#pragma once using namespace std; #include "LevelSource.h" #include "LightLayer.h" #include "ChunkPos.h" #include "TickNextTickData.h" #include "SavedData.h" #include "Definitions.h" #include "ParticleTypes.h" #include "biome.h" #include "C4JThread.h" // 4J Stu - This value should be big enough that we don't get any crashes causes by memory overwrites, // however it does seem way too large for what is actually needed. Needs further investigation #define LEVEL_CHUNKS_TO_UPDATE_MAX (19*19*8) class Vec3; class ChunkSource; class LevelListener; class Explosion; class Dimension; class Material; class TileEntity; class AABB; class Entity; class SavedData; class Pos; class Player; class LevelData; class ProgressListener; class Random; class LevelStorage; class SavedDataStorage; class HitResult; class Path; class LevelSettings; class Biome; class Villages; class VillageSiege; class Level : public LevelSource { public: static const int MAX_TICK_TILES_PER_TICK = 1000; // 4J Added static const int MAX_GRASS_TICKS = 100; static const int MAX_LAVA_TICKS = 100; public: static const int MAX_XBOX_BOATS = 40; // Max number of boats static const int MAX_CONSOLE_MINECARTS = 40; static const int MAX_DISPENSABLE_FIREBALLS = 200; static const int MAX_DISPENSABLE_PROJECTILES = 300; static const int MAX_LEVEL_SIZE = 30000000; static const int maxMovementHeight = 512; // 4J added static const int minBuildHeight = 0; // 4J - brought forward from 1.2.3 static const int maxBuildHeight = 256; // 4J - brought forward from 1.2.3 static const int genDepthBits = 7; static const int genDepthBitsPlusFour = genDepthBits + 4; static const int genDepth = 1 << genDepthBits; static const int genDepthMinusOne = genDepth - 1; static const int constSeaLevel = genDepth / 2 - 1; static const int CHUNK_TILE_COUNT = maxBuildHeight * 16 * 16; static const int HALF_CHUNK_TILE_COUNT = CHUNK_TILE_COUNT/2; static const int COMPRESSED_CHUNK_SECTION_HEIGHT = 128; static const int COMPRESSED_CHUNK_SECTION_TILES = COMPRESSED_CHUNK_SECTION_HEIGHT * 16 * 16; // 4J Stu - Fixed size int seaLevel; // 4J - added, making instaTick flag use TLS so we can set it in the chunk rebuilding thread without upsetting the main game thread static DWORD tlsIdx; static DWORD tlsIdxLightCache; static void enableLightingCache(); static void destroyLightingCache(); static bool getCacheTestEnabled(); static bool getInstaTick(); static void setInstaTick(bool enable); // bool instaTick; // 4J - removed static const int MAX_BRIGHTNESS = 15; static const int TICKS_PER_DAY = 20 * 60 * 20; // ORG:20*60*20 public: CRITICAL_SECTION m_entitiesCS; // 4J added vector > entities; protected: vector > entitiesToRemove; public: bool hasEntitiesToRemove(); // 4J added bool m_bDisableAddNewTileEntities; // 4J Added CRITICAL_SECTION m_tileEntityListCS; // 4J added vector > tileEntityList; private: vector > pendingTileEntities; vector > tileEntitiesToUnload; bool updatingTileEntities; public: vector > players; vector > globalEntities; private: int cloudColor; public: int skyDarken; protected: int randValue; public: int addend; protected: float oRainLevel, rainLevel; float oThunderLevel, thunderLevel; int lightningTime; public: int lightningBoltTime; bool noNeighborUpdate; int difficulty; Random *random; bool isNew; Dimension *dimension; protected: vector listeners; public: ChunkSource *chunkSource; // 4J - changed to public protected: // This is the only shared_ptr ref to levelStorage - we need to keep this as long as at least one Level references it, // to be able to cope with moving from dimension to dimension where the Level(Level *level, Dimension *dimension) ctor is used shared_ptr levelStorage; LevelData *levelData; public: bool isFindingSpawn; SavedDataStorage *savedDataStorage; shared_ptr villages; VillageSiege *villageSiege; public: Biome *getBiome(int x, int z); // 4J - brought forward from 1.2.3 virtual BiomeSource *getBiomeSource(); private: // 4J Stu - Added these ctors to handle init of member variables void _init(); void _init(shared_ptrlevelStorage, const wstring& levelName, LevelSettings *levelSettings, Dimension *fixedDimension, bool doCreateChunkSource = true); public: Level(shared_ptrlevelStorage, const wstring& name, Dimension *dimension, LevelSettings *levelSettings, bool doCreateChunkSource = true); Level(Level *level, Dimension *dimension); Level(shared_ptrlevelStorage, const wstring& levelName, LevelSettings *levelSettings); Level(shared_ptrlevelStorage, const wstring& levelName, LevelSettings *levelSettings, Dimension *fixedDimension, bool doCreateChunkSource = true); virtual ~Level(); protected: virtual ChunkSource *createChunkSource() = 0; virtual void initializeLevel(LevelSettings *settings); public: virtual bool AllPlayersAreSleeping() { return false; } // 4J Added virtual void validateSpawn(); int getTopTile(int x, int z); public: virtual int getTile(int x, int y, int z); virtual int getTileLightBlock(int x, int y, int z); bool isEmptyTile(int x, int y, int z); virtual bool isEntityTile(int x, int y, int z); int getTileRenderShape(int x, int y, int z); bool hasChunkAt(int x, int y, int z); bool hasChunksAt(int x, int y, int z, int r); bool hasChunksAt(int x0, int y0, int z0, int x1, int y1, int z1); bool reallyHasChunkAt(int x, int y, int z); // 4J added bool reallyHasChunksAt(int x, int y, int z, int r); // 4J added bool reallyHasChunksAt(int x0, int y0, int z0, int x1, int y1, int z1); // 4J added public: bool hasChunk(int x, int z); bool reallyHasChunk(int x, int z ); // 4J added public: LevelChunk *getChunkAt(int x, int z); LevelChunk *getChunk(int x, int z); virtual bool setTileAndDataNoUpdate(int x, int y, int z, int tile, int data); virtual bool setTileAndDataNoUpdate(int x, int y, int z, int tile, int data, bool informClients); virtual bool setTileNoUpdate(int x, int y, int z, int tile); bool setTileNoUpdateNoLightCheck(int x, int y, int z, int tile); // 4J added Material *getMaterial(int x, int y, int z); virtual int getData(int x, int y, int z); void setData(int x, int y, int z, int data, bool forceUpdate=false); // 4J added forceUpdate virtual bool setDataNoUpdate(int x, int y, int z, int data); bool setTile(int x, int y, int z, int tile); bool setTileAndData(int x, int y, int z, int tile, int data); void sendTileUpdated(int x, int y, int z); public: virtual void tileUpdated(int x, int y, int z, int tile); void lightColumnChanged(int x, int z, int y0, int y1); void setTileDirty(int x, int y, int z); void setTilesDirty(int x0, int y0, int z0, int x1, int y1, int z1); void swap(int x1, int y1, int z1, int x2, int y2, int z2); void updateNeighborsAt(int x, int y, int z, int tile); private: void neighborChanged(int x, int y, int z, int type); public: bool canSeeSky(int x, int y, int z); int getDaytimeRawBrightness(int x, int y, int z); int getRawBrightness(int x, int y, int z); int getRawBrightness(int x, int y, int z, bool propagate); bool isSkyLit(int x, int y, int z); int getHeightmap(int x, int z); void updateLightIfOtherThan(LightLayer::variety layer, int x, int y, int z, int expected); int getBrightnessPropagate(LightLayer::variety layer, int x, int y, int z, int tileId); // 4J added tileId void getNeighbourBrightnesses(int *brightnesses, LightLayer::variety layer, int x, int y, int z); // 4J added int getBrightness(LightLayer::variety layer, int x, int y, int z); void setBrightness(LightLayer::variety layer, int x, int y, int z, int brightness, bool noUpdateOnClient=false); // 4J added noUpdateOnClient void setBrightnessNoUpdateOnClient(LightLayer::variety layer, int x, int y, int z, int brightness); // 4J added #ifdef _LARGE_WORLDS typedef __uint64 lightCache_t; #else typedef unsigned int lightCache_t; #endif inline void setBrightnessCached(lightCache_t *cache, __uint64 *cacheUse, LightLayer::variety layer, int x, int y, int z, int brightness); inline int getBrightnessCached(lightCache_t *cache, LightLayer::variety layer, int x, int y, int z); inline int getEmissionCached(lightCache_t *cache, int ct, int x, int y, int z); inline int getBlockingCached(lightCache_t *cache, LightLayer::variety layer, int *ct, int x, int y, int z); void initCache(lightCache_t *cache); void flushCache(lightCache_t *cache, __uint64 cacheUse, LightLayer::variety layer); bool cachewritten; static const int LIGHTING_SHIFT = 24; static const int BLOCKING_SHIFT = 20; static const int EMISSION_SHIFT = 16; #ifdef _LARGE_WORLDS static const __int64 LIGHTING_WRITEBACK = 0x80000000LL; static const __int64 EMISSION_VALID = 0x40000000LL; static const __int64 BLOCKING_VALID = 0x20000000LL; static const __int64 LIGHTING_VALID = 0x10000000LL; static const lightCache_t POSITION_MASK = 0xffffffff0000ffffLL; #else static const int LIGHTING_WRITEBACK = 0x80000000; static const int EMISSION_VALID = 0x40000000; static const int BLOCKING_VALID = 0x20000000; static const int LIGHTING_VALID = 0x10000000; static const lightCache_t POSITION_MASK = 0x0000ffff; #endif int cacheminx, cachemaxx, cacheminy, cachemaxy, cacheminz, cachemaxz; void setTileBrightnessChanged(int x, int y, int z); virtual int getLightColor(int x, int y, int z, int emitt, int tileId = -1); // 4J - brought forward from 1.8.2 virtual float getBrightness(int x, int y, int z, int emitt); virtual float getBrightness(int x, int y, int z); bool isDay(); HitResult *clip(Vec3 *a, Vec3 *b); HitResult *clip(Vec3 *a, Vec3 *b, bool liquid); HitResult *clip(Vec3 *a, Vec3 *b, bool liquid, bool solidOnly); virtual void playSound(shared_ptr entity, int iSound, float volume, float pitch); virtual void playSound(double x, double y, double z, int iSound, float volume, float pitch, float fClipSoundDist=16.0f); virtual void playLocalSound(double x, double y, double z, int iSound, float volume, float pitch, float fClipSoundDist=16.0f); void playStreamingMusic(const wstring& name, int x, int y, int z); void playMusic(double x, double y, double z, const wstring& string, float volume); // 4J removed - void addParticle(const wstring& id, double x, double y, double z, double xd, double yd, double zd); void addParticle(ePARTICLE_TYPE id, double x, double y, double z, double xd, double yd, double zd); // 4J added virtual bool addGlobalEntity(shared_ptr e); virtual bool addEntity(shared_ptr e); protected: virtual void entityAdded(shared_ptr e); virtual void entityRemoved(shared_ptr e); virtual void playerRemoved(shared_ptr e); // 4J added public: virtual void removeEntity(shared_ptr e); void removeEntityImmediately(shared_ptr e); void addListener(LevelListener *listener); void removeListener(LevelListener *listener); private: AABBList boxes; public: AABBList *getCubes(shared_ptr source, AABB *box, bool noEntities=false, bool blockAtEdge=false); // 4J - added noEntities & blockAtEdge parameters AABBList *getTileCubes(AABB *box, bool blockAtEdge); // 4J Stu - Brought forward from 12w36 to fix #46282 - TU5: Gameplay: Exiting the minecart in a tight corridor damages the player int getOldSkyDarken(float a); // 4J - change brought forward from 1.8.2 float getSkyDarken(float a); // 4J - change brought forward from 1.8.2 Vec3 *getSkyColor(shared_ptr source, float a); float getTimeOfDay(float a); int getMoonPhase(float a); float getSunAngle(float a); Vec3 *getCloudColor(float a); Vec3 *getFogColor(float a); int getTopRainBlock(int x, int z); int getTopSolidBlock(int x, int z); bool biomeHasRain(int x, int z); // 4J added bool biomeHasSnow(int x, int z); // 4J added int getLightDepth(int x, int z); float getStarBrightness(float a); virtual void addToTickNextTick(int x, int y, int z, int tileId, int tickDelay); virtual void forceAddTileTick(int x, int y, int z, int tileId, int tickDelay); virtual void tickEntities(); void addAllPendingTileEntities(vector< shared_ptr >& entities); void tick(shared_ptr e); virtual void tick(shared_ptr e, bool actual); bool isUnobstructed(AABB *aabb); bool isUnobstructed(AABB *aabb, shared_ptr ignore); bool containsAnyBlocks(AABB *box); bool containsAnyLiquid(AABB *box); bool containsAnyLiquid_NoLoad(AABB *box); // 4J added bool containsFireTile(AABB *box); bool checkAndHandleWater(AABB *box, Material *material, shared_ptr e); bool containsMaterial(AABB *box, Material *material); bool containsLiquid(AABB *box, Material *material); // 4J Stu - destroyBlocks param brought forward as part of fix for tnt cannons shared_ptr explode(shared_ptr source, double x, double y, double z, float r, bool destroyBlocks); virtual shared_ptr explode(shared_ptr source, double x, double y, double z, float r, bool fire, bool destroyBlocks); float getSeenPercent(Vec3 *center, AABB *bb); bool extinguishFire(shared_ptr player, int x, int y, int z, int face); wstring gatherStats(); wstring gatherChunkSourceStats(); virtual shared_ptr getTileEntity(int x, int y, int z); void setTileEntity(int x, int y, int z, shared_ptr tileEntity); void removeTileEntity(int x, int y, int z); void markForRemoval(shared_ptr entity); virtual bool isSolidRenderTile(int x, int y, int z); virtual bool isSolidBlockingTile(int x, int y, int z); bool isSolidBlockingTileInLoadedChunk(int x, int y, int z, bool valueIfNotLoaded); virtual bool isTopSolidBlocking(int x, int y, int z); // 4J - brought forward from 1.3.2 protected: bool spawnEnemies; bool spawnFriendlies; public: // int xxo, yyo, zzo; void updateSkyBrightness(); void setSpawnSettings(bool spawnEnemies, bool spawnFriendlies); virtual void tick(); private: void prepareWeather(); protected: virtual void tickWeather(); private: void stopWeather(); public: void toggleDownfall(); protected: unordered_set chunksToPoll; private: int delayUntilNextMoodSound; static const int CHUNK_POLL_RANGE = 9; static const int CHUNK_TILE_TICK_COUNT = 80; static const int CHUNK_SECTION_TILE_TICK_COUNT = (CHUNK_TILE_TICK_COUNT / 8) + 1; protected: virtual void buildAndPrepareChunksToPoll(); virtual void tickClientSideTiles(int xo, int zo, LevelChunk *lc); virtual void tickTiles(); // 4J - snow & ice checks brought forward from 1.2.3 public: bool shouldFreezeIgnoreNeighbors(int x, int y, int z); bool shouldFreeze(int x, int y, int z); bool shouldFreeze(int x, int y, int z, bool checkNeighbors); bool shouldSnow(int x, int y, int z); void checkLight(int x, int y, int z, bool force = false, bool rootOnlyEmissive = false); // 4J added force, rootOnlySource parameters private: int *toCheckLevel; int getExpectedSkyColor(lightCache_t *cache, int oc, int x, int y , int z, int ct, int block); int getExpectedBlockColor(lightCache_t *cache, int oc, int x, int y, int z, int ct, int block, bool propagatedOnly); // 4J added parameter public: void checkLight(LightLayer::variety layer, int xc, int yc, int zc, bool force = false, bool rootOnlyEmissive = false); // 4J added force, rootOnlySource parameters public: virtual bool tickPendingTicks(bool force); virtual vector *fetchTicksInChunk(LevelChunk *chunk, bool remove); private: vector > es; public: bool isClientSide; vector > *getEntities(shared_ptr except, AABB *bb); vector > *getEntitiesOfClass(const type_info& baseClass, AABB *bb); shared_ptr getClosestEntityOfClass(const type_info& baseClass, AABB *bb, shared_ptr source); vector > getAllEntities(); void tileEntityChanged(int x, int y, int z, shared_ptr te); // unsigned int countInstanceOf(BaseObject::Class *clas); unsigned int countInstanceOf(eINSTANCEOF clas, bool singleType, unsigned int *protectedCount = NULL, unsigned int *couldWanderCount = NULL); // 4J added unsigned int countInstanceOfInRange(eINSTANCEOF clas, bool singleType, int range, int x, int y, int z); // 4J Added void addEntities(vector > *list); virtual void removeEntities(vector > *list); bool mayPlace(int tileId, int x, int y, int z, bool ignoreEntities, int face, shared_ptr ignoreEntity); int getSeaLevel(); Path *findPath(shared_ptr from, shared_ptr to, float maxDist, bool canPassDoors, bool canOpenDoors, bool avoidWater, bool canFloat); Path *findPath(shared_ptr from, int xBest, int yBest, int zBest, float maxDist, bool canPassDoors, bool canOpenDoors, bool avoidWater, bool canFloat); bool getDirectSignal(int x, int y, int z, int dir); bool hasDirectSignal(int x, int y, int z); bool getSignal(int x, int y, int z, int dir); bool hasNeighborSignal(int x, int y, int z); // 4J Added maxYDist param shared_ptr getNearestPlayer(shared_ptr source, double maxDist, double maxYDist = -1); shared_ptr getNearestPlayer(double x, double y, double z, double maxDist, double maxYDist = -1); shared_ptr getNearestPlayer(double x, double z, double maxDist); shared_ptr getNearestAttackablePlayer(shared_ptr source, double maxDist); shared_ptr getNearestAttackablePlayer(double x, double y, double z, double maxDist); shared_ptr getPlayerByName(const wstring& name); shared_ptr getPlayerByUUID(const wstring& name); // 4J Added byteArray getBlocksAndData(int x, int y, int z, int xs, int ys, int zs, bool includeLighting = true); void setBlocksAndData(int x, int y, int z, int xs, int ys, int zs, byteArray data, bool includeLighting = true); virtual void disconnect(bool sendDisconnect = true); void checkSession(); void setTime(__int64 time); void setOverrideTimeOfDay(__int64 time); // 4J Added so we can override timeOfDay without changing tick time __int64 getSeed(); __int64 getTime(); Pos *getSharedSpawnPos(); void setSpawnPos(int x, int y, int z); void setSpawnPos(Pos *spawnPos); void ensureAdded(shared_ptr entity); virtual bool mayInteract(shared_ptr player, int xt, int yt, int zt, int content); virtual void broadcastEntityEvent(shared_ptr e, byte event); ChunkSource *getChunkSource(); virtual void tileEvent(int x, int y, int z, int tile, int b0, int b1); LevelStorage *getLevelStorage(); LevelData *getLevelData(); virtual void updateSleepingPlayerList(); bool useNewSeaLevel(); // 4J added bool getHasBeenInCreative(); // 4J Added bool isGenerateMapFeatures(); // 4J Added int getSaveVersion(); int getOriginalSaveVersion(); float getThunderLevel(float a); float getRainLevel(float a); void setRainLevel(float rainLevel); bool isThundering(); bool isRaining(); bool isRainingAt(int x, int y, int z); bool isHumidAt(int x, int y, int z); void setSavedData(const wstring& id, shared_ptr data); shared_ptr getSavedData(const type_info& clazz, const wstring& id); int getFreeAuxValueFor(const wstring& id); void levelEvent(int type, int x, int y, int z, int data); void levelEvent(shared_ptr source, int type, int x, int y, int z, int data); int getMaxBuildHeight(); int getHeight(); Random *getRandomFor(int x, int z, int blend); bool updateLights(); virtual bool isAllEmpty(); double getHorizonHeight() ; void destroyTileProgress(int id, int x, int y, int z, int progress); TilePos *findNearestMapFeature(const wstring& featureName, int x, int y, int z); // 4J Added int getAuxValueForMap(PlayerUID xuid, int dimension, int centreXC, int centreZC, int scale); // 4J added __int64 m_timeOfDayOverride; // 4J - optimisation - keep direct reference of underlying cache here LevelChunk **chunkSourceCache; int chunkSourceXZSize; // 4J - added for implementation of finite limit to number of item entities, tnt and falling block entities public: virtual bool newPrimedTntAllowed() { return true; } virtual bool newFallingTileAllowed() { return true; } // 4J - added for new lighting from 1.8.2 CRITICAL_SECTION m_checkLightCS; private: int m_iHighestY; // 4J-PB - for the end portal in The End public: int GetHighestY() { return m_iHighestY;} void SetHighestY(int iVal) { m_iHighestY=iVal;} bool isChunkFinalised(int x, int z); // 4J added bool isChunkPostPostProcessed(int x, int z); // 4J added private: int m_unsavedChunkCount; public: int getUnsavedChunkCount(); void incrementUnsavedChunkCount(); // 4J Added void decrementUnsavedChunkCount(); // 4J Added enum ESPAWN_TYPE { eSpawnType_Egg, eSpawnType_Breed, }; bool canCreateMore(eINSTANCEOF type, ESPAWN_TYPE spawnType); };