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054c5dfaa3
The API implementation is shared between CSM and SSM. Functions should retrieve a plain env when they do not need any server-specific functions.
156 lines
4.2 KiB
C++
156 lines
4.2 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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#pragma once
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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 <atomic>
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#include <mutex>
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#include "irr_v3d.h"
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#include "network/networkprotocol.h" // for AccessDeniedCode
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#include "util/basic_macros.h"
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class IGameDef;
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class Map;
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struct PointedThing;
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class RaycastState;
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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() = default;
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DISABLE_CLASS_COPY(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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/*!
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* Returns false if the given line intersects with a
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* non-air node, true otherwise.
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* \param pos1 start of the line
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* \param pos2 end of the line
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* \param p output, position of the first non-air node
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* the line intersects
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*/
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bool line_of_sight(v3f pos1, v3f pos2, v3s16 *p = nullptr);
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/*!
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* Gets the objects pointed by the shootline as
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* pointed things.
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* If this is a client environment, the local player
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* won't be returned.
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* @param[in] shootline_on_map the shootline for
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* the test in world coordinates
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*
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* @param[out] objects found objects
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*/
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virtual void getSelectedActiveObjects(const core::line3d<f32> &shootline_on_map,
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std::vector<PointedThing> &objects) = 0;
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/*!
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* Returns the next node or object the shootline meets.
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* @param state current state of the raycast
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* @result output, will contain the next pointed thing
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*/
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void continueRaycast(RaycastState *state, PointedThing *result);
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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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std::atomic<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 = 0.0f;
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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 = false;
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u32 m_day_night_ratio_override = 0.0f;
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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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std::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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std::mutex m_time_lock;
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};
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