]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/environment.h
Create framework for getting rid of global definitions of node/tool/item/whatever...
[dragonfireclient.git] / src / environment.h
index 6fdf6d33dcbe0abc958ab077c7e41c27a75cd16d..754b63979657c727dbfa396e36c6bdd60af8d2cb 100644 (file)
@@ -1,6 +1,6 @@
 /*
 Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2011 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
@@ -26,7 +26,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
        - The map
        - Players
        - Other objects
-       - The current time in the game, etc.
+       - The current time in the game
+       - etc.
 */
 
 #include <list>
@@ -34,44 +35,415 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "player.h"
 #include "map.h"
 #include <ostream>
+#include "utility.h"
+#include "activeobject.h"
+
+class Server;
+class ActiveBlockModifier;
+class ServerActiveObject;
+typedef struct lua_State lua_State;
+class ITextureSource;
+class IGameDef;
 
 class Environment
 {
 public:
        // Environment will delete the map passed to the constructor
-       Environment(Map *map, std::ostream &dout);
-       ~Environment();
+       Environment();
+       virtual ~Environment();
+
        /*
-               This can do anything to the environment, such as removing
-               timed-out players.
-               Also updates Map's timers.
+               Step everything in environment.
+               - Move players
+               - Step mobs
+               - Run timers of map
        */
-       void step(f32 dtime);
+       virtual void step(f32 dtime) = 0;
 
-       Map & getMap();
+       virtual Map & getMap() = 0;
 
-       /*
-               Environment deallocates players after use.
-       */
-       void addPlayer(Player *player);
+       virtual void addPlayer(Player *player);
        void removePlayer(u16 peer_id);
-       LocalPlayer * getLocalPlayer();
        Player * getPlayer(u16 peer_id);
+       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);
+       
+       //void setDayNightRatio(u32 r);
+       u32 getDayNightRatio();
+       
+       // 0-23999
+       virtual void setTimeOfDay(u32 time)
+       {
+               m_time_of_day = time;
+       }
 
-       void updateMeshes(v3s16 blockpos);
-       void expireMeshes();
-       void setDaylightRatio(u32 r);
-       u32 getDaylightRatio();
+       u32 getTimeOfDay()
+       {
+               return m_time_of_day;
+       }
 
-private:
-       Map *m_map;
+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;
-       u32 m_daylight_ratio;
+       // Brightness
+       //u32 m_daynight_ratio;
+       // Time of day in milli-hours (0-23999); determines day and night
+       u32 m_time_of_day;
+};
+
+/*
+       List of active blocks, used by ServerEnvironment
+*/
+
+class ActiveBlockList
+{
+public:
+       void update(core::list<v3s16> &active_positions,
+                       s16 radius,
+                       core::map<v3s16, bool> &blocks_removed,
+                       core::map<v3s16, bool> &blocks_added);
+
+       bool contains(v3s16 p){
+               return (m_list.find(p) != NULL);
+       }
+
+       void clear(){
+               m_list.clear();
+       }
+
+       core::map<v3s16, bool> m_list;
+
+private:
+};
+
+/*
+       The server-side environment.
+
+       This is not thread-safe. Server uses an environment mutex.
+*/
+
+class ServerEnvironment : public Environment
+{
+public:
+       ServerEnvironment(ServerMap *map, lua_State *L, IGameDef *gamedef);
+       ~ServerEnvironment();
+
+       Map & getMap()
+               { return *m_map; }
+
+       ServerMap & getServerMap()
+               { return *m_map; }
+
+       lua_State* getLua()
+               { return m_lua; }
+
+       IGameDef *getGameDef()
+               { return m_gamedef; }
+
+       float getSendRecommendedInterval()
+       {
+               return 0.10;
+       }
+
+       /*
+               Save players
+       */
+       void serializePlayers(const std::string &savedir);
+       void deSerializePlayers(const std::string &savedir);
+
+       /*
+               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);
+
+       /*
+               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.
+               Returns the id of the object.
+               Returns 0 if not added and thus deleted.
+       */
+       u16 addActiveObject(ServerActiveObject *object);
+       
+       /*
+               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.
+       */
+       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);
+
+       /*
+               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);
+       
+       /*
+               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 (TODO)
+               -------------------------------------------
+               NOTE: Not used currently (TODO: Use or remove)
+       */
+
+       void addActiveBlockModifier(ActiveBlockModifier *abm);
+
+       /* Other stuff */
+       
+       // Clear all objects, loading and going through every MapBlock
+       void clearAllObjects();
+       
+       void step(f32 dtime);
+       
+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);
+       
+       /*
+               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);
+       
+       /*
+               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;
+       // Lua state
+       lua_State *m_lua;
+       // Game definition
+       IGameDef *m_gamedef;
+       // Active object list
+       core::map<u16, ServerActiveObject*> m_active_objects;
+       // Outgoing network message buffer for active objects
+       Queue<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_blocks_test_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;
+};
+
+#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.
+*/
+
+enum ClientEnvEventType
+{
+       CEE_NONE,
+       CEE_PLAYER_DAMAGE
 };
 
+struct ClientEnvEvent
+{
+       ClientEnvEventType type;
+       union {
+               struct{
+               } none;
+               struct{
+                       u8 amount;
+               } player_damage;
+       };
+};
+
+class ClientEnvironment : public Environment
+{
+public:
+       ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
+                       ITextureSource *texturesource, IGameDef *gamedef);
+       ~ClientEnvironment();
+
+       Map & getMap()
+       {
+               return *m_map;
+       }
+
+       ClientMap & getClientMap()
+       {
+               return *m_map;
+       }
+
+       void step(f32 dtime);
+
+       virtual void addPlayer(Player *player);
+       LocalPlayer * getLocalPlayer();
+       
+       // Slightly deprecated
+       void updateMeshes(v3s16 blockpos, ITextureSource *tsrc);
+       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);
+               }
+       }
+
+       /*
+               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);
+
+       /*
+               Callbacks for activeobjects
+       */
+
+       void damageLocalPlayer(u8 damage);
+
+       /*
+               Client likes to call these
+       */
+       
+       // Get all nearby objects
+       void getActiveObjects(v3f origin, f32 max_d,
+                       core::array<DistanceSortedActiveObject> &dest);
+       
+       // Get event from queue. CEE_NONE is returned if queue is empty.
+       ClientEnvEvent getClientEvent();
+       
+private:
+       ClientMap *m_map;
+       scene::ISceneManager *m_smgr;
+       ITextureSource *m_texturesource;
+       IGameDef *m_gamedef;
+       core::map<u16, ClientActiveObject*> m_active_objects;
+       Queue<ClientEnvEvent> m_client_event_queue;
+       IntervalLimiter m_active_object_light_update_interval;
+       IntervalLimiter m_lava_hurt_interval;
+};
+
+#endif
+
 #endif