diff options
Diffstat (limited to 'source/World.h')
-rw-r--r-- | source/World.h | 19 |
1 files changed, 11 insertions, 8 deletions
diff --git a/source/World.h b/source/World.h index f3117fe55..913d28f5b 100644 --- a/source/World.h +++ b/source/World.h @@ -9,7 +9,7 @@ #define MAX_PLAYERS 65535 -#include "SimulatorManager.h" +#include "Simulator/SimulatorManager.h" #include "MersenneTwister.h" #include "ChunkMap.h" #include "WorldStorage/WorldStorage.h" @@ -27,8 +27,7 @@ class cRedstone; class cFireSimulator; -class cWaterSimulator; -class cLavaSimulator; +class cFluidSimulator; class cSandSimulator; class cRedstoneSimulator; class cItem; @@ -279,9 +278,10 @@ public: 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; } + inline cSimulatorManager * GetSimulatorManager(void) { return m_SimulatorManager; } + + inline cFluidSimulator * GetWaterSimulator(void) { return m_WaterSimulator; } + inline cFluidSimulator * GetLavaSimulator (void) { 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 @@ -429,8 +429,8 @@ private: cSimulatorManager * m_SimulatorManager; cSandSimulator * m_SandSimulator; - cWaterSimulator * m_WaterSimulator; - cLavaSimulator * m_LavaSimulator; + cFluidSimulator * m_WaterSimulator; + cFluidSimulator * m_LavaSimulator; cFireSimulator * m_FireSimulator; cRedstoneSimulator * m_RedstoneSimulator; @@ -488,6 +488,9 @@ private: void TickSpawnMobs(float a_Dt); // Handles mob spawning each tick void RemoveEntity( cEntity * a_Entity ); + + /// Creates a new fluid simulator, loads its settings from the inifile (a_FluidName section) + cFluidSimulator * InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock); }; //tolua_export |