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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-09-24 00:09:57 +0200
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-09-24 00:09:57 +0200
commitecfe6ab65bd1fc2c7f5733fe6ef4e6ddaac44a26 (patch)
tree898e37fe747f0fdcefeb88f833557fd45db3347c /source/World.cpp
parentSource files cleanup: ChunkDataSerializer is Protocol-related (diff)
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Diffstat (limited to 'source/World.cpp')
-rw-r--r--source/World.cpp2097
1 files changed, 2097 insertions, 0 deletions
diff --git a/source/World.cpp b/source/World.cpp
new file mode 100644
index 000000000..9b241c8ee
--- /dev/null
+++ b/source/World.cpp
@@ -0,0 +1,2097 @@
+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "BlockID.h"
+#include "World.h"
+#include "Redstone.h"
+#include "ChunkDef.h"
+#include "ClientHandle.h"
+#include "Pickup.h"
+#include "Player.h"
+#include "Server.h"
+#include "Item.h"
+#include "Root.h"
+#include "../iniFile/iniFile.h"
+#include "ChunkMap.h"
+#include "SimulatorManager.h"
+#include "WaterSimulator.h"
+#include "LavaSimulator.h"
+#include "FireSimulator.h"
+#include "SandSimulator.h"
+#include "RedstoneSimulator.h"
+
+// Mobs:
+#include "Mobs/Chicken.h"
+#include "Mobs/Spider.h"
+#include "Mobs/Cow.h"
+#include "Mobs/Squid.h"
+#include "Mobs/Wolf.h"
+#include "Mobs/Slime.h"
+#include "Mobs/Skeleton.h"
+#include "Mobs/Silverfish.h"
+#include "Mobs/Pig.h"
+#include "Mobs/Sheep.h"
+#include "Mobs/Zombie.h"
+#include "Mobs/Enderman.h"
+#include "Mobs/Creeper.h"
+#include "Mobs/Cavespider.h"
+#include "Mobs/Ghast.h"
+#include "Mobs/Zombiepigman.h"
+
+#include "OSSupport/MakeDir.h"
+#include "MersenneTwister.h"
+#include "Tracer.h"
+#include "Generating/Trees.h"
+#include "PluginManager.h"
+#include "blocks/BlockHandler.h"
+#include "Vector3d.h"
+
+#include "tolua++.h"
+
+#ifndef _WIN32
+ #include <stdlib.h>
+#endif
+
+
+
+
+
+/// Up to this many m_SpreadQueue elements are handled each world tick
+const int MAX_LIGHTING_SPREAD_PER_TICK = 10;
+
+
+
+
+
+float cWorld::m_Time = 0.f;
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cWorldLoadProgress:
+
+/// A simple thread that displays the progress of world loading / saving in cWorld::InitializeSpawn()
+class cWorldLoadProgress :
+ public cIsThread
+{
+public:
+ cWorldLoadProgress(cWorld * a_World) :
+ cIsThread("cWorldLoadProgress"),
+ m_World(a_World)
+ {
+ Start();
+ }
+
+ void Stop(void)
+ {
+ m_ShouldTerminate = true;
+ Wait();
+ }
+
+protected:
+
+ cWorld * m_World;
+
+ virtual void Execute(void) override
+ {
+ for (;;)
+ {
+ LOG("%d chunks to load, %d chunks to generate",
+ m_World->GetStorage().GetLoadQueueLength(),
+ m_World->GetGenerator().GetQueueLength()
+ );
+
+ // Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish
+ for (int i = 0; i < 20; i++)
+ {
+ cSleep::MilliSleep(100);
+ if (m_ShouldTerminate)
+ {
+ return;
+ }
+ }
+ } // for (-ever)
+ }
+
+} ;
+
+
+
+
+
+/// A simple thread that displays the progress of world lighting in cWorld::InitializeSpawn()
+class cWorldLightingProgress :
+ public cIsThread
+{
+public:
+ cWorldLightingProgress(cLightingThread * a_Lighting) :
+ cIsThread("cWorldLightingProgress"),
+ m_Lighting(a_Lighting)
+ {
+ Start();
+ }
+
+ void Stop(void)
+ {
+ m_ShouldTerminate = true;
+ Wait();
+ }
+
+protected:
+
+ cLightingThread * m_Lighting;
+
+ virtual void Execute(void) override
+ {
+ for (;;)
+ {
+ LOG("%d chunks remaining to light", m_Lighting->GetQueueLength()
+ );
+
+ // Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish
+ for (int i = 0; i < 20; i++)
+ {
+ cSleep::MilliSleep(100);
+ if (m_ShouldTerminate)
+ {
+ return;
+ }
+ }
+ } // for (-ever)
+ }
+
+} ;
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cWorld:
+
+cWorld* cWorld::GetWorld()
+{
+ LOGWARN("WARNING: Using deprecated function cWorld::GetWorld() use cRoot::Get()->GetDefaultWorld() instead!");
+ return cRoot::Get()->GetDefaultWorld();
+}
+
+
+
+
+
+cWorld::~cWorld()
+{
+ {
+ cCSLock Lock(m_CSEntities);
+ while( m_AllEntities.begin() != m_AllEntities.end() )
+ {
+ cEntity* Entity = *m_AllEntities.begin();
+ m_AllEntities.remove( Entity );
+ if ( !Entity->IsDestroyed() )
+ {
+ Entity->Destroy();
+ }
+ delete Entity;
+ }
+ }
+
+ delete m_SimulatorManager;
+ delete m_SandSimulator;
+ delete m_WaterSimulator;
+ delete m_LavaSimulator;
+ delete m_FireSimulator;
+ delete m_RedstoneSimulator;
+
+ UnloadUnusedChunks();
+
+ m_Storage.WaitForFinish();
+
+ delete m_ChunkMap;
+}
+
+
+
+
+
+cWorld::cWorld( const AString & a_WorldName )
+ : m_SpawnMonsterTime( 0.f )
+ , m_RSList ( 0 )
+ , m_Weather ( eWeather_Sunny )
+{
+ LOG("cWorld::cWorld(%s)", a_WorldName.c_str());
+ m_WorldName = a_WorldName;
+ m_IniFileName = m_WorldName + "/world.ini";
+
+ cMakeDir::MakeDir(m_WorldName.c_str());
+
+ MTRand r1;
+ m_SpawnX = (double)((r1.randInt() % 1000) - 500);
+ m_SpawnY = cChunkDef::Height;
+ m_SpawnZ = (double)((r1.randInt() % 1000) - 500);
+ m_GameMode = eGameMode_Creative;
+
+ AString StorageSchema("Default");
+
+ cIniFile IniFile(m_IniFileName);
+ IniFile.ReadFile();
+ m_SpawnX = IniFile.GetValueSetF("SpawnPosition", "X", m_SpawnX);
+ m_SpawnY = IniFile.GetValueSetF("SpawnPosition", "Y", m_SpawnY);
+ m_SpawnZ = IniFile.GetValueSetF("SpawnPosition", "Z", m_SpawnZ);
+ StorageSchema = IniFile.GetValueSet ("Storage", "Schema", StorageSchema);
+ m_MaxCactusHeight = IniFile.GetValueSetI("Plants", "MaxCactusHeight", 3);
+ m_MaxSugarcaneHeight = IniFile.GetValueSetI("Plants", "MaxSugarcaneHeight", 3);
+ m_IsCropsBonemealable = IniFile.GetValueSetB("Plants", "IsCropsBonemealable", true);
+ m_IsGrassBonemealable = IniFile.GetValueSetB("Plants", "IsGrassBonemealable", true);
+ m_IsSaplingBonemealable = IniFile.GetValueSetB("Plants", "IsSaplingBonemealable", true);
+ m_IsMelonStemBonemealable = IniFile.GetValueSetB("Plants", "IsMelonStemBonemealable", true);
+ m_IsMelonBonemealable = IniFile.GetValueSetB("Plants", "IsMelonBonemealable", false);
+ m_IsPumpkinStemBonemealable = IniFile.GetValueSetB("Plants", "IsPumpkinStemBonemealable", true);
+ m_IsPumpkinBonemealable = IniFile.GetValueSetB("Plants", "IsPumpkinBonemealable", false);
+ m_IsSugarcaneBonemealable = IniFile.GetValueSetB("Plants", "IsSugarcaneBonemealable", false);
+ m_IsCactusBonemealable = IniFile.GetValueSetB("Plants", "IsCactusBonemealable", false);
+
+ m_GameMode = (eGameMode)IniFile.GetValueSetI("GameMode", "GameMode", m_GameMode );
+
+ if (!IniFile.WriteFile())
+ {
+ LOG("WARNING: Could not write to %s", m_IniFileName.c_str());
+ }
+
+ m_Lighting.Start(this);
+ m_Storage.Start(this, StorageSchema);
+ m_Generator.Start(this, IniFile);
+
+ m_bAnimals = true;
+ m_SpawnMonsterRate = 10;
+ cIniFile IniFile2("settings.ini");
+ if( IniFile2.ReadFile() )
+ {
+ m_bAnimals = IniFile2.GetValueB("Monsters", "AnimalsOn", true );
+ m_SpawnMonsterRate = (float)IniFile2.GetValueF("Monsters", "AnimalSpawnInterval", 10);
+ SetMaxPlayers(IniFile2.GetValueI("Server", "MaxPlayers", 9001));
+ m_Description = IniFile2.GetValue("Server", "Description", "MCServer! - It's OVER 9000!").c_str();
+ }
+
+ m_ChunkMap = new cChunkMap(this );
+
+ m_ChunkSender.Start(this);
+
+ m_Time = 0;
+ m_WorldTimeFraction = 0.f;
+ m_WorldTime = 0;
+ m_LastSave = 0;
+ m_LastUnload = 0;
+
+ //preallocate some memory for ticking blocks so we donīt need to allocate that often
+ m_BlockTickQueue.reserve(1000);
+ m_BlockTickQueueCopy.reserve(1000);
+
+ //Simulators:
+ m_WaterSimulator = new cWaterSimulator( this );
+ m_LavaSimulator = new cLavaSimulator( this );
+ m_SandSimulator = new cSandSimulator(this);
+ m_FireSimulator = new cFireSimulator(this);
+ m_RedstoneSimulator = new cRedstoneSimulator(this);
+
+ m_SimulatorManager = new cSimulatorManager();
+ m_SimulatorManager->RegisterSimulator(m_WaterSimulator, 6);
+ m_SimulatorManager->RegisterSimulator(m_LavaSimulator, 12);
+ m_SimulatorManager->RegisterSimulator(m_SandSimulator, 1);
+ m_SimulatorManager->RegisterSimulator(m_FireSimulator, 10);
+ m_SimulatorManager->RegisterSimulator(m_RedstoneSimulator, 1);
+}
+
+
+
+
+
+void cWorld::SetWeather(eWeather a_Weather)
+{
+ switch (a_Weather)
+ {
+ case eWeather_Sunny:
+ case eWeather_Rain:
+ case eWeather_ThunderStorm:
+ {
+ m_Weather = a_Weather;
+ BroadcastWeather(a_Weather);
+ break;
+ }
+
+ default:
+ {
+ LOGWARN("Trying to set unknown weather %d", a_Weather);
+ break;
+ }
+ }
+}
+
+
+
+
+
+void cWorld::CastThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ BroadcastThunderbolt(a_BlockX, a_BlockY, a_BlockZ);
+}
+
+
+
+
+
+void cWorld::SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ return m_ChunkMap->SetNextBlockTick(a_BlockX, a_BlockY, a_BlockZ);
+}
+
+
+
+
+
+void cWorld::InitializeSpawn(void)
+{
+ int ChunkX = 0, ChunkY = 0, ChunkZ = 0;
+ BlockToChunk( (int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ, ChunkX, ChunkY, ChunkZ );
+
+ // For the debugging builds, don't make the server build too much world upon start:
+ #ifdef _DEBUG
+ int ViewDist = 9;
+ #else
+ int ViewDist = 20; // Always prepare an area 20 chunks across, no matter what the actual cClientHandle::VIEWDISTANCE is
+ #endif // _DEBUG
+
+ LOG("Preparing spawn area in world \"%s\"...", m_WorldName.c_str());
+ for (int x = 0; x < ViewDist; x++)
+ {
+ for (int z = 0; z < ViewDist; z++)
+ {
+ m_ChunkMap->TouchChunk( x + ChunkX-(ViewDist - 1) / 2, ZERO_CHUNK_Y, z + ChunkZ-(ViewDist - 1) / 2 ); // Queue the chunk in the generator / loader
+ }
+ }
+
+ {
+ // Display progress during this process:
+ cWorldLoadProgress Progress(this);
+
+ // Wait for the loader to finish loading
+ m_Storage.WaitForQueuesEmpty();
+
+ // Wait for the generator to finish generating
+ m_Generator.WaitForQueueEmpty();
+
+ Progress.Stop();
+ }
+
+ // Light all chunks that have been newly generated:
+ LOG("Lighting spawn area in world \"%s\"...", m_WorldName.c_str());
+
+ for (int x = 0; x < ViewDist; x++)
+ {
+ int ChX = x + ChunkX-(ViewDist - 1) / 2;
+ for (int z = 0; z < ViewDist; z++)
+ {
+ int ChZ = z + ChunkZ-(ViewDist - 1) / 2;
+ if (!m_ChunkMap->IsChunkLighted(ChX, ChZ))
+ {
+ m_Lighting.QueueChunk(ChX, ChZ); // Queue the chunk in the lighting thread
+ }
+ } // for z
+ } // for x
+
+ {
+ cWorldLightingProgress Progress(&m_Lighting);
+ m_Lighting.WaitForQueueEmpty();
+ Progress.Stop();
+ }
+
+ // TODO: Better spawn detection - move spawn out of the water if it isn't set in the INI already
+ m_SpawnY = (double)GetHeight( (int)m_SpawnX, (int)m_SpawnZ ) + 1.6f; // +1.6f eye height
+}
+
+
+
+
+
+void cWorld::StopThreads(void)
+{
+ m_Generator.Stop();
+ m_ChunkSender.Stop();
+}
+
+
+
+
+
+void cWorld::Tick(float a_Dt)
+{
+ m_Time += a_Dt / 1000.f;
+
+ CurrentTick++;
+
+ bool bSendTime = false;
+ m_WorldTimeFraction += a_Dt / 1000.f;
+ while (m_WorldTimeFraction > 1.f)
+ {
+ m_WorldTimeFraction -= 1.f;
+ m_WorldTime += 20;
+ bSendTime = true;
+ }
+ m_WorldTime %= 24000; // 24000 units in a day
+
+ if (bSendTime)
+ {
+ BroadcastTimeUpdate();
+ }
+
+ {
+ cCSLock Lock(m_CSEntities);
+ for (cEntityList::iterator itr = m_AllEntities.begin(); itr != m_AllEntities.end();)
+ {
+ if ((*itr)->IsDestroyed())
+ {
+ LOGD("Destroying entity #%i", (*itr)->GetUniqueID());
+ cEntity * RemoveMe = *itr;
+ itr = m_AllEntities.erase( itr );
+ m_RemoveEntityQueue.push_back( RemoveMe );
+ continue;
+ }
+ (*itr)->Tick(a_Dt);
+ itr++;
+ }
+ }
+
+ m_ChunkMap->Tick(a_Dt, m_TickRand);
+
+ TickQueuedBlocks(a_Dt);
+
+ GetSimulatorManager()->Simulate(a_Dt);
+
+ TickWeather(a_Dt);
+
+ // Asynchronously set blocks:
+ sSetBlockList FastSetBlockQueueCopy;
+ {
+ cCSLock Lock(m_CSFastSetBlock);
+ std::swap(FastSetBlockQueueCopy, m_FastSetBlockQueue);
+ }
+ m_ChunkMap->FastSetBlocks(FastSetBlockQueueCopy);
+ if (!FastSetBlockQueueCopy.empty())
+ {
+ // Some blocks failed, store them for next tick:
+ cCSLock Lock(m_CSFastSetBlock);
+ m_FastSetBlockQueue.splice(m_FastSetBlockQueue.end(), FastSetBlockQueueCopy);
+ }
+
+ if( m_Time - m_LastSave > 60 * 5 ) // Save each 5 minutes
+ {
+ SaveAllChunks();
+ }
+
+ if( m_Time - m_LastUnload > 10 ) // Unload every 10 seconds
+ {
+ UnloadUnusedChunks();
+ }
+
+ // Delete entities queued for removal:
+ for (cEntityList::iterator itr = m_RemoveEntityQueue.begin(); itr != m_RemoveEntityQueue.end(); ++itr)
+ {
+ delete *itr;
+ }
+ m_RemoveEntityQueue.clear();
+
+ TickSpawnMobs(a_Dt);
+
+ std::vector<int> m_RSList_copy(m_RSList);
+
+ m_RSList.clear();
+
+ std::vector<int>::const_iterator cii; // FIXME - Please rename this variable, WTF is cii??? Use human readable variable names or common abbreviations (i, idx, itr, iter)
+ for(cii=m_RSList_copy.begin(); cii!=m_RSList_copy.end();)
+ {
+ int tempX = *cii;cii++;
+ int tempY = *cii;cii++;
+ int tempZ = *cii;cii++;
+ int state = *cii;cii++;
+
+ if ( (state == 11111) && ( (int)GetBlock( tempX, tempY, tempZ ) == E_BLOCK_REDSTONE_TORCH_OFF ) )
+ {
+ FastSetBlock( tempX, tempY, tempZ, E_BLOCK_REDSTONE_TORCH_ON, (int)GetBlockMeta( tempX, tempY, tempZ ) );
+ 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::ChangeWeather()
+{
+ unsigned randWeather = (m_TickRand.randInt() % 99);
+
+ if (GetWeather() == eWeather_Sunny)
+ {
+ if (randWeather < 20)
+ {
+ LOG("Starting rainstorm!");
+ SetWeather( eWeather_Rain );
+ }
+ }
+
+ else if (GetWeather() == eWeather_Rain)
+ {
+ if (randWeather < 5)
+ {
+ LOG("Thunderstorm!");
+ SetWeather( eWeather_ThunderStorm );
+ }
+
+ else if (randWeather < 60)
+ {
+ LOG("Back to sunshine");
+ SetWeather( eWeather_Sunny );
+ }
+ }
+
+ else if (GetWeather() == eWeather_ThunderStorm)
+ {
+ if (randWeather < 70)
+ {
+ SetWeather(eWeather_Sunny);
+ LOG("Thunder ended abruptly, returning to lovely sunshine");
+ }
+ else if (randWeather < 85)
+ {
+ SetWeather(eWeather_Rain);
+ LOG("Thunder ended, but rain persists.");
+ }
+ else
+ {
+ return;
+ }
+ }
+}
+
+
+
+
+
+void cWorld::TickWeather(float a_Dt)
+{
+ if (m_WeatherInterval == 0)
+ {
+ ChangeWeather();
+
+ cRoot::Get()->GetPluginManager()->CallHookWeatherChanged(this);
+
+ switch (GetWeather())
+ {
+ case eWeather_Sunny:
+ m_WeatherInterval = 14400 + (m_TickRand.randInt() % 4800); // 12 - 16 minutes
+ break;
+ case eWeather_Rain:
+ m_WeatherInterval = 9600 + (m_TickRand.randInt() % 7200); // 8 - 14 minutes
+ break;
+ case eWeather_ThunderStorm:
+ m_WeatherInterval = 2400 + (m_TickRand.randInt() % 4800); // 2 - 6 minutes
+ break;
+ default:
+ LOG("Unknown weather occurred");
+ break;
+ }
+ }
+
+ else
+ {
+ m_WeatherInterval--;
+ }
+
+ if ( GetWeather() == 2 ) // if thunderstorm
+ {
+ if (m_TickRand.randInt() % 199 == 0) // 0.5% chance per tick of thunderbolt
+ {
+ CastThunderbolt ( 0, 0, 0 ); // TODO: find random possitions near players to cast thunderbolts.
+ }
+ }
+}
+
+
+
+
+
+void cWorld::TickSpawnMobs(float a_Dt)
+{
+ if (!m_bAnimals || (m_Time - m_SpawnMonsterTime <= m_SpawnMonsterRate))
+ {
+ return;
+ }
+
+ m_SpawnMonsterTime = m_Time;
+ Vector3d SpawnPos;
+ {
+ cCSLock Lock(m_CSPlayers);
+ if ( m_Players.size() <= 0)
+ {
+ return;
+ }
+ int RandomPlayerIdx = m_TickRand.randInt() & m_Players.size();
+ cPlayerList::iterator itr = m_Players.begin();
+ for( int i = 1; i < RandomPlayerIdx; i++ )
+ {
+ itr++;
+ }
+ SpawnPos = (*itr)->GetPosition();
+ }
+
+ cMonster * Monster = NULL;
+ int dayRand = m_TickRand.randInt() % 6;
+ int nightRand = m_TickRand.randInt() % 10;
+
+ SpawnPos += Vector3d( (double)(m_TickRand.randInt() % 64) - 32, (double)(m_TickRand.randInt() % 64) - 32, (double)(m_TickRand.randInt() % 64) - 32 );
+ int Height = GetHeight( (int)SpawnPos.x, (int)SpawnPos.z );
+
+ if (m_WorldTime >= 12000 + 1000)
+ {
+ if (GetBiomeAt((int)SpawnPos.x, (int)SpawnPos.z) == biHell) // Spawn nether mobs
+ {
+ if (nightRand == 1)
+ Monster = new cZombie();
+ else if (nightRand == 5)
+ Monster = new cGhast();
+ else if (nightRand == 6)
+ Monster = new cZombiepigman();
+ }
+ else
+ {
+ if (nightRand == 0) //random percent to spawn for night
+ Monster = new cSpider();
+ else if (nightRand == 2)
+ Monster = new cEnderman();
+ else if (nightRand == 3)
+ Monster = new cCreeper();
+ else if (nightRand == 4)
+ Monster = new cCavespider();
+ else if (nightRand == 7)
+ Monster = new cSlime();
+ else if (nightRand == 8)
+ Monster = new cSilverfish();
+ else if (nightRand == 9)
+ Monster = new cSkeleton();
+ }
+ //end random percent to spawn for night
+ }
+ else
+ {
+ if (dayRand == 0) //random percent to spawn for day
+ Monster = new cChicken();
+ else if (dayRand == 1)
+ Monster = new cCow();
+ else if (dayRand == 2)
+ Monster = new cPig();
+ else if (dayRand == 3)
+ Monster = new cSheep();
+ else if (dayRand == 4)
+ Monster = new cSquid();
+ else if (dayRand == 5)
+ Monster = new cWolf();
+ //end random percent to spawn for day
+ }
+
+ if( Monster )
+ {
+ Monster->Initialize(this);
+ Monster->TeleportTo(SpawnPos.x, (double)(Height) + 2, SpawnPos.z);
+ BroadcastSpawn(*Monster);
+ }
+}
+
+
+
+
+
+bool cWorld::ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback)
+{
+ return m_ChunkMap->ForEachChestInChunk(a_ChunkX, a_ChunkZ, a_Callback);
+}
+
+
+
+
+
+bool cWorld::ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback & a_Callback)
+{
+ return m_ChunkMap->ForEachFurnaceInChunk(a_ChunkX, a_ChunkZ, a_Callback);
+}
+
+
+
+
+
+bool cWorld::DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback)
+{
+ return m_ChunkMap->DoWithChestAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
+}
+
+
+
+
+
+bool cWorld::DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback)
+{
+ return m_ChunkMap->DoWithFurnaceAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
+}
+
+
+
+
+
+bool cWorld::GetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4)
+{
+ return m_ChunkMap->GetSignLines(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4);
+}
+
+
+
+
+
+void cWorld::GrowTree( int a_X, int a_Y, int a_Z )
+{
+ if (GetBlock(a_X, a_Y, a_Z) == E_BLOCK_SAPLING)
+ {
+ // There is a sapling here, grow a tree according to its type:
+ GrowTreeFromSapling(a_X, a_Y, a_Z, GetBlockMeta(a_X, a_Y, a_Z));
+ }
+ else
+ {
+ // There is nothing here, grow a tree based on the current biome here:
+ GrowTreeByBiome(a_X, a_Y, a_Z);
+ }
+}
+
+
+
+
+
+void cWorld::GrowTreeFromSapling(int a_X, int a_Y, int a_Z, char a_SaplingMeta)
+{
+ cNoise Noise(m_Generator.GetSeed());
+ sSetBlockVector Logs, Other;
+ switch (a_SaplingMeta & 0x07)
+ {
+ case E_META_SAPLING_APPLE: GetAppleTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Logs, Other); break;
+ case E_META_SAPLING_BIRCH: GetBirchTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Logs, Other); break;
+ case E_META_SAPLING_CONIFER: GetConiferTreeImage(a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Logs, Other); break;
+ case E_META_SAPLING_JUNGLE: GetJungleTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Logs, Other); break;
+ }
+ Other.insert(Other.begin(), Logs.begin(), Logs.end());
+ Logs.clear();
+ GrowTreeImage(Logs);
+}
+
+
+
+
+
+void cWorld::GrowTreeByBiome(int a_X, int a_Y, int a_Z)
+{
+ cNoise Noise(m_Generator.GetSeed());
+ sSetBlockVector Logs, Other;
+ GetTreeImageByBiome(a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), (EMCSBiome)GetBiomeAt(a_X, a_Z), Logs, Other);
+ Other.insert(Other.begin(), Logs.begin(), Logs.end());
+ Logs.clear();
+ GrowTreeImage(Other);
+}
+
+
+
+
+
+void cWorld::GrowTreeImage(const sSetBlockVector & a_Blocks)
+{
+ // Check that the tree has place to grow
+
+ // Make a copy of the log blocks:
+ sSetBlockVector b2;
+ for (sSetBlockVector::const_iterator itr = a_Blocks.begin(); itr != a_Blocks.end(); ++itr)
+ {
+ if (itr->BlockType == E_BLOCK_LOG)
+ {
+ b2.push_back(*itr);
+ }
+ } // for itr - a_Blocks[]
+
+ // Query blocktypes and metas at those log blocks:
+ if (!GetBlocks(b2, false))
+ {
+ return;
+ }
+
+ // Check that at each log's coord there's an block allowed to be overwritten:
+ for (sSetBlockVector::const_iterator itr = b2.begin(); itr != b2.end(); ++itr)
+ {
+ switch (itr->BlockType)
+ {
+ CASE_TREE_ALLOWED_BLOCKS:
+ {
+ break;
+ }
+ default:
+ {
+ return;
+ }
+ }
+ } // for itr - b2[]
+
+ // All ok, replace blocks with the tree image:
+ m_ChunkMap->ReplaceTreeBlocks(a_Blocks);
+}
+
+
+
+
+
+bool cWorld::GrowPlant(int a_BlockX, int a_BlockY, int a_BlockZ, bool a_IsByBonemeal)
+{
+ BLOCKTYPE BlockType;
+ NIBBLETYPE BlockMeta;
+ GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta);
+ switch (BlockType)
+ {
+ case E_BLOCK_CROPS:
+ {
+ if (a_IsByBonemeal && !m_IsGrassBonemealable)
+ {
+ return false;
+ }
+ if (BlockMeta < 7)
+ {
+ FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
+ }
+ return true;
+ }
+
+ case E_BLOCK_MELON_STEM:
+ {
+ if (BlockMeta < 7)
+ {
+ if (a_IsByBonemeal && !m_IsMelonStemBonemealable)
+ {
+ return false;
+ }
+ FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
+ }
+ else
+ {
+ if (a_IsByBonemeal && !m_IsMelonBonemealable)
+ {
+ return false;
+ }
+ GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, BlockType);
+ }
+ return true;
+ }
+
+ case E_BLOCK_PUMPKIN_STEM:
+ {
+ if (BlockMeta < 7)
+ {
+ if (a_IsByBonemeal && !m_IsPumpkinStemBonemealable)
+ {
+ return false;
+ }
+ FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
+ }
+ else
+ {
+ if (a_IsByBonemeal && !m_IsPumpkinBonemealable)
+ {
+ return false;
+ }
+ GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, BlockType);
+ }
+ return true;
+ }
+
+ case E_BLOCK_SAPLING:
+ {
+ if (a_IsByBonemeal && !m_IsSaplingBonemealable)
+ {
+ return false;
+ }
+ GrowTreeFromSapling(a_BlockX, a_BlockY, a_BlockZ, BlockMeta);
+ return true;
+ }
+
+ case E_BLOCK_GRASS:
+ {
+ if (a_IsByBonemeal && !m_IsGrassBonemealable)
+ {
+ return false;
+ }
+ MTRand r1;
+ for (int i = 0; i < 60; i++)
+ {
+ int OfsX = (r1.randInt(3) + r1.randInt(3) + r1.randInt(3) + r1.randInt(3)) / 2 - 3;
+ int OfsY = r1.randInt(3) + r1.randInt(3) - 3;
+ int OfsZ = (r1.randInt(3) + r1.randInt(3) + r1.randInt(3) + r1.randInt(3)) / 2 - 3;
+ BLOCKTYPE Ground = GetBlock(a_BlockX + OfsX, a_BlockY + OfsY, a_BlockZ + OfsZ);
+ if (Ground != E_BLOCK_GRASS)
+ {
+ continue;
+ }
+ BLOCKTYPE Above = GetBlock(a_BlockX + OfsX, a_BlockY + OfsY + 1, a_BlockZ + OfsZ);
+ if (Above != E_BLOCK_AIR)
+ {
+ continue;
+ }
+ BLOCKTYPE SpawnType;
+ NIBBLETYPE SpawnMeta = 0;
+ switch (r1.randInt(10))
+ {
+ case 0: SpawnType = E_BLOCK_YELLOW_FLOWER; break;
+ case 1: SpawnType = E_BLOCK_RED_ROSE; break;
+ default:
+ {
+ SpawnType = E_BLOCK_TALL_GRASS;
+ SpawnMeta = E_META_TALL_GRASS_GRASS;
+ break;
+ }
+ } // switch (random spawn block)
+ FastSetBlock(a_BlockX + OfsX, a_BlockY + OfsY + 1, a_BlockZ + OfsZ, SpawnType, SpawnMeta);
+ } // for i - 50 times
+ return true;
+ }
+
+ case E_BLOCK_SUGARCANE:
+ {
+ if (a_IsByBonemeal && !m_IsSugarcaneBonemealable)
+ {
+ return false;
+ }
+ m_ChunkMap->GrowSugarcane(a_BlockX, a_BlockY, a_BlockZ, m_MaxSugarcaneHeight);
+ return true;
+ }
+
+ case E_BLOCK_CACTUS:
+ {
+ if (a_IsByBonemeal && !m_IsCactusBonemealable)
+ {
+ return false;
+ }
+ m_ChunkMap->GrowCactus(a_BlockX, a_BlockY, a_BlockZ, m_MaxCactusHeight);
+ return true;
+ }
+ } // switch (BlockType)
+ return false;
+}
+
+
+
+
+
+void cWorld::GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockType)
+{
+ MTRand Rand;
+ m_ChunkMap->GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, Rand);
+}
+
+
+
+
+
+int cWorld::GetBiomeAt (int a_BlockX, int a_BlockZ)
+{
+ return m_ChunkMap->GetBiomeAt(a_BlockX, a_BlockZ);
+}
+
+
+
+
+
+void cWorld::SetBlock( int a_X, int a_Y, int a_Z, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta )
+{
+ if(a_BlockType == E_BLOCK_AIR)
+ {
+ BlockHandler(GetBlock(a_X, a_Y, a_Z))->OnDestroyed(this, a_X, a_Y, a_Z);
+ }
+ m_ChunkMap->SetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta);
+
+ GetSimulatorManager()->WakeUp(a_X, a_Y, a_Z);
+ BlockHandler(a_BlockType)->OnPlaced(this, a_X, a_Y, a_Z, a_BlockMeta);
+}
+
+
+
+
+
+void cWorld::FastSetBlock( int a_X, int a_Y, int a_Z, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta )
+{
+ cCSLock Lock(m_CSFastSetBlock);
+ m_FastSetBlockQueue.push_back(sSetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta));
+}
+
+
+
+
+
+BLOCKTYPE cWorld::GetBlock(int a_X, int a_Y, int a_Z)
+{
+ // First check if it isn't queued in the m_FastSetBlockQueue:
+ {
+ int X = a_X, Y = a_Y, Z = a_Z;
+ int ChunkX, ChunkY, ChunkZ;
+ AbsoluteToRelative(X, Y, Z, ChunkX, ChunkY, ChunkZ);
+
+ cCSLock Lock(m_CSFastSetBlock);
+ for (sSetBlockList::iterator itr = m_FastSetBlockQueue.begin(); itr != m_FastSetBlockQueue.end(); ++itr)
+ {
+ if ((itr->x == X) && (itr->y == Y) && (itr->z == Z) && (itr->ChunkX == ChunkX) && (itr->ChunkZ == ChunkZ))
+ {
+ return itr->BlockType;
+ }
+ } // for itr - m_FastSetBlockQueue[]
+ }
+
+ return m_ChunkMap->GetBlock(a_X, a_Y, a_Z);
+}
+
+
+
+
+
+NIBBLETYPE cWorld::GetBlockMeta( int a_X, int a_Y, int a_Z )
+{
+ // First check if it isn't queued in the m_FastSetBlockQueue:
+ {
+ cCSLock Lock(m_CSFastSetBlock);
+ for (sSetBlockList::iterator itr = m_FastSetBlockQueue.begin(); itr != m_FastSetBlockQueue.end(); ++itr)
+ {
+ if ((itr->x == a_X) && (itr->y == a_Y) && (itr->y == a_Y))
+ {
+ return itr->BlockMeta;
+ }
+ } // for itr - m_FastSetBlockQueue[]
+ }
+
+ return m_ChunkMap->GetBlockMeta(a_X, a_Y, a_Z);
+}
+
+
+
+
+
+void cWorld::SetBlockMeta( int a_X, int a_Y, int a_Z, NIBBLETYPE a_MetaData )
+{
+ m_ChunkMap->SetBlockMeta(a_X, a_Y, a_Z, a_MetaData);
+}
+
+
+
+
+
+NIBBLETYPE cWorld::GetBlockSkyLight( int a_X, int a_Y, int a_Z )
+{
+ return m_ChunkMap->GetBlockSkyLight(a_X, a_Y, a_Z);
+}
+
+
+
+
+
+void cWorld::GetBlockTypeMeta(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta)
+{
+ m_ChunkMap->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, (BLOCKTYPE &)a_BlockType, (NIBBLETYPE &)a_BlockMeta);
+}
+
+
+
+
+
+void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed)
+{
+ MTRand r1;
+ a_FlyAwaySpeed /= 1000; // Pre-divide, so that we don't have to divide each time inside the loop
+ for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
+ {
+ float SpeedX = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
+ float SpeedY = (float)(a_FlyAwaySpeed * r1.randInt(1000));
+ float SpeedZ = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
+ cPickup * Pickup = new cPickup(
+ (int)(a_BlockX * 32) + r1.randInt(16) + r1.randInt(16),
+ (int)(a_BlockY * 32) + r1.randInt(16) + r1.randInt(16),
+ (int)(a_BlockZ * 32) + r1.randInt(16) + r1.randInt(16),
+ *itr, SpeedX, SpeedY, SpeedZ
+ );
+ Pickup->Initialize(this);
+ }
+}
+
+
+
+
+
+void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ)
+{
+ MTRand r1;
+ for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
+ {
+ cPickup * Pickup = new cPickup(
+ (int)(a_BlockX * 32) + r1.randInt(16) + r1.randInt(16),
+ (int)(a_BlockY * 32) + r1.randInt(16) + r1.randInt(16),
+ (int)(a_BlockZ * 32) + r1.randInt(16) + r1.randInt(16),
+ *itr, (float)a_SpeedX, (float)a_SpeedY, (float)a_SpeedZ
+ );
+ Pickup->Initialize(this);
+ }
+}
+
+
+
+
+
+void cWorld::ReplaceBlocks(const sSetBlockVector & a_Blocks, BLOCKTYPE a_FilterBlockType)
+{
+ m_ChunkMap->ReplaceBlocks(a_Blocks, a_FilterBlockType);
+}
+
+
+
+
+
+bool cWorld::GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure)
+{
+ return m_ChunkMap->GetBlocks(a_Blocks, a_ContinueOnFailure);
+}
+
+
+
+
+
+bool cWorld::DigBlock( int a_X, int a_Y, int a_Z)
+{
+ cBlockHandler *Handler = cBlockHandler::GetBlockHandler(GetBlock(a_X, a_Y, a_Z));
+ Handler->OnDestroyed(this, a_X, a_Y, a_Z);
+ return m_ChunkMap->DigBlock(a_X, a_Y, a_Z);
+}
+
+
+
+
+
+void cWorld::SendBlockTo( int a_X, int a_Y, int a_Z, cPlayer * a_Player )
+{
+ m_ChunkMap->SendBlockTo(a_X, a_Y, a_Z, a_Player);
+}
+
+
+
+
+
+int cWorld::GetHeight( int a_X, int a_Z )
+{
+ return m_ChunkMap->GetHeight(a_X, a_Z);
+}
+
+
+
+
+
+void cWorld::BroadcastChat(const AString & a_Message, const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSPlayers);
+ for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
+ {
+ cClientHandle * ch = (*itr)->GetClientHandle();
+ if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
+ {
+ continue;
+ }
+ ch->SendChat(a_Message);
+ }
+}
+
+
+
+
+
+void cWorld::BroadcastPlayerAnimation(const cPlayer & a_Player, char a_Animation, const cClientHandle * a_Exclude)
+{
+ m_ChunkMap->BroadcastPlayerAnimation(a_Player, a_Animation, a_Exclude);
+}
+
+
+
+
+
+void cWorld::BroadcastEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude)
+{
+ m_ChunkMap->BroadcastEntityEquipment(a_Entity, a_SlotNum, a_Item, a_Exclude);
+}
+
+
+
+
+
+void cWorld::BroadcastTeleportEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSPlayers);
+ for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
+ {
+ cClientHandle * ch = (*itr)->GetClientHandle();
+ if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
+ {
+ continue;
+ }
+ ch->SendTeleportEntity(a_Entity);
+ }
+}
+
+
+
+
+
+void cWorld::BroadcastEntRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude)
+{
+ m_ChunkMap->BroadcastEntRelMoveLook(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude);
+}
+
+
+
+
+
+void cWorld::BroadcastEntRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude)
+{
+ m_ChunkMap->BroadcastEntRelMove(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude);
+}
+
+
+
+
+
+void cWorld::BroadcastEntLook(const cEntity & a_Entity, const cClientHandle * a_Exclude)
+{
+ m_ChunkMap->BroadcastEntLook(a_Entity, a_Exclude);
+}
+
+
+
+
+
+void cWorld::BroadcastEntHeadLook(const cEntity & a_Entity, const cClientHandle * a_Exclude)
+{
+ m_ChunkMap->BroadcastEntHeadLook(a_Entity, a_Exclude);
+}
+
+
+
+
+
+void cWorld::BroadcastBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType, const cClientHandle * a_Exclude)
+{
+ m_ChunkMap->BroadcastBlockAction(a_BlockX, a_BlockY, a_BlockZ, a_Byte1, a_Byte2, a_BlockType, a_Exclude);
+}
+
+
+
+
+
+void cWorld::BroadcastDestroyEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude)
+{
+ m_ChunkMap->BroadcastDestroyEntity(a_Entity, a_Exclude);
+}
+
+
+
+
+
+void cWorld::BroadcastEntityStatus(const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude)
+{
+ m_ChunkMap->BroadcastEntityStatus(a_Entity, a_Status, a_Exclude);
+}
+
+
+
+
+
+void cWorld::BroadcastMetadata(const cPawn & a_Pawn, const cClientHandle * a_Exclude)
+{
+ m_ChunkMap->BroadcastMetadata(a_Pawn, a_Exclude);
+}
+
+
+
+
+
+void cWorld::BroadcastSpawn(cEntity & a_Entity, const cClientHandle * a_Exclude)
+{
+ m_ChunkMap->BroadcastSpawn(a_Entity, a_Exclude);
+}
+
+
+
+
+
+void cWorld::BroadcastCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude)
+{
+ m_ChunkMap->BroadcastCollectPickup(a_Pickup, a_Player, a_Exclude);
+}
+
+
+
+
+
+void cWorld::BroadcastWeather(eWeather a_Weather, const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSPlayers);
+ for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
+ {
+ cClientHandle * ch = (*itr)->GetClientHandle();
+ if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
+ {
+ continue;
+ }
+ ch->SendWeather(a_Weather);
+ }
+}
+
+
+
+
+
+void cWorld::BroadcastThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude)
+{
+ m_ChunkMap->BroadcastThunderbolt(a_BlockX, a_BlockY, a_BlockZ, a_Exclude);
+}
+
+
+
+
+
+void cWorld::BroadcastTimeUpdate(const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSPlayers);
+ for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
+ {
+ cClientHandle * ch = (*itr)->GetClientHandle();
+ if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
+ {
+ continue;
+ }
+ ch->SendTimeUpdate(m_WorldTime);
+ }
+}
+
+
+
+
+
+void cWorld::BroadcastChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude)
+{
+ m_ChunkMap->BroadcastChunkData(a_ChunkX, a_ChunkZ, a_Serializer, a_Exclude);
+}
+
+
+
+
+
+void cWorld::BroadcastPlayerListItem (const cPlayer & a_Player, bool a_IsOnline, const cClientHandle * a_Exclude)
+{
+ cCSLock Lock(m_CSPlayers);
+ for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
+ {
+ cClientHandle * ch = (*itr)->GetClientHandle();
+ if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
+ {
+ continue;
+ }
+ ch->SendPlayerListItem(a_Player, a_IsOnline);
+ }
+}
+
+
+
+
+
+void cWorld::BroadcastSoundEffect(const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch, const cClientHandle * a_Exclude)
+{
+ m_ChunkMap->BroadcastSoundEffect(a_SoundName, a_SrcX, a_SrcY, a_SrcZ, a_Volume, a_Pitch, a_Exclude);
+}
+
+
+
+
+
+void cWorld::BroadcastBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude)
+{
+ m_ChunkMap->BroadcastBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Exclude);
+}
+
+
+
+
+
+void cWorld::SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client)
+{
+ m_ChunkMap->SendBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Client);
+}
+
+
+
+
+
+void cWorld::MarkChunkDirty (int a_ChunkX, int a_ChunkY, int a_ChunkZ)
+{
+ m_ChunkMap->MarkChunkDirty (a_ChunkX, a_ChunkY, a_ChunkZ);
+}
+
+
+
+
+
+void cWorld::MarkChunkSaving(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
+{
+ m_ChunkMap->MarkChunkSaving(a_ChunkX, a_ChunkY, a_ChunkZ);
+}
+
+
+
+
+
+void cWorld::MarkChunkSaved (int a_ChunkX, int a_ChunkY, int a_ChunkZ)
+{
+ m_ChunkMap->MarkChunkSaved (a_ChunkX, a_ChunkY, a_ChunkZ);
+}
+
+
+
+
+
+void cWorld::SetChunkData(
+ int a_ChunkX, int a_ChunkY, int a_ChunkZ,
+ const BLOCKTYPE * a_BlockTypes,
+ const NIBBLETYPE * a_BlockMeta,
+ const NIBBLETYPE * a_BlockLight,
+ const NIBBLETYPE * a_BlockSkyLight,
+ const cChunkDef::HeightMap * a_HeightMap,
+ const cChunkDef::BiomeMap * a_BiomeMap,
+ cEntityList & a_Entities,
+ cBlockEntityList & a_BlockEntities,
+ bool a_MarkDirty
+)
+{
+ // Validate biomes, if needed:
+ cChunkDef::BiomeMap BiomeMap;
+ const cChunkDef::BiomeMap * Biomes = a_BiomeMap;
+ if (a_BiomeMap == NULL)
+ {
+ // The biomes are not assigned, get them from the generator:
+ Biomes = &BiomeMap;
+ m_Generator.GenerateBiomes(a_ChunkX, a_ChunkZ, BiomeMap);
+ }
+
+ m_ChunkMap->SetChunkData(
+ a_ChunkX, a_ChunkY, a_ChunkZ,
+ a_BlockTypes, a_BlockMeta, a_BlockLight, a_BlockSkyLight,
+ a_HeightMap, *Biomes,
+ a_Entities, a_BlockEntities,
+ a_MarkDirty
+ );
+
+ // If a client is requesting this chunk, send it to them:
+ if (m_ChunkMap->HasChunkAnyClients(a_ChunkX, a_ChunkY, a_ChunkZ))
+ {
+ m_ChunkSender.ChunkReady(a_ChunkX, a_ChunkY, a_ChunkZ);
+ }
+
+ // Notify the lighting thread that the chunk has become valid (in case it is a neighbor of a postponed chunk):
+ m_Lighting.ChunkReady(a_ChunkX, a_ChunkZ);
+}
+
+
+
+
+
+void cWorld::ChunkLighted(
+ int a_ChunkX, int a_ChunkZ,
+ const cChunkDef::BlockNibbles & a_BlockLight,
+ const cChunkDef::BlockNibbles & a_SkyLight
+)
+{
+ m_ChunkMap->ChunkLighted(a_ChunkX, a_ChunkZ, a_BlockLight, a_SkyLight);
+}
+
+
+
+
+
+bool cWorld::GetChunkData(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cChunkDataCallback & a_Callback)
+{
+ return m_ChunkMap->GetChunkData(a_ChunkX, a_ChunkY, a_ChunkZ, a_Callback);
+}
+
+
+
+
+
+bool cWorld::GetChunkBlockTypes(int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockTypes)
+{
+ return m_ChunkMap->GetChunkBlockTypes(a_ChunkX, a_ChunkY, a_ChunkZ, a_BlockTypes);
+}
+
+
+
+
+
+bool cWorld::GetChunkBlockData(int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockData)
+{
+ return m_ChunkMap->GetChunkBlockData(a_ChunkX, a_ChunkY, a_ChunkZ, a_BlockData);
+}
+
+
+
+
+
+bool cWorld::IsChunkValid(int a_ChunkX, int a_ChunkY, int a_ChunkZ) const
+{
+ return m_ChunkMap->IsChunkValid(a_ChunkX, a_ChunkY, a_ChunkZ);
+}
+
+
+
+
+
+bool cWorld::HasChunkAnyClients(int a_ChunkX, int a_ChunkY, int a_ChunkZ) const
+{
+ return m_ChunkMap->HasChunkAnyClients(a_ChunkX, a_ChunkY, a_ChunkZ);
+}
+
+
+
+
+
+void cWorld::UnloadUnusedChunks(void )
+{
+ m_LastUnload = m_Time;
+ m_ChunkMap->UnloadUnusedChunks();
+}
+
+
+
+
+
+void cWorld::CollectPickupsByPlayer(cPlayer * a_Player)
+{
+ m_ChunkMap->CollectPickupsByPlayer(a_Player);
+}
+
+
+
+
+
+void cWorld::SetMaxPlayers(int iMax)
+{
+ m_MaxPlayers = MAX_PLAYERS;
+ if (iMax > 0 && iMax < MAX_PLAYERS)
+ {
+ m_MaxPlayers = iMax;
+ }
+}
+
+
+
+
+
+void cWorld::AddPlayer( cPlayer* a_Player )
+{
+ cCSLock Lock(m_CSPlayers);
+
+ ASSERT(std::find(m_Players.begin(), m_Players.end(), a_Player) == m_Players.end()); // Is it already in the list? HOW?
+
+ m_Players.remove( a_Player ); // Make sure the player is registered only once
+ m_Players.push_back( a_Player );
+}
+
+
+
+
+
+void cWorld::RemovePlayer( cPlayer* a_Player )
+{
+ cCSLock Lock(m_CSPlayers);
+ m_Players.remove( a_Player );
+}
+
+
+
+
+
+bool cWorld::ForEachPlayer(cPlayerListCallback & a_Callback)
+{
+ // Calls the callback for each player in the list
+ cCSLock Lock(m_CSPlayers);
+ for (cPlayerList::iterator itr = m_Players.begin(), itr2 = itr; itr != m_Players.end(); itr = itr2)
+ {
+ ++itr2;
+ if (a_Callback.Item(*itr))
+ {
+ return false;
+ }
+ } // for itr - m_Players[]
+ return true;
+}
+
+
+
+
+
+bool cWorld::DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback)
+{
+ // Calls the callback for each player in the list
+ cCSLock Lock(m_CSPlayers);
+ for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
+ {
+ if (NoCaseCompare((*itr)->GetName(), a_PlayerName) == 0)
+ {
+ a_Callback.Item(*itr);
+ return true;
+ }
+ } // for itr - m_Players[]
+ return false;
+}
+
+
+
+
+
+bool cWorld::FindAndDoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback)
+{
+ cPlayer* BestMatch = 0;
+ unsigned int BestRating = 0;
+ unsigned int NumMatches = 0;
+ unsigned int NameLength = a_PlayerName.length();
+
+ cCSLock Lock(m_CSPlayers);
+ for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
+ {
+ unsigned int Rating = RateCompareString (a_PlayerName, (*itr)->GetName());
+ if (Rating > 0 && Rating >= BestRating)
+ {
+ BestMatch = *itr;
+ if( Rating > BestRating ) NumMatches = 0;
+ BestRating = Rating;
+ ++NumMatches;
+ }
+ if (Rating == NameLength) // Perfect match
+ {
+ break;
+ }
+ } // for itr - m_Players[]
+
+ if (NumMatches == 1)
+ {
+ LOG("Compared %s and %s with rating %i", a_PlayerName.c_str(), BestMatch->GetName().c_str(), BestRating );
+ return a_Callback.Item (BestMatch);
+ }
+ return false;
+}
+
+
+
+
+
+// TODO: This interface is dangerous!
+cPlayer * cWorld::FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit)
+{
+ cTracer LineOfSight(this);
+
+ float ClosestDistance = a_SightLimit;
+ cPlayer* ClosestPlayer = NULL;
+
+ cCSLock Lock(m_CSPlayers);
+ for (cPlayerList::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
+ {
+ Vector3f Pos = (*itr)->GetPosition();
+ float Distance = (Pos - a_Pos).Length();
+
+ if (Distance <= a_SightLimit)
+ {
+ if (!LineOfSight.Trace(a_Pos,(Pos - a_Pos),(int)(Pos - a_Pos).Length()))
+ {
+ if (Distance < ClosestDistance)
+ {
+ ClosestDistance = Distance;
+ ClosestPlayer = *itr;
+ }
+ }
+ }
+ }
+ return ClosestPlayer;
+}
+
+
+
+
+
+void cWorld::SendPlayerList(cPlayer * a_DestPlayer)
+{
+ // Sends the playerlist to a_DestPlayer
+ cCSLock Lock(m_CSPlayers);
+ for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
+ {
+ cClientHandle * ch = (*itr)->GetClientHandle();
+ if ((ch != NULL) && !ch->IsDestroyed())
+ {
+ a_DestPlayer->GetClientHandle()->SendPlayerListItem(*(*itr), true);
+ }
+ }
+}
+
+
+
+
+
+void cWorld::RemoveEntityFromChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ)
+{
+ m_ChunkMap->RemoveEntityFromChunk(a_Entity, a_ChunkX, a_ChunkY, a_ChunkZ);
+}
+
+
+
+
+
+void cWorld::MoveEntityToChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ)
+{
+ m_ChunkMap->MoveEntityToChunk(a_Entity, a_ChunkX, a_ChunkY, a_ChunkZ);
+}
+
+
+
+
+
+bool cWorld::ForEachEntity(cEntityCallback & a_Callback)
+{
+ cCSLock Lock(m_CSEntities);
+ for (cEntityList::iterator itr = m_AllEntities.begin(), itr2 = itr; itr != m_AllEntities.end(); itr = itr2)
+ {
+ ++itr2;
+ if (a_Callback.Item(*itr))
+ {
+ return false;
+ }
+ } // for itr - m_AllEntities[]
+ return false;
+}
+
+
+
+
+
+bool cWorld::ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback)
+{
+ return m_ChunkMap->ForEachEntityInChunk(a_ChunkX, a_ChunkZ, a_Callback);
+}
+
+
+
+
+
+bool cWorld::DoWithEntityByID( int a_UniqueID, cEntityCallback & a_Callback )
+{
+ cCSLock Lock(m_CSEntities);
+ for (cEntityList::iterator itr = m_AllEntities.begin(); itr != m_AllEntities.end(); ++itr )
+ {
+ if( (*itr)->GetUniqueID() == a_UniqueID )
+ {
+ return a_Callback.Item(*itr);
+ }
+ } // for itr - m_AllEntities[]
+ return false;
+}
+
+
+
+
+
+void cWorld::CompareChunkClients(int a_ChunkX1, int a_ChunkY1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkY2, int a_ChunkZ2, cClientDiffCallback & a_Callback)
+{
+ m_ChunkMap->CompareChunkClients(a_ChunkX1, a_ChunkY1, a_ChunkZ1, a_ChunkX2, a_ChunkY2, a_ChunkZ2, a_Callback);
+}
+
+
+
+
+
+bool cWorld::AddChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client)
+{
+ return m_ChunkMap->AddChunkClient(a_ChunkX, a_ChunkY, a_ChunkZ, a_Client);
+}
+
+
+
+
+
+void cWorld::RemoveChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client)
+{
+ m_ChunkMap->RemoveChunkClient(a_ChunkX, a_ChunkY, a_ChunkZ, a_Client);
+}
+
+
+
+
+
+void cWorld::RemoveClientFromChunks(cClientHandle * a_Client)
+{
+ m_ChunkMap->RemoveClientFromChunks(a_Client);
+}
+
+
+
+
+
+void cWorld::SendChunkTo(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client)
+{
+ m_ChunkSender.QueueSendChunkTo(a_ChunkX, a_ChunkY, a_ChunkZ, a_Client);
+}
+
+
+
+
+
+void cWorld::RemoveClientFromChunkSender(cClientHandle * a_Client)
+{
+ m_ChunkSender.RemoveClient(a_Client);
+}
+
+
+
+
+
+void cWorld::TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
+{
+ m_ChunkMap->TouchChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
+}
+
+
+
+
+
+bool cWorld::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
+{
+ return m_ChunkMap->LoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
+}
+
+
+
+
+
+void cWorld::LoadChunks(const cChunkCoordsList & a_Chunks)
+{
+ m_ChunkMap->LoadChunks(a_Chunks);
+}
+
+
+
+
+
+void cWorld::ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
+{
+ m_ChunkMap->ChunkLoadFailed(a_ChunkX, a_ChunkY, a_ChunkZ);
+}
+
+
+
+
+
+void cWorld::UpdateSign(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4, cPlayer * a_Player)
+{
+ AString Line1(a_Line1);
+ AString Line2(a_Line2);
+ AString Line3(a_Line3);
+ AString Line4(a_Line4);
+ if (cRoot::Get()->GetPluginManager()->CallHookUpdatingSign(this, a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4, a_Player))
+ {
+ return;
+ }
+ m_ChunkMap->UpdateSign(a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4);
+ cRoot::Get()->GetPluginManager()->CallHookUpdatedSign(this, a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4, a_Player);
+}
+
+
+
+
+
+void cWorld::ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay)
+{
+ m_ChunkMap->ChunksStay(a_Chunks, a_Stay);
+}
+
+
+
+
+
+void cWorld::RegenerateChunk(int a_ChunkX, int a_ChunkZ)
+{
+ m_ChunkMap->MarkChunkRegenerating(a_ChunkX, a_ChunkZ);
+
+ // Trick: use Y=1 to force the chunk generation even though the chunk data is already present
+ m_Generator.QueueGenerateChunk(a_ChunkX, 1, a_ChunkZ);
+}
+
+
+
+
+
+void cWorld::GenerateChunk(int a_ChunkX, int a_ChunkZ)
+{
+ m_Generator.QueueGenerateChunk(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
+}
+
+
+
+
+
+void cWorld::QueueLightChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback)
+{
+ m_Lighting.QueueChunk(a_ChunkX, a_ChunkZ, a_Callback);
+}
+
+
+
+
+
+bool cWorld::IsChunkLighted(int a_ChunkX, int a_ChunkZ)
+{
+ return m_ChunkMap->IsChunkLighted(a_ChunkX, a_ChunkZ);
+}
+
+
+
+
+
+bool cWorld::ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback)
+{
+ return m_ChunkMap->ForEachChunkInRect(a_MinChunkX, a_MaxChunkX, a_MinChunkZ, a_MaxChunkZ, a_Callback);
+}
+
+
+
+
+
+void cWorld::SaveAllChunks(void)
+{
+ LOGINFO("Saving all chunks...");
+ m_LastSave = m_Time;
+ m_ChunkMap->SaveAllChunks();
+ m_Storage.QueueSavedMessage();
+}
+
+
+
+
+
+/************************************************************************/
+/* Get and set */
+/************************************************************************/
+// void cWorld::AddClient( cClientHandle* a_Client )
+// {
+// m_m_Clients.push_back( a_Client );
+// }
+// cWorld::ClientList & cWorld::GetClients()
+// {
+// return m_m_Clients;
+// }
+
+
+
+
+
+void cWorld::AddEntity( cEntity* a_Entity )
+{
+ cCSLock Lock(m_CSEntities);
+ m_AllEntities.push_back( a_Entity );
+}
+
+
+
+
+
+unsigned int cWorld::GetNumPlayers()
+{
+ cCSLock Lock(m_CSPlayers);
+ return m_Players.size();
+}
+
+
+
+
+
+int cWorld::GetNumChunks(void) const
+{
+ return m_ChunkMap->GetNumChunks();
+}
+
+
+
+
+
+void cWorld::GetChunkStats(int & a_NumValid, int & a_NumDirty, int & a_NumInLightingQueue)
+{
+ m_ChunkMap->GetChunkStats(a_NumValid, a_NumDirty);
+ a_NumInLightingQueue = (int) m_Lighting.GetQueueLength();
+}
+
+
+
+
+void cWorld::TickQueuedBlocks(float a_Dt)
+{
+ if(m_BlockTickQueue.empty())
+ return;
+ m_BlockTickQueueCopy.clear();
+ m_BlockTickQueue.swap(m_BlockTickQueueCopy);
+
+ for(std::vector<BlockTickQueueItem *>::iterator itr = m_BlockTickQueueCopy.begin(); itr != m_BlockTickQueueCopy.end(); itr++)
+ {
+ BlockTickQueueItem *Block = (*itr);
+ Block->ToWait -= a_Dt;
+ if(Block->ToWait <= 0)
+ {
+ BlockHandler(GetBlock(Block->X, Block->Y, Block->Z))->OnUpdate(this, Block->X, Block->Y, Block->Z);
+ delete Block; //We donīt have to remove it from the vector, this will happen automatically on the next tick
+ }else{
+ m_BlockTickQueue.push_back(Block); //Keep the block in the queue
+ }
+ }
+
+}
+
+
+void cWorld::QueueBlockForTick(int a_X, int a_Y, int a_Z, float a_Time)
+{
+ BlockTickQueueItem *Block = new BlockTickQueueItem;
+ Block->X = a_X;
+ Block->Y = a_Y;
+ Block->Z = a_Z;
+ Block->ToWait = a_Time;
+
+ m_BlockTickQueue.push_back(Block);
+}
+
+
+bool cWorld::IsBlockDirectlyWatered(int a_X, int a_Y, int a_Z)
+{
+ return IsBlockWater(GetBlock(a_X - 1, a_Y, a_Z))
+ || IsBlockWater(GetBlock(a_X + 1, a_Y, a_Z))
+ || IsBlockWater(GetBlock(a_X, a_Y, a_Z - 1))
+ || IsBlockWater(GetBlock(a_X, a_Y, a_Z + 1));
+} \ No newline at end of file