summaryrefslogtreecommitdiffstats
path: root/source/cWorld.h
blob: 3f8080f06fea00f67f5368178f3c599a4454dc5b (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377

#pragma once

#ifndef _WIN32
	#include "BlockID.h"
#else
	enum ENUM_ITEM_ID;
#endif

#define MAX_PLAYERS 65535

#include "cSimulatorManager.h"
#include "MersenneTwister.h"
#include "cChunkMap.h"
#include "WorldStorage.h"
#include "cChunkGenerator.h"
#include "Vector3i.h"
#include "Vector3f.h"
#include "ChunkSender.h"
#include "Defines.h"
#include "LightingThread.h"





class cPacket;
class cRedstone;
class cFireSimulator;
class cWaterSimulator;
class cLavaSimulator;
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
typedef std::list< cPlayer * > cPlayerList;
typedef cItemCallback<cPlayer> cPlayerListCallback;
typedef cItemCallback<cEntity> cEntityCallback;





class cWorld													//tolua_export
{																//tolua_export
public:

	OBSOLETE static cWorld* GetWorld();

	// Return time in seconds
	inline static float GetTime()													//tolua_export
	{
		return m_Time;
	}
	long long GetWorldTime(void) const { return m_WorldTime; }						//tolua_export

	eGameMode GetGameMode(void) const { return m_GameMode; }						//tolua_export

	void SetWorldTime(long long a_WorldTime) { m_WorldTime = a_WorldTime; }			//tolua_export

	int GetHeight( int a_X, int a_Z );												//tolua_export

	void Broadcast( const cPacket & a_Packet, cClientHandle* a_Exclude = 0 );
	void BroadcastToChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const cPacket & a_Packet, cClientHandle * a_Exclude = NULL);
	void BroadcastToChunkOfBlock(int a_X, int a_Y, int a_Z, cPacket * a_Packet, cClientHandle * a_Exclude = NULL);
	
	void MarkChunkDirty (int a_ChunkX, int a_ChunkY, int a_ChunkZ);
	void MarkChunkSaving(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
	void MarkChunkSaved (int a_ChunkX, int a_ChunkY, 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_ChunkY, int a_ChunkZ, 
		const BLOCKTYPE *  a_BlockTypes,
		const NIBBLETYPE * a_BlockMeta,
		const NIBBLETYPE * a_BlockLight,
		const NIBBLETYPE * a_BlockSkyLight,
		const cChunkDef::HeightMap * a_HeightMap,
		const cChunkDef::BiomeMap  * a_BiomeMap,
		cEntityList & a_Entities,
		cBlockEntityList & a_BlockEntities,
		bool a_MarkDirty
	);
	
	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_ChunkY, int a_ChunkZ, cChunkDataCallback & a_Callback);
	
	/// Gets the chunk's blocks, only the block types
	bool GetChunkBlockTypes(int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockTypes);
	
	/// Gets the chunk's blockdata, the entire 4 arrays (Types, Meta, Light, SkyLight)
	bool GetChunkBlockData (int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockData);
	
	bool IsChunkValid      (int a_ChunkX, int a_ChunkY, int a_ChunkZ) const;
	bool HasChunkAnyClients(int a_ChunkX, int a_ChunkY, int a_ChunkZ) const;
	
	void UnloadUnusedChunks(void);    // tolua_export
	
	void CollectPickupsByPlayer(cPlayer * a_Player);

	// MOTD
	const AString & GetDescription(void) const {return m_Description; }	// FIXME: This should not be in cWorld

	// Max Players
	unsigned int GetMaxPlayers(void) const {return m_MaxPlayers; }					//tolua_export
	void SetMaxPlayers(int iMax);													//tolua_export

	void AddPlayer( cPlayer* a_Player );
	void RemovePlayer( cPlayer* a_Player );

 	bool ForEachPlayer(cPlayerListCallback & a_Callback);  // >> EXPORTED IN MANUALBINDINGS <<
	
	unsigned int GetNumPlayers();													//tolua_export
	
	// TODO: This interface is dangerous - rewrite to DoWithPlayer(playername, action)
	cPlayer * GetPlayer( const char * a_PlayerName );								//tolua_export
	
	// 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

	void AddEntity( cEntity* a_Entity );
	
	/// Add an entity to the chunk specified; broadcasts the a_SpawnPacket to all clients of that chunk
	void AddEntityToChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ, cPacket * a_SpawnPacket);
	
	/// Removes the entity from the chunk specified
	void RemoveEntityFromChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ);
	
	/// Moves the entity from its current chunk to the new chunk specified
	void MoveEntityToChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ);

	/// Compares clients of two chunks, calls the callback accordingly
	void CompareChunkClients(int a_ChunkX1, int a_ChunkY1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkY2, 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_ChunkY, int a_ChunkZ, cClientHandle * a_Client);
	
	/// Removes client from the chunk specified
	void RemoveChunkClient(int a_ChunkX, int a_ChunkY, 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_ChunkY, 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);
	
	void 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);	//tolua_export

	/// 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);

	// TODO: Export to Lua
	bool DoWithEntity( int a_UniqueID, cEntityCallback & a_Callback );

	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 GetBlock( const Vector3i & a_Pos ) { return GetBlock( a_Pos.x, a_Pos.y, a_Pos.z ); }			//tolua_export
	char GetBlockMeta( int a_X, int a_Y, int a_Z );														//tolua_export
	char GetBlockMeta( const Vector3i & a_Pos ) { return GetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z ); }	//tolua_export
	void SetBlockMeta( int a_X, int a_Y, int a_Z, char a_MetaData );									//tolua_export
	void SetBlockMeta( const Vector3i & a_Pos, char a_MetaData ) { SetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z, a_MetaData ); } //tolua_export
	char GetBlockSkyLight( int a_X, int a_Y, int a_Z );													//tolua_export
	// TODO: char GetBlockActualLight(int a_BlockX, int a_BlockY, int a_BlockZ);  // tolua_export
	
	/// 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);
	
	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

	inline cSimulatorManager *GetSimulatorManager() { return m_SimulatorManager; }
	inline cWaterSimulator *GetWaterSimulator() { return m_WaterSimulator; }
	inline cLavaSimulator *GetLavaSimulator() { return m_LavaSimulator; }

	// TODO: This interface is dangerous! Export as a set of specific action functions for Lua: GetChestItem, GetFurnaceItem, SetFurnaceItem, SetSignLines etc.
	// _X 2012_02_21: This function always returns NULL
	OBSOLETE cBlockEntity * GetBlockEntity( int a_X, int a_Y, int a_Z );						//tolua_export
	
	/// a_Player is using block entity at [x, y, z], handle that:
	void UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z) {m_ChunkMap->UseBlockEntity(a_Player, a_X, a_Y, a_Z); }

	void GrowTree           (int a_BlockX, int a_BlockY, int a_BlockZ);                           // tolua_export
	void GrowTreeFromSapling(int a_BlockX, int a_BlockY, int a_BlockZ, char a_SaplingMeta);       // tolua_export
	void GrowTreeByBiome    (int a_BlockX, int a_BlockY, int a_BlockZ);                           // tolua_export
	
	void GrowTreeImage(const sSetBlockVector & a_Blocks);

	int  GetBiomeAt (int a_BlockX, int a_BlockZ);   // tolua_export

	const AString & GetName(void) const { return m_WorldName; }									//tolua_export
	const AString & GetIniFileName(void) const {return m_IniFileName; }

	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--;
	}

	void SaveAllChunks(void);			//tolua_export

	/// 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 Tick(float a_Dt);

	void InitializeSpawn();

	void CastThunderbolt (int a_X, int a_Y, int a_Z);						//tolua_export
	void SetWeather ( eWeather a_Weather );									//tolua_export
	eWeather GetWeather() { return m_Weather; };							//tolua_export

	cChunkGenerator & GetGenerator(void) { return m_Generator; }
	cWorldStorage &   GetStorage  (void) { return m_Storage; }
	cChunkMap *       GetChunkMap (void) { return m_ChunkMap; }
	
	bool IsPlacingItemLegal(Int16 a_ItemType, int a_BlockX, int a_BlockY, int a_BlockZ);
	
	/// 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
	
private:

	friend class cRoot;

	// 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;

	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)
	unsigned long long CurrentTick;
	eGameMode m_GameMode;
	float m_WorldTimeFraction; // When this > 1.f m_WorldTime is incremented by 20

	// The cRedstone class simulates redstone and needs access to m_RSList
	friend class cRedstone;
	std::vector<int> m_RSList;

	cSimulatorManager *  m_SimulatorManager;
	cSandSimulator *     m_SandSimulator;
	cWaterSimulator *    m_WaterSimulator;
	cLavaSimulator *     m_LavaSimulator;
	cFireSimulator *     m_FireSimulator;
	cRedstoneSimulator * m_RedstoneSimulator;
	
	cCriticalSection m_CSClients;
	cCriticalSection m_CSEntities;
	cCriticalSection m_CSPlayers;

	cWorldStorage     m_Storage;
	
	AString m_Description;
	
	unsigned int m_MaxPlayers;

	cChunkMap * m_ChunkMap;

	bool m_bAnimals;
	float m_SpawnMonsterTime;
	float m_SpawnMonsterRate;

	eWeather m_Weather;
	
	cEntityList       m_RemoveEntityQueue;
	cEntityList       m_AllEntities;
	cClientHandleList m_Clients;
	cPlayerList       m_Players;

	cCriticalSection m_CSFastSetBlock;
	sSetBlockList    m_FastSetBlockQueue;

	cChunkGenerator  m_Generator;
	
	cChunkSender     m_ChunkSender;
	cLightingThread  m_Lighting;

	AString m_WorldName;
	AString m_IniFileName;
	
	cWorld(const AString & a_WorldName);
	~cWorld();

	void TickWeather(float a_Dt);  // Handles weather each tick
	void TickSpawnMobs(float a_Dt);  // Handles mob spawning each tick
	
	void RemoveEntity( cEntity * a_Entity );
}; //tolua_export