minetest/src/environment.h

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/*
Minetest-c55
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Copyright (C) 2010-2011 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
(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.
You should have received a copy of the GNU 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.
*/
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#ifndef ENVIRONMENT_HEADER
#define ENVIRONMENT_HEADER
/*
This class is the game's environment.
It contains:
- The map
- Players
- Other objects
- The current time in the game (actually it only contains the brightness)
- etc.
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*/
#include <list>
#include "common_irrlicht.h"
#include "player.h"
#include "map.h"
#include <ostream>
#include "utility.h"
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class Environment
{
public:
// Environment will delete the map passed to the constructor
Environment();
virtual ~Environment();
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/*
Step everything in environment.
- Move players
- Step mobs
- Run timers of map
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*/
virtual void step(f32 dtime) = 0;
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virtual Map & getMap() = 0;
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virtual void addPlayer(Player *player);
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void removePlayer(u16 peer_id);
Player * getPlayer(u16 peer_id);
Player * getPlayer(const char *name);
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Player * getRandomConnectedPlayer();
Player * getNearestConnectedPlayer(v3f pos);
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core::list<Player*> getPlayers();
core::list<Player*> getPlayers(bool ignore_disconnected);
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void printPlayers(std::ostream &o);
void setDayNightRatio(u32 r);
u32 getDayNightRatio();
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;
};
/*
The server-side environment.
This is not thread-safe. Server uses an environment mutex.
*/
#include "serverobject.h"
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class Server;
class ServerEnvironment : public Environment
{
public:
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ServerEnvironment(ServerMap *map, Server *server);
~ServerEnvironment();
Map & getMap()
{
return *m_map;
}
ServerMap & getServerMap()
{
return *m_map;
}
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Server * getServer()
{
return m_server;
}
void step(f32 dtime);
void serializePlayers(const std::string &savedir);
void deSerializePlayers(const std::string &savedir);
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/*
ActiveObjects
*/
ServerActiveObject* getActiveObject(u16 id);
/*
Adds an active object to the environment.
Environment handles deletion of object.
Object may be deleted by environment immediately.
If id of object is 0, assigns a free id to it.
Returns the id of the object.
Returns 0 if not added and thus deleted.
*/
u16 addActiveObject(ServerActiveObject *object);
/*
Finds out what new objects have been added to
inside a radius around a position
*/
void getAddedActiveObjects(v3s16 pos, s16 radius,
core::map<u16, bool> &current_objects,
core::map<u16, bool> &added_objects);
/*
Finds out what new objects have been removed from
inside a radius around a position
*/
void getRemovedActiveObjects(v3s16 pos, s16 radius,
core::map<u16, bool> &current_objects,
core::map<u16, bool> &removed_objects);
/*
Gets the next message emitted by some active object.
Returns a message with id=0 if no messages are available.
*/
ActiveObjectMessage getActiveObjectMessage();
private:
ServerMap *m_map;
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Server *m_server;
core::map<u16, ServerActiveObject*> m_active_objects;
Queue<ActiveObjectMessage> m_active_object_messages;
float m_random_spawn_timer;
float m_send_recommended_timer;
IntervalLimiter m_object_management_interval;
};
#ifndef SERVER
#include "clientobject.h"
/*
The client-side environment.
This is not thread-safe.
Must be called from main (irrlicht) thread (uses the SceneManager)
Client uses an environment mutex.
*/
enum ClientEnvEventType
{
CEE_NONE,
CEE_PLAYER_DAMAGE
};
struct ClientEnvEvent
{
ClientEnvEventType type;
union {
struct{
} none;
struct{
u8 amount;
} player_damage;
};
};
class ClientEnvironment : public Environment
{
public:
ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr);
~ClientEnvironment();
Map & getMap()
{
return *m_map;
}
ClientMap & getClientMap()
{
return *m_map;
}
void step(f32 dtime);
virtual void addPlayer(Player *player);
LocalPlayer * getLocalPlayer();
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void updateMeshes(v3s16 blockpos);
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void expireMeshes(bool only_daynight_diffed);
/*
ActiveObjects
*/
ClientActiveObject* getActiveObject(u16 id);
/*
Adds an active object to the environment.
Environment handles deletion of object.
Object may be deleted by environment immediately.
If id of object is 0, assigns a free id to it.
Returns the id of the object.
Returns 0 if not added and thus deleted.
*/
u16 addActiveObject(ClientActiveObject *object);
void addActiveObject(u16 id, u8 type, const std::string &init_data);
void removeActiveObject(u16 id);
void processActiveObjectMessage(u16 id, const std::string &data);
/*
Callbacks for activeobjects
*/
void damageLocalPlayer(u8 damage);
/*
Client likes to call these
*/
// Get all nearby objects
void getActiveObjects(v3f origin, f32 max_d,
core::array<DistanceSortedActiveObject> &dest);
// Get event from queue. CEE_NONE is returned if queue is empty.
ClientEnvEvent getClientEvent();
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private:
ClientMap *m_map;
scene::ISceneManager *m_smgr;
core::map<u16, ClientActiveObject*> m_active_objects;
Queue<ClientEnvEvent> m_client_event_queue;
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};
#endif
#endif