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authorcedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-06-14 15:06:06 +0200
committercedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-06-14 15:06:06 +0200
commit92c59963f82f81aa3202657e7fdbb2592924ede3 (patch)
treeb7eb2474528a4998fa102e3ec9119b908cee08b4 /source/cWorld.cpp
parentAdded HOOK_WEATHER_CHANGE. (diff)
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Diffstat (limited to 'source/cWorld.cpp')
-rw-r--r--source/cWorld.cpp3690
1 files changed, 1845 insertions, 1845 deletions
diff --git a/source/cWorld.cpp b/source/cWorld.cpp
index 27f85bf90..b5ed59ccb 100644
--- a/source/cWorld.cpp
+++ b/source/cWorld.cpp
@@ -1,1845 +1,1845 @@
-
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
-
-#include "BlockID.h"
-#include "cWorld.h"
-#include "cRedstone.h"
-#include "ChunkDef.h"
-#include "cClientHandle.h"
-#include "cPickup.h"
-#include "cBlockToPickup.h"
-#include "cPlayer.h"
-#include "cServer.h"
-#include "cItem.h"
-#include "cRoot.h"
-#include "../iniFile/iniFile.h"
-#include "cChunkMap.h"
-#include "cSimulatorManager.h"
-#include "cWaterSimulator.h"
-#include "cLavaSimulator.h"
-#include "cFireSimulator.h"
-#include "cSandSimulator.h"
-#include "cRedstoneSimulator.h"
-#include "cChicken.h"
-#include "cSpider.h"
-#include "cCow.h" //cow
-#include "cSquid.h" //Squid
-#include "cWolf.h" //wolf
-#include "cSlime.h" //slime
-#include "cSkeleton.h" //Skeleton
-#include "cSilverfish.h" //Silverfish
-#include "cPig.h" //pig
-#include "cSheep.h" //sheep
-#include "cZombie.h" //zombie
-#include "cEnderman.h" //enderman
-#include "cCreeper.h" //creeper
-#include "cCavespider.h" //cavespider
-#include "cGhast.h" //Ghast
-#include "cZombiepigman.h" //Zombiepigman
-#include "cMakeDir.h"
-#include "cChunkGenerator.h"
-#include "MersenneTwister.h"
-#include "cTracer.h"
-#include "Trees.h"
-#include "cPluginManager.h"
-
-
-#include "packets/cPacket_TimeUpdate.h"
-#include "packets/cPacket_NewInvalidState.h"
-#include "packets/cPacket_Thunderbolt.h"
-
-#include "Vector3d.h"
-
-#include <time.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;
-
- m_Generator.Stop();
- m_ChunkSender.Stop();
-
- 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;
-
- //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:
- {
- m_Weather = a_Weather;
- cPacket_NewInvalidState WeatherPacket;
- WeatherPacket.m_Reason = 2; //stop rain
- Broadcast ( WeatherPacket );
- }
- break;
- case eWeather_Rain:
- {
- m_Weather = a_Weather;
- cPacket_NewInvalidState WeatherPacket;
- WeatherPacket.m_Reason = 1; //begin rain
- Broadcast ( WeatherPacket );
- }
- break;
- case eWeather_ThunderStorm:
- {
- m_Weather = a_Weather;
- cPacket_NewInvalidState WeatherPacket;
- WeatherPacket.m_Reason = 1; //begin rain
- Broadcast ( WeatherPacket );
- CastThunderbolt ( 0, 0, 0 ); //start thunderstorm with a lightning strike at 0, 0, 0. >:D
- }
- break;
- default:
- LOGWARN("Trying to set unknown weather %d", a_Weather );
- break;
- }
-}
-
-
-
-
-
-void cWorld::CastThunderbolt ( int a_X, int a_Y, int a_Z )
-{
- cPacket_Thunderbolt ThunderboltPacket;
- ThunderboltPacket.m_xLBPos = a_X;
- ThunderboltPacket.m_yLBPos = a_Y;
- ThunderboltPacket.m_zLBPos = a_Z;
- BroadcastToChunkOfBlock(a_X, a_Y, a_Z, &ThunderboltPacket);
-}
-
-
-
-
-
-bool cWorld::IsPlacingItemLegal(Int16 a_ItemType, int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- BLOCKTYPE SurfaceBlock = GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
- switch (a_ItemType)
- {
- case E_BLOCK_YELLOW_FLOWER: // Can ONLY be placed on dirt/grass
- case E_BLOCK_RED_ROSE:
- case E_BLOCK_SAPLING:
- {
- switch (SurfaceBlock)
- {
- case E_BLOCK_DIRT:
- case E_BLOCK_GRASS:
- case E_BLOCK_FARMLAND:
- {
- return true;
- }
- }
- return false;
- }
-
- case E_BLOCK_BROWN_MUSHROOM: // Can be placed on pretty much anything, with exceptions
- case E_BLOCK_RED_MUSHROOM:
- {
- switch (SurfaceBlock)
- {
- case E_BLOCK_GLASS:
- case E_BLOCK_YELLOW_FLOWER:
- case E_BLOCK_RED_ROSE:
- case E_BLOCK_BROWN_MUSHROOM:
- case E_BLOCK_RED_MUSHROOM:
- case E_BLOCK_CACTUS:
- {
- return false;
- }
- }
- return true;
- }
-
- case E_BLOCK_CACTUS:
- {
- if ((SurfaceBlock != E_BLOCK_SAND) && (SurfaceBlock != E_BLOCK_CACTUS))
- {
- // Cactus can only be placed on sand and itself
- return false;
- }
-
- // Check surroundings. Cacti may ONLY be surrounded by air
- if (
- (GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ) != E_BLOCK_AIR) ||
- (GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ) != E_BLOCK_AIR) ||
- (GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1) != E_BLOCK_AIR) ||
- (GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1) != E_BLOCK_AIR)
- )
- {
- return false;
- }
- return true;
- }
-
- case E_ITEM_SEEDS:
- case E_ITEM_MELON_SEEDS:
- case E_ITEM_PUMPKIN_SEEDS:
- {
- // Seeds can go only on the farmland block:
- return (SurfaceBlock == E_BLOCK_FARMLAND);
- }
- } // switch (a_Packet->m_ItemType)
- return true;
-}
-
-
-
-
-
-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::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 )
- {
- Broadcast( cPacket_TimeUpdate( (m_WorldTime) ) );
- }
-
- {
- cCSLock Lock(m_CSEntities);
- for (cEntityList::iterator itr = m_AllEntities.begin(); itr != m_AllEntities.end();)
- {
- if ((*itr)->IsDestroyed())
- {
- LOG("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);
-
- 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()->CallHook( cPluginManager::HOOK_WEATHER_CHANGE, 0 );
-
- 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 (nightRand == 0) //random percent to spawn for night
- Monster = new cSpider();
- else if (nightRand == 1)
- Monster = new cZombie();
- else if (nightRand == 2)
- Monster = new cEnderman();
- else if (nightRand == 3)
- Monster = new cCreeper();
- else if (nightRand == 4)
- Monster = new cCavespider();
- else if (nightRand == 5)
- Monster = new cGhast();
- else if (nightRand == 6)
- Monster = new cZombiepigman();
- 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 );
- Monster->SpawnOn(0);
- }
-}
-
-
-
-
-
-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 Blocks;
- switch (a_SaplingMeta & 0x07)
- {
- case E_META_SAPLING_APPLE: GetAppleTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Blocks); break;
- case E_META_SAPLING_BIRCH: GetBirchTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Blocks); break;
- case E_META_SAPLING_CONIFER: GetConiferTreeImage(a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Blocks); break;
- case E_META_SAPLING_JUNGLE: GetJungleTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Blocks); break;
- }
-
- GrowTreeImage(Blocks);
-}
-
-
-
-
-
-void cWorld::GrowTreeByBiome(int a_X, int a_Y, int a_Z)
-{
- cNoise Noise(m_Generator.GetSeed());
- sSetBlockVector Blocks;
- GetTreeImageByBiome(a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), (EMCSBiome)GetBiomeAt(a_X, a_Z), Blocks);
- GrowTreeImage(Blocks);
-}
-
-
-
-
-
-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, char a_BlockType, char a_BlockMeta )
-{
- m_ChunkMap->SetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta);
-
- GetSimulatorManager()->WakeUp(a_X, a_Y, a_Z);
-}
-
-
-
-
-
-void cWorld::FastSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta )
-{
- cCSLock Lock(m_CSFastSetBlock);
- m_FastSetBlockQueue.push_back(sSetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta));
-}
-
-
-
-
-
-char 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);
-}
-
-
-
-
-
-char 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, char a_MetaData )
-{
- m_ChunkMap->SetBlockMeta(a_X, a_Y, a_Z, a_MetaData);
-}
-
-
-
-
-
-char 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, char & a_BlockType, unsigned char & 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 can 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)
-{
- 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);
-}
-
-
-
-
-
-// TODO: This interface is dangerous!
-cBlockEntity * cWorld::GetBlockEntity( int a_X, int a_Y, int a_Z )
-{
- return NULL;
-}
-
-
-
-
-
-int cWorld::GetHeight( int a_X, int a_Z )
-{
- return m_ChunkMap->GetHeight(a_X, a_Z);
-}
-
-
-
-
-
-const double & cWorld::GetSpawnY(void)
-{
- return m_SpawnY;
-}
-
-
-
-
-void cWorld::Broadcast( const cPacket & a_Packet, 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;
- }
- (*itr)->GetClientHandle()->Send( a_Packet );
- }
-}
-
-
-
-
-
-void cWorld::BroadcastToChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const cPacket & a_Packet, cClientHandle * a_Exclude)
-{
- m_ChunkMap->BroadcastToChunk(a_ChunkX, a_ChunkY, a_ChunkZ, a_Packet, a_Exclude);
-}
-
-
-
-
-
-void cWorld::BroadcastToChunkOfBlock(int a_X, int a_Y, int a_Z, cPacket * a_Packet, cClientHandle * a_Exclude)
-{
- m_ChunkMap->BroadcastToChunkOfBlock(a_X, a_Y, a_Z, a_Packet, a_Exclude);
-}
-
-
-
-
-
-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(); itr != m_Players.end(); ++itr)
- {
- if (a_Callback.Item(*itr))
- {
- return false;
- }
- } // for itr - m_Players[]
- return true;
-}
-
-
-
-
-// TODO: This interface is dangerous!
-cPlayer* cWorld::GetPlayer( const char* a_PlayerName )
-{
- cPlayer* BestMatch = 0;
- unsigned int MatchedLetters = 0;
- unsigned int NumMatches = 0;
- bool bPerfectMatch = false;
-
- unsigned int NameLength = strlen( a_PlayerName );
- cCSLock Lock(m_CSPlayers);
- for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); itr++ )
- {
- std::string Name = (*itr)->GetName();
- if( NameLength > Name.length() ) continue; // Definitely not a match
-
- for (unsigned int i = 0; i < NameLength; i++)
- {
- char c1 = (char)toupper( a_PlayerName[i] );
- char c2 = (char)toupper( Name[i] );
- if( c1 == c2 )
- {
- if( i+1 > MatchedLetters )
- {
- MatchedLetters = i+1;
- BestMatch = *itr;
- }
- if( i+1 == NameLength )
- {
- NumMatches++;
- if( NameLength == Name.length() )
- {
- bPerfectMatch = true;
- break;
- }
- }
- }
- else
- {
- if( BestMatch == *itr ) BestMatch = 0;
- break;
- }
- if( bPerfectMatch )
- break;
- }
- }
- if ( NumMatches == 1 )
- {
- return BestMatch;
- }
-
- // More than one matches, so it's undefined. Return NULL instead
- return NULL;
-}
-
-
-
-
-
-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())
- {
- cPacket_PlayerListItem PlayerListItem((*itr)->GetColor() + (*itr)->GetName(), true, (*itr)->GetClientHandle()->GetPing());
- a_DestPlayer->GetClientHandle()->Send( PlayerListItem );
- }
- }
-}
-
-
-
-
-
-bool cWorld::DoWithEntity( 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::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);
-}
-
-
-
-
-
-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_X, int a_Y, int a_Z, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4)
-{
- m_ChunkMap->UpdateSign(a_X, a_Y, a_Z, a_Line1, a_Line2, a_Line3, a_Line4);
-}
-
-
-
-
-
-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);
-}
-
-
-
-
-
-void cWorld::SaveAllChunks(void)
-{
- LOG("Saving all chunks...");
- m_LastSave = m_Time;
- m_ChunkMap->SaveAllChunks();
-}
-
-
-
-
-
-/************************************************************************/
-/* 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();
-}
-
-
-
-
+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "BlockID.h"
+#include "cWorld.h"
+#include "cRedstone.h"
+#include "ChunkDef.h"
+#include "cClientHandle.h"
+#include "cPickup.h"
+#include "cBlockToPickup.h"
+#include "cPlayer.h"
+#include "cServer.h"
+#include "cItem.h"
+#include "cRoot.h"
+#include "../iniFile/iniFile.h"
+#include "cChunkMap.h"
+#include "cSimulatorManager.h"
+#include "cWaterSimulator.h"
+#include "cLavaSimulator.h"
+#include "cFireSimulator.h"
+#include "cSandSimulator.h"
+#include "cRedstoneSimulator.h"
+#include "cChicken.h"
+#include "cSpider.h"
+#include "cCow.h" //cow
+#include "cSquid.h" //Squid
+#include "cWolf.h" //wolf
+#include "cSlime.h" //slime
+#include "cSkeleton.h" //Skeleton
+#include "cSilverfish.h" //Silverfish
+#include "cPig.h" //pig
+#include "cSheep.h" //sheep
+#include "cZombie.h" //zombie
+#include "cEnderman.h" //enderman
+#include "cCreeper.h" //creeper
+#include "cCavespider.h" //cavespider
+#include "cGhast.h" //Ghast
+#include "cZombiepigman.h" //Zombiepigman
+#include "cMakeDir.h"
+#include "cChunkGenerator.h"
+#include "MersenneTwister.h"
+#include "cTracer.h"
+#include "Trees.h"
+#include "cPluginManager.h"
+
+
+#include "packets/cPacket_TimeUpdate.h"
+#include "packets/cPacket_NewInvalidState.h"
+#include "packets/cPacket_Thunderbolt.h"
+
+#include "Vector3d.h"
+
+#include <time.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;
+
+ m_Generator.Stop();
+ m_ChunkSender.Stop();
+
+ 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;
+
+ //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:
+ {
+ m_Weather = a_Weather;
+ cPacket_NewInvalidState WeatherPacket;
+ WeatherPacket.m_Reason = 2; //stop rain
+ Broadcast ( WeatherPacket );
+ }
+ break;
+ case eWeather_Rain:
+ {
+ m_Weather = a_Weather;
+ cPacket_NewInvalidState WeatherPacket;
+ WeatherPacket.m_Reason = 1; //begin rain
+ Broadcast ( WeatherPacket );
+ }
+ break;
+ case eWeather_ThunderStorm:
+ {
+ m_Weather = a_Weather;
+ cPacket_NewInvalidState WeatherPacket;
+ WeatherPacket.m_Reason = 1; //begin rain
+ Broadcast ( WeatherPacket );
+ CastThunderbolt ( 0, 0, 0 ); //start thunderstorm with a lightning strike at 0, 0, 0. >:D
+ }
+ break;
+ default:
+ LOGWARN("Trying to set unknown weather %d", a_Weather );
+ break;
+ }
+}
+
+
+
+
+
+void cWorld::CastThunderbolt ( int a_X, int a_Y, int a_Z )
+{
+ cPacket_Thunderbolt ThunderboltPacket;
+ ThunderboltPacket.m_xLBPos = a_X;
+ ThunderboltPacket.m_yLBPos = a_Y;
+ ThunderboltPacket.m_zLBPos = a_Z;
+ BroadcastToChunkOfBlock(a_X, a_Y, a_Z, &ThunderboltPacket);
+}
+
+
+
+
+
+bool cWorld::IsPlacingItemLegal(Int16 a_ItemType, int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ BLOCKTYPE SurfaceBlock = GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
+ switch (a_ItemType)
+ {
+ case E_BLOCK_YELLOW_FLOWER: // Can ONLY be placed on dirt/grass
+ case E_BLOCK_RED_ROSE:
+ case E_BLOCK_SAPLING:
+ {
+ switch (SurfaceBlock)
+ {
+ case E_BLOCK_DIRT:
+ case E_BLOCK_GRASS:
+ case E_BLOCK_FARMLAND:
+ {
+ return true;
+ }
+ }
+ return false;
+ }
+
+ case E_BLOCK_BROWN_MUSHROOM: // Can be placed on pretty much anything, with exceptions
+ case E_BLOCK_RED_MUSHROOM:
+ {
+ switch (SurfaceBlock)
+ {
+ case E_BLOCK_GLASS:
+ case E_BLOCK_YELLOW_FLOWER:
+ case E_BLOCK_RED_ROSE:
+ case E_BLOCK_BROWN_MUSHROOM:
+ case E_BLOCK_RED_MUSHROOM:
+ case E_BLOCK_CACTUS:
+ {
+ return false;
+ }
+ }
+ return true;
+ }
+
+ case E_BLOCK_CACTUS:
+ {
+ if ((SurfaceBlock != E_BLOCK_SAND) && (SurfaceBlock != E_BLOCK_CACTUS))
+ {
+ // Cactus can only be placed on sand and itself
+ return false;
+ }
+
+ // Check surroundings. Cacti may ONLY be surrounded by air
+ if (
+ (GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ) != E_BLOCK_AIR) ||
+ (GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ) != E_BLOCK_AIR) ||
+ (GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1) != E_BLOCK_AIR) ||
+ (GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1) != E_BLOCK_AIR)
+ )
+ {
+ return false;
+ }
+ return true;
+ }
+
+ case E_ITEM_SEEDS:
+ case E_ITEM_MELON_SEEDS:
+ case E_ITEM_PUMPKIN_SEEDS:
+ {
+ // Seeds can go only on the farmland block:
+ return (SurfaceBlock == E_BLOCK_FARMLAND);
+ }
+ } // switch (a_Packet->m_ItemType)
+ return true;
+}
+
+
+
+
+
+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::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 )
+ {
+ Broadcast( cPacket_TimeUpdate( (m_WorldTime) ) );
+ }
+
+ {
+ cCSLock Lock(m_CSEntities);
+ for (cEntityList::iterator itr = m_AllEntities.begin(); itr != m_AllEntities.end();)
+ {
+ if ((*itr)->IsDestroyed())
+ {
+ LOG("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);
+
+ 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()->CallHook( cPluginManager::HOOK_WEATHER_CHANGE, 0 );
+
+ 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 (nightRand == 0) //random percent to spawn for night
+ Monster = new cSpider();
+ else if (nightRand == 1)
+ Monster = new cZombie();
+ else if (nightRand == 2)
+ Monster = new cEnderman();
+ else if (nightRand == 3)
+ Monster = new cCreeper();
+ else if (nightRand == 4)
+ Monster = new cCavespider();
+ else if (nightRand == 5)
+ Monster = new cGhast();
+ else if (nightRand == 6)
+ Monster = new cZombiepigman();
+ 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 );
+ Monster->SpawnOn(0);
+ }
+}
+
+
+
+
+
+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 Blocks;
+ switch (a_SaplingMeta & 0x07)
+ {
+ case E_META_SAPLING_APPLE: GetAppleTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Blocks); break;
+ case E_META_SAPLING_BIRCH: GetBirchTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Blocks); break;
+ case E_META_SAPLING_CONIFER: GetConiferTreeImage(a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Blocks); break;
+ case E_META_SAPLING_JUNGLE: GetJungleTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Blocks); break;
+ }
+
+ GrowTreeImage(Blocks);
+}
+
+
+
+
+
+void cWorld::GrowTreeByBiome(int a_X, int a_Y, int a_Z)
+{
+ cNoise Noise(m_Generator.GetSeed());
+ sSetBlockVector Blocks;
+ GetTreeImageByBiome(a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), (EMCSBiome)GetBiomeAt(a_X, a_Z), Blocks);
+ GrowTreeImage(Blocks);
+}
+
+
+
+
+
+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, char a_BlockType, char a_BlockMeta )
+{
+ m_ChunkMap->SetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta);
+
+ GetSimulatorManager()->WakeUp(a_X, a_Y, a_Z);
+}
+
+
+
+
+
+void cWorld::FastSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta )
+{
+ cCSLock Lock(m_CSFastSetBlock);
+ m_FastSetBlockQueue.push_back(sSetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta));
+}
+
+
+
+
+
+char 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);
+}
+
+
+
+
+
+char 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, char a_MetaData )
+{
+ m_ChunkMap->SetBlockMeta(a_X, a_Y, a_Z, a_MetaData);
+}
+
+
+
+
+
+char 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, char & a_BlockType, unsigned char & 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 can 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)
+{
+ 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);
+}
+
+
+
+
+
+// TODO: This interface is dangerous!
+cBlockEntity * cWorld::GetBlockEntity( int a_X, int a_Y, int a_Z )
+{
+ return NULL;
+}
+
+
+
+
+
+int cWorld::GetHeight( int a_X, int a_Z )
+{
+ return m_ChunkMap->GetHeight(a_X, a_Z);
+}
+
+
+
+
+
+const double & cWorld::GetSpawnY(void)
+{
+ return m_SpawnY;
+}
+
+
+
+
+void cWorld::Broadcast( const cPacket & a_Packet, 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;
+ }
+ (*itr)->GetClientHandle()->Send( a_Packet );
+ }
+}
+
+
+
+
+
+void cWorld::BroadcastToChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const cPacket & a_Packet, cClientHandle * a_Exclude)
+{
+ m_ChunkMap->BroadcastToChunk(a_ChunkX, a_ChunkY, a_ChunkZ, a_Packet, a_Exclude);
+}
+
+
+
+
+
+void cWorld::BroadcastToChunkOfBlock(int a_X, int a_Y, int a_Z, cPacket * a_Packet, cClientHandle * a_Exclude)
+{
+ m_ChunkMap->BroadcastToChunkOfBlock(a_X, a_Y, a_Z, a_Packet, a_Exclude);
+}
+
+
+
+
+
+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(); itr != m_Players.end(); ++itr)
+ {
+ if (a_Callback.Item(*itr))
+ {
+ return false;
+ }
+ } // for itr - m_Players[]
+ return true;
+}
+
+
+
+
+// TODO: This interface is dangerous!
+cPlayer* cWorld::GetPlayer( const char* a_PlayerName )
+{
+ cPlayer* BestMatch = 0;
+ unsigned int MatchedLetters = 0;
+ unsigned int NumMatches = 0;
+ bool bPerfectMatch = false;
+
+ unsigned int NameLength = strlen( a_PlayerName );
+ cCSLock Lock(m_CSPlayers);
+ for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); itr++ )
+ {
+ std::string Name = (*itr)->GetName();
+ if( NameLength > Name.length() ) continue; // Definitely not a match
+
+ for (unsigned int i = 0; i < NameLength; i++)
+ {
+ char c1 = (char)toupper( a_PlayerName[i] );
+ char c2 = (char)toupper( Name[i] );
+ if( c1 == c2 )
+ {
+ if( i+1 > MatchedLetters )
+ {
+ MatchedLetters = i+1;
+ BestMatch = *itr;
+ }
+ if( i+1 == NameLength )
+ {
+ NumMatches++;
+ if( NameLength == Name.length() )
+ {
+ bPerfectMatch = true;
+ break;
+ }
+ }
+ }
+ else
+ {
+ if( BestMatch == *itr ) BestMatch = 0;
+ break;
+ }
+ if( bPerfectMatch )
+ break;
+ }
+ }
+ if ( NumMatches == 1 )
+ {
+ return BestMatch;
+ }
+
+ // More than one matches, so it's undefined. Return NULL instead
+ return NULL;
+}
+
+
+
+
+
+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())
+ {
+ cPacket_PlayerListItem PlayerListItem((*itr)->GetColor() + (*itr)->GetName(), true, (*itr)->GetClientHandle()->GetPing());
+ a_DestPlayer->GetClientHandle()->Send( PlayerListItem );
+ }
+ }
+}
+
+
+
+
+
+bool cWorld::DoWithEntity( 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::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);
+}
+
+
+
+
+
+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_X, int a_Y, int a_Z, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4)
+{
+ m_ChunkMap->UpdateSign(a_X, a_Y, a_Z, a_Line1, a_Line2, a_Line3, a_Line4);
+}
+
+
+
+
+
+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);
+}
+
+
+
+
+
+void cWorld::SaveAllChunks(void)
+{
+ LOG("Saving all chunks...");
+ m_LastSave = m_Time;
+ m_ChunkMap->SaveAllChunks();
+}
+
+
+
+
+
+/************************************************************************/
+/* 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();
+}
+
+
+
+