m_enable_day_night_ratio_override(false),
m_day_night_ratio_override(0.0f)
{
+ m_cache_enable_shaders = g_settings->getBool("enable_shaders");
}
Environment::~Environment()
{
// Deallocate players
- for(std::list<Player*>::iterator i = m_players.begin();
- i != m_players.end(); ++i)
- {
+ for(std::vector<Player*>::iterator i = m_players.begin();
+ i != m_players.end(); ++i) {
delete (*i);
}
}
{
DSTACK(__FUNCTION_NAME);
- for(std::list<Player*>::iterator i = m_players.begin();
+ for(std::vector<Player*>::iterator i = m_players.begin();
i != m_players.end();)
{
Player *player = *i;
void Environment::removePlayer(const char *name)
{
- for (std::list<Player*>::iterator it = m_players.begin();
+ for (std::vector<Player*>::iterator it = m_players.begin();
it != m_players.end(); ++it) {
if (strcmp((*it)->getName(), name) == 0) {
delete *it;
Player * Environment::getPlayer(u16 peer_id)
{
- for(std::list<Player*>::iterator i = m_players.begin();
- i != m_players.end(); ++i)
- {
+ for(std::vector<Player*>::iterator i = m_players.begin();
+ i != m_players.end(); ++i) {
Player *player = *i;
if(player->peer_id == peer_id)
return player;
Player * Environment::getPlayer(const char *name)
{
- for(std::list<Player*>::iterator i = m_players.begin();
- i != m_players.end(); ++i)
- {
+ for(std::vector<Player*>::iterator i = m_players.begin();
+ i != m_players.end(); ++i) {
Player *player = *i;
if(strcmp(player->getName(), name) == 0)
return player;
Player * Environment::getRandomConnectedPlayer()
{
- std::list<Player*> connected_players = getPlayers(true);
+ std::vector<Player*> connected_players = getPlayers(true);
u32 chosen_one = myrand() % connected_players.size();
u32 j = 0;
- for(std::list<Player*>::iterator
+ for(std::vector<Player*>::iterator
i = connected_players.begin();
- i != connected_players.end(); ++i)
- {
- if(j == chosen_one)
- {
+ i != connected_players.end(); ++i) {
+ if(j == chosen_one) {
Player *player = *i;
return player;
}
Player * Environment::getNearestConnectedPlayer(v3f pos)
{
- std::list<Player*> connected_players = getPlayers(true);
+ std::vector<Player*> connected_players = getPlayers(true);
f32 nearest_d = 0;
Player *nearest_player = NULL;
- for(std::list<Player*>::iterator
+ for(std::vector<Player*>::iterator
i = connected_players.begin();
- i != connected_players.end(); ++i)
- {
+ i != connected_players.end(); ++i) {
Player *player = *i;
f32 d = player->getPosition().getDistanceFrom(pos);
- if(d < nearest_d || nearest_player == NULL)
- {
+ if(d < nearest_d || nearest_player == NULL) {
nearest_d = d;
nearest_player = player;
}
return nearest_player;
}
-std::list<Player*> Environment::getPlayers()
+std::vector<Player*> Environment::getPlayers()
{
return m_players;
}
-std::list<Player*> Environment::getPlayers(bool ignore_disconnected)
+std::vector<Player*> Environment::getPlayers(bool ignore_disconnected)
{
- std::list<Player*> newlist;
- for(std::list<Player*>::iterator
+ std::vector<Player*> newlist;
+ for(std::vector<Player*>::iterator
i = m_players.begin();
- i != m_players.end(); ++i)
- {
+ i != m_players.end(); ++i) {
Player *player = *i;
- if(ignore_disconnected)
- {
+ if(ignore_disconnected) {
// Ignore disconnected players
if(player->peer_id == 0)
continue;
{
if(m_enable_day_night_ratio_override)
return m_day_night_ratio_override;
- bool smooth = g_settings->getBool("enable_shaders");
- return time_to_daynight_ratio(m_time_of_day_f*24000, smooth);
+ return time_to_daynight_ratio(m_time_of_day_f*24000, m_cache_enable_shaders);
}
void Environment::setTimeOfDaySpeed(float speed)
}
}
-void ActiveBlockList::update(std::list<v3s16> &active_positions,
+void ActiveBlockList::update(std::vector<v3s16> &active_positions,
s16 radius,
std::set<v3s16> &blocks_removed,
std::set<v3s16> &blocks_added)
Create the new list
*/
std::set<v3s16> newlist = m_forceloaded_list;
- for(std::list<v3s16>::iterator i = active_positions.begin();
+ for(std::vector<v3s16>::iterator i = active_positions.begin();
i != active_positions.end(); ++i)
{
fillRadiusBlock(*i, radius, newlist);
//calculate normalized direction vector
v3f normalized_vector = v3f((pos2.X - pos1.X)/distance,
- (pos2.Y - pos1.Y)/distance,
- (pos2.Z - pos1.Z)/distance);
+ (pos2.Y - pos1.Y)/distance,
+ (pos2.Z - pos1.Z)/distance);
//find out if there's a node on path between pos1 and pos2
for (float i = 1; i < distance; i += stepsize) {
std::string players_path = m_path_world + DIR_DELIM "players";
fs::CreateDir(players_path);
- for (std::list<Player*>::iterator it = m_players.begin();
+ for (std::vector<Player*>::iterator it = m_players.begin();
it != m_players.end();
++it) {
RemotePlayer *player = static_cast<RemotePlayer*>(*it);
{
private:
ServerEnvironment *m_env;
- std::map<content_t, std::list<ActiveABM> > m_aabms;
+ std::map<content_t, std::vector<ActiveABM> > m_aabms;
public:
ABMHandler(std::list<ABMWithState> &abms,
float dtime_s, ServerEnvironment *env,
k != ids.end(); k++)
{
content_t c = *k;
- std::map<content_t, std::list<ActiveABM> >::iterator j;
+ std::map<content_t, std::vector<ActiveABM> >::iterator j;
j = m_aabms.find(c);
if(j == m_aabms.end()){
- std::list<ActiveABM> aabmlist;
+ std::vector<ActiveABM> aabmlist;
m_aabms[c] = aabmlist;
j = m_aabms.find(c);
}
content_t c = n.getContent();
v3s16 p = p0 + block->getPosRelative();
- std::map<content_t, std::list<ActiveABM> >::iterator j;
+ std::map<content_t, std::vector<ActiveABM> >::iterator j;
j = m_aabms.find(c);
if(j == m_aabms.end())
continue;
- for(std::list<ActiveABM>::iterator
- i = j->second.begin(); i != j->second.end(); i++)
- {
+ for(std::vector<ActiveABM>::iterator
+ i = j->second.begin(); i != j->second.end(); i++) {
if(myrand() % i->chance != 0)
continue;
{
infostream<<"ServerEnvironment::clearAllObjects(): "
<<"Removing all active objects"<<std::endl;
- std::list<u16> objects_to_remove;
+ std::vector<u16> objects_to_remove;
for(std::map<u16, ServerActiveObject*>::iterator
i = m_active_objects.begin();
- i != m_active_objects.end(); ++i)
- {
+ i != m_active_objects.end(); ++i) {
ServerActiveObject* obj = i->second;
if(obj->getType() == ACTIVEOBJECT_TYPE_PLAYER)
continue;
// Id to be removed from m_active_objects
objects_to_remove.push_back(id);
}
+
// Remove references from m_active_objects
- for(std::list<u16>::iterator i = objects_to_remove.begin();
- i != objects_to_remove.end(); ++i)
- {
+ for(std::vector<u16>::iterator i = objects_to_remove.begin();
+ i != objects_to_remove.end(); ++i) {
m_active_objects.erase(*i);
}
// Get list of loaded blocks
- std::list<v3s16> loaded_blocks;
+ std::vector<v3s16> loaded_blocks;
infostream<<"ServerEnvironment::clearAllObjects(): "
<<"Listing all loaded blocks"<<std::endl;
m_map->listAllLoadedBlocks(loaded_blocks);
<<loaded_blocks.size()<<std::endl;
// Get list of loadable blocks
- std::list<v3s16> loadable_blocks;
+ std::vector<v3s16> loadable_blocks;
infostream<<"ServerEnvironment::clearAllObjects(): "
<<"Listing all loadable blocks"<<std::endl;
m_map->listAllLoadableBlocks(loadable_blocks);
<<", now clearing"<<std::endl;
// Grab a reference on each loaded block to avoid unloading it
- for(std::list<v3s16>::iterator i = loaded_blocks.begin();
- i != loaded_blocks.end(); ++i)
- {
+ for(std::vector<v3s16>::iterator i = loaded_blocks.begin();
+ i != loaded_blocks.end(); ++i) {
v3s16 p = *i;
MapBlock *block = m_map->getBlockNoCreateNoEx(p);
assert(block);
u32 num_blocks_checked = 0;
u32 num_blocks_cleared = 0;
u32 num_objs_cleared = 0;
- for(std::list<v3s16>::iterator i = loadable_blocks.begin();
- i != loadable_blocks.end(); ++i)
- {
+ for(std::vector<v3s16>::iterator i = loadable_blocks.begin();
+ i != loadable_blocks.end(); ++i) {
v3s16 p = *i;
MapBlock *block = m_map->emergeBlock(p, false);
if(!block){
m_map->unloadUnreferencedBlocks();
// Drop references that were added above
- for(std::list<v3s16>::iterator i = loaded_blocks.begin();
- i != loaded_blocks.end(); ++i)
- {
+ for(std::vector<v3s16>::iterator i = loaded_blocks.begin();
+ i != loaded_blocks.end(); ++i) {
v3s16 p = *i;
MapBlock *block = m_map->getBlockNoCreateNoEx(p);
assert(block);
*/
{
ScopeProfiler sp(g_profiler, "SEnv: handle players avg", SPT_AVG);
- for(std::list<Player*>::iterator i = m_players.begin();
+ for(std::vector<Player*>::iterator i = m_players.begin();
i != m_players.end(); ++i)
{
Player *player = *i;
/*
Get player block positions
*/
- std::list<v3s16> players_blockpos;
- for(std::list<Player*>::iterator
+ std::vector<v3s16> players_blockpos;
+ for(std::vector<Player*>::iterator
i = m_players.begin();
- i != m_players.end(); ++i)
- {
+ i != m_players.end(); ++i) {
Player *player = *i;
// Ignore disconnected players
if(player->peer_id == 0)
continue;
+
v3s16 blockpos = getNodeBlockPos(
floatToInt(player->getPosition(), BS));
players_blockpos.push_back(blockpos);
*/
void ServerEnvironment::removeRemovedObjects()
{
- std::list<u16> objects_to_remove;
+ std::vector<u16> objects_to_remove;
for(std::map<u16, ServerActiveObject*>::iterator
i = m_active_objects.begin();
- i != m_active_objects.end(); ++i)
- {
+ i != m_active_objects.end(); ++i) {
u16 id = i->first;
ServerActiveObject* obj = i->second;
// This shouldn't happen but check it
// Delete
if(obj->environmentDeletes())
delete obj;
+
// Id to be removed from m_active_objects
objects_to_remove.push_back(id);
}
// Remove references from m_active_objects
- for(std::list<u16>::iterator i = objects_to_remove.begin();
- i != objects_to_remove.end(); ++i)
- {
+ for(std::vector<u16>::iterator i = objects_to_remove.begin();
+ i != objects_to_remove.end(); ++i) {
m_active_objects.erase(*i);
}
}
*/
void ServerEnvironment::activateObjects(MapBlock *block, u32 dtime_s)
{
- if(block==NULL)
+ if(block == NULL)
return;
+
// Ignore if no stored objects (to not set changed flag)
- if(block->m_static_objects.m_stored.size() == 0)
+ if(block->m_static_objects.m_stored.empty())
return;
verbosestream<<"ServerEnvironment::activateObjects(): "
<<"activating objects of block "<<PP(block->getPos())
}
// Activate stored objects
- std::list<StaticObject> new_stored;
+ std::vector<StaticObject> new_stored;
for(std::list<StaticObject>::iterator
i = block->m_static_objects.m_stored.begin();
- i != block->m_static_objects.m_stored.end(); ++i)
- {
- /*infostream<<"Server: Creating an active object from "
- <<"static data"<<std::endl;*/
+ i != block->m_static_objects.m_stored.end(); ++i) {
StaticObject &s_obj = *i;
+
// Create an active object from the data
ServerActiveObject *obj = ServerActiveObject::create
- (s_obj.type, this, 0, s_obj.pos, s_obj.data);
+ ((ActiveObjectType) s_obj.type, this, 0, s_obj.pos, s_obj.data);
// If couldn't create object, store static data back.
- if(obj==NULL)
- {
+ if(obj == NULL) {
errorstream<<"ServerEnvironment::activateObjects(): "
<<"failed to create active object from static object "
<<"in block "<<PP(s_obj.pos/BS)
// Clear stored list
block->m_static_objects.m_stored.clear();
// Add leftover failed stuff to stored list
- for(std::list<StaticObject>::iterator
+ for(std::vector<StaticObject>::iterator
i = new_stored.begin();
- i != new_stored.end(); ++i)
- {
+ i != new_stored.end(); ++i) {
StaticObject &s_obj = *i;
block->m_static_objects.m_stored.push_back(s_obj);
}
*/
void ServerEnvironment::deactivateFarObjects(bool force_delete)
{
- std::list<u16> objects_to_remove;
+ std::vector<u16> objects_to_remove;
for(std::map<u16, ServerActiveObject*>::iterator
i = m_active_objects.begin();
- i != m_active_objects.end(); ++i)
- {
+ i != m_active_objects.end(); ++i) {
ServerActiveObject* obj = i->second;
assert(obj);
}
// Remove references from m_active_objects
- for(std::list<u16>::iterator i = objects_to_remove.begin();
- i != objects_to_remove.end(); ++i)
- {
+ for(std::vector<u16>::iterator i = objects_to_remove.begin();
+ i != objects_to_remove.end(); ++i) {
m_active_objects.erase(*i);
}
}
LocalPlayer * ClientEnvironment::getLocalPlayer()
{
- for(std::list<Player*>::iterator i = m_players.begin();
- i != m_players.end(); ++i)
- {
+ for(std::vector<Player*>::iterator i = m_players.begin();
+ i != m_players.end(); ++i) {
Player *player = *i;
if(player->isLocal())
return (LocalPlayer*)player;
/*
Stuff that can be done in an arbitarily large dtime
*/
- for(std::list<Player*>::iterator i = m_players.begin();
- i != m_players.end(); ++i)
- {
+ for(std::vector<Player*>::iterator i = m_players.begin();
+ i != m_players.end(); ++i) {
Player *player = *i;
/*
Handle non-local players
*/
- if(player->isLocal() == false)
- {
+ if(player->isLocal() == false) {
// Move
player->move(dtime, this, 100*BS);
const std::string &init_data)
{
ClientActiveObject* obj =
- ClientActiveObject::create(type, m_gamedef, this);
+ ClientActiveObject::create((ActiveObjectType) type, m_gamedef, this);
if(obj == NULL)
{
infostream<<"ClientEnvironment::addActiveObject(): "
assert(lplayer);
if(handle_hp){
+ if (lplayer->hp == 0) // Don't damage a dead player
+ return;
if(lplayer->hp > damage)
lplayer->hp -= damage;
else