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 <atomic>
#include <mutex>
#include "irr_v3d.h"
-#include "activeobject.h"
-#include "util/numeric.h"
#include "network/networkprotocol.h" // for AccessDeniedCode
+#include "util/basic_macros.h"
class IGameDef;
class Map;
public:
// Environment will delete the map passed to the constructor
Environment(IGameDef *gamedef);
- virtual ~Environment();
+ virtual ~Environment() = default;
DISABLE_CLASS_COPY(Environment);
/*
/*
* Below: values managed by m_time_lock
- */
- // Time of day in milli-hours (0-23999); determines day and night
- u32 m_time_of_day = 9000;
+ */
+ // 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 = 9000.0f / 24000.0f;
+ 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 = 0.0f;
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
private:
std::mutex m_time_lock;
};
-
-#endif