309 lines
12 KiB
C++
309 lines
12 KiB
C++
|
|
#pragma once
|
|
|
|
#ifndef _WIN32
|
|
#include "BlockID.h"
|
|
#else
|
|
enum ENUM_ITEM_ID;
|
|
#endif
|
|
|
|
#define MAX_PLAYERS 65535
|
|
|
|
#include "cSimulatorManager.h"
|
|
#include "MersenneTwister.h"
|
|
#include "cChunkMap.h"
|
|
#include "WorldStorage.h"
|
|
#include "cChunkGenerator.h"
|
|
#include "Vector3i.h"
|
|
#include "ChunkSender.h"
|
|
|
|
|
|
|
|
|
|
|
|
class cPacket;
|
|
class cRedstone;
|
|
class cFireSimulator;
|
|
class cWaterSimulator;
|
|
class cLavaSimulator;
|
|
class cSandSimulator;
|
|
class cRedstoneSimulator;
|
|
class cItem;
|
|
class cPlayer;
|
|
class cClientHandle;
|
|
class cEntity;
|
|
class cBlockEntity;
|
|
class cWorldGenerator; // The generator that actually generates the chunks for a single world
|
|
class cChunkGenerator; // The thread responsible for generating chunks
|
|
typedef std::list< cPlayer * > cPlayerList;
|
|
typedef cItemCallback<cPlayer> cPlayerListCallback;
|
|
typedef cItemCallback<cEntity> cEntityCallback;
|
|
|
|
|
|
|
|
|
|
|
|
class cWorld //tolua_export
|
|
{ //tolua_export
|
|
public:
|
|
|
|
static cWorld* GetWorld(); //tolua_export
|
|
|
|
// Return time in seconds
|
|
inline static float GetTime() //tolua_export
|
|
{
|
|
return m_Time;
|
|
}
|
|
long long GetWorldTime(void) const { return m_WorldTime; } //tolua_export
|
|
|
|
int GetGameMode(void) const { return m_GameMode; } //return gamemode for world
|
|
|
|
void SetWorldTime(long long a_WorldTime) { m_WorldTime = a_WorldTime; } //tolua_export
|
|
|
|
int GetHeight( int a_X, int a_Z ); //tolua_export
|
|
|
|
void Broadcast( const cPacket & a_Packet, cClientHandle* a_Exclude = 0 );
|
|
void BroadcastToChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const cPacket & a_Packet, cClientHandle * a_Exclude = NULL);
|
|
void BroadcastToChunkOfBlock(int a_X, int a_Y, int a_Z, cPacket * a_Packet, cClientHandle * a_Exclude = NULL);
|
|
|
|
void MarkChunkDirty (int a_ChunkX, int a_ChunkY, int a_ChunkZ);
|
|
void MarkChunkSaving (int a_ChunkX, int a_ChunkY, int a_ChunkZ);
|
|
void MarkChunkSaved (int a_ChunkX, int a_ChunkY, int a_ChunkZ);
|
|
void ChunkDataLoaded (int a_ChunkX, int a_ChunkY, int a_ChunkZ, const char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities);
|
|
void ChunkDataGenerated(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities);
|
|
void GetChunkData (int a_ChunkX, int a_ChunkY, int a_ChunkZ, cChunkDataCallback * a_Callback);
|
|
|
|
/// Gets the chunk's blocks, only the block types
|
|
bool GetChunkBlocks (int a_ChunkX, int a_ChunkY, int a_ChunkZ, char * a_Blocks);
|
|
|
|
/// Gets the chunk's blockdata, the entire array
|
|
bool GetChunkBlockData (int a_ChunkX, int a_ChunkY, int a_ChunkZ, char * a_BlockData);
|
|
|
|
bool IsChunkValid (int a_ChunkX, int a_ChunkY, int a_ChunkZ) const;
|
|
bool HasChunkAnyClients(int a_ChunkX, int a_ChunkY, int a_ChunkZ) const;
|
|
void UnloadUnusedChunks(void);
|
|
void CollectPickupsByPlayer(cPlayer * a_Player);
|
|
|
|
// MOTD
|
|
const AString & GetDescription(void) const {return m_Description; }
|
|
|
|
// Max Players
|
|
unsigned int GetMaxPlayers(void) const {return m_MaxPlayers; }
|
|
void SetMaxPlayers(int iMax);
|
|
|
|
void AddPlayer( cPlayer* a_Player );
|
|
void RemovePlayer( cPlayer* a_Player );
|
|
|
|
typedef struct lua_State lua_State;
|
|
bool ForEachPlayer(cPlayerListCallback & a_Callback); // Calls the callback for each player in the list
|
|
// >> EXPORTED IN MANUALBINDINGS <<
|
|
unsigned int GetNumPlayers(); //tolua_export
|
|
|
|
// TODO: This interface is dangerous - rewrite to DoWithPlayer(playername, action)
|
|
cPlayer * GetPlayer( const char * a_PlayerName ); //tolua_export
|
|
|
|
// TODO: This interface is dangerous - rewrite to DoWithClosestPlayer(pos, sight, action)
|
|
cPlayer * FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit);
|
|
|
|
void SendPlayerList(cPlayer * a_DestPlayer); // Sends playerlist to the player
|
|
|
|
void AddEntity( cEntity* a_Entity );
|
|
|
|
/// Add an entity to the chunk specified; broadcasts the a_SpawnPacket to all clients of that chunk
|
|
void AddEntityToChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ, cPacket * a_SpawnPacket);
|
|
|
|
/// Removes the entity from the chunk specified
|
|
void RemoveEntityFromChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ);
|
|
|
|
/// Moves the entity from its current chunk to the new chunk specified
|
|
void MoveEntityToChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ);
|
|
|
|
/// Compares clients of two chunks, calls the callback accordingly
|
|
void CompareChunkClients(int a_ChunkX1, int a_ChunkY1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkY2, int a_ChunkZ2, cClientDiffCallback & a_Callback);
|
|
|
|
/// Adds client to a chunk, if not already present; returns true if added, false if present
|
|
bool AddChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client);
|
|
|
|
/// Removes client from the chunk specified
|
|
void RemoveChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client);
|
|
|
|
/// Removes the client from all chunks specified
|
|
void RemoveClientFromChunks(cClientHandle * a_Client, const cChunkCoordsList & a_Chunks);
|
|
|
|
/// Touches the chunk, causing it to be loaded or generated
|
|
void TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
|
|
|
|
/// Loads the chunk, if not already loaded. Doesn't generate. Returns true if chunk valid (even if already loaded before)
|
|
bool LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
|
|
|
|
/// Loads the chunks specified. Doesn't report failure, other than chunks being !IsValid()
|
|
void LoadChunks(const cChunkCoordsList & a_Chunks);
|
|
|
|
/// Marks the chunk as failed-to-load:
|
|
void ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
|
|
|
|
void UpdateSign(int a_X, int a_Y, int a_Z, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4);
|
|
|
|
/// Marks (a_Stay == true) or unmarks (a_Stay == false) chunks as non-unloadable. To be used only by cChunkStay!
|
|
void ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay = true);
|
|
|
|
// TODO: Export to Lua
|
|
bool DoWithEntity( int a_UniqueID, cEntityCallback & a_Callback );
|
|
|
|
void SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); //tolua_export
|
|
void FastSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); //tolua_export
|
|
char GetBlock( int a_X, int a_Y, int a_Z ); //tolua_export
|
|
char GetBlock( const Vector3i & a_Pos ) { return GetBlock( a_Pos.x, a_Pos.y, a_Pos.z ); } //tolua_export
|
|
char GetBlockMeta( int a_X, int a_Y, int a_Z ); //tolua_export
|
|
char GetBlockMeta( const Vector3i & a_Pos ) { return GetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z ); } //tolua_export
|
|
void SetBlockMeta( int a_X, int a_Y, int a_Z, char a_MetaData ); //tolua_export
|
|
void SetBlockMeta( const Vector3i & a_Pos, char a_MetaData ) { SetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z, a_MetaData ); } //tolua_export
|
|
bool DigBlock( int a_X, int a_Y, int a_Z, cItem & a_PickupItem ); //tolua_export
|
|
void SendBlockTo( int a_X, int a_Y, int a_Z, cPlayer* a_Player ); //tolua_export
|
|
|
|
const double & GetSpawnX() { return m_SpawnX; } //tolua_export
|
|
const double & GetSpawnY(); //tolua_export
|
|
const double & GetSpawnZ() { return m_SpawnZ; } //tolua_export
|
|
|
|
inline cSimulatorManager *GetSimulatorManager() { return m_SimulatorManager; }
|
|
inline cWaterSimulator *GetWaterSimulator() { return m_WaterSimulator; }
|
|
inline cLavaSimulator *GetLavaSimulator() { return m_LavaSimulator; }
|
|
|
|
// TODO: This interface is dangerous! Export as a set of specific action functions for Lua: GetChestItem, GetFurnaceItem, SetFurnaceItem, SetSignLines etc.
|
|
// _X 2012_02_21: This function always returns NULL
|
|
OBSOLETE cBlockEntity * GetBlockEntity( int a_X, int a_Y, int a_Z ); //tolua_export
|
|
|
|
/// a_Player is using block entity at [x, y, z], handle that:
|
|
void UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z) {m_ChunkMap->UseBlockEntity(a_Player, a_X, a_Y, a_Z); }
|
|
|
|
void GrowTree( int a_X, int a_Y, int a_Z ); //tolua_export
|
|
|
|
unsigned int GetWorldSeed(void) const { return m_WorldSeed; } //tolua_export
|
|
const AString & GetName(void) const {return m_WorldName; } //tolua_export
|
|
|
|
inline static void AbsoluteToRelative( int & a_X, int & a_Y, int & a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ )
|
|
{
|
|
// TODO: Use floor() instead of weird if statements
|
|
// Also fix Y
|
|
a_ChunkX = a_X/cChunk::c_ChunkWidth;
|
|
if(a_X < 0 && a_X % cChunk::c_ChunkWidth != 0) a_ChunkX--;
|
|
a_ChunkY = 0;
|
|
a_ChunkZ = a_Z/cChunk::c_ChunkWidth;
|
|
if(a_Z < 0 && a_Z % cChunk::c_ChunkWidth != 0) a_ChunkZ--;
|
|
|
|
a_X = a_X - a_ChunkX*cChunk::c_ChunkWidth;
|
|
a_Y = a_Y - a_ChunkY*cChunk::c_ChunkHeight;
|
|
a_Z = a_Z - a_ChunkZ*cChunk::c_ChunkWidth;
|
|
}
|
|
|
|
inline static void BlockToChunk( int a_X, int a_Y, int a_Z, int & a_ChunkX, int & a_ChunkY, int & a_ChunkZ )
|
|
{
|
|
// TODO: Use floor() instead of weird if statements
|
|
// Also fix Y
|
|
(void)a_Y; // not unused anymore
|
|
a_ChunkX = a_X/cChunk::c_ChunkWidth;
|
|
if(a_X < 0 && a_X % cChunk::c_ChunkWidth != 0) a_ChunkX--;
|
|
a_ChunkY = 0;
|
|
a_ChunkZ = a_Z/cChunk::c_ChunkWidth;
|
|
if(a_Z < 0 && a_Z % cChunk::c_ChunkWidth != 0) a_ChunkZ--;
|
|
}
|
|
|
|
void SaveAllChunks(); //tolua_export
|
|
int GetNumChunks() const; //tolua_export
|
|
|
|
void Tick(float a_Dt);
|
|
|
|
void ReSpreadLighting(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
|
|
void RemoveSpread(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
|
|
|
|
void InitializeSpawn();
|
|
|
|
void CastThunderbolt ( int, int, int ); //tolua_export
|
|
void SetWeather ( int ); //tolua_export
|
|
int GetWeather() { return m_Weather; }; //tolua_export
|
|
|
|
cChunkGenerator & GetGenerator(void) { return m_Generator; }
|
|
cWorldStorage & GetStorage (void) { return m_Storage; }
|
|
cChunkMap * GetChunkMap (void) { return m_ChunkMap; }
|
|
|
|
private:
|
|
|
|
friend class cRoot;
|
|
|
|
// This random generator is to be used only in the Tick() method, and thus only in the World-Tick-thread (MTRand is not exactly thread-safe)
|
|
MTRand m_TickRand;
|
|
|
|
double m_SpawnX;
|
|
double m_SpawnY;
|
|
double m_SpawnZ;
|
|
|
|
float m_LastUnload;
|
|
float m_LastSave;
|
|
static float m_Time; // Time in seconds
|
|
long long m_WorldTime; // Time in seconds*20, this is sent to clients (is wrapped)
|
|
unsigned long long CurrentTick;
|
|
int m_GameMode;
|
|
float m_WorldTimeFraction; // When this > 1.f m_WorldTime is incremented by 20
|
|
|
|
// The cRedstone class simulates redstone and needs access to m_RSList
|
|
friend class cRedstone;
|
|
std::vector<int> m_RSList;
|
|
|
|
cSimulatorManager * m_SimulatorManager;
|
|
cSandSimulator * m_SandSimulator;
|
|
cWaterSimulator * m_WaterSimulator;
|
|
cLavaSimulator * m_LavaSimulator;
|
|
cFireSimulator * m_FireSimulator;
|
|
cRedstoneSimulator * m_RedstoneSimulator;
|
|
|
|
cCriticalSection m_CSClients;
|
|
cCriticalSection m_CSEntities;
|
|
cCriticalSection m_CSPlayers;
|
|
|
|
cWorldStorage m_Storage;
|
|
|
|
AString m_Description;
|
|
|
|
unsigned int m_MaxPlayers;
|
|
|
|
cChunkMap * m_ChunkMap;
|
|
|
|
bool m_bAnimals;
|
|
float m_SpawnMonsterTime;
|
|
float m_SpawnMonsterRate;
|
|
|
|
unsigned int m_WorldSeed;
|
|
|
|
int m_Weather;
|
|
|
|
cEntityList m_RemoveEntityQueue;
|
|
cEntityList m_AllEntities;
|
|
cClientHandleList m_Clients;
|
|
cPlayerList m_Players;
|
|
|
|
cCriticalSection m_CSLighting;
|
|
cChunkCoordsList m_SpreadQueue;
|
|
|
|
cCriticalSection m_CSFastSetBlock;
|
|
sSetBlockList m_FastSetBlockQueue;
|
|
|
|
cChunkGenerator m_Generator;
|
|
|
|
cChunkSender m_ChunkSender;
|
|
|
|
AString m_WorldName;
|
|
|
|
cWorld(const AString & a_WorldName);
|
|
~cWorld();
|
|
|
|
void TickWeather(float a_Dt); // Handles weather each tick
|
|
void TickSpawnMobs(float a_Dt); // Handles mob spawning each tick
|
|
void TickLighting(void); // Handles lighting re-spreading
|
|
|
|
void RemoveEntity( cEntity * a_Entity );
|
|
}; //tolua_export
|
|
|
|
|
|
|
|
|