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;
};
/*
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);
-
- if(getDayNightRatio() != old_dr)
- {
- /*infostream<<"ClientEnvironment: DayNightRatio changed"
- <<" -> expiring meshes"<<std::endl;*/
- expireMeshes(true);
- }
- }
-
/*
ClientSimpleObjects
*/