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+
+#pragma once
+
+#ifndef _WIN32
+ #include "BlockID.h"
+#else
+ enum ENUM_ITEM_ID;
+#endif
+
+#define MAX_PLAYERS 65535
+
+#include "SimulatorManager.h"
+#include "MersenneTwister.h"
+#include "ChunkMap.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 "Item.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
+
+
+
+