forked from Mirrorlandia_minetest/minetest
157 lines
4.2 KiB
C++
157 lines
4.2 KiB
C++
/*
|
|
Minetest
|
|
Copyright (C) 2010-2013 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.
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
/*
|
|
This class is the game's environment.
|
|
It contains:
|
|
- The map
|
|
- Players
|
|
- Other objects
|
|
- The current time in the game
|
|
- etc.
|
|
*/
|
|
|
|
#include <list>
|
|
#include <queue>
|
|
#include <map>
|
|
#include <atomic>
|
|
#include <mutex>
|
|
#include "irr_v3d.h"
|
|
#include "network/networkprotocol.h" // for AccessDeniedCode
|
|
#include "util/basic_macros.h"
|
|
|
|
class IGameDef;
|
|
class Map;
|
|
struct PointedThing;
|
|
class RaycastState;
|
|
|
|
class Environment
|
|
{
|
|
public:
|
|
// Environment will delete the map passed to the constructor
|
|
Environment(IGameDef *gamedef);
|
|
virtual ~Environment() = default;
|
|
DISABLE_CLASS_COPY(Environment);
|
|
|
|
/*
|
|
Step everything in environment.
|
|
- Move players
|
|
- Step mobs
|
|
- Run timers of map
|
|
*/
|
|
virtual void step(f32 dtime) = 0;
|
|
|
|
virtual Map &getMap() = 0;
|
|
|
|
u32 getDayNightRatio();
|
|
|
|
// 0-23999
|
|
virtual void setTimeOfDay(u32 time);
|
|
u32 getTimeOfDay();
|
|
float getTimeOfDayF();
|
|
|
|
void stepTimeOfDay(float dtime);
|
|
|
|
void setTimeOfDaySpeed(float speed);
|
|
|
|
void setDayNightRatioOverride(bool enable, u32 value);
|
|
|
|
u32 getDayCount();
|
|
|
|
/*!
|
|
* Returns false if the given line intersects with a
|
|
* non-air node, true otherwise.
|
|
* \param pos1 start of the line
|
|
* \param pos2 end of the line
|
|
* \param p output, position of the first non-air node
|
|
* the line intersects
|
|
*/
|
|
bool line_of_sight(v3f pos1, v3f pos2, v3s16 *p = nullptr);
|
|
|
|
/*!
|
|
* Gets the objects pointed by the shootline as
|
|
* pointed things.
|
|
* If this is a client environment, the local player
|
|
* won't be returned.
|
|
* @param[in] shootline_on_map the shootline for
|
|
* the test in world coordinates
|
|
*
|
|
* @param[out] objects found objects
|
|
*/
|
|
virtual void getSelectedActiveObjects(const core::line3d<f32> &shootline_on_map,
|
|
std::vector<PointedThing> &objects) = 0;
|
|
|
|
/*!
|
|
* Returns the next node or object the shootline meets.
|
|
* @param state current state of the raycast
|
|
* @result output, will contain the next pointed thing
|
|
*/
|
|
void continueRaycast(RaycastState *state, PointedThing *result);
|
|
|
|
// counter used internally when triggering ABMs
|
|
u32 m_added_objects;
|
|
|
|
IGameDef *getGameDef() { return m_gamedef; }
|
|
|
|
protected:
|
|
std::atomic<float> m_time_of_day_speed;
|
|
|
|
/*
|
|
* Below: values managed by m_time_lock
|
|
*/
|
|
// 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;
|
|
// Stores the skew created by the float -> u32 conversion
|
|
// to be applied at next conversion, so that there is no real skew.
|
|
float m_time_conversion_skew = 0.0f;
|
|
// Overriding the day-night ratio is useful for custom sky visuals
|
|
bool m_enable_day_night_ratio_override = false;
|
|
u32 m_day_night_ratio_override = 0.0f;
|
|
// Days from the server start, accounts for time shift
|
|
// in game (e.g. /time or bed usage)
|
|
std::atomic<u32> m_day_count;
|
|
/*
|
|
* Above: values managed by m_time_lock
|
|
*/
|
|
|
|
/* TODO: Add a callback function so these can be updated when a setting
|
|
* changes. At this point in time it doesn't matter (e.g. /set
|
|
* is documented to change server settings only)
|
|
*
|
|
* TODO: Local caching of settings is not optimal and should at some stage
|
|
* be updated to use a global settings object for getting thse values
|
|
* (as opposed to the this local caching). This can be addressed in
|
|
* a later release.
|
|
*/
|
|
bool m_cache_enable_shaders;
|
|
float m_cache_active_block_mgmt_interval;
|
|
float m_cache_abm_interval;
|
|
float m_cache_nodetimer_interval;
|
|
float m_cache_abm_time_budget;
|
|
|
|
IGameDef *m_gamedef;
|
|
|
|
private:
|
|
std::mutex m_time_lock;
|
|
};
|