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449 lines
10 KiB
C++
449 lines
10 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 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 General Public License as published by
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the Free Software Foundation; either version 2 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 General Public License for more details.
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You should have received a copy of the GNU 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 "common_irrlicht.h"
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#include "player.h"
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#include "map.h"
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#include <ostream>
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#include "utility.h"
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#include "activeobject.h"
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class Server;
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class ActiveBlockModifier;
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class ServerActiveObject;
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typedef struct lua_State lua_State;
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class ITextureSource;
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class IGameDef;
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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();
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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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virtual void addPlayer(Player *player);
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void removePlayer(u16 peer_id);
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Player * getPlayer(u16 peer_id);
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Player * getPlayer(const char *name);
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Player * getRandomConnectedPlayer();
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Player * getNearestConnectedPlayer(v3f pos);
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core::list<Player*> getPlayers();
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core::list<Player*> getPlayers(bool ignore_disconnected);
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void printPlayers(std::ostream &o);
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//void setDayNightRatio(u32 r);
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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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{
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m_time_of_day = time;
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}
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u32 getTimeOfDay()
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{
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return m_time_of_day;
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}
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protected:
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// peer_ids in here should be unique, except that there may be many 0s
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core::list<Player*> m_players;
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// Brightness
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//u32 m_daynight_ratio;
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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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};
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/*
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List of active blocks, used by ServerEnvironment
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*/
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class ActiveBlockList
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{
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public:
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void update(core::list<v3s16> &active_positions,
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s16 radius,
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core::map<v3s16, bool> &blocks_removed,
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core::map<v3s16, bool> &blocks_added);
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bool contains(v3s16 p){
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return (m_list.find(p) != NULL);
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}
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void clear(){
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m_list.clear();
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}
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core::map<v3s16, bool> m_list;
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private:
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};
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/*
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The server-side environment.
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This is not thread-safe. Server uses an environment mutex.
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*/
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class ServerEnvironment : public Environment
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{
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public:
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ServerEnvironment(ServerMap *map, lua_State *L, IGameDef *gamedef);
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~ServerEnvironment();
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Map & getMap()
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{ return *m_map; }
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ServerMap & getServerMap()
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{ return *m_map; }
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lua_State* getLua()
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{ return m_lua; }
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IGameDef *getGameDef()
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{ return m_gamedef; }
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float getSendRecommendedInterval()
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{
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return 0.10;
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}
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/*
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Save players
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*/
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void serializePlayers(const std::string &savedir);
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void deSerializePlayers(const std::string &savedir);
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/*
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Save and load time of day and game timer
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*/
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void saveMeta(const std::string &savedir);
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void loadMeta(const std::string &savedir);
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/*
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External ActiveObject interface
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-------------------------------------------
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*/
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ServerActiveObject* getActiveObject(u16 id);
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/*
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Add an active object to the environment.
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Environment handles deletion of object.
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Object may be deleted by environment immediately.
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If id of object is 0, assigns a free id to it.
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Returns the id of the object.
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Returns 0 if not added and thus deleted.
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*/
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u16 addActiveObject(ServerActiveObject *object);
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/*
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Add an active object as a static object to the corresponding
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MapBlock.
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Caller allocates memory, ServerEnvironment frees memory.
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Return value: true if succeeded, false if failed.
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*/
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bool addActiveObjectAsStatic(ServerActiveObject *object);
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/*
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Find out what new objects have been added to
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inside a radius around a position
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*/
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void getAddedActiveObjects(v3s16 pos, s16 radius,
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core::map<u16, bool> ¤t_objects,
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core::map<u16, bool> &added_objects);
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/*
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Find out what new objects have been removed from
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inside a radius around a position
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*/
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void getRemovedActiveObjects(v3s16 pos, s16 radius,
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core::map<u16, bool> ¤t_objects,
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core::map<u16, bool> &removed_objects);
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/*
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Get the next message emitted by some active object.
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Returns a message with id=0 if no messages are available.
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*/
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ActiveObjectMessage getActiveObjectMessage();
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/*
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Activate objects and dynamically modify for the dtime determined
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from timestamp and additional_dtime
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*/
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void activateBlock(MapBlock *block, u32 additional_dtime=0);
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/*
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ActiveBlockModifiers (TODO)
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-------------------------------------------
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NOTE: Not used currently (TODO: Use or remove)
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*/
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void addActiveBlockModifier(ActiveBlockModifier *abm);
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/* Other stuff */
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// Clear all objects, loading and going through every MapBlock
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void clearAllObjects();
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void step(f32 dtime);
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private:
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/*
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Internal ActiveObject interface
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-------------------------------------------
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*/
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/*
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Add an active object to the environment.
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Called by addActiveObject.
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Object may be deleted by environment immediately.
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If id of object is 0, assigns a free id to it.
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Returns the id of the object.
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Returns 0 if not added and thus deleted.
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*/
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u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed);
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/*
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Remove all objects that satisfy (m_removed && m_known_by_count==0)
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*/
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void removeRemovedObjects();
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/*
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Convert stored objects from block to active
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*/
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void activateObjects(MapBlock *block);
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/*
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Convert objects that are not in active blocks to static.
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If m_known_by_count != 0, active object is not deleted, but static
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data is still updated.
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If force_delete is set, active object is deleted nevertheless. It
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shall only be set so in the destructor of the environment.
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*/
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void deactivateFarObjects(bool force_delete);
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/*
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Member variables
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*/
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// The map
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ServerMap *m_map;
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// Lua state
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lua_State *m_lua;
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// Game definition
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IGameDef *m_gamedef;
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// Active object list
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core::map<u16, ServerActiveObject*> m_active_objects;
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// Outgoing network message buffer for active objects
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Queue<ActiveObjectMessage> m_active_object_messages;
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// Some timers
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float m_random_spawn_timer; // used for experimental code
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float m_send_recommended_timer;
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IntervalLimiter m_object_management_interval;
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// List of active blocks
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ActiveBlockList m_active_blocks;
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IntervalLimiter m_active_blocks_management_interval;
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IntervalLimiter m_active_blocks_test_interval;
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IntervalLimiter m_active_blocks_nodemetadata_interval;
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// Time from the beginning of the game in seconds.
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// Incremented in step().
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u32 m_game_time;
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// A helper variable for incrementing the latter
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float m_game_time_fraction_counter;
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};
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/*
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Active block modifier interface.
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These are fed into ServerEnvironment at initialization time;
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ServerEnvironment handles deleting them.
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NOTE: Not used currently (TODO: Use or remove)
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*/
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class ActiveBlockModifier
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{
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public:
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ActiveBlockModifier(){};
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virtual ~ActiveBlockModifier(){};
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//virtual core::list<u8> update(ServerEnvironment *env) = 0;
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virtual u32 getTriggerContentCount(){ return 1;}
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virtual u8 getTriggerContent(u32 i) = 0;
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virtual float getActiveInterval() = 0;
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// chance of (1 / return value), 0 is disallowed
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virtual u32 getActiveChance() = 0;
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// This is called usually at interval for 1/chance of the nodes
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virtual void triggerEvent(ServerEnvironment *env, v3s16 p) = 0;
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};
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#ifndef SERVER
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#include "clientobject.h"
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/*
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The client-side environment.
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This is not thread-safe.
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Must be called from main (irrlicht) thread (uses the SceneManager)
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Client uses an environment mutex.
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*/
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enum ClientEnvEventType
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{
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CEE_NONE,
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CEE_PLAYER_DAMAGE
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};
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struct ClientEnvEvent
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{
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ClientEnvEventType type;
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union {
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struct{
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} none;
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struct{
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u8 amount;
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} player_damage;
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};
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};
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class ClientEnvironment : public Environment
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{
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public:
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ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
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ITextureSource *texturesource, IGameDef *gamedef);
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~ClientEnvironment();
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Map & getMap()
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{ return *m_map; }
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ClientMap & getClientMap()
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{ return *m_map; }
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IGameDef *getGameDef()
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{ return m_gamedef; }
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void step(f32 dtime);
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virtual void addPlayer(Player *player);
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LocalPlayer * getLocalPlayer();
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// Slightly deprecated
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void updateMeshes(v3s16 blockpos);
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void expireMeshes(bool only_daynight_diffed);
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void setTimeOfDay(u32 time)
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{
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u32 old_dr = getDayNightRatio();
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Environment::setTimeOfDay(time);
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if(getDayNightRatio() != old_dr)
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{
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/*infostream<<"ClientEnvironment: DayNightRatio changed"
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<<" -> expiring meshes"<<std::endl;*/
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expireMeshes(true);
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}
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}
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/*
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ActiveObjects
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*/
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ClientActiveObject* getActiveObject(u16 id);
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/*
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Adds an active object to the environment.
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Environment handles deletion of object.
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Object may be deleted by environment immediately.
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If id of object is 0, assigns a free id to it.
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Returns the id of the object.
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Returns 0 if not added and thus deleted.
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*/
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u16 addActiveObject(ClientActiveObject *object);
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void addActiveObject(u16 id, u8 type, const std::string &init_data);
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void removeActiveObject(u16 id);
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void processActiveObjectMessage(u16 id, const std::string &data);
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/*
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Callbacks for activeobjects
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*/
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void damageLocalPlayer(u8 damage);
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/*
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Client likes to call these
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*/
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// Get all nearby objects
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void getActiveObjects(v3f origin, f32 max_d,
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core::array<DistanceSortedActiveObject> &dest);
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// Get event from queue. CEE_NONE is returned if queue is empty.
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ClientEnvEvent getClientEvent();
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private:
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ClientMap *m_map;
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scene::ISceneManager *m_smgr;
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ITextureSource *m_texturesource;
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IGameDef *m_gamedef;
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core::map<u16, ClientActiveObject*> m_active_objects;
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Queue<ClientEnvEvent> m_client_event_queue;
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IntervalLimiter m_active_object_light_update_interval;
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IntervalLimiter m_lava_hurt_interval;
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};
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#endif
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#endif
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