/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola 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 #include #include #include #include #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 &shootline_on_map, std::vector &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 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 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; };