]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/environment.h
Remove unused variable Client::m_active_blocks
[dragonfireclient.git] / src / environment.h
index a3e43dbb4af5d7de62c885b0881953bec0e2b353..a25a12db37c9b3aba4b1e861eb086619841abc8d 100644 (file)
@@ -32,24 +32,25 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include <set>
 #include <list>
-#include "irrlichttypes_extrabloated.h"
-#include "player.h"
-#include <ostream>
+#include <queue>
+#include <map>
+#include "irr_v3d.h"
 #include "activeobject.h"
-#include "util/container.h"
 #include "util/numeric.h"
 #include "mapnode.h"
 #include "mapblock.h"
+#include "jthread/jmutex.h"
 
 class ServerEnvironment;
 class ActiveBlockModifier;
 class ServerActiveObject;
-typedef struct lua_State lua_State;
 class ITextureSource;
 class IGameDef;
 class Map;
 class ServerMap;
 class ClientMap;
+class GameScripting;
+class Player;
 
 class Environment
 {
@@ -70,40 +71,38 @@ class Environment
 
        virtual void addPlayer(Player *player);
        void removePlayer(u16 peer_id);
+       void removePlayer(const char *name);
        Player * getPlayer(u16 peer_id);
        Player * getPlayer(const char *name);
        Player * getRandomConnectedPlayer();
        Player * getNearestConnectedPlayer(v3f pos);
-       std::list<Player*> getPlayers();
-       std::list<Player*> getPlayers(bool ignore_disconnected);
-       void printPlayers(std::ostream &o);
-       
+       std::vector<Player*> getPlayers();
+       std::vector<Player*> getPlayers(bool ignore_disconnected);
+
        u32 getDayNightRatio();
-       
+
        // 0-23999
-       virtual void setTimeOfDay(u32 time)
-       {
-               m_time_of_day = time;
-               m_time_of_day_f = (float)time / 24000.0;
-       }
+       virtual void setTimeOfDay(u32 time);
+       u32 getTimeOfDay();
+       float getTimeOfDayF();
 
-       u32 getTimeOfDay()
-       { return m_time_of_day; }
+       void stepTimeOfDay(float dtime);
 
-       float getTimeOfDayF()
-       { return m_time_of_day_f; }
+       void setTimeOfDaySpeed(float speed);
+       float getTimeOfDaySpeed();
 
-       void stepTimeOfDay(float dtime);
+       void setDayNightRatioOverride(bool enable, u32 value)
+       {
+               m_enable_day_night_ratio_override = enable;
+               m_day_night_ratio_override = value;
+       }
 
-       void setTimeOfDaySpeed(float speed)
-       { m_time_of_day_speed = speed; }
-       
-       float getTimeOfDaySpeed()
-       { return m_time_of_day_speed; }
+       // counter used internally when triggering ABMs
+       u32 m_added_objects;
 
 protected:
        // peer_ids in here should be unique, except that there may be many 0s
-       std::list<Player*> m_players;
+       std::vector<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
@@ -111,6 +110,25 @@ class Environment
        float m_time_of_day_speed;
        // Used to buffer dtime for adding to m_time_of_day
        float m_time_counter;
+       // Overriding the day-night ratio is useful for custom sky visuals
+       bool m_enable_day_night_ratio_override;
+       u32 m_day_night_ratio_override;
+
+       /* TODO: Add a callback function so these can be updated when a setting
+        *       changes.  At this point in time it doesn't matter (e.g. /set
+        *       is documented to change server settings only)
+        *
+        * TODO: Local caching of settings is not optimal and should at some stage
+        *       be updated to use a global settings object for getting thse values
+        *       (as opposed to the this local caching). This can be addressed in
+        *       a later release.
+        */
+       bool m_cache_enable_shaders;
+
+private:
+       JMutex m_timeofday_lock;
+       JMutex m_time_lock;
+
 };
 
 /*
@@ -125,7 +143,7 @@ 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)
@@ -157,7 +175,7 @@ struct ABMWithState
 class ActiveBlockList
 {
 public:
-       void update(std::list<v3s16> &active_positions,
+       void update(std::vector<v3s16> &active_positions,
                        s16 radius,
                        std::set<v3s16> &blocks_removed,
                        std::set<v3s16> &blocks_added);
@@ -171,16 +189,11 @@ class ActiveBlockList
        }
 
        std::set<v3s16> m_list;
+       std::set<v3s16> m_forceloaded_list;
 
 private:
 };
 
-class IBackgroundBlockEmerger
-{
-public:
-       virtual void queueBlockEmerge(v3s16 blockpos, bool allow_generate)=0;
-};
-
 /*
        The server-side environment.
 
@@ -190,16 +203,17 @@ class IBackgroundBlockEmerger
 class ServerEnvironment : public Environment
 {
 public:
-       ServerEnvironment(ServerMap *map, lua_State *L, IGameDef *gamedef,
-                       IBackgroundBlockEmerger *emerger);
+       ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
+                       IGameDef *gamedef, const std::string &path_world);
        ~ServerEnvironment();
 
        Map & getMap();
 
        ServerMap & getServerMap();
 
-       lua_State* getLua()
-               { return m_lua; }
+       //TODO find way to remove this fct!
+       GameScripting* getScriptIface()
+               { return m_script; }
 
        IGameDef *getGameDef()
                { return m_gamedef; }
@@ -207,17 +221,16 @@ class ServerEnvironment : public Environment
        float getSendRecommendedInterval()
                { return m_recommended_send_interval; }
 
-       /*
-               Save players
-       */
-       void serializePlayers(const std::string &savedir);
-       void deSerializePlayers(const std::string &savedir);
+       // Save players
+       void saveLoadedPlayers();
+       void savePlayer(const std::string &playername);
+       Player *loadPlayer(const std::string &playername);
 
        /*
                Save and load time of day and game timer
        */
-       void saveMeta(const std::string &savedir);
-       void loadMeta(const std::string &savedir);
+       void saveMeta();
+       void loadMeta();
 
        /*
                External ActiveObject interface
@@ -235,7 +248,7 @@ class ServerEnvironment : public Environment
                Returns 0 if not added and thus deleted.
        */
        u16 addActiveObject(ServerActiveObject *object);
-       
+
        /*
                Add an active object as a static object to the corresponding
                MapBlock.
@@ -244,12 +257,13 @@ class ServerEnvironment : public Environment
                (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,
+                       s16 player_radius,
                        std::set<u16> &current_objects,
                        std::set<u16> &added_objects);
 
@@ -258,9 +272,10 @@ class ServerEnvironment : public Environment
                inside a radius around a position
        */
        void getRemovedActiveObjects(v3s16 pos, s16 radius,
+                       s16 player_radius,
                        std::set<u16> &current_objects,
                        std::set<u16> &removed_objects);
-       
+
        /*
                Get the next message emitted by some active object.
                Returns a message with id=0 if no messages are available.
@@ -288,18 +303,26 @@ class ServerEnvironment : public Environment
        // Script-aware node setters
        bool setNode(v3s16 p, const MapNode &n);
        bool removeNode(v3s16 p);
-       
+       bool swapNode(v3s16 p, const MapNode &n);
+
        // Find all active objects inside a radius around a point
-       std::set<u16> getObjectsInsideRadius(v3f pos, float radius);
-       
+       void getObjectsInsideRadius(std::vector<u16> &objects, 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);
+       bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0, v3s16 *p=NULL);
+
+       u32 getGameTime() { return m_game_time; }
+
+       void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
+       float getMaxLagEstimate() { return m_max_lag_estimate; }
+
+       std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
 
 private:
 
@@ -319,17 +342,17 @@ class ServerEnvironment : public Environment
                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.
 
@@ -344,21 +367,20 @@ class ServerEnvironment : public Environment
        /*
                Member variables
        */
-       
+
        // The map
        ServerMap *m_map;
        // Lua state
-       lua_State *m_lua;
+       GameScripting* m_script;
        // Game definition
        IGameDef *m_gamedef;
-       // Background block emerger (the server, in practice)
-       IBackgroundBlockEmerger *m_emerger;
+       // World path
+       const std::string m_path_world;
        // Active object list
        std::map<u16, ServerActiveObject*> m_active_objects;
        // Outgoing network message buffer for active objects
-       Queue<ActiveObjectMessage> m_active_object_messages;
+       std::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
@@ -372,9 +394,12 @@ class ServerEnvironment : public Environment
        u32 m_game_time;
        // A helper variable for incrementing the latter
        float m_game_time_fraction_counter;
-       std::list<ABMWithState> m_abms;
+       std::vector<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
@@ -393,19 +418,23 @@ class ClientSimpleObject;
 enum ClientEnvEventType
 {
        CEE_NONE,
-       CEE_PLAYER_DAMAGE
+       CEE_PLAYER_DAMAGE,
+       CEE_PLAYER_BREATH
 };
 
 struct ClientEnvEvent
 {
        ClientEnvEventType type;
        union {
-               struct{
-               } none;
+               //struct{
+               //} none;
                struct{
                        u8 amount;
                        bool send_to_server;
                } player_damage;
+               struct{
+                       u16 amount;
+               } player_breath;
        };
 };
 
@@ -427,7 +456,7 @@ class ClientEnvironment : public Environment
 
        virtual void addPlayer(Player *player);
        LocalPlayer * getLocalPlayer();
-       
+
        /*
                ClientSimpleObjects
        */
@@ -437,7 +466,7 @@ class ClientEnvironment : public Environment
        /*
                ActiveObjects
        */
-       
+
        ClientActiveObject* getActiveObject(u16 id);
 
        /*
@@ -460,19 +489,20 @@ class ClientEnvironment : public Environment
        */
 
        void damageLocalPlayer(u8 damage, bool handle_hp=true);
+       void updateLocalPlayerBreath(u16 breath);
 
        /*
                Client likes to call these
        */
-       
+
        // Get all nearby objects
        void getActiveObjects(v3f origin, f32 max_d,
                        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
+       u16 m_attachements[USHRT_MAX];
 
        std::list<std::string> getPlayerNames()
        { return m_player_names; }
@@ -480,7 +510,11 @@ class ClientEnvironment : public Environment
        { m_player_names.push_back(name); }
        void removePlayerName(std::string name)
        { m_player_names.remove(name); }
-       
+       void updateCameraOffset(v3s16 camera_offset)
+       { m_camera_offset = camera_offset; }
+       v3s16 getCameraOffset()
+       { return m_camera_offset; }
+
 private:
        ClientMap *m_map;
        scene::ISceneManager *m_smgr;
@@ -488,11 +522,14 @@ class ClientEnvironment : public Environment
        IGameDef *m_gamedef;
        IrrlichtDevice *m_irr;
        std::map<u16, ClientActiveObject*> m_active_objects;
-       std::list<ClientSimpleObject*> m_simple_objects;
-       Queue<ClientEnvEvent> m_client_event_queue;
+       std::vector<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;
+       v3s16 m_camera_offset;
 };
 
 #endif