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https://github.com/minetest/minetest.git
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3db66b4531
Instead of create fake events on the stack on each loop call (Game::run), verify is queue is empty or not and handle event directly if there is. This prevents fake ClientEvent creation & memory allocations Same fix is also applied on ClientEnvironment, & rename getClientEvent to getClientEnvEvent to match ClientEnvEvent object
196 lines
5.3 KiB
C++
196 lines
5.3 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2017 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 CLIENT_ENVIRONMENT_HEADER
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#define CLIENT_ENVIRONMENT_HEADER
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#include <IrrlichtDevice.h>
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#include <ISceneManager.h>
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#include "environment.h"
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#include "clientobject.h"
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class ClientSimpleObject;
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class ClientMap;
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class ClientScripting;
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class ClientActiveObject;
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class GenericCAO;
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class LocalPlayer;
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struct PointedThing;
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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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CEE_PLAYER_BREATH
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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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bool send_to_server;
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} player_damage;
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struct{
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u16 amount;
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} player_breath;
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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, Client *client,
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IrrlichtDevice *device);
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~ClientEnvironment();
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Map & getMap();
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ClientMap & getClientMap();
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Client *getGameDef() { return m_client; }
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void setScript(ClientScripting *script) { m_script = script; }
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void step(f32 dtime);
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virtual void setLocalPlayer(LocalPlayer *player);
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LocalPlayer *getLocalPlayer() { return m_local_player; }
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/*
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ClientSimpleObjects
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*/
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void addSimpleObject(ClientSimpleObject *simple);
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/*
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ActiveObjects
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*/
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GenericCAO* getGenericCAO(u16 id);
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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, bool handle_hp=true);
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void updateLocalPlayerBreath(u16 breath);
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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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std::vector<DistanceSortedActiveObject> &dest);
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bool hasClientEnvEvents() const { return !m_client_event_queue.empty(); }
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// Get event from queue. If queue is empty, it triggers an assertion failure.
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ClientEnvEvent getClientEnvEvent();
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/*!
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* Gets closest object pointed by the shootline.
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* Returns NULL if not found.
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*
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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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* \param[out] intersection_point the first point where
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* the shootline meets the object. Valid only if
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* not NULL is returned.
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* \param[out] intersection_normal the normal vector of
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* the intersection, pointing outwards. Zero vector if
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* the shootline starts in an active object.
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* Valid only if not NULL is returned.
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*/
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ClientActiveObject * getSelectedActiveObject(
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const core::line3d<f32> &shootline_on_map,
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v3f *intersection_point,
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v3s16 *intersection_normal
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);
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/*!
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* Performs a raycast on the world.
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* Returns the first thing the shootline meets.
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*
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* @param[in] shootline the shootline, starting from
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* the camera position. This also gives the maximal distance
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* of the search.
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* @param[in] liquids_pointable if false, liquids are ignored
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* @param[in] look_for_object if false, objects are ignored
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*/
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PointedThing getPointedThing(
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core::line3d<f32> shootline,
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bool liquids_pointable,
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bool look_for_object);
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u16 attachement_parent_ids[USHRT_MAX + 1];
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const std::list<std::string> &getPlayerNames() { return m_player_names; }
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void addPlayerName(const std::string &name) { m_player_names.push_back(name); }
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void removePlayerName(const std::string &name) { m_player_names.remove(name); }
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void updateCameraOffset(v3s16 camera_offset)
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{ m_camera_offset = camera_offset; }
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v3s16 getCameraOffset() const { return m_camera_offset; }
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private:
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ClientMap *m_map;
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LocalPlayer *m_local_player;
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scene::ISceneManager *m_smgr;
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ITextureSource *m_texturesource;
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Client *m_client;
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ClientScripting *m_script;
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IrrlichtDevice *m_irr;
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UNORDERED_MAP<u16, ClientActiveObject*> m_active_objects;
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std::vector<ClientSimpleObject*> m_simple_objects;
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std::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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IntervalLimiter m_drowning_interval;
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IntervalLimiter m_breathing_interval;
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std::list<std::string> m_player_names;
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v3s16 m_camera_offset;
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};
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#endif
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