- etc.
*/
-#include <list>
+#include <set>
#include "common_irrlicht.h"
#include "player.h"
#include "map.h"
#include "activeobject.h"
class Server;
+class ServerEnvironment;
class ActiveBlockModifier;
class ServerActiveObject;
typedef struct lua_State lua_State;
class ITextureSource;
class IGameDef;
+class ClientMap;
class Environment
{
core::list<Player*> getPlayers(bool ignore_disconnected);
void printPlayers(std::ostream &o);
- //void setDayNightRatio(u32 r);
u32 getDayNightRatio();
// 0-23999
virtual void setTimeOfDay(u32 time)
{
m_time_of_day = time;
+ m_time_of_day_f = (float)time / 24000.0;
}
u32 getTimeOfDay()
- {
- return m_time_of_day;
- }
+ { return m_time_of_day; }
+
+ float getTimeOfDayF()
+ { return m_time_of_day_f; }
+
+ void stepTimeOfDay(float dtime);
+
+ void setTimeOfDaySpeed(float speed)
+ { m_time_of_day_speed = speed; }
+
+ float getTimeOfDaySpeed()
+ { return m_time_of_day_speed; }
protected:
// peer_ids in here should be unique, except that there may be many 0s
core::list<Player*> m_players;
- // Brightness
- //u32 m_daynight_ratio;
// 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;
+ float m_time_of_day_speed;
+ // Used to buffer dtime for adding to m_time_of_day
+ float m_time_counter;
+};
+
+/*
+ Active block modifier interface.
+
+ These are fed into ServerEnvironment at initialization time;
+ ServerEnvironment handles deleting them.
+*/
+
+class ActiveBlockModifier
+{
+public:
+ ActiveBlockModifier(){};
+ virtual ~ActiveBlockModifier(){};
+
+ // Set of contents to trigger on
+ virtual std::set<std::string> getTriggerContents()=0;
+ // Set of required neighbors (trigger doesn't happen if none are found)
+ // Empty = do not check neighbors
+ virtual std::set<std::string> getRequiredNeighbors()
+ { return std::set<std::string>(); }
+ // Trigger interval in seconds
+ virtual float getTriggerInterval() = 0;
+ // Random chance of (1 / return value), 0 is disallowed
+ virtual u32 getTriggerChance() = 0;
+ // This is called usually at interval for 1/chance of the nodes
+ virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
+ virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n,
+ u32 active_object_count, u32 active_object_count_wider){};
+};
+
+struct ABMWithState
+{
+ ActiveBlockModifier *abm;
+ float timer;
+
+ ABMWithState(ActiveBlockModifier *abm_);
};
/*
void activateBlock(MapBlock *block, u32 additional_dtime=0);
/*
- ActiveBlockModifiers (TODO)
+ ActiveBlockModifiers
-------------------------------------------
- NOTE: Not used currently (TODO: Use or remove)
*/
void addActiveBlockModifier(ActiveBlockModifier *abm);
- /* Other stuff */
+ /*
+ Other stuff
+ -------------------------------------------
+ */
+
+ // Find all active objects inside a radius around a point
+ std::set<u16> getObjectsInsideRadius(v3f pos, float radius);
// Clear all objects, loading and going through every MapBlock
void clearAllObjects();
+ // This makes stuff happen
void step(f32 dtime);
private:
// List of active blocks
ActiveBlockList m_active_blocks;
IntervalLimiter m_active_blocks_management_interval;
- IntervalLimiter m_active_blocks_test_interval;
+ IntervalLimiter m_active_block_modifier_interval;
IntervalLimiter m_active_blocks_nodemetadata_interval;
// Time from the beginning of the game in seconds.
// Incremented in step().
u32 m_game_time;
// A helper variable for incrementing the latter
float m_game_time_fraction_counter;
-};
-
-/*
- Active block modifier interface.
-
- These are fed into ServerEnvironment at initialization time;
- ServerEnvironment handles deleting them.
-
- NOTE: Not used currently (TODO: Use or remove)
-*/
-
-class ActiveBlockModifier
-{
-public:
- ActiveBlockModifier(){};
- virtual ~ActiveBlockModifier(){};
-
- //virtual core::list<u8> update(ServerEnvironment *env) = 0;
- virtual u32 getTriggerContentCount(){ return 1;}
- virtual u8 getTriggerContent(u32 i) = 0;
- virtual float getActiveInterval() = 0;
- // chance of (1 / return value), 0 is disallowed
- virtual u32 getActiveChance() = 0;
- // This is called usually at interval for 1/chance of the nodes
- virtual void triggerEvent(ServerEnvironment *env, v3s16 p) = 0;
+ core::list<ABMWithState> m_abms;
};
#ifndef SERVER
#include "clientobject.h"
+class ClientSimpleObject;
/*
The client-side environment.
} none;
struct{
u8 amount;
+ bool send_to_server;
} player_damage;
};
};
{
public:
ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
- ITextureSource *texturesource, IGameDef *gamedef);
+ ITextureSource *texturesource, IGameDef *gamedef,
+ IrrlichtDevice *device);
~ClientEnvironment();
- Map & getMap()
- { return *m_map; }
-
- ClientMap & getClientMap()
- { return *m_map; }
+ Map & getMap();
+ ClientMap & getClientMap();
IGameDef *getGameDef()
{ return m_gamedef; }
virtual void addPlayer(Player *player);
LocalPlayer * getLocalPlayer();
- // Slightly deprecated
- void updateMeshes(v3s16 blockpos);
- void expireMeshes(bool only_daynight_diffed);
-
- void setTimeOfDay(u32 time)
- {
- u32 old_dr = getDayNightRatio();
-
- Environment::setTimeOfDay(time);
+ /*
+ ClientSimpleObjects
+ */
- if(getDayNightRatio() != old_dr)
- {
- /*infostream<<"ClientEnvironment: DayNightRatio changed"
- <<" -> expiring meshes"<<std::endl;*/
- expireMeshes(true);
- }
- }
+ void addSimpleObject(ClientSimpleObject *simple);
/*
ActiveObjects
Callbacks for activeobjects
*/
- void damageLocalPlayer(u8 damage);
+ void damageLocalPlayer(u8 damage, bool handle_hp=true);
/*
Client likes to call these
scene::ISceneManager *m_smgr;
ITextureSource *m_texturesource;
IGameDef *m_gamedef;
+ IrrlichtDevice *m_irr;
core::map<u16, ClientActiveObject*> m_active_objects;
+ core::list<ClientSimpleObject*> m_simple_objects;
Queue<ClientEnvEvent> m_client_event_queue;
IntervalLimiter m_active_object_light_update_interval;
IntervalLimiter m_lava_hurt_interval;