51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#ifndef ENVIRONMENT_HEADER
-#define ENVIRONMENT_HEADER
+#pragma once
/*
This class is the game's environment.
#include <list>
#include <queue>
#include <map>
+#include <atomic>
+#include <mutex>
#include "irr_v3d.h"
-#include "activeobject.h"
-#include "util/numeric.h"
-#include "threading/mutex.h"
-#include "threading/atomic.h"
#include "network/networkprotocol.h" // for AccessDeniedCode
+#include "util/basic_macros.h"
class IGameDef;
class Map;
+struct PointedThing;
+class RaycastState;
class Environment
{
public:
// Environment will delete the map passed to the constructor
Environment(IGameDef *gamedef);
- virtual ~Environment();
+ virtual ~Environment() = default;
+ DISABLE_CLASS_COPY(Environment);
/*
Step everything in environment.
u32 getDayCount();
+ /*!
+ * Gets the objects pointed by the shootline as
+ * pointed things.
+ * If this is a client environment, the local player
+ * won't be returned.
+ * @param[in] shootline_on_map the shootline for
+ * the test in world coordinates
+ *
+ * @param[out] objects found objects
+ */
+ virtual void getSelectedActiveObjects(const core::line3d<f32> &shootline_on_map,
+ std::vector<PointedThing> &objects) = 0;
+
+ /*!
+ * Returns the next node or object the shootline meets.
+ * @param state current state of the raycast
+ * @result output, will contain the next pointed thing
+ */
+ void continueRaycast(RaycastState *state, PointedThing *result);
+
// counter used internally when triggering ABMs
u32 m_added_objects;
IGameDef *getGameDef() { return m_gamedef; }
protected:
- GenericAtomic<float> m_time_of_day_speed;
+ std::atomic<float> m_time_of_day_speed;
/*
* Below: values managed by m_time_lock
- */
- // Time of day in milli-hours (0-23999); determines day and night
+ */
+ // 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;
// Stores the skew created by the float -> u32 conversion
// to be applied at next conversion, so that there is no real skew.
- float m_time_conversion_skew;
+ float m_time_conversion_skew = 0.0f;
// Overriding the day-night ratio is useful for custom sky visuals
- bool m_enable_day_night_ratio_override;
- u32 m_day_night_ratio_override;
+ bool m_enable_day_night_ratio_override = false;
+ u32 m_day_night_ratio_override = 0.0f;
// Days from the server start, accounts for time shift
// in game (e.g. /time or bed usage)
- Atomic<u32> m_day_count;
+ std::atomic<u32> m_day_count;
/*
* Above: values managed by m_time_lock
- */
+ */
/* 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
IGameDef *m_gamedef;
private:
- Mutex m_time_lock;
-
- DISABLE_CLASS_COPY(Environment);
+ std::mutex m_time_lock;
};
-
-#endif