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author | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-09-24 00:09:57 +0200 |
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committer | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-09-24 00:09:57 +0200 |
commit | ecfe6ab65bd1fc2c7f5733fe6ef4e6ddaac44a26 (patch) | |
tree | 898e37fe747f0fdcefeb88f833557fd45db3347c /source/World.h | |
parent | Source files cleanup: ChunkDataSerializer is Protocol-related (diff) | |
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Diffstat (limited to 'source/World.h')
-rw-r--r-- | source/World.h | 477 |
1 files changed, 477 insertions, 0 deletions
diff --git a/source/World.h b/source/World.h new file mode 100644 index 000000000..1cbd6a2fb --- /dev/null +++ b/source/World.h @@ -0,0 +1,477 @@ + +#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 + + + + |