From 3b47a07bac747be2be5e9f61152faa0a3d6b8044 Mon Sep 17 00:00:00 2001 From: Daniel O'Brien Date: Thu, 14 Nov 2013 00:50:47 +1100 Subject: Player Xp --- source/Defines.h | 3 + source/Entities/Player.cpp | 74 ++- source/Entities/Player.h | 44 +- source/World.h | 1488 ++++++++++++++++++++++---------------------- 4 files changed, 861 insertions(+), 748 deletions(-) (limited to 'source') diff --git a/source/Defines.h b/source/Defines.h index 60dab12be..f6c3d6b05 100644 --- a/source/Defines.h +++ b/source/Defines.h @@ -44,6 +44,9 @@ extern bool g_BlockIsSolid[256]; /// Can torches be placed on this block? extern bool g_BlockIsTorchPlaceable[256]; +/// Max Erperience that possible to be incremented at once +#define MAX_EXPERIENCE_ORB_SIZE 2000 //ie from a ender dragon + diff --git a/source/Entities/Player.cpp b/source/Entities/Player.cpp index 2e4199629..31834df39 100644 --- a/source/Entities/Player.cpp +++ b/source/Entities/Player.cpp @@ -1,4 +1,4 @@ - + #include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Player.h" @@ -33,6 +33,7 @@ + cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName) : super(etPlayer, 0.6, 1.8) , m_GameMode(eGameMode_NotSet) @@ -65,6 +66,10 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName) , m_EatingFinishTick(-1) , m_IsChargingBow(false) , m_BowCharge(0) + , m_XpLevel(0) + , m_XpP(0.f) + , m_XpTotal(0) + , m_XpNextLevelTotal(0) { LOGD("Created a player object for \"%s\" @ \"%s\" at %p, ID %d", a_PlayerName.c_str(), a_Client->GetIPString().c_str(), @@ -260,6 +265,67 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk) +bool cPlayer::SetExperience(int a_XpTotal) +{ + if(!(a_XpTotal >= 0) || (a_XpTotal > (INT_MAX - m_XpTotal))) + { + LOGWARNING("Tried to update experiece with an invalid Xp value: %d", a_XpTotal); + return false; //oops, they gave us a dodgey number + } + + + m_XpTotal = a_XpTotal; + + //now calculate XpP and XpLevel + //First Calc current level using quadratic eqn + m_XpLevel = CalcLevelFromXp(m_XpTotal); + + //calculate total Xp for next level + m_XpNextLevelTotal = XpAtLevel(m_XpLevel+1); + + //calulate Xp Percentage + m_XpP = (float)m_XpLevel / (float)m_XpNextLevelTotal; + + return true;//aka happy :) +} + + + + + +bool cPlayer::AddExperience(int a_Xp_delta) +{ + if(a_Xp_delta > MAX_EXPERIENCE_ORB_SIZE || a_Xp_delta < 0) + { + //value was too large or negative, abort and report + LOGWARNING("Attempt was made to increment Xp by %d, max is %d and must be positive", + a_Xp_delta, MAX_EXPERIENCE_ORB_SIZE); + return false; + } + + LOGD("Player \"%s\" earnt %d experience", m_PlayerName.c_str(), a_Xp_delta); + + //update Xp, note there is no min + m_XpTotal += a_Xp_delta; + + //update Xp percentage + if(m_XpTotal >= m_XpNextLevelTotal) + { + //oh actually, update their level first + + m_XpLevel++; + m_XpNextLevelTotal = XpAtLevel(m_XpLevel+1); + } + + m_XpP = (float)m_XpLevel / (float)m_XpNextLevelTotal; + + return true; +} + + + + + void cPlayer::StartChargingBow(void) { LOGD("Player \"%s\" started charging their bow", m_PlayerName.c_str()); @@ -1268,7 +1334,7 @@ bool cPlayer::LoadFromDisk() cFile f; if (!f.Open(SourceFile, cFile::fmRead)) { - // This is a new player whom we haven't seen yet, bail out, let them have the defaults + // This is a new player whom we haven't seen yet, bail, let them have the defaults return false; } @@ -1278,7 +1344,7 @@ bool cPlayer::LoadFromDisk() LOGWARNING("Cannot read player data from file \"%s\"", SourceFile.c_str()); return false; } - f.Close(); + f.Close(); //cool kids play nice Json::Value root; Json::Reader reader; @@ -1308,6 +1374,7 @@ bool cPlayer::LoadFromDisk() } m_Health = root.get("health", 0).asInt(); + m_XpLevel = root.get("experience", 0).asInt(); m_AirLevel = root.get("air", MAX_AIR_LEVEL).asInt(); m_FoodLevel = root.get("food", MAX_FOOD_LEVEL).asInt(); m_FoodSaturationLevel = root.get("foodSaturation", MAX_FOOD_LEVEL).asDouble(); @@ -1354,6 +1421,7 @@ bool cPlayer::SaveToDisk() root["rotation"] = JSON_PlayerRotation; root["inventory"] = JSON_Inventory; root["health"] = m_Health; + root["experience"] = m_XpTotal; root["air"] = m_AirLevel; root["food"] = m_FoodLevel; root["foodSaturation"] = m_FoodSaturationLevel; diff --git a/source/Entities/Player.h b/source/Entities/Player.h index 01efa3681..81552fcf1 100644 --- a/source/Entities/Player.h +++ b/source/Entities/Player.h @@ -63,6 +63,27 @@ public: /// Returns the currently equipped boots; empty item if none virtual cItem GetEquippedBoots(void) const override { return m_Inventory.GetEquippedBoots(); } + + /** Sets the experience total - XpTotal, updates XpLevel and XpP as appropriate + Returns true on success + should really only be called at init or player death + */ + bool SetExperience(int a_XpTotal); + + /* Adds Xp, will not inc more than MAX_EXPERIENCE_ORB_SIZE! + Returns true on success + Updates XpLevel and XpP appropriately + */ + bool AddExperience(int a_Xp_delta); + + /// Gets the experience total - XpTotal + inline int GetExperience(void) { return m_XpTotal; } + + /// Gets the current level - XpLevel + inline int GetExperienceLevel(void) { return m_XpLevel; } + + /// Gets the experience bar percentage - XpP + inline float GetExperiencePercentage(void) { return m_XpP; } /// Starts charging the equipped bow void StartChargingBow(void); @@ -289,7 +310,7 @@ public: virtual bool IsSubmerged(void) const{ return m_IsSubmerged; } // tolua_end - + // cEntity overrides: virtual bool IsCrouched (void) const { return m_IsCrouched; } virtual bool IsSprinting(void) const { return m_IsSprinting; } @@ -378,6 +399,27 @@ protected: /// The world tick in which eating will be finished. -1 if not eating Int64 m_EatingFinishTick; + + /// Player Xp levels etc + int m_XpLevel; //store this and m_XpP to save calculating each time + float m_XpP; //between 0 & 1 + int m_XpTotal; + int m_XpNextLevelTotal; //save calculating this often + + //Xp level defines + #define XP_TO_LEVEL15 255 + #define XP_PER_LEVEL_TO15 17 + #define XP_TO_LEVEL30 825 + + /// Caculates the Xp at a given level, ref: http://minecraft.gamepedia.com/XP + inline int XpAtLevel(int level) { return (int) ((level <= 15)? (15*level) : + ((level <= 31)? (1.5*level*level - 29.5*level + 360) : + (3.5*level*level - 151.5*level + 2220))); } + + /// inverse of XpAtLevel, ref: http://minecraft.gamepedia.com/XP values are as per this with pre-calculations + inline int CalcLevelFromXp(int XpTotal) { return (int) ((XpTotal <= XP_TO_LEVEL15)? XpTotal / XP_PER_LEVEL_TO15 : //level 0-15 or... + (XpTotal <= XP_TO_LEVEL30)? ( 29.5 + sqrt( 870.25 - (6 * ( 360 - XpTotal )))) / 3 : //level 15-30 + (151.5 + sqrt( 22952.25 - (14 * (2220 - XpTotal)))) / 7); }//level 30+ bool m_IsChargingBow; int m_BowCharge; diff --git a/source/World.h b/source/World.h index c4fd06d0b..ee4a23b14 100644 --- a/source/World.h +++ b/source/World.h @@ -1,744 +1,744 @@ - -#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 cPlayerListCallback; -typedef cItemCallback cEntityCallback; -typedef cItemCallback cChestCallback; -typedef cItemCallback cDispenserCallback; -typedef cItemCallback 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 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 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 chest in the specified chunk; returns true if all chests processed, false if the callback aborted by returning true - bool ForEachChestInChunk (int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp - - /// Calls the callback for each dispenser in the specified chunk; returns true if all dispensers processed, false if the callback aborted by returning true - bool ForEachDispenserInChunk(int a_ChunkX, int a_ChunkZ, cDispenserCallback & a_Callback); - - /// Calls the callback for each dropper in the specified chunk; returns true if all droppers processed, false if the callback aborted by returning true - bool ForEachDropperInChunk(int a_ChunkX, int a_ChunkZ, cDropperCallback & a_Callback); - - /// Calls the callback for each dropspenser in the specified chunk; returns true if all dropspensers processed, false if the callback aborted by returning true - bool ForEachDropSpenserInChunk(int a_ChunkX, int a_ChunkZ, cDropSpenserCallback & a_Callback); - - /// Calls the callback for each furnace in the specified chunk; returns true if all furnaces processed, false if the callback aborted by returning true - bool ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback & a_Callback); // Exported in ManualBindings.cpp - - /** Does an explosion with the specified strength at the specified coordinate - a_SourceData exact type depends on the a_Source: - | esOther | void * | - | esPrimedTNT | cTNTEntity * | - | esCreeper | cCreeper * | - | esBed | cVector3i * | - | esEnderCrystal | Vector3i * | - | esGhastFireball | cGhastFireball * | - | esWitherSkullBlack | TBD | - | esWitherSkullBlue | TBD | - | esWitherBirth | TBD | - | esPlugin | void * | - */ - void DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, bool a_CanCauseFire, eExplosionSource a_Source, void * a_SourceData); // tolua_export - - /// Calls the callback for the chest at the specified coords; returns false if there's no chest at those coords, true if found - bool DoWithChestAt (int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp - - /// Calls the callback for the dispenser at the specified coords; returns false if there's no dispenser at those coords or callback returns true, returns true if found - bool DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback); // Exported in ManualBindings.cpp - - /// Calls the callback for the dropper at the specified coords; returns false if there's no dropper at those coords or callback returns true, returns true if found - bool DoWithDropperAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropperCallback & a_Callback); // Exported in ManualBindings.cpp - - /// Calls the callback for the dropspenser at the specified coords; returns false if there's no dropspenser at those coords or callback returns true, returns true if found - bool DoWithDropSpenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserCallback & a_Callback); // Exported in ManualBindings.cpp - - /// Calls the callback for the furnace at the specified coords; returns false if there's no furnace at those coords or callback returns true, returns true if found - bool DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback); // Exported in ManualBindings.cpp - - /// Retrieves the test on the sign at the specified coords; returns false if there's no sign at those coords, true if found - bool GetSignLines (int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4); // Exported in ManualBindings.cpp - - /// a_Player is using block entity at [x, y, z], handle that: - void UseBlockEntity(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ) {m_ChunkMap->UseBlockEntity(a_Player, a_BlockX, a_BlockY, a_BlockZ); } // tolua_export - - /// Calls the callback for the chunk specified, with ChunkMapCS locked; returns false if the chunk doesn't exist, otherwise returns the same value as the callback - bool DoWithChunk(int a_ChunkX, int a_ChunkZ, cChunkCallback & a_Callback); - - void GrowTreeImage(const sSetBlockVector & a_Blocks); - - // tolua_begin - - /// Grows a tree at the specified coords, either from a sapling there, or based on the biome - void GrowTree (int a_BlockX, int a_BlockY, int a_BlockZ); - - /// Grows a tree at the specified coords, based on the sapling meta provided - void GrowTreeFromSapling(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_SaplingMeta); - - /// Grows a tree at the specified coords, based on the biome in the place - void GrowTreeByBiome (int a_BlockX, int a_BlockY, int a_BlockZ); - - /// Grows the plant at the specified block to its ripe stage (bonemeal used); returns false if the block is not growable. If a_IsBonemeal is true, block is not grown if not allowed in world.ini - bool GrowRipePlant(int a_BlockX, int a_BlockY, int a_BlockZ, bool a_IsByBonemeal = false); - - /// Grows a cactus present at the block specified by the amount of blocks specified, up to the max height specified in the config - void GrowCactus(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow); - - /// Grows a melon or a pumpkin next to the block specified (assumed to be the stem) - void GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType); - - /// Grows a sugarcane present at the block specified by the amount of blocks specified, up to the max height specified in the config - void GrowSugarcane(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow); - - /// Returns the biome at the specified coords. Reads the biome from the chunk, if loaded, otherwise uses the world generator to provide the biome value - int GetBiomeAt(int a_BlockX, int a_BlockZ); - - /// Returns the name of the world - const AString & GetName(void) const { return m_WorldName; } - - /// Returns the name of the world.ini file used by this world - const AString & GetIniFileName(void) const {return m_IniFileName; } - - // tolua_end - - inline static void AbsoluteToRelative( int & a_X, int & a_Y, int & a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ ) - { - // TODO: Use floor() instead of weird if statements - // Also fix Y - a_ChunkX = a_X/cChunkDef::Width; - if(a_X < 0 && a_X % cChunkDef::Width != 0) a_ChunkX--; - a_ChunkY = 0; - a_ChunkZ = a_Z/cChunkDef::Width; - if(a_Z < 0 && a_Z % cChunkDef::Width != 0) a_ChunkZ--; - - a_X = a_X - a_ChunkX*cChunkDef::Width; - a_Y = a_Y - a_ChunkY*cChunkDef::Height; - a_Z = a_Z - a_ChunkZ*cChunkDef::Width; - } - - inline static void BlockToChunk( int a_X, int a_Y, int a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ ) - { - // TODO: Use floor() instead of weird if statements - // Also fix Y - (void)a_Y; // not unused anymore - a_ChunkX = a_X/cChunkDef::Width; - if(a_X < 0 && a_X % cChunkDef::Width != 0) a_ChunkX--; - a_ChunkY = 0; - a_ChunkZ = a_Z/cChunkDef::Width; - if(a_Z < 0 && a_Z % cChunkDef::Width != 0) a_ChunkZ--; - } - - /// Saves all chunks immediately. Dangerous interface, may deadlock, use QueueSaveAllChunks() instead - void SaveAllChunks(void); - - /// Queues a task to save all chunks onto the tick thread. The prefferred way of saving chunks from external sources - void QueueSaveAllChunks(void); // tolua_export - - /// Queues a task onto the tick thread. The task object will be deleted once the task is finished - void QueueTask(cTask * a_Task); // 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 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 m_RSList; - - std::vector m_BlockTickQueue; - std::vector 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 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 - - - - + +#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 cPlayerListCallback; +typedef cItemCallback cEntityCallback; +typedef cItemCallback cChestCallback; +typedef cItemCallback cDispenserCallback; +typedef cItemCallback 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 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 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 chest in the specified chunk; returns true if all chests processed, false if the callback aborted by returning true + bool ForEachChestInChunk (int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp + + /// Calls the callback for each dispenser in the specified chunk; returns true if all dispensers processed, false if the callback aborted by returning true + bool ForEachDispenserInChunk(int a_ChunkX, int a_ChunkZ, cDispenserCallback & a_Callback); + + /// Calls the callback for each dropper in the specified chunk; returns true if all droppers processed, false if the callback aborted by returning true + bool ForEachDropperInChunk(int a_ChunkX, int a_ChunkZ, cDropperCallback & a_Callback); + + /// Calls the callback for each dropspenser in the specified chunk; returns true if all dropspensers processed, false if the callback aborted by returning true + bool ForEachDropSpenserInChunk(int a_ChunkX, int a_ChunkZ, cDropSpenserCallback & a_Callback); + + /// Calls the callback for each furnace in the specified chunk; returns true if all furnaces processed, false if the callback aborted by returning true + bool ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback & a_Callback); // Exported in ManualBindings.cpp + + /** Does an explosion with the specified strength at the specified coordinate + a_SourceData exact type depends on the a_Source: + | esOther | void * | + | esPrimedTNT | cTNTEntity * | + | esCreeper | cCreeper * | + | esBed | cVector3i * | + | esEnderCrystal | Vector3i * | + | esGhastFireball | cGhastFireball * | + | esWitherSkullBlack | TBD | + | esWitherSkullBlue | TBD | + | esWitherBirth | TBD | + | esPlugin | void * | + */ + void DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, bool a_CanCauseFire, eExplosionSource a_Source, void * a_SourceData); // tolua_export + + /// Calls the callback for the chest at the specified coords; returns false if there's no chest at those coords, true if found + bool DoWithChestAt (int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp + + /// Calls the callback for the dispenser at the specified coords; returns false if there's no dispenser at those coords or callback returns true, returns true if found + bool DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback); // Exported in ManualBindings.cpp + + /// Calls the callback for the dropper at the specified coords; returns false if there's no dropper at those coords or callback returns true, returns true if found + bool DoWithDropperAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropperCallback & a_Callback); // Exported in ManualBindings.cpp + + /// Calls the callback for the dropspenser at the specified coords; returns false if there's no dropspenser at those coords or callback returns true, returns true if found + bool DoWithDropSpenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserCallback & a_Callback); // Exported in ManualBindings.cpp + + /// Calls the callback for the furnace at the specified coords; returns false if there's no furnace at those coords or callback returns true, returns true if found + bool DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback); // Exported in ManualBindings.cpp + + /// Retrieves the test on the sign at the specified coords; returns false if there's no sign at those coords, true if found + bool GetSignLines (int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4); // Exported in ManualBindings.cpp + + /// a_Player is using block entity at [x, y, z], handle that: + void UseBlockEntity(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ) {m_ChunkMap->UseBlockEntity(a_Player, a_BlockX, a_BlockY, a_BlockZ); } // tolua_export + + /// Calls the callback for the chunk specified, with ChunkMapCS locked; returns false if the chunk doesn't exist, otherwise returns the same value as the callback + bool DoWithChunk(int a_ChunkX, int a_ChunkZ, cChunkCallback & a_Callback); + + void GrowTreeImage(const sSetBlockVector & a_Blocks); + + // tolua_begin + + /// Grows a tree at the specified coords, either from a sapling there, or based on the biome + void GrowTree (int a_BlockX, int a_BlockY, int a_BlockZ); + + /// Grows a tree at the specified coords, based on the sapling meta provided + void GrowTreeFromSapling(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_SaplingMeta); + + /// Grows a tree at the specified coords, based on the biome in the place + void GrowTreeByBiome (int a_BlockX, int a_BlockY, int a_BlockZ); + + /// Grows the plant at the specified block to its ripe stage (bonemeal used); returns false if the block is not growable. If a_IsBonemeal is true, block is not grown if not allowed in world.ini + bool GrowRipePlant(int a_BlockX, int a_BlockY, int a_BlockZ, bool a_IsByBonemeal = false); + + /// Grows a cactus present at the block specified by the amount of blocks specified, up to the max height specified in the config + void GrowCactus(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow); + + /// Grows a melon or a pumpkin next to the block specified (assumed to be the stem) + void GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType); + + /// Grows a sugarcane present at the block specified by the amount of blocks specified, up to the max height specified in the config + void GrowSugarcane(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow); + + /// Returns the biome at the specified coords. Reads the biome from the chunk, if loaded, otherwise uses the world generator to provide the biome value + int GetBiomeAt(int a_BlockX, int a_BlockZ); + + /// Returns the name of the world + const AString & GetName(void) const { return m_WorldName; } + + /// Returns the name of the world.ini file used by this world + const AString & GetIniFileName(void) const {return m_IniFileName; } + + // tolua_end + + inline static void AbsoluteToRelative( int & a_X, int & a_Y, int & a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ ) + { + // TODO: Use floor() instead of weird if statements + // Also fix Y + a_ChunkX = a_X/cChunkDef::Width; + if(a_X < 0 && a_X % cChunkDef::Width != 0) a_ChunkX--; + a_ChunkY = 0; + a_ChunkZ = a_Z/cChunkDef::Width; + if(a_Z < 0 && a_Z % cChunkDef::Width != 0) a_ChunkZ--; + + a_X = a_X - a_ChunkX*cChunkDef::Width; + a_Y = a_Y - a_ChunkY*cChunkDef::Height; + a_Z = a_Z - a_ChunkZ*cChunkDef::Width; + } + + inline static void BlockToChunk( int a_X, int a_Y, int a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ ) + { + // TODO: Use floor() instead of weird if statements + // Also fix Y + (void)a_Y; // not unused anymore + a_ChunkX = a_X/cChunkDef::Width; + if(a_X < 0 && a_X % cChunkDef::Width != 0) a_ChunkX--; + a_ChunkY = 0; + a_ChunkZ = a_Z/cChunkDef::Width; + if(a_Z < 0 && a_Z % cChunkDef::Width != 0) a_ChunkZ--; + } + + /// Saves all chunks immediately. Dangerous interface, may deadlock, use QueueSaveAllChunks() instead + void SaveAllChunks(void); + + /// Queues a task to save all chunks onto the tick thread. The prefferred way of saving chunks from external sources + void QueueSaveAllChunks(void); // tolua_export + + /// Queues a task onto the tick thread. The task object will be deleted once the task is finished + void QueueTask(cTask * a_Task); // 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 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 m_RSList; + + std::vector m_BlockTickQueue; + std::vector 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 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 + + + + -- cgit v1.2.3