forked from Mirrorlandia_minetest/minetest
bf6569b570
* Move GCC to GCC 6 & GCC 7 * Move Clang to Clang 3.6 & Clang 4.0 * LINT moves from Clang 3.9 to Clang 4.0 * Move XCode 7.3 to 8.0 * Use more travis tricks to install compilers instead of adding complexity to our build script * Clang format fixes on checked files (compat Cpp11 instead of Cpp03) * Mingw GCC update from 4.8.4 to 5.3 (Ubuntu Xenial) * Drop mingw cmake generated files and add them to gitignore
129 lines
3.3 KiB
C++
129 lines
3.3 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef ENVIRONMENT_HEADER
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#define ENVIRONMENT_HEADER
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/*
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This class is the game's environment.
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It contains:
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- The map
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- Players
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- Other objects
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- The current time in the game
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- etc.
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*/
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#include <list>
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#include <queue>
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#include <map>
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#include "irr_v3d.h"
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#include "activeobject.h"
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#include "util/numeric.h"
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#include "threading/mutex.h"
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#include "threading/atomic.h"
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#include "network/networkprotocol.h" // for AccessDeniedCode
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class IGameDef;
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class Map;
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class Environment
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{
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public:
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// Environment will delete the map passed to the constructor
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Environment(IGameDef *gamedef);
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virtual ~Environment();
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/*
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Step everything in environment.
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- Move players
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- Step mobs
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- Run timers of map
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*/
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virtual void step(f32 dtime) = 0;
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virtual Map &getMap() = 0;
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u32 getDayNightRatio();
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// 0-23999
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virtual void setTimeOfDay(u32 time);
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u32 getTimeOfDay();
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float getTimeOfDayF();
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void stepTimeOfDay(float dtime);
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void setTimeOfDaySpeed(float speed);
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void setDayNightRatioOverride(bool enable, u32 value);
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u32 getDayCount();
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// counter used internally when triggering ABMs
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u32 m_added_objects;
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IGameDef *getGameDef() { return m_gamedef; }
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protected:
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GenericAtomic<float> m_time_of_day_speed;
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/*
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* Below: values managed by m_time_lock
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*/
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// Time of day in milli-hours (0-23999); determines day and night
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u32 m_time_of_day;
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// Time of day in 0...1
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float m_time_of_day_f;
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// Stores the skew created by the float -> u32 conversion
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// to be applied at next conversion, so that there is no real skew.
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float m_time_conversion_skew;
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// Overriding the day-night ratio is useful for custom sky visuals
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bool m_enable_day_night_ratio_override;
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u32 m_day_night_ratio_override;
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// Days from the server start, accounts for time shift
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// in game (e.g. /time or bed usage)
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Atomic<u32> m_day_count;
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/*
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* Above: values managed by m_time_lock
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*/
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/* TODO: Add a callback function so these can be updated when a setting
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* changes. At this point in time it doesn't matter (e.g. /set
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* is documented to change server settings only)
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*
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* TODO: Local caching of settings is not optimal and should at some stage
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* be updated to use a global settings object for getting thse values
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* (as opposed to the this local caching). This can be addressed in
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* a later release.
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*/
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bool m_cache_enable_shaders;
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float m_cache_active_block_mgmt_interval;
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float m_cache_abm_interval;
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float m_cache_nodetimer_interval;
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IGameDef *m_gamedef;
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private:
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Mutex m_time_lock;
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DISABLE_CLASS_COPY(Environment);
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};
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#endif
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