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author | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-09-24 00:09:57 +0200 |
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committer | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-09-24 00:09:57 +0200 |
commit | ecfe6ab65bd1fc2c7f5733fe6ef4e6ddaac44a26 (patch) | |
tree | 898e37fe747f0fdcefeb88f833557fd45db3347c /source/World.cpp | |
parent | Source files cleanup: ChunkDataSerializer is Protocol-related (diff) | |
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Diffstat (limited to 'source/World.cpp')
-rw-r--r-- | source/World.cpp | 2097 |
1 files changed, 2097 insertions, 0 deletions
diff --git a/source/World.cpp b/source/World.cpp new file mode 100644 index 000000000..9b241c8ee --- /dev/null +++ b/source/World.cpp @@ -0,0 +1,2097 @@ + +#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules + +#include "BlockID.h" +#include "World.h" +#include "Redstone.h" +#include "ChunkDef.h" +#include "ClientHandle.h" +#include "Pickup.h" +#include "Player.h" +#include "Server.h" +#include "Item.h" +#include "Root.h" +#include "../iniFile/iniFile.h" +#include "ChunkMap.h" +#include "SimulatorManager.h" +#include "WaterSimulator.h" +#include "LavaSimulator.h" +#include "FireSimulator.h" +#include "SandSimulator.h" +#include "RedstoneSimulator.h" + +// Mobs: +#include "Mobs/Chicken.h" +#include "Mobs/Spider.h" +#include "Mobs/Cow.h" +#include "Mobs/Squid.h" +#include "Mobs/Wolf.h" +#include "Mobs/Slime.h" +#include "Mobs/Skeleton.h" +#include "Mobs/Silverfish.h" +#include "Mobs/Pig.h" +#include "Mobs/Sheep.h" +#include "Mobs/Zombie.h" +#include "Mobs/Enderman.h" +#include "Mobs/Creeper.h" +#include "Mobs/Cavespider.h" +#include "Mobs/Ghast.h" +#include "Mobs/Zombiepigman.h" + +#include "OSSupport/MakeDir.h" +#include "MersenneTwister.h" +#include "Tracer.h" +#include "Generating/Trees.h" +#include "PluginManager.h" +#include "blocks/BlockHandler.h" +#include "Vector3d.h" + +#include "tolua++.h" + +#ifndef _WIN32 + #include <stdlib.h> +#endif + + + + + +/// Up to this many m_SpreadQueue elements are handled each world tick +const int MAX_LIGHTING_SPREAD_PER_TICK = 10; + + + + + +float cWorld::m_Time = 0.f; + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cWorldLoadProgress: + +/// A simple thread that displays the progress of world loading / saving in cWorld::InitializeSpawn() +class cWorldLoadProgress : + public cIsThread +{ +public: + cWorldLoadProgress(cWorld * a_World) : + cIsThread("cWorldLoadProgress"), + m_World(a_World) + { + Start(); + } + + void Stop(void) + { + m_ShouldTerminate = true; + Wait(); + } + +protected: + + cWorld * m_World; + + virtual void Execute(void) override + { + for (;;) + { + LOG("%d chunks to load, %d chunks to generate", + m_World->GetStorage().GetLoadQueueLength(), + m_World->GetGenerator().GetQueueLength() + ); + + // Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish + for (int i = 0; i < 20; i++) + { + cSleep::MilliSleep(100); + if (m_ShouldTerminate) + { + return; + } + } + } // for (-ever) + } + +} ; + + + + + +/// A simple thread that displays the progress of world lighting in cWorld::InitializeSpawn() +class cWorldLightingProgress : + public cIsThread +{ +public: + cWorldLightingProgress(cLightingThread * a_Lighting) : + cIsThread("cWorldLightingProgress"), + m_Lighting(a_Lighting) + { + Start(); + } + + void Stop(void) + { + m_ShouldTerminate = true; + Wait(); + } + +protected: + + cLightingThread * m_Lighting; + + virtual void Execute(void) override + { + for (;;) + { + LOG("%d chunks remaining to light", m_Lighting->GetQueueLength() + ); + + // Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish + for (int i = 0; i < 20; i++) + { + cSleep::MilliSleep(100); + if (m_ShouldTerminate) + { + return; + } + } + } // for (-ever) + } + +} ; + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cWorld: + +cWorld* cWorld::GetWorld() +{ + LOGWARN("WARNING: Using deprecated function cWorld::GetWorld() use cRoot::Get()->GetDefaultWorld() instead!"); + return cRoot::Get()->GetDefaultWorld(); +} + + + + + +cWorld::~cWorld() +{ + { + cCSLock Lock(m_CSEntities); + while( m_AllEntities.begin() != m_AllEntities.end() ) + { + cEntity* Entity = *m_AllEntities.begin(); + m_AllEntities.remove( Entity ); + if ( !Entity->IsDestroyed() ) + { + Entity->Destroy(); + } + delete Entity; + } + } + + delete m_SimulatorManager; + delete m_SandSimulator; + delete m_WaterSimulator; + delete m_LavaSimulator; + delete m_FireSimulator; + delete m_RedstoneSimulator; + + UnloadUnusedChunks(); + + m_Storage.WaitForFinish(); + + delete m_ChunkMap; +} + + + + + +cWorld::cWorld( const AString & a_WorldName ) + : m_SpawnMonsterTime( 0.f ) + , m_RSList ( 0 ) + , m_Weather ( eWeather_Sunny ) +{ + LOG("cWorld::cWorld(%s)", a_WorldName.c_str()); + m_WorldName = a_WorldName; + m_IniFileName = m_WorldName + "/world.ini"; + + cMakeDir::MakeDir(m_WorldName.c_str()); + + MTRand r1; + m_SpawnX = (double)((r1.randInt() % 1000) - 500); + m_SpawnY = cChunkDef::Height; + m_SpawnZ = (double)((r1.randInt() % 1000) - 500); + m_GameMode = eGameMode_Creative; + + AString StorageSchema("Default"); + + cIniFile IniFile(m_IniFileName); + IniFile.ReadFile(); + m_SpawnX = IniFile.GetValueSetF("SpawnPosition", "X", m_SpawnX); + m_SpawnY = IniFile.GetValueSetF("SpawnPosition", "Y", m_SpawnY); + m_SpawnZ = IniFile.GetValueSetF("SpawnPosition", "Z", m_SpawnZ); + StorageSchema = IniFile.GetValueSet ("Storage", "Schema", StorageSchema); + m_MaxCactusHeight = IniFile.GetValueSetI("Plants", "MaxCactusHeight", 3); + m_MaxSugarcaneHeight = IniFile.GetValueSetI("Plants", "MaxSugarcaneHeight", 3); + m_IsCropsBonemealable = IniFile.GetValueSetB("Plants", "IsCropsBonemealable", true); + m_IsGrassBonemealable = IniFile.GetValueSetB("Plants", "IsGrassBonemealable", true); + m_IsSaplingBonemealable = IniFile.GetValueSetB("Plants", "IsSaplingBonemealable", true); + m_IsMelonStemBonemealable = IniFile.GetValueSetB("Plants", "IsMelonStemBonemealable", true); + m_IsMelonBonemealable = IniFile.GetValueSetB("Plants", "IsMelonBonemealable", false); + m_IsPumpkinStemBonemealable = IniFile.GetValueSetB("Plants", "IsPumpkinStemBonemealable", true); + m_IsPumpkinBonemealable = IniFile.GetValueSetB("Plants", "IsPumpkinBonemealable", false); + m_IsSugarcaneBonemealable = IniFile.GetValueSetB("Plants", "IsSugarcaneBonemealable", false); + m_IsCactusBonemealable = IniFile.GetValueSetB("Plants", "IsCactusBonemealable", false); + + m_GameMode = (eGameMode)IniFile.GetValueSetI("GameMode", "GameMode", m_GameMode ); + + if (!IniFile.WriteFile()) + { + LOG("WARNING: Could not write to %s", m_IniFileName.c_str()); + } + + m_Lighting.Start(this); + m_Storage.Start(this, StorageSchema); + m_Generator.Start(this, IniFile); + + m_bAnimals = true; + m_SpawnMonsterRate = 10; + cIniFile IniFile2("settings.ini"); + if( IniFile2.ReadFile() ) + { + m_bAnimals = IniFile2.GetValueB("Monsters", "AnimalsOn", true ); + m_SpawnMonsterRate = (float)IniFile2.GetValueF("Monsters", "AnimalSpawnInterval", 10); + SetMaxPlayers(IniFile2.GetValueI("Server", "MaxPlayers", 9001)); + m_Description = IniFile2.GetValue("Server", "Description", "MCServer! - It's OVER 9000!").c_str(); + } + + m_ChunkMap = new cChunkMap(this ); + + m_ChunkSender.Start(this); + + m_Time = 0; + m_WorldTimeFraction = 0.f; + m_WorldTime = 0; + m_LastSave = 0; + m_LastUnload = 0; + + //preallocate some memory for ticking blocks so we donīt need to allocate that often + m_BlockTickQueue.reserve(1000); + m_BlockTickQueueCopy.reserve(1000); + + //Simulators: + m_WaterSimulator = new cWaterSimulator( this ); + m_LavaSimulator = new cLavaSimulator( this ); + m_SandSimulator = new cSandSimulator(this); + m_FireSimulator = new cFireSimulator(this); + m_RedstoneSimulator = new cRedstoneSimulator(this); + + m_SimulatorManager = new cSimulatorManager(); + m_SimulatorManager->RegisterSimulator(m_WaterSimulator, 6); + m_SimulatorManager->RegisterSimulator(m_LavaSimulator, 12); + m_SimulatorManager->RegisterSimulator(m_SandSimulator, 1); + m_SimulatorManager->RegisterSimulator(m_FireSimulator, 10); + m_SimulatorManager->RegisterSimulator(m_RedstoneSimulator, 1); +} + + + + + +void cWorld::SetWeather(eWeather a_Weather) +{ + switch (a_Weather) + { + case eWeather_Sunny: + case eWeather_Rain: + case eWeather_ThunderStorm: + { + m_Weather = a_Weather; + BroadcastWeather(a_Weather); + break; + } + + default: + { + LOGWARN("Trying to set unknown weather %d", a_Weather); + break; + } + } +} + + + + + +void cWorld::CastThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ) +{ + BroadcastThunderbolt(a_BlockX, a_BlockY, a_BlockZ); +} + + + + + +void cWorld::SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ) +{ + return m_ChunkMap->SetNextBlockTick(a_BlockX, a_BlockY, a_BlockZ); +} + + + + + +void cWorld::InitializeSpawn(void) +{ + int ChunkX = 0, ChunkY = 0, ChunkZ = 0; + BlockToChunk( (int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ, ChunkX, ChunkY, ChunkZ ); + + // For the debugging builds, don't make the server build too much world upon start: + #ifdef _DEBUG + int ViewDist = 9; + #else + int ViewDist = 20; // Always prepare an area 20 chunks across, no matter what the actual cClientHandle::VIEWDISTANCE is + #endif // _DEBUG + + LOG("Preparing spawn area in world \"%s\"...", m_WorldName.c_str()); + for (int x = 0; x < ViewDist; x++) + { + for (int z = 0; z < ViewDist; z++) + { + m_ChunkMap->TouchChunk( x + ChunkX-(ViewDist - 1) / 2, ZERO_CHUNK_Y, z + ChunkZ-(ViewDist - 1) / 2 ); // Queue the chunk in the generator / loader + } + } + + { + // Display progress during this process: + cWorldLoadProgress Progress(this); + + // Wait for the loader to finish loading + m_Storage.WaitForQueuesEmpty(); + + // Wait for the generator to finish generating + m_Generator.WaitForQueueEmpty(); + + Progress.Stop(); + } + + // Light all chunks that have been newly generated: + LOG("Lighting spawn area in world \"%s\"...", m_WorldName.c_str()); + + for (int x = 0; x < ViewDist; x++) + { + int ChX = x + ChunkX-(ViewDist - 1) / 2; + for (int z = 0; z < ViewDist; z++) + { + int ChZ = z + ChunkZ-(ViewDist - 1) / 2; + if (!m_ChunkMap->IsChunkLighted(ChX, ChZ)) + { + m_Lighting.QueueChunk(ChX, ChZ); // Queue the chunk in the lighting thread + } + } // for z + } // for x + + { + cWorldLightingProgress Progress(&m_Lighting); + m_Lighting.WaitForQueueEmpty(); + Progress.Stop(); + } + + // TODO: Better spawn detection - move spawn out of the water if it isn't set in the INI already + m_SpawnY = (double)GetHeight( (int)m_SpawnX, (int)m_SpawnZ ) + 1.6f; // +1.6f eye height +} + + + + + +void cWorld::StopThreads(void) +{ + m_Generator.Stop(); + m_ChunkSender.Stop(); +} + + + + + +void cWorld::Tick(float a_Dt) +{ + m_Time += a_Dt / 1000.f; + + CurrentTick++; + + bool bSendTime = false; + m_WorldTimeFraction += a_Dt / 1000.f; + while (m_WorldTimeFraction > 1.f) + { + m_WorldTimeFraction -= 1.f; + m_WorldTime += 20; + bSendTime = true; + } + m_WorldTime %= 24000; // 24000 units in a day + + if (bSendTime) + { + BroadcastTimeUpdate(); + } + + { + cCSLock Lock(m_CSEntities); + for (cEntityList::iterator itr = m_AllEntities.begin(); itr != m_AllEntities.end();) + { + if ((*itr)->IsDestroyed()) + { + LOGD("Destroying entity #%i", (*itr)->GetUniqueID()); + cEntity * RemoveMe = *itr; + itr = m_AllEntities.erase( itr ); + m_RemoveEntityQueue.push_back( RemoveMe ); + continue; + } + (*itr)->Tick(a_Dt); + itr++; + } + } + + m_ChunkMap->Tick(a_Dt, m_TickRand); + + TickQueuedBlocks(a_Dt); + + GetSimulatorManager()->Simulate(a_Dt); + + TickWeather(a_Dt); + + // Asynchronously set blocks: + sSetBlockList FastSetBlockQueueCopy; + { + cCSLock Lock(m_CSFastSetBlock); + std::swap(FastSetBlockQueueCopy, m_FastSetBlockQueue); + } + m_ChunkMap->FastSetBlocks(FastSetBlockQueueCopy); + if (!FastSetBlockQueueCopy.empty()) + { + // Some blocks failed, store them for next tick: + cCSLock Lock(m_CSFastSetBlock); + m_FastSetBlockQueue.splice(m_FastSetBlockQueue.end(), FastSetBlockQueueCopy); + } + + if( m_Time - m_LastSave > 60 * 5 ) // Save each 5 minutes + { + SaveAllChunks(); + } + + if( m_Time - m_LastUnload > 10 ) // Unload every 10 seconds + { + UnloadUnusedChunks(); + } + + // Delete entities queued for removal: + for (cEntityList::iterator itr = m_RemoveEntityQueue.begin(); itr != m_RemoveEntityQueue.end(); ++itr) + { + delete *itr; + } + m_RemoveEntityQueue.clear(); + + TickSpawnMobs(a_Dt); + + std::vector<int> m_RSList_copy(m_RSList); + + m_RSList.clear(); + + std::vector<int>::const_iterator cii; // FIXME - Please rename this variable, WTF is cii??? Use human readable variable names or common abbreviations (i, idx, itr, iter) + for(cii=m_RSList_copy.begin(); cii!=m_RSList_copy.end();) + { + int tempX = *cii;cii++; + int tempY = *cii;cii++; + int tempZ = *cii;cii++; + int state = *cii;cii++; + + if ( (state == 11111) && ( (int)GetBlock( tempX, tempY, tempZ ) == E_BLOCK_REDSTONE_TORCH_OFF ) ) + { + FastSetBlock( tempX, tempY, tempZ, E_BLOCK_REDSTONE_TORCH_ON, (int)GetBlockMeta( tempX, tempY, tempZ ) ); + cRedstone Redstone(this); + Redstone.ChangeRedstone( tempX, tempY, tempZ, true ); + } + else if ( (state == 00000) && ( (int)GetBlock( tempX, tempY, tempZ ) == E_BLOCK_REDSTONE_TORCH_ON ) ) + { + FastSetBlock( tempX, tempY, tempZ, E_BLOCK_REDSTONE_TORCH_OFF, (int)GetBlockMeta( tempX, tempY, tempZ ) ); + cRedstone Redstone(this); + Redstone.ChangeRedstone( tempX, tempY, tempZ, false ); + } + } + m_RSList_copy.erase(m_RSList_copy.begin(),m_RSList_copy.end()); +} + + + + + +void cWorld::ChangeWeather() +{ + unsigned randWeather = (m_TickRand.randInt() % 99); + + if (GetWeather() == eWeather_Sunny) + { + if (randWeather < 20) + { + LOG("Starting rainstorm!"); + SetWeather( eWeather_Rain ); + } + } + + else if (GetWeather() == eWeather_Rain) + { + if (randWeather < 5) + { + LOG("Thunderstorm!"); + SetWeather( eWeather_ThunderStorm ); + } + + else if (randWeather < 60) + { + LOG("Back to sunshine"); + SetWeather( eWeather_Sunny ); + } + } + + else if (GetWeather() == eWeather_ThunderStorm) + { + if (randWeather < 70) + { + SetWeather(eWeather_Sunny); + LOG("Thunder ended abruptly, returning to lovely sunshine"); + } + else if (randWeather < 85) + { + SetWeather(eWeather_Rain); + LOG("Thunder ended, but rain persists."); + } + else + { + return; + } + } +} + + + + + +void cWorld::TickWeather(float a_Dt) +{ + if (m_WeatherInterval == 0) + { + ChangeWeather(); + + cRoot::Get()->GetPluginManager()->CallHookWeatherChanged(this); + + switch (GetWeather()) + { + case eWeather_Sunny: + m_WeatherInterval = 14400 + (m_TickRand.randInt() % 4800); // 12 - 16 minutes + break; + case eWeather_Rain: + m_WeatherInterval = 9600 + (m_TickRand.randInt() % 7200); // 8 - 14 minutes + break; + case eWeather_ThunderStorm: + m_WeatherInterval = 2400 + (m_TickRand.randInt() % 4800); // 2 - 6 minutes + break; + default: + LOG("Unknown weather occurred"); + break; + } + } + + else + { + m_WeatherInterval--; + } + + if ( GetWeather() == 2 ) // if thunderstorm + { + if (m_TickRand.randInt() % 199 == 0) // 0.5% chance per tick of thunderbolt + { + CastThunderbolt ( 0, 0, 0 ); // TODO: find random possitions near players to cast thunderbolts. + } + } +} + + + + + +void cWorld::TickSpawnMobs(float a_Dt) +{ + if (!m_bAnimals || (m_Time - m_SpawnMonsterTime <= m_SpawnMonsterRate)) + { + return; + } + + m_SpawnMonsterTime = m_Time; + Vector3d SpawnPos; + { + cCSLock Lock(m_CSPlayers); + if ( m_Players.size() <= 0) + { + return; + } + int RandomPlayerIdx = m_TickRand.randInt() & m_Players.size(); + cPlayerList::iterator itr = m_Players.begin(); + for( int i = 1; i < RandomPlayerIdx; i++ ) + { + itr++; + } + SpawnPos = (*itr)->GetPosition(); + } + + cMonster * Monster = NULL; + int dayRand = m_TickRand.randInt() % 6; + int nightRand = m_TickRand.randInt() % 10; + + SpawnPos += Vector3d( (double)(m_TickRand.randInt() % 64) - 32, (double)(m_TickRand.randInt() % 64) - 32, (double)(m_TickRand.randInt() % 64) - 32 ); + int Height = GetHeight( (int)SpawnPos.x, (int)SpawnPos.z ); + + if (m_WorldTime >= 12000 + 1000) + { + if (GetBiomeAt((int)SpawnPos.x, (int)SpawnPos.z) == biHell) // Spawn nether mobs + { + if (nightRand == 1) + Monster = new cZombie(); + else if (nightRand == 5) + Monster = new cGhast(); + else if (nightRand == 6) + Monster = new cZombiepigman(); + } + else + { + if (nightRand == 0) //random percent to spawn for night + Monster = new cSpider(); + else if (nightRand == 2) + Monster = new cEnderman(); + else if (nightRand == 3) + Monster = new cCreeper(); + else if (nightRand == 4) + Monster = new cCavespider(); + else if (nightRand == 7) + Monster = new cSlime(); + else if (nightRand == 8) + Monster = new cSilverfish(); + else if (nightRand == 9) + Monster = new cSkeleton(); + } + //end random percent to spawn for night + } + else + { + if (dayRand == 0) //random percent to spawn for day + Monster = new cChicken(); + else if (dayRand == 1) + Monster = new cCow(); + else if (dayRand == 2) + Monster = new cPig(); + else if (dayRand == 3) + Monster = new cSheep(); + else if (dayRand == 4) + Monster = new cSquid(); + else if (dayRand == 5) + Monster = new cWolf(); + //end random percent to spawn for day + } + + if( Monster ) + { + Monster->Initialize(this); + Monster->TeleportTo(SpawnPos.x, (double)(Height) + 2, SpawnPos.z); + BroadcastSpawn(*Monster); + } +} + + + + + +bool cWorld::ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback) +{ + return m_ChunkMap->ForEachChestInChunk(a_ChunkX, a_ChunkZ, a_Callback); +} + + + + + +bool cWorld::ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback & a_Callback) +{ + return m_ChunkMap->ForEachFurnaceInChunk(a_ChunkX, a_ChunkZ, a_Callback); +} + + + + + +bool cWorld::DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback) +{ + return m_ChunkMap->DoWithChestAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback); +} + + + + + +bool cWorld::DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback) +{ + return m_ChunkMap->DoWithFurnaceAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback); +} + + + + + +bool cWorld::GetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4) +{ + return m_ChunkMap->GetSignLines(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4); +} + + + + + +void cWorld::GrowTree( int a_X, int a_Y, int a_Z ) +{ + if (GetBlock(a_X, a_Y, a_Z) == E_BLOCK_SAPLING) + { + // There is a sapling here, grow a tree according to its type: + GrowTreeFromSapling(a_X, a_Y, a_Z, GetBlockMeta(a_X, a_Y, a_Z)); + } + else + { + // There is nothing here, grow a tree based on the current biome here: + GrowTreeByBiome(a_X, a_Y, a_Z); + } +} + + + + + +void cWorld::GrowTreeFromSapling(int a_X, int a_Y, int a_Z, char a_SaplingMeta) +{ + cNoise Noise(m_Generator.GetSeed()); + sSetBlockVector Logs, Other; + switch (a_SaplingMeta & 0x07) + { + case E_META_SAPLING_APPLE: GetAppleTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Logs, Other); break; + case E_META_SAPLING_BIRCH: GetBirchTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Logs, Other); break; + case E_META_SAPLING_CONIFER: GetConiferTreeImage(a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Logs, Other); break; + case E_META_SAPLING_JUNGLE: GetJungleTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Logs, Other); break; + } + Other.insert(Other.begin(), Logs.begin(), Logs.end()); + Logs.clear(); + GrowTreeImage(Logs); +} + + + + + +void cWorld::GrowTreeByBiome(int a_X, int a_Y, int a_Z) +{ + cNoise Noise(m_Generator.GetSeed()); + sSetBlockVector Logs, Other; + GetTreeImageByBiome(a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), (EMCSBiome)GetBiomeAt(a_X, a_Z), Logs, Other); + Other.insert(Other.begin(), Logs.begin(), Logs.end()); + Logs.clear(); + GrowTreeImage(Other); +} + + + + + +void cWorld::GrowTreeImage(const sSetBlockVector & a_Blocks) +{ + // Check that the tree has place to grow + + // Make a copy of the log blocks: + sSetBlockVector b2; + for (sSetBlockVector::const_iterator itr = a_Blocks.begin(); itr != a_Blocks.end(); ++itr) + { + if (itr->BlockType == E_BLOCK_LOG) + { + b2.push_back(*itr); + } + } // for itr - a_Blocks[] + + // Query blocktypes and metas at those log blocks: + if (!GetBlocks(b2, false)) + { + return; + } + + // Check that at each log's coord there's an block allowed to be overwritten: + for (sSetBlockVector::const_iterator itr = b2.begin(); itr != b2.end(); ++itr) + { + switch (itr->BlockType) + { + CASE_TREE_ALLOWED_BLOCKS: + { + break; + } + default: + { + return; + } + } + } // for itr - b2[] + + // All ok, replace blocks with the tree image: + m_ChunkMap->ReplaceTreeBlocks(a_Blocks); +} + + + + + +bool cWorld::GrowPlant(int a_BlockX, int a_BlockY, int a_BlockZ, bool a_IsByBonemeal) +{ + BLOCKTYPE BlockType; + NIBBLETYPE BlockMeta; + GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta); + switch (BlockType) + { + case E_BLOCK_CROPS: + { + if (a_IsByBonemeal && !m_IsGrassBonemealable) + { + return false; + } + if (BlockMeta < 7) + { + FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7); + } + return true; + } + + case E_BLOCK_MELON_STEM: + { + if (BlockMeta < 7) + { + if (a_IsByBonemeal && !m_IsMelonStemBonemealable) + { + return false; + } + FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7); + } + else + { + if (a_IsByBonemeal && !m_IsMelonBonemealable) + { + return false; + } + GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, BlockType); + } + return true; + } + + case E_BLOCK_PUMPKIN_STEM: + { + if (BlockMeta < 7) + { + if (a_IsByBonemeal && !m_IsPumpkinStemBonemealable) + { + return false; + } + FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7); + } + else + { + if (a_IsByBonemeal && !m_IsPumpkinBonemealable) + { + return false; + } + GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, BlockType); + } + return true; + } + + case E_BLOCK_SAPLING: + { + if (a_IsByBonemeal && !m_IsSaplingBonemealable) + { + return false; + } + GrowTreeFromSapling(a_BlockX, a_BlockY, a_BlockZ, BlockMeta); + return true; + } + + case E_BLOCK_GRASS: + { + if (a_IsByBonemeal && !m_IsGrassBonemealable) + { + return false; + } + MTRand r1; + for (int i = 0; i < 60; i++) + { + int OfsX = (r1.randInt(3) + r1.randInt(3) + r1.randInt(3) + r1.randInt(3)) / 2 - 3; + int OfsY = r1.randInt(3) + r1.randInt(3) - 3; + int OfsZ = (r1.randInt(3) + r1.randInt(3) + r1.randInt(3) + r1.randInt(3)) / 2 - 3; + BLOCKTYPE Ground = GetBlock(a_BlockX + OfsX, a_BlockY + OfsY, a_BlockZ + OfsZ); + if (Ground != E_BLOCK_GRASS) + { + continue; + } + BLOCKTYPE Above = GetBlock(a_BlockX + OfsX, a_BlockY + OfsY + 1, a_BlockZ + OfsZ); + if (Above != E_BLOCK_AIR) + { + continue; + } + BLOCKTYPE SpawnType; + NIBBLETYPE SpawnMeta = 0; + switch (r1.randInt(10)) + { + case 0: SpawnType = E_BLOCK_YELLOW_FLOWER; break; + case 1: SpawnType = E_BLOCK_RED_ROSE; break; + default: + { + SpawnType = E_BLOCK_TALL_GRASS; + SpawnMeta = E_META_TALL_GRASS_GRASS; + break; + } + } // switch (random spawn block) + FastSetBlock(a_BlockX + OfsX, a_BlockY + OfsY + 1, a_BlockZ + OfsZ, SpawnType, SpawnMeta); + } // for i - 50 times + return true; + } + + case E_BLOCK_SUGARCANE: + { + if (a_IsByBonemeal && !m_IsSugarcaneBonemealable) + { + return false; + } + m_ChunkMap->GrowSugarcane(a_BlockX, a_BlockY, a_BlockZ, m_MaxSugarcaneHeight); + return true; + } + + case E_BLOCK_CACTUS: + { + if (a_IsByBonemeal && !m_IsCactusBonemealable) + { + return false; + } + m_ChunkMap->GrowCactus(a_BlockX, a_BlockY, a_BlockZ, m_MaxCactusHeight); + return true; + } + } // switch (BlockType) + return false; +} + + + + + +void cWorld::GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockType) +{ + MTRand Rand; + m_ChunkMap->GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, Rand); +} + + + + + +int cWorld::GetBiomeAt (int a_BlockX, int a_BlockZ) +{ + return m_ChunkMap->GetBiomeAt(a_BlockX, a_BlockZ); +} + + + + + +void cWorld::SetBlock( int a_X, int a_Y, int a_Z, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta ) +{ + if(a_BlockType == E_BLOCK_AIR) + { + BlockHandler(GetBlock(a_X, a_Y, a_Z))->OnDestroyed(this, a_X, a_Y, a_Z); + } + m_ChunkMap->SetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta); + + GetSimulatorManager()->WakeUp(a_X, a_Y, a_Z); + BlockHandler(a_BlockType)->OnPlaced(this, a_X, a_Y, a_Z, a_BlockMeta); +} + + + + + +void cWorld::FastSetBlock( int a_X, int a_Y, int a_Z, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta ) +{ + cCSLock Lock(m_CSFastSetBlock); + m_FastSetBlockQueue.push_back(sSetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta)); +} + + + + + +BLOCKTYPE cWorld::GetBlock(int a_X, int a_Y, int a_Z) +{ + // First check if it isn't queued in the m_FastSetBlockQueue: + { + int X = a_X, Y = a_Y, Z = a_Z; + int ChunkX, ChunkY, ChunkZ; + AbsoluteToRelative(X, Y, Z, ChunkX, ChunkY, ChunkZ); + + cCSLock Lock(m_CSFastSetBlock); + for (sSetBlockList::iterator itr = m_FastSetBlockQueue.begin(); itr != m_FastSetBlockQueue.end(); ++itr) + { + if ((itr->x == X) && (itr->y == Y) && (itr->z == Z) && (itr->ChunkX == ChunkX) && (itr->ChunkZ == ChunkZ)) + { + return itr->BlockType; + } + } // for itr - m_FastSetBlockQueue[] + } + + return m_ChunkMap->GetBlock(a_X, a_Y, a_Z); +} + + + + + +NIBBLETYPE cWorld::GetBlockMeta( int a_X, int a_Y, int a_Z ) +{ + // First check if it isn't queued in the m_FastSetBlockQueue: + { + cCSLock Lock(m_CSFastSetBlock); + for (sSetBlockList::iterator itr = m_FastSetBlockQueue.begin(); itr != m_FastSetBlockQueue.end(); ++itr) + { + if ((itr->x == a_X) && (itr->y == a_Y) && (itr->y == a_Y)) + { + return itr->BlockMeta; + } + } // for itr - m_FastSetBlockQueue[] + } + + return m_ChunkMap->GetBlockMeta(a_X, a_Y, a_Z); +} + + + + + +void cWorld::SetBlockMeta( int a_X, int a_Y, int a_Z, NIBBLETYPE a_MetaData ) +{ + m_ChunkMap->SetBlockMeta(a_X, a_Y, a_Z, a_MetaData); +} + + + + + +NIBBLETYPE cWorld::GetBlockSkyLight( int a_X, int a_Y, int a_Z ) +{ + return m_ChunkMap->GetBlockSkyLight(a_X, a_Y, a_Z); +} + + + + + +void cWorld::GetBlockTypeMeta(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) +{ + m_ChunkMap->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, (BLOCKTYPE &)a_BlockType, (NIBBLETYPE &)a_BlockMeta); +} + + + + + +void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed) +{ + MTRand r1; + a_FlyAwaySpeed /= 1000; // Pre-divide, so that we don't have to divide each time inside the loop + for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr) + { + float SpeedX = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500)); + float SpeedY = (float)(a_FlyAwaySpeed * r1.randInt(1000)); + float SpeedZ = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500)); + cPickup * Pickup = new cPickup( + (int)(a_BlockX * 32) + r1.randInt(16) + r1.randInt(16), + (int)(a_BlockY * 32) + r1.randInt(16) + r1.randInt(16), + (int)(a_BlockZ * 32) + r1.randInt(16) + r1.randInt(16), + *itr, SpeedX, SpeedY, SpeedZ + ); + Pickup->Initialize(this); + } +} + + + + + +void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ) +{ + MTRand r1; + for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr) + { + cPickup * Pickup = new cPickup( + (int)(a_BlockX * 32) + r1.randInt(16) + r1.randInt(16), + (int)(a_BlockY * 32) + r1.randInt(16) + r1.randInt(16), + (int)(a_BlockZ * 32) + r1.randInt(16) + r1.randInt(16), + *itr, (float)a_SpeedX, (float)a_SpeedY, (float)a_SpeedZ + ); + Pickup->Initialize(this); + } +} + + + + + +void cWorld::ReplaceBlocks(const sSetBlockVector & a_Blocks, BLOCKTYPE a_FilterBlockType) +{ + m_ChunkMap->ReplaceBlocks(a_Blocks, a_FilterBlockType); +} + + + + + +bool cWorld::GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure) +{ + return m_ChunkMap->GetBlocks(a_Blocks, a_ContinueOnFailure); +} + + + + + +bool cWorld::DigBlock( int a_X, int a_Y, int a_Z) +{ + cBlockHandler *Handler = cBlockHandler::GetBlockHandler(GetBlock(a_X, a_Y, a_Z)); + Handler->OnDestroyed(this, a_X, a_Y, a_Z); + return m_ChunkMap->DigBlock(a_X, a_Y, a_Z); +} + + + + + +void cWorld::SendBlockTo( int a_X, int a_Y, int a_Z, cPlayer * a_Player ) +{ + m_ChunkMap->SendBlockTo(a_X, a_Y, a_Z, a_Player); +} + + + + + +int cWorld::GetHeight( int a_X, int a_Z ) +{ + return m_ChunkMap->GetHeight(a_X, a_Z); +} + + + + + +void cWorld::BroadcastChat(const AString & a_Message, const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSPlayers); + for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) + { + cClientHandle * ch = (*itr)->GetClientHandle(); + if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed()) + { + continue; + } + ch->SendChat(a_Message); + } +} + + + + + +void cWorld::BroadcastPlayerAnimation(const cPlayer & a_Player, char a_Animation, const cClientHandle * a_Exclude) +{ + m_ChunkMap->BroadcastPlayerAnimation(a_Player, a_Animation, a_Exclude); +} + + + + + +void cWorld::BroadcastEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude) +{ + m_ChunkMap->BroadcastEntityEquipment(a_Entity, a_SlotNum, a_Item, a_Exclude); +} + + + + + +void cWorld::BroadcastTeleportEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSPlayers); + for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) + { + cClientHandle * ch = (*itr)->GetClientHandle(); + if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed()) + { + continue; + } + ch->SendTeleportEntity(a_Entity); + } +} + + + + + +void cWorld::BroadcastEntRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude) +{ + m_ChunkMap->BroadcastEntRelMoveLook(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude); +} + + + + + +void cWorld::BroadcastEntRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude) +{ + m_ChunkMap->BroadcastEntRelMove(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude); +} + + + + + +void cWorld::BroadcastEntLook(const cEntity & a_Entity, const cClientHandle * a_Exclude) +{ + m_ChunkMap->BroadcastEntLook(a_Entity, a_Exclude); +} + + + + + +void cWorld::BroadcastEntHeadLook(const cEntity & a_Entity, const cClientHandle * a_Exclude) +{ + m_ChunkMap->BroadcastEntHeadLook(a_Entity, a_Exclude); +} + + + + + +void cWorld::BroadcastBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType, const cClientHandle * a_Exclude) +{ + m_ChunkMap->BroadcastBlockAction(a_BlockX, a_BlockY, a_BlockZ, a_Byte1, a_Byte2, a_BlockType, a_Exclude); +} + + + + + +void cWorld::BroadcastDestroyEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude) +{ + m_ChunkMap->BroadcastDestroyEntity(a_Entity, a_Exclude); +} + + + + + +void cWorld::BroadcastEntityStatus(const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude) +{ + m_ChunkMap->BroadcastEntityStatus(a_Entity, a_Status, a_Exclude); +} + + + + + +void cWorld::BroadcastMetadata(const cPawn & a_Pawn, const cClientHandle * a_Exclude) +{ + m_ChunkMap->BroadcastMetadata(a_Pawn, a_Exclude); +} + + + + + +void cWorld::BroadcastSpawn(cEntity & a_Entity, const cClientHandle * a_Exclude) +{ + m_ChunkMap->BroadcastSpawn(a_Entity, a_Exclude); +} + + + + + +void cWorld::BroadcastCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude) +{ + m_ChunkMap->BroadcastCollectPickup(a_Pickup, a_Player, a_Exclude); +} + + + + + +void cWorld::BroadcastWeather(eWeather a_Weather, const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSPlayers); + for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) + { + cClientHandle * ch = (*itr)->GetClientHandle(); + if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed()) + { + continue; + } + ch->SendWeather(a_Weather); + } +} + + + + + +void cWorld::BroadcastThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude) +{ + m_ChunkMap->BroadcastThunderbolt(a_BlockX, a_BlockY, a_BlockZ, a_Exclude); +} + + + + + +void cWorld::BroadcastTimeUpdate(const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSPlayers); + for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) + { + cClientHandle * ch = (*itr)->GetClientHandle(); + if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed()) + { + continue; + } + ch->SendTimeUpdate(m_WorldTime); + } +} + + + + + +void cWorld::BroadcastChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude) +{ + m_ChunkMap->BroadcastChunkData(a_ChunkX, a_ChunkZ, a_Serializer, a_Exclude); +} + + + + + +void cWorld::BroadcastPlayerListItem (const cPlayer & a_Player, bool a_IsOnline, const cClientHandle * a_Exclude) +{ + cCSLock Lock(m_CSPlayers); + for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) + { + cClientHandle * ch = (*itr)->GetClientHandle(); + if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed()) + { + continue; + } + ch->SendPlayerListItem(a_Player, a_IsOnline); + } +} + + + + + +void cWorld::BroadcastSoundEffect(const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch, const cClientHandle * a_Exclude) +{ + m_ChunkMap->BroadcastSoundEffect(a_SoundName, a_SrcX, a_SrcY, a_SrcZ, a_Volume, a_Pitch, a_Exclude); +} + + + + + +void cWorld::BroadcastBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude) +{ + m_ChunkMap->BroadcastBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Exclude); +} + + + + + +void cWorld::SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client) +{ + m_ChunkMap->SendBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Client); +} + + + + + +void cWorld::MarkChunkDirty (int a_ChunkX, int a_ChunkY, int a_ChunkZ) +{ + m_ChunkMap->MarkChunkDirty (a_ChunkX, a_ChunkY, a_ChunkZ); +} + + + + + +void cWorld::MarkChunkSaving(int a_ChunkX, int a_ChunkY, int a_ChunkZ) +{ + m_ChunkMap->MarkChunkSaving(a_ChunkX, a_ChunkY, a_ChunkZ); +} + + + + + +void cWorld::MarkChunkSaved (int a_ChunkX, int a_ChunkY, int a_ChunkZ) +{ + m_ChunkMap->MarkChunkSaved (a_ChunkX, a_ChunkY, a_ChunkZ); +} + + + + + +void cWorld::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 +) +{ + // Validate biomes, if needed: + cChunkDef::BiomeMap BiomeMap; + const cChunkDef::BiomeMap * Biomes = a_BiomeMap; + if (a_BiomeMap == NULL) + { + // The biomes are not assigned, get them from the generator: + Biomes = &BiomeMap; + m_Generator.GenerateBiomes(a_ChunkX, a_ChunkZ, BiomeMap); + } + + m_ChunkMap->SetChunkData( + a_ChunkX, a_ChunkY, a_ChunkZ, + a_BlockTypes, a_BlockMeta, a_BlockLight, a_BlockSkyLight, + a_HeightMap, *Biomes, + a_Entities, a_BlockEntities, + a_MarkDirty + ); + + // If a client is requesting this chunk, send it to them: + if (m_ChunkMap->HasChunkAnyClients(a_ChunkX, a_ChunkY, a_ChunkZ)) + { + m_ChunkSender.ChunkReady(a_ChunkX, a_ChunkY, a_ChunkZ); + } + + // Notify the lighting thread that the chunk has become valid (in case it is a neighbor of a postponed chunk): + m_Lighting.ChunkReady(a_ChunkX, a_ChunkZ); +} + + + + + +void cWorld::ChunkLighted( + int a_ChunkX, int a_ChunkZ, + const cChunkDef::BlockNibbles & a_BlockLight, + const cChunkDef::BlockNibbles & a_SkyLight +) +{ + m_ChunkMap->ChunkLighted(a_ChunkX, a_ChunkZ, a_BlockLight, a_SkyLight); +} + + + + + +bool cWorld::GetChunkData(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cChunkDataCallback & a_Callback) +{ + return m_ChunkMap->GetChunkData(a_ChunkX, a_ChunkY, a_ChunkZ, a_Callback); +} + + + + + +bool cWorld::GetChunkBlockTypes(int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockTypes) +{ + return m_ChunkMap->GetChunkBlockTypes(a_ChunkX, a_ChunkY, a_ChunkZ, a_BlockTypes); +} + + + + + +bool cWorld::GetChunkBlockData(int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockData) +{ + return m_ChunkMap->GetChunkBlockData(a_ChunkX, a_ChunkY, a_ChunkZ, a_BlockData); +} + + + + + +bool cWorld::IsChunkValid(int a_ChunkX, int a_ChunkY, int a_ChunkZ) const +{ + return m_ChunkMap->IsChunkValid(a_ChunkX, a_ChunkY, a_ChunkZ); +} + + + + + +bool cWorld::HasChunkAnyClients(int a_ChunkX, int a_ChunkY, int a_ChunkZ) const +{ + return m_ChunkMap->HasChunkAnyClients(a_ChunkX, a_ChunkY, a_ChunkZ); +} + + + + + +void cWorld::UnloadUnusedChunks(void ) +{ + m_LastUnload = m_Time; + m_ChunkMap->UnloadUnusedChunks(); +} + + + + + +void cWorld::CollectPickupsByPlayer(cPlayer * a_Player) +{ + m_ChunkMap->CollectPickupsByPlayer(a_Player); +} + + + + + +void cWorld::SetMaxPlayers(int iMax) +{ + m_MaxPlayers = MAX_PLAYERS; + if (iMax > 0 && iMax < MAX_PLAYERS) + { + m_MaxPlayers = iMax; + } +} + + + + + +void cWorld::AddPlayer( cPlayer* a_Player ) +{ + cCSLock Lock(m_CSPlayers); + + ASSERT(std::find(m_Players.begin(), m_Players.end(), a_Player) == m_Players.end()); // Is it already in the list? HOW? + + m_Players.remove( a_Player ); // Make sure the player is registered only once + m_Players.push_back( a_Player ); +} + + + + + +void cWorld::RemovePlayer( cPlayer* a_Player ) +{ + cCSLock Lock(m_CSPlayers); + m_Players.remove( a_Player ); +} + + + + + +bool cWorld::ForEachPlayer(cPlayerListCallback & a_Callback) +{ + // Calls the callback for each player in the list + cCSLock Lock(m_CSPlayers); + for (cPlayerList::iterator itr = m_Players.begin(), itr2 = itr; itr != m_Players.end(); itr = itr2) + { + ++itr2; + if (a_Callback.Item(*itr)) + { + return false; + } + } // for itr - m_Players[] + return true; +} + + + + + +bool cWorld::DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback) +{ + // Calls the callback for each player in the list + cCSLock Lock(m_CSPlayers); + for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) + { + if (NoCaseCompare((*itr)->GetName(), a_PlayerName) == 0) + { + a_Callback.Item(*itr); + return true; + } + } // for itr - m_Players[] + return false; +} + + + + + +bool cWorld::FindAndDoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback) +{ + cPlayer* BestMatch = 0; + unsigned int BestRating = 0; + unsigned int NumMatches = 0; + unsigned int NameLength = a_PlayerName.length(); + + cCSLock Lock(m_CSPlayers); + for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) + { + unsigned int Rating = RateCompareString (a_PlayerName, (*itr)->GetName()); + if (Rating > 0 && Rating >= BestRating) + { + BestMatch = *itr; + if( Rating > BestRating ) NumMatches = 0; + BestRating = Rating; + ++NumMatches; + } + if (Rating == NameLength) // Perfect match + { + break; + } + } // for itr - m_Players[] + + if (NumMatches == 1) + { + LOG("Compared %s and %s with rating %i", a_PlayerName.c_str(), BestMatch->GetName().c_str(), BestRating ); + return a_Callback.Item (BestMatch); + } + return false; +} + + + + + +// TODO: This interface is dangerous! +cPlayer * cWorld::FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit) +{ + cTracer LineOfSight(this); + + float ClosestDistance = a_SightLimit; + cPlayer* ClosestPlayer = NULL; + + cCSLock Lock(m_CSPlayers); + for (cPlayerList::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) + { + Vector3f Pos = (*itr)->GetPosition(); + float Distance = (Pos - a_Pos).Length(); + + if (Distance <= a_SightLimit) + { + if (!LineOfSight.Trace(a_Pos,(Pos - a_Pos),(int)(Pos - a_Pos).Length())) + { + if (Distance < ClosestDistance) + { + ClosestDistance = Distance; + ClosestPlayer = *itr; + } + } + } + } + return ClosestPlayer; +} + + + + + +void cWorld::SendPlayerList(cPlayer * a_DestPlayer) +{ + // Sends the playerlist to a_DestPlayer + cCSLock Lock(m_CSPlayers); + for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) + { + cClientHandle * ch = (*itr)->GetClientHandle(); + if ((ch != NULL) && !ch->IsDestroyed()) + { + a_DestPlayer->GetClientHandle()->SendPlayerListItem(*(*itr), true); + } + } +} + + + + + +void cWorld::RemoveEntityFromChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ) +{ + m_ChunkMap->RemoveEntityFromChunk(a_Entity, a_ChunkX, a_ChunkY, a_ChunkZ); +} + + + + + +void cWorld::MoveEntityToChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ) +{ + m_ChunkMap->MoveEntityToChunk(a_Entity, a_ChunkX, a_ChunkY, a_ChunkZ); +} + + + + + +bool cWorld::ForEachEntity(cEntityCallback & a_Callback) +{ + cCSLock Lock(m_CSEntities); + for (cEntityList::iterator itr = m_AllEntities.begin(), itr2 = itr; itr != m_AllEntities.end(); itr = itr2) + { + ++itr2; + if (a_Callback.Item(*itr)) + { + return false; + } + } // for itr - m_AllEntities[] + return false; +} + + + + + +bool cWorld::ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback) +{ + return m_ChunkMap->ForEachEntityInChunk(a_ChunkX, a_ChunkZ, a_Callback); +} + + + + + +bool cWorld::DoWithEntityByID( int a_UniqueID, cEntityCallback & a_Callback ) +{ + cCSLock Lock(m_CSEntities); + for (cEntityList::iterator itr = m_AllEntities.begin(); itr != m_AllEntities.end(); ++itr ) + { + if( (*itr)->GetUniqueID() == a_UniqueID ) + { + return a_Callback.Item(*itr); + } + } // for itr - m_AllEntities[] + return false; +} + + + + + +void cWorld::CompareChunkClients(int a_ChunkX1, int a_ChunkY1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkY2, int a_ChunkZ2, cClientDiffCallback & a_Callback) +{ + m_ChunkMap->CompareChunkClients(a_ChunkX1, a_ChunkY1, a_ChunkZ1, a_ChunkX2, a_ChunkY2, a_ChunkZ2, a_Callback); +} + + + + + +bool cWorld::AddChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client) +{ + return m_ChunkMap->AddChunkClient(a_ChunkX, a_ChunkY, a_ChunkZ, a_Client); +} + + + + + +void cWorld::RemoveChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client) +{ + m_ChunkMap->RemoveChunkClient(a_ChunkX, a_ChunkY, a_ChunkZ, a_Client); +} + + + + + +void cWorld::RemoveClientFromChunks(cClientHandle * a_Client) +{ + m_ChunkMap->RemoveClientFromChunks(a_Client); +} + + + + + +void cWorld::SendChunkTo(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client) +{ + m_ChunkSender.QueueSendChunkTo(a_ChunkX, a_ChunkY, a_ChunkZ, a_Client); +} + + + + + +void cWorld::RemoveClientFromChunkSender(cClientHandle * a_Client) +{ + m_ChunkSender.RemoveClient(a_Client); +} + + + + + +void cWorld::TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ) +{ + m_ChunkMap->TouchChunk(a_ChunkX, a_ChunkY, a_ChunkZ); +} + + + + + +bool cWorld::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ) +{ + return m_ChunkMap->LoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ); +} + + + + + +void cWorld::LoadChunks(const cChunkCoordsList & a_Chunks) +{ + m_ChunkMap->LoadChunks(a_Chunks); +} + + + + + +void cWorld::ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ) +{ + m_ChunkMap->ChunkLoadFailed(a_ChunkX, a_ChunkY, a_ChunkZ); +} + + + + + +void cWorld::UpdateSign(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4, cPlayer * a_Player) +{ + AString Line1(a_Line1); + AString Line2(a_Line2); + AString Line3(a_Line3); + AString Line4(a_Line4); + if (cRoot::Get()->GetPluginManager()->CallHookUpdatingSign(this, a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4, a_Player)) + { + return; + } + m_ChunkMap->UpdateSign(a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4); + cRoot::Get()->GetPluginManager()->CallHookUpdatedSign(this, a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4, a_Player); +} + + + + + +void cWorld::ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay) +{ + m_ChunkMap->ChunksStay(a_Chunks, a_Stay); +} + + + + + +void cWorld::RegenerateChunk(int a_ChunkX, int a_ChunkZ) +{ + m_ChunkMap->MarkChunkRegenerating(a_ChunkX, a_ChunkZ); + + // Trick: use Y=1 to force the chunk generation even though the chunk data is already present + m_Generator.QueueGenerateChunk(a_ChunkX, 1, a_ChunkZ); +} + + + + + +void cWorld::GenerateChunk(int a_ChunkX, int a_ChunkZ) +{ + m_Generator.QueueGenerateChunk(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); +} + + + + + +void cWorld::QueueLightChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback) +{ + m_Lighting.QueueChunk(a_ChunkX, a_ChunkZ, a_Callback); +} + + + + + +bool cWorld::IsChunkLighted(int a_ChunkX, int a_ChunkZ) +{ + return m_ChunkMap->IsChunkLighted(a_ChunkX, a_ChunkZ); +} + + + + + +bool cWorld::ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback) +{ + return m_ChunkMap->ForEachChunkInRect(a_MinChunkX, a_MaxChunkX, a_MinChunkZ, a_MaxChunkZ, a_Callback); +} + + + + + +void cWorld::SaveAllChunks(void) +{ + LOGINFO("Saving all chunks..."); + m_LastSave = m_Time; + m_ChunkMap->SaveAllChunks(); + m_Storage.QueueSavedMessage(); +} + + + + + +/************************************************************************/ +/* Get and set */ +/************************************************************************/ +// void cWorld::AddClient( cClientHandle* a_Client ) +// { +// m_m_Clients.push_back( a_Client ); +// } +// cWorld::ClientList & cWorld::GetClients() +// { +// return m_m_Clients; +// } + + + + + +void cWorld::AddEntity( cEntity* a_Entity ) +{ + cCSLock Lock(m_CSEntities); + m_AllEntities.push_back( a_Entity ); +} + + + + + +unsigned int cWorld::GetNumPlayers() +{ + cCSLock Lock(m_CSPlayers); + return m_Players.size(); +} + + + + + +int cWorld::GetNumChunks(void) const +{ + return m_ChunkMap->GetNumChunks(); +} + + + + + +void cWorld::GetChunkStats(int & a_NumValid, int & a_NumDirty, int & a_NumInLightingQueue) +{ + m_ChunkMap->GetChunkStats(a_NumValid, a_NumDirty); + a_NumInLightingQueue = (int) m_Lighting.GetQueueLength(); +} + + + + +void cWorld::TickQueuedBlocks(float a_Dt) +{ + if(m_BlockTickQueue.empty()) + return; + m_BlockTickQueueCopy.clear(); + m_BlockTickQueue.swap(m_BlockTickQueueCopy); + + for(std::vector<BlockTickQueueItem *>::iterator itr = m_BlockTickQueueCopy.begin(); itr != m_BlockTickQueueCopy.end(); itr++) + { + BlockTickQueueItem *Block = (*itr); + Block->ToWait -= a_Dt; + if(Block->ToWait <= 0) + { + BlockHandler(GetBlock(Block->X, Block->Y, Block->Z))->OnUpdate(this, Block->X, Block->Y, Block->Z); + delete Block; //We donīt have to remove it from the vector, this will happen automatically on the next tick + }else{ + m_BlockTickQueue.push_back(Block); //Keep the block in the queue + } + } + +} + + +void cWorld::QueueBlockForTick(int a_X, int a_Y, int a_Z, float a_Time) +{ + BlockTickQueueItem *Block = new BlockTickQueueItem; + Block->X = a_X; + Block->Y = a_Y; + Block->Z = a_Z; + Block->ToWait = a_Time; + + m_BlockTickQueue.push_back(Block); +} + + +bool cWorld::IsBlockDirectlyWatered(int a_X, int a_Y, int a_Z) +{ + return IsBlockWater(GetBlock(a_X - 1, a_Y, a_Z)) + || IsBlockWater(GetBlock(a_X + 1, a_Y, a_Z)) + || IsBlockWater(GetBlock(a_X, a_Y, a_Z - 1)) + || IsBlockWater(GetBlock(a_X, a_Y, a_Z + 1)); +}
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