51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#ifndef CLIENT_ENVIRONMENT_HEADER
-#define CLIENT_ENVIRONMENT_HEADER
+#pragma once
-#include <IrrlichtDevice.h>
-#include <ISceneManager.h>
#include "environment.h"
+#include <ISceneManager.h>
#include "clientobject.h"
+#include "util/numeric.h"
class ClientSimpleObject;
class ClientMap;
class ClientActiveObject;
class GenericCAO;
class LocalPlayer;
-struct PointedThing;
/*
The client-side environment.
enum ClientEnvEventType
{
CEE_NONE,
- CEE_PLAYER_DAMAGE,
- CEE_PLAYER_BREATH
+ CEE_PLAYER_DAMAGE
};
struct ClientEnvEvent
u8 amount;
bool send_to_server;
} player_damage;
- struct{
- u16 amount;
- } player_breath;
};
};
+typedef std::unordered_map<u16, ClientActiveObject*> ClientActiveObjectMap;
class ClientEnvironment : public Environment
{
public:
- ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
- ITextureSource *texturesource, Client *client,
- IrrlichtDevice *device);
+ ClientEnvironment(ClientMap *map, ITextureSource *texturesource, Client *client);
~ClientEnvironment();
Map & getMap();
void step(f32 dtime);
virtual void setLocalPlayer(LocalPlayer *player);
- LocalPlayer *getLocalPlayer() { return m_local_player; }
+ LocalPlayer *getLocalPlayer() const { return m_local_player; }
/*
ClientSimpleObjects
*/
void damageLocalPlayer(u8 damage, bool handle_hp=true);
- void updateLocalPlayerBreath(u16 breath);
/*
Client likes to call these
void getActiveObjects(v3f origin, f32 max_d,
std::vector<DistanceSortedActiveObject> &dest);
- // Get event from queue. CEE_NONE is returned if queue is empty.
- ClientEnvEvent getClientEvent();
-
- /*!
- * Gets closest object pointed by the shootline.
- * Returns NULL if not found.
- *
- * \param[in] shootline_on_map the shootline for
- * the test in world coordinates
- * \param[out] intersection_point the first point where
- * the shootline meets the object. Valid only if
- * not NULL is returned.
- * \param[out] intersection_normal the normal vector of
- * the intersection, pointing outwards. Zero vector if
- * the shootline starts in an active object.
- * Valid only if not NULL is returned.
- */
- ClientActiveObject * getSelectedActiveObject(
+ bool hasClientEnvEvents() const { return !m_client_event_queue.empty(); }
+
+ // Get event from queue. If queue is empty, it triggers an assertion failure.
+ ClientEnvEvent getClientEnvEvent();
+
+ virtual void getSelectedActiveObjects(
const core::line3d<f32> &shootline_on_map,
- v3f *intersection_point,
- v3s16 *intersection_normal
+ std::vector<PointedThing> &objects
);
- /*!
- * Performs a raycast on the world.
- * Returns the first thing the shootline meets.
- *
- * @param[in] shootline the shootline, starting from
- * the camera position. This also gives the maximal distance
- * of the search.
- * @param[in] liquids_pointable if false, liquids are ignored
- * @param[in] look_for_object if false, objects are ignored
- */
- PointedThing getPointedThing(
- core::line3d<f32> shootline,
- bool liquids_pointable,
- bool look_for_object);
-
u16 attachement_parent_ids[USHRT_MAX + 1];
const std::list<std::string> &getPlayerNames() { return m_player_names; }
void addPlayerName(const std::string &name) { m_player_names.push_back(name); }
void removePlayerName(const std::string &name) { m_player_names.remove(name); }
- void updateCameraOffset(v3s16 camera_offset)
+ void updateCameraOffset(const v3s16 &camera_offset)
{ m_camera_offset = camera_offset; }
v3s16 getCameraOffset() const { return m_camera_offset; }
private:
ClientMap *m_map;
- LocalPlayer *m_local_player;
- scene::ISceneManager *m_smgr;
+ LocalPlayer *m_local_player = nullptr;
ITextureSource *m_texturesource;
Client *m_client;
- ClientScripting *m_script;
- IrrlichtDevice *m_irr;
- UNORDERED_MAP<u16, ClientActiveObject*> m_active_objects;
+ ClientScripting *m_script = nullptr;
+ ClientActiveObjectMap m_active_objects;
std::vector<ClientSimpleObject*> m_simple_objects;
std::queue<ClientEnvEvent> m_client_event_queue;
IntervalLimiter m_active_object_light_update_interval;
- IntervalLimiter m_lava_hurt_interval;
- IntervalLimiter m_drowning_interval;
- IntervalLimiter m_breathing_interval;
std::list<std::string> m_player_names;
v3s16 m_camera_offset;
};
-
-#endif