#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;
};
/*
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;
- // chance of (1 / return value), 0 is disallowed
+ // 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){};
ActiveBlockModifier *abm;
float timer;
- ABMWithState(ActiveBlockModifier *abm_):
- abm(abm_)
- {}
+ 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:
#ifndef SERVER
#include "clientobject.h"
+class ClientSimpleObject;
/*
The client-side environment.
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
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;