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-rw-r--r--src/World.h32
1 files changed, 27 insertions, 5 deletions
diff --git a/src/World.h b/src/World.h
index 9c7079a92..5c18c5d23 100644
--- a/src/World.h
+++ b/src/World.h
@@ -48,6 +48,7 @@ class cNoteEntity;
class cMobHeadEntity;
class cMobCensus;
class cCompositeChat;
+class cCuboid;
typedef std::list< cPlayer * > cPlayerList;
@@ -66,7 +67,10 @@ typedef cItemCallback<cMobHeadEntity> cMobHeadBlockCallback;
// tolua_begin
-class cWorld : public cForEachChunkProvider, public cWorldInterface, public cBroadcastInterface
+class cWorld :
+ public cForEachChunkProvider,
+ public cWorldInterface,
+ public cBroadcastInterface
{
public:
@@ -305,9 +309,14 @@ public:
/** Removes the client from all chunks it is present in */
void RemoveClientFromChunks(cClientHandle * a_Client);
- /** Sends the chunk to the client specified, if the chunk is valid. If not valid, the request is postponed (ChunkSender will send that chunk when it becomes valid+lighted) */
+ /** Sends the chunk to the client specified, if the client doesn't have the chunk yet.
+ If chunk not valid, the request is postponed (ChunkSender will send that chunk when it becomes valid + lighted). */
void SendChunkTo(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client);
+ /** Sends the chunk to the client specified, even if the client already has the chunk.
+ If the chunk's not valid, the request is postponed (ChunkSender will send that chunk when it becomes valid + lighted). */
+ void ForceSendChunkTo(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client);
+
/** Removes client from ChunkSender's queue of chunks to be sent */
void RemoveClientFromChunkSender(cClientHandle * a_Client);
@@ -403,15 +412,15 @@ public:
Prefer cBlockArea::Write() instead, this is the internal implementation; cBlockArea does error checking, too.
a_DataTypes is a bitmask of cBlockArea::baXXX constants ORed together.
*/
- virtual bool WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes);
+ virtual bool WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes) override;
// tolua_begin
/** Spawns item pickups for each item in the list. May compress pickups if too many entities: */
- virtual void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed = 1.0, bool IsPlayerCreated = false);
+ virtual void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed = 1.0, bool IsPlayerCreated = false); // override; cannot specify it here due to tolua
/** Spawns item pickups for each item in the list. May compress pickups if too many entities. All pickups get the speed specified: */
- virtual void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ, bool IsPlayerCreated = false);
+ virtual void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ, bool IsPlayerCreated = false); // override; cannot specify it here due to tolua
/** Spawns an falling block entity at the given position. It returns the UniqueID of the spawned falling block. */
int SpawnFallingBlock(int a_X, int a_Y, int a_Z, BLOCKTYPE BlockType, NIBBLETYPE BlockMeta);
@@ -551,6 +560,19 @@ public:
/** Returns the biome at the specified coords. Reads the biome from the chunk, if loaded, otherwise uses the world generator to provide the biome value */
EMCSBiome GetBiomeAt(int a_BlockX, int a_BlockZ);
+
+ /** Sets the biome at the specified coords. Returns true if successful, false if not (chunk not loaded).
+ Doesn't resend the chunk to clients, use ForceSendChunkTo() for that. */
+ bool SetBiomeAt(int a_BlockX, int a_BlockZ, EMCSBiome a_Biome);
+
+ /** Sets the biome at the area. Returns true if successful, false if any subarea failed (chunk not loaded).
+ (Re)sends the chunks to their relevant clients if successful. */
+ bool SetAreaBiome(int a_MinX, int a_MaxX, int a_MinZ, int a_MaxZ, EMCSBiome a_Biome);
+
+ /** Sets the biome at the area. Returns true if successful, false if any subarea failed (chunk not loaded).
+ (Re)sends the chunks to their relevant clients if successful.
+ The cuboid needn't be sorted. */
+ bool SetAreaBiome(const cCuboid & a_Area, EMCSBiome a_Biome);
/** Returns the name of the world */
const AString & GetName(void) const { return m_WorldName; }