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path: root/src/script/lua_api/l_item.h
Commit message (Collapse)AuthorAge
* Use "core" namespace internallyShadowNinja2014-05-08
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* Add set_name(), set_count(), set_wear() and set_metadata() to Lua ItemStackPilzAdam2013-09-28
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* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
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* Add LuaVoxelManipkwolekr2013-06-27
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* Move scriptapi to separate folder (by sapier)sapier2013-05-25
On the lua side, notably minetest.env:<function>(<args>) should now be replaced by minetest.<function>(<args>). The old way is and will stay supported for a long time. Also: Update and clean up lua_api.txt (by celeron55) Move EnvRef to lua and remove add_rat and add_firefly (by kahrl) Add separate src/util/CMakeLists.txt, other minor fixes (by kahrl)
pan class="hl com">but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #ifndef NODETIMER_HEADER #define NODETIMER_HEADER #include "irr_v3d.h" #include <iostream> #include <map> /* NodeTimer provides per-node timed callback functionality. Can be used for: - Furnaces, to keep the fire burnin' - "activated" nodes that snap back to their original state after a fixed amount of time (mesecons buttons, for example) */ class NodeTimer { public: NodeTimer(): timeout(0.), elapsed(0.) {} NodeTimer(f32 timeout_, f32 elapsed_): timeout(timeout_), elapsed(elapsed_) {} ~NodeTimer() {} void serialize(std::ostream &os) const; void deSerialize(std::istream &is); f32 timeout; f32 elapsed; }; /* List of timers of all the nodes of a block */ class NodeTimerList { public: NodeTimerList() {} ~NodeTimerList() {} void serialize(std::ostream &os, u8 map_format_version) const; void deSerialize(std::istream &is, u8 map_format_version); // Get timer NodeTimer get(v3s16 p){ std::map<v3s16, NodeTimer>::iterator n = m_data.find(p); if(n == m_data.end()) return NodeTimer(); return n->second; } // Deletes timer void remove(v3s16 p){ m_data.erase(p); } // Deletes old timer and sets a new one void set(v3s16 p, NodeTimer t){ m_data[p] = t; } // Deletes all timers void clear(){ m_data.clear(); } // A step in time. Returns map of elapsed timers. std::map<v3s16, NodeTimer> step(float dtime); private: std::map<v3s16, NodeTimer> m_data; }; #endif