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Added random weather that persists per world. Also added SetWeather, GetWeather, and CastThunderbolt to lua bindings.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@83 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
admin@omencraft.com
2011-11-09 23:24:51 +00:00
parent 18b7563680
commit 3be48a2d5a
5 changed files with 191 additions and 20 deletions

View File

@@ -36,6 +36,8 @@
#include "packets/cPacket_TimeUpdate.h"
#include "packets/cPacket_NewInvalidState.h"
#include "packets/cPacket_Thunderbolt.h"
#include "Vector3d.h"
@@ -114,6 +116,7 @@ cWorld::cWorld( const char* a_WorldName )
: m_pState( new sWorldState )
, m_SpawnMonsterTime( 0.f )
, m_RSList ( 0 )
, m_Weather ( 0 )
{
LOG("cWorld::cWorld(%s)", a_WorldName);
m_pState->WorldName = a_WorldName;
@@ -288,6 +291,37 @@ cWorld::cWorld( const char* a_WorldName )
}
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 );
}
void cWorld::InitializeSpawn()
{
int ChunkX = 0, ChunkY = 0, ChunkZ = 0;
@@ -306,6 +340,7 @@ void cWorld::InitializeSpawn()
void cWorld::Tick(float a_Dt)
{
int randWeather = 0;
m_Time+=a_Dt/1000.f;
CurrentTick++;
@@ -355,6 +390,42 @@ void cWorld::Tick(float a_Dt)
m_LavaSimulator->Simulate(a_Dt);
UnlockChunks();
////////////////Weather///////////////////////
if ( GetWeather() == 0 ) { //if sunny
if( CurrentTick % 19 == 0 ) { //every 20 ticks random weather
randWeather = (rand() %100);
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
randWeather = (rand() %49);
if (randWeather == 0) { //2% chance per second
LOG("Back to sunny!");
SetWeather ( 0 );
} else if ( (randWeather > 40) && (GetWeather() != 2) ) { //random chance for rainstorm to turn into thunderstorm.
LOG("Starting Thunderstorm!");
SetWeather ( 2 );
}
}
}
if ( GetWeather() == 2 ) { //if thunderstorm
if (rand() %99 == 0) { //1% chance per tick of thunderbolt
CastThunderbolt ( 0, 0, 0 ); //todo: find random possitions near players to cast thunderbolts.
}
}
////////////////Weather///////////////////////
if( m_Time - m_LastSave > 60*5 ) // Save each 5 minutes
{
SaveAllChunks();