/*
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
- 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 <list>
+#include <set>
#include "common_irrlicht.h"
#include "player.h"
#include "map.h"
#include <ostream>
#include "utility.h"
+#include "activeobject.h"
+
+class Server;
+class ServerEnvironment;
+class ActiveBlockModifier;
+class ServerActiveObject;
+typedef struct lua_State lua_State;
+class ITextureSource;
+class IGameDef;
class Environment
{
core::list<Player*> getPlayers(bool ignore_disconnected);
void printPlayers(std::ostream &o);
- void setDayNightRatio(u32 r);
+ //void setDayNightRatio(u32 r);
u32 getDayNightRatio();
+
+ // 0-23999
+ virtual void setTimeOfDay(u32 time)
+ {
+ m_time_of_day = time;
+ }
+
+ u32 getTimeOfDay()
+ {
+ return m_time_of_day;
+ }
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;
+ //u32 m_daynight_ratio;
+ // Time of day in milli-hours (0-23999); determines day and night
+ u32 m_time_of_day;
};
/*
- 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){};
+};
-class Server;
+struct ABMWithState
+{
+ ActiveBlockModifier *abm;
+ float timer;
+
+ ABMWithState(ActiveBlockModifier *abm_);
+};
+
+/*
+ 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:
+};
+
+class IBackgroundBlockEmerger
+{
+public:
+ virtual void queueBlockEmerge(v3s16 blockpos, bool allow_generate)=0;
+};
+
+/*
+ The server-side environment.
+
+ This is not thread-safe. Server uses an environment mutex.
+*/
class ServerEnvironment : public Environment
{
public:
- ServerEnvironment(ServerMap *map, Server *server);
+ ServerEnvironment(ServerMap *map, lua_State *L, IGameDef *gamedef,
+ IBackgroundBlockEmerger *emerger);
~ServerEnvironment();
Map & getMap()
- {
- return *m_map;
- }
+ { return *m_map; }
ServerMap & getServerMap()
- {
- return *m_map;
- }
+ { return *m_map; }
+
+ lua_State* getLua()
+ { return m_lua; }
- Server * getServer()
+ IGameDef *getGameDef()
+ { return m_gamedef; }
+
+ float getSendRecommendedInterval()
{
- return m_server;
+ return 0.10;
}
- void step(f32 dtime);
-
+ /*
+ 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.
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.
+ */
+ 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> &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> &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
+ -------------------------------------------
+ */
+
+ // 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:
+
+ /*
+ 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;
- Server *m_server;
+ // Lua state
+ lua_State *m_lua;
+ // Game definition
+ IGameDef *m_gamedef;
+ // Background block emerger (the server, in practice)
+ IBackgroundBlockEmerger *m_emerger;
+ // Active object list
core::map<u16, ServerActiveObject*> m_active_objects;
+ // Outgoing network message buffer for active objects
Queue<ActiveObjectMessage> m_active_object_messages;
- float m_random_spawn_timer;
+ // 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;
+ // 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;
+ core::list<ABMWithState> m_abms;
};
#ifndef SERVER
} none;
struct{
u8 amount;
+ bool send_to_server;
} player_damage;
};
};
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;
- }
+ { return *m_map; }
ClientMap & getClientMap()
- {
- return *m_map;
- }
+ { return *m_map; }
+
+ IGameDef *getGameDef()
+ { return m_gamedef; }
void step(f32 dtime);
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);
+ }
+ }
+
/*
ActiveObjects
*/
Callbacks for activeobjects
*/
- void damageLocalPlayer(u8 damage);
+ void damageLocalPlayer(u8 damage, bool handle_hp=true);
/*
Client likes to call these
private:
ClientMap *m_map;
scene::ISceneManager *m_smgr;
+ ITextureSource *m_texturesource;
+ IGameDef *m_gamedef;
+ IrrlichtDevice *m_irr;
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