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cuberite-2a/source/World.h

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#pragma once
#ifndef _WIN32
#include "BlockID.h"
#else
enum ENUM_ITEM_ID;
#endif
#define MAX_PLAYERS 65535
#include "Simulator/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 cFluidSimulator;
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 cDispenserEntity;
class cFurnaceEntity;
typedef std::list< cPlayer * > cPlayerList;
typedef cItemCallback<cPlayer> cPlayerListCallback;
typedef cItemCallback<cEntity> cEntityCallback;
typedef cItemCallback<cChestEntity> cChestCallback;
typedef cItemCallback<cDispenserEntity> cDispenserCallback;
typedef cItemCallback<cFurnaceEntity> cFurnaceCallback;
class cWorld // tolua_export
{ // tolua_export
public:
// tolua_begin
/// Return time in seconds
inline static float GetTime(void)
{
LOGWARNING("cWorld:GetTime() is obsolete, use GetWorldAge() or GetTimeOfDay() for a specific world instead.");
return 0;
}
Int64 GetWorldAge(void) const { return m_WorldAge; }
Int64 GetTimeOfDay(void) const { return m_TimeOfDay; }
void SetTimeOfDay(Int64 a_TimeOfDay)
{
m_TimeOfDay = a_TimeOfDay;
m_TimeOfDaySecs = (double)a_TimeOfDay / 20.0;
BroadcastTimeUpdate();
}
void SetWorldTime(Int64 a_TimeOfDay)
{
LOGWARNING("cWorld:SetWorldTime() is obsolete, use SetTimeOfDay() instead");
SetTimeOfDay(a_TimeOfDay);
}
eGameMode GetGameMode(void) const { return m_GameMode; }
bool IsPVPEnabled(void) const { return m_bEnabledPVP; }
bool IsDeepSnowEnabled(void) const { return m_IsDeepSnowEnabled; }
int GetHeight(int a_BlockX, int a_BlockZ);
// tolua_end
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
void BroadcastSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data, const cClientHandle * a_Exclude = NULL);
void BroadcastBlockBreakAnimation(int a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage, const cClientHandle * a_Exclude = NULL);
void BroadcastUseBed (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ );
/// 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);
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);
// tolua_begin
void SetBlock (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
void FastSetBlock (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
BLOCKTYPE GetBlock (int a_BlockX, int a_BlockY, int a_BlockZ);
NIBBLETYPE GetBlockMeta (int a_BlockX, int a_BlockY, int a_BlockZ);
void SetBlockMeta (int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_MetaData);
NIBBLETYPE GetBlockSkyLight (int a_BlockX, int a_BlockY, int a_BlockZ);
NIBBLETYPE GetBlockBlockLight(int a_BlockX, int a_BlockY, int a_BlockZ);
bool GetBlockTypeMeta (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta);
bool GetBlockInfo (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight);
// TODO: NIBBLETYPE GetBlockActualLight(int a_BlockX, int a_BlockY, int a_BlockZ);
// Vector3i variants:
void FastSetBlock(const Vector3i & a_Pos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta ) { FastSetBlock( a_Pos.x, a_Pos.y, a_Pos.z, a_BlockType, a_BlockMeta ); }
BLOCKTYPE GetBlock (const Vector3i & a_Pos ) { return GetBlock( a_Pos.x, a_Pos.y, a_Pos.z ); }
NIBBLETYPE GetBlockMeta(const Vector3i & a_Pos ) { return GetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z ); }
void SetBlockMeta(const Vector3i & a_Pos, NIBBLETYPE a_MetaData ) { SetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z, a_MetaData ); }
// tolua_end
/** Writes the block area into the specified coords.
Returns true if all chunks have been processed.
Prefer cBlockArea::Write() instead, this is the internal implementation; cBlockArea does error checking, too.
a_DataTypes is a bitmask of cBlockArea::baXXX constants ORed together.
*/
bool WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes);
/// 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);
// tolua_begin
bool DigBlock (int a_X, int a_Y, int a_Z);
void SendBlockTo(int a_X, int a_Y, int a_Z, cPlayer * a_Player );
double GetSpawnX(void) const { return m_SpawnX; }
double GetSpawnY(void) const { return m_SpawnY; }
double GetSpawnZ(void) const { return m_SpawnZ; }
// tolua_end
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
/// Calls the callback for each dispenser in the specified chunk; returns true if all dispensers processed, false if the callback aborted by returning true
bool ForEachDispenserInChunk(int a_ChunkX, int a_ChunkZ, cDispenserCallback & a_Callback);
/// 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 dispenser at the specified coords; returns false if there's no dispenser at those coords, true if found
bool DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback);
/// 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 GrowRipePlant(int a_BlockX, int a_BlockY, int a_BlockZ, bool a_IsByBonemeal = false); // tolua_export
/// Grows a cactus present at the block specified by the amount of blocks specified, up to the max height specified in the config
void GrowCactus(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow); // 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
/// Grows a sugarcane present at the block specified by the amount of blocks specified, up to the max height specified in the config
void GrowSugarcane(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow); // 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_TimeToWait); // tolua_export
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_BlockX, int a_BlockY, int a_BlockZ); // tolua_export
/// Spawns a mob of the specified entity type. Returns the mob's EntityID if recognized and spawned, <0 otherwise
int SpawnMob(double a_PosX, double a_PosY, double a_PosZ, int a_EntityType); // tolua_export
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;
double m_WorldAgeSecs; // World age, in seconds. Is only incremented, cannot be set by plugins.
double m_TimeOfDaySecs; // Time of day in seconds. Can be adjusted. Is wrapped to zero each day.
Int64 m_WorldAge; // World age in ticks, calculated off of m_WorldAgeSecs
Int64 m_TimeOfDay; // Time in ticks, calculated off of m_TimeOfDaySecs
Int64 m_LastTimeUpdate; // The tick in which the last time update has been sent.
Int64 m_LastUnload; // The last WorldAge (in ticks) in which unloading was triggerred
Int64 m_LastSave; // The last WorldAge (in ticks) in which save-all was triggerred
Int64 m_LastSpawnMonster; // The last WorldAge (in ticks) in which a monster was spawned
eGameMode m_GameMode;
bool m_bEnabledPVP;
bool m_IsDeepSnowEnabled;
// 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;
cFluidSimulator * m_WaterSimulator;
cFluidSimulator * 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;
Int64 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 );
/// 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