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# 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.h"
# include "cChunkGenerator.h"
# include "Vector3i.h"
# include "Vector3f.h"
# include "ChunkSender.h"
# include "Defines.h"
# include "LightingThread.h"
# include "cItem.h"
class cPacket ;
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
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class cChestEntity ;
class cFurnaceEntity ;
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typedef std : : list < cPlayer * > cPlayerList ;
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typedef cItemCallback < cPlayer > cPlayerListCallback ;
typedef cItemCallback < cEntity > cEntityCallback ;
typedef cItemCallback < cChestEntity > cChestCallback ;
typedef cItemCallback < cFurnaceEntity > cFurnaceCallback ;
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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
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void Broadcast ( const cPacket & a_Packet , cClientHandle * a_Exclude = NULL ) ;
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void BroadcastToChunk ( int a_ChunkX , int a_ChunkY , int a_ChunkZ , const cPacket & a_Packet , cClientHandle * a_Exclude = NULL ) ;
void BroadcastToChunkOfBlock ( int a_X , int a_Y , int a_Z , cPacket * a_Packet , cClientHandle * a_Exclude = NULL ) ;
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void BroadcastChat ( const AString & a_Message , const cClientHandle * a_Exclude = NULL ) ;
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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 ) ;
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void BroadcastTeleportEntity ( const cEntity & a_Entity , const cClientHandle * a_Exclude = NULL ) ;
void BroadcastRelEntMoveLook ( const cEntity & a_Entity , char a_RelX , char a_RelY , char a_RelZ , const cClientHandle * a_Exclude = NULL ) ;
void BroadcastRelEntMove ( 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 , const cClientHandle * a_Exclude = NULL ) ;
void BroadcastDestroyEntity ( const cEntity & a_Entity , const cClientHandle * a_Exclude = NULL ) ;
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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 ) ;
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/// Calls the callback for each player in the list; returns true if all players processed, false if the callback aborted by returning true
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bool ForEachPlayer ( cPlayerListCallback & a_Callback ) ; // >> EXPORTED IN MANUALBINDINGS <<
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/// 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 <<
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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 ) ;
/// Add an entity to the chunk specified; broadcasts the a_SpawnPacket to all clients of that chunk
void AddEntityToChunk ( cEntity * a_Entity , int a_ChunkX , int a_ChunkY , int a_ChunkZ , cPacket * a_SpawnPacket ) ;
/// 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 ) ;
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/// 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
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/// 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 ) ;
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 ) ; //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 ) ;
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/// 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 ) ;
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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
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/// 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 ( ) { return m_SpawnX ; } //tolua_export
const double & GetSpawnY ( ) ; //tolua_export
const double & GetSpawnZ ( ) { return m_SpawnZ ; } //tolua_export
inline cSimulatorManager * GetSimulatorManager ( ) { return m_SimulatorManager ; }
inline cWaterSimulator * GetWaterSimulator ( ) { return m_WaterSimulator ; }
inline cLavaSimulator * GetLavaSimulator ( ) { return m_LavaSimulator ; }
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/// 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
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/// a_Player is using block entity at [x, y, z], handle that:
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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 ) ; }
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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 ) ;
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void InitializeSpawn ( void ) ;
/// Stops threads that belong to this world (part of deinit)
void StopThreads ( void ) ;
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void TickQueuedBlocks ( float a_Dt ) ;
struct BlockTickQueueItem
{
int X ;
int Y ;
int Z ;
float ToWait ;
} ;
void QueueBlockForTick ( int a_X , int a_Y , int a_Z , float a_Time ) ;
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void CastThunderbolt ( int a_X , int a_Y , int a_Z ) ; //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 ; }
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/// 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
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bool IsBlockDirectlyWatered ( int a_X , int a_Y , int a_Z ) ;
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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 ;
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std : : vector < BlockTickQueueItem * > m_BlockTickQueue ;
std : : vector < BlockTickQueueItem * > m_BlockTickQueueCopy ; //Second is for safely removing the objects from the queue
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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