Merge remote-tracking branch 'origin/master' into chestcarts

Conflicts:
	src/Entities/Minecart.cpp
master
Tiger Wang 2014-09-27 18:40:00 +01:00
commit d1814d2d67
235 changed files with 12924 additions and 6593 deletions

2
.gitmodules vendored
View File

@ -9,7 +9,7 @@
url = https://github.com/bearbin/transapi.git
[submodule "lib/polarssl"]
path = lib/polarssl
url = https://github.com/mc-server/polarssl
url = https://github.com/mc-server/polarssl.git
[submodule "lib/SQLiteCpp"]
path = lib/SQLiteCpp
url = https://github.com/mc-server/SQLiteCpp.git

View File

@ -29,5 +29,6 @@ worktycho
xoft
Yeeeeezus (Donated AlchemistVillage prefabs)
Howaner
Masy98
Please add yourself to this list if you contribute to MCServer.

View File

@ -1634,6 +1634,11 @@ a_Player:OpenWindow(Window);
]],
Functions =
{
HasCustomName = { Params = "", Return = "bool", Notes = "Returns true if the monster has a custom name." },
GetCustomName = { Params = "", Return = "string", Notes = "Gets the custom name of the monster. If no custom name is set, the function returns an empty string." },
SetCustomName = { Params = "string", Return = "", Notes = "Sets the custom name of the monster. You see the name over the monster. If you want to disable the custom name, simply set an empty string." },
IsCustomNameAlwaysVisible = { Params = "", Return = "bool", Notes = "Is the custom name of this monster always visible? If not, you only see the name when you sight the mob." },
SetCustomNameAlwaysVisible = { Params = "bool", Return = "", Notes = "Sets the custom name visiblity of this monster. If it's false, you only see the name when you sight the mob. If it's true, you always see the custom name." },
FamilyFromType = { Params = "{{cMonster#MobType|MobType}}", Return = "{{cMonster#MobFamily|MobFamily}}", Notes = "(STATIC) Returns the mob family ({{cMonster#MobFamily|mfXXX}} constants) based on the mob type ({{cMonster#MobType|mtXXX}} constants)" },
GetMobFamily = { Params = "", Return = "{{cMonster#MobFamily|MobFamily}}", Notes = "Returns this mob's family ({{cMonster#MobFamily|mfXXX}} constant)" },
GetMobType = { Params = "", Return = "{{cMonster#MobType|MobType}}", Notes = "Returns the type of this mob ({{cMonster#MobType|mtXXX}} constant)" },
@ -1641,6 +1646,8 @@ a_Player:OpenWindow(Window);
MobTypeToString = { Params = "{{cMonster#MobType|MobType}}", Return = "string", Notes = "(STATIC) Returns the string representing the given mob type ({{cMonster#MobType|mtXXX}} constant), or empty string if unknown type." },
MoveToPosition = { Params = "Position", Return = "", Notes = "Moves mob to the specified position" },
StringToMobType = { Params = "string", Return = "{{cMonster#MobType|MobType}}", Notes = "(STATIC) Returns the mob type ({{cMonster#MobType|mtXXX}} constant) parsed from the string type (\"creeper\"), or mtInvalidType if unrecognized." },
GetRelativeWalkSpeed = { Params = "", Return = "number", Notes = "Returns the relative walk speed of this mob. Standard is 1.0" },
SetRelativeWalkSpeed = { Params = "number", Return = "", Notes = "Sets the relative walk speed of this mob. Standard is 1.0" },
},
Constants =
{
@ -1757,6 +1764,7 @@ a_Player:OpenWindow(Window);
ForceSetSpeed = { Params = "{{Vector3d|Direction}}", Notes = "Forces the player to move to the given direction." },
GetClientHandle = { Params = "", Return = "{{cClientHandle}}", Notes = "Returns the client handle representing the player's connection. May be nil (AI players)." },
GetColor = { Return = "string", Notes = "Returns the full color code to be used for this player's messages (based on their rank). Prefix player messages with this code." },
GetPlayerListName = { Return = "string", Notes = "Returns the name that is used in the playerlist." },
GetCurrentXp = { Params = "", Return = "number", Notes = "Returns the current amount of XP" },
GetEffectiveGameMode = { Params = "", Return = "{{Globals#GameMode|GameMode}}", Notes = "(OBSOLETE) Returns the current resolved game mode of the player. If the player is set to inherit the world's gamemode, returns that instead. See also GetGameMode() and IsGameModeXXX() functions. Note that this function is the same as GetGameMode(), use that function instead." },
GetEquippedItem = { Params = "", Return = "{{cItem}}", Notes = "Returns the item that the player is currently holding; empty item if holding nothing." },
@ -1807,6 +1815,9 @@ a_Player:OpenWindow(Window);
SendMessagePrivateMsg = { Params = "Message, SenderName", Return = "", Notes = "Prepends Light Blue [MSG: *SenderName*] / prepends SenderName and colours entire text (depending on ShouldUseChatPrefixes()) and sends message to player. For private messaging." },
SendMessageSuccess = { Params = "Message", Return = "", Notes = "Prepends Green [INFO] / colours entire text (depending on ShouldUseChatPrefixes()) and sends message to player. Success notification." },
SendMessageWarning = { Params = "Message, Sender", Return = "", Notes = "Prepends Rose [WARN] / colours entire text (depending on ShouldUseChatPrefixes()) and sends message to player. Denotes that something concerning, such as plugin reload, is about to happen." },
HasCustomName = { Params = "", Return = "bool", Notes = "Returns true if the player has a custom name." },
GetCustomName = { Params = "", Return = "string", Notes = "Returns the custom name of this player. If the player hasn't a custom name, it will return an empty string." },
SetCustomName = { Params = "string", Return = "", Notes = "Sets the custom name of this player. If you want to disable the custom name, simply set an empty string. The custom name will be used in the tab-list, in the player nametag and in the tab-completion." },
SetCanFly = { Params = "CanFly", Notes = "Sets if the player can fly or not." },
SetCrouch = { Params = "IsCrouched", Return = "", Notes = "Sets the crouch state, broadcasts the change to other players." },
SetCurrentExperience = { Params = "XPAmount", Return = "", Notes = "Sets the current amount of experience (and indirectly, the XP level)." },

View File

@ -6,8 +6,9 @@ return
DefaultFnName = "OnSpawningEntity", -- also used as pagename
Desc = [[
This hook is called before the server spawns an {{cEntity|entity}}. The plugin can either modify the
entity before it is spawned, or disable the spawning altogether. If the entity spawning is a
monster, the {{OnSpawningMonster|HOOK_SPAWNING_MONSTER}} hook is called before this hook.</p>
entity before it is spawned, or disable the spawning altogether. You can't disable the spawning if the
entity is a player. If the entity spawning is a monster, the {{OnSpawningMonster|HOOK_SPAWNING_MONSTER}}
hook is called before this hook.</p>
<p>
See also the {{OnSpawnedEntity|HOOK_SPAWNED_ENTITY}} hook for a similar hook called after the
entity is spawned.

@ -1 +1 @@
Subproject commit bd23915df763b182610c6163c5ff2d64a0756560
Subproject commit 9de86060388b515642c55d58b44b4281285efc00

View File

@ -38,6 +38,7 @@ function Initialize(Plugin)
-- _X: Disabled so that the normal operation doesn't interfere with anything
-- PM:AddHook(cPluginManager.HOOK_CHUNK_GENERATED, OnChunkGenerated);
PM:BindCommand("/nick", "debuggers", HandleNickCmd, "- Gives you a custom name");
PM:BindCommand("/le", "debuggers", HandleListEntitiesCmd, "- Shows a list of all the loaded entities");
PM:BindCommand("/ke", "debuggers", HandleKillEntitiesCmd, "- Kills all the loaded entities");
PM:BindCommand("/wool", "debuggers", HandleWoolCmd, "- Sets all your armor to blue wool");
@ -770,6 +771,21 @@ end
function HandleNickCmd(Split, Player)
if (Split[2] == nil) then
Player:SendMessage("Usage: /nick [CustomName]");
return true;
end
Player:SetCustomName(Split[2]);
Player:SendMessageSuccess("Custom name setted to " .. Player:GetCustomName() .. "!")
return true
end
function HandleListEntitiesCmd(Split, Player)
local NumEntities = 0;
@ -1502,7 +1518,7 @@ function OnPlayerJoined(a_Player)
-- Test composite chat chaining:
a_Player:SendMessage(cCompositeChat()
:AddTextPart("Hello, ")
:AddUrlPart(a_Player:GetName(), "www.mc-server.org", "u@2")
:AddUrlPart(a_Player:GetName(), "http://www.mc-server.org", "u@2")
:AddSuggestCommandPart(", and welcome.", "/help", "u")
:AddRunCommandPart(" SetDay", "/time set 0")
)

View File

@ -348,6 +348,7 @@ Emerald, 9 = EmeraldBlock, *
RedstoneDust, 9 = RedstoneBlock, *
Coal, 9 = CoalBlock, *
Clay, 4 = ClayBlock, *
SlimeBall, 9 = SlimeBlock, *
Painting = Stick, 1:1, 1:2, 1:3, 2:1, 2:3, 3:1, 3:2, 3:3 | Wool, 2:2
ItemFrame = Stick, 1:1, 1:2, 1:3, 2:1, 2:3, 3:1, 3:2, 3:3 | Leather, 2:2

View File

@ -1,5 +1,6 @@
[Items]
air=0
stone=1
rock=1
granite=1:1
polishedgranite=1:2
@ -7,7 +8,6 @@ diorite=1:3
polisheddiorite=1:4
andesite=1:5
polishedandesite=1:6
stone=1
grass=2
dirt=3
coarseddirt=3:1
@ -410,7 +410,7 @@ lightgraystainedclay=159:8
lightgreystainedclay=159:8
ltgraystainedclay=159:8
ltgreystainedclay=159:8
silvertsainedclay=159:8
silverstainedclay=159:8
cyanstainedclay=159:9
purplestainedclay=159:10
violetstainedclay=159:10
@ -471,6 +471,7 @@ darkoakwoodstairs=164
bigoakwoodstiars=164
roofedoakwoodstairs=164
slimeblock=165
barrier=166
irontrapdoor=167
prismarine=168
prismarinebricks=168:1
@ -525,7 +526,8 @@ redsandstone=179
chiseledredsandstone=179:1
smoothredsandstone=179:2
redsandstonestairs=180
redsandstoneslab=182
newstoneslab=182
redsandstoneslab=182:0
sprucefencegate=183
coniferfencegate=183
pinefencegate=183
@ -698,7 +700,11 @@ lightdust=348
glowdust=348
fish=349
rawfish=349
rawsalmon=349:1
clownfish=349:2
pufferfish=349:3
cookedfish=350
cookedsalmon=350:1
dye=351
inksac=351:0
blackdye=351:0

603
MCServer/lang/items_de.ini Normal file
View File

@ -0,0 +1,603 @@
[Items]
luft=0
stein=1
granit=1:1
poliertergranit=1:2
diorit=1:3
polierterdiorit=1:4
andesit=1:5
polierterandesit=1:6
grasblock=2
erde=3
grobeerde=3:1
podsol=3:2
bruchstein=4
holzbretter=5
eichenholzbretter=5:0
fichtenholzbretter=5:1
birkenholzbretter=5:2
tropenholzbretter=5:3
akazienholzbretter=5:4
schwarzeichenholzbretter=5:5
setzling=6
eichensetzling=6:0
fichtensetzling=6:1
birkensetzling=6:2
tropensetzling=6:3
akaziensetzling=6:4
schwarzeichensetzling=6:5
grundgestein=7
wasser=8
fliessendeswasser=8
stehendeswasser=9
stilleswasser=9
swasser=9
lava=10
fliessendelava=10
stehendelava=11
stillelava=11
slava=11
sand=12
rotersand=12:1
kies=13
golderz=14
eisenerz=15
kohleerz=16
stamm=17
eichenholz=17:0
fichtenholz=17:1
birkenholz=17:2
tropenholz=17:3
laub=18
eichenlaub=18:0
fichtenlaub=18:1
birkenlaub=18:2
tropenlaub=18:3
schwamm=19
nasserschwamm=19:1
glas=20
lapislazulierz=21
lapislazuliblock=22
werfer=23
sandstein=24
normalersandstein=24:0
gemeisseltersandstein=24:1
glattersandstein=24:2
notenblock=25
bettblock=26
antriebsschiene=27
sensorschiene=28
klebrigerkolben=29
spinnenweben=30
gras=31
gras=31:1
farn=31:2
toterbusch=32
kolben=33
kolbenkopf=34
wolle=35
weissewolle=35:0
orangenewolle=35:1
magentawolle=35:2
hellblauewolle=35:3
gelbewolle=35:4
hellgruene=35:5
rosawolle=35:6
grauwool=35:7
greywool=35:7
grauewolle=35:7
hellgrauewolle=35:8
tuerkisewolle=35:9
violettewolle=35:10
blauewolle=35:11
braunewolle=35:12
gruenewolle=35:13
rotewolle=35:14
schwarzewolle=35:15
loewenzahn=37
blume=38
mohn=38:0
blaueorchidee=38:1
sternlauch=38:2
porzellansternchen=38:3
rotetulpe=38:4
orangenetulpe=38:5
weissetulpe=38:6
rosatulpe=38:7
margerite=38:8
braunerpilz=39
roterpilz=40
goldblock=41
eisenblock=42
doppelstufe=43
doppelsteinstufe=43:0
doppelsandsteinstufe=43:1
doppelholzstufe=43:2
doppelbruchsteinstufe=43:3
doppelziegelstufe=43:4
doppelsteinziegelstufe=43:5
doppelnetherziegelstufe=43:6
doppelquarzstufe=43:7
stufe=44
steinstufe=44:0
sandsteinstufe=44:1
holzstufe=44:2
bruchsteinstufe=44:3
ziegelstufe=44:4
steinziegelstufe=44:5
netherziegelstufe=44:6
quarzstufe=44:7
ziegelsteine=45
tnt=46
buecherregal=47
bemoosterbruchstein=48
obsidian=49
fackel=50
feuer=51
monsterspawner=52
eichenholztreppe=53
kiste=54
rotstonekabel=55
diamanterz=56
diamantblock=57
werkbank=58
ernte=59
farmland=60
ofen=61
brennenderofen=62
schildblock=63
holztuerblock=64
leiter=65
schiene=66
bruchsteintreppe=67
wandschild=68
schalter=69
steindruckplatte=70
eisentuerblock=71
holzdruckplatte=72
rotstoneerz=73
leuchtendesrotstoneerz=74
erloschenerotstonefackel=75
rotstonefackel=76
setinknopf=77
schnee=78
eis=79
schneeblock=80
kaktus=81
ton=82
zuckerrohrblock=83
plattenspieler=84
eichenholzzaun=85
kuerbis=86
netherstein=87
selensand=88
leuchtstein=89
portal=90
kürbislaterne=91
kuchenlock=92
weissesglas=95
orangenesglas=95:1
magentaglas=95:2
hellblauesglas=95:3
gelbesglas=95:4
hellgruenesglas=95:5
rosagerfaerbtglas=95:6
grauesglas=95:7
hellgrauesglas=95:8
tuerkisesglas=95:9
violettesglas=95:10
blauesglas=95:11
braunesglas=95:12
gruenesglas=95:13
rotesglas=95:14
schwarzesglas=95:15
falltuer=96
silberfischblock=97
steinziegel=98
bemoostesteinziegel=98:1
rissigesteinziegel=98:2
gemeisseltesteinziegel=98:3
braunerpilzblock=99
roterpilzblock=100
eisengitter=101
glasscheibe=102
melone=103
kuerbispflanze=104
melonenpflanze=105
ranken=106
eichenholzzauntor=107
ziegeltreppe=108
steinziegeltreppe=109
myzel=110
seerosenblatt=111
netherziegel=112
netherziegelzaun=113
netherziegeltreppe=114
netherwarzenblock=115
zaubertisch=116
braustandblock=117
kesselblock=118
endportal=119
endportalrahmen=120
endstein=121
drachenei=122
redstonelampe=123
erlosscheneredstonelampe=124
doppelholzstufe=125
doppeleichenholzstufe=125:0
doppelfichtenholzstufe=125:1
doppelbirkenholzstufe=125:2
doppeltropenholzstufe=125:3
doppelakazienholzstufe=125:4
doppelschwarzeichenstufe=125:5
holzstufe=126
eichenholzstufe=126:0
fichtenholzstufe=126:1
birkenholzstufe=126:2
tropenholzstufe=126:3
akazienholzstufe=126:4
schwarzeichenholzstufe=126:5
kakaobohnen=127
sandsteintreppe=128
smaragderz=129
endertruhe=130
haken=131
stolperdraht=132
smaragdblock=133
fichtenholztreppe=134
birkenholztreppe=135
tropenholztreppe=136
kommandoblock=137
leuchtfeuer=138
bruchsteinmauer=139
bemoostebruchsteinmauer=139:1
blumentopfblock=140
karottenpflanze=141
kartoffelpflanze=142
knopf=143
skelettschaedel=144
witherskelettschaedel=144:1
zombieschaedel=144:2
schaedel=144:3
creeperschaedel=144:4
amboss=145
redstonetruhe=146
waegeplatteniedrigegewichte=147 # WTF, that names are so stupid...
waegeplattehohegewichte=148
inaktiverkomparator=149
aktiverkomparator=150
tageslichtsensor=151
redstoneblock=152
netherquarzerz=153
trichter=154
quarzblock=155
gemeisselterquarzblock=155:1
quarzsaeule=155:2
quarztreppe=156
aktivierungsschiene=157
spender=158
weissgerfaerbterton=159
orangegerfaerbterton=159:1
magentagerfaerbterton=159:2
hellblaugerfaerbterton=159:3
gelbgerfaerbterton=159:4
hellgruengerfaerbterton=159:5
rosagerfaerbterton=159:6
graugerfaerbterton=159:7
hellgraugefaerbterton=159:8
tuerkisgerfaerbterton=159:9
purplegerfaerbterton=159:10
violettegerfaerbterton=159:10
blaugerfaerbterton=159:11
braungerfaerbterton=159:12
gruengerfaerbterton=159:13
rotgerfaerbterton=159:14
schwarzgerfaerbterton=159:15
weisseglasscheibe=160
orangeneglasscheibe=160:1
magentaglasscheibe=160:2
hellblaueglasscheibe=160:3
gelbeglasscheibe=160:4
hellgrueneglasscheibe=160:5
rosaglasscheibe=160:6
graueglasscheibe=160:7
hellgraueglasscheibe=160:8
tuerkiseglasscheibe=160:9
violetteglasscheibe=160:10
blaueglasscheibe=160:11
brauneglasscheibe=160:12
grueneglasscheibe=160:13
roteglasscheibe=160:14
schwarzeglasscheibe=160:15
neueslaub=161
akazienlaub=161:0
schwarzeichenlaub=161:1
neuestaemme=162
akazienholz=162:0
schwarzeichenholz=162:1
akazientreppe=163
schwarzeichentreppe=164
schleimblock=165
bartriere=166
eisenfalltür=167
prismarin=168
prismarinziegel=168:1
dunklerprismarin=168:2
seelaterne=169
strohballen=170
teppich=171
weisserteppich=171:0
orangenerteppich=171:1
magentateppich=171:2
hellblauerteppich=171:3
gelberteppich=171:4
hellgruenerteppich=171:5
rosateppich=171:6
grauerteppich=171:7
hellgrauerteppich=171:8
tuerkiserteppich=171:9
violetterteppich=171:10
blauerteppich=171:11
braunerteppich=171:12
gruenerteppich=171:13
roterteppich=171:14
schwarzerteppich=171:15
gebrannterton=172
kohleblock=173
packeis=174
doppelpflanze=175
sonnenblume=175:0
Flieder=175:1
hohesgras=175:2
grosserfarn=175:3
rosenstrauch=175:4
pfingstrose=175:5
rotersandstein=179
gemeisselterrotersandstein=179:1
glatterrotersandstein=179:2
rotesandsteintreppe=180
neuesteinstufe=182
rotesandsteinstufe=182:0
fichtenzauntor=183
birkenzauntor=184
tropenzauntor=185
schwarzeichenzauntor=186
akazienzauntor=187
fichtenzaun=188
birkenzaun=189
tropenzaun=190
schwarzeichenzaun=191
akazienzaun=192
eisenschaufel=256
eisenspitzhacke=257
eisenaxt=258
feuerzeug=259
apfel=260
bogen=261
pfeil=262
kohle=263
holzkohle=263:1
diamant=264
eisenbarren=265
goldbarren=266
eisenschwert=267
holzschwert=268
holzschaufel=269
holzspitzhacke=270
holzaxt=271
steinschwert=272
steinschaufel=273
steinspitzhacke=274
steinaxt=275
diamantschwert=276
diamantschaufel=277
diamantspitzhacke=278
diamantaxt=279
stock=280
schuessel=281
pilzsuppe=282
goldschwert=283
goldschaufel=284
goldspitzhacke=285
goldaxt=286
faden=287
feder=288
schwarzpulver=289
holzhacke=290
steinhacke=291
eisenhacke=292
diamanthacke=293
goldhacke=294
samen=295
weizen=296
brot=297
lederkappe=298
lederjacke=299
lederhose=300
lederstiefel=301
kettenhaube=302
kettenhemd=303
kettenhose=304
kettenstiefel=305
eisenhelm=306
eisenbrustplatte=307
eisenbeinschutz=308
eisenstiefel=309
diamanthelm=310
diamantbrustplatte=311
diamantbeinschutz=312
diamantstiefel=313
goldhelm=314
goldharnisch=315
goldbeinschutz=316
goldstiefel=317
goldboots=317
feuerstein=318
rohesschweinefleisch=319
gebratenesschweinefleisch=320
gemaelde=321
goldenerapfel=322
goldenerapfel=322:1
schild=323
eichenholztuer=324
eimer=325
wassereimer=326
lavaeimer=327
lore=328
sattel=329
eisentuer=330
redstone=331
schneeballl=332
boot=333
leder=334
milcht=335
ziegel=336
ton=337
zuckercane=338
papier=339
buch=340
schleimball=341
gueterlore=342
angetriebenelore=343
ei=344
kompass=345
angel=346
uhr=347
glowstonestaub=348
fisch=349
roherfisch=349
roherlachs=349:1
clownfisch=349:2
kugelfisch=349:3
gebratenerfisch=350
gebratenerlachs=350:1
farbe=351
tintenbeutel=351:0
rosenrot=351:1
kaktusgruen=351:2
kakaobohnen=351:3
lapislazuli=351:4
violetterfarbstoff=351:5
tuerkiserfarbstoff=351:6
hellgrauerfarbstoff=351:7
grauerfarbstoff=351:8
rosafarbstoff=351:9
hellgruenerfarbstoff=351:10
gelberfarbstoff=351:11
hellblauerfarbstoff=351:12
magentafarbstoff=351:13
orangenerfarbstoff=351:14
knochenmehl=351:15
knochen=352
zucker=353
kuchen=354
bett=355
redstoneverstaerker=356
keks=357
karte=358
schere=359
melone=360
kürbiskerne=361
melonenkerne=362
rohesrindfleisch=363
steak=364
roheshühnchen=365
gebrateneshühnchen=366
verrottetesfleisch=367
enderperle=368
lohenrute=369
ghasttraene=370
goldnugget=371
netherwarze=372
trank=373
glasflasche=374
spinnenauge=375
fermentiertesspinnenauge=376
lohenstaub=377
magmacreme=378
braustand=379
kessel=380
enderauge=381
glitzerndemelone=382
spawnei=383
erfahrungsfläschchen=384
feuerkugel=385
buchundfeder=386
beschriebenesbuch=387
smaragd=388
rahmen=389
blumentopf=390
karotte=391
kartoffel=392
ofenkartoffel=393
giftigekartoffel=394
leerekarte=395
goldenekarotte=396
skelettschaedel=397
witherschaedel=397:1
zombieschaedel=397:2
kopf=397:3
creeperschaedel=397:4
karottenrute=398
netherstern=399
kuerbiskuchen=400
feuerwerksrakete=401
feuerwerksstern=402
verzauberungsbuch=403
redstonekomparator=404
netherziegelitem=405
netherquarz=406
tntlore=407
trichterlore=408
prismarinscherbe=409
prismarinkristalle=410
roheskaninchen=411
gebrateneskaninchen=412
kaninchenragout=413
hasenpfote=414
kaninchenfell=415
ruestungsstaender=416
eisernepferderuestung=417
goldenepferderuestung=418
diamantenepferderuestung=419
leine=420
namensschild=421
kommandoblocklore=422
roheshammelfleisch=423
gebrateneshammelfleisch=424
banner=425
schwarzesbanner=415:0
rotesbanner=415:1
gruenesbanner=415:2
braunbanner=415:3
blauesbanner=415:4
violettesbanner=415:5
tuerkisesbanner=415:6
hellgrauesbanner=415:7
grauesbanner=415:8
rosabanner=415:9
hellgruenesbanner=415:10
gelbesbanner=415:11
hellblauesbanner=415:12
magentabanner=415:13
orangenesbanner=415:14
weissesbanner=415:15
fichtenholztuer=427
birkenholztuer=428
tropentuer=429
akazientuer=430
schwarzeichentuer=431
goldeneschallplatte=2256
grueneschallplatte=2257
blocksschallplatte=2258
chirpschallplatte=2259
farschallplatte=2260
mallschallplatte=2261
mellohischallplatte=2262
stalschallplatte=2263
stradschallplatte=2264
wardschallplatte=2265
11schallplatte=2266

View File

@ -1,209 +0,0 @@
@echo off
:: Nightbbuild2008.cmd
:: This script is run every night to produce a new version of MCServer, backup its PDB files and upload the packages to web.
:: When run without parameters, this script pauses at the end and waits for a keypress.
:: To run in an automated scheduler, add any parameter to disable waiting for a keystroke
::
:: The sript creates a symbol store (a database of PDB files) that can be used as a single entry in MSVC's symbol path,
:: then any executable / crashdump built by this script can be debugged and its symbols will be found automatically by MSVC,
:: without the users needing to specify the build version or anything.
:: In order to support pruning the symstore, a per-month store is created, so that old months can be removed when no longer needed.
::
:: This script expects a few tools on specific paths, you can pass the correct paths for your system as env vars "zip" and "vc"
:: This script assumes that "git", "symstore" and "touch" are available on PATH.
:: git comes from msysgit
:: symstore comes from Microsoft's Debugging Tools for Windows
:: touch comes from unxtools
:: This script is locale-dependent, because it parses the output of "time" and "date" shell commands
:: 7-zip executable (by default it should be on PATH):
if %zip%a == a set zip=7z
:: Visual C++ compiler executable name:
if %vc%a == a set vc="vcbuild.exe"
:: Check that the required environment vars are available:
if "a%ftppass%" == "a" (
echo You need to set FTP password in the ftppass environment variable to upload the files
goto haderror
)
if "a%ftpuser%" == "a" (
echo You need to set FTP username in the ftpuser environment variable to upload the files
goto haderror
)
if "a%ftpsite%" == "a" (
echo You need to set FTP server in the ftpsite environment variable to upload the files
goto haderror
)
:: Get the date and time into vars:
:: This is locale-dependent!
For /f "tokens=2-4 delims=/. " %%a in ('date /t') do (
set MYYEAR=%%c
set MYMONTH=%%b
set MYDAY=%%a
)
For /f "tokens=1-2 delims=/:" %%a in ('time /t') do (set MYTIME=%%a_%%b)
echo Performing nightbuild of MC-Server
set DONOTPAUSE=y
:: Update the sources to the latest revision:
git pull
if errorlevel 1 goto haderror
:: Update the external plugins to the latest revision:
git submodule update
if errorlevel 1 goto haderror
:: Get the Git commit ID into an environment var
For /f "tokens=1 delims=/. " %%a in ('git log -1 --oneline --no-abbrev-commit') do (set COMMITID=%%a)
if errorlevel 1 goto haderror
:: Test if the version is already present, using a "tagfile" that we create upon successful build
set TAGFOLDER=Install\%MYYEAR%_%MYMONTH%\
set TAGFILE=%TAGFOLDER%built_%COMMITID%.tag
echo Tag file: %TAGFILE%
if exist %TAGFILE% (
echo Latest version already present, bailing out
goto end
)
:: Configure the sources to use the MSVC2008 compiler:
cmake -G "Visual Studio 9 2008" .
if errorlevel 1 goto haderror
:: Update the Bindings:
echo Updating Lua bindings
del src\Bindings\Bindings.cpp
del src\Bindings\Bindings.h
set ALLTOLUA_WAIT=N
cd src\Bindings
call AllToLua.bat
cd ..\..
:: Compile using VC2008 Express. Do a full rebuild.
echo Setting up VS environment...
call "%VS90COMNTOOLS%\vsvars32.bat"
echo Compiling MCServer...
title MCS Nightbuild
start "vc" /b /wait /low /min %vc% /r MCServer.sln "Release|Win32"
if errorlevel 1 goto haderror
:: Generate the .example.ini files by running the server without any ini files:
cd MCServer
del groups.ini
del settings.ini
del webadmin.ini
echo stop | MCServer
cd ..
:: Copy all the example ini files into the Install folder for zipping:
copy MCServer\groups.ini Install\groups.example.ini
copy MCServer\settings.ini Install\settings.example.ini
copy MCServer\webadmin.ini Install\webadmin.example.ini
:: Use 7-zip to compress the resulting files into a single file:
set FILESUFFIX=%MYYEAR%_%MYMONTH%_%MYDAY%_%MYTIME%_%COMMITID%
echo FILESUFFIX=%FILESUFFIX%
copy MCServer\MCServer.exe Install\MCServer.exe
cd Install
%zip% a -mx9 -y MCServer_Win_%FILESUFFIX%.7z -scsWIN -i@Zip2008.list -xr!*.git*
if errorlevel 1 goto haderror
cd ..
:: Also pack PDBs into a separate archive:
%zip% a -mx9 -y Install\PDBs_%FILESUFFIX%.7z -scsWIN @Install\Zip2008_PDBs.list
if errorlevel 1 goto haderror
:: upload to the FTP:
:upload
ncftpput -p %ftppass% -u %ftpuser% -T temp_ %ftpsite% / Install\MCServer_Win_%FILESUFFIX%.7z
if errorlevel 1 goto haderror
ncftpput -p %ftppass% -u %ftpuser% -T temp_ %ftpsite% /PDBs Install\PDBs_%FILESUFFIX%.7z
if errorlevel 1 goto haderror
echo Upload finished.
:: Create the tagfile so that we know that this CommitID has been built already
mkdir %TAGFOLDER%
touch %TAGFILE%
:: Add the symbols to a global symbol cache
:: We want per-month symbol caches, so that the old ones can be easily deleted
set SYMBOLS=Symbols\%MYYEAR%_%MYMONTH%\
echo Storing symbols in %SYMBOLS%
symstore add /f MCServer\MCServer.* /s %SYMBOLS% /t MCServer
if errorlevel 1 goto haderror
goto end
:haderror
echo an error was encountered, check command output above
pause
goto finished
:end
if "a%1" == "a" pause
:finished

View File

@ -5,15 +5,15 @@ MCServer is a Minecraft server that is written in C++ and designed to be efficie
MCServer can run on PCs, Macs, and *nix. This includes android phones and tablets as well as Raspberry Pis.
We currently support the protocol from Minecraft 1.2 all the way up to Minecraft 1.7.10.
We currently support the protocol from Minecraft 1.2 all the way up to Minecraft 1.8.
Installation
------------
Normally, you will want to download a pre-compiled version of MCServer from one of the buildservers:
* [Linux and Raspberry Pi](http://ci.bearbin.net) (Bearbin's CI Server)
* [Windows](http://mc-server.xoft.cz) (xoft's nightly build service)
* [Windows and Linux](http://builds.mc-server.org)
* [Raspberry Pi](http://ci.bearbin.net)
You simply need to download and extract these files before you can use the server.
@ -33,7 +33,7 @@ For other stuff, including plugins and discussion, check the [forums](http://for
Earn bitcoins for commits or donate to reward the MCServer developers: [![tip for next commit](http://tip4commit.com/projects/74.svg)](http://tip4commit.com/projects/74)
Support Us on Gittip: [![Support via Gittip](http://img.shields.io/gittip/mcs_team.svg)](https://www.gittip.com/mcs_team)
Support Us on Gratipay: [![Support via Gittip](http://img.shields.io/gittip/mcs_team.svg)](https://www.gittip.com/mcs_team)
Travis CI: [![Build Status](http://img.shields.io/travis/mc-server/MCServer.svg)](https://travis-ci.org/mc-server/MCServer)

1
Tools/.gitignore vendored Normal file
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@ -0,0 +1 @@
Debug/

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@ -1,4 +0,0 @@
Debug/
logs/
Release/
Release profiled/

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@ -1,338 +0,0 @@
// BiomeCache.cpp
// Implements the cBiomeCache class representing a biome source that caches data from the underlying biome source
#include "Globals.h"
#include "BiomeCache.h"
#include "Timer.h"
static int GetNumCores(void)
{
// Get number of cores by querying the system process affinity mask
DWORD Affinity, ProcAffinity;
GetProcessAffinityMask(GetCurrentProcess(), &ProcAffinity, &Affinity);
int NumCores = 0;
while (Affinity > 0)
{
if ((Affinity & 1) == 1)
{
NumCores++;
}
Affinity >>= 1;
} // while (Affinity > 0)
return NumCores;
}
cBiomeCache::cBiomeCache(void) :
m_Source(NULL),
m_BaseX(-100000),
m_BaseZ(-100000),
m_Available(NULL),
m_IsTerminatingThreads(false)
{
int NumThreads = GetNumCores();
NumThreads--; // One core should be left for the system to run on ;)
for (int i = NumThreads; i > 0; i--)
{
cThread * Thread = new cThread(*this);
m_Threads.push_back(Thread);
Thread->Start();
}
}
cBiomeCache::~cBiomeCache()
{
m_IsTerminatingThreads = true;
for (cThreads::iterator itr = m_Threads.begin(), end = m_Threads.end(); itr != end; ++itr)
{
m_evtQueued.Set();
}
for (cThreads::iterator itr = m_Threads.begin(), end = m_Threads.end(); itr != end; ++itr)
{
delete *itr;
}
m_Threads.clear();
SetSource(NULL);
}
cBiomeSource::eAvailability cBiomeCache::GetBiome(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_Biomes)
{
if (m_Source == NULL)
{
return baNever;
}
// Look up using the cache:
int x = a_ChunkX - m_BaseX;
int z = a_ChunkZ - m_BaseZ;
if ((x < 0) || (x >= m_Width) || (z < 0) || (z >= m_Height))
{
// Outside the cached region
return baNever;
}
cCSLock Lock(m_CS);
cItem * Item = m_Available[x + m_Width * z];
if (Item == NULL)
{
// Item hasn't been processed yet
return baLater;
}
if (Item->m_IsValid)
{
memcpy(a_Biomes, Item->m_Biomes, sizeof(a_Biomes));
return baNow;
}
// Item has been processed, but the underlying source refused to give the data to us
return baNever;
}
void cBiomeCache::HintViewArea(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ)
{
cTimer Timer("Cache: HintViewArea");
if (
(a_MinChunkX == m_BaseX) &&
(a_MaxChunkX == m_BaseX + m_Width - 1) &&
(a_MinChunkZ == m_BaseZ) &&
(a_MaxChunkZ == m_BaseZ + m_Height - 1)
)
{
// The same set of parameters, bail out
return;
}
if (m_Source != NULL)
{
m_Source->HintViewArea(a_MinChunkX, a_MaxChunkX, a_MinChunkZ, a_MaxChunkZ);
}
int NewWidth = a_MaxChunkX - a_MinChunkX + 1;
int NewHeight = a_MaxChunkZ - a_MinChunkZ + 1;
// Make a new empty cache table:
pItem * NewAvailable = new pItem[NewWidth * NewHeight];
for (int i = NewWidth * NewHeight - 1; i >= 0; --i)
{
NewAvailable[i] = NULL;
}
// Move the common contents of the old table into the new table:
cCSLock Lock(m_CS);
for (int z = 0; z < NewHeight; z++)
{
int OldZ = z + a_MinChunkZ - m_BaseZ;
if ((OldZ < 0) || (OldZ >= m_Height))
{
continue;
}
for (int x = 0; x < NewWidth; x++)
{
int OldX = x + a_MinChunkX - m_BaseX;
if ((OldX < 0) || (OldX >= m_Width))
{
continue;
}
NewAvailable[x + NewWidth * z] = m_Available[OldX + m_Width * OldZ];
m_Available[OldX + m_Width * OldZ] = NULL;
} // for x
} // for z
// All items that aren't common go into the pool:
for (int idx = 0, z = 0; z < m_Height; z++)
{
for (int x = 0; x < m_Width; ++x, ++idx)
{
if (m_Available[idx] != NULL)
{
m_Pool.push_back(m_Available[idx]);
m_Available[idx] = NULL;
}
}
}
// Replace the cache table:
delete m_Available;
m_Available = NewAvailable;
m_Width = NewWidth;
m_Height = NewHeight;
m_BaseX = a_MinChunkX;
m_BaseZ = a_MinChunkZ;
// Remove all items outside the coords:
FilterOutItems(m_Queue, a_MinChunkX, a_MaxChunkX, a_MinChunkZ, a_MaxChunkZ);
// Queue all items from inside the coords into m_Queue:
for (int z = 0; z < NewHeight; z++)
{
for (int x = 0; x < NewWidth; x++)
{
if (m_Available[x + m_Width * z] != NULL)
{
// Already calculated, skip
continue;
}
if (m_Pool.empty())
{
m_Pool.push_back(new cItem(x + a_MinChunkX, z + a_MinChunkZ));
}
ASSERT(!m_Pool.empty());
m_Pool.back()->m_ChunkX = x + a_MinChunkX;
m_Pool.back()->m_ChunkZ = z + a_MinChunkZ;
m_Queue.push_back(m_Pool.back());
m_Pool.pop_back();
m_evtQueued.Set();
} // for x
} // for z
}
void cBiomeCache::SetSource(cBiomeSource * a_Source)
{
// TODO: Stop all threads, so that they don't use the source anymore!
delete m_Source;
m_Source = a_Source;
// Invalidate cache contents:
cCSLock Lock(m_CS);
m_BaseX = -10000;
m_BaseZ = -10000;
m_Pool.splice(m_Pool.end(), m_Queue);
}
void cBiomeCache::FilterOutItems(cItems & a_Items, int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ)
{
for (cItems::iterator itr = a_Items.begin(); itr != a_Items.end();)
{
if (
((*itr)->m_ChunkX < a_MinChunkX) ||
((*itr)->m_ChunkX > a_MaxChunkX) ||
((*itr)->m_ChunkX < a_MinChunkX) ||
((*itr)->m_ChunkX > a_MaxChunkX)
)
{
m_Pool.push_back(*itr);
itr = a_Items.erase(itr);
}
else
{
++itr;
}
}
}
void cBiomeCache::thrProcessQueueItem(void)
{
if (m_Source == NULL)
{
return;
}
cItem * Item = NULL;
{
cCSLock Lock(m_CS);
if (m_Queue.empty())
{
cCSUnlock Unlock(Lock);
m_evtQueued.Wait();
}
if (m_IsTerminatingThreads || m_Queue.empty())
{
// We've been woken up only to die / spurious wakeup
return;
}
Item = m_Queue.back();
m_Queue.pop_back();
}
// Process the item:
Item->m_IsValid = (m_Source->GetBiome(Item->m_ChunkX, Item->m_ChunkZ, Item->m_Biomes) == baNow);
// Store result:
cCSLock Lock(m_CS);
int x = Item->m_ChunkX - m_BaseX;
int z = Item->m_ChunkZ - m_BaseZ;
if ((x < 0) || (x >= m_Width) || (z < 0) || (z >= m_Height))
{
// The cache rectangle has changed under our fingers, drop this chunk
return;
}
m_Available[x + m_Width * z] = Item;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cBiomeCache::cItem:
cBiomeCache::cItem::cItem(int a_ChunkX, int a_ChunkZ) :
m_ChunkX(a_ChunkX),
m_ChunkZ(a_ChunkZ)
{
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cBiomeCache::cThread:
cBiomeCache::cThread::cThread(cBiomeCache & a_Parent) :
super("Biome cache thread"),
m_Parent(a_Parent)
{
}
void cBiomeCache::cThread::Execute(void)
{
while (!m_ShouldTerminate && !m_Parent.m_IsTerminatingThreads)
{
m_Parent.thrProcessQueueItem();
}
}

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@ -1,96 +0,0 @@
// BiomeCache.h
// Declares the cBiomeCache class representing a biome source that caches data from the underlying biome source
/*
This cache works a bit differently than regular caches.
It first receives the hint of area that it will need to provide.
The Cache uses several threads to request biomes from the underlying source to fill that area.
While the area is being filled, requests for biomes may already come, such requests are answered with baLater if no data yet.
*/
#pragma once
#include "BiomeSource.h"
#include "../src/OSSupport/IsThread.h"
class cBiomeCache :
public cBiomeSource
{
public:
cBiomeCache(void);
~cBiomeCache();
// cBiomeSource overrides:
virtual eAvailability GetBiome(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_Biomes) override;
virtual void HintViewArea(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ) override;
void SetSource(cBiomeSource * a_Source); // Takes ownership of the source ptr
protected:
class cItem
{
public:
cItem(int a_ChunkX, int a_ChunkZ);
int m_ChunkX;
int m_ChunkZ;
bool m_IsValid;
cChunkDef::BiomeMap m_Biomes;
} ;
typedef cItem * pItem;
typedef std::list<pItem> cItems;
class cThread :
public cIsThread
{
typedef cIsThread super;
public:
cThread(cBiomeCache & a_Parent);
// cIsThread overrides:
virtual void Execute(void) override;
protected:
cBiomeCache & m_Parent;
} ;
typedef std::list<cThread *> cThreads;
cBiomeSource * m_Source;
cCriticalSection m_CS;
int m_BaseX; ///< MinChunkX for the m_Available rectangle
int m_BaseZ; ///< MinChunkZ for the m_Available rectangle
int m_Width; ///< Width of the m_Available rectangle
int m_Height; ///< Height of the m_Available rectangle
pItem * m_Available; ///< Items that have already been processed (baNow or baNever), [x + m_Width * z]
cItems m_Queue; ///< Items that are queued for processing (baLater)
cItems m_Pool; ///< Items that are not needed anymore, can be reused for other coords
cEvent m_evtQueued; // Triggerred when an item is added to m_Queue
cThreads m_Threads; // Threads that update the cache.
bool m_IsTerminatingThreads; // Set to true to indicate to all threads that they should exit
/// Removes from a_Items all items that are outside of the given coords, moves those into m_Pool
void FilterOutItems(cItems & a_Items, int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ);
/// Processes one item from m_Queue into m_Available. Blocks if m_Queue is empty; respects m_IsTerminatingThreads
void thrProcessQueueItem(void);
} ;

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@ -1,114 +0,0 @@
// BiomeColors.cpp
// Implements the g_BiomeColors[] array preparation based on a stored biome-to-color map
#include "Globals.h"
#include "BiomeColors.h"
int g_BiomeColors[256];
static struct
{
EMCSBiome Biome;
int Color;
} g_BiomeColorMap[] =
{
{ biOcean, 0x000070 },
{ biPlains, 0x8db360 },
{ biDesert, 0xfa9418 },
{ biExtremeHills, 0x606060 },
{ biForest, 0x056621 },
{ biTaiga, 0x0b6659 },
{ biSwampland, 0x2fffda },
{ biRiver, 0x3030af },
{ biHell, 0x7f0000 },
{ biSky, 0x007fff },
{ biFrozenOcean, 0xa0a0df },
{ biFrozenRiver, 0xa0a0ff },
{ biIcePlains, 0xffffff },
{ biIceMountains, 0xa0a0a0 },
{ biMushroomIsland, 0xff00ff },
{ biMushroomShore, 0xa000ff },
{ biBeach, 0xfade55 },
{ biDesertHills, 0xd25f12 },
{ biForestHills, 0x22551c },
{ biTaigaHills, 0x163933 },
{ biExtremeHillsEdge, 0x7f8f7f },
{ biJungle, 0x537b09 },
{ biJungleHills, 0x2c4205 },
{ biJungleEdge, 0x628b17 },
{ biDeepOcean, 0x000030 },
{ biStoneBeach, 0xa2a284 },
{ biColdBeach, 0xfaf0c0 },
{ biBirchForest, 0x307444 },
{ biBirchForestHills, 0x1f5f32 },
{ biRoofedForest, 0x40511a },
{ biColdTaiga, 0x31554a },
{ biColdTaigaHills, 0x597d72 },
{ biMegaTaiga, 0x596651 },
{ biMegaTaigaHills, 0x596659 },
{ biExtremeHillsPlus, 0x507050 },
{ biSavanna, 0xbdb25f },
{ biSavannaPlateau, 0xa79d64 },
{ biMesa, 0xd94515 },
{ biMesaPlateauF, 0xb09765 },
{ biMesaPlateau, 0xca8c65 },
// M variants:
{ biSunflowerPlains, 0xb5db88 },
{ biDesertM, 0xffbc40 },
{ biExtremeHillsM, 0x888888 },
{ biFlowerForest, 0x2d8e49 },
{ biTaigaM, 0x338e81 },
{ biSwamplandM, 0x07f9b2 },
{ biIcePlainsSpikes, 0xb4dcdc },
{ biJungleM, 0x7ba331 },
{ biJungleEdgeM, 0x628b17 },
{ biBirchForestM, 0x589c6c },
{ biBirchForestHillsM, 0x47875a },
{ biRoofedForestM, 0x687942 },
{ biColdTaigaM, 0x243f36 },
{ biMegaSpruceTaiga, 0x454f3e },
{ biMegaSpruceTaigaHills, 0x454f4e },
{ biExtremeHillsPlusM, 0x789878 },
{ biSavannaM, 0xe5da87 },
{ biSavannaPlateauM, 0xa79d74 },
{ biMesaBryce, 0xff6d3d },
{ biMesaPlateauFM, 0xd8bf8d },
{ biMesaPlateauM, 0xf2b48d },
} ;
static class cBiomeColorsInitializer
{
public:
cBiomeColorsInitializer(void)
{
// Reset all colors to gray:
for (size_t i = 0; i < ARRAYCOUNT(g_BiomeColors); i++)
{
g_BiomeColors[i] = 0x7f7f7f;
}
for (size_t i = 0; i < ARRAYCOUNT(g_BiomeColorMap); i++)
{
g_BiomeColors[g_BiomeColorMap[i].Biome] = g_BiomeColorMap[i].Color;
}
}
} g_Initializer;

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@ -1,15 +0,0 @@
// BiomeColors.h
// Declares the g_BiomeColors[] array used for biome color lookup
extern int g_BiomeColors[256];

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@ -1,119 +0,0 @@
// BiomeRenderer.cpp
// Implements the cBiomeRenderer class representing the rendering engine
#include "Globals.h"
#include "BiomeRenderer.h"
#include "Pixmap.h"
#include "Timer.h"
#include "BiomeColors.h"
cBiomeRenderer::cBiomeRenderer(void) :
m_OriginX(160),
m_OriginY(160),
m_Zoom(1)
{
}
void cBiomeRenderer::SetSource(cBiomeSource * a_Source)
{
m_Cache.SetSource(a_Source);
}
bool cBiomeRenderer::Render(cPixmap & a_Pixmap)
{
cTimer Timer("cBiomeRenderer::Render");
int Wid = a_Pixmap.GetWidth();
int Hei = a_Pixmap.GetHeight();
// Hint the approximate view area to the biome source so that it can adjust its caches:
int MinBlockX = ( - m_OriginX) * m_Zoom;
int MaxBlockX = (Wid - m_OriginX) * m_Zoom;
int MinBlockZ = ( - m_OriginY) * m_Zoom;
int MaxBlockZ = (Hei - m_OriginY) * m_Zoom;
m_Cache.HintViewArea(MinBlockX / 16 - 1, MaxBlockX / 16 + 1, MinBlockZ / 16 - 1, MaxBlockZ / 16 + 1);
// Hold one current chunk of biome data:
int CurChunkX = -10000;
int CurChunkZ = -10000;
cChunkDef::BiomeMap CurBiomes;
bool res = false;
for (int y = 0; y < Hei; y++)
{
int BlockZ = (y - m_OriginY) * m_Zoom;
int ChunkZ = (BlockZ >= 0) ? (BlockZ / 16) : ((BlockZ + 1) / 16 - 1);
int RelZ = BlockZ - ChunkZ * 16;
for (int x = 0; x < Wid; x++)
{
int BlockX = (x - m_OriginX) * m_Zoom;
int ChunkX = (BlockX >= 0) ? (BlockX / 16) : ((BlockX + 1) / 16 - 1);
int RelX = BlockX - ChunkX * 16;
if ((ChunkZ != CurChunkZ) || (ChunkX != CurChunkX))
{
CurChunkX = ChunkX;
CurChunkZ = ChunkZ;
switch (m_Cache.GetBiome(CurChunkX, CurChunkZ, CurBiomes))
{
case cBiomeSource::baLater:
{
res = true;
// fallthrough:
}
case cBiomeSource::baNever:
{
for (int i = 0; i < ARRAYCOUNT(CurBiomes); i++)
{
CurBiomes[i] = biInvalidBiome;
}
break;
}
} // switch (Biome availability)
}
EMCSBiome Biome = cChunkDef::GetBiome(CurBiomes, RelX, RelZ);
a_Pixmap.SetPixel(x, y, GetBiomeColor(Biome));
} // for x
} // for y
return res;
}
int cBiomeRenderer::GetBiomeColor(EMCSBiome a_Biome)
{
if ((a_Biome < 0) || (a_Biome >= ARRAYCOUNT(g_BiomeColors)))
{
return 0xff0000;
}
return g_BiomeColors[a_Biome];
}
void cBiomeRenderer::MoveViewBy(int a_OffsX, int a_OffsY)
{
m_OriginX += a_OffsX;
m_OriginY += a_OffsY;
}

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@ -1,55 +0,0 @@
// BiomeRenderer.h
// Declares the cBiomeRenderer class representing the rendering engine
#pragma once
#include "BiomeCache.h"
// fwd: Pixmap.h
class cPixmap;
class cBiomeRenderer
{
public:
cBiomeRenderer(void);
void SetSource(cBiomeSource * a_Source); // Takes ownership of the source
/// Renders the biomes into the given pixmap. Returns true if some biome data was missing and can be retrieved later
bool Render(cPixmap & a_Pixmap);
/// Returns the RGB color value for the specified biome
int GetBiomeColor(EMCSBiome a_Biome);
void MoveViewBy(int a_OffsX, int a_OffsY);
void SetZoom(int a_NewZoom)
{
m_Zoom = a_NewZoom;
}
protected:
cBiomeCache m_Cache;
int m_OriginX;
int m_OriginY;
int m_Zoom;
} ;

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@ -1,37 +0,0 @@
// BiomeSource.h
// Declares the cBiomeSource abstract class used as an interface for getting biomes from any source
#pragma once
#include "ChunkDef.h"
class cBiomeSource abstract
{
public:
enum eAvailability
{
baNow, // Data returned now
baLater, // Data not returned, but will be available later, try again after a while
baNever, // Data not returned, will not be available at all
} ;
/// Fills a_Biomes with the biomes for the chunk specified
virtual eAvailability GetBiome(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_Biomes) = 0;
/// Used to inform the source about the view area that will be queried in the near future.
virtual void HintViewArea(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ) = 0;
} ;

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@ -1,247 +0,0 @@
// BiomeViewWnd.cpp
// Implements the cBiomeViewWnd class representing the window that displays biomes
#include "Globals.h"
#include "BiomeViewWnd.h"
#include "BiomeCache.h"
#include "GeneratorBiomeSource.h"
#include "iniFile/iniFile.h"
const int TIMER_RERENDER = 1200;
cBiomeViewWnd::cBiomeViewWnd(void) :
m_Wnd(NULL),
m_Thunk(&cBiomeViewWnd::WndProc, this),
m_IsLButtonDown(false)
{
}
bool cBiomeViewWnd::Create(HWND a_ParentWnd, LPCTSTR a_Title)
{
ASSERT(m_Wnd == NULL);
InitBiomeView();
// Create a regular STATIC window, then override its window procedure with our own. No need for obnoxious RegisterWindowClass() stuff.
m_Wnd = CreateWindow("STATIC", a_Title, WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 400, 300, a_ParentWnd, NULL, GetModuleHandle(NULL), NULL);
if (m_Wnd == NULL)
{
LOGERROR("Cannot create main window: %d", GetLastError());
return false;
}
SetWindowLongPtr(m_Wnd, GWLP_WNDPROC, m_Thunk);
return true;
}
void cBiomeViewWnd::InitBiomeView(void)
{
cIniFile IniFile;
IniFile.ReadFile("world.ini");
int Seed = IniFile.GetValueSetI("Generator", "Seed", 0);
bool CacheOffByDefault = false;
m_BiomeGen = cBiomeGen::CreateBiomeGen(IniFile, Seed, CacheOffByDefault);
m_Renderer.SetSource(new cGeneratorBiomeSource(m_BiomeGen));
IniFile.WriteFile("world.ini");
}
void cBiomeViewWnd::SetZoom(int a_NewZoom)
{
m_Renderer.SetZoom(a_NewZoom);
Redraw();
}
void cBiomeViewWnd::Redraw(void)
{
if (m_Renderer.Render(m_Pixmap))
{
SetTimer(m_Wnd, TIMER_RERENDER, 200, NULL);
}
InvalidateRect(m_Wnd, NULL, FALSE);
}
LRESULT cBiomeViewWnd::WndProc(HWND a_Wnd, UINT a_Msg, WPARAM wParam, LPARAM lParam)
{
switch (a_Msg)
{
case WM_CHAR: return OnChar (wParam, lParam);
case WM_CLOSE: return OnClose ();
case WM_COMMAND: return OnCommand (wParam, lParam);
case WM_LBUTTONDOWN: return OnLButtonDown(wParam, lParam);
case WM_LBUTTONUP: return OnLButtonUp (wParam, lParam);
case WM_MOUSEMOVE: return OnMouseMove (wParam, lParam);
case WM_PAINT: return OnPaint ();
case WM_TIMER: return OnTimer (wParam);
}
return ::DefWindowProc(a_Wnd, a_Msg, wParam, lParam);
}
LRESULT cBiomeViewWnd::OnChar(WPARAM wParam, LPARAM lParam)
{
switch (wParam)
{
case '1': SetZoom(1); break;
case '2': SetZoom(2); break;
case '3': SetZoom(3); break;
case '4': SetZoom(4); break;
case '5': SetZoom(5); break;
case '6': SetZoom(6); break;
case '7': SetZoom(7); break;
case '8': SetZoom(8); break;
case 27:
{
// Esc pressed, exit
PostQuitMessage(0);
break;
}
}
return 0;
}
LRESULT cBiomeViewWnd::OnClose(void)
{
PostQuitMessage(0);
return 0;
}
LRESULT cBiomeViewWnd::OnCommand(WPARAM wParam, LPARAM lParam)
{
// TODO: Handle menu commands, when we get menu
return 0;
}
LRESULT cBiomeViewWnd::OnLButtonDown(WPARAM wParam, LPARAM lParam)
{
m_IsLButtonDown = true;
GetCursorPos(&m_MouseDown);
return 0;
}
LRESULT cBiomeViewWnd::OnMouseMove(WPARAM wParam, LPARAM lParam)
{
if (!m_IsLButtonDown)
{
return 0;
}
POINT pnt;
GetCursorPos(&pnt);
m_Renderer.MoveViewBy(pnt.x - m_MouseDown.x, pnt.y - m_MouseDown.y);
m_MouseDown = pnt;
Redraw();
return 0;
}
LRESULT cBiomeViewWnd::OnLButtonUp(WPARAM wParam, LPARAM lParam)
{
OnMouseMove(wParam, lParam); // Last movement - if the mouse move hasn't been reported due to speed
m_IsLButtonDown = false;
InvalidateRect(m_Wnd, NULL, FALSE);
return 0;
}
LRESULT cBiomeViewWnd::OnPaint(void)
{
PAINTSTRUCT ps;
HDC DC = BeginPaint(m_Wnd, &ps);
RECT rc;
GetClientRect(m_Wnd, &rc);
int Wid = rc.right - rc.left;
int Hei = rc.bottom - rc.top;
if ((m_Pixmap.GetWidth() != Wid) || (m_Pixmap.GetHeight() != Hei))
{
m_Pixmap.SetSize(Wid, Hei);
if (m_Renderer.Render(m_Pixmap))
{
SetTimer(m_Wnd, TIMER_RERENDER, 200, NULL);
}
}
m_Pixmap.DrawToDC(DC, 0, 0);
EndPaint(m_Wnd, &ps);
return 0;
}
LRESULT cBiomeViewWnd::OnTimer(WPARAM wParam)
{
switch (wParam)
{
case TIMER_RERENDER:
{
if (!m_Renderer.Render(m_Pixmap))
{
KillTimer(m_Wnd, TIMER_RERENDER);
}
InvalidateRect(m_Wnd, NULL, FALSE);
break;
}
}
return 0;
}

View File

@ -1,69 +0,0 @@
// BiomeViewWnd.h
// Declares the cBiomeViewWnd class representing the window that displays biomes
#pragma once
#include "WndProcThunk.h"
#include "BiomeRenderer.h"
#include "BiomeCache.h"
#include "Pixmap.h"
// fwd:
class cBiomeGen;
class cBiomeViewWnd
{
public:
cBiomeViewWnd(void);
bool Create(HWND a_ParentWnd, LPCTSTR a_Title);
protected:
HWND m_Wnd;
CWndProcThunk<cBiomeViewWnd> m_Thunk;
cBiomeRenderer m_Renderer;
cPixmap m_Pixmap;
/// The generator that is to be visualised
cBiomeGen * m_BiomeGen;
bool m_IsLButtonDown;
POINT m_MouseDown;
void InitBiomeView(void);
void SetZoom(int a_NewZoom);
void Redraw(void);
LRESULT WndProc(HWND a_Wnd, UINT a_Msg, WPARAM wParam, LPARAM lParam);
// Message handlers:
LRESULT OnChar (WPARAM wParam, LPARAM lParam);
LRESULT OnClose (void);
LRESULT OnCommand (WPARAM wParam, LPARAM lParam);
LRESULT OnLButtonDown(WPARAM wParam, LPARAM lParam);
LRESULT OnMouseMove (WPARAM wParam, LPARAM lParam);
LRESULT OnLButtonUp (WPARAM wParam, LPARAM lParam);
LRESULT OnPaint (void);
LRESULT OnTimer (WPARAM wParam);
} ;

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@ -1,52 +0,0 @@
// BiomeVisualiser.cpp
// Implements the cBiomeVisualiser class representing the entire app. Also implements the WinMain() entrypoint
#include "Globals.h"
#include "time.h"
#include "BiomeVisualiser.h"
int WINAPI WinMain(HINSTANCE a_Instance, HINSTANCE a_PrevInstance, LPSTR a_CmdLine, int a_ShowCmd)
{
cBiomeVisualiser App;
return App.Run();
}
cBiomeVisualiser::cBiomeVisualiser(void) :
m_Logger(new cMCLogger(Printf("BiomeVisualiser_%08x.log", time(NULL))))
{
}
int cBiomeVisualiser::Run(void)
{
if (!m_MainWnd.Create(GetDesktopWindow(), TEXT("BiomeVisualiser")))
{
LOGERROR("Cannot create main window: %d", GetLastError());
return 1;
}
MSG msg;
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
} // while (GetMessage)
return msg.lParam;
}

View File

@ -1,31 +0,0 @@
// BiomeVisualiser.h
// Declares the cBiomeVisualiser class representing the entire application
#include "BiomeViewWnd.h"
class cBiomeVisualiser
{
public:
cBiomeVisualiser(void);
int Run(void);
protected:
cBiomeViewWnd m_MainWnd;
cMCLogger * m_Logger;
} ;

View File

@ -1,23 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 10.00
# Visual C++ Express 2008
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "BiomeVisualiser", "BiomeVisualiser.vcproj", "{6DF3D88B-AD47-45B6-B831-1BDE74F86B5C}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Release profiled|Win32 = Release profiled|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{6DF3D88B-AD47-45B6-B831-1BDE74F86B5C}.Debug|Win32.ActiveCfg = Debug|Win32
{6DF3D88B-AD47-45B6-B831-1BDE74F86B5C}.Debug|Win32.Build.0 = Debug|Win32
{6DF3D88B-AD47-45B6-B831-1BDE74F86B5C}.Release profiled|Win32.ActiveCfg = Release profiled|Win32
{6DF3D88B-AD47-45B6-B831-1BDE74F86B5C}.Release profiled|Win32.Build.0 = Release profiled|Win32
{6DF3D88B-AD47-45B6-B831-1BDE74F86B5C}.Release|Win32.ActiveCfg = Release|Win32
{6DF3D88B-AD47-45B6-B831-1BDE74F86B5C}.Release|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View File

@ -1,527 +0,0 @@
<?xml version="1.0" encoding="windows-1250"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9,00"
Name="BiomeVisualiser"
ProjectGUID="{6DF3D88B-AD47-45B6-B831-1BDE74F86B5C}"
RootNamespace="BiomeVisualiser"
Keyword="Win32Proj"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
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AdditionalDependencies="ws2_32.lib"
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AdditionalDependencies="ws2_32.lib"
LinkIncremental="1"
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<Tool
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</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
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Filter="cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx"
UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}"
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</VisualStudioProject>

View File

@ -1,42 +0,0 @@
// GeneratorBiomeSource.h
// Declares the cGeneratorBiomeSource that adapts a cBiomeGen into a cBiomeSource
#include "../src/Generating/BioGen.h"
#include "BiomeSource.h"
class cGeneratorBiomeSource :
public cBiomeSource
{
public:
cGeneratorBiomeSource(cBiomeGen * a_Generator) : m_Generator(a_Generator) {} // Takes ownership of the generator ptr
~cGeneratorBiomeSource()
{
delete m_Generator;
}
// cBiomeSource overrides:
virtual eAvailability GetBiome(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_Biomes) override
{
m_Generator->GenBiomes(a_ChunkX, a_ChunkZ, a_Biomes);
return baNow;
}
virtual void HintViewArea(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ) override
{
// Nothing needed
}
protected:
cBiomeGen * m_Generator;
} ;

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@ -1,120 +0,0 @@
// Pixmap.cpp
// Implements the cPixmap class that represents a RGB pixmap and allows simple operations on it
#include "Globals.h"
#include "Pixmap.h"
cPixmap::cPixmap(void) :
m_Width(0),
m_Height(0),
m_Stride(0),
m_Pixels(NULL)
{
}
cPixmap::cPixmap(int a_Width, int a_Height) :
m_Width(0),
m_Height(0),
m_Stride(0),
m_Pixels(NULL)
{
SetSize(a_Width, a_Height);
}
cPixmap::~cPixmap()
{
delete m_Pixels;
}
void cPixmap::SetSize(int a_Width, int a_Height)
{
delete m_Pixels;
m_Pixels = new int[a_Width * a_Height];
m_Width = a_Width;
m_Height = a_Height;
m_Stride = m_Width; // Currently we don't need a special stride value, but let's support it for the future :)
}
void cPixmap::SetPixel(int a_X, int a_Y, int a_Color)
{
ASSERT(a_X >= 0);
ASSERT(a_X < m_Width);
ASSERT(a_Y >= 0);
ASSERT(a_Y < m_Height);
m_Pixels[a_X + a_Y * m_Stride] = a_Color;
}
int cPixmap::GetPixel(int a_X, int a_Y) const
{
ASSERT(a_X >= 0);
ASSERT(a_X < m_Width);
ASSERT(a_Y >= 0);
ASSERT(a_Y < m_Height);
return m_Pixels[a_X + a_Y * m_Stride];
}
void cPixmap::Fill(int a_Color)
{
int NumElements = m_Height * m_Stride;
for (int i = 0; i < NumElements; i++)
{
m_Pixels[i] = a_Color;
}
}
void cPixmap::DrawToDC(HDC a_DC, int a_OriginX, int a_OriginY)
{
BITMAPINFO bmi;
bmi.bmiHeader.biSize = sizeof(bmi.bmiHeader);
bmi.bmiHeader.biWidth = m_Width;
bmi.bmiHeader.biHeight = -m_Height; // Negative, we are top-down, unlike BMPs
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biBitCount = 32;
bmi.bmiHeader.biCompression = BI_RGB;
bmi.bmiHeader.biSizeImage = m_Stride * m_Height * 4;
bmi.bmiHeader.biXPelsPerMeter = 1440;
bmi.bmiHeader.biYPelsPerMeter = 1440;
bmi.bmiHeader.biClrUsed = 0;
bmi.bmiHeader.biClrImportant = 0;
SetDIBitsToDevice(a_DC, a_OriginX, a_OriginY, m_Width, m_Height, 0, 0, 0, m_Height, m_Pixels, &bmi, DIB_RGB_COLORS);
}

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@ -1,39 +0,0 @@
// Pixmap.h
// Declares a cPixmap class that represents a RGB pixmap and allows simple operations on it
#pragma once
class cPixmap
{
public:
cPixmap(void);
cPixmap(int a_Width, int a_Height);
~cPixmap();
void SetSize(int a_Width, int a_Height);
int GetWidth (void) const { return m_Width; }
int GetHeight(void) const { return m_Height; }
void SetPixel(int a_X, int a_Y, int a_Color);
int GetPixel(int a_X, int a_Y) const;
void Fill(int a_Color);
void DrawToDC(HDC a_DC, int a_OriginX, int a_OriginY);
protected:
int m_Width;
int m_Height;
int m_Stride;
int * m_Pixels;
} ;

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@ -1,40 +0,0 @@
// Timer.h
// Declares the cTimer class representing a RAII class that measures time from its creation till its destruction
#pragma once
#include "time.h"
class cTimer
{
public:
cTimer(const AString & a_Title) :
m_Title(a_Title),
m_StartTime(clock())
{
}
~cTimer()
{
clock_t NumTicks = clock() - m_StartTime;
LOG("%s took %d ticks (%.02f sec)", m_Title.c_str(), NumTicks, (double)NumTicks / CLOCKS_PER_SEC);
}
protected:
AString m_Title;
clock_t m_StartTime;
} ;

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@ -1,143 +0,0 @@
// WndProcThunk.h
// Interfaces to the CWndProcThunk class responsible for WNDPROC class-thunking
// For details, see http://www.hackcraft.net/cpp/windowsThunk/thiscall/
// Also available is a CDlgProcThunk class doing the same work for DIALOGPROC
// MD: Made NX-compat by allocating the code structure using VirtualAlloc(..., PAGE_EXECUTE_READWRITE)
// fwd:
template <class W> class CWndProcThunk;
#ifndef WNDPROCTHUNK_H_INCLUDED
#define WNDPROCTHUNK_H_INCLUDED
template<typename To, typename From> inline To union_cast(From fr) throw()
{
union
{
From f;
To t;
} uc;
uc.f = fr;
return uc.t;
}
#pragma warning(push)
#pragma warning(disable : 4355)
#if defined(_M_IX86)
#pragma pack(push,1)
template <class W> class CWndProcThunk
{
typedef ::LRESULT (W::* WndProc)(::HWND, ::UINT, ::WPARAM, ::LPARAM);
typedef CWndProcThunk ThisClass;
struct SCode
{
BYTE m_mov; // mov ECX, m_this
W * m_this; //
BYTE m_jmp; // jmp m_relproc
ptrdiff_t m_relproc; // relative jmp
};
SCode * Code;
public:
ThisClass(WndProc proc, W * obj)
{
Code = (SCode *)VirtualAlloc(NULL, sizeof(SCode), MEM_COMMIT, PAGE_EXECUTE_READWRITE);
Code->m_mov = 0xB9,
Code->m_this = obj,
Code->m_jmp = 0xE9,
Code->m_relproc = union_cast<char *>(proc) - reinterpret_cast<char *>(Code) - sizeof(*Code);
::FlushInstructionCache(::GetCurrentProcess(), Code, sizeof(*Code));
}
virtual ~CWndProcThunk()
{
VirtualFree(Code, sizeof(*Code), MEM_RELEASE);
Code = NULL;
}
operator ::WNDPROC() const {return reinterpret_cast<::WNDPROC>(Code); }
operator ::LONG_PTR() const {return reinterpret_cast<::LONG_PTR>(Code); }
} ;
template <class W> class CDlgProcThunk
{
typedef ::BOOL (W::* DlgProc)(::HWND, ::UINT, ::WPARAM, ::LPARAM);
typedef CDlgProcThunk ThisClass;
struct SCode
{
BYTE m_mov; // mov ECX, m_this
W * m_this; //
BYTE m_jmp; // jmp m_relproc
ptrdiff_t m_relproc; // relative jmp
};
SCode * Code;
public:
CDlgProcThunk(DlgProc proc, W * obj)
{
Code = (SCode *)VirtualAlloc(NULL, sizeof(SCode), MEM_COMMIT, PAGE_EXECUTE_READWRITE);
Code->m_mov = 0xB9,
Code->m_this = obj,
Code->m_jmp = 0xE9,
Code->m_relproc = union_cast<char *>(proc) - reinterpret_cast<char *>(Code) - sizeof(*Code);
::FlushInstructionCache(::GetCurrentProcess(), Code, sizeof(*Code));
}
virtual ~CDlgProcThunk()
{
VirtualFree(Code, sizeof(*Code), MEM_RELEASE);
Code = NULL;
}
operator ::DLGPROC() const {return reinterpret_cast<::DLGPROC>(Code); }
operator ::LONG_PTR() const {return reinterpret_cast<::LONG_PTR>(Code); }
} ;
#pragma pack(pop)
#else // _M_IX86
#error Only X86 supported
#endif
#endif // WNDPROCTHUNK_H_INCLUDED

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@ -1,70 +0,0 @@
@echo off
::
:: Profiling using a MSVC standalone profiler
::
:: See http://www.codeproject.com/Articles/144643/Profiling-of-C-Applications-in-Visual-Studio-for-F for details
::
set pt="C:\Program Files\Microsoft Visual Studio 9.0\Team Tools\Performance Tools"
set appdir="Release profiled"
set app="Release profiled\BiomeVisualiser.exe"
set args=""
:: outputdir is relative to appdir!
set outputdir=Profiling
set output=profile.vsp
::Create the output directory, if it didn't exist
mkdir %outputdir%
:: Start the profiler
%pt%\vsperfcmd /start:sample /output:%outputdir%\%output%
if errorlevel 1 goto haderror
:: Launch the application via the profiler
%pt%\vsperfcmd /launch:%app% /args:%args%
if errorlevel 1 goto haderror
:: Shut down the profiler (this command waits, until the application is terminated)
%pt%\vsperfcmd /shutdown
if errorlevel 1 goto haderror
:: cd to outputdir, so that the reports are generated there
cd %outputdir%
:: generate the report files (.csv)
%pt%\vsperfreport /summary:all %output% /symbolpath:"srv*C:\Programovani\Symbols*http://msdl.microsoft.com/download/symbols"
if errorlevel 1 goto haderror
goto finished
:haderror
echo An error was encountered
pause
:finished

2
Tools/QtBiomeVisualiser/.gitignore vendored Normal file
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@ -0,0 +1,2 @@
*.pro.user
*.pro.user.*

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@ -0,0 +1,427 @@
#include "Globals.h"
#include "BiomeView.h"
#include "QtChunk.h"
#include <QPainter>
#include <QResizeEvent>
static const int DELTA_STEP = 120; // The normal per-notch wheel delta
BiomeView::BiomeView(QWidget * parent) :
super(parent),
m_X(0),
m_Z(0),
m_Zoom(1),
m_IsMouseDragging(false),
m_MouseWheelDelta(0)
{
// Create the image used for undefined chunks:
int offset = 0;
for (int y = 0; y < 16; y++)
{
for (int x = 0; x < 16; x++)
{
uchar color = (((x & 8) ^ (y & 8)) == 0) ? 0x44 : 0x88;
m_EmptyChunkImage[offset++] = color;
m_EmptyChunkImage[offset++] = color;
m_EmptyChunkImage[offset++] = color;
m_EmptyChunkImage[offset++] = 0xff;
}
}
// Create the startup image:
redraw();
// Add a chunk-update callback mechanism:
connect(&m_Cache, SIGNAL(chunkAvailable(int, int)), this, SLOT(chunkAvailable(int, int)));
// Allow keyboard interaction:
setFocusPolicy(Qt::StrongFocus);
}
QSize BiomeView::minimumSizeHint() const
{
return QSize(300, 300);
}
QSize BiomeView::sizeHint() const
{
return QSize(800, 600);
}
void BiomeView::setChunkSource(std::shared_ptr<ChunkSource> a_ChunkSource)
{
// Replace the source in the cache:
m_Cache.setChunkSource(a_ChunkSource);
// Redraw with the new source:
redraw();
}
void BiomeView::redraw()
{
if (!hasData())
{
// No data means no image is displayed, no need to compose:
update();
return;
}
int chunksize = 16 * m_Zoom;
// first find the center block position
int centerchunkx = floor(m_X / 16);
int centerchunkz = floor(m_Z / 16);
// and the center of the screen
int centerx = m_Image.width() / 2;
int centery = m_Image.height() / 2;
// and align for panning
centerx -= (m_X - centerchunkx * 16) * m_Zoom;
centery -= (m_Z - centerchunkz * 16) * m_Zoom;
// now calculate the topleft block on the screen
int startx = centerchunkx - centerx / chunksize - 1;
int startz = centerchunkz - centery / chunksize - 1;
// and the dimensions of the screen in blocks
int blockswide = m_Image.width() / chunksize + 3;
int blockstall = m_Image.height() / chunksize + 3;
for (int z = startz; z < startz + blockstall; z++)
{
for (int x = startx; x < startx + blockswide; x++)
{
drawChunk(x, z);
}
}
update();
}
void BiomeView::chunkAvailable(int a_ChunkX, int a_ChunkZ)
{
drawChunk(a_ChunkX, a_ChunkZ);
update();
}
void BiomeView::reload()
{
if (!hasData())
{
return;
}
m_Cache.reload();
redraw();
}
void BiomeView::drawChunk(int a_ChunkX, int a_ChunkZ)
{
if (!hasData())
{
return;
}
//fetch the chunk:
ChunkPtr chunk = m_Cache.fetch(a_ChunkX, a_ChunkZ);
// Figure out where on the screen this chunk should be drawn:
// first find the center chunk
int centerchunkx = floor(m_X / 16);
int centerchunkz = floor(m_Z / 16);
// and the center chunk screen coordinates
int centerx = m_Image.width() / 2;
int centery = m_Image.height() / 2;
// which need to be shifted to account for panning inside that chunk
centerx -= (m_X - centerchunkx * 16) * m_Zoom;
centery -= (m_Z - centerchunkz * 16) * m_Zoom;
// centerx,y now points to the top left corner of the center chunk
// so now calculate our x,y in relation
double chunksize = 16 * m_Zoom;
centerx += (a_ChunkX - centerchunkx) * chunksize;
centery += (a_ChunkZ - centerchunkz) * chunksize;
int srcoffset = 0;
uchar * bits = m_Image.bits();
int imgstride = m_Image.bytesPerLine();
int skipx = 0,skipy = 0;
int blockwidth = chunksize, blockheight = chunksize;
// now if we're off the screen we need to crop
if (centerx < 0)
{
skipx = -centerx;
centerx = 0;
}
if (centery < 0)
{
skipy = -centery;
centery = 0;
}
// or the other side, we need to trim
if (centerx + blockwidth > m_Image.width())
{
blockwidth = m_Image.width() - centerx;
}
if (centery + blockheight > m_Image.height())
{
blockheight = m_Image.height() - centery;
}
if ((blockwidth <= 0) || (skipx >= blockwidth))
{
return;
}
int imgoffset = centerx * 4 + centery * imgstride;
// If the chunk is valid, use its data; otherwise use the empty placeholder:
const uchar * src = m_EmptyChunkImage;
if (chunk.get() != nullptr)
{
src = chunk->getImage();
}
// Blit or scale-blit the image:
for (int z = skipy; z < blockheight; z++, imgoffset += imgstride)
{
srcoffset = floor((double)z / m_Zoom) * 16 * 4;
if (m_Zoom == 1.0)
{
memcpy(bits + imgoffset, src + srcoffset + skipx * 4, (blockwidth - skipx) * 4);
}
else
{
int xofs = 0;
for (int x = skipx; x < blockwidth; x++, xofs +=4)
{
memcpy(bits + imgoffset + xofs, src + srcoffset + (int)floor((double)x / m_Zoom) * 4, 4);
}
}
}
}
void BiomeView::resizeEvent(QResizeEvent * a_Event)
{
m_Image = QImage(a_Event->size(), QImage::Format_RGB32);
redraw();
}
void BiomeView::paintEvent(QPaintEvent * a_Event)
{
QPainter p(this);
if (hasData())
{
p.drawImage(QPoint(0, 0), m_Image);
}
else
{
p.drawText(a_Event->rect(), Qt::AlignCenter, "No chunk source selected");
}
p.end();
}
void BiomeView::mousePressEvent(QMouseEvent * a_Event)
{
m_LastX = a_Event->x();
m_LastY = a_Event->y();
m_IsMouseDragging = true;
}
void BiomeView::mouseMoveEvent(QMouseEvent * a_Event)
{
if (m_IsMouseDragging)
{
// The user is dragging the mouse, move the view around:
m_X += (m_LastX - a_Event->x()) / m_Zoom;
m_Z += (m_LastY - a_Event->y()) / m_Zoom;
m_LastX = a_Event->x();
m_LastY = a_Event->y();
redraw();
return;
}
// TODO: Update the status bar info for the biome currently pointed at
}
void BiomeView::mouseReleaseEvent(QMouseEvent *)
{
m_IsMouseDragging = false;
}
void BiomeView::wheelEvent(QWheelEvent * a_Event)
{
m_MouseWheelDelta += a_Event->delta();
while (m_MouseWheelDelta >= DELTA_STEP)
{
increaseZoom();
m_MouseWheelDelta -= DELTA_STEP;
}
while (m_MouseWheelDelta <= -DELTA_STEP)
{
decreaseZoom();
m_MouseWheelDelta += DELTA_STEP;
}
}
void BiomeView::keyPressEvent(QKeyEvent * a_Event)
{
switch (a_Event->key())
{
case Qt::Key_Up:
case Qt::Key_W:
{
m_Z -= 10.0 / m_Zoom;
redraw();
break;
}
case Qt::Key_Down:
case Qt::Key_S:
{
m_Z += 10.0 / m_Zoom;
redraw();
break;
}
case Qt::Key_Left:
case Qt::Key_A:
{
m_X -= 10.0 / m_Zoom;
redraw();
break;
}
case Qt::Key_Right:
case Qt::Key_D:
{
m_X += 10.0 / m_Zoom;
redraw();
break;
}
case Qt::Key_PageUp:
case Qt::Key_Q:
{
increaseZoom();
break;
}
case Qt::Key_PageDown:
case Qt::Key_E:
{
decreaseZoom();
break;
}
}
}
void BiomeView::decreaseZoom()
{
if (m_Zoom > 1.001)
{
m_Zoom--;
if (m_Zoom < 1.0)
{
// Just crossed the 100%, fixate the 100% threshold:
m_Zoom = 1.0;
}
}
else if (m_Zoom > 0.01)
{
m_Zoom = m_Zoom / 2;
}
redraw();
}
void BiomeView::increaseZoom()
{
if (m_Zoom > 0.99)
{
if (m_Zoom > 20.0)
{
// Zoom too large
return;
}
m_Zoom++;
}
else
{
m_Zoom = m_Zoom * 2;
if (m_Zoom > 1.0)
{
// Just crossed the 100%, fixate the 100% threshold:
m_Zoom = 1.0;
}
}
redraw();
}

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@ -0,0 +1,100 @@
#pragma once
#include <QWidget>
#include <memory>
#include "ChunkCache.h"
#include "ChunkSource.h"
class BiomeView :
public QWidget
{
typedef QWidget super;
Q_OBJECT
public:
explicit BiomeView(QWidget * parent = NULL);
QSize minimumSizeHint() const;
QSize sizeHint() const;
/** Replaces the chunk source used by the biome view to get the chunk biome data.
The entire view is then invalidated and regenerated. */
void setChunkSource(std::shared_ptr<ChunkSource> a_ChunkSource);
signals:
public slots:
/** Redraw the entire widget area. */
void redraw();
/** A specified chunk has become available, redraw it. */
void chunkAvailable(int a_ChunkX, int a_ChunkZ);
/** Reloads the current chunk source and redraws the entire workspace. */
void reload();
protected:
double m_X, m_Z;
double m_Zoom;
/** Cache for the loaded chunk data. */
ChunkCache m_Cache;
/** The entire view's contents in an offscreen image. */
QImage m_Image;
/** Coords of the mouse for the previous position, used while dragging. */
int m_LastX, m_LastY;
/** Set to true when the user has a mouse button depressed, and is dragging the view. */
bool m_IsMouseDragging;
/** Accumulator for the mouse wheel's delta. When the accumulator hits a threshold, the view zooms. */
int m_MouseWheelDelta;
/** Data used for rendering a chunk that hasn't been loaded yet */
uchar m_EmptyChunkImage[16 * 16 * 4];
/** Draws the specified chunk into m_Image */
void drawChunk(int a_ChunkX, int a_ChunkZ);
/** Returns true iff the biome view has been initialized to contain proper biome data. */
bool hasData(void) const { return m_Cache.hasData(); }
/** Called when the widget is resized */
virtual void resizeEvent(QResizeEvent *) override;
/** Paints the entire widget */
virtual void paintEvent(QPaintEvent *) override;
/** Called when the user presses any mouse button. */
virtual void mousePressEvent(QMouseEvent * a_Event);
/** Called when the user moves the mouse. */
virtual void mouseMoveEvent(QMouseEvent * a_Event);
/** Called when the user releases a previously held mouse button. */
virtual void mouseReleaseEvent(QMouseEvent * a_Event) override;
/** Called when the user rotates the mouse wheel. */
virtual void wheelEvent(QWheelEvent * a_Event) override;
/** Called when the user presses a key. */
virtual void keyPressEvent(QKeyEvent * a_Event) override;
/** Decreases the zoom level and queues a redraw. */
void decreaseZoom();
/** Increases the zoom level and queues a redraw. */
void increaseZoom();
};

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#include "Globals.h"
#include "ChunkCache.h"
#include <QMutexLocker>
#include <QThreadPool>
#include "ChunkSource.h"
#include "ChunkLoader.h"
ChunkCache::ChunkCache(QObject * parent) :
super(parent)
{
m_Cache.setMaxCost(1024 * 1024 * 1024); // 1 GiB of memory for the cache
}
ChunkPtr ChunkCache::fetch(int a_ChunkX, int a_ChunkZ)
{
// Retrieve from the cache:
quint32 hash = getChunkHash(a_ChunkX, a_ChunkZ);
ChunkPtr * res;
{
QMutexLocker lock(&m_Mtx);
res = m_Cache[hash];
// If succesful and chunk loaded, return the retrieved value:
if ((res != nullptr) && (*res)->isValid())
{
return *res;
}
}
// If the chunk is in cache but not valid, it means it has been already queued for rendering, do nothing now:
if (res != nullptr)
{
return ChunkPtr(nullptr);
}
// There's no such item in the cache, create it now:
res = new ChunkPtr(new Chunk);
if (res == nullptr)
{
return ChunkPtr(nullptr);
}
{
QMutexLocker lock(&m_Mtx);
m_Cache.insert(hash, res, sizeof(Chunk));
}
// Queue the chunk for rendering:
queueChunkRender(a_ChunkX, a_ChunkZ, *res);
// Return failure, the chunk is not yet rendered:
return ChunkPtr(nullptr);
}
void ChunkCache::setChunkSource(std::shared_ptr<ChunkSource> a_ChunkSource)
{
// Replace the chunk source:
m_ChunkSource = a_ChunkSource;
// Clear the cache:
QMutexLocker lock(&m_Mtx);
m_Cache.clear();
}
void ChunkCache::reload()
{
assert(m_ChunkSource.get() != nullptr);
// Reload the chunk source:
m_ChunkSource->reload();
// Clear the cache:
QMutexLocker lock(&m_Mtx);
m_Cache.clear();
}
void ChunkCache::gotChunk(int a_ChunkX, int a_ChunkZ)
{
emit chunkAvailable(a_ChunkX, a_ChunkZ);
}
quint32 ChunkCache::getChunkHash(int a_ChunkX, int a_ChunkZ)
{
// Simply join the two coords into a single int
// The coords will never be larger than 16-bits, so we can do this safely
return (((static_cast<quint32>(a_ChunkX) & 0xffff) << 16) | (static_cast<quint32>(a_ChunkZ) & 0xffff));
}
void ChunkCache::queueChunkRender(int a_ChunkX, int a_ChunkZ, ChunkPtr & a_Chunk)
{
// Create a new loader task:
ChunkLoader * loader = new ChunkLoader(a_ChunkX, a_ChunkZ, a_Chunk, m_ChunkSource);
connect(loader, SIGNAL(loaded(int, int)), this, SLOT(gotChunk(int, int)));
QThreadPool::globalInstance()->start(loader);
}

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#pragma once
#include <QObject>
#include <QCache>
#include <QMutex>
#include <memory>
class Chunk;
typedef std::shared_ptr<Chunk> ChunkPtr;
class ChunkSource;
/** Caches chunk data for reuse */
class ChunkCache :
public QObject
{
typedef QObject super;
Q_OBJECT
public:
explicit ChunkCache(QObject * parent = NULL);
/** Retrieves the specified chunk from the cache.
Only returns valid chunks; if the chunk is invalid, queues it for rendering and returns an empty ptr. */
ChunkPtr fetch(int a_ChunkX, int a_ChunkZ);
/** Replaces the chunk source used by the biome view to get the chunk biome data.
The cache is then invalidated. */
void setChunkSource(std::shared_ptr<ChunkSource> a_ChunkSource);
/** Returns true iff the chunk source has been initialized. */
bool hasData() const { return (m_ChunkSource.get() != nullptr); }
/** Reloads the current chunk source. */
void reload();
signals:
void chunkAvailable(int a_ChunkX, int a_ChunkZ);
protected slots:
void gotChunk(int a_ChunkX, int a_ChunkZ);
protected:
/** The cache of the chunks */
QCache<quint32, ChunkPtr> m_Cache;
/** Locks te cache against multithreaded access */
QMutex m_Mtx;
/** The source used to get the biome data. */
std::shared_ptr<ChunkSource> m_ChunkSource;
/** Returns the hash used by the chunk in the cache */
quint32 getChunkHash(int a_ChunkX, int a_ChunkZ);
/** Queues the specified chunk for rendering by m_ChunkSource. */
void queueChunkRender(int a_ChunkX, int a_ChunkZ, ChunkPtr & a_Chunk);
};

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#include "Globals.h"
#include "ChunkLoader.h"
#include "ChunkSource.h"
ChunkLoader::ChunkLoader(int a_ChunkX, int a_ChunkZ, ChunkPtr a_Chunk, ChunkSourcePtr a_ChunkSource) :
m_ChunkX(a_ChunkX),
m_ChunkZ(a_ChunkZ),
m_Chunk(a_Chunk),
m_ChunkSource(a_ChunkSource)
{
}
void ChunkLoader::run()
{
m_ChunkSource->getChunkBiomes(m_ChunkX, m_ChunkZ, m_Chunk);
emit loaded(m_ChunkX, m_ChunkZ);
}

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#pragma once
#include <QObject>
#include <QRunnable>
#include <memory>
// fwd:
class Chunk;
typedef std::shared_ptr<Chunk> ChunkPtr;
class ChunkSource;
typedef std::shared_ptr<ChunkSource> ChunkSourcePtr;
class ChunkLoader :
public QObject,
public QRunnable
{
Q_OBJECT
public:
ChunkLoader(int a_ChunkX, int a_ChunkZ, ChunkPtr a_Chunk, ChunkSourcePtr a_ChunkSource);
virtual ~ChunkLoader() {}
signals:
void loaded(int a_ChunkX, int a_ChunkZ);
protected:
virtual void run() override;
private:
int m_ChunkX, m_ChunkZ;
ChunkPtr m_Chunk;
ChunkSourcePtr m_ChunkSource;
};

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#include "Globals.h"
#include "ChunkSource.h"
#include <QThread>
#include "src/Generating/BioGen.h"
#include "src/StringCompression.h"
#include "src/WorldStorage/FastNBT.h"
#include "inifile/iniFile.h"
/** Map for converting biome values to colors. Initialized from biomeColors[]. */
static uchar biomeToColor[256 * 4];
/** Map for converting biome values to colors. Used to initialize biomeToColor[].*/
static struct
{
EMCSBiome m_Biome;
uchar m_Color[3];
} biomeColors[] =
{
{ biOcean, { 0x00, 0x00, 0x70 }, },
{ biPlains, { 0x8d, 0xb3, 0x60 }, },
{ biDesert, { 0xfa, 0x94, 0x18 }, },
{ biExtremeHills, { 0x60, 0x60, 0x60 }, },
{ biForest, { 0x05, 0x66, 0x21 }, },
{ biTaiga, { 0x0b, 0x66, 0x59 }, },
{ biSwampland, { 0x2f, 0xff, 0xda }, },
{ biRiver, { 0x30, 0x30, 0xaf }, },
{ biHell, { 0x7f, 0x00, 0x00 }, },
{ biSky, { 0x00, 0x7f, 0xff }, },
{ biFrozenOcean, { 0xa0, 0xa0, 0xdf }, },
{ biFrozenRiver, { 0xa0, 0xa0, 0xff }, },
{ biIcePlains, { 0xff, 0xff, 0xff }, },
{ biIceMountains, { 0xa0, 0xa0, 0xa0 }, },
{ biMushroomIsland, { 0xff, 0x00, 0xff }, },
{ biMushroomShore, { 0xa0, 0x00, 0xff }, },
{ biBeach, { 0xfa, 0xde, 0x55 }, },
{ biDesertHills, { 0xd2, 0x5f, 0x12 }, },
{ biForestHills, { 0x22, 0x55, 0x1c }, },
{ biTaigaHills, { 0x16, 0x39, 0x33 }, },
{ biExtremeHillsEdge, { 0x7f, 0x8f, 0x7f }, },
{ biJungle, { 0x53, 0x7b, 0x09 }, },
{ biJungleHills, { 0x2c, 0x42, 0x05 }, },
{ biJungleEdge, { 0x62, 0x8b, 0x17 }, },
{ biDeepOcean, { 0x00, 0x00, 0x30 }, },
{ biStoneBeach, { 0xa2, 0xa2, 0x84 }, },
{ biColdBeach, { 0xfa, 0xf0, 0xc0 }, },
{ biBirchForest, { 0x30, 0x74, 0x44 }, },
{ biBirchForestHills, { 0x1f, 0x5f, 0x32 }, },
{ biRoofedForest, { 0x40, 0x51, 0x1a }, },
{ biColdTaiga, { 0x31, 0x55, 0x4a }, },
{ biColdTaigaHills, { 0x59, 0x7d, 0x72 }, },
{ biMegaTaiga, { 0x59, 0x66, 0x51 }, },
{ biMegaTaigaHills, { 0x59, 0x66, 0x59 }, },
{ biExtremeHillsPlus, { 0x50, 0x70, 0x50 }, },
{ biSavanna, { 0xbd, 0xb2, 0x5f }, },
{ biSavannaPlateau, { 0xa7, 0x9d, 0x64 }, },
{ biMesa, { 0xd9, 0x45, 0x15 }, },
{ biMesaPlateauF, { 0xb0, 0x97, 0x65 }, },
{ biMesaPlateau, { 0xca, 0x8c, 0x65 }, },
// M variants:
{ biSunflowerPlains, { 0xb5, 0xdb, 0x88 }, },
{ biDesertM, { 0xff, 0xbc, 0x40 }, },
{ biExtremeHillsM, { 0x88, 0x88, 0x88 }, },
{ biFlowerForest, { 0x2d, 0x8e, 0x49 }, },
{ biTaigaM, { 0x33, 0x8e, 0x81 }, },
{ biSwamplandM, { 0x07, 0xf9, 0xb2 }, },
{ biIcePlainsSpikes, { 0xb4, 0xdc, 0xdc }, },
{ biJungleM, { 0x7b, 0xa3, 0x31 }, },
{ biJungleEdgeM, { 0x62, 0x8b, 0x17 }, },
{ biBirchForestM, { 0x58, 0x9c, 0x6c }, },
{ biBirchForestHillsM, { 0x47, 0x87, 0x5a }, },
{ biRoofedForestM, { 0x68, 0x79, 0x42 }, },
{ biColdTaigaM, { 0x24, 0x3f, 0x36 }, },
{ biMegaSpruceTaiga, { 0x45, 0x4f, 0x3e }, },
{ biMegaSpruceTaigaHills, { 0x45, 0x4f, 0x4e }, },
{ biExtremeHillsPlusM, { 0x78, 0x98, 0x78 }, },
{ biSavannaM, { 0xe5, 0xda, 0x87 }, },
{ biSavannaPlateauM, { 0xa7, 0x9d, 0x74 }, },
{ biMesaBryce, { 0xff, 0x6d, 0x3d }, },
{ biMesaPlateauFM, { 0xd8, 0xbf, 0x8d }, },
{ biMesaPlateauM, { 0xf2, 0xb4, 0x8d }, },
} ;
static class BiomeColorsInitializer
{
public:
BiomeColorsInitializer(void)
{
// Reset all colors to gray:
for (size_t i = 0; i < ARRAYCOUNT(biomeToColor); i++)
{
biomeToColor[i] = 0x7f;
}
// Set known biomes to their colors:
for (size_t i = 0; i < ARRAYCOUNT(biomeColors); i++)
{
uchar * color = &biomeToColor[4 * biomeColors[i].m_Biome];
color[0] = biomeColors[i].m_Color[2];
color[1] = biomeColors[i].m_Color[1];
color[2] = biomeColors[i].m_Color[0];
color[3] = 0xff;
}
}
} biomeColorInitializer;
/** Converts biomes in an array into the chunk image data. */
static void biomesToImage(cChunkDef::BiomeMap & a_Biomes, Chunk::Image & a_Image)
{
// Make sure the two arrays are of the same size, compile-time.
// Note that a_Image is actually 4 items per pixel, so the array is 4 times bigger:
static const char Check1[4 * ARRAYCOUNT(a_Biomes) - ARRAYCOUNT(a_Image) + 1] = {};
static const char Check2[ARRAYCOUNT(a_Image) - 4 * ARRAYCOUNT(a_Biomes) + 1] = {};
// Convert the biomes into color:
for (size_t i = 0; i < ARRAYCOUNT(a_Biomes); i++)
{
a_Image[4 * i + 0] = biomeToColor[4 * a_Biomes[i] + 0];
a_Image[4 * i + 1] = biomeToColor[4 * a_Biomes[i] + 1];
a_Image[4 * i + 2] = biomeToColor[4 * a_Biomes[i] + 2];
a_Image[4 * i + 3] = biomeToColor[4 * a_Biomes[i] + 3];
}
}
////////////////////////////////////////////////////////////////////////////////
// BioGenSource:
BioGenSource::BioGenSource(cIniFilePtr a_IniFile) :
m_IniFile(a_IniFile),
m_Mtx(QMutex::Recursive)
{
reload();
}
void BioGenSource::getChunkBiomes(int a_ChunkX, int a_ChunkZ, ChunkPtr a_DestChunk)
{
cChunkDef::BiomeMap biomes;
{
QMutexLocker lock(&m_Mtx);
m_BiomeGen->GenBiomes(a_ChunkX, a_ChunkZ, biomes);
}
Chunk::Image img;
biomesToImage(biomes, img);
a_DestChunk->setImage(img);
}
void BioGenSource::reload()
{
int seed = m_IniFile->GetValueSetI("Generator", "Seed", 0);
bool unused = false;
QMutexLocker lock(&m_Mtx);
m_BiomeGen.reset(cBiomeGen::CreateBiomeGen(*m_IniFile, seed, unused));
}
////////////////////////////////////////////////////////////////////////////////
// AnvilSource::AnvilFile
class AnvilSource::AnvilFile
{
public:
/** Coordinates of the region file. */
int m_RegionX, m_RegionZ;
/** True iff the file contains proper data. */
bool m_IsValid;
/** Creates a new instance with the specified region coords. Reads the file header. */
AnvilFile(int a_RegionX, int a_RegionZ, const AString & a_WorldPath) :
m_RegionX(a_RegionX),
m_RegionZ(a_RegionZ),
m_IsValid(false)
{
readFile(Printf("%s/r.%d.%d.mca", a_WorldPath.c_str(), a_RegionX, a_RegionZ));
}
/** Returns the compressed data of the specified chunk.
Returns an empty string when chunk not present. */
AString getChunkData(int a_ChunkX, int a_ChunkZ)
{
if (!m_IsValid)
{
return "";
}
// Translate to local coords:
int RelChunkX = a_ChunkX - m_RegionX * 32;
int RelChunkZ = a_ChunkZ - m_RegionZ * 32;
ASSERT((RelChunkX >= 0) && (RelChunkX < 32));
ASSERT((RelChunkZ >= 0) && (RelChunkZ < 32));
// Get the chunk data location:
UInt32 chunkOffset = m_Header[RelChunkX + 32 * RelChunkZ] >> 8;
UInt32 numChunkSectors = m_Header[RelChunkX + 32 * RelChunkZ] & 0xff;
if ((chunkOffset < 2) || (numChunkSectors == 0))
{
return "";
}
// Get the real data size:
const char * chunkData = m_FileData.data() + chunkOffset * 4096;
UInt32 chunkSize = GetBEInt(chunkData);
if ((chunkSize < 2) || (chunkSize / 4096 > numChunkSectors))
{
// Bad data, bail out
return "";
}
// Check the compression method:
if (chunkData[4] != 2)
{
// Chunk is in an unknown compression
return "";
}
chunkSize--;
// Read the chunk data:
return m_FileData.substr(chunkOffset * 4096 + 5, chunkSize);
}
protected:
AString m_FileData;
UInt32 m_Header[2048];
/** Reads the whole specified file contents and parses the header. */
void readFile(const AString & a_FileName)
{
// Read the entire file:
m_FileData = cFile::ReadWholeFile(a_FileName);
if (m_FileData.size() < sizeof(m_Header))
{
return;
}
// Parse the header - change endianness:
const char * hdr = m_FileData.data();
for (size_t i = 0; i < ARRAYCOUNT(m_Header); i++)
{
m_Header[i] = GetBEInt(hdr + 4 * i);
}
m_IsValid = true;
}
};
////////////////////////////////////////////////////////////////////////////////
// AnvilSource:
AnvilSource::AnvilSource(QString a_WorldRegionFolder) :
m_WorldRegionFolder(a_WorldRegionFolder)
{
}
void AnvilSource::getChunkBiomes(int a_ChunkX, int a_ChunkZ, ChunkPtr a_DestChunk)
{
// Load the compressed data:
AString compressedChunkData = getCompressedChunkData(a_ChunkX, a_ChunkZ);
if (compressedChunkData.empty())
{
return;
}
// Uncompress the chunk data:
AString uncompressed;
int res = InflateString(compressedChunkData.data(), compressedChunkData.size(), uncompressed);
if (res != Z_OK)
{
return;
}
// Parse the NBT data:
cParsedNBT nbt(uncompressed.data(), uncompressed.size());
if (!nbt.IsValid())
{
return;
}
// Get the biomes out of the NBT:
int Level = nbt.FindChildByName(0, "Level");
if (Level < 0)
{
return;
}
cChunkDef::BiomeMap biomeMap;
int mcsBiomes = nbt.FindChildByName(Level, "MCSBiomes");
if ((mcsBiomes >= 0) && (nbt.GetDataLength(mcsBiomes) == sizeof(biomeMap)))
{
// Convert the biomes from BigEndian to platform native numbers:
const char * beBiomes = nbt.GetData(mcsBiomes);
for (size_t i = 0; i < ARRAYCOUNT(biomeMap); i++)
{
biomeMap[i] = (EMCSBiome)GetBEInt(beBiomes + 4 * i);
}
// Render the biomes:
Chunk::Image img;
biomesToImage(biomeMap, img);
a_DestChunk->setImage(img);
return;
}
// MCS biomes not found, load Vanilla biomes instead:
int biomes = nbt.FindChildByName(Level, "Biomes");
if ((biomes < 0) || (nbt.GetDataLength(biomes) != ARRAYCOUNT(biomeMap)))
{
return;
}
// Convert the biomes from Vanilla to EMCSBiome:
const char * vanillaBiomes = nbt.GetData(biomes);
for (size_t i = 0; i < ARRAYCOUNT(biomeMap); i++)
{
biomeMap[i] = EMCSBiome(vanillaBiomes[i]);
}
// Render the biomes:
Chunk::Image img;
biomesToImage(biomeMap, img);
a_DestChunk->setImage(img);
}
void AnvilSource::reload()
{
// Remove all files from the cache:
QMutexLocker lock(&m_Mtx);
m_Files.clear();
}
void AnvilSource::chunkToRegion(int a_ChunkX, int a_ChunkZ, int & a_RegionX, int & a_RegionZ)
{
a_RegionX = a_ChunkX >> 5;
a_RegionZ = a_ChunkZ >> 5;
}
AString AnvilSource::getCompressedChunkData(int a_ChunkX, int a_ChunkZ)
{
return getAnvilFile(a_ChunkX, a_ChunkZ)->getChunkData(a_ChunkX, a_ChunkZ);
}
AnvilSource::AnvilFilePtr AnvilSource::getAnvilFile(int a_ChunkX, int a_ChunkZ)
{
int RegionX, RegionZ;
chunkToRegion(a_ChunkX, a_ChunkZ, RegionX, RegionZ);
// Search the cache for the file:
QMutexLocker lock(&m_Mtx);
for (auto itr = m_Files.cbegin(), end = m_Files.cend(); itr != end; ++itr)
{
if (((*itr)->m_RegionX == RegionX) && ((*itr)->m_RegionZ == RegionZ))
{
// Found the file in the cache, move it to front and return it:
AnvilFilePtr file(*itr);
m_Files.erase(itr);
m_Files.push_front(file);
return file;
}
}
// File not in cache, create it:
AnvilFilePtr file(new AnvilFile(RegionX, RegionZ, m_WorldRegionFolder.toStdString()));
m_Files.push_front(file);
return file;
}

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#pragma once
#include "Globals.h"
#include <QString>
#include <QMutex>
#include "QtChunk.h"
// fwd:
class cBiomeGen;
typedef std::shared_ptr<cBiomeGen> cBiomeGenPtr;
class cIniFile;
typedef std::shared_ptr<cIniFile> cIniFilePtr;
/** Abstract interface for getting biome data for chunks. */
class ChunkSource
{
public:
virtual ~ChunkSource() {}
/** Fills the a_DestChunk with the biomes for the specified coords.
It is expected to be thread-safe and re-entrant. Usually QThread::idealThreadCount() threads are used. */
virtual void getChunkBiomes(int a_ChunkX, int a_ChunkZ, ChunkPtr a_DestChunk) = 0;
/** Forces a fresh reload of the source. Useful mainly for the generator, whose underlying definition file may have been changed. */
virtual void reload() = 0;
};
class BioGenSource :
public ChunkSource
{
public:
/** Constructs a new BioGenSource based on the biome generator that is defined in the specified world.ini file. */
BioGenSource(cIniFilePtr a_IniFile);
// ChunkSource overrides:
virtual void getChunkBiomes(int a_ChunkX, int a_ChunkZ, ChunkPtr a_DestChunk) override;
virtual void reload(void) override;
protected:
/** The world.ini contents from which the generator is created and re-created on reload(). */
cIniFilePtr m_IniFile;
/** The generator used for generating biomes. */
std::unique_ptr<cBiomeGen> m_BiomeGen;
/** Guards m_BiomeGen against multithreaded access. */
QMutex m_Mtx;
};
class AnvilSource :
public ChunkSource
{
public:
/** Constructs a new AnvilSource based on the world path. */
AnvilSource(QString a_WorldRegionFolder);
// ChunkSource overrides:
virtual void getChunkBiomes(int a_ChunkX, int a_ChunkZ, ChunkPtr a_DestChunk) override;
virtual void reload() override;
protected:
class AnvilFile;
typedef std::shared_ptr<AnvilFile> AnvilFilePtr;
/** Folder where the individual Anvil Region files are located. */
QString m_WorldRegionFolder;
/** List of currently loaded files. Acts as a cache so that a file is not opened and closed over and over again.
Protected against multithreaded access by m_Mtx. */
std::list<AnvilFilePtr> m_Files;
/** Guards m_Files agains multithreaded access. */
QMutex m_Mtx;
/** Converts chunk coords to region coords. */
void chunkToRegion(int a_ChunkX, int a_ChunkZ, int & a_RegionX, int & a_RegionZ);
/** Returns the compressed data of the specified chunk.
Returns an empty string if the chunk is not available. */
AString getCompressedChunkData(int a_ChunkX, int a_ChunkZ);
/** Returns the file object that contains the specified chunk.
The file is taken from the cache if available there, otherwise it is created anew. */
AnvilFilePtr getAnvilFile(int a_ChunkX, int a_ChunkZ);
};

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#include "Globals.h"
#include "GeneratorSetup.h"
#include <QLabel>
#include <QLineEdit>
#include "src/Generating/BioGen.h"
#include "inifile/iniFile.h"
static const QString s_GeneratorNames[] =
{
QString("Checkerboard"),
QString("Constant"),
QString("DistortedVoronoi"),
QString("MultiStepMap"),
QString("TwoLevel"),
QString("Voronoi"),
};
GeneratorSetup::GeneratorSetup(const AString & a_IniFileName, QWidget * a_Parent) :
super(a_Parent),
m_IniFile(new cIniFile())
{
// The seed and generator name is in a separate form layout at the top, always present:
m_eSeed = new QLineEdit();
m_eSeed->setValidator(new QIntValidator());
m_eSeed->setText("0");
m_eSeed->setProperty("INI.ItemName", QVariant("Seed"));
m_cbGenerator = new QComboBox();
m_cbGenerator->setMinimumWidth(120);
for (size_t i = 0; i < ARRAYCOUNT(s_GeneratorNames); i++)
{
m_cbGenerator->addItem(s_GeneratorNames[i]);
}
QFormLayout * baseLayout = new QFormLayout();
baseLayout->addRow(new QLabel(tr("Seed")), m_eSeed);
baseLayout->addRow(new QLabel(tr("Generator")), m_cbGenerator);
// The rest of the controls are in a dynamically created form layout:
m_FormLayout = new QFormLayout();
// The main layout joins these two vertically:
m_MainLayout = new QVBoxLayout();
m_MainLayout->addLayout(baseLayout);
m_MainLayout->addLayout(m_FormLayout);
m_MainLayout->addStretch();
setLayout(m_MainLayout);
// Load the INI file, if specified, otherwise set defaults:
if (!a_IniFileName.empty() && m_IniFile->ReadFile(a_IniFileName))
{
m_cbGenerator->setCurrentText(QString::fromStdString(m_IniFile->GetValue("Generator", "BiomeGen")));
m_eSeed->setText(QString::number(m_IniFile->GetValueI("Generator", "Seed")));
}
else
{
m_IniFile->SetValue("Generator", "Generator", "Composable");
m_IniFile->SetValue("Generator", "BiomeGen", m_cbGenerator->currentText().toStdString());
bool dummy;
delete cBiomeGen::CreateBiomeGen(*m_IniFile, 0, dummy);
}
updateFromIni();
// Connect the change events only after the data has been loaded:
connect(m_cbGenerator, SIGNAL(currentIndexChanged(QString)), this, SLOT(generatorChanged(QString)));
connect(m_eSeed, SIGNAL(textChanged(QString)), this, SLOT(editChanged(QString)));
}
void GeneratorSetup::generatorChanged(const QString & a_NewName)
{
// Clear the current contents of the form layout by assigning it to a stack temporary:
{
m_MainLayout->takeAt(1);
QWidget().setLayout(m_FormLayout);
}
// Re-create the layout:
m_FormLayout = new QFormLayout();
m_MainLayout->insertLayout(1, m_FormLayout);
// Recreate the INI file:
m_IniFile->Clear();
m_IniFile->SetValue("Generator", "Generator", "Composable");
m_IniFile->SetValue("Generator", "BiomeGen", a_NewName.toStdString());
// Create a dummy biome gen from the INI file, this will create the defaults in the INI file:
bool dummy;
delete cBiomeGen::CreateBiomeGen(*m_IniFile, m_Seed, dummy);
// Read all values from the INI file and put them into the form layout:
updateFromIni();
// Notify of the changes:
emit generatorUpdated();
}
void GeneratorSetup::editChanged(const QString & a_NewValue)
{
QString itemName = sender()->property("INI.ItemName").toString();
m_IniFile->SetValue("Generator", itemName.toStdString(), a_NewValue.toStdString());
emit generatorUpdated();
}
void GeneratorSetup::updateFromIni()
{
int keyID = m_IniFile->FindKey("Generator");
if (keyID <= -1)
{
return;
}
int numItems = m_IniFile->GetNumValues(keyID);
AString generatorName = m_IniFile->GetValue("Generator", "BiomeGen");
size_t generatorNameLen = generatorName.length();
for (int i = 0; i < numItems; i++)
{
AString itemName = m_IniFile->GetValueName(keyID, i);
if ((itemName == "Generator") || (itemName == "BiomeGen"))
{
// These special cases are not to be added
continue;
}
AString itemValue = m_IniFile->GetValue(keyID, i);
QLineEdit * edit = new QLineEdit();
edit->setText(QString::fromStdString(itemValue));
edit->setProperty("INI.ItemName", QVariant(QString::fromStdString(itemName)));
// Remove the generator name prefix from the item name, for clarity purposes:
if (NoCaseCompare(itemName.substr(0, generatorNameLen), generatorName) == 0)
{
itemName.erase(0, generatorNameLen);
}
connect(edit, SIGNAL(textChanged(QString)), this, SLOT(editChanged(QString)));
m_FormLayout->addRow(new QLabel(QString::fromStdString(itemName)), edit);
} // for i - INI values[]
}

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#pragma once
#include <memory>
#include <QDialog>
#include <QComboBox>
#include <QVBoxLayout>
#include <QFormLayout>
class cIniFile;
typedef std::shared_ptr<cIniFile> cIniFilePtr;
class GeneratorSetup :
public QWidget
{
typedef QWidget super;
Q_OBJECT
public:
/** Creates the widget and loads the contents of the INI file, if not empty. */
explicit GeneratorSetup(const std::string & a_IniFileName, QWidget * parent = nullptr);
/** Returns the cIniFile instance that is being edited by this widget. */
cIniFilePtr getIniFile() { return m_IniFile; }
signals:
/** Emitted when the generator parameters have changed. */
void generatorUpdated();
public slots:
/** Called when the user selects a different generator from the top combobox.
Re-creates m_IniFile and updates the form layout. */
void generatorChanged(const QString & a_NewName);
protected slots:
/** Called when any of the edit widgets are changed. */
void editChanged(const QString & a_NewValue);
protected:
QComboBox * m_cbGenerator;
QLineEdit * m_eSeed;
QVBoxLayout * m_MainLayout;
QFormLayout * m_FormLayout;
cIniFilePtr m_IniFile;
int m_Seed;
/** Updates the form layout with the values from m_IniFile. */
void updateFromIni();
};

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#pragma once
// Compiler-dependent stuff:
#if defined(_MSC_VER)
// MSVC produces warning C4481 on the override keyword usage, so disable the warning altogether
#pragma warning(disable:4481)
// Disable some warnings that we don't care about:
#pragma warning(disable:4100) // Unreferenced formal parameter
// Useful warnings from warning level 4:
#pragma warning(3 : 4127) // Conditional expression is constant
#pragma warning(3 : 4189) // Local variable is initialized but not referenced
#pragma warning(3 : 4245) // Conversion from 'type1' to 'type2', signed/unsigned mismatch
#pragma warning(3 : 4310) // Cast truncates constant value
#pragma warning(3 : 4389) // Signed/unsigned mismatch
#pragma warning(3 : 4505) // Unreferenced local function has been removed
#pragma warning(3 : 4701) // Potentially unitialized local variable used
#pragma warning(3 : 4702) // Unreachable code
#pragma warning(3 : 4706) // Assignment within conditional expression
// Disabling this warning, because we know what we're doing when we're doing this:
#pragma warning(disable: 4355) // 'this' used in initializer list
// Disabled because it's useless:
#pragma warning(disable: 4512) // 'class': assignment operator could not be generated - reported for each class that has a reference-type member
// 2014_01_06 xoft: Disabled this warning because MSVC is stupid and reports it in obviously wrong places
// #pragma warning(3 : 4244) // Conversion from 'type1' to 'type2', possible loss of data
#define OBSOLETE __declspec(deprecated)
// No alignment needed in MSVC
#define ALIGN_8
#define ALIGN_16
#define FORMATSTRING(formatIndex, va_argsIndex)
// MSVC has its own custom version of zu format
#define SIZE_T_FMT "%Iu"
#define SIZE_T_FMT_PRECISION(x) "%" #x "Iu"
#define SIZE_T_FMT_HEX "%Ix"
#define NORETURN __declspec(noreturn)
#elif defined(__GNUC__)
// TODO: Can GCC explicitly mark classes as abstract (no instances can be created)?
#define abstract
// override is part of c++11
#if __cplusplus < 201103L
#define override
#endif
#define OBSOLETE __attribute__((deprecated))
#define ALIGN_8 __attribute__((aligned(8)))
#define ALIGN_16 __attribute__((aligned(16)))
// Some portability macros :)
#define stricmp strcasecmp
#define FORMATSTRING(formatIndex, va_argsIndex) __attribute__((format (printf, formatIndex, va_argsIndex)))
#if defined(_WIN32)
// We're compiling on MinGW, which uses an old MSVCRT library that has no support for size_t printfing.
// We need direct size formats:
#if defined(_WIN64)
#define SIZE_T_FMT "%I64u"
#define SIZE_T_FMT_PRECISION(x) "%" #x "I64u"
#define SIZE_T_FMT_HEX "%I64x"
#else
#define SIZE_T_FMT "%u"
#define SIZE_T_FMT_PRECISION(x) "%" #x "u"
#define SIZE_T_FMT_HEX "%x"
#endif
#else
// We're compiling on Linux, so we can use libc's size_t printf format:
#define SIZE_T_FMT "%zu"
#define SIZE_T_FMT_PRECISION(x) "%" #x "zu"
#define SIZE_T_FMT_HEX "%zx"
#endif
#define NORETURN __attribute((__noreturn__))
#else
#error "You are using an unsupported compiler, you might need to #define some stuff here for your compiler"
/*
// Copy and uncomment this into another #elif section based on your compiler identification
// Explicitly mark classes as abstract (no instances can be created)
#define abstract
// Mark virtual methods as overriding (forcing them to have a virtual function of the same signature in the base class)
#define override
// Mark functions as obsolete, so that their usage results in a compile-time warning
#define OBSOLETE
// Mark types / variables for alignment. Do the platforms need it?
#define ALIGN_8
#define ALIGN_16
*/
#endif
#ifdef _DEBUG
#define NORETURNDEBUG NORETURN
#else
#define NORETURNDEBUG
#endif
#include <stddef.h>
// Integral types with predefined sizes:
typedef long long Int64;
typedef int Int32;
typedef short Int16;
typedef unsigned long long UInt64;
typedef unsigned int UInt32;
typedef unsigned short UInt16;
typedef unsigned char Byte;
// If you get an error about specialization check the size of integral types
template <typename T, size_t Size, bool x = sizeof(T) == Size>
class SizeChecker;
template <typename T, size_t Size>
class SizeChecker<T, Size, true>
{
T v;
};
template class SizeChecker<Int64, 8>;
template class SizeChecker<Int32, 4>;
template class SizeChecker<Int16, 2>;
template class SizeChecker<UInt64, 8>;
template class SizeChecker<UInt32, 4>;
template class SizeChecker<UInt16, 2>;
// A macro to disallow the copy constructor and operator = functions
// This should be used in the private: declarations for any class that shouldn't allow copying itself
#define DISALLOW_COPY_AND_ASSIGN(TypeName) \
TypeName(const TypeName &); \
void operator =(const TypeName &)
// A macro that is used to mark unused function parameters, to avoid pedantic warnings in gcc
#define UNUSED(X) (void)(X)
// OS-dependent stuff:
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#define _WIN32_WINNT 0x501 // We want to target WinXP and higher
#include <Windows.h>
#include <winsock2.h>
#include <Ws2tcpip.h> // IPv6 stuff
// Windows SDK defines min and max macros, messing up with our std::min and std::max usage
#undef min
#undef max
// Windows SDK defines GetFreeSpace as a constant, probably a Win16 API remnant
#ifdef GetFreeSpace
#undef GetFreeSpace
#endif // GetFreeSpace
#else
#include <sys/types.h>
#include <sys/time.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <arpa/inet.h>
#include <netdb.h>
#include <time.h>
#include <dirent.h>
#include <errno.h>
#include <iostream>
#include <cstdio>
#include <cstring>
#include <pthread.h>
#include <semaphore.h>
#include <errno.h>
#include <fcntl.h>
#endif
#if defined(ANDROID_NDK)
#define FILE_IO_PREFIX "/sdcard/mcserver/"
#else
#define FILE_IO_PREFIX ""
#endif
// CRT stuff:
#include <sys/stat.h>
#include <assert.h>
#include <stdio.h>
#include <math.h>
#include <stdarg.h>
// STL stuff:
#include <vector>
#include <list>
#include <deque>
#include <string>
#include <map>
#include <algorithm>
#include <memory>
#include <set>
#include <queue>
#include <limits>
#ifndef TEST_GLOBALS
// Common headers (part 1, without macros):
#include "src/StringUtils.h"
#include "src/OSSupport/Sleep.h"
#include "src/OSSupport/CriticalSection.h"
#include "src/OSSupport/Semaphore.h"
#include "src/OSSupport/Event.h"
#include "src/OSSupport/Thread.h"
#include "src/OSSupport/File.h"
#include "src/Logger.h"
#else
// Logging functions
void inline LOGERROR(const char* a_Format, ...) FORMATSTRING(1, 2);
void inline LOGERROR(const char* a_Format, ...)
{
va_list argList;
va_start(argList, a_Format);
vprintf(a_Format, argList);
va_end(argList);
}
#endif
// Common definitions:
/// Evaluates to the number of elements in an array (compile-time!)
#define ARRAYCOUNT(X) (sizeof(X) / sizeof(*(X)))
/// Allows arithmetic expressions like "32 KiB" (but consider using parenthesis around it, "(32 KiB)")
#define KiB * 1024
#define MiB * 1024 * 1024
/// Faster than (int)floorf((float)x / (float)div)
#define FAST_FLOOR_DIV( x, div) (((x) - (((x) < 0) ? ((div) - 1) : 0)) / (div))
// Own version of assert() that writes failed assertions to the log for review
#ifdef TEST_GLOBALS
class cAssertFailure
{
};
#ifdef _WIN32
#if (defined(_MSC_VER) && defined(_DEBUG))
#define DBG_BREAK _CrtDbgBreak()
#else
#define DBG_BREAK
#endif
#define REPORT_ERROR(FMT, ...) \
{ \
AString msg = Printf(FMT, __VA_ARGS__); \
puts(msg.c_str()); \
fflush(stdout); \
OutputDebugStringA(msg.c_str()); \
DBG_BREAK; \
}
#else
#define REPORT_ERROR(FMT, ...) \
{ \
AString msg = Printf(FMT, __VA_ARGS__); \
puts(msg.c_str()); \
fflush(stdout); \
}
#endif
#define ASSERT(x) do { if (!(x)) { throw cAssertFailure();} } while (0)
#define testassert(x) do { if (!(x)) { REPORT_ERROR("Test failure: %s, file %s, line %d\n", #x, __FILE__, __LINE__); exit(1); } } while (0)
#define CheckAsserts(x) do { try {x} catch (cAssertFailure) { break; } REPORT_ERROR("Test failure: assert didn't fire for %s, file %s, line %d\n", #x, __FILE__, __LINE__); exit(1); } while (0)
#else
#ifdef _DEBUG
#define ASSERT( x) ( !!(x) || ( LOGERROR("Assertion failed: %s, file %s, line %i", #x, __FILE__, __LINE__), assert(0), 0))
#else
#define ASSERT(x) ((void)(x))
#endif
#endif
// Pretty much the same as ASSERT() but stays in Release builds
#define VERIFY( x) ( !!(x) || ( LOGERROR("Verification failed: %s, file %s, line %i", #x, __FILE__, __LINE__), exit(1), 0))
// Same as assert but in all Self test builds
#ifdef SELF_TEST
#define assert_test(x) ( !!(x) || (assert(!#x), exit(1), 0))
#endif
// Allow both Older versions of MSVC and newer versions of everything use a shared_ptr:
// Note that we cannot typedef, because C++ doesn't allow (partial) templates to be typedeffed.
#if (defined(_MSC_VER) && (_MSC_VER < 1600))
// MSVC before 2010 doesn't have std::shared_ptr, but has std::tr1::shared_ptr, defined in <memory> included earlier
#define SharedPtr std::tr1::shared_ptr
#elif (defined(_MSC_VER) || (__cplusplus >= 201103L))
// C++11 has std::shared_ptr in <memory>, included earlier
#define SharedPtr std::shared_ptr
#else
// C++03 has std::tr1::shared_ptr in <tr1/memory>
#include <tr1/memory>
#define SharedPtr std::tr1::shared_ptr
#endif
/** A generic interface used mainly in ForEach() functions */
template <typename Type> class cItemCallback
{
public:
virtual ~cItemCallback() {}
/** Called for each item in the internal list; return true to stop the loop, or false to continue enumerating */
virtual bool Item(Type * a_Type) = 0;
} ;
/** Clamp X to the specified range. */
template <typename T>
T Clamp(T a_Value, T a_Min, T a_Max)
{
return (a_Value < a_Min) ? a_Min : ((a_Value > a_Max) ? a_Max : a_Value);
}
#ifndef TOLUA_TEMPLATE_BIND
#define TOLUA_TEMPLATE_BIND(x)
#endif
// Common headers (part 2, with macros):
#include "src/ChunkDef.h"
#include "src/BiomeDef.h"
#include "src/BlockID.h"
#include "src/BlockInfo.h"

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@ -0,0 +1,310 @@
#include "Globals.h"
#include "MainWindow.h"
#include <QVBoxLayout>
#include <QAction>
#include <QMenuBar>
#include <QApplication>
#include <QFileDialog>
#include <QSettings>
#include <QDirIterator>
#include "inifile/iniFile.h"
#include "ChunkSource.h"
#include "src/Generating/BioGen.h"
#include "src/StringCompression.h"
#include "src/WorldStorage/FastNBT.h"
#include "GeneratorSetup.h"
MainWindow::MainWindow(QWidget * parent) :
QMainWindow(parent),
m_GeneratorSetup(nullptr),
m_LineSeparator(nullptr)
{
initMinecraftPath();
m_BiomeView = new BiomeView();
m_MainLayout = new QHBoxLayout();
m_MainLayout->addWidget(m_BiomeView, 1);
m_MainLayout->setMenuBar(menuBar());
m_MainLayout->setMargin(0);
QWidget * central = new QWidget();
central->setLayout(m_MainLayout);
setCentralWidget(central);
createActions();
createMenus();
}
MainWindow::~MainWindow()
{
}
void MainWindow::newGenerator()
{
// (Re-)open the generator setup dialog with empty settings:
openGeneratorSetup("");
// Set the chunk source:
cIniFilePtr iniFile = m_GeneratorSetup->getIniFile();
m_BiomeView->setChunkSource(std::shared_ptr<BioGenSource>(new BioGenSource(iniFile)));
m_BiomeView->redraw();
}
void MainWindow::openGenerator()
{
// Let the user specify the world.ini file:
QString worldIni = QFileDialog::getOpenFileName(this, tr("Open world.ini"), QString(), tr("world.ini (world.ini)"));
if (worldIni.isEmpty())
{
return;
}
// (Re-)open the generator setup dialog:
openGeneratorSetup(worldIni.toStdString());
// Set the chunk source:
m_BiomeView->setChunkSource(std::shared_ptr<BioGenSource>(new BioGenSource(m_GeneratorSetup->getIniFile())));
m_BiomeView->redraw();
}
void MainWindow::openWorld()
{
// Let the user specify the world:
QString regionFolder = QFileDialog::getExistingDirectory(this, tr("Select the region folder"), QString());
if (regionFolder.isEmpty())
{
return;
}
// Remove the generator setup dialog, if open:
closeGeneratorSetup();
// Set the chunk source:
m_BiomeView->setChunkSource(std::shared_ptr<AnvilSource>(new AnvilSource(regionFolder)));
m_BiomeView->redraw();
}
void MainWindow::openVanillaWorld()
{
// The world is stored in the sender action's data, retrieve it:
QAction * action = qobject_cast<QAction *>(sender());
if (action == nullptr)
{
return;
}
// Remove the generator setup dialog, if open:
closeGeneratorSetup();
// Set the chunk source:
m_BiomeView->setChunkSource(std::shared_ptr<AnvilSource>(new AnvilSource(action->data().toString())));
m_BiomeView->redraw();
}
void MainWindow::initMinecraftPath()
{
#ifdef Q_OS_MAC
m_MinecraftPath = QDir::homePath() + QDir::toNativeSeparators("/Library/Application Support/minecraft");
#elif defined Q_OS_WIN32
QSettings ini(QSettings::IniFormat, QSettings::UserScope, ".minecraft", "minecraft1");
m_MinecraftPath = QFileInfo(ini.fileName()).absolutePath();
#else
m_MinecraftPath = QDir::homePath() + QDir::toNativeSeparators("/.minecraft");
#endif
}
void MainWindow::createActions()
{
createWorldActions();
m_actNewGen = new QAction(tr("&New generator"), this);
m_actNewGen->setShortcut(tr("Ctrl+N"));
m_actNewGen->setStatusTip(tr("Open a generator INI file and display the generated biomes"));
connect(m_actNewGen, SIGNAL(triggered()), this, SLOT(newGenerator()));
m_actOpenGen = new QAction(tr("&Open generator..."), this);
m_actOpenGen->setShortcut(tr("Ctrl+G"));
m_actOpenGen->setStatusTip(tr("Open a generator INI file and display the generated biomes"));
connect(m_actOpenGen, SIGNAL(triggered()), this, SLOT(openGenerator()));
m_actOpenWorld = new QAction(tr("&Open world..."), this);
m_actOpenWorld->setShortcut(tr("Ctrl+O"));
m_actOpenWorld->setStatusTip(tr("Open an existing world and display its biomes"));
connect(m_actOpenWorld, SIGNAL(triggered()), this, SLOT(openWorld()));
m_actReload = new QAction(tr("&Reload"), this);
m_actReload->setShortcut(tr("F5"));
m_actReload->setStatusTip(tr("Clear the view cache and force a reload of all the data"));
connect(m_actReload, SIGNAL(triggered()), m_BiomeView, SLOT(reload()));
m_actExit = new QAction(tr("E&xit"), this);
m_actExit->setShortcut(tr("Alt+X"));
m_actExit->setStatusTip(tr("Exit %1").arg(QApplication::instance()->applicationName()));
connect(m_actExit, SIGNAL(triggered()), this, SLOT(close()));
}
void MainWindow::createWorldActions()
{
QDir mc(m_MinecraftPath);
if (!mc.cd("saves"))
{
return;
}
QDirIterator it(mc);
int key = 1;
while (it.hasNext())
{
it.next();
if (!it.fileInfo().isDir())
{
continue;
}
QString name = getWorldName(it.filePath().toStdString());
if (name.isEmpty())
{
continue;
}
QAction * w = new QAction(this);
w->setText(name);
w->setData(it.filePath() + "/region");
if (key < 10)
{
w->setShortcut("Ctrl+" + QString::number(key));
key++;
}
connect(w, SIGNAL(triggered()), this, SLOT(openVanillaWorld()));
m_WorldActions.append(w);
}
}
void MainWindow::createMenus()
{
QMenu * file = menuBar()->addMenu(tr("&Map"));
file->addAction(m_actNewGen);
file->addAction(m_actOpenGen);
file->addSeparator();
QMenu * worlds = file->addMenu(tr("Open existing"));
worlds->addActions(m_WorldActions);
if (m_WorldActions.empty())
{
worlds->setEnabled(false);
}
file->addAction(m_actOpenWorld);
file->addSeparator();
file->addAction(m_actReload);
file->addSeparator();
file->addAction(m_actExit);
}
QString MainWindow::getWorldName(const AString & a_Path)
{
AString levelData = cFile::ReadWholeFile(a_Path + "/level.dat");
if (levelData.empty())
{
// No such file / no data
return QString();
}
AString uncompressed;
if (UncompressStringGZIP(levelData.data(), levelData.size(), uncompressed) != Z_OK)
{
return QString();
}
cParsedNBT nbt(uncompressed.data(), uncompressed.size());
if (!nbt.IsValid())
{
return QString();
}
AString name = nbt.GetName(1);
int levelNameTag = nbt.FindTagByPath(nbt.GetRoot(), "Data\\LevelName");
if ((levelNameTag <= 0) || (nbt.GetType(levelNameTag) != TAG_String))
{
return QString();
}
return QString::fromStdString(nbt.GetString(levelNameTag));
}
void MainWindow::openGeneratorSetup(const AString & a_IniFileName)
{
// Close any previous editor:
closeGeneratorSetup();
// Open up a new editor:
m_GeneratorSetup = new GeneratorSetup(a_IniFileName);
m_LineSeparator = new QWidget();
m_LineSeparator->setFixedWidth(2);
m_LineSeparator->setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Expanding);
m_LineSeparator->setStyleSheet(QString("background-color: #c0c0c0;"));
m_MainLayout->addWidget(m_LineSeparator);
m_MainLayout->addWidget(m_GeneratorSetup);
// Connect the signals from the setup pane:
connect(m_GeneratorSetup, SIGNAL(generatorUpdated()), m_BiomeView, SLOT(reload()));
}
void MainWindow::closeGeneratorSetup()
{
delete m_MainLayout->takeAt(2);
delete m_MainLayout->takeAt(1);
delete m_GeneratorSetup;
delete m_LineSeparator;
m_GeneratorSetup = nullptr;
m_LineSeparator = nullptr;
}

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@ -0,0 +1,96 @@
#pragma once
#include <memory>
#include <QList>
#include <QMainWindow>
#include <QHBoxLayout>
#include "BiomeView.h"
// fwd:
class GeneratorSetup;
class MainWindow :
public QMainWindow
{
Q_OBJECT
public:
MainWindow(QWidget * parent = nullptr);
~MainWindow();
private slots:
/** Creates a generator definition from scratch, lets user modify generator params in realtime. */
void newGenerator();
/** Opens a generator definition and generates the biomes based on that. */
void openGenerator();
/** Opens an existing world and displays the loaded biomes. */
void openWorld();
/** Opens a vanilla world that is specified by the calling action. */
void openVanillaWorld();
protected:
// Actions:
QAction * m_actNewGen;
QAction * m_actOpenGen;
QAction * m_actOpenWorld;
QAction * m_actReload;
QAction * m_actExit;
/** List of actions that open the specific vanilla world. */
QList<QAction *> m_WorldActions;
/** Path to the vanilla folder. */
QString m_MinecraftPath;
/** The pane for setting up the generator, available when visualising a generator. */
GeneratorSetup * m_GeneratorSetup;
/** The main biome display widget. */
BiomeView * m_BiomeView;
/** The layout for the window. */
QHBoxLayout * m_MainLayout;
/** The separator line between biome view and generator setup. */
QWidget * m_LineSeparator;
/** Initializes the m_MinecraftPath based on the proper MC path */
void initMinecraftPath();
/** Creates the actions that the UI supports. */
void createActions();
/** Creates the actions that open a specific vanilla world. Iterates over the minecraft saves folder. */
void createWorldActions();
/** Creates the menu bar and connects its events. */
void createMenus();
/** Returns the name of the vanilla world in the specified path.
Reads the level.dat file for the name. Returns an empty string on failure. */
QString getWorldName(const AString & a_Path);
/** Opens the generator setup pane, if not already open, and loads the specified INI file to it. */
void openGeneratorSetup(const AString & a_IniFileName);
/** Closes and destroys the generator setup pane, if there is one. */
void closeGeneratorSetup();
};

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@ -0,0 +1,20 @@
#include "Globals.h"
#include "MainWindow.h"
#include <QApplication>
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
MainWindow w;
w.show();
return a.exec();
}

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@ -0,0 +1,100 @@
#-------------------------------------------------
#
# Project created by QtCreator 2014-09-11T15:22:43
#
#-------------------------------------------------
QT += core gui
greaterThan(QT_MAJOR_VERSION, 4): QT += widgets
TARGET = QtBiomeVisualiser
TEMPLATE = app
SOURCES +=\
MainWindow.cpp \
BiomeView.cpp \
../../src/Generating/BioGen.cpp \
../../src/VoronoiMap.cpp \
../../src/Noise.cpp \
../../src/StringUtils.cpp \
../../src/LoggerListeners.cpp \
../../src/Logger.cpp \
../../lib/inifile/iniFile.cpp \
../../src/OSSupport/File.cpp \
../../src/OSSupport/CriticalSection.cpp \
../../src/OSSupport/IsThread.cpp \
../../src/BiomeDef.cpp \
ChunkCache.cpp \
ChunkSource.cpp \
ChunkLoader.cpp \
../../src/StringCompression.cpp \
../../src/WorldStorage/FastNBT.cpp \
../../lib/zlib/adler32.c \
../../lib/zlib/compress.c \
../../lib/zlib/crc32.c \
../../lib/zlib/deflate.c \
../../lib/zlib/gzclose.c \
../../lib/zlib/gzlib.c \
../../lib/zlib/gzread.c \
../../lib/zlib/gzwrite.c \
../../lib/zlib/infback.c \
../../lib/zlib/inffast.c \
../../lib/zlib/inflate.c \
../../lib/zlib/inftrees.c \
../../lib/zlib/trees.c \
../../lib/zlib/uncompr.c \
../../lib/zlib/zutil.c \
GeneratorSetup.cpp \
QtBiomeVisualiser.cpp \
QtChunk.cpp
HEADERS += MainWindow.h \
Globals.h \
BiomeView.h \
../../src/Generating/BioGen.h \
../../src/VoronoiMap.h \
../../src/Noise.h \
../../src/StringUtils.h \
../../src/LoggerListeners.h \
../../src/Logger.h \
../../lib/inifile/iniFile.h \
../../src/OSSupport/File.h \
../../src/OSSupport/CriticalSection.h \
../../src/OSSupport/IsThread.h \
../../src/BiomeDef.h \
ChunkCache.h \
ChunkSource.h \
ChunkLoader.h \
../../src/StringCompression.h \
../../src/WorldStorage/FastNBT.h \
../../lib/zlib/crc32.h \
../../lib/zlib/deflate.h \
../../lib/zlib/gzguts.h \
../../lib/zlib/inffast.h \
../../lib/zlib/inffixed.h \
../../lib/zlib/inflate.h \
../../lib/zlib/inftrees.h \
../../lib/zlib/trees.h \
../../lib/zlib/zconf.h \
../../lib/zlib/zlib.h \
../../lib/zlib/zutil.h \
GeneratorSetup.h \
QtChunk.h
INCLUDEPATH += $$_PRO_FILE_PWD_ \
$$_PRO_FILE_PWD_/../../lib \
$$_PRO_FILE_PWD_/../../lib/jsoncpp/include \
$$_PRO_FILE_PWD_/../../lib/polarssl/include \
$$_PRO_FILE_PWD_/../../lib/sqlite \
$$_PRO_FILE_PWD_/../../lib/SQLiteCpp/include \
$$_PRO_FILE_PWD_/../../
CONFIG += C++11
OTHER_FILES +=

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@ -0,0 +1,35 @@
#include "Globals.h"
#include "QtChunk.h"
Chunk::Chunk() :
m_IsValid(false)
{
}
const uchar * Chunk::getImage(void) const
{
ASSERT(m_IsValid);
return m_Image;
}
void Chunk::setImage(const Image & a_Image)
{
memcpy(m_Image, a_Image, sizeof(a_Image));
m_IsValid = true;
}

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@ -0,0 +1,40 @@
#pragma once
#include <qglobal.h>
class Chunk
{
public:
/** The type used for storing image data for a chunk. */
typedef uchar Image[16 * 16 * 4];
Chunk(void);
/** Returns true iff the chunk data is valid - loaded or generated. */
bool isValid(void) const { return m_IsValid; }
/** Returns the image of the chunk's biomes. Assumes that the chunk is valid. */
const uchar * getImage(void) const;
/** Sets the image data for this chunk. */
void setImage(const Image & a_Image);
protected:
/** Flag that specifies if the chunk data is valid - loaded or generated. */
bool m_IsValid;
/** Cached rendered image of this chunk's biomes. Updated in render(). */
Image m_Image;
};
typedef std::shared_ptr<Chunk> ChunkPtr;

@ -1 +1 @@
Subproject commit 203c2fb68bbf871eaf4ca98756a113d74d620dea
Subproject commit 55edadd56d0d6f506954ad00c3b9a5d425814a2f

@ -1 +1 @@
Subproject commit 1ed82759c68f92c4acc7e3f33b850cf9f01c8aba
Subproject commit d6a15321ae51762098e49a976d26efa2493c94f6

View File

@ -129,6 +129,8 @@ set_source_files_properties(${CMAKE_SOURCE_DIR}/src/Bindings/Bindings.cpp PROPER
set_source_files_properties(${CMAKE_SOURCE_DIR}/src/Bindings/Bindings.h PROPERTIES GENERATED TRUE)
set_source_files_properties(${CMAKE_SOURCE_DIR}/src/Bindings/LuaState_Call.inc PROPERTIES GENERATED TRUE)
set_source_files_properties(${CMAKE_SOURCE_DIR}/src/Bindings/Bindings.cpp PROPERTIES COMPILE_FLAGS -Wno-error)
if(NOT MSVC)
add_library(Bindings ${SRCS} ${HDRS})

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@ -5,11 +5,6 @@
#undef TOLUA_TEMPLATE_BIND
#include "tolua++/include/tolua++.h"
#include "Plugin.h"
#include "PluginLua.h"
#include "PluginManager.h"
#include "LuaWindow.h"
#include "LuaChunkStay.h"
#include "../BlockInfo.h"

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@ -6,7 +6,6 @@
#include "Globals.h"
#include "LuaChunkStay.h"
#include "PluginLua.h"
#include "../World.h"

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@ -18,6 +18,7 @@
// fwd:
class cPluginLua;
class cChunkMap;

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@ -56,7 +56,6 @@ struct HTTPRequest;
class cWebAdmin;
struct HTTPTemplateRequest;
class cTNTEntity;
class cCreeper;
class cHopperEntity;
class cBlockEntity;
class cBoundingBox;

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@ -6,7 +6,6 @@
#include "LuaWindow.h"
#include "../UI/SlotArea.h"
#include "PluginLua.h"
#include "../Entities/Player.h"
#include "lua/src/lauxlib.h" // Needed for LUA_REFNIL

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@ -5,7 +5,6 @@
#undef TOLUA_TEMPLATE_BIND
#include "tolua++/include/tolua++.h"
#include "polarssl/md5.h"
#include "Plugin.h"
#include "PluginLua.h"
#include "PluginManager.h"
#include "LuaWindow.h"
@ -27,7 +26,6 @@
#include "../BlockEntities/MobHeadEntity.h"
#include "../BlockEntities/FlowerPotEntity.h"
#include "../LineBlockTracer.h"
#include "../Protocol/Authenticator.h"
#include "../WorldStorage/SchematicFileSerializer.h"
#include "../CompositeChat.h"

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@ -1,23 +1,25 @@
#pragma once
#include "PluginManager.h"
#include "Defines.h"
class cCommandOutputCallback;
class cItems;
class cHopperEntity;
class cBlockEntityWithItems;
class cClientHandle;
class cPlayer;
class cPickup;
class cItem;
class cPlayer;
class cProjectileEntity;
class cEntity;
class cMonster;
class cWorld;
class cChunkDesc;
struct TakeDamageInfo;
// fwd: cPlayer.h
class cPlayer;
// fwd: CraftingRecipes.h
class cCraftingGrid;

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@ -12,10 +12,12 @@
#endif
#include "PluginLua.h"
#include "../CommandOutput.h"
#include "PluginManager.h"
#include "../Item.h"
extern "C"
{
#include "lua/src/lualib.h"
#include "lua/src/lauxlib.h"
}
#undef TOLUA_TEMPLATE_BIND

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@ -4,12 +4,10 @@
#include "PluginManager.h"
#include "Plugin.h"
#include "PluginLua.h"
#include "../WebAdmin.h"
#include "../Item.h"
#include "../Root.h"
#include "../Server.h"
#include "../CommandOutput.h"
#include "../ChatColor.h"
#include "inifile/iniFile.h"
#include "../Entities/Player.h"

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@ -1,9 +1,8 @@
#pragma once
#include "../Item.h"
#include "Defines.h"
@ -36,7 +35,6 @@ class cPickup;
// fwd: Pawn.h
struct TakeDamageInfo;
class cPawn;
// fwd: CommandOutput.h
class cCommandOutputCallback;
@ -49,6 +47,8 @@ class cBlockEntityWithItems;
class cItems;
// tolua_begin

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@ -3,7 +3,6 @@
#include "WebPlugin.h"
#include "../WebAdmin.h"
#include "../Server.h"
#include "../Root.h"

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@ -1,7 +1,6 @@
#pragma once
struct lua_State;
struct HTTPRequest;

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@ -1,8 +1,6 @@
#pragma once
#include "../ClientHandle.h"
#include "../World.h"
@ -13,8 +11,9 @@ namespace Json
class Value;
};
class cChunk;
class cPlayer;
class cPacket;
class cWorld;

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@ -12,6 +12,7 @@
#include "BlockEntity.h"
#include "../ItemGrid.h"
#include "../UI/WindowOwner.h"
#include "World.h"

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@ -5,7 +5,6 @@
#include "../Item.h"
#include "../Entities/Player.h"
#include "../UI/Window.h"
#include "json/json.h"

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@ -13,8 +13,6 @@ namespace Json
};
class cClientHandle;
class cServer;
class cNBTData;

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@ -4,16 +4,14 @@
// Implements the cCommandBlockEntity class representing a single command block in the world
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "json/json.h"
#include "CommandBlockEntity.h"
#include "../Entities/Player.h"
#include "../WorldStorage/FastNBT.h"
#include "../CommandOutput.h"
#include "../Root.h"
#include "../Server.h" // ExecuteConsoleCommand()
#include "../Chunk.h"
#include "../ChatColor.h"
#include "../World.h"
#include "../ClientHandle.h"

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@ -10,7 +10,7 @@
#pragma once
#include "BlockEntity.h"
#include "RedstonePoweredEntity.h"
@ -27,7 +27,8 @@ namespace Json
// tolua_begin
class cCommandBlockEntity :
public cBlockEntity
public cBlockEntity,
public cRedstonePoweredEntity
{
typedef cBlockEntity super;
@ -52,7 +53,7 @@ public:
// tolua_begin
/// Sets the internal redstone power flag to "on" or "off", depending on the parameter. Calls Activate() if appropriate
void SetRedstonePower(bool a_IsPowered);
virtual void SetRedstonePower(bool a_IsPowered) override;
/// Sets the command block to execute a command in the next tick
void Activate(void);

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@ -2,13 +2,10 @@
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "DispenserEntity.h"
#include "../Entities/Player.h"
#include "../Simulator/FluidSimulator.h"
#include "../Chunk.h"
#include "../World.h"
#include "../Entities/ArrowEntity.h"
#include "../Entities/FireChargeEntity.h"
#include "../Entities/ProjectileEntity.h"
@ -108,7 +105,7 @@ void cDispenserEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
{
double MobX = 0.5 + (DispX + DispChunk->GetPosX() * cChunkDef::Width);
double MobZ = 0.5 + (DispZ + DispChunk->GetPosZ() * cChunkDef::Width);
if (m_World->SpawnMob(MobX, DispY, MobZ, (cMonster::eType)m_Contents.GetSlot(a_SlotNum).m_ItemDamage) >= 0)
if (m_World->SpawnMob(MobX, DispY, MobZ, (eMonsterType)m_Contents.GetSlot(a_SlotNum).m_ItemDamage) >= 0)
{
m_Contents.ChangeSlotCount(a_SlotNum, -1);
}
@ -202,7 +199,7 @@ void cDispenserEntity::SpawnProjectileFromDispenser(int a_BlockX, int a_BlockY,
Vector3d cDispenserEntity::GetShootVector(NIBBLETYPE a_Meta)
{
switch (a_Meta)
switch (a_Meta & 0x7)
{
case E_META_DROPSPENSER_FACING_YP: return Vector3d( 0, 1, 0);
case E_META_DROPSPENSER_FACING_YM: return Vector3d( 0, -1, 0);

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@ -8,7 +8,6 @@
#include "DropSpenserEntity.h"
#include "../Entities/Player.h"
#include "../Chunk.h"
#include "json/json.h"

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@ -22,7 +22,6 @@ namespace Json
}
class cClientHandle;
class cServer;

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@ -5,8 +5,6 @@
#include "Globals.h"
#include "DropperEntity.h"
#include "../Entities/Player.h"
#include "../Simulator/FluidSimulator.h"

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@ -5,7 +5,6 @@
#include "../Item.h"
#include "../Entities/Player.h"
#include "../UI/Window.h"
#include "json/json.h"

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@ -3,7 +3,6 @@
#include "BlockEntity.h"
#include "UI/WindowOwner.h"
#include "json/json.h"

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@ -4,7 +4,6 @@
// Implements the cFlowerPotEntity class representing a single flower pot in the world
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "json/json.h"
#include "FlowerPotEntity.h"
#include "../Entities/Player.h"
#include "../Item.h"

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@ -9,8 +9,8 @@
#pragma once
#include "BlockEntity.h"
#include "Item.h"
class cItem;

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@ -5,8 +5,6 @@
#include "../UI/Window.h"
#include "../Entities/Player.h"
#include "../Root.h"
#include "../Chunk.h"
#include "json/json.h"

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@ -14,7 +14,6 @@ namespace Json
}
class cClientHandle;
class cServer;

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@ -10,10 +10,7 @@
#include "../Entities/Pickup.h"
#include "../Bindings/PluginManager.h"
#include "ChestEntity.h"
#include "DropSpenserEntity.h"
#include "FurnaceEntity.h"
#include "../BoundingBox.h"
#include "json/json.h"

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@ -3,8 +3,8 @@
#include "JukeboxEntity.h"
#include "../World.h"
#include "json/json.h"
#include "json/value.h"
#include "Entities/Player.h"

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@ -2,7 +2,6 @@
#pragma once
#include "BlockEntity.h"
#include "../Entities/Player.h"

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@ -4,7 +4,6 @@
// Implements the cMobHeadEntity class representing a single skull/head in the world
#include "Globals.h"
#include "json/json.h"
#include "MobHeadEntity.h"
#include "../Entities/Player.h"

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@ -9,7 +9,7 @@
#pragma once
#include "BlockEntity.h"
#include "Defines.h"

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@ -3,7 +3,7 @@
#include "NoteEntity.h"
#include "../World.h"
#include "json/json.h"
#include "json/value.h"

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@ -6,7 +6,7 @@ class cRedstonePoweredEntity
{
public:
virtual ~cRedstonePoweredEntity() {};
virtual ~cRedstonePoweredEntity() {}
/// Sets the internal redstone power flag to "on" or "off", depending on the parameter. Calls Activate() if appropriate
virtual void SetRedstonePower(bool a_IsPowered) = 0;

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@ -4,9 +4,9 @@
// Implements the cSignEntity class representing a single sign in the world
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "json/json.h"
#include "json/value.h"
#include "SignEntity.h"
#include "../Entities/Player.h"
#include "../ClientHandle.h"

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@ -261,34 +261,34 @@ int StringToMobType(const AString & a_MobString)
const char * m_String;
} MobMap [] =
{
{cMonster::mtCreeper, "Creeper"},
{cMonster::mtSkeleton, "Skeleton"},
{cMonster::mtSpider, "Spider"},
{cMonster::mtGiant, "Giant"},
{cMonster::mtZombie, "Zombie"},
{cMonster::mtSlime, "Slime"},
{cMonster::mtGhast, "Ghast"},
{cMonster::mtZombiePigman, "ZombiePigman"},
{cMonster::mtEnderman, "Enderman"},
{cMonster::mtCaveSpider, "CaveSpider"},
{cMonster::mtSilverfish, "SilverFish"},
{cMonster::mtBlaze, "Blaze"},
{cMonster::mtMagmaCube, "MagmaCube"},
{cMonster::mtEnderDragon, "EnderDragon"},
{cMonster::mtWither, "Wither"},
{cMonster::mtBat, "Bat"},
{cMonster::mtWitch, "Witch"},
{cMonster::mtPig, "Pig"},
{cMonster::mtSheep, "Sheep"},
{cMonster::mtCow, "Cow"},
{cMonster::mtChicken, "Chicken"},
{cMonster::mtSquid, "Squid"},
{cMonster::mtWolf, "Wolf"},
{cMonster::mtMooshroom, "Mooshroom"},
{cMonster::mtSnowGolem, "SnowGolem"},
{cMonster::mtOcelot, "Ocelot"},
{cMonster::mtIronGolem, "IronGolem"},
{cMonster::mtVillager, "Villager"},
{mtCreeper, "Creeper"},
{mtSkeleton, "Skeleton"},
{mtSpider, "Spider"},
{mtGiant, "Giant"},
{mtZombie, "Zombie"},
{mtSlime, "Slime"},
{mtGhast, "Ghast"},
{mtZombiePigman, "ZombiePigman"},
{mtEnderman, "Enderman"},
{mtCaveSpider, "CaveSpider"},
{mtSilverfish, "SilverFish"},
{mtBlaze, "Blaze"},
{mtMagmaCube, "MagmaCube"},
{mtEnderDragon, "EnderDragon"},
{mtWither, "Wither"},
{mtBat, "Bat"},
{mtWitch, "Witch"},
{mtPig, "Pig"},
{mtSheep, "Sheep"},
{mtCow, "Cow"},
{mtChicken, "Chicken"},
{mtSquid, "Squid"},
{mtWolf, "Wolf"},
{mtMooshroom, "Mooshroom"},
{mtSnowGolem, "SnowGolem"},
{mtOcelot, "Ocelot"},
{mtIronGolem, "IronGolem"},
{mtVillager, "Villager"},
};
for (size_t i = 0; i < ARRAYCOUNT(MobMap); i++)
{

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@ -175,12 +175,36 @@ enum ENUM_BLOCK_ID
E_BLOCK_NEW_LOG = 162,
E_BLOCK_ACACIA_WOOD_STAIRS = 163,
E_BLOCK_DARK_OAK_WOOD_STAIRS = 164,
E_BLOCK_SLIME_BLOCK = 165,
E_BLOCK_BARRIER = 166,
E_BLOCK_IRON_TRAPDOOR = 167,
E_BLOCK_PRISMARINE_BLOCK = 168,
E_BLOCK_SEA_LANTERN = 169,
E_BLOCK_HAY_BALE = 170,
E_BLOCK_CARPET = 171,
E_BLOCK_HARDENED_CLAY = 172,
E_BLOCK_BLOCK_OF_COAL = 173,
E_BLOCK_PACKED_ICE = 174,
E_BLOCK_BIG_FLOWER = 175,
E_BLOCK_RED_SANDSTONE = 179,
E_BLOCK_RED_SANDSTONE_STAIRS = 180,
E_BLOCK_DOUBLE_NEW_STONE_SLAB= 181,
E_BLOCK_NEW_STONE_SLAB = 182,
E_BLOCK_SPRUCE_FENCE_GATE = 183,
E_BLOCK_BIRCH_FENCE_GATE = 184,
E_BLOCK_JUNGLE_FENCE_GATE = 185,
E_BLOCK_DARK_OAK_FENCE_GATE = 186,
E_BLOCK_ACACIA_FENCE_GATE = 187,
E_BLOCK_SPRUCE_FENCE = 188,
E_BLOCK_BIRCH_FENCE = 189,
E_BLOCK_JUNGLE_FENCE = 190,
E_BLOCK_DARK_OAK_FENCE = 191,
E_BLOCK_ACACIA_FENCE = 192,
E_BLOCK_SPRUCE_DOOR = 193,
E_BLOCK_BIRCH_DOOR = 194,
E_BLOCK_JUNGLE_DOOR = 195,
E_BLOCK_ACACIA_DOOR = 196,
E_BLOCK_DARK_OAK_DOOR = 197,
// Keep these two as the last values, without a number - they will get their correct number assigned automagically by C++
// IsValidBlock() depends on this
@ -356,6 +380,14 @@ enum ENUM_ITEM_ID
E_ITEM_NETHER_QUARTZ = 406,
E_ITEM_MINECART_WITH_TNT = 407,
E_ITEM_MINECART_WITH_HOPPER = 408,
E_ITEM_PRISMARINE_SHARD = 409,
E_ITEM_PRISMARINE_CRYSTALS = 410,
E_ITEM_RAW_RABBIT = 411,
E_ITEM_COOKED_RABBIT = 412,
E_ITEM_RABBIT_STEW = 413,
E_ITEM_RABBITS_FOOT = 414,
E_ITEM_RABBIT_HIDE = 415,
E_ITEM_ARMOR_STAND = 416,
E_ITEM_IRON_HORSE_ARMOR = 417,
E_ITEM_GOLD_HORSE_ARMOR = 418,
E_ITEM_DIAMOND_HORSE_ARMOR = 419,
@ -363,7 +395,13 @@ enum ENUM_ITEM_ID
E_ITEM_NAME_TAG = 421,
E_ITEM_MINECART_WITH_COMMAND_BLOCK = 422,
E_ITEM_RAW_MUTTON = 423,
E_ITEM_MUTTON = 424,
E_ITEM_COOKED_MUTTON = 424,
E_ITEM_BANNER = 425,
E_ITEM_SPRUCE_DOOR = 427,
E_ITEM_BIRCH_DOOR = 428,
E_ITEM_JUNGLE_DOOR = 429,
E_ITEM_ACACIA_DOOR = 430,
E_ITEM_DARK_OAK_DOOR = 431,
// Keep these two as the last values of the consecutive list, without a number - they will get their correct number assigned automagically by C++
// IsValidItem() depends on this!

View File

@ -6,26 +6,6 @@
cBlockInfo::cBlockInfo()
: m_LightValue(0x00)
, m_SpreadLightFalloff(0x0f)
, m_Transparent(false)
, m_OneHitDig(false)
, m_PistonBreakable(false)
, m_IsSnowable(false)
, m_IsSolid(true)
, m_FullyOccupiesVoxel(false)
, m_CanBeTerraformed(false)
, m_PlaceSound("")
, m_Handler(NULL)
{}
cBlockInfo::~cBlockInfo()
{
delete m_Handler;
@ -33,28 +13,6 @@ cBlockInfo::~cBlockInfo()
}
/** This accessor makes sure that the cBlockInfo structures are properly initialized exactly once.
It does so by using the C++ singleton approximation - storing the actual singleton as the function's static variable.
It works only if it is called for the first time before the app spawns other threads. */
cBlockInfo & cBlockInfo::Get(BLOCKTYPE a_Type)
{
static cBlockInfo ms_Info[256];
static bool IsBlockInfoInitialized = false;
if (!IsBlockInfoInitialized)
{
cBlockInfo::Initialize(ms_Info);
IsBlockInfoInitialized = true;
}
return ms_Info[a_Type];
}
void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
{
for (unsigned int i = 0; i < 256; ++i)
@ -84,18 +42,26 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
a_Info[E_BLOCK_REDSTONE_ORE_GLOWING].m_LightValue = 9;
a_Info[E_BLOCK_REDSTONE_REPEATER_ON].m_LightValue = 9;
a_Info[E_BLOCK_REDSTONE_TORCH_ON ].m_LightValue = 7;
a_Info[E_BLOCK_SEA_LANTERN ].m_LightValue = 15;
a_Info[E_BLOCK_STATIONARY_LAVA ].m_LightValue = 15;
a_Info[E_BLOCK_TORCH ].m_LightValue = 14;
// Spread blocks
a_Info[E_BLOCK_ACACIA_DOOR ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_ACACIA_FENCE ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_ACACIA_FENCE_GATE ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_ACTIVATOR_RAIL ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_ACTIVE_COMPARATOR ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_AIR ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_ANVIL ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_BARRIER ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_BEACON ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_BED ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_BIG_FLOWER ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_BIRCH_DOOR ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_BIRCH_FENCE ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_BIRCH_FENCE_GATE ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_BROWN_MUSHROOM ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_BREWING_STAND ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_CACTUS ].m_SpreadLightFalloff = 1;
@ -109,6 +75,9 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
a_Info[E_BLOCK_COBWEB ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_CROPS ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_DANDELION ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_DARK_OAK_DOOR ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_DARK_OAK_FENCE ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_DARK_OAK_FENCE_GATE ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_DAYLIGHT_SENSOR ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_DEAD_BUSH ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_DETECTOR_RAIL ].m_SpreadLightFalloff = 1;
@ -132,6 +101,10 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
a_Info[E_BLOCK_INACTIVE_COMPARATOR ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_IRON_BARS ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_IRON_DOOR ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_IRON_TRAPDOOR ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_JUNGLE_DOOR ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_JUNGLE_FENCE ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_JUNGLE_FENCE_GATE ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_LADDER ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_LEAVES ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_LEVER ].m_SpreadLightFalloff = 1;
@ -142,6 +115,7 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
a_Info[E_BLOCK_NETHER_PORTAL ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_NETHER_WART ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_NEW_LEAVES ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_NEW_STONE_SLAB ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_PISTON ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_PISTON_EXTENSION ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_PISTON_MOVED_BLOCK ].m_SpreadLightFalloff = 1;
@ -158,6 +132,9 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
a_Info[E_BLOCK_SAPLING ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_SIGN_POST ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_SNOW ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_SPRUCE_DOOR ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_SPRUCE_FENCE ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_SPRUCE_FENCE_GATE ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_STAINED_GLASS ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_STAINED_GLASS_PANE ].m_SpreadLightFalloff = 1;
a_Info[E_BLOCK_STICKY_PISTON ].m_SpreadLightFalloff = 1;
@ -186,13 +163,20 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
// Transparent blocks
a_Info[E_BLOCK_ACACIA_DOOR ].m_Transparent = true;
a_Info[E_BLOCK_ACACIA_FENCE ].m_Transparent = true;
a_Info[E_BLOCK_ACACIA_FENCE_GATE ].m_Transparent = true;
a_Info[E_BLOCK_ACTIVATOR_RAIL ].m_Transparent = true;
a_Info[E_BLOCK_ACTIVE_COMPARATOR ].m_Transparent = true;
a_Info[E_BLOCK_AIR ].m_Transparent = true;
a_Info[E_BLOCK_ANVIL ].m_Transparent = true;
a_Info[E_BLOCK_BARRIER ].m_Transparent = true;
a_Info[E_BLOCK_BEACON ].m_Transparent = true;
a_Info[E_BLOCK_BED ].m_Transparent = true;
a_Info[E_BLOCK_BIG_FLOWER ].m_Transparent = true;
a_Info[E_BLOCK_BIRCH_DOOR ].m_Transparent = true;
a_Info[E_BLOCK_BIRCH_FENCE ].m_Transparent = true;
a_Info[E_BLOCK_BIRCH_FENCE_GATE ].m_Transparent = true;
a_Info[E_BLOCK_BROWN_MUSHROOM ].m_Transparent = true;
a_Info[E_BLOCK_BREWING_STAND ].m_Transparent = true;
a_Info[E_BLOCK_CACTUS ].m_Transparent = true;
@ -206,6 +190,9 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
a_Info[E_BLOCK_COBWEB ].m_Transparent = true;
a_Info[E_BLOCK_CROPS ].m_Transparent = true;
a_Info[E_BLOCK_DANDELION ].m_Transparent = true;
a_Info[E_BLOCK_DARK_OAK_DOOR ].m_Transparent = true;
a_Info[E_BLOCK_DARK_OAK_FENCE ].m_Transparent = true;
a_Info[E_BLOCK_DARK_OAK_FENCE_GATE ].m_Transparent = true;
a_Info[E_BLOCK_DAYLIGHT_SENSOR ].m_Transparent = true;
a_Info[E_BLOCK_DEAD_BUSH ].m_Transparent = true;
a_Info[E_BLOCK_DETECTOR_RAIL ].m_Transparent = true;
@ -229,6 +216,10 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
a_Info[E_BLOCK_INACTIVE_COMPARATOR ].m_Transparent = true;
a_Info[E_BLOCK_IRON_BARS ].m_Transparent = true;
a_Info[E_BLOCK_IRON_DOOR ].m_Transparent = true;
a_Info[E_BLOCK_IRON_TRAPDOOR ].m_Transparent = true;
a_Info[E_BLOCK_JUNGLE_DOOR ].m_Transparent = true;
a_Info[E_BLOCK_JUNGLE_FENCE ].m_Transparent = true;
a_Info[E_BLOCK_JUNGLE_FENCE_GATE ].m_Transparent = true;
a_Info[E_BLOCK_LADDER ].m_Transparent = true;
a_Info[E_BLOCK_LAVA ].m_Transparent = true;
a_Info[E_BLOCK_LEAVES ].m_Transparent = true;
@ -241,6 +232,7 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
a_Info[E_BLOCK_NETHER_PORTAL ].m_Transparent = true;
a_Info[E_BLOCK_NETHER_WART ].m_Transparent = true;
a_Info[E_BLOCK_NEW_LEAVES ].m_Transparent = true;
a_Info[E_BLOCK_NEW_STONE_SLAB ].m_Transparent = true;
a_Info[E_BLOCK_PISTON ].m_Transparent = true;
a_Info[E_BLOCK_PISTON_EXTENSION ].m_Transparent = true;
a_Info[E_BLOCK_PISTON_MOVED_BLOCK ].m_Transparent = true;
@ -257,6 +249,9 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
a_Info[E_BLOCK_SAPLING ].m_Transparent = true;
a_Info[E_BLOCK_SIGN_POST ].m_Transparent = true;
a_Info[E_BLOCK_SNOW ].m_Transparent = true;
a_Info[E_BLOCK_SPRUCE_DOOR ].m_Transparent = true;
a_Info[E_BLOCK_SPRUCE_FENCE ].m_Transparent = true;
a_Info[E_BLOCK_SPRUCE_FENCE_GATE ].m_Transparent = true;
a_Info[E_BLOCK_STAINED_GLASS ].m_Transparent = true;
a_Info[E_BLOCK_STAINED_GLASS_PANE ].m_Transparent = true;
a_Info[E_BLOCK_STATIONARY_LAVA ].m_Transparent = true;
@ -388,6 +383,7 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
a_Info[E_BLOCK_DIAMOND_ORE ].m_IsSnowable = true;
a_Info[E_BLOCK_DIRT ].m_IsSnowable = true;
a_Info[E_BLOCK_DISPENSER ].m_IsSnowable = true;
a_Info[E_BLOCK_DOUBLE_NEW_STONE_SLAB].m_IsSnowable = true;
a_Info[E_BLOCK_DOUBLE_STONE_SLAB ].m_IsSnowable = true;
a_Info[E_BLOCK_DOUBLE_WOODEN_SLAB ].m_IsSnowable = true;
a_Info[E_BLOCK_DROPPER ].m_IsSnowable = true;
@ -424,14 +420,17 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
a_Info[E_BLOCK_NOTE_BLOCK ].m_IsSnowable = true;
a_Info[E_BLOCK_OBSIDIAN ].m_IsSnowable = true;
a_Info[E_BLOCK_PLANKS ].m_IsSnowable = true;
a_Info[E_BLOCK_PRISMARINE_BLOCK ].m_IsSnowable = true;
a_Info[E_BLOCK_PUMPKIN ].m_IsSnowable = true;
a_Info[E_BLOCK_QUARTZ_BLOCK ].m_IsSnowable = true;
a_Info[E_BLOCK_RED_SANDSTONE ].m_IsSnowable = true;
a_Info[E_BLOCK_REDSTONE_LAMP_OFF ].m_IsSnowable = true;
a_Info[E_BLOCK_REDSTONE_LAMP_ON ].m_IsSnowable = true;
a_Info[E_BLOCK_REDSTONE_ORE ].m_IsSnowable = true;
a_Info[E_BLOCK_REDSTONE_ORE_GLOWING].m_IsSnowable = true;
a_Info[E_BLOCK_SAND ].m_IsSnowable = true;
a_Info[E_BLOCK_SANDSTONE ].m_IsSnowable = true;
a_Info[E_BLOCK_SEA_LANTERN ].m_IsSnowable = true;
a_Info[E_BLOCK_SILVERFISH_EGG ].m_IsSnowable = true;
a_Info[E_BLOCK_SNOW_BLOCK ].m_IsSnowable = true;
a_Info[E_BLOCK_SOULSAND ].m_IsSnowable = true;
@ -488,7 +487,7 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
// Blocks that fully occupy their voxel - used as a guide for torch placeable blocks, amongst other things:
a_Info[E_BLOCK_NEW_LOG ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_BARRIER ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_BEDROCK ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_BLOCK_OF_COAL ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_BLOCK_OF_REDSTONE ].m_FullyOccupiesVoxel = true;
@ -533,12 +532,15 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
a_Info[E_BLOCK_NETHERRACK ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_NETHER_BRICK ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_NETHER_QUARTZ_ORE ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_NEW_LOG ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_NOTE_BLOCK ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_OBSIDIAN ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_PACKED_ICE ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_PLANKS ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_PRISMARINE_BLOCK ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_PUMPKIN ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_QUARTZ_BLOCK ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_RED_SANDSTONE ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_REDSTONE_LAMP_OFF ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_REDSTONE_LAMP_ON ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_REDSTONE_ORE ].m_FullyOccupiesVoxel = true;
@ -732,12 +734,35 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
a_Info[E_BLOCK_NEW_LOG ].m_PlaceSound = "dig.wood";
a_Info[E_BLOCK_ACACIA_WOOD_STAIRS ].m_PlaceSound = "dig.wood";
a_Info[E_BLOCK_DARK_OAK_WOOD_STAIRS ].m_PlaceSound = "dig.wood";
a_Info[E_BLOCK_SLIME_BLOCK ].m_PlaceSound = "dig.slime"; // I hope it is named slime, it's definetly a new sound type though...
a_Info[E_BLOCK_BARRIER ].m_PlaceSound = "dig.stone";
a_Info[E_BLOCK_IRON_TRAPDOOR ].m_PlaceSound = "dig.metal";
a_Info[E_BLOCK_PRISMARINE_BLOCK ].m_PlaceSound = "dig.stone";
a_Info[E_BLOCK_SEA_LANTERN ].m_PlaceSound = "dig.stone";
a_Info[E_BLOCK_HAY_BALE ].m_PlaceSound = "dig.grass";
a_Info[E_BLOCK_CARPET ].m_PlaceSound = "dig.cloth";
a_Info[E_BLOCK_HARDENED_CLAY ].m_PlaceSound = "dig.stone";
a_Info[E_BLOCK_BLOCK_OF_COAL ].m_PlaceSound = "dig.stone";
a_Info[E_BLOCK_PACKED_ICE ].m_PlaceSound = "dig.stone";
a_Info[E_BLOCK_BIG_FLOWER ].m_PlaceSound = "dig.grass";
a_Info[E_BLOCK_RED_SANDSTONE ].m_PlaceSound = "dig.stone";
a_Info[E_BLOCK_RED_SANDSTONE_STAIRS ].m_PlaceSound = "dig.stone";
a_Info[E_BLOCK_NEW_STONE_SLAB ].m_PlaceSound = "dig.stone";
a_Info[E_BLOCK_SPRUCE_FENCE_GATE ].m_PlaceSound = "dig.wood";
a_Info[E_BLOCK_BIRCH_FENCE_GATE ].m_PlaceSound = "dig.wood";
a_Info[E_BLOCK_JUNGLE_FENCE_GATE ].m_PlaceSound = "dig.wood";
a_Info[E_BLOCK_DARK_OAK_FENCE_GATE ].m_PlaceSound = "dig.wood";
a_Info[E_BLOCK_ACACIA_FENCE_GATE ].m_PlaceSound = "dig.wood";
a_Info[E_BLOCK_SPRUCE_FENCE ].m_PlaceSound = "dig.wood";
a_Info[E_BLOCK_BIRCH_FENCE ].m_PlaceSound = "dig.wood";
a_Info[E_BLOCK_JUNGLE_FENCE ].m_PlaceSound = "dig.wood";
a_Info[E_BLOCK_DARK_OAK_FENCE ].m_PlaceSound = "dig.wood";
a_Info[E_BLOCK_ACACIA_FENCE ].m_PlaceSound = "dig.wood";
a_Info[E_BLOCK_SPRUCE_DOOR ].m_PlaceSound = "dig.wood";
a_Info[E_BLOCK_BIRCH_DOOR ].m_PlaceSound = "dig.wood";
a_Info[E_BLOCK_JUNGLE_DOOR ].m_PlaceSound = "dig.wood";
a_Info[E_BLOCK_ACACIA_DOOR ].m_PlaceSound = "dig.wood";
a_Info[E_BLOCK_DARK_OAK_DOOR ].m_PlaceSound = "dig.wood";
}

View File

@ -11,14 +11,27 @@ class cBlockHandler;
// tolua_begin
class cBlockInfo
{
public:
/** Returns the associated BlockInfo structure for the specified block type. */
static cBlockInfo & Get(BLOCKTYPE a_Type);
/** This accessor makes sure that the cBlockInfo structures are properly initialized exactly once.
It does so by using the C++ singleton approximation - storing the actual singleton as the function's static variable.
It works only if it is called for the first time before the app spawns other threads. */
static cBlockInfo & Get(BLOCKTYPE a_Type)
{
static cBlockInfo ms_Info[256];
static bool IsBlockInfoInitialized = false;
if (!IsBlockInfoInitialized)
{
cBlockInfo::Initialize(ms_Info);
IsBlockInfoInitialized = true;
}
return ms_Info[a_Type];
}
/** How much light do the blocks emit on their own? */
@ -78,7 +91,19 @@ protected:
typedef cBlockInfo cBlockInfoArray[256];
/** Creates a default BlockInfo structure, initializes all values to their defaults */
cBlockInfo();
cBlockInfo()
: m_LightValue(0x00)
, m_SpreadLightFalloff(0x0f)
, m_Transparent(false)
, m_OneHitDig(false)
, m_PistonBreakable(false)
, m_IsSnowable(false)
, m_IsSolid(true)
, m_FullyOccupiesVoxel(false)
, m_CanBeTerraformed(false)
, m_PlaceSound("")
, m_Handler(NULL)
{}
/** Cleans up the stored values */
~cBlockInfo();

View File

@ -4,6 +4,15 @@
#include "BroadcastInterface.h"
#include "ChunkInterface.h"
#include "Entities/../World.h"
#include "Entities/Player.h"
#include "WorldInterface.h"
void cBlockBedHandler::OnPlacedByPlayer(
cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player,

View File

@ -2,12 +2,14 @@
#pragma once
#include "BlockHandler.h"
#include "ChunkInterface.h"
#include "WorldInterface.h"
#include "MetaRotator.h"
#include "../Entities/Player.h"
#include "Item.h"
class cChunkInterface;
class cPlayer;
class cWorldInterface;

View File

@ -2,7 +2,7 @@
#pragma once
#include "BlockHandler.h"
#include "ChunkInterface.h"
@ -19,16 +19,16 @@ public:
}
virtual void DropBlock(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_BlockPluginInterface, cEntity * a_Digger, int a_BlockX, int a_BlockY, int a_BlockZ, bool a_CanDrop, bool a_DropVerbatim) override
virtual void DropBlock(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_BlockPluginInterface, cEntity * a_Digger, int a_BlockX, int a_BlockY, int a_BlockZ, bool a_CanDrop) override
{
NIBBLETYPE Meta = a_ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
if (Meta & 0x8)
{
super::DropBlock(a_ChunkInterface, a_WorldInterface, a_BlockPluginInterface, a_Digger, a_BlockX, a_BlockY - 1, a_BlockZ, a_CanDrop, a_DropVerbatim);
super::DropBlock(a_ChunkInterface, a_WorldInterface, a_BlockPluginInterface, a_Digger, a_BlockX, a_BlockY - 1, a_BlockZ, a_CanDrop);
}
else
{
super::DropBlock(a_ChunkInterface, a_WorldInterface, a_BlockPluginInterface, a_Digger, a_BlockX, a_BlockY, a_BlockZ, a_CanDrop, a_DropVerbatim);
super::DropBlock(a_ChunkInterface, a_WorldInterface, a_BlockPluginInterface, a_Digger, a_BlockX, a_BlockY, a_BlockZ, a_CanDrop);
}
}

View File

@ -3,8 +3,8 @@
#include "BlockHandler.h"
#include "../FastRandom.h"
#include "Root.h"
#include "Bindings/PluginManager.h"

View File

@ -1,7 +1,6 @@
#include "Globals.h"
#include "BlockDoor.h"
#include "../Item.h"
#include "../Entities/Player.h"

View File

@ -5,6 +5,7 @@
#include "../Entities/Player.h"
#include "Chunk.h"
#include "MetaRotator.h"
#include "ChunkInterface.h"
@ -54,7 +55,49 @@ public:
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{
a_Pickups.push_back(cItem((m_BlockType == E_BLOCK_WOODEN_DOOR) ? E_ITEM_WOODEN_DOOR : E_ITEM_IRON_DOOR, 1, 0));
switch (m_BlockType)
{
case E_BLOCK_WOODEN_DOOR:
{
a_Pickups.Add(E_ITEM_WOODEN_DOOR);
break;
}
case E_BLOCK_ACACIA_DOOR:
{
a_Pickups.Add(E_ITEM_ACACIA_DOOR);
break;
}
case E_BLOCK_BIRCH_DOOR:
{
a_Pickups.Add(E_ITEM_BIRCH_DOOR);
break;
}
case E_BLOCK_DARK_OAK_DOOR:
{
a_Pickups.Add(E_ITEM_DARK_OAK_DOOR);
break;
}
case E_BLOCK_JUNGLE_DOOR:
{
a_Pickups.Add(E_ITEM_JUNGLE_DOOR);
break;
}
case E_BLOCK_SPRUCE_DOOR:
{
a_Pickups.Add(E_ITEM_SPRUCE_DOOR);
break;
}
case E_BLOCK_IRON_DOOR:
{
a_Pickups.Add(E_ITEM_IRON_DOOR);
break;
}
default:
{
ASSERT(!"Unhandled door type!");
break;
}
}
}

View File

@ -19,7 +19,7 @@ public:
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{
a_Pickups.Add(E_BLOCK_FENCE_GATE, 1, 0); // Reset meta to zero
a_Pickups.Add(m_BlockType, 1, 0); // Reset meta to zero
}

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