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author | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-02-08 13:36:54 +0100 |
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committer | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-02-08 13:36:54 +0100 |
commit | 32880153ab76830311d8a1db3a157cd5ac6e5d9c (patch) | |
tree | c7c77a8c5b6bf86f3f18655e8ec976c30a5c8c15 /source/cWorld.cpp | |
parent | cSocketThreads plugged in for cClientHandle reading. Sending still kept the old way. Please help me test this commit thoroughly, this is a change that can break on subtleties. (diff) | |
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Diffstat (limited to 'source/cWorld.cpp')
-rw-r--r-- | source/cWorld.cpp | 124 |
1 files changed, 82 insertions, 42 deletions
diff --git a/source/cWorld.cpp b/source/cWorld.cpp index c54347dcd..ba103c906 100644 --- a/source/cWorld.cpp +++ b/source/cWorld.cpp @@ -114,6 +114,10 @@ cWorld* cWorld::GetWorld() return cRoot::Get()->GetWorld();
}
+
+
+
+
cWorld::~cWorld()
{
LockEntities();
@@ -144,6 +148,10 @@ cWorld::~cWorld() delete m_WorldGenerator;
}
+
+
+
+
cWorld::cWorld( const char* a_WorldName )
: m_pState( new sWorldState )
, m_SpawnMonsterTime( 0.f )
@@ -343,9 +351,12 @@ cWorld::cWorld( const char* a_WorldName ) g_BlockPistonBreakable[ E_BLOCK_VINES ] = true;
g_BlockPistonBreakable[ E_BLOCK_STONE_PRESSURE_PLATE ] = true;
g_BlockPistonBreakable[ E_BLOCK_WOODEN_PRESSURE_PLATE ] = true;
-
}
+
+
+
+
void cWorld::SetWeather( int Weather )
{
if (Weather == 2) { //thunder storm
@@ -377,6 +388,10 @@ void cWorld::CastThunderbolt ( int X, int Y, int Z ) { Broadcast( ThunderboltPacket );
}
+
+
+
+
void cWorld::InitializeSpawn()
{
int ChunkX = 0, ChunkY = 0, ChunkZ = 0;
@@ -393,6 +408,10 @@ void cWorld::InitializeSpawn() }
}
+
+
+
+
void cWorld::Tick(float a_Dt)
{
int randWeather = 0;
@@ -445,47 +464,13 @@ void cWorld::Tick(float a_Dt) LOGWARN("Lots of lighting to do! At least %i chunks left!", m_pState->SpreadQueue.size() );
}
- m_ChunkMap->Tick(a_Dt);
+ m_ChunkMap->Tick(a_Dt, m_TickRand);
GetSimulatorManager()->Simulate(a_Dt);
UnlockChunks();
- MTRand r1;
-
-////////////////Weather///////////////////////
- if ( GetWeather() == 0 ) { //if sunny
- if( CurrentTick % 19 == 0 ) { //every 20 ticks random weather
- randWeather = (r1.randInt() %10000);
- if (randWeather == 0) {
- LOG("Starting Rainstorm!");
- SetWeather ( 1 );
- } else if (randWeather == 1) {
- LOG("Starting Thunderstorm!");
- SetWeather ( 2 );
- }
- }
- }
-
- if ( GetWeather() != 0 ) { //if raining or thunderstorm
- if( CurrentTick % 19 == 0 ) { //every 20 ticks random weather
- randWeather = (r1.randInt() %4999);
- if (randWeather == 0) { //2% chance per second
- LOG("Back to sunny!");
- SetWeather ( 0 );
- } else if ( (randWeather > 4000) && (GetWeather() != 2) ) { //random chance for rainstorm to turn into thunderstorm.
- LOG("Starting Thunderstorm!");
- SetWeather ( 2 );
- }
- }
- }
-
- if ( GetWeather() == 2 ) { //if thunderstorm
- if (r1.randInt() %199 == 0) { //0.5% chance per tick of thunderbolt
- CastThunderbolt ( 0, 0, 0 ); //todo: find random possitions near players to cast thunderbolts.
- }
- }
-////////////////Weather///////////////////////
+ TickWeather(a_Dt);
// Asynchronously set blocks
FastSetBlockList FastSetBlockQueueCopy = m_pState->FastSetBlockQueue;
@@ -521,17 +506,17 @@ void cWorld::Tick(float a_Dt) cMonster *Monster = 0;
//srand ( time(NULL) ); // Only seed random ONCE! Is already done in the cWorld constructor
- int dayRand = r1.randInt() % 6; //added mob code
- int nightRand = r1.randInt() % 10; //added mob code
+ int dayRand = m_TickRand.randInt() % 6; //added mob code
+ int nightRand = m_TickRand.randInt() % 10; //added mob code
- int RandomPlayerIdx = r1.randInt() & m_pState->Players.size();
+ int RandomPlayerIdx = m_TickRand.randInt() & m_pState->Players.size();
PlayerList::iterator itr = m_pState->Players.begin();
for( int i = 1; i < RandomPlayerIdx; i++ )
itr++;
cPlayer* Player = *itr;
Vector3d SpawnPos = Player->GetPosition();
- SpawnPos += Vector3d( (double)(r1.randInt()%64)-32, (double)(r1.randInt()%64)-32, (double)(r1.randInt()%64)-32 );
+ SpawnPos += Vector3d( (double)(m_TickRand.randInt()%64)-32, (double)(m_TickRand.randInt()%64)-32, (double)(m_TickRand.randInt()%64)-32 );
char Height = GetHeight( (int)SpawnPos.x, (int)SpawnPos.z );
if(m_WorldTime >= 12000 + 1000) {
@@ -582,7 +567,6 @@ void cWorld::Tick(float a_Dt) }
-
std::vector<int> m_RSList_copy(m_RSList);
//copy(m_RSList.begin(), m_RSList.end(), m_RSList_copy.begin());
m_RSList.erase(m_RSList.begin(),m_RSList.end());
@@ -615,6 +599,62 @@ void cWorld::Tick(float a_Dt) }
+
+
+
+
+void cWorld::TickWeather(float a_Dt)
+{
+ ////////////////Weather///////////////////////
+ if ( GetWeather() == 0 ) // if sunny
+ {
+ if( CurrentTick % 19 == 0 ) //every 20 ticks random weather
+ {
+ unsigned randWeather = (m_TickRand.randInt() % 10000);
+ if (randWeather == 0)
+ {
+ LOG("Starting Rainstorm!");
+ SetWeather ( 1 );
+ }
+ else if (randWeather == 1)
+ {
+ LOG("Starting Thunderstorm!");
+ SetWeather ( 2 );
+ }
+ }
+ }
+
+ if ( GetWeather() != 0 ) // if raining or thunderstorm
+ {
+ if ( CurrentTick % 19 == 0 ) // every 20 ticks random weather
+ {
+ unsigned randWeather = (m_TickRand.randInt() % 4999);
+ if (randWeather == 0) //2% chance per second
+ {
+ LOG("Back to sunny!");
+ SetWeather ( 0 );
+ }
+ else if ( (randWeather > 4000) && (GetWeather() != 2) ) // random chance for rainstorm to turn into thunderstorm.
+ {
+ LOG("Starting Thunderstorm!");
+ SetWeather ( 2 );
+ }
+ }
+ }
+
+ if ( GetWeather() == 2 ) // if thunderstorm
+ {
+ if (m_TickRand.randInt() % 199 == 0) // 0.5% chance per tick of thunderbolt
+ {
+ CastThunderbolt ( 0, 0, 0 ); // todo: find random possitions near players to cast thunderbolts.
+ }
+ }
+}
+
+
+
+
+
void cWorld::GrowTree( int a_X, int a_Y, int a_Z )
{
// new tree code, looks much better
|