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environment.h
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environment.h
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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <[email protected]>
This program is free software; you can redistribute it and/or modify
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 Lesser General Public License for more details.
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.
*/
#pragma once
/*
This class is the game's environment.
It contains:
- The map
- Players
- Other objects
- The current time in the game
- etc.
*/
#include <list>
#include <queue>
#include <map>
#include <atomic>
#include <mutex>
#include "irr_v3d.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() = default;
DISABLE_CLASS_COPY(Environment);
/*
Step everything in environment.
- Move players
- Step mobs
- Run timers of map
*/
virtual void step(f32 dtime) = 0;
virtual Map &getMap() = 0;
u32 getDayNightRatio();
// 0-23999
virtual void setTimeOfDay(u32 time);
u32 getTimeOfDay();
float getTimeOfDayF();
void stepTimeOfDay(float dtime);
void setTimeOfDaySpeed(float speed);
void setDayNightRatioOverride(bool enable, u32 value);
u32 getDayCount();
/*!
* Returns false if the given line intersects with a
* non-air node, true otherwise.
* \param pos1 start of the line
* \param pos2 end of the line
* \param p output, position of the first non-air node
* the line intersects
*/
bool line_of_sight(v3f pos1, v3f pos2, v3s16 *p = nullptr);
/*!
* 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:
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
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 = 0.0f;
// Overriding the day-night ratio is useful for custom sky visuals
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)
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
* 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;
float m_cache_active_block_mgmt_interval;
float m_cache_abm_interval;
float m_cache_nodetimer_interval;
float m_cache_abm_time_budget;
IGameDef *m_gamedef;
private:
std::mutex m_time_lock;
};