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-rw-r--r--src/World.cpp86
1 files changed, 74 insertions, 12 deletions
diff --git a/src/World.cpp b/src/World.cpp
index fb8ee0cb3..8ef4dc0f3 100644
--- a/src/World.cpp
+++ b/src/World.cpp
@@ -237,7 +237,8 @@ cWorld::cWorld(const AString & a_WorldName) :
m_Weather(eWeather_Sunny),
m_WeatherInterval(24000), // Guaranteed 1 day of sunshine at server start :)
m_TickThread(*this),
- m_SkyDarkness(0)
+ m_SkyDarkness(0),
+ m_bSpawnExplicitlySet(false)
{
LOGD("cWorld::cWorld(\"%s\")", a_WorldName.c_str());
@@ -328,6 +329,20 @@ void cWorld::SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ)
void cWorld::InitializeSpawn(void)
{
+ if (!m_bSpawnExplicitlySet) // Check if spawn position was already explicitly set or not
+ {
+ GenerateRandomSpawn(); // Generate random solid-land coordinate and then write it to the world configuration
+
+ cIniFile IniFile;
+ IniFile.ReadFile(m_IniFileName);
+
+ IniFile.SetValueF("SpawnPosition", "X", m_SpawnX);
+ IniFile.SetValueF("SpawnPosition", "Y", m_SpawnY);
+ IniFile.SetValueF("SpawnPosition", "Z", m_SpawnZ);
+
+ IniFile.WriteFile(m_IniFileName);
+ }
+
int ChunkX = 0, ChunkY = 0, ChunkZ = 0;
BlockToChunk((int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ, ChunkX, ChunkY, ChunkZ);
@@ -382,10 +397,6 @@ void cWorld::InitializeSpawn(void)
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
-
-
#ifdef TEST_LINEBLOCKTRACER
// DEBUG: Test out the cLineBlockTracer class by tracing a few lines:
class cTracerCallbacks :
@@ -446,10 +457,9 @@ void cWorld::InitializeSpawn(void)
void cWorld::Start(void)
{
- // TODO: Find a proper spawn location, based on the biomes (not in ocean)
- m_SpawnX = (double)((m_TickRand.randInt() % 1000) - 500);
+ m_SpawnX = 0;
m_SpawnY = cChunkDef::Height;
- m_SpawnZ = (double)((m_TickRand.randInt() % 1000) - 500);
+ m_SpawnZ = 0;
m_GameMode = eGameMode_Creative;
cIniFile IniFile;
@@ -474,9 +484,36 @@ void cWorld::Start(void)
break;
}
} // switch (m_Dimension)
- m_SpawnX = IniFile.GetValueSetF("SpawnPosition", "X", m_SpawnX);
- m_SpawnY = IniFile.GetValueSetF("SpawnPosition", "Y", m_SpawnY);
- m_SpawnZ = IniFile.GetValueSetF("SpawnPosition", "Z", m_SpawnZ);
+
+ // Try to find the "SpawnPosition" key in the world configuration
+ // Set a boolean value if so
+ int KeyNum = IniFile.FindKey("SpawnPosition");
+ unsigned int NumSpawnPositionKeys = ((KeyNum != -1) ? (IniFile.GetNumValues(KeyNum)) : 0);
+
+ if (NumSpawnPositionKeys > 0)
+ {
+ for (unsigned int i = 0; i < NumSpawnPositionKeys; i++)
+ {
+ AString ValueName = IniFile.GetValueName(KeyNum, i);
+ if (
+ (ValueName.compare("X") == 0) ||
+ (ValueName.compare("Y") == 0) ||
+ (ValueName.compare("Z") == 0)
+ )
+ {
+ m_bSpawnExplicitlySet = true;
+ LOGD("Spawnpoint explicitly set!");
+ }
+ }
+ }
+
+ if (m_bSpawnExplicitlySet)
+ {
+ m_SpawnX = IniFile.GetValueF("SpawnPosition", "X", m_SpawnX);
+ m_SpawnY = IniFile.GetValueF("SpawnPosition", "Y", m_SpawnY);
+ m_SpawnZ = IniFile.GetValueF("SpawnPosition", "Z", m_SpawnZ);
+ }
+
m_StorageSchema = IniFile.GetValueSet ("Storage", "Schema", m_StorageSchema);
m_MaxCactusHeight = IniFile.GetValueSetI("Plants", "MaxCactusHeight", 3);
m_MaxSugarcaneHeight = IniFile.GetValueSetI("Plants", "MaxSugarcaneHeight", 3);
@@ -574,6 +611,31 @@ void cWorld::Start(void)
+void cWorld::GenerateRandomSpawn(void)
+{
+ LOGD("Generating random spawnpoint...");
+
+ while (GetBiomeAt((int)m_SpawnX, (int)m_SpawnZ) == biOcean) // Anything but ocean is fine
+ {
+ if ((GetTickRandomNumber(4) % 2) == 0) // Randomise whether to increment X or Z coords
+ {
+ m_SpawnX += cChunkDef::Width;
+ }
+ else
+ {
+ m_SpawnZ += cChunkDef::Width;
+ }
+ }
+
+ m_SpawnY = (double)GetHeight((int)m_SpawnX, (int)m_SpawnZ) + 1.6f; // 1.6f to accomodate player height
+
+ LOGD("Generated random spawnpoint %i %i %i", (int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ);
+}
+
+
+
+
+
void cWorld::Stop(void)
{
// Delete the clients that have been in this world:
@@ -984,7 +1046,7 @@ void cWorld::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_Blo
return;
}
- // TODO: Add damage to entities, add support for pickups, and implement block hardiness
+ // TODO: Add damage to entities and implement block hardiness
Vector3d explosion_pos = Vector3d(a_BlockX, a_BlockY, a_BlockZ);
cVector3iArray BlocksAffected;
m_ChunkMap->DoExplosionAt(a_ExplosionSize, a_BlockX, a_BlockY, a_BlockZ, BlocksAffected);