#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 "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"
#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 "cGenSettings.h"
#include "cMakeDir.h"
#include "cChunkGenerator.h"
#include "MersenneTwister.h"
#include "cWorldGenerator_Test.h"
#include "cTracer.h"
#include "packets/cPacket_TimeUpdate.h"
#include "packets/cPacket_NewInvalidState.h"
#include "packets/cPacket_Thunderbolt.h"
#include "Vector3d.h"
#include <time.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;
char g_BlockLightValue[128];
char g_BlockSpreadLightFalloff[128];
bool g_BlockTransparent[128];
bool g_BlockOneHitDig[128];
bool g_BlockPistonBreakable[128];
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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();
}
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)
}
} ;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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;
m_Generator.Stop();
m_ChunkSender.Stop();
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;
cMakeDir::MakeDir(m_WorldName.c_str());
MTRand r1;
m_SpawnX = (double)((r1.randInt()%1000)-500);
m_SpawnY = cChunk::c_ChunkHeight;
m_SpawnZ = (double)((r1.randInt()%1000)-500);
m_WorldSeed = r1.randInt();
m_GameMode = eGameMode_Creative;
AString GeneratorName;
AString StorageSchema("Default");
cIniFile IniFile( m_WorldName + "/world.ini");
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 );
m_GameMode = (eGameMode)IniFile.GetValueI("GameMode", "GameMode", m_GameMode );
GeneratorName = IniFile.GetValue("Generator", "GeneratorName", GeneratorName);
StorageSchema = IniFile.GetValue("Storage", "Schema", StorageSchema);
}
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 );
IniFile.SetValueI("GameMode", "GameMode", m_GameMode );
IniFile.SetValue("Generator", "GeneratorName", GeneratorName);
IniFile.SetValue("Storage", "Schema", StorageSchema);
if( !IniFile.WriteFile() )
{
LOG("WARNING: Could not write to %s/world.ini", a_WorldName.c_str());
}
}
LOGINFO("Seed: %i", m_WorldSeed );
m_Storage.Start(this, StorageSchema);
m_Generator.Start(this, GeneratorName);
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;
//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);
memset( g_BlockLightValue, 0x0, sizeof( g_BlockLightValue ) );
memset( g_BlockSpreadLightFalloff, 0xf, sizeof( g_BlockSpreadLightFalloff ) ); // 0xf means total falloff
memset( g_BlockTransparent, 0x0, sizeof( g_BlockTransparent ) );
memset( g_BlockOneHitDig, 0x0, sizeof( g_BlockOneHitDig ) );
memset( g_BlockPistonBreakable, 0x0, sizeof( g_BlockPistonBreakable ) );
// 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;
g_BlockTransparent[ E_BLOCK_TALL_GRASS ] = true;
g_BlockTransparent[ E_BLOCK_YELLOW_FLOWER ] = true;
g_BlockTransparent[ E_BLOCK_RED_ROSE ] = true;
g_BlockTransparent[ E_BLOCK_RED_MUSHROOM ] = true;
g_BlockTransparent[ E_BLOCK_BROWN_MUSHROOM ] = true;
// TODO: Any other transparent blocks?
// 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;
g_BlockOneHitDig [ E_BLOCK_FIRE ] = true;
// Blocks that breaks when pushed by piston
g_BlockPistonBreakable[ E_BLOCK_AIR ] = true;
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;
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;
}
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;
Broadcast( ThunderboltPacket ); // FIXME: Broadcast to chunk instead of entire world
}
void cWorld::InitializeSpawn()
{
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, 0, 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();
m_SpawnY = (double)GetHeight( (int)m_SpawnX, (int)m_SpawnZ ) + 1.6f; // +1.6f eye height
}
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())
{
LOG("Destroying entity #%i", (*itr)->GetUniqueID());
cEntity * RemoveMe = *itr;
itr = m_AllEntities.erase( itr );
m_RemoveEntityQueue.push_back( RemoveMe );
continue;
}
(*itr)->Tick(a_Dt);
itr++;
}
}
TickLighting();
m_ChunkMap->Tick(a_Dt, m_TickRand);
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.size() > 0)
{
// 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::TickWeather(float a_Dt)
{
if ( GetWeather() == 0 ) // if sunny
{
if( CurrentTick % 19 == 0 ) //every 20 ticks random weather
{
unsigned randWeather = (m_TickRand.randInt() % 10000);
if (randWeather == 0)
{
LOG("Starting Rainstorm!");
SetWeather ( eWeather_Rain );
}
else if (randWeather == 1)
{
LOG("Starting Thunderstorm!");
SetWeather ( eWeather_ThunderStorm );
}
}
}
if ( GetWeather() != 0 ) // if raining or thunderstorm
{
if ( CurrentTick % 19 == 0 ) // every 20 ticks random weather
{
unsigned randWeather = (m_TickRand.randInt() % 4999);
if (randWeather == 0) //2% chance per second
{
LOG("Back to sunny!");
SetWeather ( eWeather_Sunny );
}
else if ( (randWeather > 4000) && (GetWeather() != 2) ) // random chance for rainstorm to turn into thunderstorm.
{
LOG("Starting Thunderstorm!");
SetWeather ( eWeather_ThunderStorm );
}
}
}
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)
{
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
}
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);
}
}
void cWorld::TickLighting(void)
{
// To avoid a deadlock, we lock the spread queue only long enough to pick the chunk coords to spread
// The spreading itself will run unlocked
cChunkCoordsList SpreadQueue;
{
cCSLock Lock(m_CSLighting);
if (m_SpreadQueue.size() == 0)
{
return;
}
if (m_SpreadQueue.size() >= MAX_LIGHTING_SPREAD_PER_TICK )
{
LOGWARN("cWorld: Lots of lighting to do! Still %i chunks left!", m_SpreadQueue.size() );
}
// Move up to MAX_LIGHTING_SPREAD_PER_TICK elements from m_SpreadQueue out into SpreadQueue:
cChunkCoordsList::iterator itr = m_SpreadQueue.begin();
std::advance(itr, MIN(m_SpreadQueue.size(), MAX_LIGHTING_SPREAD_PER_TICK));
SpreadQueue.splice(SpreadQueue.begin(), m_SpreadQueue, m_SpreadQueue.begin(), itr);
}
for (cChunkCoordsList::iterator itr = SpreadQueue.begin(); itr != SpreadQueue.end(); ++itr)
{
m_ChunkMap->SpreadChunkLighting(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ);
}
}
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
MTRand r1;
int trunk = r1.randInt() % (7 - 5 + 1) + 5;
for (int i = 0; i < trunk; i++)
{
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
if (k != a_Z || i != a_X && (r1.randInt() % 100 + 1) > 20)
{
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::SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta )
{
m_ChunkMap->SetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta);
GetSimulatorManager()->WakeUp(a_X, a_Y, a_Z);
}
void cWorld::FastSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta )
{
cCSLock Lock(m_CSFastSetBlock);
m_FastSetBlockQueue.push_back(sSetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta));
}
char cWorld::GetBlock(int a_X, int a_Y, int a_Z)
{
// 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);
}
char cWorld::GetBlockMeta( int a_X, int a_Y, int a_Z )
{
// 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);
}
void cWorld::SetBlockMeta( int a_X, int a_Y, int a_Z, char a_MetaData )
{
m_ChunkMap->SetBlockMeta(a_X, a_Y, a_Z, a_MetaData);
}
bool cWorld::DigBlock( int a_X, int a_Y, int a_Z, cItem & a_PickupItem )
{
bool res = m_ChunkMap->DigBlock(a_X, a_Y, a_Z, a_PickupItem);
if (res)
{
GetSimulatorManager()->WakeUp(a_X, a_Y, a_Z);
}
return res;
}
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);
}
// TODO: This interface is dangerous!
cBlockEntity * cWorld::GetBlockEntity( int a_X, int a_Y, int a_Z )
{
return NULL;
}
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;
}
(*itr)->GetClientHandle()->Send( a_Packet );
}
}
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);
}
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::ChunkDataLoaded(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities)
{
m_ChunkMap->ChunkDataLoaded(a_ChunkX, a_ChunkY, a_ChunkZ, a_BlockData, a_Entities, a_BlockEntities);
m_ChunkSender.ChunkReady(a_ChunkX, a_ChunkY, a_ChunkZ);
}
void cWorld::ChunkDataGenerated(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities)
{
m_ChunkMap->ChunkDataGenerated(a_ChunkX, a_ChunkY, a_ChunkZ, a_BlockData, a_Entities, a_BlockEntities);
m_ChunkSender.ChunkReady(a_ChunkX, a_ChunkY, a_ChunkZ);
}
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::GetChunkBlocks(int a_ChunkX, int a_ChunkY, int a_ChunkZ, char * a_Blocks)
{
return m_ChunkMap->GetChunkBlocks(a_ChunkX, a_ChunkY, a_ChunkZ, a_Blocks);
}
bool cWorld::GetChunkBlockData(int a_ChunkX, int a_ChunkY, int a_ChunkZ, char * 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);
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
if (a_Callback.Item(*itr))
{
return false;
}
} // for itr - m_Players[]
return true;
}
// TODO: This interface is dangerous!
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 );
cCSLock Lock(m_CSPlayers);
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); itr++ )
{
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 NULL instead
return NULL;
}
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);
for ( cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
cClientHandle * ch = (*itr)->GetClientHandle();
if ((ch != NULL) && !ch->IsDestroyed())
{
cPacket_PlayerListItem PlayerListItem((*itr)->GetColor() + (*itr)->GetName(), true, (*itr)->GetClientHandle()->GetPing());
a_DestPlayer->GetClientHandle()->Send( PlayerListItem );
}
}
}
bool cWorld::DoWithEntity( int a_UniqueID, cEntityCallback & a_Callback )
{
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;
}
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);
}
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, const cChunkCoordsList & a_Chunks)
{
m_ChunkMap->RemoveClientFromChunks(a_Client, a_Chunks);
}
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);
}
void cWorld::UpdateSign(int a_X, int a_Y, int a_Z, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4)
{
m_ChunkMap->UpdateSign(a_X, a_Y, a_Z, a_Line1, a_Line2, a_Line3, a_Line4);
}
void cWorld::ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay)
{
m_ChunkMap->ChunksStay(a_Chunks, a_Stay);
}
void cWorld::SaveAllChunks()
{
LOG("Saving all chunks...");
m_LastSave = m_Time;
m_ChunkMap->SaveAllChunks();
}
void cWorld::ReSpreadLighting(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CSLighting);
m_SpreadQueue.remove(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
m_SpreadQueue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
}
void cWorld::RemoveSpread(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CSLighting);
m_SpreadQueue.remove(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
}
/************************************************************************/
/* 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();
}