minetest/src/environment.h

486 lines
12 KiB
C++

/*
Minetest-c55
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
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 ENVIRONMENT_HEADER
#define ENVIRONMENT_HEADER
/*
This class is the game's environment.
It contains:
- The map
- Players
- Other objects
- The current time in the game
- etc.
*/
#include <set>
#include "irrlichttypes_extrabloated.h"
#include "player.h"
#include <ostream>
#include "activeobject.h"
#include "util/container.h"
#include "util/numeric.h"
#include "mapnode.h"
#include "mapblock.h"
class Server;
class ServerEnvironment;
class ActiveBlockModifier;
class ServerActiveObject;
typedef struct lua_State lua_State;
class ITextureSource;
class IGameDef;
class Map;
class ServerMap;
class ClientMap;
class Environment
{
public:
// Environment will delete the map passed to the constructor
Environment();
virtual ~Environment();
/*
Step everything in environment.
- Move players
- Step mobs
- Run timers of map
*/
virtual void step(f32 dtime) = 0;
virtual Map & getMap() = 0;
virtual void addPlayer(Player *player);
void removePlayer(u16 peer_id);
Player * getPlayer(u16 peer_id);
Player * getPlayer(const char *name);
Player * getRandomConnectedPlayer();
Player * getNearestConnectedPlayer(v3f pos);
core::list<Player*> getPlayers();
core::list<Player*> getPlayers(bool ignore_disconnected);
void printPlayers(std::ostream &o);
u32 getDayNightRatio();
// 0-23999
virtual void setTimeOfDay(u32 time)
{
m_time_of_day = time;
m_time_of_day_f = (float)time / 24000.0;
}
u32 getTimeOfDay()
{ return m_time_of_day; }
float getTimeOfDayF()
{ return m_time_of_day_f; }
void stepTimeOfDay(float dtime);
void setTimeOfDaySpeed(float speed)
{ m_time_of_day_speed = speed; }
float getTimeOfDaySpeed()
{ return m_time_of_day_speed; }
protected:
// peer_ids in here should be unique, except that there may be many 0s
core::list<Player*> m_players;
// Time of day in milli-hours (0-23999); determines day and night
u32 m_time_of_day;
// Time of day in 0...1
float m_time_of_day_f;
float m_time_of_day_speed;
// Used to buffer dtime for adding to m_time_of_day
float m_time_counter;
};
/*
Active block modifier interface.
These are fed into ServerEnvironment at initialization time;
ServerEnvironment handles deleting them.
*/
class ActiveBlockModifier
{
public:
ActiveBlockModifier(){};
virtual ~ActiveBlockModifier(){};
// Set of contents to trigger on
virtual std::set<std::string> getTriggerContents()=0;
// Set of required neighbors (trigger doesn't happen if none are found)
// Empty = do not check neighbors
virtual std::set<std::string> getRequiredNeighbors()
{ return std::set<std::string>(); }
// Trigger interval in seconds
virtual float getTriggerInterval() = 0;
// Random chance of (1 / return value), 0 is disallowed
virtual u32 getTriggerChance() = 0;
// This is called usually at interval for 1/chance of the nodes
virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n,
u32 active_object_count, u32 active_object_count_wider){};
};
struct ABMWithState
{
ActiveBlockModifier *abm;
float timer;
ABMWithState(ActiveBlockModifier *abm_);
};
/*
List of active blocks, used by ServerEnvironment
*/
class ActiveBlockList
{
public:
void update(core::list<v3s16> &active_positions,
s16 radius,
core::map<v3s16, bool> &blocks_removed,
core::map<v3s16, bool> &blocks_added);
bool contains(v3s16 p){
return (m_list.find(p) != NULL);
}
void clear(){
m_list.clear();
}
core::map<v3s16, bool> m_list;
private:
};
class IBackgroundBlockEmerger
{
public:
virtual void queueBlockEmerge(v3s16 blockpos, bool allow_generate)=0;
};
/*
The server-side environment.
This is not thread-safe. Server uses an environment mutex.
*/
class ServerEnvironment : public Environment
{
public:
ServerEnvironment(ServerMap *map, lua_State *L, IGameDef *gamedef,
IBackgroundBlockEmerger *emerger);
~ServerEnvironment();
Map & getMap();
ServerMap & getServerMap();
lua_State* getLua()
{ return m_lua; }
IGameDef *getGameDef()
{ return m_gamedef; }
float getSendRecommendedInterval()
{ return m_recommended_send_interval; }
/*
Save players
*/
void serializePlayers(const std::string &savedir);
void deSerializePlayers(const std::string &savedir);
/*
Save and load time of day and game timer
*/
void saveMeta(const std::string &savedir);
void loadMeta(const std::string &savedir);
/*
External ActiveObject interface
-------------------------------------------
*/
ServerActiveObject* getActiveObject(u16 id);
/*
Add an active object to the environment.
Environment handles deletion of object.
Object may be deleted by environment immediately.
If id of object is 0, assigns a free id to it.
Returns the id of the object.
Returns 0 if not added and thus deleted.
*/
u16 addActiveObject(ServerActiveObject *object);
/*
Add an active object as a static object to the corresponding
MapBlock.
Caller allocates memory, ServerEnvironment frees memory.
Return value: true if succeeded, false if failed.
*/
bool addActiveObjectAsStatic(ServerActiveObject *object);
/*
Find out what new objects have been added to
inside a radius around a position
*/
void getAddedActiveObjects(v3s16 pos, s16 radius,
core::map<u16, bool> &current_objects,
core::map<u16, bool> &added_objects);
/*
Find out what new objects have been removed from
inside a radius around a position
*/
void getRemovedActiveObjects(v3s16 pos, s16 radius,
core::map<u16, bool> &current_objects,
core::map<u16, bool> &removed_objects);
/*
Get the next message emitted by some active object.
Returns a message with id=0 if no messages are available.
*/
ActiveObjectMessage getActiveObjectMessage();
/*
Activate objects and dynamically modify for the dtime determined
from timestamp and additional_dtime
*/
void activateBlock(MapBlock *block, u32 additional_dtime=0);
/*
ActiveBlockModifiers
-------------------------------------------
*/
void addActiveBlockModifier(ActiveBlockModifier *abm);
/*
Other stuff
-------------------------------------------
*/
// Find all active objects inside a radius around a point
std::set<u16> getObjectsInsideRadius(v3f pos, float radius);
// Clear all objects, loading and going through every MapBlock
void clearAllObjects();
// This makes stuff happen
void step(f32 dtime);
private:
/*
Internal ActiveObject interface
-------------------------------------------
*/
/*
Add an active object to the environment.
Called by addActiveObject.
Object may be deleted by environment immediately.
If id of object is 0, assigns a free id to it.
Returns the id of the object.
Returns 0 if not added and thus deleted.
*/
u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s);
/*
Remove all objects that satisfy (m_removed && m_known_by_count==0)
*/
void removeRemovedObjects();
/*
Convert stored objects from block to active
*/
void activateObjects(MapBlock *block, u32 dtime_s);
/*
Convert objects that are not in active blocks to static.
If m_known_by_count != 0, active object is not deleted, but static
data is still updated.
If force_delete is set, active object is deleted nevertheless. It
shall only be set so in the destructor of the environment.
*/
void deactivateFarObjects(bool force_delete);
/*
Member variables
*/
// The map
ServerMap *m_map;
// Lua state
lua_State *m_lua;
// Game definition
IGameDef *m_gamedef;
// Background block emerger (the server, in practice)
IBackgroundBlockEmerger *m_emerger;
// Active object list
core::map<u16, ServerActiveObject*> m_active_objects;
// Outgoing network message buffer for active objects
Queue<ActiveObjectMessage> m_active_object_messages;
// Some timers
float m_random_spawn_timer; // used for experimental code
float m_send_recommended_timer;
IntervalLimiter m_object_management_interval;
// List of active blocks
ActiveBlockList m_active_blocks;
IntervalLimiter m_active_blocks_management_interval;
IntervalLimiter m_active_block_modifier_interval;
IntervalLimiter m_active_blocks_nodemetadata_interval;
int m_active_block_interval_overload_skip;
// Time from the beginning of the game in seconds.
// Incremented in step().
u32 m_game_time;
// A helper variable for incrementing the latter
float m_game_time_fraction_counter;
core::list<ABMWithState> m_abms;
// An interval for generally sending object positions and stuff
float m_recommended_send_interval;
};
#ifndef SERVER
#include "clientobject.h"
class ClientSimpleObject;
/*
The client-side environment.
This is not thread-safe.
Must be called from main (irrlicht) thread (uses the SceneManager)
Client uses an environment mutex.
*/
enum ClientEnvEventType
{
CEE_NONE,
CEE_PLAYER_DAMAGE
};
struct ClientEnvEvent
{
ClientEnvEventType type;
union {
struct{
} none;
struct{
u8 amount;
bool send_to_server;
} player_damage;
};
};
class ClientEnvironment : public Environment
{
public:
ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
ITextureSource *texturesource, IGameDef *gamedef,
IrrlichtDevice *device);
~ClientEnvironment();
Map & getMap();
ClientMap & getClientMap();
IGameDef *getGameDef()
{ return m_gamedef; }
void step(f32 dtime);
virtual void addPlayer(Player *player);
LocalPlayer * getLocalPlayer();
/*
ClientSimpleObjects
*/
void addSimpleObject(ClientSimpleObject *simple);
/*
ActiveObjects
*/
ClientActiveObject* getActiveObject(u16 id);
/*
Adds an active object to the environment.
Environment handles deletion of object.
Object may be deleted by environment immediately.
If id of object is 0, assigns a free id to it.
Returns the id of the object.
Returns 0 if not added and thus deleted.
*/
u16 addActiveObject(ClientActiveObject *object);
void addActiveObject(u16 id, u8 type, const std::string &init_data);
void removeActiveObject(u16 id);
void processActiveObjectMessage(u16 id, const std::string &data);
/*
Callbacks for activeobjects
*/
void damageLocalPlayer(u8 damage, bool handle_hp=true);
/*
Client likes to call these
*/
// Get all nearby objects
void getActiveObjects(v3f origin, f32 max_d,
core::array<DistanceSortedActiveObject> &dest);
// Get event from queue. CEE_NONE is returned if queue is empty.
ClientEnvEvent getClientEvent();
std::vector<core::vector2d<int> > attachment_list; // X is child ID, Y is parent ID
private:
ClientMap *m_map;
scene::ISceneManager *m_smgr;
ITextureSource *m_texturesource;
IGameDef *m_gamedef;
IrrlichtDevice *m_irr;
core::map<u16, ClientActiveObject*> m_active_objects;
core::list<ClientSimpleObject*> m_simple_objects;
Queue<ClientEnvEvent> m_client_event_queue;
IntervalLimiter m_active_object_light_update_interval;
IntervalLimiter m_lava_hurt_interval;
};
#endif
#endif