From 92c59963f82f81aa3202657e7fdbb2592924ede3 Mon Sep 17 00:00:00 2001 From: "cedeel@gmail.com" Date: Thu, 14 Jun 2012 13:06:06 +0000 Subject: Attempt to bring sanity to newlines across systems. git-svn-id: http://mc-server.googlecode.com/svn/trunk@606 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/cWorld.cpp | 3690 ++++++++++++++++++++++++++--------------------------- 1 file changed, 1845 insertions(+), 1845 deletions(-) (limited to 'source/cWorld.cpp') diff --git a/source/cWorld.cpp b/source/cWorld.cpp index 27f85bf90..b5ed59ccb 100644 --- a/source/cWorld.cpp +++ b/source/cWorld.cpp @@ -1,1845 +1,1845 @@ - -#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" - - -#include "packets/cPacket_TimeUpdate.h" -#include "packets/cPacket_NewInvalidState.h" -#include "packets/cPacket_Thunderbolt.h" - -#include "Vector3d.h" - -#include - -#include "tolua++.h" - -#ifndef _WIN32 - #include -#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; - - 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; - 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; - - //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); -} - - - - - -bool cWorld::IsPlacingItemLegal(Int16 a_ItemType, int a_BlockX, int a_BlockY, int a_BlockZ) -{ - BLOCKTYPE SurfaceBlock = GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ); - switch (a_ItemType) - { - case E_BLOCK_YELLOW_FLOWER: // Can ONLY be placed on dirt/grass - case E_BLOCK_RED_ROSE: - case E_BLOCK_SAPLING: - { - switch (SurfaceBlock) - { - case E_BLOCK_DIRT: - case E_BLOCK_GRASS: - case E_BLOCK_FARMLAND: - { - return true; - } - } - return false; - } - - case E_BLOCK_BROWN_MUSHROOM: // Can be placed on pretty much anything, with exceptions - case E_BLOCK_RED_MUSHROOM: - { - switch (SurfaceBlock) - { - case E_BLOCK_GLASS: - case E_BLOCK_YELLOW_FLOWER: - case E_BLOCK_RED_ROSE: - case E_BLOCK_BROWN_MUSHROOM: - case E_BLOCK_RED_MUSHROOM: - case E_BLOCK_CACTUS: - { - return false; - } - } - return true; - } - - case E_BLOCK_CACTUS: - { - if ((SurfaceBlock != E_BLOCK_SAND) && (SurfaceBlock != E_BLOCK_CACTUS)) - { - // Cactus can only be placed on sand and itself - return false; - } - - // Check surroundings. Cacti may ONLY be surrounded by air - if ( - (GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ) != E_BLOCK_AIR) || - (GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ) != E_BLOCK_AIR) || - (GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1) != E_BLOCK_AIR) || - (GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1) != E_BLOCK_AIR) - ) - { - return false; - } - return true; - } - - case E_ITEM_SEEDS: - case E_ITEM_MELON_SEEDS: - case E_ITEM_PUMPKIN_SEEDS: - { - // Seeds can go only on the farmland block: - return (SurfaceBlock == E_BLOCK_FARMLAND); - } - } // switch (a_Packet->m_ItemType) - return true; -} - - - - - -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 -} - - - - - -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++; - } - } - - 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.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 m_RSList_copy(m_RSList); - - m_RSList.clear(); - - std::vector::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) -{ - if(m_WeatherInterval == 0) - { - ChangeWeather(); - - cRoot::Get()->GetPluginManager()->CallHook( cPluginManager::HOOK_WEATHER_CHANGE, 0 ); - - switch(GetWeather()) - { - 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) - { - 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::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()); - sSetBlockVector Blocks; - switch (a_SaplingMeta & 0x07) - { - case E_META_SAPLING_APPLE: GetAppleTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Blocks); break; - case E_META_SAPLING_BIRCH: GetBirchTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Blocks); break; - case E_META_SAPLING_CONIFER: GetConiferTreeImage(a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Blocks); break; - case E_META_SAPLING_JUNGLE: GetJungleTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Blocks); break; - } - - GrowTreeImage(Blocks); -} - - - - - -void cWorld::GrowTreeByBiome(int a_X, int a_Y, int a_Z) -{ - cNoise Noise(m_Generator.GetSeed()); - sSetBlockVector Blocks; - GetTreeImageByBiome(a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), (EMCSBiome)GetBiomeAt(a_X, a_Z), Blocks); - GrowTreeImage(Blocks); -} - - - - - -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); -} - - - - - -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); -} - - - - - -char cWorld::GetBlockSkyLight( int a_X, int a_Y, int a_Z ) -{ - return m_ChunkMap->GetBlockSkyLight(a_X, a_Y, a_Z); -} - - - - - -void cWorld::GetBlockTypeMeta(int a_BlockX, int a_BlockY, int a_BlockZ, char & a_BlockType, unsigned char & a_BlockMeta) -{ - 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) -{ - 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); -} - - - - - -// 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::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); - 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) -{ - 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); -} - - - - - -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::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); -} - - - - - -void cWorld::SaveAllChunks(void) -{ - LOG("Saving all chunks..."); - m_LastSave = m_Time; - m_ChunkMap->SaveAllChunks(); -} - - - - - -/************************************************************************/ -/* 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(); -} - - - - + +#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" + + +#include "packets/cPacket_TimeUpdate.h" +#include "packets/cPacket_NewInvalidState.h" +#include "packets/cPacket_Thunderbolt.h" + +#include "Vector3d.h" + +#include + +#include "tolua++.h" + +#ifndef _WIN32 + #include +#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; + + 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; + 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; + + //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); +} + + + + + +bool cWorld::IsPlacingItemLegal(Int16 a_ItemType, int a_BlockX, int a_BlockY, int a_BlockZ) +{ + BLOCKTYPE SurfaceBlock = GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ); + switch (a_ItemType) + { + case E_BLOCK_YELLOW_FLOWER: // Can ONLY be placed on dirt/grass + case E_BLOCK_RED_ROSE: + case E_BLOCK_SAPLING: + { + switch (SurfaceBlock) + { + case E_BLOCK_DIRT: + case E_BLOCK_GRASS: + case E_BLOCK_FARMLAND: + { + return true; + } + } + return false; + } + + case E_BLOCK_BROWN_MUSHROOM: // Can be placed on pretty much anything, with exceptions + case E_BLOCK_RED_MUSHROOM: + { + switch (SurfaceBlock) + { + case E_BLOCK_GLASS: + case E_BLOCK_YELLOW_FLOWER: + case E_BLOCK_RED_ROSE: + case E_BLOCK_BROWN_MUSHROOM: + case E_BLOCK_RED_MUSHROOM: + case E_BLOCK_CACTUS: + { + return false; + } + } + return true; + } + + case E_BLOCK_CACTUS: + { + if ((SurfaceBlock != E_BLOCK_SAND) && (SurfaceBlock != E_BLOCK_CACTUS)) + { + // Cactus can only be placed on sand and itself + return false; + } + + // Check surroundings. Cacti may ONLY be surrounded by air + if ( + (GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ) != E_BLOCK_AIR) || + (GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ) != E_BLOCK_AIR) || + (GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1) != E_BLOCK_AIR) || + (GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1) != E_BLOCK_AIR) + ) + { + return false; + } + return true; + } + + case E_ITEM_SEEDS: + case E_ITEM_MELON_SEEDS: + case E_ITEM_PUMPKIN_SEEDS: + { + // Seeds can go only on the farmland block: + return (SurfaceBlock == E_BLOCK_FARMLAND); + } + } // switch (a_Packet->m_ItemType) + return true; +} + + + + + +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 +} + + + + + +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++; + } + } + + 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.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 m_RSList_copy(m_RSList); + + m_RSList.clear(); + + std::vector::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) +{ + if(m_WeatherInterval == 0) + { + ChangeWeather(); + + cRoot::Get()->GetPluginManager()->CallHook( cPluginManager::HOOK_WEATHER_CHANGE, 0 ); + + switch(GetWeather()) + { + 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) + { + 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::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()); + sSetBlockVector Blocks; + switch (a_SaplingMeta & 0x07) + { + case E_META_SAPLING_APPLE: GetAppleTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Blocks); break; + case E_META_SAPLING_BIRCH: GetBirchTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Blocks); break; + case E_META_SAPLING_CONIFER: GetConiferTreeImage(a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Blocks); break; + case E_META_SAPLING_JUNGLE: GetJungleTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Blocks); break; + } + + GrowTreeImage(Blocks); +} + + + + + +void cWorld::GrowTreeByBiome(int a_X, int a_Y, int a_Z) +{ + cNoise Noise(m_Generator.GetSeed()); + sSetBlockVector Blocks; + GetTreeImageByBiome(a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), (EMCSBiome)GetBiomeAt(a_X, a_Z), Blocks); + GrowTreeImage(Blocks); +} + + + + + +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); +} + + + + + +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); +} + + + + + +char cWorld::GetBlockSkyLight( int a_X, int a_Y, int a_Z ) +{ + return m_ChunkMap->GetBlockSkyLight(a_X, a_Y, a_Z); +} + + + + + +void cWorld::GetBlockTypeMeta(int a_BlockX, int a_BlockY, int a_BlockZ, char & a_BlockType, unsigned char & a_BlockMeta) +{ + 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) +{ + 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); +} + + + + + +// 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::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); + 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) +{ + 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); +} + + + + + +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::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); +} + + + + + +void cWorld::SaveAllChunks(void) +{ + LOG("Saving all chunks..."); + m_LastSave = m_Time; + m_ChunkMap->SaveAllChunks(); +} + + + + + +/************************************************************************/ +/* 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(); +} + + + + -- cgit v1.2.3