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- /*
- Minetest
- Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published by
- the Free Software Foundation; either version 2.1 of the License, or
- (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU Lesser General Public License for more details.
- You should have received a copy of the GNU Lesser General Public License along
- with this program; if not, write to the Free Software Foundation, Inc.,
- 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
- */
- #pragma once
- /*
- This class is the game's environment.
- It contains:
- - The map
- - Players
- - Other objects
- - The current time in the game
- - etc.
- */
- #include <list>
- #include <queue>
- #include <map>
- #include <atomic>
- #include <mutex>
- #include "irr_v3d.h"
- #include "network/networkprotocol.h" // for AccessDeniedCode
- #include "util/basic_macros.h"
- class IGameDef;
- class Map;
- struct PointedThing;
- class RaycastState;
- class Environment
- {
- public:
- // Environment will delete the map passed to the constructor
- Environment(IGameDef *gamedef);
- virtual ~Environment() = default;
- DISABLE_CLASS_COPY(Environment);
- /*
- Step everything in environment.
- - Move players
- - Step mobs
- - Run timers of map
- */
- virtual void step(f32 dtime) = 0;
- virtual Map &getMap() = 0;
- u32 getDayNightRatio();
- // 0-23999
- virtual void setTimeOfDay(u32 time);
- u32 getTimeOfDay();
- float getTimeOfDayF();
- void stepTimeOfDay(float dtime);
- void setTimeOfDaySpeed(float speed);
- void setDayNightRatioOverride(bool enable, u32 value);
- u32 getDayCount();
- /*!
- * Gets the objects pointed by the shootline as
- * pointed things.
- * If this is a client environment, the local player
- * won't be returned.
- * @param[in] shootline_on_map the shootline for
- * the test in world coordinates
- *
- * @param[out] objects found objects
- */
- virtual void getSelectedActiveObjects(const core::line3d<f32> &shootline_on_map,
- std::vector<PointedThing> &objects) = 0;
- /*!
- * Returns the next node or object the shootline meets.
- * @param state current state of the raycast
- * @result output, will contain the next pointed thing
- */
- void continueRaycast(RaycastState *state, PointedThing *result);
- // counter used internally when triggering ABMs
- u32 m_added_objects;
- IGameDef *getGameDef() { return m_gamedef; }
- protected:
- std::atomic<float> m_time_of_day_speed;
- /*
- * Below: values managed by m_time_lock
- */
- // Time of day in milli-hours (0-23999), determines day and night
- u32 m_time_of_day;
- // Time of day in 0...1
- float m_time_of_day_f;
- // Stores the skew created by the float -> u32 conversion
- // to be applied at next conversion, so that there is no real skew.
- float m_time_conversion_skew = 0.0f;
- // Overriding the day-night ratio is useful for custom sky visuals
- bool m_enable_day_night_ratio_override = false;
- u32 m_day_night_ratio_override = 0.0f;
- // Days from the server start, accounts for time shift
- // in game (e.g. /time or bed usage)
- std::atomic<u32> m_day_count;
- /*
- * Above: values managed by m_time_lock
- */
- /* TODO: Add a callback function so these can be updated when a setting
- * changes. At this point in time it doesn't matter (e.g. /set
- * is documented to change server settings only)
- *
- * TODO: Local caching of settings is not optimal and should at some stage
- * be updated to use a global settings object for getting thse values
- * (as opposed to the this local caching). This can be addressed in
- * a later release.
- */
- bool m_cache_enable_shaders;
- float m_cache_active_block_mgmt_interval;
- float m_cache_abm_interval;
- float m_cache_nodetimer_interval;
- IGameDef *m_gamedef;
- private:
- std::mutex m_time_lock;
- };
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