summaryrefslogtreecommitdiffstats
path: root/source/World.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'source/World.cpp')
-rw-r--r--source/World.cpp2733
1 files changed, 0 insertions, 2733 deletions
diff --git a/source/World.cpp b/source/World.cpp
deleted file mode 100644
index 531952e37..000000000
--- a/source/World.cpp
+++ /dev/null
@@ -1,2733 +0,0 @@
-
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
-
-#include "BlockID.h"
-#include "World.h"
-#include "ChunkDef.h"
-#include "ClientHandle.h"
-#include "Server.h"
-#include "Item.h"
-#include "Root.h"
-#include "../iniFile/iniFile.h"
-#include "ChunkMap.h"
-#include "OSSupport/Timer.h"
-
-// Entities (except mobs):
-#include "Entities/Pickup.h"
-#include "Entities/Player.h"
-#include "Entities/TNTEntity.h"
-
-// Simulators:
-#include "Simulator/SimulatorManager.h"
-#include "Simulator/FloodyFluidSimulator.h"
-#include "Simulator/FluidSimulator.h"
-#include "Simulator/FireSimulator.h"
-#include "Simulator/NoopFluidSimulator.h"
-#include "Simulator/SandSimulator.h"
-#include "Simulator/RedstoneSimulator.h"
-#include "Simulator/VaporizeFluidSimulator.h"
-
-// Mobs:
-#include "Mobs/IncludeAllMonsters.h"
-#include "MobCensus.h"
-#include "MobSpawner.h"
-
-#include "MersenneTwister.h"
-#include "Generating/Trees.h"
-#include "PluginManager.h"
-#include "Blocks/BlockHandler.h"
-#include "Vector3d.h"
-
-#include "Tracer.h"
-#include "tolua++.h"
-
-// DEBUG: Test out the cLineBlockTracer class by tracing a few lines:
-#include "LineBlockTracer.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;
-
-const int TIME_SUNSET = 12000;
-const int TIME_NIGHT_START = 13187;
-const int TIME_NIGHT_END = 22812;
-const int TIME_SUNRISE = 23999;
-const int TIME_SPAWN_DIVISOR = 148;
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// 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)
- }
-
-} ;
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cWorldLightingProgress:
-
-/// 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::cLock:
-
-cWorld::cLock::cLock(cWorld & a_World) :
- super(&(a_World.m_ChunkMap->GetCS()))
-{
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cWorld::cTickThread:
-
-cWorld::cTickThread::cTickThread(cWorld & a_World) :
- super(Printf("WorldTickThread: %s", a_World.GetName().c_str())),
- m_World(a_World)
-{
-}
-
-
-
-
-
-void cWorld::cTickThread::Execute(void)
-{
- cTimer Timer;
-
- long long msPerTick = 50;
- long long LastTime = Timer.GetNowTime();
-
- while (!m_ShouldTerminate)
- {
- long long NowTime = Timer.GetNowTime();
- float DeltaTime = (float)(NowTime - LastTime);
- m_World.Tick(DeltaTime);
- long long TickTime = Timer.GetNowTime() - NowTime;
-
- if (TickTime < msPerTick)
- {
- // Stretch tick time until it's at least msPerTick
- cSleep::MilliSleep((unsigned int)(msPerTick - TickTime));
- }
-
- LastTime = NowTime;
- }
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cWorld:
-
-cWorld::cWorld(const AString & a_WorldName) :
- m_WorldName(a_WorldName),
- m_IniFileName(m_WorldName + "/world.ini"),
- m_StorageSchema("Default"),
- m_WorldAgeSecs(0),
- m_TimeOfDaySecs(0),
- m_WorldAge(0),
- m_TimeOfDay(0),
- m_LastTimeUpdate(0),
- m_RSList(0),
- m_Weather(eWeather_Sunny),
- m_WeatherInterval(24000), // Guaranteed 1 day of sunshine at server start :)
- m_TickThread(*this),
- m_SkyDarkness(0)
-{
- LOGD("cWorld::cWorld(\"%s\")", a_WorldName.c_str());
-
- cFile::CreateFolder(FILE_IO_PREFIX + m_WorldName);
-}
-
-
-
-
-
-cWorld::~cWorld()
-{
- 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;
-}
-
-
-
-
-
-void cWorld::CastThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- BroadcastThunderbolt(a_BlockX, a_BlockY, a_BlockZ);
-}
-
-
-
-
-
-void cWorld::SetWeather(eWeather a_NewWeather)
-{
- // Do the plugins agree? Do they want a different weather?
- cRoot::Get()->GetPluginManager()->CallHookWeatherChanging(*this, a_NewWeather);
-
- // Set new period for the selected weather:
- switch (a_NewWeather)
- {
- case eWeather_Sunny: m_WeatherInterval = 14400 + (m_TickRand.randInt() % 4800); break; // 12 - 16 minutes
- case eWeather_Rain: m_WeatherInterval = 9600 + (m_TickRand.randInt() % 7200); break; // 8 - 14 minutes
- case eWeather_ThunderStorm: m_WeatherInterval = 2400 + (m_TickRand.randInt() % 4800); break; // 2 - 6 minutes
- default:
- {
- LOGWARNING("Requested unknown weather %d, setting sunny for a minute instead.", a_NewWeather);
- a_NewWeather = eWeather_Sunny;
- m_WeatherInterval = 1200;
- break;
- }
- } // switch (NewWeather)
- m_Weather = a_NewWeather;
- BroadcastWeather(m_Weather);
-
- // Let the plugins know about the change:
- cPluginManager::Get()->CallHookWeatherChanged(*this);
-}
-
-
-
-
-
-void cWorld::ChangeWeather(void)
-{
- // In the next tick the weather will be changed
- m_WeatherInterval = 0;
-}
-
-
-
-
-
-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:
- #if defined(_DEBUG) || defined(ANDROID_NDK)
- 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
-
-
- #ifdef TEST_LINEBLOCKTRACER
- // DEBUG: Test out the cLineBlockTracer class by tracing a few lines:
- class cTracerCallbacks :
- public cBlockTracer::cCallbacks
- {
- virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) override
- {
- LOGD("Block {%d, %d, %d}: %d:%d (%s)",
- a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta,
- ItemToString(cItem(a_BlockType, 1, a_BlockMeta)).c_str()
- );
- return false;
- }
-
- virtual bool OnNextBlockNoData(int a_BlockX, int a_BlockY, int a_BlockZ) override
- {
- LOGD("Block {%d, %d, %d}: no data available",
- a_BlockX, a_BlockY, a_BlockZ
- );
- return false;
- }
-
- virtual bool OnOutOfWorld(double a_BlockX, double a_BlockY, double a_BlockZ) override
- {
- LOGD("Out of world at {%f, %f, %f}", a_BlockX, a_BlockY, a_BlockZ);
- return false;
- }
-
- virtual bool OnIntoWorld(double a_BlockX, double a_BlockY, double a_BlockZ) override
- {
- LOGD("Into world at {%f, %f, %f}", a_BlockX, a_BlockY, a_BlockZ);
- return false;
- }
-
- virtual void OnNoMoreHits(void) override
- {
- LOGD("No more hits");
- }
- } Callbacks;
- LOGD("Spawn is at {%f, %f, %f}", m_SpawnX, m_SpawnY, m_SpawnZ);
- LOGD("Tracing a line along +X:");
- cLineBlockTracer::Trace(*this, Callbacks, m_SpawnX - 10, m_SpawnY, m_SpawnZ, m_SpawnX + 10, m_SpawnY, m_SpawnZ);
- LOGD("Tracing a line along -Z:");
- cLineBlockTracer::Trace(*this, Callbacks, m_SpawnX, m_SpawnY, m_SpawnZ + 10, m_SpawnX, m_SpawnY, m_SpawnZ - 10);
- LOGD("Tracing a line along -Y, out of world:");
- cLineBlockTracer::Trace(*this, Callbacks, m_SpawnX, 260, m_SpawnZ, m_SpawnX, -5, m_SpawnZ);
- LOGD("Tracing a line along XY:");
- cLineBlockTracer::Trace(*this, Callbacks, m_SpawnX - 10, m_SpawnY - 10, m_SpawnZ, m_SpawnX + 10, m_SpawnY + 10, m_SpawnZ);
- LOGD("Tracing a line in generic direction:");
- cLineBlockTracer::Trace(*this, Callbacks, m_SpawnX - 15, m_SpawnY - 5, m_SpawnZ + 7.5, m_SpawnX + 13, m_SpawnY - 10, m_SpawnZ + 8.5);
- LOGD("Tracing tests done");
- #endif // TEST_LINEBLOCKTRACER
-}
-
-
-
-
-
-void cWorld::Start(void)
-{
- // TODO: Find a proper spawn location, based on the biomes (not in ocean)
- m_SpawnX = (double)((m_TickRand.randInt() % 1000) - 500);
- m_SpawnY = cChunkDef::Height;
- m_SpawnZ = (double)((m_TickRand.randInt() % 1000) - 500);
- m_GameMode = eGameMode_Creative;
-
- cIniFile IniFile;
- if (!IniFile.ReadFile(m_IniFileName))
- {
- LOGWARNING("Cannot read world settings from \"%s\", defaults will be used.", m_IniFileName.c_str());
- }
- AString Dimension = IniFile.GetValueSet("General", "Dimension", "Overworld");
- m_Dimension = StringToDimension(Dimension);
- switch (m_Dimension)
- {
- case dimNether:
- case dimOverworld:
- case dimEnd:
- {
- break;
- }
- default:
- {
- LOGWARNING("Unknown dimension: \"%s\". Setting to Overworld", Dimension.c_str());
- m_Dimension = dimOverworld;
- break;
- }
- } // switch (m_Dimension)
- m_SpawnX = IniFile.GetValueSetF("SpawnPosition", "X", m_SpawnX);
- m_SpawnY = IniFile.GetValueSetF("SpawnPosition", "Y", m_SpawnY);
- m_SpawnZ = IniFile.GetValueSetF("SpawnPosition", "Z", m_SpawnZ);
- m_StorageSchema = IniFile.GetValueSet ("Storage", "Schema", m_StorageSchema);
- m_MaxCactusHeight = IniFile.GetValueSetI("Plants", "MaxCactusHeight", 3);
- m_MaxSugarcaneHeight = IniFile.GetValueSetI("Plants", "MaxSugarcaneHeight", 3);
- m_IsCactusBonemealable = IniFile.GetValueSetB("Plants", "IsCactusBonemealable", false);
- m_IsCarrotsBonemealable = IniFile.GetValueSetB("Plants", "IsCarrotsBonemealable", true);
- m_IsCropsBonemealable = IniFile.GetValueSetB("Plants", "IsCropsBonemealable", true);
- m_IsGrassBonemealable = IniFile.GetValueSetB("Plants", "IsGrassBonemealable", true);
- m_IsMelonStemBonemealable = IniFile.GetValueSetB("Plants", "IsMelonStemBonemealable", true);
- m_IsMelonBonemealable = IniFile.GetValueSetB("Plants", "IsMelonBonemealable", false);
- m_IsPotatoesBonemealable = IniFile.GetValueSetB("Plants", "IsPotatoesBonemealable", true);
- m_IsPumpkinStemBonemealable = IniFile.GetValueSetB("Plants", "IsPumpkinStemBonemealable", true);
- m_IsPumpkinBonemealable = IniFile.GetValueSetB("Plants", "IsPumpkinBonemealable", false);
- m_IsSaplingBonemealable = IniFile.GetValueSetB("Plants", "IsSaplingBonemealable", true);
- m_IsSugarcaneBonemealable = IniFile.GetValueSetB("Plants", "IsSugarcaneBonemealable", false);
- m_bEnabledPVP = IniFile.GetValueSetB("PVP", "Enabled", true);
- m_IsDeepSnowEnabled = IniFile.GetValueSetB("Physics", "DeepSnow", false);
-
- m_GameMode = (eGameMode)IniFile.GetValueSetI("GameMode", "GameMode", m_GameMode);
-
- // Load allowed mobs:
- const char * DefaultMonsters = "";
- switch (m_Dimension)
- {
- case dimOverworld: DefaultMonsters = "bat, cavespider, chicken, cow, creeper, enderman, horse, mooshroom, ocelot, pig, sheep, silverfish, skeleton, slime, spider, squid, wolf, zombie"; break;
- case dimNether: DefaultMonsters = "blaze, ghast, magmacube, skeleton, zombie, zombiepigman"; break;
- case dimEnd: DefaultMonsters = "enderman"; break;
- default:
- {
- ASSERT(!"Unhandled world dimension");
- DefaultMonsters = "wither";
- break;
- }
- }
- m_bAnimals = IniFile.GetValueSetB("Monsters", "AnimalsOn", true);
- AString AllMonsters = IniFile.GetValueSet("Monsters", "Types", DefaultMonsters);
- AStringVector SplitList = StringSplitAndTrim(AllMonsters, ",");
- for (AStringVector::const_iterator itr = SplitList.begin(), end = SplitList.end(); itr != end; ++itr)
- {
- cMonster::eType ToAdd = cMonster::StringToMobType(*itr);
- if (ToAdd != cMonster::mtInvalidType)
- {
- m_AllowedMobs.insert(ToAdd);
- LOGD("Allowed mob: %s", itr->c_str());
- }
- else
- {
- LOG("World \"%s\": Unknown mob type: %s", m_WorldName.c_str(), itr->c_str());
- }
- }
-
- m_ChunkMap = new cChunkMap(this);
-
- m_LastSave = 0;
- m_LastUnload = 0;
-
- // preallocate some memory for ticking blocks so we don't need to allocate that often
- m_BlockTickQueue.reserve(1000);
- m_BlockTickQueueCopy.reserve(1000);
-
- // Simulators:
- m_SimulatorManager = new cSimulatorManager(*this);
- m_WaterSimulator = InitializeFluidSimulator(IniFile, "Water", E_BLOCK_WATER, E_BLOCK_STATIONARY_WATER);
- m_LavaSimulator = InitializeFluidSimulator(IniFile, "Lava", E_BLOCK_LAVA, E_BLOCK_STATIONARY_LAVA);
- m_SandSimulator = new cSandSimulator(*this, IniFile);
- m_FireSimulator = new cFireSimulator(*this, IniFile);
- m_RedstoneSimulator = new cRedstoneSimulator(*this);
-
- // Water and Lava simulators get registered in InitializeFluidSimulator()
- m_SimulatorManager->RegisterSimulator(m_SandSimulator, 1);
- m_SimulatorManager->RegisterSimulator(m_FireSimulator, 1);
- m_SimulatorManager->RegisterSimulator(m_RedstoneSimulator, 1);
-
- m_Lighting.Start(this);
- m_Storage.Start(this, m_StorageSchema);
- m_Generator.Start(this, IniFile);
- m_ChunkSender.Start(this);
- m_TickThread.Start();
-
- // Init of the spawn monster time (as they are supposed to have different spawn rate)
- m_LastSpawnMonster.insert(std::map<cMonster::eFamily, Int64>::value_type(cMonster::mfHostile, 0));
- m_LastSpawnMonster.insert(std::map<cMonster::eFamily, Int64>::value_type(cMonster::mfPassive, 0));
- m_LastSpawnMonster.insert(std::map<cMonster::eFamily, Int64>::value_type(cMonster::mfAmbient, 0));
- m_LastSpawnMonster.insert(std::map<cMonster::eFamily, Int64>::value_type(cMonster::mfWater, 0));
-
-
- // Save any changes that the defaults may have done to the ini file:
- if (!IniFile.WriteFile(m_IniFileName))
- {
- LOGWARNING("Could not write world config to %s", m_IniFileName.c_str());
- }
-
-}
-
-
-
-
-
-void cWorld::Stop(void)
-{
- // Delete the clients that have been in this world:
- {
- cCSLock Lock(m_CSClients);
- for (cClientHandleList::iterator itr = m_Clients.begin(); itr != m_Clients.end(); ++itr)
- {
- (*itr)->Destroy();
- delete *itr;
- } // for itr - m_Clients[]
- m_Clients.clear();
- }
-
- m_TickThread.Stop();
- m_Lighting.Stop();
- m_Generator.Stop();
- m_ChunkSender.Stop();
- m_Storage.Stop();
-}
-
-
-
-
-
-void cWorld::Tick(float a_Dt)
-{
- // Call the plugins
- cPluginManager::Get()->CallHookWorldTick(*this, a_Dt);
-
- // We need sub-tick precision here, that's why we store the time in seconds and calculate ticks off of it
- m_WorldAgeSecs += (double)a_Dt / 1000.0;
- m_TimeOfDaySecs += (double)a_Dt / 1000.0;
-
- // Wrap time of day each 20 minutes (1200 seconds)
- if (m_TimeOfDaySecs > 1200.0)
- {
- m_TimeOfDaySecs -= 1200.0;
- }
-
- m_WorldAge = (Int64)(m_WorldAgeSecs * 20.0);
- m_TimeOfDay = (Int64)(m_TimeOfDaySecs * 20.0);
-
- // Updates the sky darkness based on current time of day
- UpdateSkyDarkness();
-
- // Broadcast time update every 40 ticks (2 seconds)
- if (m_LastTimeUpdate < m_WorldAge - 40)
- {
- BroadcastTimeUpdate();
- m_LastTimeUpdate = m_WorldAge;
- }
-
- m_ChunkMap->Tick(a_Dt);
-
- TickClients(a_Dt);
- TickQueuedBlocks();
- TickQueuedTasks();
-
- 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_WorldAge - m_LastSave > 60 * 5 * 20) // Save each 5 minutes
- {
- SaveAllChunks();
- }
-
- if (m_WorldAge - m_LastUnload > 10 * 20) // Unload every 10 seconds
- {
- UnloadUnusedChunks();
- }
-
- TickMobs(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));
- }
- 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));
- }
- }
- m_RSList_copy.erase(m_RSList_copy.begin(),m_RSList_copy.end());
-}
-
-
-
-
-
-void cWorld::TickWeather(float a_Dt)
-{
- // There are no weather changes anywhere but in the Overworld:
- if (GetDimension() != dimOverworld)
- {
- return;
- }
-
- if (m_WeatherInterval > 0)
- {
- // Not yet, wait for the weather period to end
- m_WeatherInterval--;
- }
- else
- {
- // Change weather:
-
- // Pick a new weather. Only reasonable transitions allowed:
- eWeather NewWeather = m_Weather;
- switch (m_Weather)
- {
- case eWeather_Sunny: NewWeather = eWeather_Rain; break;
- case eWeather_ThunderStorm: NewWeather = eWeather_Rain; break;
- case eWeather_Rain:
- {
- // 1/8 chance of turning into a thunderstorm
- NewWeather = ((m_TickRand.randInt() % 256) < 32) ? eWeather_ThunderStorm : eWeather_Sunny;
- break;
- }
-
- default:
- {
- LOGWARNING("Unknown current weather: %d. Setting sunny.", m_Weather);
- ASSERT(!"Unknown weather");
- NewWeather = eWeather_Sunny;
- }
- }
-
- SetWeather(NewWeather);
- } // else (m_WeatherInterval > 0)
-
- if (m_Weather == eWeather_ThunderStorm)
- {
- // 0.5% chance per tick of thunderbolt
- if (m_TickRand.randInt() % 199 == 0)
- {
- CastThunderbolt(0, 0, 0); // TODO: find random possitions near players to cast thunderbolts.
- }
- }
-}
-
-
-
-
-
-void cWorld::TickMobs(float a_Dt)
-{
- // _X 2013_10_22: This is a quick fix for #283 - the world needs to be locked while ticking mobs
- cWorld::cLock Lock(*this);
-
- // before every Mob action, we have to count them depending on the distance to players, on their family ...
- cMobCensus MobCensus;
- m_ChunkMap->CollectMobCensus(MobCensus);
- if (m_bAnimals)
- {
- // Spawning is enabled, spawn now:
- static const cMonster::eFamily AllFamilies[] =
- {
- cMonster::mfHostile,
- cMonster::mfPassive,
- cMonster::mfAmbient,
- cMonster::mfWater,
- } ;
- for (int i = 0; i < ARRAYCOUNT(AllFamilies); i++)
- {
- cMonster::eFamily Family = AllFamilies[i];
- int SpawnDelay = cMonster::GetSpawnDelay(Family);
- if (
- (m_LastSpawnMonster[Family] > m_WorldAge - SpawnDelay) || // Not reached the needed ticks before the next round
- MobCensus.IsCapped(Family)
- )
- {
- continue;
- }
- m_LastSpawnMonster[Family] = m_WorldAge;
- cMobSpawner Spawner(Family, m_AllowedMobs);
- if (Spawner.CanSpawnAnything())
- {
- m_ChunkMap->SpawnMobs(Spawner);
- // do the spawn
- for (cMobSpawner::tSpawnedContainer::const_iterator itr2 = Spawner.getSpawned().begin(); itr2 != Spawner.getSpawned().end(); itr2++)
- {
- SpawnMobFinalize(*itr2);
- }
- }
- } // for i - AllFamilies[]
- } // if (Spawning enabled)
-
- // move close mobs
- cMobProximityCounter::sIterablePair allCloseEnoughToMoveMobs = MobCensus.GetProximityCounter().getMobWithinThosesDistances(-1, 64 * 16);// MG TODO : deal with this magic number (the 16 is the size of a block)
- for(cMobProximityCounter::tDistanceToMonster::const_iterator itr = allCloseEnoughToMoveMobs.m_Begin; itr != allCloseEnoughToMoveMobs.m_End; itr++)
- {
- itr->second.m_Monster.Tick(a_Dt, itr->second.m_Chunk);
- }
-
- // remove too far mobs
- cMobProximityCounter::sIterablePair allTooFarMobs = MobCensus.GetProximityCounter().getMobWithinThosesDistances(128 * 16, -1);// MG TODO : deal with this magic number (the 16 is the size of a block)
- for(cMobProximityCounter::tDistanceToMonster::const_iterator itr = allTooFarMobs.m_Begin; itr != allTooFarMobs.m_End; itr++)
- {
- itr->second.m_Monster.Destroy(true);
- }
-}
-
-
-
-
-
-void cWorld::TickQueuedTasks(void)
-{
- // Make a copy of the tasks to avoid deadlocks on accessing m_Tasks
- cTasks Tasks;
- {
- cCSLock Lock(m_CSTasks);
- std::swap(Tasks, m_Tasks);
- }
-
- // Execute and delete each task:
- for (cTasks::iterator itr = Tasks.begin(), end = Tasks.end(); itr != end; ++itr)
- {
- (*itr)->Run(*this);
- delete *itr;
- } // for itr - m_Tasks[]
-}
-
-
-
-
-
-void cWorld::TickClients(float a_Dt)
-{
- cClientHandleList RemoveClients;
- {
- cCSLock Lock(m_CSClients);
-
- // Remove clients scheduled for removal:
- for (cClientHandleList::iterator itr = m_ClientsToRemove.begin(), end = m_ClientsToRemove.end(); itr != end; ++itr)
- {
- m_Clients.remove(*itr);
- } // for itr - m_ClientsToRemove[]
- m_ClientsToRemove.clear();
-
- // Add clients scheduled for adding:
- for (cClientHandleList::iterator itr = m_ClientsToAdd.begin(), end = m_ClientsToAdd.end(); itr != end; ++itr)
- {
- if (std::find(m_Clients.begin(), m_Clients.end(), *itr) != m_Clients.end())
- {
- ASSERT(!"Adding a client that is already in the clientlist");
- continue;
- }
- m_Clients.push_back(*itr);
- } // for itr - m_ClientsToRemove[]
- m_ClientsToAdd.clear();
-
- // Tick the clients, take out those that have been destroyed into RemoveClients
- for (cClientHandleList::iterator itr = m_Clients.begin(); itr != m_Clients.end();)
- {
- if ((*itr)->IsDestroyed())
- {
- // Remove the client later, when CS is not held, to avoid deadlock
- RemoveClients.push_back(*itr);
- itr = m_Clients.erase(itr);
- continue;
- }
- (*itr)->Tick(a_Dt);
- ++itr;
- } // for itr - m_Clients[]
- }
-
- // Delete the clients that have been destroyed
- for (cClientHandleList::iterator itr = RemoveClients.begin(); itr != RemoveClients.end(); ++itr)
- {
- delete *itr;
- } // for itr - RemoveClients[]
-}
-
-
-
-
-
-void cWorld::UpdateSkyDarkness(void)
-{
- int TempTime = (int)m_TimeOfDay;
- if (TempTime <= TIME_SUNSET)
- {
- m_SkyDarkness = 0;
- }
- else if (TempTime <= TIME_NIGHT_START)
- {
- m_SkyDarkness = (TIME_NIGHT_START - TempTime) / TIME_SPAWN_DIVISOR;
- }
- else if (TempTime <= TIME_NIGHT_END)
- {
- m_SkyDarkness = 8;
- }
- else
- {
- m_SkyDarkness = (TIME_SUNRISE - TempTime) / TIME_SPAWN_DIVISOR;
- }
-}
-
-
-
-
-
-void cWorld::WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- return m_ChunkMap->WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ);
-}
-
-
-
-
-
-/// Wakes up the simulators for the specified area of blocks
-void cWorld::WakeUpSimulatorsInArea(int a_MinBlockX, int a_MaxBlockX, int a_MinBlockY, int a_MaxBlockY, int a_MinBlockZ, int a_MaxBlockZ)
-{
- return m_ChunkMap->WakeUpSimulatorsInArea(a_MinBlockX, a_MaxBlockX, a_MinBlockY, a_MaxBlockY, a_MinBlockZ, a_MaxBlockZ);
-}
-
-
-
-
-
-bool cWorld::ForEachBlockEntityInChunk(int a_ChunkX, int a_ChunkZ, cBlockEntityCallback & a_Callback)
-{
- return m_ChunkMap->ForEachBlockEntityInChunk(a_ChunkX, a_ChunkZ, a_Callback);
-}
-
-
-
-
-
-bool cWorld::ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback)
-{
- return m_ChunkMap->ForEachChestInChunk(a_ChunkX, a_ChunkZ, a_Callback);
-}
-
-
-
-
-
-bool cWorld::ForEachDispenserInChunk(int a_ChunkX, int a_ChunkZ, cDispenserCallback & a_Callback)
-{
- return m_ChunkMap->ForEachDispenserInChunk(a_ChunkX, a_ChunkZ, a_Callback);
-}
-
-
-
-
-
-bool cWorld::ForEachDropperInChunk(int a_ChunkX, int a_ChunkZ, cDropperCallback & a_Callback)
-{
- return m_ChunkMap->ForEachDropperInChunk(a_ChunkX, a_ChunkZ, a_Callback);
-}
-
-
-
-
-
-bool cWorld::ForEachDropSpenserInChunk(int a_ChunkX, int a_ChunkZ, cDropSpenserCallback & a_Callback)
-{
- return m_ChunkMap->ForEachDropSpenserInChunk(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);
-}
-
-
-
-
-
-void cWorld::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, bool a_CanCauseFire, eExplosionSource a_Source, void * a_SourceData)
-{
- if (cPluginManager::Get()->CallHookExploding(*this, a_ExplosionSize, a_CanCauseFire, a_BlockX, a_BlockY, a_BlockZ, a_Source, a_SourceData) || (a_ExplosionSize <= 0))
- {
- return;
- }
-
- // TODO: Add damage to entities, add support for pickups, and implement block hardiness
- Vector3d explosion_pos = Vector3d(a_BlockX, a_BlockY, a_BlockZ);
- cVector3iArray BlocksAffected;
- m_ChunkMap->DoExplosionAt(a_ExplosionSize, a_BlockX, a_BlockY, a_BlockZ, BlocksAffected);
- BroadcastSoundEffect("random.explode", (int)floor(a_BlockX * 8), (int)floor(a_BlockY * 8), (int)floor(a_BlockZ * 8), 1.0f, 0.6f);
- {
- cCSLock Lock(m_CSPlayers);
- for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
- {
- cClientHandle * ch = (*itr)->GetClientHandle();
- if ((ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
- {
- continue;
- }
- Vector3d distance_explosion = (*itr)->GetPosition() - explosion_pos;
- if (distance_explosion.SqrLength() < 4096.0)
- {
- double real_distance = std::max(0.004, sqrt(distance_explosion.SqrLength()));
- double power = a_ExplosionSize / real_distance;
- if (power <= 1)
- {
- power = 0;
- }
- distance_explosion.Normalize();
- distance_explosion *= power;
- ch->SendExplosion(a_BlockX, a_BlockY, a_BlockZ, (float)a_ExplosionSize, BlocksAffected, distance_explosion);
- }
- }
- }
- cPluginManager::Get()->CallHookExploded(*this, a_ExplosionSize, a_CanCauseFire, a_BlockX, a_BlockY, a_BlockZ, a_Source, a_SourceData);
-}
-
-
-
-
-
-bool cWorld::DoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBlockEntityCallback & a_Callback)
-{
- return m_ChunkMap->DoWithBlockEntityAt(a_BlockX, a_BlockY, a_BlockZ, 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::DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback)
-{
- return m_ChunkMap->DoWithDispenserAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
-}
-
-
-
-
-
-bool cWorld::DoWithDropperAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropperCallback & a_Callback)
-{
- return m_ChunkMap->DoWithDropperAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
-}
-
-
-
-
-
-bool cWorld::DoWithDropSpenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserCallback & a_Callback)
-{
- return m_ChunkMap->DoWithDropSpenserAt(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);
-}
-
-
-
-
-
-bool cWorld::DoWithChunk(int a_ChunkX, int a_ChunkZ, cChunkCallback & a_Callback)
-{
- return m_ChunkMap->DoWithChunk(a_ChunkX, a_ChunkZ, a_Callback);
-}
-
-
-
-
-
-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, NIBBLETYPE 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_WorldAge & 0xffffffff), Logs, Other); break;
- case E_META_SAPLING_BIRCH: GetBirchTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldAge & 0xffffffff), Logs, Other); break;
- case E_META_SAPLING_CONIFER: GetConiferTreeImage(a_X, a_Y, a_Z, Noise, (int)(m_WorldAge & 0xffffffff), Logs, Other); break;
- case E_META_SAPLING_JUNGLE: GetJungleTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldAge & 0xffffffff), Logs, Other); break;
- }
- Other.insert(Other.begin(), Logs.begin(), Logs.end());
- Logs.clear();
- GrowTreeImage(Other);
-}
-
-
-
-
-
-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_WorldAge & 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::GrowRipePlant(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_CARROTS:
- {
- if (a_IsByBonemeal && !m_IsCarrotsBonemealable)
- {
- return false;
- }
- if (BlockMeta < 7)
- {
- FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
- }
- return true;
- }
-
- case E_BLOCK_CROPS:
- {
- if (a_IsByBonemeal && !m_IsCropsBonemealable)
- {
- 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_POTATOES:
- {
- if (a_IsByBonemeal && !m_IsPotatoesBonemealable)
- {
- return false;
- }
- if (BlockMeta < 7)
- {
- FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
- }
- 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 type)
- 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::GrowCactus(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow)
-{
- m_ChunkMap->GrowCactus(a_BlockX, a_BlockY, a_BlockZ, a_NumBlocksToGrow);
-}
-
-
-
-
-
-void cWorld::GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType)
-{
- MTRand Rand;
- m_ChunkMap->GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, Rand);
-}
-
-
-
-
-
-void cWorld::GrowSugarcane(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow)
-{
- m_ChunkMap->GrowSugarcane(a_BlockX, a_BlockY, a_BlockZ, a_NumBlocksToGrow);
-}
-
-
-
-
-
-int cWorld::GetBiomeAt (int a_BlockX, int a_BlockZ)
-{
- return m_ChunkMap->GetBiomeAt(a_BlockX, a_BlockZ);
-}
-
-
-
-
-
-void cWorld::SetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
-{
- if (a_BlockType == E_BLOCK_AIR)
- {
- BlockHandler(GetBlock(a_BlockX, a_BlockY, a_BlockZ))->OnDestroyed(this, a_BlockX, a_BlockY, a_BlockZ);
- }
- m_ChunkMap->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
-
- BlockHandler(a_BlockType)->OnPlaced(this, a_BlockX, a_BlockY, a_BlockZ, a_BlockType, 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));
-}
-
-
-
-
-
-void cWorld::QueueSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_TickDelay)
-{
- m_ChunkMap->QueueSetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta, GetWorldAge() + a_TickDelay);
-}
-
-
-
-
-
-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);
-}
-
-
-
-
-
-NIBBLETYPE cWorld::GetBlockBlockLight(int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- return m_ChunkMap->GetBlockBlockLight(a_BlockX, a_BlockY, a_BlockZ);
-}
-
-
-
-
-
-bool cWorld::GetBlockTypeMeta(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta)
-{
- return m_ChunkMap->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, (BLOCKTYPE &)a_BlockType, (NIBBLETYPE &)a_BlockMeta);
-}
-
-
-
-
-
-bool cWorld::GetBlockInfo(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight)
-{
- return m_ChunkMap->GetBlockInfo(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_Meta, a_SkyLight, a_BlockLight);
-}
-
-
-
-
-
-bool cWorld::WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes)
-{
- return m_ChunkMap->WriteBlockArea(a_Area, a_MinBlockX, a_MinBlockY, a_MinBlockZ, a_DataTypes);
-}
-
-
-
-
-
-void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed, bool IsPlayerCreated)
-{
- 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) - 500));
- float SpeedZ = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
-
- cPickup * Pickup = new cPickup(
- a_BlockX, a_BlockY, a_BlockZ,
- *itr, IsPlayerCreated, 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, bool IsPlayerCreated)
-{
- for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
- {
- cPickup * Pickup = new cPickup(
- a_BlockX, a_BlockY, a_BlockZ,
- *itr, IsPlayerCreated, (float)a_SpeedX, (float)a_SpeedY, (float)a_SpeedZ
- );
- Pickup->Initialize(this);
- }
-}
-
-
-
-
-
-void cWorld::SpawnPrimedTNT(double a_X, double a_Y, double a_Z, double a_FuseTimeInSec, double a_InitialVelocityCoeff)
-{
- cTNTEntity * TNT = new cTNTEntity(a_X, a_Y, a_Z, a_FuseTimeInSec);
- TNT->Initialize(this);
- // TODO: Add a bit of speed in horiz and vert axes, based on the a_InitialVelocityCoeff
-}
-
-
-
-
-
-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);
-}
-
-
-
-
-
-bool cWorld::TryGetHeight(int a_BlockX, int a_BlockZ, int & a_Height)
-{
- return m_ChunkMap->TryGetHeight(a_BlockX, a_BlockZ, a_Height);
-}
-
-
-
-
-
-void cWorld::BroadcastAttachEntity(const cEntity & a_Entity, const cEntity * a_Vehicle)
-{
- return m_ChunkMap->BroadcastAttachEntity(a_Entity, a_Vehicle);
-}
-
-
-
-
-
-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::BroadcastBlockBreakAnimation(int a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage, const cClientHandle * a_Exclude)
-{
- m_ChunkMap->BroadcastBlockBreakAnimation(a_EntityID, a_BlockX, a_BlockY, a_BlockZ, a_Stage, 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::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::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::BroadcastCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude)
-{
- m_ChunkMap->BroadcastCollectPickup(a_Pickup, a_Player, a_Exclude);
-}
-
-
-
-
-
-void cWorld::BroadcastDestroyEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude)
-{
- m_ChunkMap->BroadcastDestroyEntity(a_Entity, 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::BroadcastEntityHeadLook(const cEntity & a_Entity, const cClientHandle * a_Exclude)
-{
- m_ChunkMap->BroadcastEntityHeadLook(a_Entity, a_Exclude);
-}
-
-
-
-
-
-void cWorld::BroadcastEntityLook(const cEntity & a_Entity, const cClientHandle * a_Exclude)
-{
- m_ChunkMap->BroadcastEntityLook(a_Entity, a_Exclude);
-}
-
-
-
-
-
-void cWorld::BroadcastEntityMetadata(const cEntity & a_Entity, const cClientHandle * a_Exclude)
-{
- m_ChunkMap->BroadcastEntityMetadata(a_Entity, a_Exclude);
-}
-
-
-
-
-
-void cWorld::BroadcastEntityRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude)
-{
- m_ChunkMap->BroadcastEntityRelMove(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude);
-}
-
-
-
-
-
-void cWorld::BroadcastEntityRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude)
-{
- m_ChunkMap->BroadcastEntityRelMoveLook(a_Entity, a_RelX, a_RelY, a_RelZ, 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::BroadcastEntityVelocity(const cEntity & a_Entity, const cClientHandle * a_Exclude)
-{
- m_ChunkMap->BroadcastEntityVelocity(a_Entity, a_Exclude);
-}
-
-
-
-
-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::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::BroadcastSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data, const cClientHandle * a_Exclude)
-{
- m_ChunkMap->BroadcastSoundParticleEffect(a_EffectID, a_SrcX, a_SrcY, a_SrcZ, a_Data, a_Exclude);
-}
-
-
-
-
-
-void cWorld::BroadcastSpawnEntity(cEntity & a_Entity, const cClientHandle * a_Exclude)
-{
- m_ChunkMap->BroadcastSpawnEntity(a_Entity, 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::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_WorldAge, m_TimeOfDay);
- }
-}
-
-
-
-
-
-void cWorld::BroadcastUseBed(const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- m_ChunkMap->BroadcastUseBed(a_Entity, a_BlockX, a_BlockY, a_BlockZ);
-}
-
-
-
-
-
-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::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_ChunkZ)
-{
- m_ChunkMap->MarkChunkDirty (a_ChunkX, a_ChunkZ);
-}
-
-
-
-
-
-void cWorld::MarkChunkSaving(int a_ChunkX, int a_ChunkZ)
-{
- m_ChunkMap->MarkChunkSaving(a_ChunkX, a_ChunkZ);
-}
-
-
-
-
-
-void cWorld::MarkChunkSaved (int a_ChunkX, int a_ChunkZ)
-{
- m_ChunkMap->MarkChunkSaved (a_ChunkX, a_ChunkZ);
-}
-
-
-
-
-
-void cWorld::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
-)
-{
- // 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_ChunkZ,
- a_BlockTypes, a_BlockMeta, a_BlockLight, a_BlockSkyLight,
- a_HeightMap, *Biomes,
- a_BlockEntities,
- a_MarkDirty
- );
-
- // Initialize the entities (outside the m_ChunkMap's CS, to fix FS #347):
- for (cEntityList::iterator itr = a_Entities.begin(), end = a_Entities.end(); itr != end; ++itr)
- {
- (*itr)->Initialize(this);
- }
-
- // If a client is requesting this chunk, send it to them:
- if (m_ChunkMap->HasChunkAnyClients(a_ChunkX, a_ChunkZ))
- {
- m_ChunkSender.ChunkReady(a_ChunkX, 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_ChunkZ, cChunkDataCallback & a_Callback)
-{
- return m_ChunkMap->GetChunkData(a_ChunkX, a_ChunkZ, a_Callback);
-}
-
-
-
-
-
-bool cWorld::GetChunkBlockTypes(int a_ChunkX, int a_ChunkZ, BLOCKTYPE * a_BlockTypes)
-{
- return m_ChunkMap->GetChunkBlockTypes(a_ChunkX, a_ChunkZ, a_BlockTypes);
-}
-
-
-
-
-
-bool cWorld::IsChunkValid(int a_ChunkX, int a_ChunkZ) const
-{
- return m_ChunkMap->IsChunkValid(a_ChunkX, a_ChunkZ);
-}
-
-
-
-
-
-bool cWorld::HasChunkAnyClients(int a_ChunkX, int a_ChunkZ) const
-{
- return m_ChunkMap->HasChunkAnyClients(a_ChunkX, a_ChunkZ);
-}
-
-
-
-
-
-void cWorld::UnloadUnusedChunks(void)
-{
- m_LastUnload = m_WorldAge;
- m_ChunkMap->UnloadUnusedChunks();
-}
-
-
-
-
-
-void cWorld::CollectPickupsByPlayer(cPlayer * a_Player)
-{
- m_ChunkMap->CollectPickupsByPlayer(a_Player);
-}
-
-
-
-
-
-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);
- }
-
- // Add the player's client to the list of clients to be ticked:
- if (a_Player->GetClientHandle() != NULL)
- {
- cCSLock Lock(m_CSClients);
- m_ClientsToAdd.push_back(a_Player->GetClientHandle());
- }
-
- // The player has already been added to the chunkmap as the entity, do NOT add again!
-}
-
-
-
-
-
-void cWorld::RemovePlayer(cPlayer * a_Player)
-{
- m_ChunkMap->RemoveEntity(a_Player);
- {
- cCSLock Lock(m_CSPlayers);
- m_Players.remove(a_Player);
- }
-
- // Remove the player's client from the list of clients to be ticked:
- if (a_Player->GetClientHandle() != NULL)
- {
- cCSLock Lock(m_CSClients);
- m_ClientsToRemove.push_back(a_Player->GetClientHandle());
- }
-}
-
-
-
-
-
-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_PlayerNameHint, cPlayerListCallback & a_Callback)
-{
- cPlayer * BestMatch = NULL;
- unsigned int BestRating = 0;
- unsigned int NameLength = a_PlayerNameHint.length();
-
- cCSLock Lock(m_CSPlayers);
- for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
- {
- unsigned int Rating = RateCompareString (a_PlayerNameHint, (*itr)->GetName());
- if (Rating >= BestRating)
- {
- BestMatch = *itr;
- BestRating = Rating;
- }
- if (Rating == NameLength) // Perfect match
- {
- break;
- }
- } // for itr - m_Players[]
-
- if (BestMatch != NULL)
- {
- LOG("Compared %s and %s with rating %i", a_PlayerNameHint.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 < ClosestDistance)
- {
- if (!LineOfSight.Trace(a_Pos,(Pos - a_Pos),(int)(Pos - a_Pos).Length()))
- {
- 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);
- }
- }
-}
-
-
-
-
-
-bool cWorld::ForEachEntity(cEntityCallback & a_Callback)
-{
- return m_ChunkMap->ForEachEntity(a_Callback);
-}
-
-
-
-
-
-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)
-{
- return m_ChunkMap->DoWithEntityByID(a_UniqueID, a_Callback);
-}
-
-
-
-
-
-void cWorld::CompareChunkClients(int a_ChunkX1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkZ2, cClientDiffCallback & a_Callback)
-{
- m_ChunkMap->CompareChunkClients(a_ChunkX1, a_ChunkZ1, a_ChunkX2, a_ChunkZ2, a_Callback);
-}
-
-
-
-
-
-bool cWorld::AddChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client)
-{
- return m_ChunkMap->AddChunkClient(a_ChunkX, a_ChunkZ, a_Client);
-}
-
-
-
-
-
-void cWorld::RemoveChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client)
-{
- m_ChunkMap->RemoveChunkClient(a_ChunkX, a_ChunkZ, a_Client);
-}
-
-
-
-
-
-void cWorld::RemoveClientFromChunks(cClientHandle * a_Client)
-{
- m_ChunkMap->RemoveClientFromChunks(a_Client);
-}
-
-
-
-
-
-void cWorld::SendChunkTo(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client)
-{
- m_ChunkSender.QueueSendChunkTo(a_ChunkX, 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);
-}
-
-
-
-
-
-bool cWorld::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)
-{
- 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 false;
- }
- if (m_ChunkMap->SetSignLines(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);
- return true;
- }
- return false;
-}
-
-
-
-
-
-bool 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)
-{
- return SetSignLines(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_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_WorldAge;
- m_ChunkMap->SaveAllChunks();
- m_Storage.QueueSavedMessage();
-}
-
-
-
-
-
-void cWorld::QueueSaveAllChunks(void)
-{
- QueueTask(new cWorld::cTaskSaveAllChunks);
-}
-
-
-
-
-
-void cWorld::QueueTask(cTask * a_Task)
-{
- cCSLock Lock(m_CSTasks);
- m_Tasks.push_back(a_Task);
-}
-
-
-
-
-
-void cWorld::AddEntity(cEntity * a_Entity)
-{
- m_ChunkMap->AddEntity(a_Entity);
-}
-
-
-
-
-
-bool cWorld::HasEntity(int a_UniqueID)
-{
- return m_ChunkMap->HasEntity(a_UniqueID);
-}
-
-
-
-
-
-void cWorld::RemoveEntity(cEntity * a_Entity)
-{
- m_ChunkMap->RemoveEntity(a_Entity);
-}
-
-
-
-
-
-/*
-unsigned int cWorld::GetNumPlayers(void)
-{
- 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(void)
-{
- 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->TicksToWait -= 1;
- if (Block->TicksToWait <= 0)
- {
- // TODO: Handle the case when the chunk is already unloaded
- BlockHandler(GetBlock(Block->X, Block->Y, Block->Z))->OnUpdate(this, Block->X, Block->Y, Block->Z);
- delete Block; // We don't 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
- }
- } // for itr - m_BlockTickQueueCopy[]
-}
-
-
-
-
-
-void cWorld::QueueBlockForTick(int a_BlockX, int a_BlockY, int a_BlockZ, int a_TicksToWait)
-{
- BlockTickQueueItem * Block = new BlockTickQueueItem;
- Block->X = a_BlockX;
- Block->Y = a_BlockY;
- Block->Z = a_BlockZ;
- Block->TicksToWait = a_TicksToWait;
-
- m_BlockTickQueue.push_back(Block);
-}
-
-
-
-
-
-bool cWorld::IsBlockDirectlyWatered(int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- return (
- IsBlockWater(GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ)) ||
- IsBlockWater(GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ)) ||
- IsBlockWater(GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1)) ||
- IsBlockWater(GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1))
- );
-}
-
-
-
-
-
-int cWorld::SpawnMob(double a_PosX, double a_PosY, double a_PosZ, cMonster::eType a_MonsterType)
-{
- cMonster * Monster = NULL;
-
- Monster = cMonster::NewMonsterFromType(a_MonsterType);
- if (Monster != NULL)
- {
- Monster->SetPosition(a_PosX, a_PosY, a_PosZ);
- }
-
- // Because it's logical that ALL mob spawns need spawn effects, not just spawners
- BroadcastSoundParticleEffect(2004, (int)a_PosX, (int)a_PosY, (int)a_PosZ, 0);
-
- return SpawnMobFinalize(Monster);
-}
-
-
-
-
-int cWorld::SpawnMobFinalize(cMonster * a_Monster)
-{
- if (!a_Monster)
- return -1;
- a_Monster->SetHealth(a_Monster->GetMaxHealth());
- if (cPluginManager::Get()->CallHookSpawningMonster(*this, *a_Monster))
- {
- delete a_Monster;
- return -1;
- }
- if (!a_Monster->Initialize(this))
- {
- delete a_Monster;
- return -1;
- }
- BroadcastSpawnEntity(*a_Monster);
- cPluginManager::Get()->CallHookSpawnedMonster(*this, *a_Monster);
-
- return a_Monster->GetUniqueID();
-}
-
-
-
-
-
-int cWorld::CreateProjectile(double a_PosX, double a_PosY, double a_PosZ, cProjectileEntity::eKind a_Kind, cEntity * a_Creator, const Vector3d * a_Speed)
-{
- cProjectileEntity * Projectile = cProjectileEntity::Create(a_Kind, a_Creator, a_PosX, a_PosY, a_PosZ, a_Speed);
- if (Projectile == NULL)
- {
- return -1;
- }
- if (!Projectile->Initialize(this))
- {
- delete Projectile;
- return -1;
- }
- BroadcastSpawnEntity(*Projectile);
- return Projectile->GetUniqueID();
-}
-
-
-
-
-
-void cWorld::TabCompleteUserName(const AString & a_Text, AStringVector & a_Results)
-{
- cCSLock Lock(m_CSPlayers);
- for (cPlayerList::iterator itr = m_Players.begin(), end = m_Players.end(); itr != end; ++itr)
- {
- size_t LastSpace = a_Text.find_last_of(" "); //Find the position of the last space
-
- std::string LastWord = a_Text.substr(LastSpace + 1, a_Text.length()); //Find the last word
- std::string PlayerName ((*itr)->GetName());
- std::size_t Found = PlayerName.find(LastWord); //Try to find last word in playername
-
- if (Found!=0)
- {
- continue; //No match
- }
-
- a_Results.push_back((*itr)->GetName()); //Match!
- }
-}
-
-
-
-
-
-cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock)
-{
- AString SimulatorNameKey;
- Printf(SimulatorNameKey, "%sSimulator", a_FluidName);
- AString SimulatorSectionName;
- Printf(SimulatorSectionName, "%sSimulator", a_FluidName);
- AString SimulatorName = a_IniFile.GetValueSet("Physics", SimulatorNameKey, "");
- if (SimulatorName.empty())
- {
- LOGWARNING("[Physics] %s not present or empty in %s, using the default of \"Floody\".", SimulatorNameKey.c_str(), GetIniFileName().c_str());
- SimulatorName = "Floody";
- }
-
- cFluidSimulator * res = NULL;
- bool IsWater = (strcmp(a_FluidName, "Water") == 0); // Used for defaults
- int Rate = 1;
- if (
- (NoCaseCompare(SimulatorName, "vaporize") == 0) ||
- (NoCaseCompare(SimulatorName, "vaporise") == 0)
- )
- {
- res = new cVaporizeFluidSimulator(*this, a_SimulateBlock, a_StationaryBlock);
- }
- else if (
- (NoCaseCompare(SimulatorName, "noop") == 0) ||
- (NoCaseCompare(SimulatorName, "nop") == 0) ||
- (NoCaseCompare(SimulatorName, "null") == 0) ||
- (NoCaseCompare(SimulatorName, "nil") == 0)
- )
- {
- res = new cNoopFluidSimulator(*this, a_SimulateBlock, a_StationaryBlock);
- }
- else
- {
- if (NoCaseCompare(SimulatorName, "floody") != 0)
- {
- // The simulator name doesn't match anything we have, issue a warning:
- LOGWARNING("%s [Physics]:%s specifies an unknown simulator, using the default \"Floody\".", GetIniFileName().c_str(), SimulatorNameKey.c_str());
- }
- int Falloff = a_IniFile.GetValueSetI(SimulatorSectionName, "Falloff", IsWater ? 1 : 2);
- int TickDelay = a_IniFile.GetValueSetI(SimulatorSectionName, "TickDelay", IsWater ? 5 : 30);
- int NumNeighborsForSource = a_IniFile.GetValueSetI(SimulatorSectionName, "NumNeighborsForSource", IsWater ? 2 : -1);
- res = new cFloodyFluidSimulator(*this, a_SimulateBlock, a_StationaryBlock, Falloff, TickDelay, NumNeighborsForSource);
- }
-
- m_SimulatorManager->RegisterSimulator(res, Rate);
-
- return res;
-}
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cWorld::cTaskSaveAllChunks:
-
-void cWorld::cTaskSaveAllChunks::Run(cWorld & a_World)
-{
- a_World.SaveAllChunks();
-}
-
-
-
-
-