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.
20 #ifndef ENVIRONMENT_HEADER
21 #define ENVIRONMENT_HEADER
24 This class is the game's environment.
29 - The current time in the game
35 #include "irrlichttypes_extrabloated.h"
38 #include "activeobject.h"
39 #include "util/container.h"
40 #include "util/numeric.h"
44 class ServerEnvironment;
45 class ActiveBlockModifier;
46 class ServerActiveObject;
47 typedef struct lua_State lua_State;
57 // Environment will delete the map passed to the constructor
59 virtual ~Environment();
62 Step everything in environment.
67 virtual void step(f32 dtime) = 0;
69 virtual Map & getMap() = 0;
71 virtual void addPlayer(Player *player);
72 void removePlayer(u16 peer_id);
73 Player * getPlayer(u16 peer_id);
74 Player * getPlayer(const char *name);
75 Player * getRandomConnectedPlayer();
76 Player * getNearestConnectedPlayer(v3f pos);
77 std::list<Player*> getPlayers();
78 std::list<Player*> getPlayers(bool ignore_disconnected);
79 void printPlayers(std::ostream &o);
81 u32 getDayNightRatio();
84 virtual void setTimeOfDay(u32 time)
87 m_time_of_day_f = (float)time / 24000.0;
91 { return m_time_of_day; }
94 { return m_time_of_day_f; }
96 void stepTimeOfDay(float dtime);
98 void setTimeOfDaySpeed(float speed)
99 { m_time_of_day_speed = speed; }
101 float getTimeOfDaySpeed()
102 { return m_time_of_day_speed; }
105 // peer_ids in here should be unique, except that there may be many 0s
106 std::list<Player*> m_players;
107 // Time of day in milli-hours (0-23999); determines day and night
109 // Time of day in 0...1
110 float m_time_of_day_f;
111 float m_time_of_day_speed;
112 // Used to buffer dtime for adding to m_time_of_day
113 float m_time_counter;
117 Active block modifier interface.
119 These are fed into ServerEnvironment at initialization time;
120 ServerEnvironment handles deleting them.
123 class ActiveBlockModifier
126 ActiveBlockModifier(){};
127 virtual ~ActiveBlockModifier(){};
129 // Set of contents to trigger on
130 virtual std::set<std::string> getTriggerContents()=0;
131 // Set of required neighbors (trigger doesn't happen if none are found)
132 // Empty = do not check neighbors
133 virtual std::set<std::string> getRequiredNeighbors()
134 { return std::set<std::string>(); }
135 // Trigger interval in seconds
136 virtual float getTriggerInterval() = 0;
137 // Random chance of (1 / return value), 0 is disallowed
138 virtual u32 getTriggerChance() = 0;
139 // This is called usually at interval for 1/chance of the nodes
140 virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
141 virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n,
142 u32 active_object_count, u32 active_object_count_wider){};
147 ActiveBlockModifier *abm;
150 ABMWithState(ActiveBlockModifier *abm_);
154 List of active blocks, used by ServerEnvironment
157 class ActiveBlockList
160 void update(std::list<v3s16> &active_positions,
162 std::set<v3s16> &blocks_removed,
163 std::set<v3s16> &blocks_added);
165 bool contains(v3s16 p){
166 return (m_list.find(p) != m_list.end());
173 std::set<v3s16> m_list;
178 class IBackgroundBlockEmerger
181 virtual void queueBlockEmerge(v3s16 blockpos, bool allow_generate)=0;
185 The server-side environment.
187 This is not thread-safe. Server uses an environment mutex.
190 class ServerEnvironment : public Environment
193 ServerEnvironment(ServerMap *map, lua_State *L, IGameDef *gamedef,
194 IBackgroundBlockEmerger *emerger);
195 ~ServerEnvironment();
199 ServerMap & getServerMap();
204 IGameDef *getGameDef()
205 { return m_gamedef; }
207 float getSendRecommendedInterval()
208 { return m_recommended_send_interval; }
213 void serializePlayers(const std::string &savedir);
214 void deSerializePlayers(const std::string &savedir);
217 Save and load time of day and game timer
219 void saveMeta(const std::string &savedir);
220 void loadMeta(const std::string &savedir);
223 External ActiveObject interface
224 -------------------------------------------
227 ServerActiveObject* getActiveObject(u16 id);
230 Add an active object to the environment.
231 Environment handles deletion of object.
232 Object may be deleted by environment immediately.
233 If id of object is 0, assigns a free id to it.
234 Returns the id of the object.
235 Returns 0 if not added and thus deleted.
237 u16 addActiveObject(ServerActiveObject *object);
240 Add an active object as a static object to the corresponding
242 Caller allocates memory, ServerEnvironment frees memory.
243 Return value: true if succeeded, false if failed.
244 (note: not used, pending removal from engine)
246 //bool addActiveObjectAsStatic(ServerActiveObject *object);
249 Find out what new objects have been added to
250 inside a radius around a position
252 void getAddedActiveObjects(v3s16 pos, s16 radius,
253 std::set<u16> ¤t_objects,
254 std::set<u16> &added_objects);
257 Find out what new objects have been removed from
258 inside a radius around a position
260 void getRemovedActiveObjects(v3s16 pos, s16 radius,
261 std::set<u16> ¤t_objects,
262 std::set<u16> &removed_objects);
265 Get the next message emitted by some active object.
266 Returns a message with id=0 if no messages are available.
268 ActiveObjectMessage getActiveObjectMessage();
271 Activate objects and dynamically modify for the dtime determined
272 from timestamp and additional_dtime
274 void activateBlock(MapBlock *block, u32 additional_dtime=0);
278 -------------------------------------------
281 void addActiveBlockModifier(ActiveBlockModifier *abm);
285 -------------------------------------------
288 // Script-aware node setters
289 bool setNode(v3s16 p, const MapNode &n);
290 bool removeNode(v3s16 p);
292 // Find all active objects inside a radius around a point
293 std::set<u16> getObjectsInsideRadius(v3f pos, float radius);
295 // Clear all objects, loading and going through every MapBlock
296 void clearAllObjects();
298 // This makes stuff happen
299 void step(f32 dtime);
301 //check if there's a line of sight between two positions
302 bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0);
307 Internal ActiveObject interface
308 -------------------------------------------
312 Add an active object to the environment.
314 Called by addActiveObject.
316 Object may be deleted by environment immediately.
317 If id of object is 0, assigns a free id to it.
318 Returns the id of the object.
319 Returns 0 if not added and thus deleted.
321 u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s);
324 Remove all objects that satisfy (m_removed && m_known_by_count==0)
326 void removeRemovedObjects();
329 Convert stored objects from block to active
331 void activateObjects(MapBlock *block, u32 dtime_s);
334 Convert objects that are not in active blocks to static.
336 If m_known_by_count != 0, active object is not deleted, but static
337 data is still updated.
339 If force_delete is set, active object is deleted nevertheless. It
340 shall only be set so in the destructor of the environment.
342 void deactivateFarObjects(bool force_delete);
354 // Background block emerger (the server, in practice)
355 IBackgroundBlockEmerger *m_emerger;
356 // Active object list
357 std::map<u16, ServerActiveObject*> m_active_objects;
358 // Outgoing network message buffer for active objects
359 Queue<ActiveObjectMessage> m_active_object_messages;
361 float m_random_spawn_timer; // used for experimental code
362 float m_send_recommended_timer;
363 IntervalLimiter m_object_management_interval;
364 // List of active blocks
365 ActiveBlockList m_active_blocks;
366 IntervalLimiter m_active_blocks_management_interval;
367 IntervalLimiter m_active_block_modifier_interval;
368 IntervalLimiter m_active_blocks_nodemetadata_interval;
369 int m_active_block_interval_overload_skip;
370 // Time from the beginning of the game in seconds.
371 // Incremented in step().
373 // A helper variable for incrementing the latter
374 float m_game_time_fraction_counter;
375 std::list<ABMWithState> m_abms;
376 // An interval for generally sending object positions and stuff
377 float m_recommended_send_interval;
382 #include "clientobject.h"
383 class ClientSimpleObject;
386 The client-side environment.
388 This is not thread-safe.
389 Must be called from main (irrlicht) thread (uses the SceneManager)
390 Client uses an environment mutex.
393 enum ClientEnvEventType
399 struct ClientEnvEvent
401 ClientEnvEventType type;
412 class ClientEnvironment : public Environment
415 ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
416 ITextureSource *texturesource, IGameDef *gamedef,
417 IrrlichtDevice *device);
418 ~ClientEnvironment();
421 ClientMap & getClientMap();
423 IGameDef *getGameDef()
424 { return m_gamedef; }
426 void step(f32 dtime);
428 virtual void addPlayer(Player *player);
429 LocalPlayer * getLocalPlayer();
435 void addSimpleObject(ClientSimpleObject *simple);
441 ClientActiveObject* getActiveObject(u16 id);
444 Adds an active object to the environment.
445 Environment handles deletion of object.
446 Object may be deleted by environment immediately.
447 If id of object is 0, assigns a free id to it.
448 Returns the id of the object.
449 Returns 0 if not added and thus deleted.
451 u16 addActiveObject(ClientActiveObject *object);
453 void addActiveObject(u16 id, u8 type, const std::string &init_data);
454 void removeActiveObject(u16 id);
456 void processActiveObjectMessage(u16 id, const std::string &data);
459 Callbacks for activeobjects
462 void damageLocalPlayer(u8 damage, bool handle_hp=true);
465 Client likes to call these
468 // Get all nearby objects
469 void getActiveObjects(v3f origin, f32 max_d,
470 std::vector<DistanceSortedActiveObject> &dest);
472 // Get event from queue. CEE_NONE is returned if queue is empty.
473 ClientEnvEvent getClientEvent();
475 std::vector<core::vector2d<int> > attachment_list; // X is child ID, Y is parent ID
477 std::list<std::string> getPlayerNames()
478 { return m_player_names; }
479 void addPlayerName(std::string name)
480 { m_player_names.push_back(name); }
481 void removePlayerName(std::string name)
482 { m_player_names.remove(name); }
486 scene::ISceneManager *m_smgr;
487 ITextureSource *m_texturesource;
489 IrrlichtDevice *m_irr;
490 std::map<u16, ClientActiveObject*> m_active_objects;
491 std::list<ClientSimpleObject*> m_simple_objects;
492 Queue<ClientEnvEvent> m_client_event_queue;
493 IntervalLimiter m_active_object_light_update_interval;
494 IntervalLimiter m_lava_hurt_interval;
495 std::list<std::string> m_player_names;