]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/environment.h
Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenu
[dragonfireclient.git] / src / environment.h
index 2d3feaca8e9b32583ef17ec5b4b10116da8c068d..597ad5ff0187698bdc6c4338f0e3c7e07cea714f 100644 (file)
@@ -1,18 +1,18 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
@@ -26,16 +26,30 @@ with this program; if not, write to the Free Software Foundation, Inc.,
        - The map
        - Players
        - Other objects
-       - The current time in the game (actually it only contains the brightness)
+       - The current time in the game
        - etc.
 */
 
+#include <set>
 #include <list>
-#include "common_irrlicht.h"
-#include "player.h"
-#include "map.h"
-#include <ostream>
-#include "utility.h"
+#include <map>
+#include "irr_v3d.h"
+#include "activeobject.h"
+#include "util/numeric.h"
+#include "mapnode.h"
+#include "mapblock.h"
+
+class ServerEnvironment;
+class ActiveBlockModifier;
+class ServerActiveObject;
+class ITextureSource;
+class IGameDef;
+class IBackgroundBlockEmerger;
+class Map;
+class ServerMap;
+class ClientMap;
+class GameScripting;
+class Player;
 
 class Environment
 {
@@ -60,64 +74,155 @@ class Environment
        Player * getPlayer(const char *name);
        Player * getRandomConnectedPlayer();
        Player * getNearestConnectedPlayer(v3f pos);
-       core::list<Player*> getPlayers();
-       core::list<Player*> getPlayers(bool ignore_disconnected);
-       void printPlayers(std::ostream &o);
+       std::list<Player*> getPlayers();
+       std::list<Player*> getPlayers(bool ignore_disconnected);
        
-       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; }
+
+       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;
+       std::list<Player*> m_players;
+       // 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;
 };
 
 /*
-       The server-side environment.
+       Active block modifier interface.
 
-       This is not thread-safe. Server uses an environment mutex.
+       These are fed into ServerEnvironment at initialization time;
+       ServerEnvironment handles deleting them.
 */
 
-#include "serverobject.h"
+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;
 
-class Server;
+       ABMWithState(ActiveBlockModifier *abm_);
+};
 
-class ServerEnvironment : public Environment
+/*
+       List of active blocks, used by ServerEnvironment
+*/
+
+class ActiveBlockList
 {
 public:
-       ServerEnvironment(ServerMap *map, Server *server);
-       ~ServerEnvironment();
+       void update(std::list<v3s16> &active_positions,
+                       s16 radius,
+                       std::set<v3s16> &blocks_removed,
+                       std::set<v3s16> &blocks_added);
 
-       Map & getMap()
-       {
-               return *m_map;
+       bool contains(v3s16 p){
+               return (m_list.find(p) != m_list.end());
        }
 
-       ServerMap & getServerMap()
-       {
-               return *m_map;
+       void clear(){
+               m_list.clear();
        }
 
-       Server * getServer()
-       {
-               return m_server;
-       }
+       std::set<v3s16> m_list;
 
-       void step(f32 dtime);
+private:
+};
+
+/*
+       The server-side environment.
+
+       This is not thread-safe. Server uses an environment mutex.
+*/
+
+class ServerEnvironment : public Environment
+{
+public:
+       ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
+                       IGameDef *gamedef,
+                       IBackgroundBlockEmerger *emerger);
+       ~ServerEnvironment();
+
+       Map & getMap();
+
+       ServerMap & getServerMap();
 
+       //TODO find way to remove this fct!
+       GameScripting* getScriptIface()
+               { return m_script; }
+
+       IGameDef *getGameDef()
+               { return m_gamedef; }
+
+       float getSendRecommendedInterval()
+               { return m_recommended_send_interval; }
+
+       /*
+               Save players
+       */
        void serializePlayers(const std::string &savedir);
        void deSerializePlayers(const std::string &savedir);
 
        /*
-               ActiveObjects
+               Save and load time of day and game timer
+       */
+       void saveMeta(const std::string &savedir);
+       void loadMeta(const std::string &savedir);
+
+       /*
+               External ActiveObject interface
+               -------------------------------------------
        */
 
        ServerActiveObject* getActiveObject(u16 id);
 
        /*
-               Adds an active object to the environment.
+               Add 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.
@@ -127,40 +232,157 @@ class ServerEnvironment : public Environment
        u16 addActiveObject(ServerActiveObject *object);
        
        /*
-               Finds out what new objects have been added to
+               Add an active object as a static object to the corresponding
+               MapBlock.
+               Caller allocates memory, ServerEnvironment frees memory.
+               Return value: true if succeeded, false if failed.
+               (note:  not used, pending removal from engine)
+       */
+       //bool addActiveObjectAsStatic(ServerActiveObject *object);
+       
+       /*
+               Find out what new objects have been added to
                inside a radius around a position
        */
        void getAddedActiveObjects(v3s16 pos, s16 radius,
-                       core::map<u16, bool> &current_objects,
-                       core::map<u16, bool> &added_objects);
+                       std::set<u16> &current_objects,
+                       std::set<u16> &added_objects);
 
        /*
-               Finds out what new objects have been removed from
+               Find out what new objects have been removed from
                inside a radius around a position
        */
        void getRemovedActiveObjects(v3s16 pos, s16 radius,
-                       core::map<u16, bool> &current_objects,
-                       core::map<u16, bool> &removed_objects);
+                       std::set<u16> &current_objects,
+                       std::set<u16> &removed_objects);
        
        /*
-               Gets the next message emitted by some active object.
+               Get the next message emitted by some active object.
                Returns a message with id=0 if no messages are available.
        */
        ActiveObjectMessage getActiveObjectMessage();
+
+       /*
+               Activate objects and dynamically modify for the dtime determined
+               from timestamp and additional_dtime
+       */
+       void activateBlock(MapBlock *block, u32 additional_dtime=0);
+
+       /*
+               ActiveBlockModifiers
+               -------------------------------------------
+       */
+
+       void addActiveBlockModifier(ActiveBlockModifier *abm);
+
+       /*
+               Other stuff
+               -------------------------------------------
+       */
+
+       // Script-aware node setters
+       bool setNode(v3s16 p, const MapNode &n);
+       bool removeNode(v3s16 p);
        
+       // 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);
+       
+       //check if there's a line of sight between two positions
+       bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0);
+
+       u32 getGameTime() { return m_game_time; }
+
+       void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
+       float getMaxLagEstimate() { return m_max_lag_estimate; }
 private:
+
+       /*
+               Internal ActiveObject interface
+               -------------------------------------------
+       */
+
+       /*
+               Add an active object to the environment.
+
+               Called by addActiveObject.
+
+               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 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s);
+       
+       /*
+               Remove all objects that satisfy (m_removed && m_known_by_count==0)
+       */
+       void removeRemovedObjects();
+       
+       /*
+               Convert stored objects from block to active
+       */
+       void activateObjects(MapBlock *block, u32 dtime_s);
+       
+       /*
+               Convert objects that are not in active blocks to static.
+
+               If m_known_by_count != 0, active object is not deleted, but static
+               data is still updated.
+
+               If force_delete is set, active object is deleted nevertheless. It
+               shall only be set so in the destructor of the environment.
+       */
+       void deactivateFarObjects(bool force_delete);
+
+       /*
+               Member variables
+       */
+       
+       // The map
        ServerMap *m_map;
-       Server *m_server;
-       core::map<u16, ServerActiveObject*> m_active_objects;
-       Queue<ActiveObjectMessage> m_active_object_messages;
-       float m_random_spawn_timer;
+       // Lua state
+       GameScripting* m_script;
+       // Game definition
+       IGameDef *m_gamedef;
+       // Background block emerger (the EmergeManager, in practice)
+       IBackgroundBlockEmerger *m_emerger;
+       // Active object list
+       std::map<u16, ServerActiveObject*> m_active_objects;
+       // Outgoing network message buffer for active objects
+       std::list<ActiveObjectMessage> m_active_object_messages;
+       // Some timers
+       float m_random_spawn_timer; // used for experimental code
        float m_send_recommended_timer;
        IntervalLimiter m_object_management_interval;
+       // List of active blocks
+       ActiveBlockList m_active_blocks;
+       IntervalLimiter m_active_blocks_management_interval;
+       IntervalLimiter m_active_block_modifier_interval;
+       IntervalLimiter m_active_blocks_nodemetadata_interval;
+       int m_active_block_interval_overload_skip;
+       // 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;
+       std::list<ABMWithState> m_abms;
+       // An interval for generally sending object positions and stuff
+       float m_recommended_send_interval;
+       // Estimate for general maximum lag as determined by server.
+       // Can raise to high values like 15s with eg. map generation mods.
+       float m_max_lag_estimate;
 };
 
 #ifndef SERVER
 
 #include "clientobject.h"
+class ClientSimpleObject;
 
 /*
        The client-side environment.
@@ -173,7 +395,8 @@ class ServerEnvironment : public Environment
 enum ClientEnvEventType
 {
        CEE_NONE,
-       CEE_PLAYER_DAMAGE
+       CEE_PLAYER_DAMAGE,
+       CEE_PLAYER_BREATH
 };
 
 struct ClientEnvEvent
@@ -184,33 +407,38 @@ struct ClientEnvEvent
                } none;
                struct{
                        u8 amount;
+                       bool send_to_server;
                } player_damage;
+               struct{
+                       u16 amount;
+               } player_breath;
        };
 };
 
 class ClientEnvironment : public Environment
 {
 public:
-       ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr);
+       ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
+                       ITextureSource *texturesource, IGameDef *gamedef,
+                       IrrlichtDevice *device);
        ~ClientEnvironment();
 
-       Map & getMap()
-       {
-               return *m_map;
-       }
+       Map & getMap();
+       ClientMap & getClientMap();
 
-       ClientMap & getClientMap()
-       {
-               return *m_map;
-       }
+       IGameDef *getGameDef()
+       { return m_gamedef; }
 
        void step(f32 dtime);
 
        virtual void addPlayer(Player *player);
        LocalPlayer * getLocalPlayer();
+       
+       /*
+               ClientSimpleObjects
+       */
 
-       void updateMeshes(v3s16 blockpos);
-       void expireMeshes(bool only_daynight_diffed);
+       void addSimpleObject(ClientSimpleObject *simple);
 
        /*
                ActiveObjects
@@ -237,7 +465,8 @@ class ClientEnvironment : public Environment
                Callbacks for activeobjects
        */
 
-       void damageLocalPlayer(u8 damage);
+       void damageLocalPlayer(u8 damage, bool handle_hp=true);
+       void updateLocalPlayerBreath(u16 breath);
 
        /*
                Client likes to call these
@@ -245,16 +474,34 @@ class ClientEnvironment : public Environment
        
        // Get all nearby objects
        void getActiveObjects(v3f origin, f32 max_d,
-                       core::array<DistanceSortedActiveObject> &dest);
+                       std::vector<DistanceSortedActiveObject> &dest);
        
        // Get event from queue. CEE_NONE is returned if queue is empty.
        ClientEnvEvent getClientEvent();
+
+       std::vector<core::vector2d<int> > attachment_list; // X is child ID, Y is parent ID
+
+       std::list<std::string> getPlayerNames()
+       { return m_player_names; }
+       void addPlayerName(std::string name)
+       { m_player_names.push_back(name); }
+       void removePlayerName(std::string name)
+       { m_player_names.remove(name); }
        
 private:
        ClientMap *m_map;
        scene::ISceneManager *m_smgr;
-       core::map<u16, ClientActiveObject*> m_active_objects;
-       Queue<ClientEnvEvent> m_client_event_queue;
+       ITextureSource *m_texturesource;
+       IGameDef *m_gamedef;
+       IrrlichtDevice *m_irr;
+       std::map<u16, ClientActiveObject*> m_active_objects;
+       std::list<ClientSimpleObject*> m_simple_objects;
+       std::list<ClientEnvEvent> m_client_event_queue;
+       IntervalLimiter m_active_object_light_update_interval;
+       IntervalLimiter m_lava_hurt_interval;
+       IntervalLimiter m_drowning_interval;
+       IntervalLimiter m_breathing_interval;
+       std::list<std::string> m_player_names;
 };
 
 #endif