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-rw-r--r--source/cWorld.h477
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diff --git a/source/cWorld.h b/source/cWorld.h
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+++ /dev/null
@@ -1,477 +0,0 @@
-
-#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/WorldStorage.h"
-#include "Generating/ChunkGenerator.h"
-#include "Vector3i.h"
-#include "Vector3f.h"
-#include "ChunkSender.h"
-#include "Defines.h"
-#include "LightingThread.h"
-#include "cItem.h"
-
-
-
-
-
-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
-class cChestEntity;
-class cFurnaceEntity;
-
-typedef std::list< cPlayer * > cPlayerList;
-
-typedef cItemCallback<cPlayer> cPlayerListCallback;
-typedef cItemCallback<cEntity> cEntityCallback;
-typedef cItemCallback<cChestEntity> cChestCallback;
-typedef cItemCallback<cFurnaceEntity> cFurnaceCallback;
-
-
-
-
-
-
-
-class cWorld //tolua_export
-{ //tolua_export
-public:
-
- OBSOLETE static cWorld * GetWorld();
-
- // Return time in seconds
- inline static float GetTime() //tolua_export
- {
- return m_Time;
- }
- long long GetWorldTime(void) const { return m_WorldTime; } //tolua_export
-
- eGameMode GetGameMode(void) const { return m_GameMode; } //tolua_export
-
- void SetWorldTime(long long a_WorldTime) { m_WorldTime = a_WorldTime; } //tolua_export
-
- int GetHeight( int a_X, int a_Z ); //tolua_export
-
- void BroadcastChat(const AString & a_Message, const cClientHandle * a_Exclude = NULL);
- void BroadcastPlayerAnimation(const cPlayer & a_Player, char a_Animation, const cClientHandle * a_Exclude = NULL);
- void BroadcastEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude = NULL);
- void BroadcastTeleportEntity (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
- void BroadcastEntRelMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL);
- void BroadcastEntRelMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL);
- void BroadcastEntLook (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
- void BroadcastEntHeadLook (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
- void BroadcastBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType, const cClientHandle * a_Exclude = NULL);
- void BroadcastDestroyEntity (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
- void BroadcastEntityStatus (const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude = NULL);
- void BroadcastMetadata (const cPawn & a_Pawn, const cClientHandle * a_Exclude = NULL);
- void BroadcastSpawn (cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
- void BroadcastCollectPickup (const cPickup & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude = NULL);
- void BroadcastWeather (eWeather a_Weather, const cClientHandle * a_Exclude = NULL);
- void BroadcastThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude = NULL);
- void BroadcastTimeUpdate (const cClientHandle * a_Exclude = NULL);
- void BroadcastChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude = NULL);
- void BroadcastPlayerListItem (const cPlayer & a_Player, bool a_IsOnline, const cClientHandle * a_Exclude = NULL);
- void BroadcastSoundEffect (const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch, const cClientHandle * a_Exclude = NULL); // a_Src coords are Block * 8
-
- /// If there is a block entity at the specified coods, sends it to all clients except a_Exclude
- void BroadcastBlockEntity (int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude = NULL);
-
- /// If there is a block entity at the specified coords, sends it to the client specified
- void SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client);
-
- 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);
-
- /** Sets the chunk data as either loaded from the storage or generated.
- a_BlockLight and a_BlockSkyLight are optional, if not present, chunk will be marked as unlighted.
- a_BiomeMap is optional, if not present, biomes will be calculated by the generator
- a_HeightMap is optional, if not present, will be calculated.
- If a_MarkDirty is set, the chunk is set as dirty (used after generating)
- */
- void SetChunkData(
- int a_ChunkX, int a_ChunkY, int a_ChunkZ,
- const BLOCKTYPE * a_BlockTypes,
- const NIBBLETYPE * a_BlockMeta,
- const NIBBLETYPE * a_BlockLight,
- const NIBBLETYPE * a_BlockSkyLight,
- const cChunkDef::HeightMap * a_HeightMap,
- const cChunkDef::BiomeMap * a_BiomeMap,
- cEntityList & a_Entities,
- cBlockEntityList & a_BlockEntities,
- bool a_MarkDirty
- );
-
- void ChunkLighted(
- int a_ChunkX, int a_ChunkZ,
- const cChunkDef::BlockNibbles & a_BlockLight,
- const cChunkDef::BlockNibbles & a_SkyLight
- );
-
- bool GetChunkData (int a_ChunkX, int a_ChunkY, int a_ChunkZ, cChunkDataCallback & a_Callback);
-
- /// Gets the chunk's blocks, only the block types
- bool GetChunkBlockTypes(int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockTypes);
-
- /// Gets the chunk's blockdata, the entire 4 arrays (Types, Meta, Light, SkyLight)
- bool GetChunkBlockData (int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * 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); // tolua_export
-
- void CollectPickupsByPlayer(cPlayer * a_Player);
-
- // MOTD
- const AString & GetDescription(void) const {return m_Description; } // FIXME: This should not be in cWorld
-
- // Max Players
- unsigned int GetMaxPlayers(void) const {return m_MaxPlayers; } //tolua_export
- void SetMaxPlayers(int iMax); //tolua_export
-
- void AddPlayer( cPlayer* a_Player );
- void RemovePlayer( cPlayer* a_Player );
-
- /// Calls the callback for each player in the list; returns true if all players processed, false if the callback aborted by returning true
- bool ForEachPlayer(cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
-
- /// Calls the callback for the player of the given name; returns true if the player was found and the callback called, false if player not found. Callback return ignored
- bool DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
-
- /// Finds a player from a partial or complete player name and calls the callback - case-insensitive
- bool FindAndDoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
-
- unsigned int GetNumPlayers(); //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 );
-
- /// 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);
-
- /// Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true
- bool ForEachEntity(cEntityCallback & a_Callback); // Exported in ManualBindings.cpp
-
- /// Calls the callback for each entity in the specified chunk; returns true if all entities processed, false if the callback aborted by returning true
- bool ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback); // Exported in ManualBindings.cpp
-
- /// Calls the callback if the entity with the specified ID is found, with the entity object as the callback param
- bool DoWithEntityByID(int a_UniqueID, cEntityCallback & a_Callback); // TODO: Exported in ManualBindings.cpp
-
- /// 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 it is present in
- void RemoveClientFromChunks(cClientHandle * a_Client);
-
- /// Sends the chunk to the client specified, if the chunk is valid. If not valid, the request is postponed (ChunkSender will send that chunk when it becomes valid+lighted)
- void SendChunkTo(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client);
-
- /// Removes client from ChunkSender's queue of chunks to be sent
- void RemoveClientFromChunkSender(cClientHandle * a_Client);
-
- /// 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);
-
- /// Updates the sign, askin gplugins for permission forst. a_Player is the player who changed the sign, may be NULL
- 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, cPlayer * a_Player = NULL); //tolua_export
-
- /// 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);
-
- /// Regenerate the given chunk:
- void RegenerateChunk(int a_ChunkX, int a_ChunkZ); //tolua_export
-
- /// Generates the given chunk, if not already generated
- void GenerateChunk(int a_ChunkX, int a_ChunkZ); //tolua_export
-
- /// Queues a chunk for lighting; a_Callback is called after the chunk is lighted
- void QueueLightChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback = NULL);
-
- bool IsChunkLighted(int a_ChunkX, int a_ChunkZ);
-
- /// Calls the callback for each chunk in the coords specified (all cords are inclusive). Returns true if all chunks have been processed successfully
- bool ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback);
-
- void SetBlock (int a_X, int a_Y, int a_Z, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta ); //tolua_export
- void FastSetBlock (int a_X, int a_Y, int a_Z, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta ); //tolua_export
- BLOCKTYPE GetBlock(int a_X, int a_Y, int a_Z ); //tolua_export
- BLOCKTYPE GetBlock(const Vector3i & a_Pos ) { return GetBlock( a_Pos.x, a_Pos.y, a_Pos.z ); } //tolua_export
- NIBBLETYPE GetBlockMeta(int a_X, int a_Y, int a_Z ); //tolua_export
- NIBBLETYPE 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, NIBBLETYPE a_MetaData ); //tolua_export
- void SetBlockMeta(const Vector3i & a_Pos, NIBBLETYPE a_MetaData ) { SetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z, a_MetaData ); } //tolua_export
- NIBBLETYPE GetBlockSkyLight( int a_X, int a_Y, int a_Z ); //tolua_export
- // TODO: NIBBLETYPE GetBlockActualLight(int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export
- void GetBlockTypeMeta(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta); // tolua_export
-
- /// Spawns item pickups for each item in the list. May compress pickups if too many entities:
- void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed = 1.0);
-
- /// Spawns item pickups for each item in the list. May compress pickups if too many entities. All pickups get the speed specified:
- void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ);
-
- /// Replaces world blocks with a_Blocks, if they are of type a_FilterBlockType
- void ReplaceBlocks(const sSetBlockVector & a_Blocks, BLOCKTYPE a_FilterBlockType);
-
- /// Retrieves block types of the specified blocks. If a chunk is not loaded, doesn't modify the block. Returns true if all blocks were read.
- bool GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure);
-
- bool DigBlock (int a_X, int a_Y, int a_Z); //tolua_export
- void SendBlockTo(int a_X, int a_Y, int a_Z, cPlayer * a_Player ); //tolua_export
-
- const double & GetSpawnX(void) const { return m_SpawnX; } // tolua_export
- const double & GetSpawnY(void) const { return m_SpawnY; } // tolua_export
- const double & GetSpawnZ(void) const { return m_SpawnZ; } // tolua_export
-
- inline cSimulatorManager *GetSimulatorManager() { return m_SimulatorManager; }
- inline cWaterSimulator *GetWaterSimulator() { return m_WaterSimulator; }
- inline cLavaSimulator *GetLavaSimulator() { return m_LavaSimulator; }
-
- /// Calls the callback for each chest in the specified chunk; returns true if all chests processed, false if the callback aborted by returning true
- bool ForEachChestInChunk (int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp
-
- /// Calls the callback for each furnace in the specified chunk; returns true if all furnaces processed, false if the callback aborted by returning true
- bool ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback & a_Callback); // Exported in ManualBindings.cpp
-
- /// Calls the callback for the chest at the specified coords; returns false if there's no chest at those coords, true if found
- bool DoWithChestAt (int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp
-
- /// Calls the callback for the furnace at the specified coords; returns false if there's no furnace at those coords, true if found
- bool DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback); // Exported in ManualBindings.cpp
-
- /// Retrieves the test on the sign at the specified coords; returns false if there's no sign at those coords, true if found
- bool GetSignLines (int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4); // tolua_export
-
- /// a_Player is using block entity at [x, y, z], handle that:
- void UseBlockEntity(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ) {m_ChunkMap->UseBlockEntity(a_Player, a_BlockX, a_BlockY, a_BlockZ); }
-
- void GrowTree (int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export
- void GrowTreeFromSapling(int a_BlockX, int a_BlockY, int a_BlockZ, char a_SaplingMeta); // tolua_export
- void GrowTreeByBiome (int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export
-
- void GrowTreeImage(const sSetBlockVector & a_Blocks);
-
- /// Grows the plant at the specified block to its ripe stage (bonemeal used); returns false if the block is not growable. If a_IsBonemeal is true, block is not grown if not allowed in world.ini
- bool GrowPlant(int a_BlockX, int a_BlockY, int a_BlockZ, bool a_IsByBonemeal = false); // tolua_export
-
- /// Grows a melon or a pumpkin next to the block specified (assumed to be the stem)
- void GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockType); // tolua_export
-
- int GetBiomeAt (int a_BlockX, int a_BlockZ); // tolua_export
-
- const AString & GetName(void) const { return m_WorldName; } //tolua_export
- const AString & GetIniFileName(void) const {return m_IniFileName; }
-
- 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/cChunkDef::Width;
- if(a_X < 0 && a_X % cChunkDef::Width != 0) a_ChunkX--;
- a_ChunkY = 0;
- a_ChunkZ = a_Z/cChunkDef::Width;
- if(a_Z < 0 && a_Z % cChunkDef::Width != 0) a_ChunkZ--;
-
- a_X = a_X - a_ChunkX*cChunkDef::Width;
- a_Y = a_Y - a_ChunkY*cChunkDef::Height;
- a_Z = a_Z - a_ChunkZ*cChunkDef::Width;
- }
-
- 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/cChunkDef::Width;
- if(a_X < 0 && a_X % cChunkDef::Width != 0) a_ChunkX--;
- a_ChunkY = 0;
- a_ChunkZ = a_Z/cChunkDef::Width;
- if(a_Z < 0 && a_Z % cChunkDef::Width != 0) a_ChunkZ--;
- }
-
- void SaveAllChunks(void); //tolua_export
-
- /// Returns the number of chunks loaded
- int GetNumChunks() const; //tolua_export
-
- /// Returns the number of chunks loaded and dirty, and in the lighting queue
- void GetChunkStats(int & a_NumValid, int & a_NumDirty, int & a_NumInLightingQueue);
-
- // Various queues length queries (cannot be const, they lock their CS):
- inline int GetGeneratorQueueLength (void) { return m_Generator.GetQueueLength(); } // tolua_export
- inline int GetLightingQueueLength (void) { return m_Lighting.GetQueueLength(); } // tolua_export
- inline int GetStorageLoadQueueLength(void) { return m_Storage.GetLoadQueueLength(); } // tolua_export
- inline int GetStorageSaveQueueLength(void) { return m_Storage.GetSaveQueueLength(); } // tolua_export
-
- void Tick(float a_Dt);
-
- void InitializeSpawn(void);
-
- /// Stops threads that belong to this world (part of deinit)
- void StopThreads(void);
- void TickQueuedBlocks(float a_Dt);
-
- struct BlockTickQueueItem
- {
- int X;
- int Y;
- int Z;
- float ToWait;
- };
-
- void QueueBlockForTick(int a_BlockX, int a_BlockY, int a_BlockZ, float a_Time);
-
- void CastThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ); //tolua_export
- void SetWeather ( eWeather a_Weather ); //tolua_export
- void ChangeWeather(); //tolua_export
- eWeather GetWeather() { return m_Weather; }; //tolua_export
-
- cChunkGenerator & GetGenerator(void) { return m_Generator; }
- cWorldStorage & GetStorage (void) { return m_Storage; }
- cChunkMap * GetChunkMap (void) { return m_ChunkMap; }
-
- /// Sets the blockticking to start at the specified block. Only one blocktick per chunk may be set, second call overwrites the first call
- void SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export
-
- int GetMaxSugarcaneHeight(void) const { return m_MaxSugarcaneHeight; } // tolua_export
- int GetMaxCactusHeight (void) const { return m_MaxCactusHeight; } // tolua_export
-
- bool IsBlockDirectlyWatered(int a_X, int a_Y, int a_Z);
-
-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;
- eGameMode 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;
-
- std::vector<BlockTickQueueItem *> m_BlockTickQueue;
- std::vector<BlockTickQueueItem *> m_BlockTickQueueCopy; //Second is for safely removing the objects from the queue
-
- 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;
-
- eWeather m_Weather;
- int m_WeatherInterval;
-
- int m_MaxCactusHeight;
- int m_MaxSugarcaneHeight;
- bool m_IsCropsBonemealable;
- bool m_IsGrassBonemealable;
- bool m_IsSaplingBonemealable;
- bool m_IsMelonStemBonemealable;
- bool m_IsMelonBonemealable;
- bool m_IsPumpkinStemBonemealable;
- bool m_IsPumpkinBonemealable;
- bool m_IsSugarcaneBonemealable;
- bool m_IsCactusBonemealable;
-
- cEntityList m_RemoveEntityQueue;
- cEntityList m_AllEntities;
- cClientHandleList m_Clients;
- cPlayerList m_Players;
-
- cCriticalSection m_CSFastSetBlock;
- sSetBlockList m_FastSetBlockQueue;
-
- cChunkGenerator m_Generator;
-
- cChunkSender m_ChunkSender;
- cLightingThread m_Lighting;
-
- AString m_WorldName;
- AString m_IniFileName;
-
- 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 RemoveEntity( cEntity * a_Entity );
-}; //tolua_export
-
-
-
-