/*
-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.
*/
*/
#include <set>
-#include "common_irrlicht.h"
-#include "player.h"
-#include "map.h"
-#include <ostream>
-#include "utility.h"
+#include <list>
+#include <map>
+#include "irr_v3d.h"
#include "activeobject.h"
+#include "util/numeric.h"
+#include "mapnode.h"
+#include "mapblock.h"
-class Server;
class ServerEnvironment;
class ActiveBlockModifier;
class ServerActiveObject;
-typedef struct lua_State lua_State;
class ITextureSource;
class IGameDef;
+class IBackgroundBlockEmerger;
+class Map;
+class ServerMap;
+class ClientMap;
+class GameScripting;
+class Player;
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;
- }
+ { 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;
};
/*
class ActiveBlockList
{
public:
- void update(core::list<v3s16> &active_positions,
+ void update(std::list<v3s16> &active_positions,
s16 radius,
- core::map<v3s16, bool> &blocks_removed,
- core::map<v3s16, bool> &blocks_added);
+ std::set<v3s16> &blocks_removed,
+ std::set<v3s16> &blocks_added);
bool contains(v3s16 p){
- return (m_list.find(p) != NULL);
+ return (m_list.find(p) != m_list.end());
}
void clear(){
m_list.clear();
}
- core::map<v3s16, bool> m_list;
+ std::set<v3s16> m_list;
private:
};
-class IBackgroundBlockEmerger
-{
-public:
- virtual void queueBlockEmerge(v3s16 blockpos, bool allow_generate)=0;
-};
-
/*
The server-side environment.
class ServerEnvironment : public Environment
{
public:
- ServerEnvironment(ServerMap *map, lua_State *L, IGameDef *gamedef,
+ ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
+ IGameDef *gamedef,
IBackgroundBlockEmerger *emerger);
~ServerEnvironment();
- Map & getMap()
- { return *m_map; }
+ Map & getMap();
- ServerMap & getServerMap()
- { return *m_map; }
+ 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; }
float getSendRecommendedInterval()
- {
- return 0.10;
- }
+ { return m_recommended_send_interval; }
/*
Save players
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);
+ //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> ¤t_objects,
- core::map<u16, bool> &added_objects);
+ std::set<u16> ¤t_objects,
+ std::set<u16> &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> ¤t_objects,
- core::map<u16, bool> &removed_objects);
+ std::set<u16> ¤t_objects,
+ std::set<u16> &removed_objects);
/*
Get the next message emitted by some active object.
Other stuff
-------------------------------------------
*/
+
+ // 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);
// 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, 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; }
+
+ // is weather active in this environment?
+ bool m_use_weather;
+
private:
/*
Returns the id of the object.
Returns 0 if not added and thus deleted.
*/
- u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed);
+ u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s);
/*
Remove all objects that satisfy (m_removed && m_known_by_count==0)
/*
Convert stored objects from block to active
*/
- void activateObjects(MapBlock *block);
+ void activateObjects(MapBlock *block, u32 dtime_s);
/*
Convert objects that are not in active blocks to static.
// 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)
+ // Background block emerger (the EmergeManager, in practice)
IBackgroundBlockEmerger *m_emerger;
// Active object list
- core::map<u16, ServerActiveObject*> m_active_objects;
+ std::map<u16, ServerActiveObject*> m_active_objects;
// Outgoing network message buffer for active objects
- Queue<ActiveObjectMessage> m_active_object_messages;
+ 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_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;
- core::list<ABMWithState> m_abms;
+ 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
enum ClientEnvEventType
{
CEE_NONE,
- CEE_PLAYER_DAMAGE
+ CEE_PLAYER_DAMAGE,
+ CEE_PLAYER_BREATH
};
struct ClientEnvEvent
u8 amount;
bool send_to_server;
} player_damage;
+ struct{
+ u16 amount;
+ } player_breath;
};
};
IrrlichtDevice *device);
~ClientEnvironment();
- Map & getMap()
- { return *m_map; }
-
- ClientMap & getClientMap()
- { return *m_map; }
+ Map & getMap();
+ ClientMap & getClientMap();
IGameDef *getGameDef()
{ return m_gamedef; }
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);
- }
- }
-
/*
ClientSimpleObjects
*/
*/
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,
- 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;
ITextureSource *m_texturesource;
IGameDef *m_gamedef;
IrrlichtDevice *m_irr;
- core::map<u16, ClientActiveObject*> m_active_objects;
- core::list<ClientSimpleObject*> m_simple_objects;
- Queue<ClientEnvEvent> m_client_event_queue;
+ 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