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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "BlockID.h"
#include "cWorld.h"
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#include "cRedstone.h"
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#include "cChunk.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"
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#include "cSimulatorManager.h"
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#include "cWaterSimulator.h"
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#include "cLavaSimulator.h"
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#include "cFireSimulator.h"
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#include "cSandSimulator.h"
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#include "cChicken.h"
#include "cSpider.h"
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#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
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#include "cGenSettings.h"
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#include "cMakeDir.h"
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#include "cChunkGenerator.h"
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#include "MersenneTwister.h"
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#include "cWorldGenerator_Test.h"
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#include "packets/cPacket_TimeUpdate.h"
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#include "packets/cPacket_NewInvalidState.h"
#include "packets/cPacket_Thunderbolt.h"
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#include "ptr_cChunk.h"
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#include "Vector3d.h"
#include <time.h>
#include "tolua++.h"
#ifndef _WIN32
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#include <stdlib.h>
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#endif
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float cWorld :: m_Time = 0.f ;
char g_BlockLightValue [ 128 ];
char g_BlockSpreadLightFalloff [ 128 ];
bool g_BlockTransparent [ 128 ];
bool g_BlockOneHitDig [ 128 ];
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bool g_BlockPistonBreakable [ 128 ];
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#define RECI_RAND_MAX (1.f/RAND_MAX)
inline float fRadRand ( float a_Radius )
{
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MTRand r1 ;
return (( float ) r1 . rand () * RECI_RAND_MAX ) * a_Radius - a_Radius * 0.5f ;
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}
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struct sSetBlockData
{
sSetBlockData ( int a_X , int a_Y , int a_Z , char a_BlockID , char a_BlockMeta )
: x ( a_X )
, y ( a_Y )
, z ( a_Z )
, BlockID ( a_BlockID )
, BlockMeta ( a_BlockMeta )
{}
int x , y , z ;
char BlockID , BlockMeta ;
};
typedef std :: list < sSetBlockData > FastSetBlockList ;
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struct cWorld :: sWorldState
{
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cWorld :: EntityList RemoveEntityQueue ;
cWorld :: EntityList AllEntities ;
cWorld :: ClientList Clients ;
cWorld :: PlayerList Players ;
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cWorld :: ChunkList SpreadQueue ;
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FastSetBlockList FastSetBlockQueue ;
cChunkGenerator * pChunkGenerator ;
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std :: string WorldName ;
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};
cWorld * cWorld :: GetWorld ()
{
LOGWARN ( "WARNING: Using deprecated function cWorld::GetWorld() use cRoot::Get()->GetWorld() instead!" );
return cRoot :: Get () -> GetWorld ();
}
cWorld ::~ cWorld ()
{
LockEntities ();
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while ( m_pState -> AllEntities . begin () != m_pState -> AllEntities . end () )
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{
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cEntity * Entity = * m_pState -> AllEntities . begin ();
m_pState -> AllEntities . remove ( Entity );
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if ( ! Entity -> IsDestroyed () ) Entity -> Destroy ();
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RemoveEntity ( Entity );
}
UnlockEntities ();
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delete m_SimulatorManager ;
delete m_SandSimulator ;
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delete m_WaterSimulator ;
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delete m_LavaSimulator ;
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delete m_FireSimulator ;
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UnloadUnusedChunks ();
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delete m_pState -> pChunkGenerator ;
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delete m_ChunkMap ;
delete m_ClientHandleCriticalSection ; m_ClientHandleCriticalSection = 0 ;
delete m_EntitiesCriticalSection ; m_EntitiesCriticalSection = 0 ;
delete m_ChunksCriticalSection ; m_ChunksCriticalSection = 0 ;
delete m_pState ;
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delete m_WorldGenerator ;
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}
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cWorld :: cWorld ( const char * a_WorldName )
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: m_pState ( new sWorldState )
, m_SpawnMonsterTime ( 0.f )
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, m_RSList ( 0 )
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, m_Weather ( 0 )
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, m_WorldGenerator ( 0 )
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{
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LOG ( "cWorld::cWorld(%s)" , a_WorldName );
m_pState -> WorldName = a_WorldName ;
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cMakeDir :: MakeDir ( m_pState -> WorldName . c_str ());
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MTRand r1 ;
m_SpawnX = ( double )(( r1 . randInt () % 1000 ) - 500 );
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m_SpawnY = 128 ;
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m_SpawnZ = ( double )(( r1 . randInt () % 1000 ) - 500 );
m_WorldSeed = r1 . randInt ();
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m_GameMode = 0 ;
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std :: string WorldGeneratorName ;
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cIniFile IniFile ( m_pState -> WorldName + "/world.ini" );
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if ( IniFile . ReadFile () )
{
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_WorldSeed = IniFile . GetValueI ( "Seed" , "Seed" , m_WorldSeed );
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m_GameMode = IniFile . GetValueI ( "GameMode" , "GameMode" , m_GameMode );
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WorldGeneratorName = IniFile . GetValue ( "Generator" , "GeneratorName" , "Default" );
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}
else
{
IniFile . SetValueF ( "SpawnPosition" , "X" , m_SpawnX );
IniFile . SetValueF ( "SpawnPosition" , "Y" , m_SpawnY );
IniFile . SetValueF ( "SpawnPosition" , "Z" , m_SpawnZ );
IniFile . SetValueI ( "Seed" , "Seed" , m_WorldSeed );
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IniFile . SetValueI ( "GameMode" , "GameMode" , m_GameMode );
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IniFile . SetValue ( "Generator" , "GeneratorName" , "Default" );
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if ( ! IniFile . WriteFile () )
{
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LOG ( "WARNING: Could not write to %s/world.ini" , a_WorldName );
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}
}
LOGINFO ( "Seed: %i" , m_WorldSeed );
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if ( WorldGeneratorName . compare ( "Test" ) == 0 )
m_WorldGenerator = new cWorldGenerator_Test ();
else // Default
m_WorldGenerator = new cWorldGenerator ();
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cIniFile GenSettings ( "terrain.ini" );
if ( GenSettings . ReadFile () )
{
#define READ_INI_TERRAIN_VAL( var, type ) cGenSettings::var = (type)GenSettings.GetValueF("Terrain", #var, cGenSettings::var )
READ_INI_TERRAIN_VAL ( HeightFreq1 , float );
READ_INI_TERRAIN_VAL ( HeightFreq2 , float );
READ_INI_TERRAIN_VAL ( HeightFreq3 , float );
READ_INI_TERRAIN_VAL ( HeightAmp1 , float );
READ_INI_TERRAIN_VAL ( HeightAmp2 , float );
READ_INI_TERRAIN_VAL ( HeightAmp3 , float );
}
else
{
#define SET_INI_TERRAIN_VAL( var ) GenSettings.SetValueF("Terrain", #var, cGenSettings::var )
SET_INI_TERRAIN_VAL ( HeightFreq1 );
SET_INI_TERRAIN_VAL ( HeightFreq2 );
SET_INI_TERRAIN_VAL ( HeightFreq3 );
SET_INI_TERRAIN_VAL ( HeightAmp1 );
SET_INI_TERRAIN_VAL ( HeightAmp2 );
SET_INI_TERRAIN_VAL ( HeightAmp3 );
GenSettings . WriteFile ();
}
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 );
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SetMaxPlayers ( IniFile2 . GetValueI ( "Server" , "MaxPlayers" , 9001 ));
m_Description = IniFile2 . GetValue ( "Server" , "Description" , "MCServer! - It's OVER 9000!" ). c_str ();
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}
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m_ChunkMap = new cChunkMap ( this );
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m_pState -> pChunkGenerator = new cChunkGenerator ( m_ChunkMap );
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m_Time = 0 ;
m_WorldTimeFraction = 0.f ;
m_WorldTime = 0 ;
m_LastSave = 0 ;
m_LastUnload = 0 ;
m_ClientHandleCriticalSection = new cCriticalSection ();
m_EntitiesCriticalSection = new cCriticalSection ();
m_ChunksCriticalSection = new cCriticalSection ();
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//Simulators:
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m_WaterSimulator = new cWaterSimulator ( this );
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m_LavaSimulator = new cLavaSimulator ( this );
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m_SandSimulator = new cSandSimulator ( this );
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m_FireSimulator = new cFireSimulator ( this );
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m_SimulatorManager = new cSimulatorManager ();
m_SimulatorManager -> RegisterSimulator ( m_WaterSimulator , 6 );
m_SimulatorManager -> RegisterSimulator ( m_LavaSimulator , 12 );
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m_SimulatorManager -> RegisterSimulator ( m_SandSimulator , 1 );
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m_SimulatorManager -> RegisterSimulator ( m_FireSimulator , 10 );
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memset ( g_BlockLightValue , 0x0 , 128 );
memset ( g_BlockSpreadLightFalloff , 0xf , 128 ); // 0xf means total falloff
memset ( g_BlockTransparent , 0x0 , 128 );
memset ( g_BlockOneHitDig , 0x0 , 128 );
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memset ( g_BlockPistonBreakable , 0x0 , 128 );
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// Emissive blocks
g_BlockLightValue [ E_BLOCK_TORCH ] = 14 ;
g_BlockLightValue [ E_BLOCK_FIRE ] = 15 ;
g_BlockLightValue [ E_BLOCK_LAVA ] = 15 ;
g_BlockLightValue [ E_BLOCK_STATIONARY_LAVA ] = 15 ;
g_BlockLightValue [ E_BLOCK_GLOWSTONE ] = 15 ;
// Spread blocks
g_BlockSpreadLightFalloff [ E_BLOCK_AIR ] = 1 ;
g_BlockSpreadLightFalloff [ E_BLOCK_TORCH ] = 1 ;
g_BlockSpreadLightFalloff [ E_BLOCK_FIRE ] = 1 ;
g_BlockSpreadLightFalloff [ E_BLOCK_LAVA ] = 1 ;
g_BlockSpreadLightFalloff [ E_BLOCK_STATIONARY_LAVA ] = 1 ;
g_BlockSpreadLightFalloff [ E_BLOCK_WATER ] = 4 ; // Light in water dissapears faster
g_BlockSpreadLightFalloff [ E_BLOCK_STATIONARY_WATER ] = 4 ;
g_BlockSpreadLightFalloff [ E_BLOCK_LEAVES ] = 1 ;
g_BlockSpreadLightFalloff [ E_BLOCK_GLASS ] = 1 ;
g_BlockSpreadLightFalloff [ E_BLOCK_GLOWSTONE ] = 1 ;
g_BlockSpreadLightFalloff [ E_BLOCK_SIGN_POST ] = 1 ;
g_BlockSpreadLightFalloff [ E_BLOCK_WALLSIGN ] = 1 ;
// Transparent blocks
g_BlockTransparent [ E_BLOCK_AIR ] = true ;
g_BlockTransparent [ E_BLOCK_GLASS ] = true ;
g_BlockTransparent [ E_BLOCK_FIRE ] = true ;
g_BlockTransparent [ E_BLOCK_ICE ] = true ;
g_BlockTransparent [ E_BLOCK_TORCH ] = true ;
g_BlockTransparent [ E_BLOCK_SIGN_POST ] = true ;
g_BlockTransparent [ E_BLOCK_WALLSIGN ] = true ;
// One hit break blocks
g_BlockOneHitDig [ E_BLOCK_SAPLING ] = true ;
g_BlockOneHitDig [ E_BLOCK_YELLOW_FLOWER ] = true ;
g_BlockOneHitDig [ E_BLOCK_RED_ROSE ] = true ;
g_BlockOneHitDig [ E_BLOCK_BROWN_MUSHROOM ] = true ;
g_BlockOneHitDig [ E_BLOCK_RED_MUSHROOM ] = true ;
g_BlockOneHitDig [ E_BLOCK_TNT ] = true ;
g_BlockOneHitDig [ E_BLOCK_TORCH ] = true ;
g_BlockOneHitDig [ E_BLOCK_REDSTONE_WIRE ] = true ;
g_BlockOneHitDig [ E_BLOCK_CROPS ] = true ;
g_BlockOneHitDig [ E_BLOCK_REDSTONE_TORCH_OFF ] = true ;
g_BlockOneHitDig [ E_BLOCK_REDSTONE_TORCH_ON ] = true ;
g_BlockOneHitDig [ E_BLOCK_REEDS ] = true ;
g_BlockOneHitDig [ E_BLOCK_REDSTONE_WIRE ] = true ;
g_BlockOneHitDig [ E_BLOCK_REDSTONE_REPEATER_OFF ] = true ;
g_BlockOneHitDig [ E_BLOCK_REDSTONE_REPEATER_ON ] = true ;
g_BlockOneHitDig [ E_BLOCK_LOCKED_CHEST ] = true ;
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g_BlockOneHitDig [ E_BLOCK_FIRE ] = true ;
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// Blocks that breaks when pushed by piston
g_BlockPistonBreakable [ E_BLOCK_AIR ] = true ;
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g_BlockPistonBreakable [ E_BLOCK_STATIONARY_WATER ] = false ; //This gave pistons the ability to drop water :D
g_BlockPistonBreakable [ E_BLOCK_WATER ] = false ;
g_BlockPistonBreakable [ E_BLOCK_STATIONARY_LAVA ] = false ;
g_BlockPistonBreakable [ E_BLOCK_LAVA ] = false ;
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g_BlockPistonBreakable [ E_BLOCK_BED ] = true ;
g_BlockPistonBreakable [ E_BLOCK_COBWEB ] = true ;
g_BlockPistonBreakable [ E_BLOCK_TALL_GRASS ] = true ;
g_BlockPistonBreakable [ E_BLOCK_YELLOW_FLOWER ] = true ;
g_BlockPistonBreakable [ E_BLOCK_BROWN_MUSHROOM ] = true ;
g_BlockPistonBreakable [ E_BLOCK_RED_ROSE ] = true ;
g_BlockPistonBreakable [ E_BLOCK_RED_MUSHROOM ] = true ;
g_BlockPistonBreakable [ E_BLOCK_DEAD_BUSH ] = true ;
g_BlockPistonBreakable [ E_BLOCK_TORCH ] = true ;
g_BlockPistonBreakable [ E_BLOCK_FIRE ] = true ;
g_BlockPistonBreakable [ E_BLOCK_REDSTONE_WIRE ] = true ;
g_BlockPistonBreakable [ E_BLOCK_CROPS ] = true ;
g_BlockPistonBreakable [ E_BLOCK_LADDER ] = true ;
g_BlockPistonBreakable [ E_BLOCK_WOODEN_DOOR ] = true ;
g_BlockPistonBreakable [ E_BLOCK_IRON_DOOR ] = true ;
g_BlockPistonBreakable [ E_BLOCK_LEVER ] = true ;
g_BlockPistonBreakable [ E_BLOCK_STONE_BUTTON ] = true ;
g_BlockPistonBreakable [ E_BLOCK_REDSTONE_TORCH_ON ] = true ;
g_BlockPistonBreakable [ E_BLOCK_REDSTONE_TORCH_OFF ] = true ;
g_BlockPistonBreakable [ E_BLOCK_SNOW ] = true ;
g_BlockPistonBreakable [ E_BLOCK_REEDS ] = true ;
g_BlockPistonBreakable [ E_BLOCK_PUMPKIN_STEM ] = true ;
g_BlockPistonBreakable [ E_BLOCK_MELON_STEM ] = true ;
g_BlockPistonBreakable [ E_BLOCK_MELON ] = true ;
g_BlockPistonBreakable [ E_BLOCK_PUMPKIN ] = true ;
g_BlockPistonBreakable [ E_BLOCK_JACK_O_LANTERN ] = true ;
g_BlockPistonBreakable [ E_BLOCK_VINES ] = true ;
g_BlockPistonBreakable [ E_BLOCK_STONE_PRESSURE_PLATE ] = true ;
g_BlockPistonBreakable [ E_BLOCK_WOODEN_PRESSURE_PLATE ] = true ;
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}
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void cWorld :: SetWeather ( int Weather )
{
if ( Weather == 2 ) { //thunder storm
m_Weather = 2 ;
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
}
if ( Weather == 1 ) { //rainstorm
m_Weather = 1 ;
cPacket_NewInvalidState WeatherPacket ;
WeatherPacket . m_Reason = 1 ; //begin rain
Broadcast ( WeatherPacket );
}
if ( Weather == 0 ) { //sunny
m_Weather = 0 ;
cPacket_NewInvalidState WeatherPacket ;
WeatherPacket . m_Reason = 2 ; //stop rain
Broadcast ( WeatherPacket );
}
}
void cWorld :: CastThunderbolt ( int X , int Y , int Z ) {
cPacket_Thunderbolt ThunderboltPacket ;
ThunderboltPacket . m_xLBPos = X ;
ThunderboltPacket . m_yLBPos = Y ;
ThunderboltPacket . m_zLBPos = Z ;
Broadcast ( ThunderboltPacket );
}
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void cWorld :: InitializeSpawn ()
{
int ChunkX = 0 , ChunkY = 0 , ChunkZ = 0 ;
BlockToChunk ( ( int ) m_SpawnX , ( int ) m_SpawnY , ( int ) m_SpawnZ , ChunkX , ChunkY , ChunkZ );
int ViewDist = cClientHandle :: VIEWDISTANCE ;
LOG ( "Loading spawn area" );
for ( int x = 0 ; x < ViewDist ; x ++ )
{
for ( int z = 0 ; z < ViewDist ; z ++ )
{
GetChunk ( x + ChunkX - ( ViewDist - 1 ) / 2 , 0 , z + ChunkZ - ( ViewDist - 1 ) / 2 );
}
LOG ( "Loaded %0.2f" , (( float ) x / ( float ) ViewDist ) * 100 );
}
}
void cWorld :: Tick ( float a_Dt )
{
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int randWeather = 0 ;
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m_Time += a_Dt / 1000.f ;
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CurrentTick ++ ;
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bool bSendTime = false ;
m_WorldTimeFraction += a_Dt / 1000.f ;
while ( m_WorldTimeFraction > 1.f )
{
m_WorldTimeFraction -= 1.f ;
m_WorldTime += 20 ;
m_WorldTime %= 24000 ; // 24000 units in a day
bSendTime = true ;
}
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if ( bSendTime ) Broadcast ( cPacket_TimeUpdate ( ( m_WorldTime ) ) );
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LockEntities ();
for ( cWorld :: EntityList :: iterator itr = GetEntities (). begin (); itr != GetEntities (). end ();)
{
if ( ( * itr ) -> IsDestroyed () )
{
LOG ( "Destroy that entity! %i" , ( * itr ) -> GetUniqueID () );
cEntity * RemoveMe = * itr ;
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itr = m_pState -> AllEntities . erase ( itr );
m_pState -> RemoveEntityQueue . push_back ( RemoveMe );
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continue ;
}
( * itr ) -> Tick ( a_Dt );
itr ++ ;
}
UnlockEntities ();
LockChunks ();
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int TimesSpreaded = 0 ;
while ( ! m_pState -> SpreadQueue . empty () && TimesSpreaded < 50 ) // Spread a max of 50 times each tick, otherwise server will hang
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{
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ptr_cChunk & Chunk = * m_pState -> SpreadQueue . begin ();
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//LOG("Spreading: %p", Chunk );
Chunk -> SpreadLight ( Chunk -> pGetSkyLight () );
Chunk -> SpreadLight ( Chunk -> pGetLight () );
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m_pState -> SpreadQueue . remove ( Chunk );
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TimesSpreaded ++ ;
}
if ( TimesSpreaded >= 50 )
{
LOGWARN ( "Lots of lighting to do! At least %i chunks left!" , m_pState -> SpreadQueue . size () );
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}
m_ChunkMap -> Tick ( a_Dt );
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GetSimulatorManager () -> Simulate ( a_Dt );
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UnlockChunks ();
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MTRand r1 ;
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////////////////Weather///////////////////////
if ( GetWeather () == 0 ) { //if sunny
if ( CurrentTick % 19 == 0 ) { //every 20 ticks random weather
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randWeather = ( r1 . randInt () % 10000 );
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if ( randWeather == 0 ) {
LOG ( "Starting Rainstorm!" );
SetWeather ( 1 );
} else if ( randWeather == 1 ) {
LOG ( "Starting Thunderstorm!" );
SetWeather ( 2 );
}
}
}
if ( GetWeather () != 0 ) { //if raining or thunderstorm
if ( CurrentTick % 19 == 0 ) { //every 20 ticks random weather
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randWeather = ( r1 . randInt () % 4999 );
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if ( randWeather == 0 ) { //2% chance per second
LOG ( "Back to sunny!" );
SetWeather ( 0 );
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} else if ( ( randWeather > 4000 ) && ( GetWeather () != 2 ) ) { //random chance for rainstorm to turn into thunderstorm.
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LOG ( "Starting Thunderstorm!" );
SetWeather ( 2 );
}
}
}
if ( GetWeather () == 2 ) { //if thunderstorm
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if ( r1 . randInt () % 199 == 0 ) { //0.5% chance per tick of thunderbolt
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CastThunderbolt ( 0 , 0 , 0 ); //todo: find random possitions near players to cast thunderbolts.
}
}
////////////////Weather///////////////////////
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// Asynchronously set blocks
FastSetBlockList FastSetBlockQueueCopy = m_pState -> FastSetBlockQueue ;
m_pState -> FastSetBlockQueue . clear ();
for ( FastSetBlockList :: iterator itr = FastSetBlockQueueCopy . begin (); itr != FastSetBlockQueueCopy . end (); ++ itr )
{
sSetBlockData & SetBlockData = * itr ;
FastSetBlock ( SetBlockData . x , SetBlockData . y , SetBlockData . z , SetBlockData . BlockID , SetBlockData . BlockMeta ); // If unable to set block, it's added to FastSetBlockQueue again
}
if ( FastSetBlockQueueCopy . size () != m_pState -> FastSetBlockQueue . size () )
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LOG ( " Before: %i, after %i" , FastSetBlockQueueCopy . size (), m_pState -> FastSetBlockQueue . size () );
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if ( m_Time - m_LastSave > 60 * 5 ) // Save each 5 minutes
{
SaveAllChunks ();
}
if ( m_Time - m_LastUnload > 10 ) // Unload each minute
{
UnloadUnusedChunks ();
}
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while ( ! m_pState -> RemoveEntityQueue . empty () )
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{
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RemoveEntity ( * m_pState -> RemoveEntityQueue . begin () );
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}
if ( m_bAnimals && ( m_Time - m_SpawnMonsterTime > m_SpawnMonsterRate ) ) // 10 seconds
{
m_SpawnMonsterTime = m_Time ;
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if ( m_pState -> Players . size () > 0 )
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{
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cMonster * Monster = 0 ;
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//srand ( time(NULL) ); // Only seed random ONCE! Is already done in the cWorld constructor
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int dayRand = r1 . randInt () % 6 ; //added mob code
int nightRand = r1 . randInt () % 10 ; //added mob code
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int RandomPlayerIdx = r1 . randInt () & m_pState -> Players . size ();
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PlayerList :: iterator itr = m_pState -> Players . begin ();
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for ( int i = 1 ; i < RandomPlayerIdx ; i ++ )
itr ++ ;
cPlayer * Player = * itr ;
Vector3d SpawnPos = Player -> GetPosition ();
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SpawnPos += Vector3d ( ( double )( r1 . randInt () % 64 ) - 32 , ( double )( r1 . randInt () % 64 ) - 32 , ( double )( r1 . randInt () % 64 ) - 32 );
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char Height = GetHeight ( ( int ) SpawnPos . x , ( int ) SpawnPos . z );
if ( m_WorldTime >= 12000 + 1000 ) {
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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
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} else {
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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 )
{
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Monster -> Initialize ( this );
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Monster -> TeleportTo ( SpawnPos . x , ( double )( Height ) + 2 , SpawnPos . z );
Monster -> SpawnOn ( 0 );
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}
}
}
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std :: vector < int > m_RSList_copy ( m_RSList );
//copy(m_RSList.begin(), m_RSList.end(), m_RSList_copy.begin());
m_RSList . erase ( m_RSList . begin (), m_RSList . end ());
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int tempX ; // FIXME - Keep the scope in mind, these variables are not used in this scope at all, move them down into the for loop
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int tempY ;
int tempZ ;
int state ;
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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)
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for ( cii = m_RSList_copy . begin (); cii != m_RSList_copy . end ();)
{
tempX = * cii ; cii ++ ;
tempY = * cii ; cii ++ ;
tempZ = * cii ; cii ++ ;
state = * cii ; cii ++ ;
//printf ("%i, %i, %i, %i\n",tempX,tempY,tempZ,state) ;
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if ( ( state == 11111 ) && ( ( int ) GetBlock ( tempX , tempY , tempZ ) == E_BLOCK_REDSTONE_TORCH_OFF ) ) {
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FastSetBlock ( tempX , tempY , tempZ , E_BLOCK_REDSTONE_TORCH_ON , ( int ) GetBlockMeta ( tempX , tempY , tempZ ) );
cRedstone Redstone ( this );
Redstone . ChangeRedstone ( tempX , tempY , tempZ , true );
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} 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 );
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}
}
m_RSList_copy . erase ( m_RSList_copy . begin (), m_RSList_copy . end ());
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}
void cWorld :: GrowTree ( int a_X , int a_Y , int a_Z )
{
// new tree code, looks much better
// with help from seanj
// converted from php to lua then lua to c++
// build trunk
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MTRand r1 ;
int trunk = r1 . randInt () % ( 7 - 5 + 1 ) + 5 ;
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for ( int i = 0 ; i < trunk ; i ++ )
{
if ( GetBlock ( a_X , a_Y + i , a_Z ) == E_BLOCK_AIR )
FastSetBlock ( a_X , a_Y + i , a_Z , E_BLOCK_LOG , 0 );
}
// build tree
for ( int j = 0 ; j < trunk ; j ++ ) {
int radius = trunk - j ;
if ( radius < 4 ) {
if ( radius > 2 ) {
radius = 2 ;
}
for ( int i = a_X - radius ; i <= a_X + radius ; i ++ ) {
for ( int k = a_Z - radius ; k <= a_Z + radius ; k ++ ) {
// small chance to be missing a block to add a little random
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if ( k != a_Z || i != a_X && ( r1 . randInt () % 100 + 1 ) > 20 ) {
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if ( GetBlock ( i , a_Y + j , k ) == E_BLOCK_AIR )
FastSetBlock ( i , a_Y + j , k , E_BLOCK_LEAVES , 0 );
}
else {
//if( m_BlockType[ MakeIndex(i, TopY+j, k) ] == E_BLOCK_AIR )
// m_BlockType[ MakeIndex(i, TopY+j, k) ] = E_BLOCK_LEAVES;
}
}
}
if ( GetBlock ( a_X , a_Y + j , a_Z ) == E_BLOCK_AIR )
FastSetBlock ( a_X , a_Y + j , a_Z , E_BLOCK_LOG , 0 );
}
}
// do the top
if ( GetBlock ( a_X + 1 , a_Y + trunk , a_Z ) == E_BLOCK_AIR )
FastSetBlock ( a_X + 1 , a_Y + trunk , a_Z , E_BLOCK_LEAVES , 0 );
if ( GetBlock ( a_X - 1 , a_Y + trunk , a_Z ) == E_BLOCK_AIR )
FastSetBlock ( a_X - 1 , a_Y + trunk , a_Z , E_BLOCK_LEAVES , 0 );
if ( GetBlock ( a_X , a_Y + trunk , a_Z + 1 ) == E_BLOCK_AIR )
FastSetBlock ( a_X , a_Y + trunk , a_Z + 1 , E_BLOCK_LEAVES , 0 );
if ( GetBlock ( a_X , a_Y + trunk , a_Z - 1 ) == E_BLOCK_AIR )
FastSetBlock ( a_X , a_Y + trunk , a_Z - 1 , E_BLOCK_LEAVES , 0 );
if ( GetBlock ( a_X , a_Y + trunk , a_Z ) == E_BLOCK_AIR )
FastSetBlock ( a_X , a_Y + trunk , a_Z , E_BLOCK_LEAVES , 0 );
// end new tree code
}
void cWorld :: UnloadUnusedChunks ()
{
m_LastUnload = m_Time ;
LockChunks ();
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LOGINFO ( "Unloading unused chunks" );
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m_ChunkMap -> UnloadUnusedChunks ();
UnlockChunks ();
}
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cChunk * cWorld :: GetChunkReliable ( int a_X , int a_Y , int a_Z ) // TODO - FIXME - WARNING - This can cause a duplicate chunk to be generated!!
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{
cChunk * Chunk = GetChunkUnreliable ( a_X , a_Y , a_Z );
if ( Chunk )
{
return Chunk ;
}
// Found nothing, create a chunk
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Chunk = new cChunk ( a_X , a_Y , a_Z , this );
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if ( Chunk )
{
LOGWARN ( "Created new chunk! %i %i" , a_X , a_Z );
LockChunks ();
m_ChunkMap -> AddChunk ( Chunk );
UnlockChunks ();
Chunk -> Initialize ();
return Chunk ;
}
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// This should never happen since it's reliable, but yeah
return 0 ;
}
cChunk * cWorld :: GetChunk ( int a_X , int a_Y , int a_Z )
{
// Get chunk from memory
cChunk * Chunk = GetChunkUnreliable ( a_X , a_Y , a_Z );
if ( Chunk ) return Chunk ;
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#if 1 // Current thread chunk generation
// Found nothing, create a chunk
Chunk = new cChunk ( a_X , a_Y , a_Z , this );
if ( Chunk )
{
LOGWARN ( "Created new chunk! %i %i" , a_X , a_Z );
LockChunks ();
m_ChunkMap -> AddChunk ( Chunk );
UnlockChunks ();
Chunk -> Initialize ();
return Chunk ;
}
return 0 ;
#else // Async thread generation
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// Generate new chunk asynchronously
m_pState -> pChunkGenerator -> GenerateChunk ( a_X , a_Z );
// Could not find chunk, it's being generated, so return 0
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return 0 ;
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#endif
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}
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ptr_cChunk cWorld :: GetChunkUnreliable ( int a_X , int a_Y , int a_Z )
2011-10-03 18:41:19 +00:00
{
LockChunks ();
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ptr_cChunk Chunk ( m_ChunkMap -> GetChunk ( a_X , a_Y , a_Z ) );
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UnlockChunks ();
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return Chunk ;
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}
cChunk * cWorld :: GetChunkOfBlock ( int a_X , int a_Y , int a_Z )
{
int ChunkX , ChunkY , ChunkZ ;
AbsoluteToRelative ( a_X , a_Y , a_Z , ChunkX , ChunkY , ChunkZ );
return GetChunk ( ChunkX , ChunkY , ChunkZ );
}
void cWorld :: SetBlock ( int a_X , int a_Y , int a_Z , char a_BlockType , char a_BlockMeta )
{
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int ChunkX , ChunkY , ChunkZ , X = a_X , Y = a_Y , Z = a_Z ;
AbsoluteToRelative ( X , Y , Z , ChunkX , ChunkY , ChunkZ );
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cChunk * Chunk = GetChunk ( ChunkX , ChunkY , ChunkZ );
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if ( Chunk )
{
Chunk -> SetBlock ( X , Y , Z , a_BlockType , a_BlockMeta );
this -> GetSimulatorManager () -> WakeUp ( a_X , a_Y , a_Z );
}
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}
void cWorld :: FastSetBlock ( int a_X , int a_Y , int a_Z , char a_BlockType , char a_BlockMeta )
{
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int ChunkX , ChunkY , ChunkZ , X = a_X , Y = a_Y , Z = a_Z ;
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2011-12-24 23:34:30 +00:00
AbsoluteToRelative ( X , Y , Z , ChunkX , ChunkY , ChunkZ );
cChunk * Chunk = GetChunk ( ChunkX , ChunkY , ChunkZ );
if ( Chunk )
{
Chunk -> FastSetBlock ( X , Y , Z , a_BlockType , a_BlockMeta );
return ;
}
// Unable to set block right now, try again later
m_pState -> FastSetBlockQueue . push_back ( sSetBlockData ( a_X , a_Y , a_Z , a_BlockType , a_BlockMeta ) );
2011-10-03 18:41:19 +00:00
}
char cWorld :: GetBlock ( int a_X , int a_Y , int a_Z )
{
int ChunkX , ChunkY , ChunkZ ;
AbsoluteToRelative ( a_X , a_Y , a_Z , ChunkX , ChunkY , ChunkZ );
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cChunk * Chunk = GetChunk ( ChunkX , ChunkY , ChunkZ );
if ( Chunk ) return Chunk -> GetBlock ( a_X , a_Y , a_Z );
return 0 ;
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}
char cWorld :: GetBlockMeta ( int a_X , int a_Y , int a_Z )
{
int ChunkX , ChunkY , ChunkZ ;
AbsoluteToRelative ( a_X , a_Y , a_Z , ChunkX , ChunkY , ChunkZ );
cChunk * Chunk = GetChunk ( ChunkX , ChunkY , ChunkZ );
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if ( Chunk ) return Chunk -> GetLight ( Chunk -> pGetMeta (), a_X , a_Y , a_Z );
return 0 ;
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}
void cWorld :: SetBlockMeta ( int a_X , int a_Y , int a_Z , char a_MetaData )
{
int ChunkX , ChunkY , ChunkZ ;
AbsoluteToRelative ( a_X , a_Y , a_Z , ChunkX , ChunkY , ChunkZ );
cChunk * Chunk = GetChunk ( ChunkX , ChunkY , ChunkZ );
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if ( Chunk )
{
Chunk -> SetLight ( Chunk -> pGetMeta (), a_X , a_Y , a_Z , a_MetaData );
Chunk -> SendBlockTo ( a_X , a_Y , a_Z , 0 );
}
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}
bool cWorld :: DigBlock ( int a_X , int a_Y , int a_Z , cItem & a_PickupItem )
{
int PosX = a_X , PosY = a_Y , PosZ = a_Z , ChunkX , ChunkY , ChunkZ ;
AbsoluteToRelative ( PosX , PosY , PosZ , ChunkX , ChunkY , ChunkZ );
cChunk * DestChunk = GetChunk ( ChunkX , ChunkY , ChunkZ );
if ( DestChunk )
{
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DestChunk -> SetBlock ( PosX , PosY , PosZ , E_BLOCK_AIR , 0 );
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GetSimulatorManager () -> WakeUp ( a_X , a_Y , a_Z );
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if ( ! a_PickupItem . IsEmpty () )
{
cPickup * Pickup = new cPickup ( a_X * 32 + 16 + ( int ) fRadRand ( 16.f ), a_Y * 32 + 16 + ( int ) fRadRand ( 16.f ), a_Z * 32 + 16 + ( int ) fRadRand ( 16.f ), a_PickupItem );
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Pickup -> Initialize ( this );
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}
}
return true ;
}
void cWorld :: SendBlockTo ( int a_X , int a_Y , int a_Z , cPlayer * a_Player )
{
int ChunkX , ChunkY , ChunkZ ;
AbsoluteToRelative ( a_X , a_Y , a_Z , ChunkX , ChunkY , ChunkZ );
cChunk * Chunk = GetChunk ( ChunkX , ChunkY , ChunkZ );
Chunk -> SendBlockTo ( a_X , a_Y , a_Z , a_Player -> GetClientHandle () );
}
cBlockEntity * cWorld :: GetBlockEntity ( int a_X , int a_Y , int a_Z )
{
int PosX = a_X , PosY = a_Y , PosZ = a_Z , ChunkX , ChunkY , ChunkZ ;
AbsoluteToRelative ( PosX , PosY , PosZ , ChunkX , ChunkY , ChunkZ );
cChunk * Chunk = GetChunk ( ChunkX , ChunkY , ChunkZ );
if ( ! Chunk ) return 0 ;
return Chunk -> GetBlockEntity ( a_X , a_Y , a_Z );
}
char cWorld :: GetHeight ( int a_X , int a_Z )
{
int PosX = a_X , PosY = 0 , PosZ = a_Z , ChunkX , ChunkY , ChunkZ ;
AbsoluteToRelative ( PosX , PosY , PosZ , ChunkX , ChunkY , ChunkZ );
cChunk * Chunk = GetChunk ( ChunkX , ChunkY , ChunkZ );
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if ( Chunk ) return Chunk -> GetHeight ( PosX , PosZ );
return 0 ;
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}
const double & cWorld :: GetSpawnY ()
{
m_SpawnY = ( double ) GetHeight ( ( int ) m_SpawnX , ( int ) m_SpawnZ ) + 1.6f ; // +1.6f eye height
return m_SpawnY ;
}
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void cWorld :: Broadcast ( const cPacket & a_Packet , cClientHandle * a_Exclude /* = 0 */ )
{
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for ( PlayerList :: iterator itr = m_pState -> Players . begin (); itr != m_pState -> Players . end (); ++ itr )
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{
if ( ( * itr ) -> GetClientHandle () == a_Exclude || ! ( * itr ) -> GetClientHandle () -> IsLoggedIn () ) continue ;
( * itr ) -> GetClientHandle () -> Send ( a_Packet );
}
}
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std :: string cWorld :: GetDescription ()
{
return this -> m_Description ;
}
unsigned int cWorld :: GetMaxPlayers ()
{
return this -> m_MaxPlayers ;
}
void cWorld :: SetMaxPlayers ( int iMax )
{
this -> m_MaxPlayers = MAX_PLAYERS ;
if ( iMax > 0 && iMax < MAX_PLAYERS )
{
this -> m_MaxPlayers = iMax ;
}
}
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void cWorld :: AddPlayer ( cPlayer * a_Player )
{
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m_pState -> Players . remove ( a_Player );
m_pState -> Players . push_back ( a_Player );
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}
void cWorld :: RemovePlayer ( cPlayer * a_Player )
{
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m_pState -> Players . remove ( a_Player );
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}
void cWorld :: GetAllPlayers ( lua_State * L )
{
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lua_createtable ( L , m_pState -> Players . size (), 0 );
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int newTable = lua_gettop ( L );
int index = 1 ;
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PlayerList :: const_iterator iter = m_pState -> Players . begin ();
while ( iter != m_pState -> Players . end ()) {
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tolua_pushusertype ( L , ( * iter ), "cPlayer" );
lua_rawseti ( L , newTable , index );
++ iter ;
++ index ;
}
}
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 );
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for ( PlayerList :: iterator itr = m_pState -> Players . begin (); itr != m_pState -> Players . end (); itr ++ )
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{
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 0 instead
return 0 ;
}
cEntity * cWorld :: GetEntity ( int a_UniqueID )
{
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for ( EntityList :: iterator itr = m_pState -> AllEntities . begin (); itr != m_pState -> AllEntities . end (); ++ itr )
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{
if ( ( * itr ) -> GetUniqueID () == a_UniqueID )
return * itr ;
}
return 0 ;
}
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// void cWorld::RemoveClient( cClientHandle* a_Client )
// {
// m_pState->m_Clients.remove( a_Client );
// if( a_Client )
// {
// delete a_Client;
// a_Client = 0;
// }
// }
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void cWorld :: RemoveEntity ( cEntity * a_Entity )
{
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m_pState -> RemoveEntityQueue . remove ( a_Entity );
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if ( a_Entity )
{
delete a_Entity ;
a_Entity = 0 ;
}
}
bool cWorld :: RemoveEntityFromChunk ( cEntity & a_Entity , cChunk * a_CalledFrom /* = 0 */ )
{
LockChunks ();
bool retVal = m_ChunkMap -> RemoveEntityFromChunk ( a_Entity , a_CalledFrom );
UnlockChunks ();
return retVal ;
}
void cWorld :: SaveAllChunks ()
{
LOG ( "Saving all chunks..." );
m_LastSave = m_Time ;
LockChunks ();
m_ChunkMap -> SaveAllChunks ();
UnlockChunks ();
LOG ( "Done saving chunks" );
}
void cWorld :: LockClientHandle ()
{
m_ClientHandleCriticalSection -> Lock ();
}
void cWorld :: UnlockClientHandle ()
{
m_ClientHandleCriticalSection -> Unlock ();
}
void cWorld :: LockEntities ()
{
m_EntitiesCriticalSection -> Lock ();
}
void cWorld :: UnlockEntities ()
{
m_EntitiesCriticalSection -> Unlock ();
}
void cWorld :: LockChunks ()
{
m_ChunksCriticalSection -> Lock ();
}
void cWorld :: UnlockChunks ()
{
m_ChunksCriticalSection -> Unlock ();
}
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void cWorld :: ReSpreadLighting ( const ptr_cChunk & a_Chunk )
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{
LockChunks ();
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m_pState -> SpreadQueue . remove ( a_Chunk );
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m_pState -> SpreadQueue . push_back ( a_Chunk );
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//#define STRINGIZE(x) #x
//a_Chunk->AddReference( __FILE__ ": " STRINGIZE(__LINE__) );
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UnlockChunks ();
}
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void cWorld :: RemoveSpread ( const ptr_cChunk & a_Chunk )
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{
LockChunks ();
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m_pState -> SpreadQueue . remove ( a_Chunk );
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UnlockChunks ();
}
/************************************************************************/
/* Get and set */
/************************************************************************/
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// void cWorld::AddClient( cClientHandle* a_Client )
// {
// m_pState->m_Clients.push_back( a_Client );
// }
// cWorld::ClientList & cWorld::GetClients()
// {
// return m_pState->m_Clients;
// }
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cWorld :: EntityList & cWorld :: GetEntities ()
{
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return m_pState -> AllEntities ;
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}
void cWorld :: AddEntity ( cEntity * a_Entity )
{
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m_pState -> AllEntities . push_back ( a_Entity );
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}
cWorld :: PlayerList & cWorld :: GetAllPlayers ()
{
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return m_pState -> Players ;
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}
unsigned int cWorld :: GetNumPlayers ()
{
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return m_pState -> Players . size ();
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}
void cWorld :: AddToRemoveEntityQueue ( cEntity & a_Entity )
{
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m_pState -> AllEntities . remove ( & a_Entity );
m_pState -> RemoveEntityQueue . push_back ( & a_Entity );
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}
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const char * cWorld :: GetName ()
{
return m_pState -> WorldName . c_str ();
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}
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int cWorld :: GetNumChunks ()
{
LockChunks ();
int NumChunks = m_ChunkMap -> GetNumChunks ();
UnlockChunks ();
return NumChunks ;
}