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author | Mattes D <github@xoft.cz> | 2013-11-27 09:23:17 +0100 |
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committer | Mattes D <github@xoft.cz> | 2013-11-27 09:23:17 +0100 |
commit | 49760db89d94ede5d123d927141a6cd60dbaaf07 (patch) | |
tree | 6c6cf99e4cf3128311a93cd187947b502f3732a0 /src/World.h | |
parent | cWorld::SpawnExperienceOrb() now returns the entity ID of the spawned orb. (diff) | |
parent | Fixed VC2008 compilation, normalized include paths. (diff) | |
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Diffstat (limited to 'src/World.h')
-rw-r--r-- | src/World.h | 753 |
1 files changed, 753 insertions, 0 deletions
diff --git a/src/World.h b/src/World.h new file mode 100644 index 000000000..284e96bbb --- /dev/null +++ b/src/World.h @@ -0,0 +1,753 @@ + +#pragma once + +#ifndef _WIN32 + #include "BlockID.h" +#else + enum ENUM_ITEM_ID; +#endif + +#define MAX_PLAYERS 65535 + +#include "Simulator/SimulatorManager.h" +#include "MersenneTwister.h" +#include "ChunkMap.h" +#include "WorldStorage/WorldStorage.h" +#include "Generating/ChunkGenerator.h" +#include "Vector3i.h" +#include "Vector3f.h" +#include "ChunkSender.h" +#include "Defines.h" +#include "LightingThread.h" +#include "Item.h" +#include "Mobs/Monster.h" +#include "Entities/ProjectileEntity.h" + + + + + +class cRedstone; +class cFireSimulator; +class cFluidSimulator; +class cSandSimulator; +class cRedstoneSimulator; +class cItem; +class cPlayer; +class cClientHandle; +class cEntity; +class cBlockEntity; +class cWorldGenerator; // The generator that actually generates the chunks for a single world +class cChunkGenerator; // The thread responsible for generating chunks +class cChestEntity; +class cDispenserEntity; +class cFurnaceEntity; +class cMobCensus; + +typedef std::list< cPlayer * > cPlayerList; + +typedef cItemCallback<cPlayer> cPlayerListCallback; +typedef cItemCallback<cEntity> cEntityCallback; +typedef cItemCallback<cChestEntity> cChestCallback; +typedef cItemCallback<cDispenserEntity> cDispenserCallback; +typedef cItemCallback<cFurnaceEntity> cFurnaceCallback; + + + + + + +// tolua_begin +class cWorld +{ +public: + + // tolua_end + + /// A simple RAII locker for the chunkmap - locks the chunkmap in its constructor, unlocks it in the destructor + class cLock : + public cCSLock + { + typedef cCSLock super; + public: + cLock(cWorld & a_World); + } ; + + /// A common ancestor for all tasks queued onto the tick thread + class cTask + { + public: + virtual void Run(cWorld & a_World) = 0; + } ; + + typedef std::vector<cTask *> cTasks; + + class cTaskSaveAllChunks : + public cTask + { + protected: + // cTask overrides: + virtual void Run(cWorld & a_World) override; + } ; + + + static const char * GetClassStatic(void) // Needed for ManualBindings's ForEach templates + { + return "cWorld"; + } + + // tolua_begin + + int GetTicksUntilWeatherChange(void) const { return m_WeatherInterval; } + Int64 GetWorldAge(void) const { return m_WorldAge; } + Int64 GetTimeOfDay(void) const { return m_TimeOfDay; } + + void SetTicksUntilWeatherChange(int a_WeatherInterval) + { + m_WeatherInterval = a_WeatherInterval; + } + + void SetTimeOfDay(Int64 a_TimeOfDay) + { + m_TimeOfDay = a_TimeOfDay; + m_TimeOfDaySecs = (double)a_TimeOfDay / 20.0; + BroadcastTimeUpdate(); + } + + /// Returns the current game mode. Partly OBSOLETE, you should use IsGameModeXXX() functions wherever applicable + eGameMode GetGameMode(void) const { return m_GameMode; } + + /// Returns true if the world is in Creative mode + bool IsGameModeCreative(void) const { return (m_GameMode == gmCreative); } + + /// Returns true if the world is in Survival mode + bool IsGameModeSurvival(void) const { return (m_GameMode == gmSurvival); } + + /// Returns true if the world is in Adventure mode + bool IsGameModeAdventure(void) const { return (m_GameMode == gmAdventure); } + + bool IsPVPEnabled(void) const { return m_bEnabledPVP; } + bool IsDeepSnowEnabled(void) const { return m_IsDeepSnowEnabled; } + + eDimension GetDimension(void) const { return m_Dimension; } + + /// Returns the world height at the specified coords; waits for the chunk to get loaded / generated + int GetHeight(int a_BlockX, int a_BlockZ); + + // tolua_end + + /// Retrieves the world height at the specified coords; returns false if chunk not loaded / generated + bool TryGetHeight(int a_BlockX, int a_BlockZ, int & a_Height); // Exported in ManualBindings.cpp + + // Broadcast respective packets to all clients of the chunk where the event is taking place + // (Please keep these alpha-sorted) + void BroadcastAttachEntity (const cEntity & a_Entity, const cEntity * a_Vehicle); + 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); + void BroadcastBlockBreakAnimation(int a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage, const cClientHandle * a_Exclude = NULL); + 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 + void BroadcastChat (const AString & a_Message, const cClientHandle * a_Exclude = NULL); // tolua_export + void BroadcastChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude = NULL); + void BroadcastCollectPickup (const cPickup & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude = NULL); + void BroadcastDestroyEntity (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL); + void BroadcastEntityEquipment (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude = NULL); + void BroadcastEntityHeadLook (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL); + void BroadcastEntityLook (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL); + void BroadcastEntityMetadata (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL); + void BroadcastEntityRelMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL); + void BroadcastEntityRelMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL); + void BroadcastEntityStatus (const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude = NULL); + void BroadcastEntityVelocity (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL); + void BroadcastPlayerAnimation (const cPlayer & a_Player, char a_Animation, const cClientHandle * a_Exclude = NULL); + void BroadcastPlayerListItem (const cPlayer & a_Player, bool a_IsOnline, const cClientHandle * a_Exclude = NULL); + 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 + void BroadcastSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data, const cClientHandle * a_Exclude = NULL); // tolua_export + void BroadcastSpawnEntity (cEntity & a_Entity, const cClientHandle * a_Exclude = NULL); + void BroadcastTeleportEntity (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL); + void BroadcastThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude = NULL); + void BroadcastTimeUpdate (const cClientHandle * a_Exclude = NULL); + void BroadcastUseBed (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ ); + void BroadcastWeather (eWeather a_Weather, const cClientHandle * a_Exclude = NULL); + + /// If there is a block entity at the specified coords, sends it to the client specified + void SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client); + + void MarkChunkDirty (int a_ChunkX, int a_ChunkZ); + void MarkChunkSaving(int a_ChunkX, int a_ChunkZ); + void MarkChunkSaved (int a_ChunkX, int a_ChunkZ); + + /** Sets the chunk data as either loaded from the storage or generated. + a_BlockLight and a_BlockSkyLight are optional, if not present, chunk will be marked as unlighted. + a_BiomeMap is optional, if not present, biomes will be calculated by the generator + a_HeightMap is optional, if not present, will be calculated. + If a_MarkDirty is set, the chunk is set as dirty (used after generating) + */ + void SetChunkData( + int a_ChunkX, 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 + ); + + void ChunkLighted( + int a_ChunkX, int a_ChunkZ, + const cChunkDef::BlockNibbles & a_BlockLight, + const cChunkDef::BlockNibbles & a_SkyLight + ); + + bool GetChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataCallback & a_Callback); + + /// Gets the chunk's blocks, only the block types + bool GetChunkBlockTypes(int a_ChunkX, int a_ChunkZ, BLOCKTYPE * a_BlockTypes); + + bool IsChunkValid (int a_ChunkX, int a_ChunkZ) const; + bool HasChunkAnyClients(int a_ChunkX, int a_ChunkZ) const; + + void UnloadUnusedChunks(void); // tolua_export + + void CollectPickupsByPlayer(cPlayer * a_Player); + + void AddPlayer( cPlayer* a_Player ); + void RemovePlayer( cPlayer* a_Player ); + + /// Calls the callback for each player in the list; returns true if all players processed, false if the callback aborted by returning true + bool ForEachPlayer(cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS << + + /// 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 + bool DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS << + + /// Finds a player from a partial or complete player name and calls the callback - case-insensitive + bool FindAndDoWithPlayer(const AString & a_PlayerNameHint, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS << + + // TODO: This interface is dangerous - rewrite to DoWithClosestPlayer(pos, sight, action) + cPlayer * FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit); + + void SendPlayerList(cPlayer * a_DestPlayer); // Sends playerlist to the player + + /// Adds the entity into its appropriate chunk; takes ownership of the entity ptr + void AddEntity(cEntity * a_Entity); + + bool HasEntity(int a_UniqueID); + + /// Removes the entity, the entity ptr ownership is assumed taken by the caller + void RemoveEntity(cEntity * a_Entity); + + /// Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true + bool ForEachEntity(cEntityCallback & a_Callback); // Exported in ManualBindings.cpp + + /// Calls the callback for each entity in the specified chunk; returns true if all entities processed, false if the callback aborted by returning true + bool ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback); // Exported in ManualBindings.cpp + + /// 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. + bool DoWithEntityByID(int a_UniqueID, cEntityCallback & a_Callback); // Exported in ManualBindings.cpp + + /// Compares clients of two chunks, calls the callback accordingly + void CompareChunkClients(int a_ChunkX1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkZ2, cClientDiffCallback & a_Callback); + + /// Adds client to a chunk, if not already present; returns true if added, false if present + bool AddChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client); + + /// Removes client from the chunk specified + void RemoveChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client); + + /// Removes the client from all chunks it is present in + void RemoveClientFromChunks(cClientHandle * a_Client); + + /// 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) + void SendChunkTo(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client); + + /// Removes client from ChunkSender's queue of chunks to be sent + void RemoveClientFromChunkSender(cClientHandle * a_Client); + + /// Touches the chunk, causing it to be loaded or generated + void TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ); + + /// Loads the chunk, if not already loaded. Doesn't generate. Returns true if chunk valid (even if already loaded before) + bool LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ); + + /// Loads the chunks specified. Doesn't report failure, other than chunks being !IsValid() + void LoadChunks(const cChunkCoordsList & a_Chunks); + + /// Marks the chunk as failed-to-load: + void ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ); + + /// 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() + 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 + + /// 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() + 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 + + /// Marks (a_Stay == true) or unmarks (a_Stay == false) chunks as non-unloadable. To be used only by cChunkStay! + void ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay = true); + + /// Regenerate the given chunk: + void RegenerateChunk(int a_ChunkX, int a_ChunkZ); // tolua_export + + /// Generates the given chunk, if not already generated + void GenerateChunk(int a_ChunkX, int a_ChunkZ); // tolua_export + + /// Queues a chunk for lighting; a_Callback is called after the chunk is lighted + void QueueLightChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback = NULL); + + bool IsChunkLighted(int a_ChunkX, int a_ChunkZ); + + /// Calls the callback for each chunk in the coords specified (all cords are inclusive). Returns true if all chunks have been processed successfully + bool ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback); + + // tolua_begin + + /** Sets the block at the specified coords to the specified value. + Full processing, incl. updating neighbors, is performed. + */ + void SetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta); + + /** Sets the block at the specified coords to the specified value. + The replacement doesn't trigger block updates. + The replaced blocks aren't checked for block entities (block entity is leaked if it exists at this block) + */ + void FastSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta); + + /** Queues a SetBlock() with the specified parameters after the specified number of ticks. + Calls SetBlock(), so performs full processing of the replaced block. + */ + void QueueSetBlock(int a_BlockX, int a_BLockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_TickDelay); + + BLOCKTYPE GetBlock (int a_BlockX, int a_BlockY, int a_BlockZ); + NIBBLETYPE GetBlockMeta (int a_BlockX, int a_BlockY, int a_BlockZ); + void SetBlockMeta (int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_MetaData); + NIBBLETYPE GetBlockSkyLight (int a_BlockX, int a_BlockY, int a_BlockZ); + NIBBLETYPE GetBlockBlockLight(int a_BlockX, int a_BlockY, int a_BlockZ); + + // tolua_end + + bool GetBlockTypeMeta (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta); // TODO: Exported in ManualBindings.cpp + 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 + // TODO: NIBBLETYPE GetBlockActualLight(int a_BlockX, int a_BlockY, int a_BlockZ); + + // tolua_begin + + // Vector3i variants: + 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 ); } + BLOCKTYPE GetBlock (const Vector3i & a_Pos ) { return GetBlock( a_Pos.x, a_Pos.y, a_Pos.z ); } + NIBBLETYPE GetBlockMeta(const Vector3i & a_Pos ) { return GetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z ); } + void SetBlockMeta(const Vector3i & a_Pos, NIBBLETYPE a_MetaData ) { SetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z, a_MetaData ); } + // tolua_end + + /** Writes the block area into the specified coords. + Returns true if all chunks have been processed. + Prefer cBlockArea::Write() instead, this is the internal implementation; cBlockArea does error checking, too. + a_DataTypes is a bitmask of cBlockArea::baXXX constants ORed together. + */ + bool WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes); + + // tolua_begin + + /// Spawns item pickups for each item in the list. May compress pickups if too many entities: + void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed = 1.0, bool IsPlayerCreated = false); + + /// Spawns item pickups for each item in the list. May compress pickups if too many entities. All pickups get the speed specified: + void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ, bool IsPlayerCreated = false); + + /// Spawns an experience orb at the given location with the given reward. It returns the UniqueID of the spawned experience orb. + int SpawnExperienceOrb(double a_X, double a_Y, double a_Z, int a_Reward); + + /// 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 + void SpawnPrimedTNT(double a_X, double a_Y, double a_Z, double a_FuseTimeInSec, double a_InitialVelocityCoeff = 1); + + // tolua_end + + /// Replaces world blocks with a_Blocks, if they are of type a_FilterBlockType + void ReplaceBlocks(const sSetBlockVector & a_Blocks, BLOCKTYPE a_FilterBlockType); + + /// 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. + bool GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure); + + // tolua_begin + bool DigBlock (int a_X, int a_Y, int a_Z); + void SendBlockTo(int a_X, int a_Y, int a_Z, cPlayer * a_Player ); + + double GetSpawnX(void) const { return m_SpawnX; } + double GetSpawnY(void) const { return m_SpawnY; } + double GetSpawnZ(void) const { return m_SpawnZ; } + + /// Wakes up the simulators for the specified block + void WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ); + + /// Wakes up the simulators for the specified area of blocks + void WakeUpSimulatorsInArea(int a_MinBlockX, int a_MaxBlockX, int a_MinBlockY, int a_MaxBlockY, int a_MinBlockZ, int a_MaxBlockZ); + + // tolua_end + + inline cSimulatorManager * GetSimulatorManager(void) { return m_SimulatorManager; } + + inline cFluidSimulator * GetWaterSimulator(void) { return m_WaterSimulator; } + inline cFluidSimulator * GetLavaSimulator (void) { return m_LavaSimulator; } + + /// Calls the callback for each block entity in the specified chunk; returns true if all block entities processed, false if the callback aborted by returning true + bool ForEachBlockEntityInChunk(int a_ChunkX, int a_ChunkZ, cBlockEntityCallback & a_Callback); // Exported in ManualBindings.cpp + + /// 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 block entity at the specified coords; returns false if there's no block entity at those coords, true if found + bool DoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBlockEntityCallback & a_Callback); // Exported in ManualBindings.cpp + + /// 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); // Exported in ManualBindings.cpp + + /// 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 + int SpawnMobFinalize(cMonster* a_Monster); + + /// 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); + + /// Get the current darkness level based on the time + NIBBLETYPE GetSkyDarkness() { return m_SkyDarkness; } + +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 + std::map<cMonster::eFamily,Int64> m_LastSpawnMonster; // The last WorldAge (in ticks) in which a monster was spawned (for each megatype of monster) // MG TODO : find a way to optimize without creating unmaintenability (if mob IDs are becoming unrowed) + + NIBBLETYPE m_SkyDarkness; + + 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; + std::set<cMonster::eType> m_AllowedMobs; + + 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/moving/destroying each tick + void TickMobs(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); + + void UpdateSkyDarkness(); + + /// 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 + + + + |