Changed the cWorld::ScheduleTask() signature.
Now it takes the delay in ticks as an argument, and a cTask descendant as the task to run. Lua API has been updated similarly.
This commit is contained in:
parent
4a01879911
commit
41618bf242
@ -52,6 +52,7 @@ function Initialize(Plugin)
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PM:BindCommand("/fill", "debuggers", HandleFill, "- Fills all block entities in current chunk with junk");
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PM:BindCommand("/fr", "debuggers", HandleFurnaceRecipe, "- Shows the furnace recipe for the currently held item");
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PM:BindCommand("/ff", "debuggers", HandleFurnaceFuel, "- Shows how long the currently held item would burn in a furnace");
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PM:BindCommand("/sched", "debuggers", HandleSched, "- Schedules a simple countdown using cWorld:ScheduleTask()");
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Plugin:AddWebTab("Debuggers", HandleRequest_Debuggers);
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@ -955,6 +956,45 @@ end
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function HandleSched(a_Split, a_Player)
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local World = a_Player:GetWorld()
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-- Schedule a broadcast of a countdown message:
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for i = 1, 10 do
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World:ScheduleTask(i * 20,
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function(a_World)
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a_World:BroadcastChat("Countdown: " .. 11 - i)
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end
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)
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end
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-- Schedule a broadcast of the final message and a note to the originating player
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-- Note that we CANNOT us the a_Player in the callback - what if the player disconnected?
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-- Therefore we store the player's EntityID
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local PlayerID = a_Player:GetUniqueID()
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World:ScheduleTask(220,
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function(a_World)
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a_World:BroadcastChat("Countdown: BOOM")
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a_World:DoWithEntityByID(PlayerID,
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function(a_Entity)
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if (a_Entity:IsPlayer()) then
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-- Although unlikely, it is possible that this player is not the originating player
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-- However, I leave this as an excercise to you to fix this "bug"
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local Player = tolua.cast(a_Entity, "cPlayer")
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Player:SendMessage("Countdown finished")
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end
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end
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)
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end
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)
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return true
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end
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function HandleRequest_Debuggers(a_Request)
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local FolderContents = cFile:GetFolderContents("./");
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return "<p>The following objects have been returned by cFile:GetFolderContents():<ul><li>" .. table.concat(FolderContents, "</li><li>") .. "</li></ul></p>";
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@ -986,11 +986,10 @@ static int tolua_cWorld_QueueTask(lua_State * tolua_S)
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class cLuaScheduledWorldTask :
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public cWorld::cScheduledTask
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public cWorld::cTask
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{
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public:
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cLuaScheduledWorldTask(cPluginLua & a_Plugin, int a_FnRef, int a_Ticks) :
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cScheduledTask(a_Ticks),
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cLuaScheduledWorldTask(cPluginLua & a_Plugin, int a_FnRef) :
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m_Plugin(a_Plugin),
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m_FnRef(a_FnRef)
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{
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@ -1025,15 +1024,20 @@ static int tolua_cWorld_ScheduleTask(lua_State * tolua_S)
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}
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// Retrieve the args:
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cWorld * self = (cWorld *)tolua_tousertype(tolua_S, 1, 0);
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if (self == NULL)
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cLuaState L(tolua_S);
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if (
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!L.CheckParamUserType(1, "cWorld") ||
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!L.CheckParamNumber (2) ||
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!L.CheckParamFunction(3)
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)
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{
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return 0;
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}
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cWorld * World = (cWorld *)tolua_tousertype(tolua_S, 1, NULL);
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if (World == NULL)
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{
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return lua_do_error(tolua_S, "Error in function call '#funcname#': Not called on an object instance");
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}
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if (!lua_isfunction(tolua_S, 2))
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{
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return lua_do_error(tolua_S, "Error in function call '#funcname#': Expected a function for parameter #1");
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}
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// Create a reference to the function:
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int FnRef = luaL_ref(tolua_S, LUA_REGISTRYINDEX);
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@ -1042,9 +1046,9 @@ static int tolua_cWorld_ScheduleTask(lua_State * tolua_S)
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return lua_do_error(tolua_S, "Error in function call '#funcname#': Could not get function reference of parameter #1");
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}
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int Ticks = (int) tolua_tonumber (tolua_S, 3, 0);
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int DelayTicks = (int)tolua_tonumber(tolua_S, 2, 0);
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self->ScheduleTask(new cLuaScheduledWorldTask(*Plugin, FnRef, Ticks));
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World->ScheduleTask(DelayTicks, new cLuaScheduledWorldTask(*Plugin, FnRef));
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return 0;
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}
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@ -865,13 +865,17 @@ void cWorld::TickQueuedTasks(void)
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} // for itr - m_Tasks[]
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}
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void cWorld::TickScheduledTasks()
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void cWorld::TickScheduledTasks(void)
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{
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ScheduledTaskList Tasks;
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// Make a copy of the tasks to avoid deadlocks on accessing m_Tasks
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cScheduledTasks Tasks;
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{
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cCSLock Lock(m_CSScheduledTasks);
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while (!m_ScheduledTasks.empty() && m_ScheduledTasks.front()->Ticks < m_WorldAge)
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while (!m_ScheduledTasks.empty() && (m_ScheduledTasks.front()->m_TargetTick < m_WorldAge))
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{
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Tasks.push_back(m_ScheduledTasks.front());
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m_ScheduledTasks.pop_front();
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@ -879,9 +883,9 @@ void cWorld::TickScheduledTasks()
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}
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// Execute and delete each task:
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for (ScheduledTaskList::iterator itr = Tasks.begin(), end = Tasks.end(); itr != end; ++itr)
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for (cScheduledTasks::iterator itr = Tasks.begin(), end = Tasks.end(); itr != end; ++itr)
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{
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(*itr)->Run(*this);
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(*itr)->m_Task->Run(*this);
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delete *itr;
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} // for itr - m_Tasks[]
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}
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@ -2627,19 +2631,25 @@ void cWorld::QueueTask(cTask * a_Task)
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m_Tasks.push_back(a_Task);
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}
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void cWorld::ScheduleTask(cScheduledTask * a_Task)
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void cWorld::ScheduleTask(int a_DelayTicks, cTask * a_Task)
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{
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a_Task->Ticks = a_Task->Ticks + m_WorldAge;
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Int64 TargetTick = a_DelayTicks + m_WorldAge;
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// Insert the task into the list of scheduled tasks, ordered by its target tick
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cCSLock Lock(m_CSScheduledTasks);
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for(ScheduledTaskList::iterator itr = m_ScheduledTasks.begin(); itr != m_ScheduledTasks.end(); itr++)
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for (cScheduledTasks::iterator itr = m_ScheduledTasks.begin(), end = m_ScheduledTasks.end(); itr != end; ++itr)
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{
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if((*itr)->Ticks >= a_Task->Ticks)
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if ((*itr)->m_TargetTick >= TargetTick)
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{
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m_ScheduledTasks.insert(itr, a_Task);
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m_ScheduledTasks.insert(itr, new cScheduledTask(TargetTick, a_Task));
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return;
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}
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}
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m_ScheduledTasks.push_back(a_Task);
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m_ScheduledTasks.push_back(new cScheduledTask(TargetTick, a_Task));
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}
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270
src/World.h
270
src/World.h
@ -66,7 +66,7 @@ public:
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// tolua_end
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/// A simple RAII locker for the chunkmap - locks the chunkmap in its constructor, unlocks it in the destructor
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/** A simple RAII locker for the chunkmap - locks the chunkmap in its constructor, unlocks it in the destructor */
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class cLock :
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public cCSLock
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{
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@ -75,7 +75,8 @@ public:
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cLock(cWorld & a_World);
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} ;
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/// A common ancestor for all tasks queued onto the tick thread
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/** A common ancestor for all tasks queued onto the tick thread */
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class cTask
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{
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public:
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@ -83,18 +84,8 @@ public:
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virtual void Run(cWorld & a_World) = 0;
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} ;
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/// A common ancestor for all scheduled tasks queued onto the tick thread
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class cScheduledTask
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{
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public:
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cScheduledTask(const int a_Ticks) : Ticks(a_Ticks) {};
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virtual ~cScheduledTask() {};
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virtual void Run(cWorld & a_World) = 0;
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int Ticks;
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};
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typedef std::vector<cTask *> cTasks;
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typedef std::list<cScheduledTask *> ScheduledTaskList;
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class cTaskSaveAllChunks :
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public cTask
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@ -128,16 +119,16 @@ public:
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BroadcastTimeUpdate();
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}
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/// Returns the current game mode. Partly OBSOLETE, you should use IsGameModeXXX() functions wherever applicable
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/** Returns the current game mode. Partly OBSOLETE, you should use IsGameModeXXX() functions wherever applicable */
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eGameMode GetGameMode(void) const { return m_GameMode; }
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/// Returns true if the world is in Creative mode
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/** Returns true if the world is in Creative mode */
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bool IsGameModeCreative(void) const { return (m_GameMode == gmCreative); }
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/// Returns true if the world is in Survival mode
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/** Returns true if the world is in Survival mode */
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bool IsGameModeSurvival(void) const { return (m_GameMode == gmSurvival); }
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/// Returns true if the world is in Adventure mode
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/** Returns true if the world is in Adventure mode */
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bool IsGameModeAdventure(void) const { return (m_GameMode == gmAdventure); }
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bool IsPVPEnabled(void) const { return m_bEnabledPVP; }
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@ -147,12 +138,12 @@ public:
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eDimension GetDimension(void) const { return m_Dimension; }
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/// Returns the world height at the specified coords; waits for the chunk to get loaded / generated
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/** Returns the world height at the specified coords; waits for the chunk to get loaded / generated */
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int GetHeight(int a_BlockX, int a_BlockZ);
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// tolua_end
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/// Retrieves the world height at the specified coords; returns false if chunk not loaded / generated
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/** Retrieves the world height at the specified coords; returns false if chunk not loaded / generated */
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bool TryGetHeight(int a_BlockX, int a_BlockZ, int & a_Height); // Exported in ManualBindings.cpp
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// Broadcast respective packets to all clients of the chunk where the event is taking place
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@ -187,7 +178,7 @@ public:
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void BroadcastUseBed (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ );
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void BroadcastWeather (eWeather a_Weather, const cClientHandle * a_Exclude = NULL);
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/// If there is a block entity at the specified coords, sends it to the client specified
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/** If there is a block entity at the specified coords, sends it to the client specified */
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void SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client);
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void MarkChunkDirty (int a_ChunkX, int a_ChunkZ);
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@ -221,7 +212,7 @@ public:
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bool GetChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataCallback & a_Callback);
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/// Gets the chunk's blocks, only the block types
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/** Gets the chunk's blocks, only the block types */
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bool GetChunkBlockTypes(int a_ChunkX, int a_ChunkZ, BLOCKTYPE * a_BlockTypes);
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bool IsChunkValid (int a_ChunkX, int a_ChunkZ) const;
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@ -234,13 +225,13 @@ public:
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void AddPlayer( cPlayer* a_Player );
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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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/** 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
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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 */
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bool DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
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/// Finds a player from a partial or complete player name and calls the callback - case-insensitive
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/** Finds a player from a partial or complete player name and calls the callback - case-insensitive */
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bool FindAndDoWithPlayer(const AString & a_PlayerNameHint, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
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// TODO: This interface is dangerous - rewrite to DoWithClosestPlayer(pos, sight, action)
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@ -248,74 +239,74 @@ public:
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void SendPlayerList(cPlayer * a_DestPlayer); // Sends playerlist to the player
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/// Adds the entity into its appropriate chunk; takes ownership of the entity ptr
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/** Adds the entity into its appropriate chunk; takes ownership of the entity ptr */
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void AddEntity(cEntity * a_Entity);
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bool HasEntity(int a_UniqueID);
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/// Removes the entity, the entity ptr ownership is assumed taken by the caller
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/** Removes the entity, the entity ptr ownership is assumed taken by the caller */
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void RemoveEntity(cEntity * a_Entity);
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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
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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 */
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bool ForEachEntity(cEntityCallback & a_Callback); // Exported in ManualBindings.cpp
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/// Calls the callback for each entity in the specified chunk; returns true if all entities processed, false if the callback aborted by returning true
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/** Calls the callback for each entity in the specified chunk; returns true if all entities processed, false if the callback aborted by returning true */
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bool ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback); // Exported in ManualBindings.cpp
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/// Calls the callback if the entity with the specified ID is found, with the entity object as the callback param. Returns true if entity found and callback returned false.
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/** Calls the callback if the entity with the specified ID is found, with the entity object as the callback param. Returns true if entity found and callback returned false. */
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bool DoWithEntityByID(int a_UniqueID, cEntityCallback & a_Callback); // Exported in ManualBindings.cpp
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/// Compares clients of two chunks, calls the callback accordingly
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/** Compares clients of two chunks, calls the callback accordingly */
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void CompareChunkClients(int a_ChunkX1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkZ2, cClientDiffCallback & a_Callback);
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/// Adds client to a chunk, if not already present; returns true if added, false if present
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/** Adds client to a chunk, if not already present; returns true if added, false if present */
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bool AddChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client);
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/// Removes client from the chunk specified
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/** Removes client from the chunk specified */
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void RemoveChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client);
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/// Removes the client from all chunks it is present in
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/** Removes the client from all chunks it is present in */
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void RemoveClientFromChunks(cClientHandle * a_Client);
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/// 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)
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/** 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) */
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void SendChunkTo(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client);
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/// Removes client from ChunkSender's queue of chunks to be sent
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/** Removes client from ChunkSender's queue of chunks to be sent */
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void RemoveClientFromChunkSender(cClientHandle * a_Client);
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/// Touches the chunk, causing it to be loaded or generated
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/** Touches the chunk, causing it to be loaded or generated */
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void TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Loads the chunk, if not already loaded. Doesn't generate. Returns true if chunk valid (even if already loaded before)
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/** Loads the chunk, if not already loaded. Doesn't generate. Returns true if chunk valid (even if already loaded before) */
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bool LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Loads the chunks specified. Doesn't report failure, other than chunks being !IsValid()
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/** Loads the chunks specified. Doesn't report failure, other than chunks being !IsValid() */
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void LoadChunks(const cChunkCoordsList & a_Chunks);
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/// Marks the chunk as failed-to-load:
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/** Marks the chunk as failed-to-load: */
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void ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Sets the sign text, asking plugins for permission first. a_Player is the player who this change belongs to, may be NULL. Returns true if sign text changed. Same as UpdateSign()
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/** Sets the sign text, asking plugins for permission first. a_Player is the player who this change belongs to, may be NULL. Returns true if sign text changed. Same as UpdateSign() */
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bool SetSignLines(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, cPlayer * a_Player = NULL); // Exported in ManualBindings.cpp
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/// Sets the sign text, asking plugins for permission first. a_Player is the player who this change belongs to, may be NULL. Returns true if sign text changed. Same as SetSignLines()
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/** Sets the sign text, asking plugins for permission first. a_Player is the player who this change belongs to, may be NULL. Returns true if sign text changed. Same as SetSignLines() */
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bool 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); // Exported in ManualBindings.cpp
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/// Marks (a_Stay == true) or unmarks (a_Stay == false) chunks as non-unloadable. To be used only by cChunkStay!
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/** Marks (a_Stay == true) or unmarks (a_Stay == false) chunks as non-unloadable. To be used only by cChunkStay! */
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void ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay = true);
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/// Regenerate the given chunk:
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/** Regenerate the given chunk: */
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void RegenerateChunk(int a_ChunkX, int a_ChunkZ); // tolua_export
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/// Generates the given chunk, if not already generated
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/** Generates the given chunk, if not already generated */
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void GenerateChunk(int a_ChunkX, int a_ChunkZ); // tolua_export
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/// Queues a chunk for lighting; a_Callback is called after the chunk is lighted
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/** Queues a chunk for lighting; a_Callback is called after the chunk is lighted */
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void QueueLightChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback = NULL);
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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
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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 */
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bool ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback);
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// tolua_begin
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@ -366,30 +357,30 @@ public:
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// tolua_begin
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/// Spawns item pickups for each item in the list. May compress pickups if too many entities:
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/** Spawns item pickups for each item in the list. May compress pickups if too many entities: */
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void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed = 1.0, bool IsPlayerCreated = false);
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||||
|
||||
/// Spawns item pickups for each item in the list. May compress pickups if too many entities. All pickups get the speed specified:
|
||||
/** 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, bool IsPlayerCreated = false);
|
||||
|
||||
/// Spawns an falling block entity at the given position. It returns the UniqueID of the spawned falling block.
|
||||
/** Spawns an falling block entity at the given position. It returns the UniqueID of the spawned falling block. */
|
||||
int SpawnFallingBlock(int a_X, int a_Y, int a_Z, BLOCKTYPE BlockType, NIBBLETYPE BlockMeta);
|
||||
|
||||
/// Spawns an minecart at the given coordinates.
|
||||
/** Spawns an minecart at the given coordinates. */
|
||||
int SpawnMinecart(double a_X, double a_Y, double a_Z, int a_MinecartType, const cItem & a_Content = cItem(), int a_BlockHeight = 1);
|
||||
|
||||
/// Spawns an experience orb at the given location with the given reward. It returns the UniqueID of the spawned experience orb.
|
||||
/** Spawns an experience orb at the given location with the given reward. It returns the UniqueID of the spawned experience orb. */
|
||||
int SpawnExperienceOrb(double a_X, double a_Y, double a_Z, int a_Reward);
|
||||
|
||||
/// Spawns a new primed TNT entity at the specified block coords and specified fuse duration. Initial velocity is given based on the relative coefficient provided
|
||||
/** Spawns a new primed TNT entity at the specified block coords and specified fuse duration. Initial velocity is given based on the relative coefficient provided */
|
||||
void SpawnPrimedTNT(double a_X, double a_Y, double a_Z, double a_FuseTimeInSec, double a_InitialVelocityCoeff = 1);
|
||||
|
||||
// tolua_end
|
||||
|
||||
/// Replaces world blocks with a_Blocks, if they are of type a_FilterBlockType
|
||||
/** 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.
|
||||
/** 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
|
||||
@ -400,10 +391,10 @@ public:
|
||||
double GetSpawnY(void) const { return m_SpawnY; }
|
||||
double GetSpawnZ(void) const { return m_SpawnZ; }
|
||||
|
||||
/// Wakes up the simulators for the specified block
|
||||
/** Wakes up the simulators for the specified block */
|
||||
void WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
|
||||
/// Wakes up the simulators for the specified area of blocks
|
||||
/** Wakes up the simulators for the specified area of blocks */
|
||||
void WakeUpSimulatorsInArea(int a_MinBlockX, int a_MaxBlockX, int a_MinBlockY, int a_MaxBlockY, int a_MinBlockZ, int a_MaxBlockZ);
|
||||
|
||||
// tolua_end
|
||||
@ -414,22 +405,22 @@ public:
|
||||
inline cFluidSimulator * GetLavaSimulator (void) { return m_LavaSimulator; }
|
||||
inline cRedstoneSimulator * GetRedstoneSimulator(void) { return m_RedstoneSimulator; }
|
||||
|
||||
/// Calls the callback for each block entity in the specified chunk; returns true if all block entities processed, false if the callback aborted by returning true
|
||||
/** Calls the callback for each block entity in the specified chunk; returns true if all block entities processed, false if the callback aborted by returning true */
|
||||
bool ForEachBlockEntityInChunk(int a_ChunkX, int a_ChunkZ, cBlockEntityCallback & a_Callback); // Exported in ManualBindings.cpp
|
||||
|
||||
/// Calls the callback for each chest in the specified chunk; returns true if all chests processed, false if the callback aborted by returning true
|
||||
/** 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
|
||||
/** 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 dropper in the specified chunk; returns true if all droppers processed, false if the callback aborted by returning true
|
||||
/** Calls the callback for each dropper in the specified chunk; returns true if all droppers processed, false if the callback aborted by returning true */
|
||||
bool ForEachDropperInChunk(int a_ChunkX, int a_ChunkZ, cDropperCallback & a_Callback);
|
||||
|
||||
/// Calls the callback for each dropspenser in the specified chunk; returns true if all dropspensers processed, false if the callback aborted by returning true
|
||||
/** Calls the callback for each dropspenser in the specified chunk; returns true if all dropspensers processed, false if the callback aborted by returning true */
|
||||
bool ForEachDropSpenserInChunk(int a_ChunkX, int a_ChunkZ, cDropSpenserCallback & 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
|
||||
/** 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
|
||||
|
||||
/** Does an explosion with the specified strength at the specified coordinate
|
||||
@ -447,71 +438,71 @@ public:
|
||||
*/
|
||||
void DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, bool a_CanCauseFire, eExplosionSource a_Source, void * a_SourceData); // tolua_export
|
||||
|
||||
/// Calls the callback for the block entity at the specified coords; returns false if there's no block entity at those coords, true if found
|
||||
/** Calls the callback for the block entity at the specified coords; returns false if there's no block entity at those coords, true if found */
|
||||
bool DoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBlockEntityCallback & 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
|
||||
/** 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 or callback returns true, returns true if found
|
||||
/** Calls the callback for the dispenser at the specified coords; returns false if there's no dispenser at those coords or callback returns true, returns true if found */
|
||||
bool DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback); // Exported in ManualBindings.cpp
|
||||
|
||||
/// Calls the callback for the dropper at the specified coords; returns false if there's no dropper at those coords or callback returns true, returns true if found
|
||||
/** Calls the callback for the dropper at the specified coords; returns false if there's no dropper at those coords or callback returns true, returns true if found */
|
||||
bool DoWithDropperAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropperCallback & a_Callback); // Exported in ManualBindings.cpp
|
||||
|
||||
/// Calls the callback for the dropspenser at the specified coords; returns false if there's no dropspenser at those coords or callback returns true, returns true if found
|
||||
/** Calls the callback for the dropspenser at the specified coords; returns false if there's no dropspenser at those coords or callback returns true, returns true if found */
|
||||
bool DoWithDropSpenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserCallback & 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 or callback returns true, returns true if found
|
||||
/** Calls the callback for the furnace at the specified coords; returns false if there's no furnace at those coords or callback returns true, returns true if found */
|
||||
bool DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback); // Exported in ManualBindings.cpp
|
||||
|
||||
/// Calls the callback for the noteblock at the specified coords; returns false if there's no noteblock at those coords or callback returns true, returns true if found
|
||||
/** Calls the callback for the noteblock at the specified coords; returns false if there's no noteblock at those coords or callback returns true, returns true if found */
|
||||
bool DoWithNoteBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cNoteBlockCallback & a_Callback); // Exported in ManualBindings.cpp
|
||||
|
||||
/// Calls the callback for the command block at the specified coords; returns false if there's no command block at those coords or callback returns true, returns true if found
|
||||
/** Calls the callback for the command block at the specified coords; returns false if there's no command block at those coords or callback returns true, returns true if found */
|
||||
bool DoWithCommandBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cCommandBlockCallback & 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
|
||||
/** 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); // Exported in ManualBindings.cpp
|
||||
|
||||
/// a_Player is using block entity at [x, y, z], handle that:
|
||||
/** 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); } // tolua_export
|
||||
|
||||
/// Calls the callback for the chunk specified, with ChunkMapCS locked; returns false if the chunk doesn't exist, otherwise returns the same value as the callback
|
||||
/** Calls the callback for the chunk specified, with ChunkMapCS locked; returns false if the chunk doesn't exist, otherwise returns the same value as the callback */
|
||||
bool DoWithChunk(int a_ChunkX, int a_ChunkZ, cChunkCallback & a_Callback);
|
||||
|
||||
void GrowTreeImage(const sSetBlockVector & a_Blocks);
|
||||
|
||||
// tolua_begin
|
||||
|
||||
/// Grows a tree at the specified coords, either from a sapling there, or based on the biome
|
||||
/** Grows a tree at the specified coords, either from a sapling there, or based on the biome */
|
||||
void GrowTree (int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
|
||||
/// Grows a tree at the specified coords, based on the sapling meta provided
|
||||
/** Grows a tree at the specified coords, based on the sapling meta provided */
|
||||
void GrowTreeFromSapling(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_SaplingMeta);
|
||||
|
||||
/// Grows a tree at the specified coords, based on the biome in the place
|
||||
/** Grows a tree at the specified coords, based on the biome in the place */
|
||||
void GrowTreeByBiome (int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
|
||||
/// 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
|
||||
/** 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);
|
||||
|
||||
/// Grows a cactus present at the block specified by the amount of blocks specified, up to the max height specified in the config
|
||||
/** 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);
|
||||
|
||||
/// Grows a melon or a pumpkin next to the block specified (assumed to be the stem)
|
||||
/** 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, BLOCKTYPE a_BlockType);
|
||||
|
||||
/// Grows a sugarcane present at the block specified by the amount of blocks specified, up to the max height specified in the config
|
||||
/** 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);
|
||||
|
||||
/// Returns the biome at the specified coords. Reads the biome from the chunk, if loaded, otherwise uses the world generator to provide the biome value
|
||||
/** Returns the biome at the specified coords. Reads the biome from the chunk, if loaded, otherwise uses the world generator to provide the biome value */
|
||||
int GetBiomeAt(int a_BlockX, int a_BlockZ);
|
||||
|
||||
/// Returns the name of the world
|
||||
/** Returns the name of the world */
|
||||
const AString & GetName(void) const { return m_WorldName; }
|
||||
|
||||
/// Returns the name of the world.ini file used by this world
|
||||
/** Returns the name of the world.ini file used by this world */
|
||||
const AString & GetIniFileName(void) const {return m_IniFileName; }
|
||||
|
||||
// tolua_end
|
||||
@ -543,22 +534,23 @@ public:
|
||||
if(a_Z < 0 && a_Z % cChunkDef::Width != 0) a_ChunkZ--;
|
||||
}
|
||||
|
||||
/// Saves all chunks immediately. Dangerous interface, may deadlock, use QueueSaveAllChunks() instead
|
||||
/** Saves all chunks immediately. Dangerous interface, may deadlock, use QueueSaveAllChunks() instead */
|
||||
void SaveAllChunks(void);
|
||||
|
||||
/// Queues a task to save all chunks onto the tick thread. The prefferred way of saving chunks from external sources
|
||||
/** Queues a task to save all chunks onto the tick thread. The prefferred way of saving chunks from external sources */
|
||||
void QueueSaveAllChunks(void); // tolua_export
|
||||
|
||||
/// Queues a task onto the tick thread. The task object will be deleted once the task is finished
|
||||
/** Queues a task onto the tick thread. The task object will be deleted once the task is finished */
|
||||
void QueueTask(cTask * a_Task); // Exported in ManualBindings.cpp
|
||||
|
||||
// Queues a task onto the tick thread. The task object will be deleted once the task is finished
|
||||
void ScheduleTask(cScheduledTask * a_Task);
|
||||
/** Queues a task onto the tick thread, with the specified delay.
|
||||
The task object will be deleted once the task is finished */
|
||||
void ScheduleTask(int a_DelayTicks, cTask * a_Task);
|
||||
|
||||
/// Returns the number of chunks loaded
|
||||
/** Returns the number of chunks loaded */
|
||||
int GetNumChunks() const; // tolua_export
|
||||
|
||||
/// Returns the number of chunks loaded and dirty, and in the lighting queue
|
||||
/** 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):
|
||||
@ -569,13 +561,13 @@ public:
|
||||
|
||||
void InitializeSpawn(void);
|
||||
|
||||
/// Starts threads that belong to this world
|
||||
/** Starts threads that belong to this world */
|
||||
void Start(void);
|
||||
|
||||
/// Stops threads that belong to this world (part of deinit)
|
||||
/** Stops threads that belong to this world (part of deinit) */
|
||||
void Stop(void);
|
||||
|
||||
/// Processes the blocks queued for ticking with a delay (m_BlockTickQueue[])
|
||||
/** Processes the blocks queued for ticking with a delay (m_BlockTickQueue[]) */
|
||||
void TickQueuedBlocks(void);
|
||||
|
||||
struct BlockTickQueueItem
|
||||
@ -586,27 +578,27 @@ public:
|
||||
int TicksToWait;
|
||||
};
|
||||
|
||||
/// Queues the block to be ticked after the specified number of game ticks
|
||||
/** Queues the block to be ticked after the specified number of game ticks */
|
||||
void QueueBlockForTick(int a_BlockX, int a_BlockY, int a_BlockZ, int a_TicksToWait); // tolua_export
|
||||
|
||||
// tolua_begin
|
||||
/// Casts a thunderbolt at the specified coords
|
||||
/** Casts a thunderbolt at the specified coords */
|
||||
void CastThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
|
||||
/// Sets the specified weather; resets weather interval; asks and notifies plugins of the change
|
||||
/** Sets the specified weather; resets weather interval; asks and notifies plugins of the change */
|
||||
void SetWeather (eWeather a_NewWeather);
|
||||
|
||||
/// Forces a weather change in the next game tick
|
||||
/** Forces a weather change in the next game tick */
|
||||
void ChangeWeather (void);
|
||||
|
||||
/// Returns the current weather. Instead of comparing values directly to the weather constants, use IsWeatherXXX() functions, if possible
|
||||
/** Returns the current weather. Instead of comparing values directly to the weather constants, use IsWeatherXXX() functions, if possible */
|
||||
eWeather GetWeather (void) const { return m_Weather; };
|
||||
|
||||
bool IsWeatherSunny(void) const { return (m_Weather == wSunny); }
|
||||
bool IsWeatherRain (void) const { return (m_Weather == wRain); }
|
||||
bool IsWeatherStorm(void) const { return (m_Weather == wStorm); }
|
||||
|
||||
/// Returns true if the current weather has any precipitation - rain or storm
|
||||
/** Returns true if the current weather has any precipitation - rain or storm */
|
||||
bool IsWeatherWet (void) const { return (m_Weather != wSunny); }
|
||||
|
||||
// tolua_end
|
||||
@ -615,7 +607,7 @@ public:
|
||||
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
|
||||
/** 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
|
||||
@ -623,20 +615,20 @@ public:
|
||||
|
||||
bool IsBlockDirectlyWatered(int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export
|
||||
|
||||
/// Spawns a mob of the specified type. Returns the mob's EntityID if recognized and spawned, <0 otherwise
|
||||
/** Spawns a mob of the specified type. Returns the mob's EntityID if recognized and spawned, <0 otherwise */
|
||||
int SpawnMob(double a_PosX, double a_PosY, double a_PosZ, cMonster::eType a_MonsterType); // tolua_export
|
||||
int SpawnMobFinalize(cMonster* a_Monster);
|
||||
|
||||
/// Creates a projectile of the specified type. Returns the projectile's EntityID if successful, <0 otherwise
|
||||
/** Creates a projectile of the specified type. Returns the projectile's EntityID if successful, <0 otherwise */
|
||||
int CreateProjectile(double a_PosX, double a_PosY, double a_PosZ, cProjectileEntity::eKind a_Kind, cEntity * a_Creator, const Vector3d * a_Speed = NULL); // tolua_export
|
||||
|
||||
/// Returns a random number from the m_TickRand in range [0 .. a_Range]. To be used only in the tick thread!
|
||||
/** Returns a random number from the m_TickRand in range [0 .. a_Range]. To be used only in the tick thread! */
|
||||
int GetTickRandomNumber(unsigned a_Range) { return (int)(m_TickRand.randInt(a_Range)); }
|
||||
|
||||
/// Appends all usernames starting with a_Text (case-insensitive) into Results
|
||||
/** Appends all usernames starting with a_Text (case-insensitive) into Results */
|
||||
void TabCompleteUserName(const AString & a_Text, AStringVector & a_Results);
|
||||
|
||||
/// Get the current darkness level based on the time
|
||||
/** Get the current darkness level based on the time */
|
||||
NIBBLETYPE GetSkyDarkness() { return m_SkyDarkness; }
|
||||
|
||||
private:
|
||||
@ -679,18 +671,41 @@ private:
|
||||
} ;
|
||||
|
||||
|
||||
/** A container for tasks that have been scheduled for a specific game tick */
|
||||
class cScheduledTask
|
||||
{
|
||||
public:
|
||||
Int64 m_TargetTick;
|
||||
cTask * m_Task;
|
||||
|
||||
/** Creates a new scheduled task; takes ownership of the task object passed to it. */
|
||||
cScheduledTask(Int64 a_TargetTick, cTask * a_Task) :
|
||||
m_TargetTick(a_TargetTick),
|
||||
m_Task(a_Task)
|
||||
{
|
||||
}
|
||||
|
||||
virtual ~cScheduledTask()
|
||||
{
|
||||
delete m_Task;
|
||||
}
|
||||
};
|
||||
|
||||
typedef std::list<cScheduledTask *> cScheduledTasks;
|
||||
|
||||
|
||||
AString m_WorldName;
|
||||
AString m_IniFileName;
|
||||
|
||||
/// Name of the storage schema used to load and save chunks
|
||||
/** Name of the storage schema used to load and save chunks */
|
||||
AString m_StorageSchema;
|
||||
|
||||
int m_StorageCompressionFactor;
|
||||
|
||||
/// The dimension of the world, used by the client to provide correct lighting scheme
|
||||
/** The dimension of the world, used by the client to provide correct lighting scheme */
|
||||
eDimension m_Dimension;
|
||||
|
||||
/// 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)
|
||||
/** 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;
|
||||
|
||||
bool m_IsSpawnExplicitlySet;
|
||||
@ -765,29 +780,30 @@ private:
|
||||
cLightingThread m_Lighting;
|
||||
cTickThread m_TickThread;
|
||||
|
||||
/// Guards the m_Tasks
|
||||
/** Guards the m_Tasks */
|
||||
cCriticalSection m_CSTasks;
|
||||
|
||||
/// Guards the m_ScheduledTasks
|
||||
cCriticalSection m_CSScheduledTasks;
|
||||
|
||||
/// Tasks that have been queued onto the tick thread; guarded by m_CSTasks
|
||||
/** Tasks that have been queued onto the tick thread; guarded by m_CSTasks */
|
||||
cTasks m_Tasks;
|
||||
|
||||
/// Tasks that have been queued to be executed on the tick thread at some number of ticks in
|
||||
/// the future; guarded by m_CSScheduledTasks
|
||||
ScheduledTaskList m_ScheduledTasks;
|
||||
/** Guards the m_ScheduledTasks */
|
||||
cCriticalSection m_CSScheduledTasks;
|
||||
|
||||
/// Guards m_Clients
|
||||
/** Tasks that have been queued to be executed on the tick thread at target tick in the future.
|
||||
Ordered by increasing m_TargetTick.
|
||||
Guarded by m_CSScheduledTasks */
|
||||
cScheduledTasks m_ScheduledTasks;
|
||||
|
||||
/** Guards m_Clients */
|
||||
cCriticalSection m_CSClients;
|
||||
|
||||
/// List of clients in this world, these will be ticked by this world
|
||||
/** List of clients in this world, these will be ticked by this world */
|
||||
cClientHandleList m_Clients;
|
||||
|
||||
/// Clients that are scheduled for removal (ticked in another world), waiting for TickClients() to remove them
|
||||
/** Clients that are scheduled for removal (ticked in another world), waiting for TickClients() to remove them */
|
||||
cClientHandleList m_ClientsToRemove;
|
||||
|
||||
/// Clients that are scheduled for adding, waiting for TickClients to add them
|
||||
/** Clients that are scheduled for adding, waiting for TickClients to add them */
|
||||
cClientHandleList m_ClientsToAdd;
|
||||
|
||||
|
||||
@ -796,27 +812,27 @@ private:
|
||||
|
||||
void Tick(float a_Dt, int a_LastTickDurationMSec);
|
||||
|
||||
/// Handles the weather in each tick
|
||||
/** Handles the weather in each tick */
|
||||
void TickWeather(float a_Dt);
|
||||
|
||||
/// Handles the mob spawning/moving/destroying each tick
|
||||
/** Handles the mob spawning/moving/destroying each tick */
|
||||
void TickMobs(float a_Dt);
|
||||
|
||||
/// Executes all tasks queued onto the tick thread
|
||||
/** Executes all tasks queued onto the tick thread */
|
||||
void TickQueuedTasks(void);
|
||||
|
||||
/// Executes all tasks queued onto the tick thread
|
||||
/** Executes all tasks queued onto the tick thread */
|
||||
void TickScheduledTasks(void);
|
||||
|
||||
/// Ticks all clients that are in this world
|
||||
/** Ticks all clients that are in this world */
|
||||
void TickClients(float a_Dt);
|
||||
|
||||
void UpdateSkyDarkness(void);
|
||||
|
||||
/// <summary>Generates a random spawnpoint on solid land by walking chunks and finding their biomes</summary>
|
||||
/** <summary>Generates a random spawnpoint on solid land by walking chunks and finding their biomes</summary> */
|
||||
void GenerateRandomSpawn(void);
|
||||
|
||||
/// Creates a new fluid simulator, loads its settings from the inifile (a_FluidName section)
|
||||
/** 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
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user