- The map
- Players
- Other objects
- - The current time in the game, etc.
+ - The current time in the game (actually it only contains the brightness)
+ - etc.
*/
#include <list>
{
public:
// Environment will delete the map passed to the constructor
- Environment(Map *map, std::ostream &dout);
- ~Environment();
- /*
- This can do anything to the environment, such as removing
- timed-out players.
- Also updates Map's timers.
- */
- void step(f32 dtime);
+ Environment();
+ virtual ~Environment();
- Map & getMap();
/*
- Environment deallocates players after use.
+ Step everything in environment.
+ - Move players
+ - Step mobs
+ - Run timers of map
*/
- void addPlayer(Player *player);
+ virtual void step(f32 dtime) = 0;
+
+ virtual Map & getMap() = 0;
+
+ virtual void addPlayer(Player *player);
void removePlayer(u16 peer_id);
- LocalPlayer * getLocalPlayer();
Player * getPlayer(u16 peer_id);
+ Player * getPlayer(const char *name);
core::list<Player*> getPlayers();
+ core::list<Player*> getPlayers(bool ignore_disconnected);
void printPlayers(std::ostream &o);
-private:
- Map *m_map;
+
+ void setDayNightRatio(u32 r);
+ u32 getDayNightRatio();
+
+protected:
+ // peer_ids in here should be unique, except that there may be many 0s
core::list<Player*> m_players;
- // Debug output goes here
- std::ostream &m_dout;
+ // Brightness
+ u32 m_daynight_ratio;
+};
+
+/*
+ The server-side environment.
+
+ This is not thread-safe. Server uses an environment mutex.
+*/
+
+#include "serverobject.h"
+
+class ServerEnvironment : public Environment
+{
+public:
+ ServerEnvironment(ServerMap *map);
+ ~ServerEnvironment();
+
+ Map & getMap()
+ {
+ return *m_map;
+ }
+
+ ServerMap & getServerMap()
+ {
+ return *m_map;
+ }
+
+ void step(f32 dtime);
+
+ void serializePlayers(const std::string &savedir);
+ void deSerializePlayers(const std::string &savedir);
+
+ /*
+ ActiveObjects
+ */
+
+ ServerActiveObject* getActiveObject(u16 id);
+
+ /*
+ Adds an active object to the environment.
+ Environment handles deletion of object.
+ Object may be deleted by environment immediately.
+ If id of object is 0, assigns a free id to it.
+ Returns the id of the object.
+ Returns 0 if not added and thus deleted.
+ */
+ u16 addActiveObject(ServerActiveObject *object);
+
+ /*
+ Finds out what new objects have been added to
+ inside a radius around a position
+ */
+ void getAddedActiveObjects(v3s16 pos, s16 radius,
+ core::map<u16, bool> ¤t_objects,
+ core::map<u16, bool> &added_objects);
+
+ /*
+ Finds out what new objects have been removed from
+ inside a radius around a position
+ */
+ void getRemovedActiveObjects(v3s16 pos, s16 radius,
+ core::map<u16, bool> ¤t_objects,
+ core::map<u16, bool> &removed_objects);
+
+ /*
+ Gets the next message emitted by some active object.
+ Returns a message with id=0 if no messages are available.
+ */
+ ActiveObjectMessage getActiveObjectMessage();
+
+private:
+ ServerMap *m_map;
+ core::map<u16, ServerActiveObject*> m_active_objects;
+ Queue<ActiveObjectMessage> m_active_object_messages;
+ float m_random_spawn_timer;
};
+#ifndef SERVER
+
+#include "clientobject.h"
+
+/*
+ The client-side environment.
+
+ This is not thread-safe.
+ Must be called from main (irrlicht) thread (uses the SceneManager)
+ Client uses an environment mutex.
+*/
+
+class ClientEnvironment : public Environment
+{
+public:
+ ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr);
+ ~ClientEnvironment();
+
+ Map & getMap()
+ {
+ return *m_map;
+ }
+
+ ClientMap & getClientMap()
+ {
+ return *m_map;
+ }
+
+ void step(f32 dtime);
+
+ virtual void addPlayer(Player *player);
+ LocalPlayer * getLocalPlayer();
+
+ void updateMeshes(v3s16 blockpos);
+ void expireMeshes(bool only_daynight_diffed);
+
+ /*
+ ActiveObjects
+ */
+
+ ClientActiveObject* getActiveObject(u16 id);
+
+ /*
+ Adds an active object to the environment.
+ Environment handles deletion of object.
+ Object may be deleted by environment immediately.
+ If id of object is 0, assigns a free id to it.
+ Returns the id of the object.
+ Returns 0 if not added and thus deleted.
+ */
+ u16 addActiveObject(ClientActiveObject *object);
+
+ void addActiveObject(u16 id, u8 type, const std::string &init_data);
+ void removeActiveObject(u16 id);
+
+ void processActiveObjectMessage(u16 id, const std::string &data);
+
+private:
+ ClientMap *m_map;
+ scene::ISceneManager *m_smgr;
+ core::map<u16, ClientActiveObject*> m_active_objects;
+};
+
+#endif
+
#endif