3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
23 This class is the game's environment.
28 - The current time in the game
38 #include "network/networkprotocol.h" // for AccessDeniedCode
39 #include "util/basic_macros.h"
49 // Environment will delete the map passed to the constructor
50 Environment(IGameDef *gamedef);
51 virtual ~Environment() = default;
52 DISABLE_CLASS_COPY(Environment);
55 Step everything in environment.
60 virtual void step(f32 dtime) = 0;
62 virtual Map &getMap() = 0;
64 u32 getDayNightRatio();
67 virtual void setTimeOfDay(u32 time);
69 float getTimeOfDayF();
71 void stepTimeOfDay(float dtime);
73 void setTimeOfDaySpeed(float speed);
75 void setDayNightRatioOverride(bool enable, u32 value);
80 * Returns false if the given line intersects with a
81 * non-air node, true otherwise.
82 * \param pos1 start of the line
83 * \param pos2 end of the line
84 * \param p output, position of the first non-air node
87 bool line_of_sight(v3f pos1, v3f pos2, v3s16 *p = nullptr);
90 * Gets the objects pointed by the shootline as
92 * If this is a client environment, the local player
94 * @param[in] shootline_on_map the shootline for
95 * the test in world coordinates
97 * @param[out] objects found objects
99 virtual void getSelectedActiveObjects(const core::line3d<f32> &shootline_on_map,
100 std::vector<PointedThing> &objects) = 0;
103 * Returns the next node or object the shootline meets.
104 * @param state current state of the raycast
105 * @result output, will contain the next pointed thing
107 void continueRaycast(RaycastState *state, PointedThing *result);
109 // counter used internally when triggering ABMs
112 IGameDef *getGameDef() { return m_gamedef; }
115 std::atomic<float> m_time_of_day_speed;
118 * Below: values managed by m_time_lock
120 // Time of day in milli-hours (0-23999), determines day and night
122 // Time of day in 0...1
123 float m_time_of_day_f;
124 // Stores the skew created by the float -> u32 conversion
125 // to be applied at next conversion, so that there is no real skew.
126 float m_time_conversion_skew = 0.0f;
127 // Overriding the day-night ratio is useful for custom sky visuals
128 bool m_enable_day_night_ratio_override = false;
129 u32 m_day_night_ratio_override = 0.0f;
130 // Days from the server start, accounts for time shift
131 // in game (e.g. /time or bed usage)
132 std::atomic<u32> m_day_count;
134 * Above: values managed by m_time_lock
137 /* TODO: Add a callback function so these can be updated when a setting
138 * changes. At this point in time it doesn't matter (e.g. /set
139 * is documented to change server settings only)
141 * TODO: Local caching of settings is not optimal and should at some stage
142 * be updated to use a global settings object for getting thse values
143 * (as opposed to the this local caching). This can be addressed in
146 bool m_cache_enable_shaders;
147 float m_cache_active_block_mgmt_interval;
148 float m_cache_abm_interval;
149 float m_cache_nodetimer_interval;
154 std::mutex m_time_lock;