diff options
Diffstat (limited to 'src/World.cpp')
-rw-r--r-- | src/World.cpp | 87 |
1 files changed, 84 insertions, 3 deletions
diff --git a/src/World.cpp b/src/World.cpp index 28c46c27e..1cf82d641 100644 --- a/src/World.cpp +++ b/src/World.cpp @@ -10,6 +10,7 @@ #include "Root.h" #include "inifile/iniFile.h" #include "ChunkMap.h" +#include "Generating/ChunkDesc.h" #include "OSSupport/Timer.h" // Entities (except mobs): @@ -238,6 +239,7 @@ cWorld::cWorld(const AString & a_WorldName) : m_SkyDarkness(0), m_Weather(eWeather_Sunny), m_WeatherInterval(24000), // Guaranteed 1 day of sunshine at server start :) + m_GeneratorCallbacks(*this), m_TickThread(*this) { LOGD("cWorld::cWorld(\"%s\")", a_WorldName.c_str()); @@ -367,10 +369,13 @@ void cWorld::InitializeSpawn(void) cWorldLoadProgress Progress(this); // Wait for the loader to finish loading - m_Storage.WaitForQueuesEmpty(); + m_Storage.WaitForLoadQueueEmpty(); // Wait for the generator to finish generating m_Generator.WaitForQueueEmpty(); + + // Wait for the loader to finish saving + m_Storage.WaitForSaveQueueEmpty(); Progress.Stop(); } @@ -580,7 +585,7 @@ void cWorld::Start(void) m_Lighting.Start(this); m_Storage.Start(this, m_StorageSchema); - m_Generator.Start(this, IniFile); + m_Generator.Start(m_GeneratorCallbacks, m_GeneratorCallbacks, IniFile); m_ChunkSender.Start(this); m_TickThread.Start(); @@ -723,6 +728,7 @@ void cWorld::Tick(float a_Dt, int a_LastTickDurationMSec) void cWorld::TickWeather(float a_Dt) { + UNUSED(a_Dt); // There are no weather changes anywhere but in the Overworld: if (GetDimension() != dimOverworld) { @@ -794,7 +800,7 @@ void cWorld::TickMobs(float a_Dt) cMonster::mfAmbient, cMonster::mfWater, } ; - for (int i = 0; i < ARRAYCOUNT(AllFamilies); i++) + for (size_t i = 0; i < ARRAYCOUNT(AllFamilies); i++) { cMonster::eFamily Family = AllFamilies[i]; int SpawnDelay = cMonster::GetSpawnDelay(Family); @@ -1643,6 +1649,7 @@ int cWorld::SpawnExperienceOrb(double a_X, double a_Y, double a_Z, int a_Reward) void cWorld::SpawnPrimedTNT(double a_X, double a_Y, double a_Z, double a_FuseTimeInSec, double a_InitialVelocityCoeff) { + UNUSED(a_InitialVelocityCoeff); cTNTEntity * TNT = new cTNTEntity(a_X, a_Y, a_Z, a_FuseTimeInSec); TNT->Initialize(this); // TODO: Add a bit of speed in horiz and vert axes, based on the a_InitialVelocityCoeff @@ -2838,3 +2845,77 @@ void cWorld::cTaskSaveAllChunks::Run(cWorld & a_World) +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cWorld::cChunkGeneratorCallbacks: + +cWorld::cChunkGeneratorCallbacks::cChunkGeneratorCallbacks(cWorld & a_World) : + m_World(&a_World) +{ +} + + + + + +void cWorld::cChunkGeneratorCallbacks::OnChunkGenerated(cChunkDesc & a_ChunkDesc) +{ + cChunkDef::BlockNibbles BlockMetas; + a_ChunkDesc.CompressBlockMetas(BlockMetas); + + m_World->SetChunkData( + a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ(), + a_ChunkDesc.GetBlockTypes(), BlockMetas, + NULL, NULL, // We don't have lighting, chunk will be lighted when needed + &a_ChunkDesc.GetHeightMap(), &a_ChunkDesc.GetBiomeMap(), + a_ChunkDesc.GetEntities(), a_ChunkDesc.GetBlockEntities(), + true + ); + + // Save the chunk right after generating, so that we don't have to generate it again on next run + m_World->GetStorage().QueueSaveChunk(a_ChunkDesc.GetChunkX(), 0, a_ChunkDesc.GetChunkZ()); +} + + + + + +bool cWorld::cChunkGeneratorCallbacks::IsChunkValid(int a_ChunkX, int a_ChunkZ) +{ + return m_World->IsChunkValid(a_ChunkX, a_ChunkZ); +} + + + + + +bool cWorld::cChunkGeneratorCallbacks::HasChunkAnyClients(int a_ChunkX, int a_ChunkZ) +{ + return m_World->HasChunkAnyClients(a_ChunkX, a_ChunkZ); +} + + + + + +void cWorld::cChunkGeneratorCallbacks::CallHookChunkGenerating(cChunkDesc & a_ChunkDesc) +{ + cPluginManager::Get()->CallHookChunkGenerating( + m_World, a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ(), &a_ChunkDesc + ); +} + + + + + +void cWorld::cChunkGeneratorCallbacks::CallHookChunkGenerated (cChunkDesc & a_ChunkDesc) +{ + cPluginManager::Get()->CallHookChunkGenerated( + m_World, a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ(), &a_ChunkDesc + ); +} + + + + + |