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232 lines
5.2 KiB
C++
232 lines
5.2 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010 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 (actually it only contains the brightness)
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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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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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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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};
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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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#include "serverobject.h"
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class Server;
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class ServerEnvironment : public Environment
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{
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public:
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ServerEnvironment(ServerMap *map, Server *server);
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~ServerEnvironment();
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Map & getMap()
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{
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return *m_map;
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}
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ServerMap & getServerMap()
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{
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return *m_map;
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}
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Server * getServer()
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{
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return m_server;
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}
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void step(f32 dtime);
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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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ActiveObjects
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*/
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ServerActiveObject* 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(ServerActiveObject *object);
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/*
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Finds 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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Finds 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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Gets 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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private:
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ServerMap *m_map;
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Server *m_server;
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core::map<u16, ServerActiveObject*> m_active_objects;
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Queue<ActiveObjectMessage> m_active_object_messages;
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float m_random_spawn_timer;
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float m_send_recommended_timer;
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IntervalLimiter m_object_management_interval;
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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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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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~ClientEnvironment();
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Map & getMap()
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{
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return *m_map;
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}
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ClientMap & getClientMap()
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{
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return *m_map;
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}
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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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void updateMeshes(v3s16 blockpos);
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void expireMeshes(bool only_daynight_diffed);
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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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// 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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private:
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ClientMap *m_map;
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scene::ISceneManager *m_smgr;
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core::map<u16, ClientActiveObject*> m_active_objects;
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};
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#endif
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#endif
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