef cItemCallback<cFurnaceEntity> cFurnaceCallback;
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// tolua_begin
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class cWorld
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{
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public:
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// tolua_end
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/// A simple RAII locker for the chunkmap - locks the chunkmap in its constructor, unlocks it in the destructor
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class cLock :
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public cCSLock
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{
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typedef cCSLock super;
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public:
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cLock(cWorld & a_World);
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} ;
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/// A common ancestor for all tasks queued onto the tick thread
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class cTask
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{
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public:
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virtual void Run(cWorld & a_World) = 0;
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} ;
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typedef std::vector<cTask *> cTasks;
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class cTaskSaveAllChunks :
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public cTask
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{
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protected:
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// cTask overrides:
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virtual void Run(cWorld & a_World) override;
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} ;
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static const char * GetClassStatic(void) // Needed for ManualBindings's ForEach templates
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{
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return "cWorld";
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}
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// tolua_begin
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int GetTicksUntilWeatherChange(void) const { return m_WeatherInterval; }
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Int64 GetWorldAge(void) const { return m_WorldAge; }
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Int64 GetTimeOfDay(void) const { return m_TimeOfDay; }
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void SetTicksUntilWeatherChange(int a_WeatherInterval)
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{
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m_WeatherInterval = a_WeatherInterval;
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}
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void SetTimeOfDay(Int64 a_TimeOfDay)
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{
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m_TimeOfDay = a_TimeOfDay;
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m_TimeOfDaySecs = (double)a_TimeOfDay / 20.0;
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BroadcastTimeUpdate();
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}
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/// Returns the current game mode. Partly OBSOLETE, you should use IsGameModeXXX() functions wherever applicable
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eGameMode GetGameMode(void) const { return m_GameMode; }
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/// Returns true if the world is in Creative mode
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bool IsGameModeCreative(void) const { return (m_GameMode == gmCreative); }
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/// Returns true if the world is in Survival mode
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bool IsGameModeSurvival(void) const { return (m_GameMode == gmSurvival); }
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/// Returns true if the world is in Adventure mode
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bool IsGameModeAdventure(void) const { return (m_GameMode == gmAdventure); }
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bool IsPVPEnabled(void) const { return m_bEnabledPVP; }
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bool IsDeepSnowEnabled(void) const { return m_IsDeepSnowEnabled; }
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eDimension GetDimension(void) const { return m_Dimension; }
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/// Returns the world height at the specified coords; waits for the chunk to get loaded / generated
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int GetHeight(int a_BlockX, int a_BlockZ);
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// tolua_end
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/// Retrieves the world height at the specified coords; returns false if chunk not loaded / generated
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bool TryGetHeight(int a_BlockX, int a_BlockZ, int & a_Height); // Exported in ManualBindings.cpp
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// Broadcast respective packets to all clients of the chunk where the event is taking place
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// (Please keep these alpha-sorted)
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void BroadcastAttachEntity (const cEntity & a_Entity, const cEntity * a_Vehicle);
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void BroadcastBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType, const cClientHandle * a_Exclude = NULL);
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void BroadcastBlockBreakAnimation(int a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage, const cClientHandle * a_Exclude = NULL);
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void BroadcastBlockEntity (int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude = NULL); ///< If there is a block entity at the specified coods, sends it to all clients except a_Exclude
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void BroadcastChat (const AString & a_Message, const cClientHandle * a_Exclude = NULL); // tolua_export
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void BroadcastChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude = NULL);
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void BroadcastCollectPickup (const cPickup & a_Pickup, const cPlayer & a_Player, 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 BroadcastEntityEquipment (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntityHeadLook (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntityLook (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntityMetadata (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntityRelMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntityRelMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, 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 BroadcastEntityVelocity (const cEntity & a_Entity, 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 BroadcastPlayerListItem (const cPlayer & a_Player, bool a_IsOnline, const cClientHandle * a_Exclude = NULL);
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void BroadcastSoundEffect (const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch, const cClientHandle * a_Exclude = NULL); // tolua_export a_Src coords are Block * 8
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void BroadcastSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data, const cClientHandle * a_Exclude = NULL); // tolua_export
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void BroadcastSpawnEntity (cEntity & a_Entity, 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 BroadcastThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude = NULL);
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void BroadcastTimeUpdate (const cClientHandle * a_Exclude = NULL);
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void BroadcastUseBed (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ );
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void BroadcastWeather (eWeather a_Weather, const cClientHandle * a_Exclude = NULL);
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/// If there is a block entity at the specified coords, sends it to the client specified
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void SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client);
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void MarkChunkDirty (int a_ChunkX, int a_ChunkZ);
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void MarkChunkSaving(int a_ChunkX, int a_ChunkZ);
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void MarkChunkSaved (int a_ChunkX, 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_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_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_ChunkZ, BLOCKTYPE * a_BlockTypes);
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bool IsChunkValid (int a_ChunkX, int a_ChunkZ) const;
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bool HasChunkAnyClients(int a_ChunkX, 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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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_PlayerNameHint, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
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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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/// Adds the entity into its appropriate chunk; takes ownership of the entity ptr
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void AddEntity(cEntity * a_Entity);
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bool HasEntity(int a_UniqueID);
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/// Removes the entity, the entity ptr ownership is assumed taken by the caller
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void RemoveEntity(cEntity * a_Entity);
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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. Returns true if entity found and callback returned false.
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bool DoWithEntityByID(int a_UniqueID, cEntityCallback & a_Callback); // 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_ChunkZ1, int a_ChunkX2, 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_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_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_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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/// Sets the sign text, asking plugins for permission first. a_Player is the player who this change belongs to, may be NULL. Returns true if sign text changed. Same as UpdateSign()
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bool SetSignLines(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 = NULL); // Exported in ManualBindings.cpp
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/// Sets the sign text, asking plugins for permission first. a_Player is the player who this change belongs to, may be NULL. Returns true if sign text changed. Same as SetSignLines()
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bool 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, cPlayer * a_Player = NULL); // Exported in ManualBindings.cpp
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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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// tolua_begin
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/** Sets the block at the specified coords to the specified value.
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Full processing, incl. updating neighbors, is performed.
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*/
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void SetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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/** Sets the block at the specified coords to the specified value.
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The replacement doesn't trigger block updates.
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The replaced blocks aren't checked for block entities (block entity is leaked if it exists at this block)
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*/
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void FastSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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/** Queues a SetBlock() with the specified parameters after the specified number of ticks.
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Calls SetBlock(), so performs full processing of the replaced block.
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*/
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void QueueSetBlock(int a_BlockX, int a_BLockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_TickDelay);
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BLOCKTYPE GetBlock (int a_BlockX, int a_BlockY, int a_BlockZ);
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NIBBLETYPE GetBlockMeta (int a_BlockX, int a_BlockY, int a_BlockZ);
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void SetBlockMeta (int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_MetaData);
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NIBBLETYPE GetBlockSkyLight (int a_BlockX, int a_BlockY, int a_BlockZ);
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NIBBLETYPE GetBlockBlockLight(int a_BlockX, int a_BlockY, int a_BlockZ);
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// tolua_end
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bool GetBlockTypeMeta (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta); // TODO: Exported in ManualBindings.cpp
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bool GetBlockInfo (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight); // TODO: Exported in ManualBindings.cpp
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// TODO: NIBBLETYPE GetBlockActualLight(int a_BlockX, int a_BlockY, int a_BlockZ);
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// tolua_begin
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// Vector3i variants:
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void FastSetBlock(const Vector3i & a_Pos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta ) { FastSetBlock( a_Pos.x, a_Pos.y, a_Pos.z, a_BlockType, a_BlockMeta ); }
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BLOCKTYPE GetBlock (const Vector3i & a_Pos ) { return GetBlock( a_Pos.x, a_Pos.y, a_Pos.z ); }
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NIBBLETYPE GetBlockMeta(const Vector3i & a_Pos ) { return GetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z ); }
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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 ); }
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// tolua_end
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/** Writes the block area into the specified coords.
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Returns true if all chunks have been processed.
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Prefer cBlockArea::Write() instead, this is the internal implementation; cBlockArea does error checking, too.
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a_DataTypes is a bitmask of cBlockArea::baXXX constants ORed together.
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*/
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bool WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes);
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// tolua_begin
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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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/// Spawns a new primed TNT entity at the specified block coords and specified fuse duration. Initial velocity is given based on the relative coefficient provided
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void SpawnPrimedTNT(double a_X, double a_Y, double a_Z, double a_FuseTimeInSec, double a_InitialVelocityCoeff = 1);
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// tolua_end
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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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// tolua_begin
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bool DigBlock (int a_X, int a_Y, int a_Z);
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void SendBlockTo(int a_X, int a_Y, int a_Z, cPlayer * a_Player );
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double GetSpawnX(void) const { return m_SpawnX; }
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double GetSpawnY(void) const { return m_SpawnY; }
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double GetSpawnZ(void) const { return m_SpawnZ; }
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/// Wakes up the simulators for the specified block
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void WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ);
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/// Wakes up the simulators for the specified area of blocks
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void WakeUpSimulatorsInArea(int a_MinBlockX, int a_MaxBlockX, int a_MinBlockY, int a_MaxBlockY, int a_MinBlockZ, int a_MaxBlockZ);
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// tolua_end
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inline cSimulatorManager * GetSimulatorManager(void) { return m_SimulatorManager; }
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inline cFluidSimulator * GetWaterSimulator(void) { return m_WaterSimulator; }
|
|
inline cFluidSimulator * GetLavaSimulator (void) { return m_LavaSimulator; }
|
|
|
|
/// Calls the callback for each chest in the specified chunk; returns true if all chests processed, false if the callback aborted by returning true
|
|
bool ForEachChestInChunk (int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp
|
|
|
|
/// Calls the callback for each dispenser in the specified chunk; returns true if all dispensers processed, false if the callback aborted by returning true
|
|
bool ForEachDispenserInChunk(int a_ChunkX, int a_ChunkZ, cDispenserCallback & a_Callback);
|
|
|
|
/// Calls the callback for each dropper in the specified chunk; returns true if all droppers processed, false if the callback aborted by returning true
|
|
bool ForEachDropperInChunk(int a_ChunkX, int a_ChunkZ, cDropperCallback & a_Callback);
|
|
|
|
/// Calls the callback for each dropspenser in the specified chunk; returns true if all dropspensers processed, false if the callback aborted by returning true
|
|
bool ForEachDropSpenserInChunk(int a_ChunkX, int a_ChunkZ, cDropSpenserCallback & a_Callback);
|
|
|
|
/// Calls the callback for each furnace in the specified chunk; returns true if all furnaces processed, false if the callback aborted by returning true
|
|
bool ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback & a_Callback); // Exported in ManualBindings.cpp
|
|
|
|
/** Does an explosion with the specified strength at the specified coordinate
|
|
a_SourceData exact type depends on the a_Source:
|
|
| esOther | void * |
|
|
| esPrimedTNT | cTNTEntity * |
|
|
| esCreeper | cCreeper * |
|
|
| esBed | cVector3i * |
|
|
| esEnderCrystal | Vector3i * |
|
|
| esGhastFireball | cGhastFireball * |
|
|
| esWitherSkullBlack | TBD |
|
|
| esWitherSkullBlue | TBD |
|
|
| esWitherBirth | TBD |
|
|
| esPlugin | void * |
|
|
*/
|
|
void DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, bool a_CanCauseFire, eExplosionSource a_Source, void * a_SourceData); // tolua_export
|
|
|
|
/// Calls the callback for the chest at the specified coords; returns false if there's no chest at those coords, true if found
|
|
bool DoWithChestAt (int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp
|
|
|
|
/// Calls the callback for the dispenser at the specified coords; returns false if there's no dispenser at those coords or callback returns true, returns true if found
|
|
bool DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback); // Exported in ManualBindings.cpp
|
|
|
|
/// Calls the callback for the dropper at the specified coords; returns false if there's no dropper at those coords or callback returns true, returns true if found
|
|
bool DoWithDropperAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropperCallback & a_Callback); // Exported in ManualBindings.cpp
|
|
|
|
/// Calls the callback for the dropspenser at the specified coords; returns false if there's no dropspenser at those coords or callback returns true, returns true if found
|
|
bool DoWithDropSpenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserCallback & a_Callback); // Exported in ManualBindings.cpp
|
|
|
|
/// Calls the callback for the furnace at the specified coords; returns false if there's no furnace at those coords or callback returns true, returns true if found
|
|
bool DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback); // Exported in ManualBindings.cpp
|
|
|
|
/// Retrieves the test on the sign at the specified coords; returns false if there's no sign at those coords, true if found
|
|
bool GetSignLines (int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4); // Exported in ManualBindings.cpp
|
|
|
|
/// a_Player is using block entity at [x, y, z], handle that:
|
|
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); } // tolua_export
|
|
|
|
/// Calls the callback for the chunk specified, with ChunkMapCS locked; returns false if the chunk doesn't exist, otherwise returns the same value as the callback
|
|
bool DoWithChunk(int a_ChunkX, int a_ChunkZ, cChunkCallback & a_Callback);
|
|
|
|
void GrowTreeImage(const sSetBlockVector & a_Blocks);
|
|
|
|
// tolua_begin
|
|
|
|
/// Grows a tree at the specified coords, either from a sapling there, or based on the biome
|
|
void GrowTree (int a_BlockX, int a_BlockY, int a_BlockZ);
|
|
|
|
/// Grows a tree at the specified coords, based on the sapling meta provided
|
|
void GrowTreeFromSapling(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_SaplingMeta);
|
|
|
|
/// Grows a tree at the specified coords, based on the biome in the place
|
|
void GrowTreeByBiome (int a_BlockX, int a_BlockY, int a_BlockZ);
|
|
|
|
/// 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
|
|
bool GrowRipePlant(int a_BlockX, int a_BlockY, int a_BlockZ, bool a_IsByBonemeal = false);
|
|
|
|
/// Grows a cactus present at the block specified by the amount of blocks specified, up to the max height specified in the config
|
|
void GrowCactus(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow);
|
|
|
|
/// Grows a melon or a pumpkin next to the block specified (assumed to be the stem)
|
|
void GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
|
|
|
|
/// Grows a sugarcane present at the block specified by the amount of blocks specified, up to the max height specified in the config
|
|
void GrowSugarcane(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow);
|
|
|
|
/// Returns the biome at the specified coords. Reads the biome from the chunk, if loaded, otherwise uses the world generator to provide the biome value
|
|
int GetBiomeAt(int a_BlockX, int a_BlockZ);
|
|
|
|
/// Returns the name of the world
|
|
const AString & GetName(void) const { return m_WorldName; }
|
|
|
|
/// Returns the name of the world.ini file used by this world
|
|
const AString & GetIniFileName(void) const {return m_IniFileName; }
|
|
|
|
// tolua_end
|
|
|
|
inline static void AbsoluteToRelative( int & a_X, int & a_Y, int & a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ )
|
|
{
|
|
// TODO: Use floor() instead of weird if statements
|
|
// Also fix Y
|
|
a_ChunkX = a_X/cChunkDef::Width;
|
|
if(a_X < 0 && a_X % cChunkDef::Width != 0) a_ChunkX--;
|
|
a_ChunkY = 0;
|
|
a_ChunkZ = a_Z/cChunkDef::Width;
|
|
if(a_Z < 0 && a_Z % cChunkDef::Width != 0) a_ChunkZ--;
|
|
|
|
a_X = a_X - a_ChunkX*cChunkDef::Width;
|
|
a_Y = a_Y - a_ChunkY*cChunkDef::Height;
|
|
a_Z = a_Z - a_ChunkZ*cChunkDef::Width;
|
|
}
|
|
|
|
inline static void BlockToChunk( int a_X, int a_Y, int a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ )
|
|
{
|
|
// TODO: Use floor() instead of weird if statements
|
|
// Also fix Y
|
|
(void)a_Y; // not unused anymore
|
|
a_ChunkX = a_X/cChunkDef::Width;
|
|
if(a_X < 0 && a_X % cChunkDef::Width != 0) a_ChunkX--;
|
|
a_ChunkY = 0;
|
|
a_ChunkZ = a_Z/cChunkDef::Width;
|
|
if(a_Z < 0 && a_Z % cChunkDef::Width != 0) a_ChunkZ--;
|
|
}
|
|
|
|
/// Saves all chunks immediately. Dangerous interface, may deadlock, use QueueSaveAllChunks() instead
|
|
void SaveAllChunks(void);
|
|
|
|
/// Queues a task to save all chunks onto the tick thread. The prefferred way of saving chunks from external sources
|
|
void QueueSaveAllChunks(void); // tolua_export
|
|
|
|
/// Queues a task onto the tick thread. The task object will be deleted once the task is finished
|
|
void QueueTask(cTask * a_Task);
|
|
|
|
/// Returns the number of chunks loaded
|
|
int GetNumChunks() const; // tolua_export
|
|
|
|
/// Returns the number of chunks loaded and dirty, and in the lighting queue
|
|
void GetChunkStats(int & a_NumValid, int & a_NumDirty, int & a_NumInLightingQueue);
|
|
|
|
// Various queues length queries (cannot be const, they lock their CS):
|
|
inline int GetGeneratorQueueLength (void) { return m_Generator.GetQueueLength(); } // tolua_export
|
|
inline int GetLightingQueueLength (void) { return m_Lighting.GetQueueLength(); } // tolua_export
|
|
inline int GetStorageLoadQueueLength(void) { return m_Storage.GetLoadQueueLength(); } // tolua_export
|
|
inline int GetStorageSaveQueueLength(void) { return m_Storage.GetSaveQueueLength(); } // tolua_export
|
|
|
|
void InitializeSpawn(void);
|
|
|
|
/// Starts threads that belong to this world
|
|
void Start(void);
|
|
|
|
/// Stops threads that belong to this world (part of deinit)
|
|
void Stop(void);
|
|
|
|
/// Processes the blocks queued for ticking with a delay (m_BlockTickQueue[])
|
|
void TickQueuedBlocks(void);
|
|
|
|
struct BlockTickQueueItem
|
|
{
|
|
int X;
|
|
int Y;
|
|
int Z;
|
|
int TicksToWait;
|
|
};
|
|
|
|
/// Queues the block to be ticked after the specified number of game ticks
|
|
void QueueBlockForTick(int a_BlockX, int a_BlockY, int a_BlockZ, int a_TicksToWait); // tolua_export
|
|
|
|
// tolua_begin
|
|
/// Casts a thunderbolt at the specified coords
|
|
void CastThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ);
|
|
|
|
/// Sets the specified weather; resets weather interval; asks and notifies plugins of the change
|
|
void SetWeather (eWeather a_NewWeather);
|
|
|
|
/// Forces a weather change in the next game tick
|
|
void ChangeWeather (void);
|
|
|
|
/// Returns the current weather. Instead of comparing values directly to the weather constants, use IsWeatherXXX() functions, if possible
|
|
eWeather GetWeather (void) const { return m_Weather; };
|
|
|
|
bool IsWeatherSunny(void) const { return (m_Weather == wSunny); }
|
|
bool IsWeatherRain (void) const { return (m_Weather == wRain); }
|
|
bool IsWeatherStorm(void) const { return (m_Weather == wStorm); }
|
|
|
|
/// Returns true if the current weather has any precipitation - rain or storm
|
|
bool IsWeatherWet (void) const { return (m_Weather != wSunny); }
|
|
|
|
// tolua_end
|
|
|
|
cChunkGenerator & GetGenerator(void) { return m_Generator; }
|
|
cWorldStorage & GetStorage (void) { return m_Storage; }
|
|
cChunkMap * GetChunkMap (void) { return m_ChunkMap; }
|
|
|
|
/// Sets the blockticking to start at the specified block. Only one blocktick per chunk may be set, second call overwrites the first call
|
|
void SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export
|
|
|
|
int GetMaxSugarcaneHeight(void) const { return m_MaxSugarcaneHeight; } // tolua_export
|
|
int GetMaxCactusHeight (void) const { return m_MaxCactusHeight; } // tolua_export
|
|
|
|
bool IsBlockDirectlyWatered(int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export
|
|
|
|
/// Spawns a mob of the specified type. Returns the mob's EntityID if recognized and spawned, <0 otherwise
|
|
int SpawnMob(double a_PosX, double a_PosY, double a_PosZ, cMonster::eType a_MonsterType); // tolua_export
|
|
|
|
/// Creates a projectile of the specified type. Returns the projectile's EntityID if successful, <0 otherwise
|
|
int CreateProjectile(double a_PosX, double a_PosY, double a_PosZ, cProjectileEntity::eKind a_Kind, cEntity * a_Creator, const Vector3d * a_Speed = NULL); // tolua_export
|
|
|
|
/// Returns a random number from the m_TickRand in range [0 .. a_Range]. To be used only in the tick thread!
|
|
int GetTickRandomNumber(unsigned a_Range) { return (int)(m_TickRand.randInt(a_Range)); }
|
|
|
|
/// Appends all usernames starting with a_Text (case-insensitive) into Results
|
|
void TabCompleteUserName(const AString & a_Text, AStringVector & a_Results);
|
|
|
|
private:
|
|
|
|
friend class cRoot;
|
|
|
|
class cTickThread :
|
|
public cIsThread
|
|
{
|
|
typedef cIsThread super;
|
|
public:
|
|
cTickThread(cWorld & a_World);
|
|
|
|
protected:
|
|
cWorld & m_World;
|
|
|
|
// cIsThread overrides:
|
|
virtual void Execute(void) override;
|
|
} ;
|
|
|
|
|
|
AString m_WorldName;
|
|
AString m_IniFileName;
|
|
|
|
/// Name of the storage schema used to load and save chunks
|
|
AString m_StorageSchema;
|
|
|
|
/// The dimension of the world, used by the client to provide correct lighting scheme
|
|
eDimension m_Dimension;
|
|
|
|
/// 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)
|
|
MTRand m_TickRand;
|
|
|
|
double m_SpawnX;
|
|
double m_SpawnY;
|
|
double m_SpawnZ;
|
|
|
|
double m_WorldAgeSecs; // World age, in seconds. Is only incremented, cannot be set by plugins.
|
|
double m_TimeOfDaySecs; // Time of day in seconds. Can be adjusted. Is wrapped to zero each day.
|
|
Int64 m_WorldAge; // World age in ticks, calculated off of m_WorldAgeSecs
|
|
Int64 m_TimeOfDay; // Time in ticks, calculated off of m_TimeOfDaySecs
|
|
Int64 m_LastTimeUpdate; // The tick in which the last time update has been sent.
|
|
Int64 m_LastUnload; // The last WorldAge (in ticks) in which unloading was triggerred
|
|
Int64 m_LastSave; // The last WorldAge (in ticks) in which save-all was triggerred
|
|
Int64 m_LastSpawnMonster; // The last WorldAge (in ticks) in which a monster was spawned
|
|
|
|
eGameMode m_GameMode;
|
|
bool m_bEnabledPVP;
|
|
bool m_IsDeepSnowEnabled;
|
|
|
|
// The cRedstone class simulates redstone and needs access to m_RSList
|
|
// friend class cRedstone;
|
|
std::vector<int> m_RSList;
|
|
|
|
std::vector<BlockTickQueueItem *> m_BlockTickQueue;
|
|
std::vector<BlockTickQueueItem *> m_BlockTickQueueCopy; // Second is for safely removing the objects from the queue
|
|
|
|
cSimulatorManager * m_SimulatorManager;
|
|
cSandSimulator * m_SandSimulator;
|
|
cFluidSimulator * m_WaterSimulator;
|
|
cFluidSimulator * m_LavaSimulator;
|
|
cFireSimulator * m_FireSimulator;
|
|
cRedstoneSimulator * m_RedstoneSimulator;
|
|
|
|
cCriticalSection m_CSPlayers;
|
|
cPlayerList m_Players;
|
|
|
|
cWorldStorage m_Storage;
|
|
|
|
unsigned int m_MaxPlayers;
|
|
|
|
cChunkMap * m_ChunkMap;
|
|
|
|
bool m_bAnimals;
|
|
Int64 m_SpawnMonsterRate;
|
|
|
|
eWeather m_Weather;
|
|
int m_WeatherInterval;
|
|
|
|
int m_MaxCactusHeight;
|
|
int m_MaxSugarcaneHeight;
|
|
bool m_IsCactusBonemealable;
|
|
bool m_IsCarrotsBonemealable;
|
|
bool m_IsCropsBonemealable;
|
|
bool m_IsGrassBonemealable;
|
|
bool m_IsMelonStemBonemealable;
|
|
bool m_IsMelonBonemealable;
|
|
bool m_IsPotatoesBonemealable;
|
|
bool m_IsPumpkinStemBonemealable;
|
|
bool m_IsPumpkinBonemealable;
|
|
bool m_IsSaplingBonemealable;
|
|
bool m_IsSugarcaneBonemealable;
|
|
|
|
cCriticalSection m_CSFastSetBlock;
|
|
sSetBlockList m_FastSetBlockQueue;
|
|
|
|
cChunkGenerator m_Generator;
|
|
|
|
cChunkSender m_ChunkSender;
|
|
cLightingThread m_Lighting;
|
|
cTickThread m_TickThread;
|
|
|
|
/// Guards the m_Tasks
|
|
cCriticalSection m_CSTasks;
|
|
|
|
/// Tasks that have been queued onto the tick thread; guarded by m_CSTasks
|
|
cTasks m_Tasks;
|
|
|
|
/// Guards m_Clients
|
|
cCriticalSection m_CSClients;
|
|
|
|
/// List of clients in this world, these will be ticked by this world
|
|
cClientHandleList m_Clients;
|
|
|
|
/// Clients that are scheduled for removal (ticked in another world), waiting for TickClients() to remove them
|
|
cClientHandleList m_ClientsToRemove;
|
|
|
|
/// Clients that are scheduled for adding, waiting for TickClients to add them
|
|
cClientHandleList m_ClientsToAdd;
|
|
|
|
|
|
cWorld(const AString & a_WorldName);
|
|
~cWorld();
|
|
|
|
void Tick(float a_Dt);
|
|
|
|
/// Handles the weather in each tick
|
|
void TickWeather(float a_Dt);
|
|
|
|
/// Handles the mob spawning each tick
|
|
void TickSpawnMobs(float a_Dt);
|
|
|
|
/// Executes all tasks queued onto the tick thread
|
|
void TickQueuedTasks(void);
|
|
|
|
/// Ticks all clients that are in this world
|
|
void TickClients(float a_Dt);
|
|
|
|
/// Creates a new fluid simulator, loads its settings from the inifile (a_FluidName section)
|
|
cFluidSimulator * InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock);
|
|
}; // tolua_export
|
|
|
|
|
|
|
|
|