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#pragma once
#ifndef _WIN32
#include "BlockID.h"
#else
enum ENUM_ITEM_ID;
#endif
#include <list>
class cWaterSimulator;
class cChunkMap;
class cItem;
class cCriticalSection;
class cPlayer;
class cClientHandle;
class cChunk;
class cEntity;
class cBlockEntity;
class cWorld //tolua_export
{ //tolua_export
public:
typedef std::list< cClientHandle* > ClientList;
typedef std::list< cEntity* > EntityList;
typedef std::list< cChunk* > ChunkList;
typedef std::list< cPlayer* > PlayerList;
static cWorld* GetWorld(); //tolua_export
// Return time in seconds
inline static float GetTime() //tolua_export
{
return m_Time;
}
long long GetWorldTime() { return m_WorldTime; } //tolua_export
int GetGameMode() { return m_GameMode; } //return gamemode for world
void SetWorldTime(long long a_WorldTime) { m_WorldTime = a_WorldTime; } //tolua_export
cChunk* GetChunk( int a_X, int a_Y, int a_Z );
cChunk* GetChunkUnreliable( int a_X, int a_Y, int a_Z );
cChunk* GetChunkOfBlock( int a_X, int a_Y, int a_Z );
char GetHeight( int a_X, int a_Z ); //tolua_export
//void AddClient( cClientHandle* a_Client );
//void RemoveClient( cClientHandle* a_Client );
//ClientList & GetClients();
void AddPlayer( cPlayer* a_Player );
void RemovePlayer( cPlayer* a_Player );
PlayerList & GetAllPlayers();
typedef struct lua_State lua_State;
void GetAllPlayers( lua_State* L ); // >> EXPORTED IN MANUALBINDINGS <<
unsigned int GetNumPlayers(); //tolua_export
cPlayer* GetPlayer( const char* a_PlayerName ); //tolua_export
void AddEntity( cEntity* a_Entity );
bool RemoveEntityFromChunk( cEntity & a_Entity, cChunk* a_CalledFrom = 0 );
EntityList & GetEntities();
cEntity* GetEntity( int a_UniqueID ); //tolua_export
void SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); //tolua_export
void FastSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); //tolua_export
char GetBlock( int a_X, int a_Y, int a_Z ); //tolua_export
char GetBlockMeta( int a_X, int a_Y, int a_Z ); //tolua_export
void SetBlockMeta( int a_X, int a_Y, int a_Z, char a_MetaData ); //tolua_export
bool DigBlock( int a_X, int a_Y, int a_Z, cItem & a_PickupItem ); //tolua_export
void SendBlockTo( int a_X, int a_Y, int a_Z, cPlayer* a_Player ); //tolua_export
const double & GetSpawnX() { return m_SpawnX; } //tolua_export
const double & GetSpawnY(); //tolua_export
const double & GetSpawnZ() { return m_SpawnZ; } //tolua_export
cBlockEntity* GetBlockEntity( int a_X, int a_Y, int a_Z ); //tolua_export
void GrowTree( int a_X, int a_Y, int a_Z ); //tolua_export
unsigned int GetWorldSeed() { return m_WorldSeed; } //tolua_export
const char* GetName(); //tolua_export
inline static void AbsoluteToRelative( int & a_X, int & a_Y, int & a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ )
{
(void)a_Y; // not unused anymore
a_ChunkX = a_X/16;
if(a_X < 0 && a_X % 16 != 0) a_ChunkX--;
a_ChunkY = 0;
a_ChunkZ = a_Z/16;
if(a_Z < 0 && a_Z % 16 != 0) a_ChunkZ--;
a_X = a_X - a_ChunkX*16;
//a_Y = a_Y - a_ChunkY*16;
a_Z = a_Z - a_ChunkZ*16;
}
inline static void BlockToChunk( int a_X, int a_Y, int a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ )
{
(void)a_Y; // not unused anymore
a_ChunkX = a_X/16;
if(a_X < 0 && a_X % 16 != 0) a_ChunkX--;
a_ChunkY = 0;
a_ChunkZ = a_Z/16;
if(a_Z < 0 && a_Z % 16 != 0) a_ChunkZ--;
}
void SaveAllChunks();
void Tick(float a_Dt);
void LockClientHandle();
void UnlockClientHandle();
void LockEntities();
void UnlockEntities();
void LockChunks();
void UnlockChunks();
void ReSpreadLighting( cChunk* a_Chunk );
void RemoveSpread( cChunk* a_Chunk );
void InitializeSpawn();
private:
friend class cRoot;
cWorld( const char* a_WorldName );
~cWorld();
struct sWorldState;
sWorldState* m_pState;
void AddToRemoveEntityQueue( cEntity & a_Entity );
void RemoveEntity( cEntity* a_Entity );
void UnloadUnusedChunks();
double m_SpawnX;
double m_SpawnY;
double m_SpawnZ;
float m_LastUnload;
float m_LastSave;
static float m_Time; // Time in seconds
long long m_WorldTime; // Time in seconds*20, this is sent to clients (is wrapped)
int m_GameMode;
float m_WorldTimeFraction; // When this > 1.f m_WorldTime is incremented by 20
cWaterSimulator* m_WaterSimulator;
cCriticalSection* m_ClientHandleCriticalSection;
cCriticalSection* m_EntitiesCriticalSection;
cCriticalSection* m_ChunksCriticalSection;
cChunkMap* m_ChunkMap;
bool m_bAnimals;
float m_SpawnMonsterTime;
float m_SpawnMonsterRate;
unsigned int m_WorldSeed;
}; //tolua_export
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