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#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"
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#include "blocks/Block.h"
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#include "packets/cPacket_TimeUpdate.h"
#include "packets/cPacket_NewInvalidState.h"
#include "packets/cPacket_Thunderbolt.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 ;
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//preallocate some memory for ticking blocks so we don´ t need to allocate that often
m_BlockTickQueue . reserve ( 1000 );
m_BlockTickQueueCopy . reserve ( 1000 );
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//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 );
}
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
}
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void cWorld :: StopThreads ( void )
{
m_Generator . Stop ();
m_ChunkSender . Stop ();
}
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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 ())
{
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LOGD ( "Destroying entity #%i" , ( * itr ) -> GetUniqueID ());
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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 );
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TickQueuedBlocks ( a_Dt );
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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 )
{
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if ( m_WeatherInterval == 0 )
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{
ChangeWeather ();
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cRoot :: Get () -> GetPluginManager () -> CallHookWeatherChanged ( this );
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switch ( GetWeather ())
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{
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 )
{
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if ( GetBiomeAt (( int ) SpawnPos . x , ( int ) SpawnPos . z ) == biHell ) // Spawn nether mobs
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{
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if ( nightRand == 1 )
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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 ();
}
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//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 );
}
}
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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 );
}
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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 ());
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sSetBlockVector Logs , Other ;
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switch ( a_SaplingMeta & 0x07 )
{
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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 ;
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}
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Other . insert ( Other . begin (), Logs . begin (), Logs . end ());
Logs . clear ();
GrowTreeImage ( Logs );
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}
void cWorld :: GrowTreeByBiome ( int a_X , int a_Y , int a_Z )
{
cNoise Noise ( m_Generator . GetSeed ());
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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 );
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}
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 );
}
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void cWorld :: SetBlock ( int a_X , int a_Y , int a_Z , BLOCKTYPE a_BlockType , NIBBLETYPE a_BlockMeta )
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{
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if ( a_BlockType == E_BLOCK_AIR )
{
BlockHandler ( GetBlock ( a_X , a_Y , a_Z )) -> OnDestroyed ( this , a_X , a_Y , a_Z );
}
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m_ChunkMap -> SetBlock ( a_X , a_Y , a_Z , a_BlockType , a_BlockMeta );
GetSimulatorManager () -> WakeUp ( a_X , a_Y , a_Z );
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BlockHandler ( a_BlockType ) -> OnPlaced ( this , a_X , a_Y , a_Z , a_BlockMeta );
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}
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void cWorld :: FastSetBlock ( int a_X , int a_Y , int a_Z , BLOCKTYPE a_BlockType , NIBBLETYPE a_BlockMeta )
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{
cCSLock Lock ( m_CSFastSetBlock );
m_FastSetBlockQueue . push_back ( sSetBlock ( a_X , a_Y , a_Z , a_BlockType , a_BlockMeta ));
}
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BLOCKTYPE cWorld :: GetBlock ( int a_X , int a_Y , int a_Z )
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{
// 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 );
}
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NIBBLETYPE cWorld :: GetBlockMeta ( int a_X , int a_Y , int a_Z )
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{
// 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 );
}
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void cWorld :: SetBlockMeta ( int a_X , int a_Y , int a_Z , NIBBLETYPE a_MetaData )
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{
m_ChunkMap -> SetBlockMeta ( a_X , a_Y , a_Z , a_MetaData );
}
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NIBBLETYPE cWorld :: GetBlockSkyLight ( int a_X , int a_Y , int a_Z )
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{
return m_ChunkMap -> GetBlockSkyLight ( a_X , a_Y , a_Z );
}
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void cWorld :: GetBlockTypeMeta ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE & a_BlockType , NIBBLETYPE & a_BlockMeta )
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{
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 )
{
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cBlockHandler * Handler = cBlockHandler :: GetBlockHandler ( GetBlock ( a_X , a_Y , a_Z ));
Handler -> OnDestroyed ( this , a_X , a_Y , a_Z );
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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 );
}
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 ;
}
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ch -> Send ( a_Packet );
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}
}
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 );
}
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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 );
}
}
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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 );
}
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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 :: BroadcastRelEntMoveLook ( const cEntity & a_Entity , char a_RelX , char a_RelY , char a_RelZ , const cClientHandle * a_Exclude )
{
m_ChunkMap -> BroadcastRelEntMoveLook ( a_Entity , a_RelX , a_RelY , a_RelZ , a_Exclude );
}
void cWorld :: BroadcastRelEntMove ( const cEntity & a_Entity , char a_RelX , char a_RelY , char a_RelZ , const cClientHandle * a_Exclude )
{
m_ChunkMap -> BroadcastRelEntMove ( 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 , const cClientHandle * a_Exclude )
{
m_ChunkMap -> BroadcastBlockAction ( a_BlockX , a_BlockY , a_BlockZ , a_Byte1 , a_Byte2 , a_Exclude );
}
void cWorld :: BroadcastDestroyEntity ( const cEntity & a_Entity , const cClientHandle * a_Exclude )
{
m_ChunkMap -> BroadcastDestroyEntity ( a_Entity , a_Exclude );
}
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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 );
}
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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 );
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for ( cPlayerList :: iterator itr = m_Players . begin (), itr2 = itr ; itr != m_Players . end (); itr = itr2 )
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{
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++ itr2 ;
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if ( a_Callback . Item ( * itr ))
{
return false ;
}
} // for itr - m_Players[]
return true ;
}
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bool cWorld :: DoWithPlayer ( const AString & a_PlayerName , cPlayerListCallback & a_Callback )
{
// Calls the callback for each player in the list
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cCSLock Lock ( m_CSPlayers );
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for ( cPlayerList :: iterator itr = m_Players . begin (); itr != m_Players . end (); ++ itr )
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{
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if ( NoCaseCompare (( * itr ) -> GetName (), a_PlayerName ) == 0 )
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{
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a_Callback . Item ( * itr );
return true ;
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}
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} // for itr - m_Players[]
return false ;
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}
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// TODO: This interface is dangerous!
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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 );
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for ( cPlayerList :: iterator itr = m_Players . begin (); itr != m_Players . end (); ++ itr )
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{
cClientHandle * ch = ( * itr ) -> GetClientHandle ();
if (( ch != NULL ) && ! ch -> IsDestroyed ())
{
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a_DestPlayer -> GetClientHandle () -> SendPlayerListItem ( * ( * itr ));
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}
}
}
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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 )
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{
cCSLock Lock ( m_CSEntities );
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for ( cEntityList :: iterator itr = m_AllEntities . begin (), itr2 = itr ; itr != m_AllEntities . end (); itr = itr2 )
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{
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++ itr2 ;
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if ( a_Callback . Item ( * itr ))
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{
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return false ;
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}
} // for itr - m_AllEntities[]
return false ;
}
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bool cWorld :: ForEachEntityInChunk ( int a_ChunkX , int a_ChunkZ , cEntityCallback & a_Callback )
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{
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return m_ChunkMap -> ForEachEntityInChunk ( a_ChunkX , a_ChunkZ , a_Callback );
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}
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bool cWorld :: DoWithEntityByID ( int a_UniqueID , cEntityCallback & a_Callback )
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{
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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 ;
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}
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 );
}
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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 )
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{
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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 ))
{
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 );
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}
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 );
}
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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 );
}
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void cWorld :: SaveAllChunks ( void )
{
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LOGINFO ( "Saving all chunks..." );
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m_LastSave = m_Time ;
m_ChunkMap -> SaveAllChunks ();
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m_Storage . QueueSavedMessage ();
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}
/************************************************************************/
/* 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 ();
}
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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 don´ t 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 ));
}