summaryrefslogblamecommitdiffstats
path: root/source/cWorld.cpp
blob: 2c732df7f0c0f978fe0a72094741fca9d943f757 (plain) (tree)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274


































































































































































































































































































































































































































































































































































































































































































                                                                                                                                                                                   
                                   


                                
                                                                               
                
                                     


































































                                                                                                                                                             
                                                                                                
                 
                                           






















                                                                               






























                                                                                    












































                                                                                                                                               






































































































































































































































































































































































































































                                                                                                                                                             


















































































































































































































































                                                                                                                               
                                                                                                           
         
                       










                                          
 


                                                                                         
                                  
                                                                                          
         
                                                      
                 

                                              
                 

                                   





 
                                     


















































                                                                                                                                                  


















                                                                                                

                                   
                                                                                                                   
         
                       
                                          
                 
                                     








                                      
                                                                                           
 
                                                                                





 
                                                                             
 








                                                                                                   































































































                                                                                                                                                            
                                                                                                                                                                     
 









                                                                                                                                   


























































                                                                                                     
                                 



























































                                                                                          

#include "Globals.h"  // NOTE: MSVC stupidness requires this to be the same across all modules

#include "BlockID.h"
#include "cWorld.h"
#include "cRedstone.h"
#include "ChunkDef.h"
#include "cClientHandle.h"
#include "cPickup.h"
#include "cBlockToPickup.h"
#include "cPlayer.h"
#include "cServer.h"
#include "cItem.h"
#include "cRoot.h"
#include "../iniFile/iniFile.h"
#include "cChunkMap.h"
#include "cSimulatorManager.h"
#include "cWaterSimulator.h"
#include "cLavaSimulator.h"
#include "cFireSimulator.h"
#include "cSandSimulator.h"
#include "cRedstoneSimulator.h"
#include "cChicken.h"
#include "cSpider.h"
#include "cCow.h" //cow
#include "cSquid.h" //Squid
#include "cWolf.h" //wolf
#include "cSlime.h" //slime
#include "cSkeleton.h" //Skeleton
#include "cSilverfish.h" //Silverfish
#include "cPig.h" //pig
#include "cSheep.h" //sheep
#include "cZombie.h" //zombie
#include "cEnderman.h" //enderman
#include "cCreeper.h" //creeper
#include "cCavespider.h" //cavespider
#include "cGhast.h" //Ghast
#include "cZombiepigman.h" //Zombiepigman
#include "cMakeDir.h"
#include "cChunkGenerator.h"
#include "MersenneTwister.h"
#include "cTracer.h"
#include "Trees.h"
#include "cPluginManager.h"


#include "packets/cPacket_TimeUpdate.h"
#include "packets/cPacket_NewInvalidState.h"
#include "packets/cPacket_Thunderbolt.h"

#include "Vector3d.h"

#include <time.h>

#include "tolua++.h"

#ifndef _WIN32
	#include <stdlib.h>
#endif





/// Up to this many m_SpreadQueue elements are handled each world tick
const int MAX_LIGHTING_SPREAD_PER_TICK = 10;





float cWorld::m_Time = 0.f;





///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cWorldLoadProgress:

/// A simple thread that displays the progress of world loading / saving in cWorld::InitializeSpawn()
class cWorldLoadProgress :
	public cIsThread
{
public:
	cWorldLoadProgress(cWorld * a_World) :
		cIsThread("cWorldLoadProgress"),
		m_World(a_World)
	{
		Start();
	}
	
	void Stop(void)
	{
		m_ShouldTerminate = true;
		Wait();
	}
	
protected:

	cWorld * m_World;
	
	virtual void Execute(void) override
	{
		for (;;)
		{
			LOG("%d chunks to load, %d chunks to generate", 
				m_World->GetStorage().GetLoadQueueLength(),
				m_World->GetGenerator().GetQueueLength()
			);
			
			// Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish
			for (int i = 0; i < 20; i++)
			{
				cSleep::MilliSleep(100);
				if (m_ShouldTerminate)
				{
					return;
				}
			}
		}  // for (-ever)
	}
	
} ;





/// A simple thread that displays the progress of world lighting in cWorld::InitializeSpawn()
class cWorldLightingProgress :
	public cIsThread
{
public:
	cWorldLightingProgress(cLightingThread * a_Lighting) :
		cIsThread("cWorldLightingProgress"),
		m_Lighting(a_Lighting)
	{
		Start();
	}
	
	void Stop(void)
	{
		m_ShouldTerminate = true;
		Wait();
	}
	
protected:

	cLightingThread * m_Lighting;
	
	virtual void Execute(void) override
	{
		for (;;)
		{
			LOG("%d chunks remaining to light", m_Lighting->GetQueueLength()
			);
			
			// Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish
			for (int i = 0; i < 20; i++)
			{
				cSleep::MilliSleep(100);
				if (m_ShouldTerminate)
				{
					return;
				}
			}
		}  // for (-ever)
	}
	
} ;





///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cWorld:

cWorld* cWorld::GetWorld()
{
	LOGWARN("WARNING: Using deprecated function cWorld::GetWorld() use cRoot::Get()->GetDefaultWorld() instead!");
	return cRoot::Get()->GetDefaultWorld();
}





cWorld::~cWorld()
{
	{
		cCSLock Lock(m_CSEntities);
		while( m_AllEntities.begin() != m_AllEntities.end() )
		{
			cEntity* Entity = *m_AllEntities.begin();
			m_AllEntities.remove( Entity );
			if ( !Entity->IsDestroyed() )
			{
				Entity->Destroy();
			}
			delete Entity;
		}
	}

	delete m_SimulatorManager;
	delete m_SandSimulator;
	delete m_WaterSimulator;
	delete m_LavaSimulator;
	delete m_FireSimulator;
	delete m_RedstoneSimulator;

	m_Generator.Stop();
	m_ChunkSender.Stop();

	UnloadUnusedChunks();
	
	m_Storage.WaitForFinish();

	delete m_ChunkMap;
}





cWorld::cWorld( const AString & a_WorldName )
	: m_SpawnMonsterTime( 0.f )
	, m_RSList ( 0 )
	, m_Weather ( eWeather_Sunny )
{
	LOG("cWorld::cWorld(%s)", a_WorldName.c_str());
	m_WorldName = a_WorldName;
	m_IniFileName = m_WorldName + "/world.ini";

	cMakeDir::MakeDir(m_WorldName.c_str());

	MTRand r1;
	m_SpawnX = (double)((r1.randInt() % 1000) - 500);
	m_SpawnY = cChunkDef::Height;
	m_SpawnZ = (double)((r1.randInt() % 1000) - 500);
	m_GameMode = eGameMode_Creative;

	AString StorageSchema("Default");

	cIniFile IniFile(m_IniFileName);
	IniFile.ReadFile();
	m_SpawnX                    = IniFile.GetValueSetF("SpawnPosition", "X",                         m_SpawnX);
	m_SpawnY                    = IniFile.GetValueSetF("SpawnPosition", "Y",                         m_SpawnY);
	m_SpawnZ                    = IniFile.GetValueSetF("SpawnPosition", "Z",                         m_SpawnZ);
	StorageSchema               = IniFile.GetValueSet ("Storage",       "Schema",                    StorageSchema);
	m_MaxCactusHeight           = IniFile.GetValueSetI("Plants",        "MaxCactusHeight",           3);
	m_MaxSugarcaneHeight        = IniFile.GetValueSetI("Plants",        "MaxSugarcaneHeight",        3);
	m_IsCropsBonemealable       = IniFile.GetValueSetB("Plants",        "IsCropsBonemealable",       true);
	m_IsGrassBonemealable       = IniFile.GetValueSetB("Plants",        "IsGrassBonemealable",       true);
	m_IsSaplingBonemealable     = IniFile.GetValueSetB("Plants",        "IsSaplingBonemealable",     true);
	m_IsMelonStemBonemealable   = IniFile.GetValueSetB("Plants",        "IsMelonStemBonemealable",   true);
	m_IsMelonBonemealable       = IniFile.GetValueSetB("Plants",        "IsMelonBonemealable",       false);
	m_IsPumpkinStemBonemealable = IniFile.GetValueSetB("Plants",        "IsPumpkinStemBonemealable", true);
	m_IsPumpkinBonemealable     = IniFile.GetValueSetB("Plants",        "IsPumpkinBonemealable",     false);
	m_IsSugarcaneBonemealable   = IniFile.GetValueSetB("Plants",        "IsSugarcaneBonemealable",   false);
	m_IsCactusBonemealable      = IniFile.GetValueSetB("Plants",        "IsCactusBonemealable",      false);
	
	m_GameMode = (eGameMode)IniFile.GetValueSetI("GameMode", "GameMode", m_GameMode );

	if (!IniFile.WriteFile())
	{
		LOG("WARNING: Could not write to %s", m_IniFileName.c_str());
	}
	
	m_Lighting.Start(this);
	m_Storage.Start(this, StorageSchema);
	m_Generator.Start(this, IniFile);

	m_bAnimals = true;
	m_SpawnMonsterRate = 10;
	cIniFile IniFile2("settings.ini");
	if( IniFile2.ReadFile() )
	{
		m_bAnimals = IniFile2.GetValueB("Monsters", "AnimalsOn", true );
		m_SpawnMonsterRate = (float)IniFile2.GetValueF("Monsters", "AnimalSpawnInterval", 10);
		SetMaxPlayers(IniFile2.GetValueI("Server", "MaxPlayers", 9001));
		m_Description = IniFile2.GetValue("Server", "Description", "MCServer! - It's OVER 9000!").c_str();
	}

	m_ChunkMap = new cChunkMap(this );
	
	m_ChunkSender.Start(this);

	m_Time = 0;
	m_WorldTimeFraction = 0.f;
	m_WorldTime = 0;
	m_LastSave = 0;
	m_LastUnload = 0;

	//Simulators:
	m_WaterSimulator = new cWaterSimulator( this );
	m_LavaSimulator = new cLavaSimulator( this );
	m_SandSimulator = new cSandSimulator(this);
	m_FireSimulator = new cFireSimulator(this);
	m_RedstoneSimulator = new cRedstoneSimulator(this);

	m_SimulatorManager = new cSimulatorManager();
	m_SimulatorManager->RegisterSimulator(m_WaterSimulator, 6);
	m_SimulatorManager->RegisterSimulator(m_LavaSimulator, 12);
	m_SimulatorManager->RegisterSimulator(m_SandSimulator, 1);
	m_SimulatorManager->RegisterSimulator(m_FireSimulator, 10);
	m_SimulatorManager->RegisterSimulator(m_RedstoneSimulator, 1);
}





void cWorld::SetWeather( eWeather a_Weather )
{
	switch( a_Weather )
	{
	case eWeather_Sunny:
		{
			m_Weather = a_Weather;
			cPacket_NewInvalidState WeatherPacket;
			WeatherPacket.m_Reason = 2; //stop rain
			Broadcast ( WeatherPacket );
		}
		break;
	case eWeather_Rain:
		{
			m_Weather = a_Weather;
			cPacket_NewInvalidState WeatherPacket;
			WeatherPacket.m_Reason = 1; //begin rain
			Broadcast ( WeatherPacket );
		}
		break;
	case eWeather_ThunderStorm:
		{
			m_Weather = a_Weather;
			cPacket_NewInvalidState WeatherPacket;
			WeatherPacket.m_Reason = 1; //begin rain
			Broadcast ( WeatherPacket );
			CastThunderbolt ( 0, 0, 0 ); //start thunderstorm with a lightning strike at 0, 0, 0. >:D
		}
		break;
	default:
		LOGWARN("Trying to set unknown weather %d", a_Weather );
		break;
	}
}





void cWorld::CastThunderbolt ( int a_X, int a_Y, int a_Z )
{
	cPacket_Thunderbolt ThunderboltPacket;
	ThunderboltPacket.m_xLBPos = a_X;
	ThunderboltPacket.m_yLBPos = a_Y;
	ThunderboltPacket.m_zLBPos = a_Z;
	BroadcastToChunkOfBlock(a_X, a_Y, a_Z, &ThunderboltPacket);
}





bool cWorld::IsPlacingItemLegal(Int16 a_ItemType, int a_BlockX, int a_BlockY, int a_BlockZ)
{
	BLOCKTYPE SurfaceBlock = GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
	switch (a_ItemType)
	{
		case E_BLOCK_YELLOW_FLOWER:	// Can ONLY be placed on dirt/grass
		case E_BLOCK_RED_ROSE:
		case E_BLOCK_SAPLING:
		{
			switch (SurfaceBlock)
			{
				case E_BLOCK_DIRT:
				case E_BLOCK_GRASS:
				case E_BLOCK_FARMLAND:
				{
					return true;
				}
			}
			return false;
		}
		
		case E_BLOCK_BROWN_MUSHROOM:	// Can be placed on pretty much anything, with exceptions
		case E_BLOCK_RED_MUSHROOM:
		{
			switch (SurfaceBlock)
			{
				case E_BLOCK_GLASS:
				case E_BLOCK_YELLOW_FLOWER:
				case E_BLOCK_RED_ROSE:
				case E_BLOCK_BROWN_MUSHROOM:
				case E_BLOCK_RED_MUSHROOM:
				case E_BLOCK_CACTUS:
				{
					return false;
				}
			}
			return true;
		}
		
		case E_BLOCK_CACTUS:
		{
			if ((SurfaceBlock != E_BLOCK_SAND) && (SurfaceBlock != E_BLOCK_CACTUS))
			{
				// Cactus can only be placed on sand and itself
				return false;
			}

			// Check surroundings. Cacti may ONLY be surrounded by air
			if (
				(GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ)     != E_BLOCK_AIR) ||
				(GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ)     != E_BLOCK_AIR) ||
				(GetBlock(a_BlockX,     a_BlockY, a_BlockZ - 1) != E_BLOCK_AIR) ||
				(GetBlock(a_BlockX,     a_BlockY, a_BlockZ + 1) != E_BLOCK_AIR)
			)
			{
				return false;
			}
			return true;
		}
		
		case E_ITEM_SEEDS:
		case E_ITEM_MELON_SEEDS:
		case E_ITEM_PUMPKIN_SEEDS:
		{
			// Seeds can go only on the farmland block:
			return (SurfaceBlock == E_BLOCK_FARMLAND);
		}
	}  // switch (a_Packet->m_ItemType)
	return true;
}





void cWorld::SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ)
{
	return m_ChunkMap->SetNextBlockTick(a_BlockX, a_BlockY, a_BlockZ);
}





void cWorld::InitializeSpawn(void)
{
	int ChunkX = 0, ChunkY = 0, ChunkZ = 0;
	BlockToChunk( (int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ, ChunkX, ChunkY, ChunkZ );
	
	// For the debugging builds, don't make the server build too much world upon start:
	#ifdef _DEBUG
	int ViewDist = 9;
	#else
	int ViewDist = 20;  // Always prepare an area 20 chunks across, no matter what the actual cClientHandle::VIEWDISTANCE is
	#endif  // _DEBUG
	
	LOG("Preparing spawn area in world \"%s\"...", m_WorldName.c_str());
	for (int x = 0; x < ViewDist; x++)
	{
		for (int z = 0; z < ViewDist; z++)
		{
			m_ChunkMap->TouchChunk( x + ChunkX-(ViewDist - 1) / 2, ZERO_CHUNK_Y, z + ChunkZ-(ViewDist - 1) / 2 );  // Queue the chunk in the generator / loader
		}
	}
	
	{
		// Display progress during this process:
		cWorldLoadProgress Progress(this);
		
		// Wait for the loader to finish loading
		m_Storage.WaitForQueuesEmpty();
		
		// Wait for the generator to finish generating
		m_Generator.WaitForQueueEmpty();
		
		Progress.Stop();
	}
	
	// Light all chunks that have been newly generated:
	LOG("Lighting spawn area in world \"%s\"...", m_WorldName.c_str());
	
	for (int x = 0; x < ViewDist; x++)
	{
		int ChX = x + ChunkX-(ViewDist - 1) / 2;
		for (int z = 0; z < ViewDist; z++)
		{
			int ChZ = z + ChunkZ-(ViewDist - 1) / 2;
			if (!m_ChunkMap->IsChunkLighted(ChX, ChZ))
			{
				m_Lighting.QueueChunk(ChX, ChZ);  // Queue the chunk in the lighting thread
			}
		}  // for z
	}  // for x
	
	{
		cWorldLightingProgress Progress(&m_Lighting);
		m_Lighting.WaitForQueueEmpty();
		Progress.Stop();
	}
	
	// TODO: Better spawn detection - move spawn out of the water if it isn't set in the INI already
	m_SpawnY = (double)GetHeight( (int)m_SpawnX, (int)m_SpawnZ ) + 1.6f; // +1.6f eye height
}





void cWorld::Tick(float a_Dt)
{
	m_Time += a_Dt / 1000.f;

	CurrentTick++;

	bool bSendTime = false;
	m_WorldTimeFraction += a_Dt / 1000.f;
	while ( m_WorldTimeFraction > 1.f )
	{
		m_WorldTimeFraction -= 1.f;
		m_WorldTime += 20;
		bSendTime = true;
	}
	m_WorldTime %= 24000; // 24000 units in a day
	if ( bSendTime )
	{
		Broadcast( cPacket_TimeUpdate( (m_WorldTime) ) );
	}

	{
		cCSLock Lock(m_CSEntities);
		for (cEntityList::iterator itr = m_AllEntities.begin(); itr != m_AllEntities.end();)
		{
			if ((*itr)->IsDestroyed())
			{
				LOG("Destroying entity #%i", (*itr)->GetUniqueID());
				cEntity * RemoveMe = *itr;
				itr = m_AllEntities.erase( itr );
				m_RemoveEntityQueue.push_back( RemoveMe ); 
				continue;
			}
			(*itr)->Tick(a_Dt);
			itr++;
		}
	}

	m_ChunkMap->Tick(a_Dt, m_TickRand);
	
	GetSimulatorManager()->Simulate(a_Dt);

	TickWeather(a_Dt);

	// Asynchronously set blocks:
	sSetBlockList FastSetBlockQueueCopy;
	{
		cCSLock Lock(m_CSFastSetBlock);
		std::swap(FastSetBlockQueueCopy, m_FastSetBlockQueue);
	}
	m_ChunkMap->FastSetBlocks(FastSetBlockQueueCopy);
	if (!FastSetBlockQueueCopy.empty())
	{
		// Some blocks failed, store them for next tick:
		cCSLock Lock(m_CSFastSetBlock);
		m_FastSetBlockQueue.splice(m_FastSetBlockQueue.end(), FastSetBlockQueueCopy);
	}

	if( m_Time - m_LastSave > 60 * 5 ) // Save each 5 minutes
	{
		SaveAllChunks();
	}

	if( m_Time - m_LastUnload > 10 ) // Unload every 10 seconds
	{
		UnloadUnusedChunks();
	}

	// Delete entities queued for removal:
	for (cEntityList::iterator itr = m_RemoveEntityQueue.begin(); itr != m_RemoveEntityQueue.end(); ++itr)
	{
		delete *itr;
	}
	m_RemoveEntityQueue.clear();

	TickSpawnMobs(a_Dt);

	std::vector<int> m_RSList_copy(m_RSList);
	
	m_RSList.clear();

	std::vector<int>::const_iterator cii;	// FIXME - Please rename this variable, WTF is cii??? Use human readable variable names or common abbreviations (i, idx, itr, iter)
	for(cii=m_RSList_copy.begin(); cii!=m_RSList_copy.end();)
	{
		int tempX = *cii;cii++;
		int tempY = *cii;cii++;
		int tempZ = *cii;cii++;
		int state = *cii;cii++;
		
		if ( (state == 11111) && ( (int)GetBlock( tempX, tempY, tempZ ) == E_BLOCK_REDSTONE_TORCH_OFF ) )
		{
			FastSetBlock( tempX, tempY, tempZ, E_BLOCK_REDSTONE_TORCH_ON, (int)GetBlockMeta( tempX, tempY, tempZ ) );
			cRedstone Redstone(this);
			Redstone.ChangeRedstone( tempX, tempY, tempZ, true );
		}
		else if ( (state == 00000) && ( (int)GetBlock( tempX, tempY, tempZ ) == E_BLOCK_REDSTONE_TORCH_ON ) )
		{
			FastSetBlock( tempX, tempY, tempZ, E_BLOCK_REDSTONE_TORCH_OFF, (int)GetBlockMeta( tempX, tempY, tempZ ) );
			cRedstone Redstone(this);
			Redstone.ChangeRedstone( tempX, tempY, tempZ, false );
		}
	}
	m_RSList_copy.erase(m_RSList_copy.begin(),m_RSList_copy.end());
}





void cWorld::ChangeWeather()
{
	unsigned randWeather = (m_TickRand.randInt() % 99);
	
	if (GetWeather() == eWeather_Sunny)
	{
		if (randWeather < 20)
		{
			LOG("Starting rainstorm!");
			SetWeather( eWeather_Rain );
		}
	}
	
	else if (GetWeather() == eWeather_Rain)
	{
		if (randWeather < 5)
		{
			LOG("Thunderstorm!");
			SetWeather( eWeather_ThunderStorm );
		}
		
		else if (randWeather < 60)
		{
			LOG("Back to sunshine");
			SetWeather( eWeather_Sunny );
		}
	}
	
	else if (GetWeather() == eWeather_ThunderStorm)
	{
		if (randWeather < 70)
		{
			SetWeather(eWeather_Sunny);
			LOG("Thunder ended abruptly, returning to lovely sunshine");
		}
		else if (randWeather < 85)
		{
			SetWeather(eWeather_Rain);
			LOG("Thunder ended, but rain persists.");
		}
		else
		{
			return;
		}
	}
}





void cWorld::TickWeather(float a_Dt)
{
	if (m_WeatherInterval == 0)
	{
		ChangeWeather();
		
		cRoot::Get()->GetPluginManager()->CallHookWeatherChanged(this);
		
		switch (GetWeather())
		{
			case eWeather_Sunny:
				m_WeatherInterval = 14400 + (m_TickRand.randInt() % 4800); // 12 - 16 minutes
				break;
			case eWeather_Rain:
				m_WeatherInterval = 9600 + (m_TickRand.randInt() % 7200); // 8 - 14 minutes
				break;
			case eWeather_ThunderStorm:
				m_WeatherInterval = 2400 + (m_TickRand.randInt() % 4800); // 2 - 6 minutes
				break;
			default:
				LOG("Unknown weather occurred");
				break;
		}
	}
	
	else
	{
		m_WeatherInterval--;
	}

	if ( GetWeather() == 2 )  // if thunderstorm
	{
		if (m_TickRand.randInt() % 199 == 0)  // 0.5% chance per tick of thunderbolt
		{
			CastThunderbolt ( 0, 0, 0 );  // TODO: find random possitions near players to cast thunderbolts.
		}
	}
}





void cWorld::TickSpawnMobs(float a_Dt)
{
	if (!m_bAnimals || (m_Time - m_SpawnMonsterTime <= m_SpawnMonsterRate))
	{
		return;
	}
	
	m_SpawnMonsterTime = m_Time;
	Vector3d SpawnPos;
	{
		cCSLock Lock(m_CSPlayers);
		if ( m_Players.size() <= 0)
		{
			return;
		}
		int RandomPlayerIdx = m_TickRand.randInt() & m_Players.size();
		cPlayerList::iterator itr = m_Players.begin();
		for( int i = 1; i < RandomPlayerIdx; i++ )
		{
			itr++;
		}
		SpawnPos = (*itr)->GetPosition();
	}

	cMonster * Monster = NULL;
	int dayRand   = m_TickRand.randInt() % 6;
	int nightRand = m_TickRand.randInt() % 10;

	SpawnPos += Vector3d( (double)(m_TickRand.randInt() % 64) - 32, (double)(m_TickRand.randInt() % 64) - 32, (double)(m_TickRand.randInt() % 64) - 32 );
	int Height = GetHeight( (int)SpawnPos.x, (int)SpawnPos.z );

	if (m_WorldTime >= 12000 + 1000)
	{
		if (GetBiomeAt((int)SpawnPos.x, (int)SpawnPos.z) == biHell) // Spawn nether mobs
		{
			if (nightRand == 1)
				Monster = new cZombie();
			else if (nightRand == 5)
				Monster = new cGhast();
			else if (nightRand == 6)
				Monster = new cZombiepigman();
		}
		else
		{
			if (nightRand == 0) //random percent to spawn for night
				Monster = new cSpider();
			else if (nightRand == 2)
				Monster = new cEnderman();
			else if (nightRand == 3)
				Monster = new cCreeper();
			else if (nightRand == 4)
				Monster = new cCavespider();
			else if (nightRand == 7)
				Monster = new cSlime();
			else if (nightRand == 8)
				Monster = new cSilverfish();
			else if (nightRand == 9)
				Monster = new cSkeleton();
		}
		//end random percent to spawn for night
	}
	else
	{
		if (dayRand == 0) //random percent to spawn for day
			Monster = new cChicken();
		else if (dayRand == 1)
			Monster = new cCow();
		else if (dayRand == 2)
			Monster = new cPig();
		else if (dayRand == 3)
			Monster = new cSheep();
		else if (dayRand == 4)
			Monster = new cSquid();
		else if (dayRand == 5)
			Monster = new cWolf();
		//end random percent to spawn for day
	}

	if( Monster )
	{
		Monster->Initialize( this );
		Monster->TeleportTo( SpawnPos.x, (double)(Height) + 2, SpawnPos.z );
		Monster->SpawnOn(0);
	}
}





bool cWorld::ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback)
{
	return m_ChunkMap->ForEachChestInChunk(a_ChunkX, a_ChunkZ, a_Callback);
}





bool cWorld::ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback & a_Callback)
{
	return m_ChunkMap->ForEachFurnaceInChunk(a_ChunkX, a_ChunkZ, a_Callback);
}





bool cWorld::DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback)
{
	return m_ChunkMap->DoWithChestAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}





bool cWorld::DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback)
{
	return m_ChunkMap->DoWithFurnaceAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}





bool cWorld::GetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4)
{
	return m_ChunkMap->GetSignLines(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4);
}





void cWorld::GrowTree( int a_X, int a_Y, int a_Z )
{
	if (GetBlock(a_X, a_Y, a_Z) == E_BLOCK_SAPLING)
	{
		// There is a sapling here, grow a tree according to its type:
		GrowTreeFromSapling(a_X, a_Y, a_Z, GetBlockMeta(a_X, a_Y, a_Z));
	}
	else
	{
		// There is nothing here, grow a tree based on the current biome here:
		GrowTreeByBiome(a_X, a_Y, a_Z);
	}
}





void cWorld::GrowTreeFromSapling(int a_X, int a_Y, int a_Z, char a_SaplingMeta)
{
	cNoise Noise(m_Generator.GetSeed());
	sSetBlockVector Blocks;
	switch (a_SaplingMeta & 0x07)
	{
		case E_META_SAPLING_APPLE:   GetAppleTreeImage  (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Blocks); break;
		case E_META_SAPLING_BIRCH:   GetBirchTreeImage  (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Blocks); break;
		case E_META_SAPLING_CONIFER: GetConiferTreeImage(a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Blocks); break;
		case E_META_SAPLING_JUNGLE:  GetJungleTreeImage (a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), Blocks); break;
	}
	
	GrowTreeImage(Blocks);
}





void cWorld::GrowTreeByBiome(int a_X, int a_Y, int a_Z)
{
	cNoise Noise(m_Generator.GetSeed());
	sSetBlockVector Blocks;
	GetTreeImageByBiome(a_X, a_Y, a_Z, Noise, (int)(m_WorldTime & 0xffffffff), (EMCSBiome)GetBiomeAt(a_X, a_Z), Blocks);
	GrowTreeImage(Blocks);
}





void cWorld::GrowTreeImage(const sSetBlockVector & a_Blocks)
{
	// Check that the tree has place to grow
	
	// Make a copy of the log blocks:
	sSetBlockVector b2;
	for (sSetBlockVector::const_iterator itr = a_Blocks.begin(); itr != a_Blocks.end(); ++itr)
	{
		if (itr->BlockType == E_BLOCK_LOG)
		{
			b2.push_back(*itr);
		}
	}  // for itr - a_Blocks[]
	
	// Query blocktypes and metas at those log blocks:
	if (!GetBlocks(b2, false))
	{
		return;
	}
	
	// Check that at each log's coord there's an block allowed to be overwritten:
	for (sSetBlockVector::const_iterator itr = b2.begin(); itr != b2.end(); ++itr)
	{
		switch (itr->BlockType)
		{
			CASE_TREE_ALLOWED_BLOCKS:
			{
				break;
			}
			default:
			{
				return;
			}
		}
	}  // for itr - b2[]
	
	// All ok, replace blocks with the tree image:
	m_ChunkMap->ReplaceTreeBlocks(a_Blocks);
}





bool cWorld::GrowPlant(int a_BlockX, int a_BlockY, int a_BlockZ, bool a_IsByBonemeal)
{
	BLOCKTYPE BlockType;
	NIBBLETYPE BlockMeta;
	GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta);
	switch (BlockType)
	{
		case E_BLOCK_CROPS:
		{
			if (a_IsByBonemeal && !m_IsGrassBonemealable)
			{
				return false;
			}
			if (BlockMeta < 7)
			{
				FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
			}
			return true;
		}
		
		case E_BLOCK_MELON_STEM:
		{
			if (BlockMeta < 7)
			{
				if (a_IsByBonemeal && !m_IsMelonStemBonemealable)
				{
					return false;
				}
				FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
			}
			else
			{
				if (a_IsByBonemeal && !m_IsMelonBonemealable)
				{
					return false;
				}
				GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, BlockType);
			}
			return true;
		}
		
		case E_BLOCK_PUMPKIN_STEM:
		{
			if (BlockMeta < 7)
			{
				if (a_IsByBonemeal && !m_IsPumpkinStemBonemealable)
				{
					return false;
				}
				FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, 7);
			}
			else
			{
				if (a_IsByBonemeal && !m_IsPumpkinBonemealable)
				{
					return false;
				}
				GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, BlockType);
			}
			return true;
		}
		
		case E_BLOCK_SAPLING:
		{
			if (a_IsByBonemeal && !m_IsSaplingBonemealable)
			{
				return false;
			}
			GrowTreeFromSapling(a_BlockX, a_BlockY, a_BlockZ, BlockMeta);
			return true;
		}
		
		case E_BLOCK_GRASS:
		{
			if (a_IsByBonemeal && !m_IsGrassBonemealable)
			{
				return false;
			}
			MTRand r1;
			for (int i = 0; i < 60; i++)
			{
				int OfsX = (r1.randInt(3) + r1.randInt(3) + r1.randInt(3) + r1.randInt(3)) / 2 - 3;
				int OfsY = r1.randInt(3) + r1.randInt(3) - 3;
				int OfsZ = (r1.randInt(3) + r1.randInt(3) + r1.randInt(3) + r1.randInt(3)) / 2 - 3;
				BLOCKTYPE Ground = GetBlock(a_BlockX + OfsX, a_BlockY + OfsY, a_BlockZ + OfsZ);
				if (Ground != E_BLOCK_GRASS)
				{
					continue;
				}
				BLOCKTYPE Above  = GetBlock(a_BlockX + OfsX, a_BlockY + OfsY + 1, a_BlockZ + OfsZ);
				if (Above != E_BLOCK_AIR)
				{
					continue;
				}
				BLOCKTYPE  SpawnType;
				NIBBLETYPE SpawnMeta = 0;
				switch (r1.randInt(10))
				{
					case 0:  SpawnType = E_BLOCK_YELLOW_FLOWER; break;
					case 1:  SpawnType = E_BLOCK_RED_ROSE;      break;
					default:
					{
						SpawnType = E_BLOCK_TALL_GRASS;
						SpawnMeta = E_META_TALL_GRASS_GRASS;
						break;
					}
				}  // switch (random spawn block)
				FastSetBlock(a_BlockX + OfsX, a_BlockY + OfsY + 1, a_BlockZ + OfsZ, SpawnType, SpawnMeta);
			}  // for i - 50 times
			return true;
		}
		
		case E_BLOCK_SUGARCANE:
		{
			if (a_IsByBonemeal && !m_IsSugarcaneBonemealable)
			{
				return false;
			}
			m_ChunkMap->GrowSugarcane(a_BlockX, a_BlockY, a_BlockZ, m_MaxSugarcaneHeight);
			return true;
		}
		
		case E_BLOCK_CACTUS:
		{
			if (a_IsByBonemeal && !m_IsCactusBonemealable)
			{
				return false;
			}
			m_ChunkMap->GrowCactus(a_BlockX, a_BlockY, a_BlockZ, m_MaxCactusHeight);
			return true;
		}
	}  // switch (BlockType)
	return false;
}





void cWorld::GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockType)
{
	MTRand Rand;
	m_ChunkMap->GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, Rand);
}





int cWorld::GetBiomeAt (int a_BlockX, int a_BlockZ)
{
	return m_ChunkMap->GetBiomeAt(a_BlockX, a_BlockZ);
}





void cWorld::SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta )
{
	m_ChunkMap->SetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta);

	GetSimulatorManager()->WakeUp(a_X, a_Y, a_Z);
}





void cWorld::FastSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta )
{
	cCSLock Lock(m_CSFastSetBlock);
	m_FastSetBlockQueue.push_back(sSetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta)); 
}





char cWorld::GetBlock(int a_X, int a_Y, int a_Z)
{
	// First check if it isn't queued in the m_FastSetBlockQueue:
	{
		int X = a_X, Y = a_Y, Z = a_Z;
		int ChunkX, ChunkY, ChunkZ;
		AbsoluteToRelative(X, Y, Z, ChunkX, ChunkY, ChunkZ);
		
		cCSLock Lock(m_CSFastSetBlock);
		for (sSetBlockList::iterator itr = m_FastSetBlockQueue.begin(); itr != m_FastSetBlockQueue.end(); ++itr)
		{
			if ((itr->x == X) && (itr->y == Y) && (itr->z == Z) && (itr->ChunkX == ChunkX) && (itr->ChunkZ == ChunkZ))
			{
				return itr->BlockType;
			}
		}  // for itr - m_FastSetBlockQueue[]
	}
	
	return m_ChunkMap->GetBlock(a_X, a_Y, a_Z);
}





char cWorld::GetBlockMeta( int a_X, int a_Y, int a_Z )
{
	// First check if it isn't queued in the m_FastSetBlockQueue:
	{
		cCSLock Lock(m_CSFastSetBlock);
		for (sSetBlockList::iterator itr = m_FastSetBlockQueue.begin(); itr != m_FastSetBlockQueue.end(); ++itr)
		{
			if ((itr->x == a_X) && (itr->y == a_Y) && (itr->y == a_Y))
			{
				return itr->BlockMeta;
			}
		}  // for itr - m_FastSetBlockQueue[]
	}
	
	return m_ChunkMap->GetBlockMeta(a_X, a_Y, a_Z);
}





void cWorld::SetBlockMeta( int a_X, int a_Y, int a_Z, char a_MetaData )
{
	m_ChunkMap->SetBlockMeta(a_X, a_Y, a_Z, a_MetaData);
}





char cWorld::GetBlockSkyLight( int a_X, int a_Y, int a_Z )
{
	return m_ChunkMap->GetBlockSkyLight(a_X, a_Y, a_Z);
}





void cWorld::GetBlockTypeMeta(int a_BlockX, int a_BlockY, int a_BlockZ, char & a_BlockType, unsigned char & a_BlockMeta)
{
	m_ChunkMap->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, (BLOCKTYPE &)a_BlockType, (NIBBLETYPE &)a_BlockMeta);
}





void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed)
{
	MTRand r1;
	a_FlyAwaySpeed /= 1000;  // Pre-divide, so that we can don't have to divide each time inside the loop
	for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
	{
		float SpeedX = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
		float SpeedY = (float)(a_FlyAwaySpeed *  r1.randInt(1000));
		float SpeedZ = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
		cPickup * Pickup = new cPickup(
			(int)(a_BlockX * 32) + r1.randInt(16) + r1.randInt(16), 
			(int)(a_BlockY * 32) + r1.randInt(16) + r1.randInt(16), 
			(int)(a_BlockZ * 32) + r1.randInt(16) + r1.randInt(16),
			*itr, SpeedX, SpeedY, SpeedZ
		);
		Pickup->Initialize(this);
	}
}





void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ)
{
	MTRand r1;
	for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
	{
		cPickup * Pickup = new cPickup(
			(int)(a_BlockX * 32) + r1.randInt(16) + r1.randInt(16), 
			(int)(a_BlockY * 32) + r1.randInt(16) + r1.randInt(16), 
			(int)(a_BlockZ * 32) + r1.randInt(16) + r1.randInt(16),
			*itr, (float)a_SpeedX, (float)a_SpeedY, (float)a_SpeedZ
		);
		Pickup->Initialize(this);
	}
}





void cWorld::ReplaceBlocks(const sSetBlockVector & a_Blocks, BLOCKTYPE a_FilterBlockType)
{
	m_ChunkMap->ReplaceBlocks(a_Blocks, a_FilterBlockType);
}





bool cWorld::GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure)
{
	return m_ChunkMap->GetBlocks(a_Blocks, a_ContinueOnFailure);
}





bool cWorld::DigBlock( int a_X, int a_Y, int a_Z)
{
	return m_ChunkMap->DigBlock(a_X, a_Y, a_Z);
}





void cWorld::SendBlockTo( int a_X, int a_Y, int a_Z, cPlayer * a_Player )
{
	m_ChunkMap->SendBlockTo(a_X, a_Y, a_Z, a_Player);
}





int cWorld::GetHeight( int a_X, int a_Z )
{
	return m_ChunkMap->GetHeight(a_X, a_Z);
}





const double & cWorld::GetSpawnY(void)
{
	return m_SpawnY;
}




void cWorld::Broadcast( const cPacket & a_Packet, cClientHandle * a_Exclude)
{
	cCSLock Lock(m_CSPlayers);
	for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
	{
		cClientHandle * ch = (*itr)->GetClientHandle();
		if ((ch == a_Exclude) || (ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
		{
			continue;
		}
		(*itr)->GetClientHandle()->Send( a_Packet );
	}
}





void cWorld::BroadcastToChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const cPacket & a_Packet, cClientHandle * a_Exclude)
{
	m_ChunkMap->BroadcastToChunk(a_ChunkX, a_ChunkY, a_ChunkZ, a_Packet, a_Exclude);
}





void cWorld::BroadcastToChunkOfBlock(int a_X, int a_Y, int a_Z, cPacket * a_Packet, cClientHandle * a_Exclude)
{
	m_ChunkMap->BroadcastToChunkOfBlock(a_X, a_Y, a_Z, a_Packet, a_Exclude);
}





void cWorld::MarkChunkDirty (int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
	m_ChunkMap->MarkChunkDirty (a_ChunkX, a_ChunkY, a_ChunkZ);
}





void cWorld::MarkChunkSaving(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
	m_ChunkMap->MarkChunkSaving(a_ChunkX, a_ChunkY, a_ChunkZ);
}





void cWorld::MarkChunkSaved (int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
	m_ChunkMap->MarkChunkSaved (a_ChunkX, a_ChunkY, a_ChunkZ);
}





void cWorld::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
)
{
	// Validate biomes, if needed:
	cChunkDef::BiomeMap BiomeMap;
	const cChunkDef::BiomeMap * Biomes = a_BiomeMap;
	if (a_BiomeMap == NULL)
	{
		// The biomes are not assigned, get them from the generator:
		Biomes = &BiomeMap;
		m_Generator.GenerateBiomes(a_ChunkX, a_ChunkZ, BiomeMap);
	}
	
	m_ChunkMap->SetChunkData(
		a_ChunkX, a_ChunkY, a_ChunkZ, 
		a_BlockTypes, a_BlockMeta, a_BlockLight, a_BlockSkyLight,
		a_HeightMap, *Biomes,
		a_Entities, a_BlockEntities,
		a_MarkDirty
	);
	
	// If a client is requesting this chunk, send it to them:
	if (m_ChunkMap->HasChunkAnyClients(a_ChunkX, a_ChunkY, a_ChunkZ))
	{
		m_ChunkSender.ChunkReady(a_ChunkX, a_ChunkY, a_ChunkZ);
	}
	
	// Notify the lighting thread that the chunk has become valid (in case it is a neighbor of a postponed chunk):
	m_Lighting.ChunkReady(a_ChunkX, a_ChunkZ);
}





void cWorld::ChunkLighted(
	int a_ChunkX, int a_ChunkZ,
	const cChunkDef::BlockNibbles & a_BlockLight,
	const cChunkDef::BlockNibbles & a_SkyLight
)
{
	m_ChunkMap->ChunkLighted(a_ChunkX, a_ChunkZ, a_BlockLight, a_SkyLight);
}





bool cWorld::GetChunkData(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cChunkDataCallback & a_Callback)
{
	return m_ChunkMap->GetChunkData(a_ChunkX, a_ChunkY, a_ChunkZ, a_Callback);
}





bool cWorld::GetChunkBlockTypes(int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockTypes)
{
	return m_ChunkMap->GetChunkBlockTypes(a_ChunkX, a_ChunkY, a_ChunkZ, a_BlockTypes);
}





bool cWorld::GetChunkBlockData(int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockData)
{
	return m_ChunkMap->GetChunkBlockData(a_ChunkX, a_ChunkY, a_ChunkZ, a_BlockData);
}





bool cWorld::IsChunkValid(int a_ChunkX, int a_ChunkY, int a_ChunkZ) const
{
	return m_ChunkMap->IsChunkValid(a_ChunkX, a_ChunkY, a_ChunkZ);
}





bool cWorld::HasChunkAnyClients(int a_ChunkX, int a_ChunkY, int a_ChunkZ) const
{
	return m_ChunkMap->HasChunkAnyClients(a_ChunkX, a_ChunkY, a_ChunkZ);
}





void cWorld::UnloadUnusedChunks(void )
{
	m_LastUnload = m_Time;
	m_ChunkMap->UnloadUnusedChunks();
}





void cWorld::CollectPickupsByPlayer(cPlayer * a_Player)
{
	m_ChunkMap->CollectPickupsByPlayer(a_Player);
}





void cWorld::SetMaxPlayers(int iMax)
{
	m_MaxPlayers = MAX_PLAYERS;
	if (iMax > 0 && iMax < MAX_PLAYERS)
	{
		m_MaxPlayers = iMax;
	}
}





void cWorld::AddPlayer( cPlayer* a_Player )
{
	cCSLock Lock(m_CSPlayers);
	
	ASSERT(std::find(m_Players.begin(), m_Players.end(), a_Player) == m_Players.end());  // Is it already in the list? HOW?
	
	m_Players.remove( a_Player );  // Make sure the player is registered only once
	m_Players.push_back( a_Player );
}





void cWorld::RemovePlayer( cPlayer* a_Player )
{
	cCSLock Lock(m_CSPlayers);
	m_Players.remove( a_Player );
}





bool cWorld::ForEachPlayer(cPlayerListCallback & a_Callback)
{
	// Calls the callback for each player in the list
	cCSLock Lock(m_CSPlayers);
	for (cPlayerList::iterator itr = m_Players.begin(), itr2 = itr; itr != m_Players.end(); itr = itr2)
	{
		++itr2;
		if (a_Callback.Item(*itr))
		{
			return false;
		}
	}  // for itr - m_Players[]
	return true;
}





bool cWorld::DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback)
{
	// Calls the callback for each player in the list
	cCSLock Lock(m_CSPlayers);
	for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
	{
		if ((*itr)->GetName() == a_PlayerName)
		{
			a_Callback.Item(*itr);
			return true;
		}
	}  // for itr - m_Players[]
	return false;
}





// TODO: This interface is dangerous!
cPlayer * cWorld::FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit)
{
	cTracer LineOfSight(this);

	float ClosestDistance = a_SightLimit;
	cPlayer* ClosestPlayer = NULL;

	cCSLock Lock(m_CSPlayers);
	for (cPlayerList::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
	{
		Vector3f Pos = (*itr)->GetPosition();
		float Distance = (Pos - a_Pos).Length();

		if (Distance <= a_SightLimit)
		{
			if (!LineOfSight.Trace(a_Pos,(Pos - a_Pos),(int)(Pos - a_Pos).Length()))
			{
				if (Distance < ClosestDistance)
				{
					ClosestDistance = Distance;
					ClosestPlayer = *itr;
				}
			}
		}
	}
	return ClosestPlayer;
}





void cWorld::SendPlayerList(cPlayer * a_DestPlayer)
{
	// Sends the playerlist to a_DestPlayer
	cCSLock Lock(m_CSPlayers);
	for ( cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
	{
		cClientHandle * ch = (*itr)->GetClientHandle();
		if ((ch != NULL) && !ch->IsDestroyed())
		{
			cPacket_PlayerListItem PlayerListItem((*itr)->GetColor() + (*itr)->GetName(), true, (*itr)->GetClientHandle()->GetPing());
			a_DestPlayer->GetClientHandle()->Send( PlayerListItem );
		}
	}
}





void cWorld::RemoveEntityFromChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
	m_ChunkMap->RemoveEntityFromChunk(a_Entity, a_ChunkX, a_ChunkY, a_ChunkZ);
}





void cWorld::MoveEntityToChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
	m_ChunkMap->MoveEntityToChunk(a_Entity, a_ChunkX, a_ChunkY, a_ChunkZ);
}





bool cWorld::ForEachEntity(cEntityCallback & a_Callback)
{
	cCSLock Lock(m_CSEntities);
	for (cEntityList::iterator itr = m_AllEntities.begin(), itr2 = itr; itr != m_AllEntities.end(); itr = itr2)
	{
		++itr2;
		if (a_Callback.Item(*itr))
		{
			return false;
		}
	} // for itr - m_AllEntities[]
	return false;
}





bool cWorld::ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback)
{
	return m_ChunkMap->ForEachEntityInChunk(a_ChunkX, a_ChunkZ, a_Callback);
}





bool cWorld::DoWithEntityByID( int a_UniqueID, cEntityCallback & a_Callback )
{
	cCSLock Lock(m_CSEntities);
	for (cEntityList::iterator itr = m_AllEntities.begin(); itr != m_AllEntities.end(); ++itr )
	{
		if( (*itr)->GetUniqueID() == a_UniqueID )
		{
			return a_Callback.Item(*itr);
		}
	} // for itr - m_AllEntities[]
	return false;
}





void cWorld::CompareChunkClients(int a_ChunkX1, int a_ChunkY1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkY2, int a_ChunkZ2, cClientDiffCallback & a_Callback)
{
	m_ChunkMap->CompareChunkClients(a_ChunkX1, a_ChunkY1, a_ChunkZ1, a_ChunkX2, a_ChunkY2, a_ChunkZ2, a_Callback);
}





bool cWorld::AddChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client)
{
	return m_ChunkMap->AddChunkClient(a_ChunkX, a_ChunkY, a_ChunkZ, a_Client);
}





void cWorld::RemoveChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client)
{
	m_ChunkMap->RemoveChunkClient(a_ChunkX, a_ChunkY, a_ChunkZ, a_Client);
}





void cWorld::RemoveClientFromChunks(cClientHandle * a_Client)
{
	m_ChunkMap->RemoveClientFromChunks(a_Client);
}





void cWorld::SendChunkTo(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client)
{
	m_ChunkSender.QueueSendChunkTo(a_ChunkX, a_ChunkY, a_ChunkZ, a_Client);
}





void cWorld::RemoveClientFromChunkSender(cClientHandle * a_Client)
{
	m_ChunkSender.RemoveClient(a_Client);
}





void cWorld::TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
	m_ChunkMap->TouchChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
}





bool cWorld::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
	return m_ChunkMap->LoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
}



	

void cWorld::LoadChunks(const cChunkCoordsList & a_Chunks)
{
	m_ChunkMap->LoadChunks(a_Chunks);
}





void cWorld::ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
	m_ChunkMap->ChunkLoadFailed(a_ChunkX, a_ChunkY, a_ChunkZ);
}





void cWorld::UpdateSign(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4)
{
	AString Line1(a_Line1);
	AString Line2(a_Line2);
	AString Line3(a_Line3);
	AString Line4(a_Line4);
	if (cRoot::Get()->GetPluginManager()->CallHookUpdatingSign(this, a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4))
	{
		return;
	}
	m_ChunkMap->UpdateSign(a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4);
	cRoot::Get()->GetPluginManager()->CallHookUpdatedSign(this, a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4);
}





void cWorld::ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay)
{
	m_ChunkMap->ChunksStay(a_Chunks, a_Stay);
}





void cWorld::RegenerateChunk(int a_ChunkX, int a_ChunkZ)
{
	m_ChunkMap->MarkChunkRegenerating(a_ChunkX, a_ChunkZ);
	
	// Trick: use Y=1 to force the chunk generation even though the chunk data is already present
	m_Generator.QueueGenerateChunk(a_ChunkX, 1, a_ChunkZ);
}





void cWorld::GenerateChunk(int a_ChunkX, int a_ChunkZ)
{
	m_Generator.QueueGenerateChunk(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
}





void cWorld::QueueLightChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback)
{
	m_Lighting.QueueChunk(a_ChunkX, a_ChunkZ, a_Callback);
}





bool cWorld::IsChunkLighted(int a_ChunkX, int a_ChunkZ)
{
	return m_ChunkMap->IsChunkLighted(a_ChunkX, a_ChunkZ);
}





void cWorld::SaveAllChunks(void)
{
	LOG("Saving all chunks...");
	m_LastSave = m_Time;
	m_ChunkMap->SaveAllChunks();
	LOG("All chunks saved.");
}





/************************************************************************/
/* Get and set                                                          */
/************************************************************************/
// void cWorld::AddClient( cClientHandle* a_Client )
// {
// 	m_m_Clients.push_back( a_Client );
// }
// cWorld::ClientList & cWorld::GetClients()
// {
// 	return m_m_Clients;
// }





void cWorld::AddEntity( cEntity* a_Entity )
{
	cCSLock Lock(m_CSEntities);
	m_AllEntities.push_back( a_Entity ); 
}





unsigned int cWorld::GetNumPlayers()
{
	cCSLock Lock(m_CSPlayers);
	return m_Players.size(); 
}





int cWorld::GetNumChunks(void) const
{
	return m_ChunkMap->GetNumChunks();
}





void cWorld::GetChunkStats(int & a_NumValid, int & a_NumDirty, int & a_NumInLightingQueue)
{
	m_ChunkMap->GetChunkStats(a_NumValid, a_NumDirty);
	a_NumInLightingQueue = (int) m_Lighting.GetQueueLength();
}