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-rw-r--r--src/World.h276
1 files changed, 146 insertions, 130 deletions
diff --git a/src/World.h b/src/World.h
index 51c3af8cb..2d6baa99f 100644
--- a/src/World.h
+++ b/src/World.h
@@ -67,7 +67,7 @@ public:
// tolua_end
- /// A simple RAII locker for the chunkmap - locks the chunkmap in its constructor, unlocks it in the destructor
+ /** A simple RAII locker for the chunkmap - locks the chunkmap in its constructor, unlocks it in the destructor */
class cLock :
public cCSLock
{
@@ -75,8 +75,9 @@ public:
public:
cLock(cWorld & a_World);
} ;
+
- /// A common ancestor for all tasks queued onto the tick thread
+ /** A common ancestor for all tasks queued onto the tick thread */
class cTask
{
public:
@@ -84,18 +85,8 @@ public:
virtual void Run(cWorld & a_World) = 0;
} ;
- /// A common ancestor for all scheduled tasks queued onto the tick thread
- class cScheduledTask
- {
- public:
- cScheduledTask(const int a_Ticks) : Ticks(a_Ticks) {};
- virtual ~cScheduledTask() {};
- virtual void Run(cWorld & a_World) = 0;
- int Ticks;
- };
-
typedef std::vector<cTask *> cTasks;
- typedef std::list<cScheduledTask *> ScheduledTaskList;
+
class cTaskSaveAllChunks :
public cTask
@@ -129,16 +120,16 @@ public:
BroadcastTimeUpdate();
}
- /// Returns the current game mode. Partly OBSOLETE, you should use IsGameModeXXX() functions wherever applicable
+ /** Returns the current game mode. Partly OBSOLETE, you should use IsGameModeXXX() functions wherever applicable */
eGameMode GetGameMode(void) const { return m_GameMode; }
- /// Returns true if the world is in Creative mode
+ /** Returns true if the world is in Creative mode */
bool IsGameModeCreative(void) const { return (m_GameMode == gmCreative); }
- /// Returns true if the world is in Survival mode
+ /** Returns true if the world is in Survival mode */
bool IsGameModeSurvival(void) const { return (m_GameMode == gmSurvival); }
- /// Returns true if the world is in Adventure mode
+ /** Returns true if the world is in Adventure mode */
bool IsGameModeAdventure(void) const { return (m_GameMode == gmAdventure); }
bool IsPVPEnabled(void) const { return m_bEnabledPVP; }
@@ -148,12 +139,12 @@ public:
eDimension GetDimension(void) const { return m_Dimension; }
- /// Returns the world height at the specified coords; waits for the chunk to get loaded / generated
+ /** Returns the world height at the specified coords; waits for the chunk to get loaded / generated */
int GetHeight(int a_BlockX, int a_BlockZ);
// tolua_end
- /// Retrieves the world height at the specified coords; returns false if chunk not loaded / generated
+ /** Retrieves the world height at the specified coords; returns false if chunk not loaded / generated */
bool TryGetHeight(int a_BlockX, int a_BlockZ, int & a_Height); // Exported in ManualBindings.cpp
// Broadcast respective packets to all clients of the chunk where the event is taking place
@@ -191,7 +182,7 @@ public:
void BroadcastUseBed (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ );
void BroadcastWeather (eWeather a_Weather, const cClientHandle * a_Exclude = NULL);
- /// If there is a block entity at the specified coords, sends it to the client specified
+ /** If there is a block entity at the specified coords, sends it to the client specified */
void SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client);
void MarkChunkDirty (int a_ChunkX, int a_ChunkZ);
@@ -225,7 +216,7 @@ public:
bool GetChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataCallback & a_Callback);
- /// Gets the chunk's blocks, only the block types
+ /** Gets the chunk's blocks, only the block types */
bool GetChunkBlockTypes(int a_ChunkX, int a_ChunkZ, BLOCKTYPE * a_BlockTypes);
bool IsChunkValid (int a_ChunkX, int a_ChunkZ) const;
@@ -238,13 +229,13 @@ public:
void AddPlayer( cPlayer* a_Player );
void RemovePlayer( cPlayer* a_Player );
- /// Calls the callback for each player in the list; returns true if all players processed, false if the callback aborted by returning true
- bool ForEachPlayer(cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
-
- /// Calls the callback for the player of the given name; returns true if the player was found and the callback called, false if player not found. Callback return ignored
- bool DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
+ /** Calls the callback for each player in the list; returns true if all players processed, false if the callback aborted by returning true */
+ bool ForEachPlayer(cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
+
+ /** Calls the callback for the player of the given name; returns true if the player was found and the callback called, false if player not found. Callback return ignored */
+ bool DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
- /// Finds a player from a partial or complete player name and calls the callback - case-insensitive
+ /** Finds a player from a partial or complete player name and calls the callback - case-insensitive */
bool FindAndDoWithPlayer(const AString & a_PlayerNameHint, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
// TODO: This interface is dangerous - rewrite to DoWithClosestPlayer(pos, sight, action)
@@ -252,74 +243,74 @@ public:
void SendPlayerList(cPlayer * a_DestPlayer); // Sends playerlist to the player
- /// Adds the entity into its appropriate chunk; takes ownership of the entity ptr
+ /** Adds the entity into its appropriate chunk; takes ownership of the entity ptr */
void AddEntity(cEntity * a_Entity);
bool HasEntity(int a_UniqueID);
- /// Removes the entity, the entity ptr ownership is assumed taken by the caller
+ /** Removes the entity, the entity ptr ownership is assumed taken by the caller */
void RemoveEntity(cEntity * a_Entity);
- /// Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true
+ /** Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true */
bool ForEachEntity(cEntityCallback & a_Callback); // Exported in ManualBindings.cpp
- /// Calls the callback for each entity in the specified chunk; returns true if all entities processed, false if the callback aborted by returning true
+ /** Calls the callback for each entity in the specified chunk; returns true if all entities processed, false if the callback aborted by returning true */
bool ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback); // Exported in ManualBindings.cpp
- /// Calls the callback if the entity with the specified ID is found, with the entity object as the callback param. Returns true if entity found and callback returned false.
+ /** 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. */
bool DoWithEntityByID(int a_UniqueID, cEntityCallback & a_Callback); // Exported in ManualBindings.cpp
- /// Compares clients of two chunks, calls the callback accordingly
+ /** Compares clients of two chunks, calls the callback accordingly */
void CompareChunkClients(int a_ChunkX1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkZ2, cClientDiffCallback & a_Callback);
- /// Adds client to a chunk, if not already present; returns true if added, false if present
+ /** Adds client to a chunk, if not already present; returns true if added, false if present */
bool AddChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client);
- /// Removes client from the chunk specified
+ /** Removes client from the chunk specified */
void RemoveChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client);
- /// Removes the client from all chunks it is present in
+ /** Removes the client from all chunks it is present in */
void RemoveClientFromChunks(cClientHandle * a_Client);
- /// Sends the chunk to the client specified, if the chunk is valid. If not valid, the request is postponed (ChunkSender will send that chunk when it becomes valid+lighted)
+ /** Sends the chunk to the client specified, if the chunk is valid. If not valid, the request is postponed (ChunkSender will send that chunk when it becomes valid+lighted) */
void SendChunkTo(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client);
- /// Removes client from ChunkSender's queue of chunks to be sent
+ /** Removes client from ChunkSender's queue of chunks to be sent */
void RemoveClientFromChunkSender(cClientHandle * a_Client);
- /// Touches the chunk, causing it to be loaded or generated
+ /** Touches the chunk, causing it to be loaded or generated */
void TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
- /// Loads the chunk, if not already loaded. Doesn't generate. Returns true if chunk valid (even if already loaded before)
+ /** Loads the chunk, if not already loaded. Doesn't generate. Returns true if chunk valid (even if already loaded before) */
bool LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
- /// Loads the chunks specified. Doesn't report failure, other than chunks being !IsValid()
+ /** Loads the chunks specified. Doesn't report failure, other than chunks being !IsValid() */
void LoadChunks(const cChunkCoordsList & a_Chunks);
- /// Marks the chunk as failed-to-load:
+ /** Marks the chunk as failed-to-load: */
void ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
- /// 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()
+ /** 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() */
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
- /// 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()
+ /** 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() */
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
- /// Marks (a_Stay == true) or unmarks (a_Stay == false) chunks as non-unloadable. To be used only by cChunkStay!
+ /** Marks (a_Stay == true) or unmarks (a_Stay == false) chunks as non-unloadable. To be used only by cChunkStay! */
void ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay = true);
- /// Regenerate the given chunk:
+ /** Regenerate the given chunk: */
void RegenerateChunk(int a_ChunkX, int a_ChunkZ); // tolua_export
- /// Generates the given chunk, if not already generated
+ /** Generates the given chunk, if not already generated */
void GenerateChunk(int a_ChunkX, int a_ChunkZ); // tolua_export
- /// Queues a chunk for lighting; a_Callback is called after the chunk is lighted
+ /** Queues a chunk for lighting; a_Callback is called after the chunk is lighted */
void QueueLightChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback = NULL);
bool IsChunkLighted(int a_ChunkX, int a_ChunkZ);
- /// Calls the callback for each chunk in the coords specified (all cords are inclusive). Returns true if all chunks have been processed successfully
+ /** Calls the callback for each chunk in the coords specified (all cords are inclusive). Returns true if all chunks have been processed successfully */
bool ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback);
// tolua_begin
@@ -370,30 +361,30 @@ public:
// tolua_begin
- /// Spawns item pickups for each item in the list. May compress pickups if too many entities:
+ /** Spawns item pickups for each item in the list. May compress pickups if too many entities: */
void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed = 1.0, bool IsPlayerCreated = false);
- /// 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
@@ -404,10 +395,10 @@ 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
@@ -418,22 +409,22 @@ 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
@@ -451,71 +442,71 @@ 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; }
/// Returns the associated scoreboard instance
@@ -550,22 +541,23 @@ 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):
@@ -576,13 +568,13 @@ 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
@@ -593,27 +585,27 @@ 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
@@ -622,7 +614,7 @@ 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
@@ -630,20 +622,20 @@ 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:
@@ -686,18 +678,41 @@ 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;
@@ -774,29 +789,30 @@ 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;
+
+ /** 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
+ /** 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;
@@ -805,27 +821,27 @@ 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