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
37 #include "activeobject.h"
38 #include "util/numeric.h"
42 class ServerEnvironment;
43 class ActiveBlockModifier;
44 class ServerActiveObject;
47 class IBackgroundBlockEmerger;
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);
80 u32 getDayNightRatio();
83 virtual void setTimeOfDay(u32 time)
86 m_time_of_day_f = (float)time / 24000.0;
90 { return m_time_of_day; }
93 { return m_time_of_day_f; }
95 void stepTimeOfDay(float dtime);
97 void setTimeOfDaySpeed(float speed)
98 { m_time_of_day_speed = speed; }
100 float getTimeOfDaySpeed()
101 { return m_time_of_day_speed; }
103 void setDayNightRatioOverride(bool enable, u32 value)
105 m_enable_day_night_ratio_override = enable;
106 m_day_night_ratio_override = value;
110 // peer_ids in here should be unique, except that there may be many 0s
111 std::list<Player*> m_players;
112 // Time of day in milli-hours (0-23999); determines day and night
114 // Time of day in 0...1
115 float m_time_of_day_f;
116 float m_time_of_day_speed;
117 // Used to buffer dtime for adding to m_time_of_day
118 float m_time_counter;
119 // Overriding the day-night ratio is useful for custom sky visuals
120 bool m_enable_day_night_ratio_override;
121 u32 m_day_night_ratio_override;
125 Active block modifier interface.
127 These are fed into ServerEnvironment at initialization time;
128 ServerEnvironment handles deleting them.
131 class ActiveBlockModifier
134 ActiveBlockModifier(){};
135 virtual ~ActiveBlockModifier(){};
137 // Set of contents to trigger on
138 virtual std::set<std::string> getTriggerContents()=0;
139 // Set of required neighbors (trigger doesn't happen if none are found)
140 // Empty = do not check neighbors
141 virtual std::set<std::string> getRequiredNeighbors()
142 { return std::set<std::string>(); }
143 // Trigger interval in seconds
144 virtual float getTriggerInterval() = 0;
145 // Random chance of (1 / return value), 0 is disallowed
146 virtual u32 getTriggerChance() = 0;
147 // This is called usually at interval for 1/chance of the nodes
148 virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
149 virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n,
150 u32 active_object_count, u32 active_object_count_wider){};
155 ActiveBlockModifier *abm;
158 ABMWithState(ActiveBlockModifier *abm_);
162 List of active blocks, used by ServerEnvironment
165 class ActiveBlockList
168 void update(std::list<v3s16> &active_positions,
170 std::set<v3s16> &blocks_removed,
171 std::set<v3s16> &blocks_added);
173 bool contains(v3s16 p){
174 return (m_list.find(p) != m_list.end());
181 std::set<v3s16> m_list;
182 std::set<v3s16> m_forceloaded_list;
188 The server-side environment.
190 This is not thread-safe. Server uses an environment mutex.
193 class ServerEnvironment : public Environment
196 ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
198 IBackgroundBlockEmerger *emerger);
199 ~ServerEnvironment();
203 ServerMap & getServerMap();
205 //TODO find way to remove this fct!
206 GameScripting* getScriptIface()
209 IGameDef *getGameDef()
210 { return m_gamedef; }
212 float getSendRecommendedInterval()
213 { return m_recommended_send_interval; }
218 void serializePlayers(const std::string &savedir);
219 void deSerializePlayers(const std::string &savedir);
222 Save and load time of day and game timer
224 void saveMeta(const std::string &savedir);
225 void loadMeta(const std::string &savedir);
228 External ActiveObject interface
229 -------------------------------------------
232 ServerActiveObject* getActiveObject(u16 id);
235 Add an active object to the environment.
236 Environment handles deletion of object.
237 Object may be deleted by environment immediately.
238 If id of object is 0, assigns a free id to it.
239 Returns the id of the object.
240 Returns 0 if not added and thus deleted.
242 u16 addActiveObject(ServerActiveObject *object);
245 Add an active object as a static object to the corresponding
247 Caller allocates memory, ServerEnvironment frees memory.
248 Return value: true if succeeded, false if failed.
249 (note: not used, pending removal from engine)
251 //bool addActiveObjectAsStatic(ServerActiveObject *object);
254 Find out what new objects have been added to
255 inside a radius around a position
257 void getAddedActiveObjects(v3s16 pos, s16 radius,
258 std::set<u16> ¤t_objects,
259 std::set<u16> &added_objects);
262 Find out what new objects have been removed from
263 inside a radius around a position
265 void getRemovedActiveObjects(v3s16 pos, s16 radius,
266 std::set<u16> ¤t_objects,
267 std::set<u16> &removed_objects);
270 Get the next message emitted by some active object.
271 Returns a message with id=0 if no messages are available.
273 ActiveObjectMessage getActiveObjectMessage();
276 Activate objects and dynamically modify for the dtime determined
277 from timestamp and additional_dtime
279 void activateBlock(MapBlock *block, u32 additional_dtime=0);
283 -------------------------------------------
286 void addActiveBlockModifier(ActiveBlockModifier *abm);
290 -------------------------------------------
293 // Script-aware node setters
294 bool setNode(v3s16 p, const MapNode &n);
295 bool removeNode(v3s16 p);
296 bool swapNode(v3s16 p, const MapNode &n);
298 // Find all active objects inside a radius around a point
299 std::set<u16> getObjectsInsideRadius(v3f pos, float radius);
301 // Clear all objects, loading and going through every MapBlock
302 void clearAllObjects();
304 // This makes stuff happen
305 void step(f32 dtime);
307 //check if there's a line of sight between two positions
308 bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0, v3s16 *p=NULL);
310 u32 getGameTime() { return m_game_time; }
312 void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
313 float getMaxLagEstimate() { return m_max_lag_estimate; }
315 // is weather active in this environment?
318 std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
323 Internal ActiveObject interface
324 -------------------------------------------
328 Add an active object to the environment.
330 Called by addActiveObject.
332 Object may be deleted by environment immediately.
333 If id of object is 0, assigns a free id to it.
334 Returns the id of the object.
335 Returns 0 if not added and thus deleted.
337 u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s);
340 Remove all objects that satisfy (m_removed && m_known_by_count==0)
342 void removeRemovedObjects();
345 Convert stored objects from block to active
347 void activateObjects(MapBlock *block, u32 dtime_s);
350 Convert objects that are not in active blocks to static.
352 If m_known_by_count != 0, active object is not deleted, but static
353 data is still updated.
355 If force_delete is set, active object is deleted nevertheless. It
356 shall only be set so in the destructor of the environment.
358 void deactivateFarObjects(bool force_delete);
367 GameScripting* m_script;
370 // Background block emerger (the EmergeManager, in practice)
371 IBackgroundBlockEmerger *m_emerger;
372 // Active object list
373 std::map<u16, ServerActiveObject*> m_active_objects;
374 // Outgoing network message buffer for active objects
375 std::list<ActiveObjectMessage> m_active_object_messages;
377 float m_random_spawn_timer; // used for experimental code
378 float m_send_recommended_timer;
379 IntervalLimiter m_object_management_interval;
380 // List of active blocks
381 ActiveBlockList m_active_blocks;
382 IntervalLimiter m_active_blocks_management_interval;
383 IntervalLimiter m_active_block_modifier_interval;
384 IntervalLimiter m_active_blocks_nodemetadata_interval;
385 int m_active_block_interval_overload_skip;
386 // Time from the beginning of the game in seconds.
387 // Incremented in step().
389 // A helper variable for incrementing the latter
390 float m_game_time_fraction_counter;
391 std::list<ABMWithState> m_abms;
392 // An interval for generally sending object positions and stuff
393 float m_recommended_send_interval;
394 // Estimate for general maximum lag as determined by server.
395 // Can raise to high values like 15s with eg. map generation mods.
396 float m_max_lag_estimate;
401 #include "clientobject.h"
402 class ClientSimpleObject;
405 The client-side environment.
407 This is not thread-safe.
408 Must be called from main (irrlicht) thread (uses the SceneManager)
409 Client uses an environment mutex.
412 enum ClientEnvEventType
419 struct ClientEnvEvent
421 ClientEnvEventType type;
435 class ClientEnvironment : public Environment
438 ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
439 ITextureSource *texturesource, IGameDef *gamedef,
440 IrrlichtDevice *device);
441 ~ClientEnvironment();
444 ClientMap & getClientMap();
446 IGameDef *getGameDef()
447 { return m_gamedef; }
449 void step(f32 dtime);
451 virtual void addPlayer(Player *player);
452 LocalPlayer * getLocalPlayer();
458 void addSimpleObject(ClientSimpleObject *simple);
464 ClientActiveObject* getActiveObject(u16 id);
467 Adds an active object to the environment.
468 Environment handles deletion of object.
469 Object may be deleted by environment immediately.
470 If id of object is 0, assigns a free id to it.
471 Returns the id of the object.
472 Returns 0 if not added and thus deleted.
474 u16 addActiveObject(ClientActiveObject *object);
476 void addActiveObject(u16 id, u8 type, const std::string &init_data);
477 void removeActiveObject(u16 id);
479 void processActiveObjectMessage(u16 id, const std::string &data);
482 Callbacks for activeobjects
485 void damageLocalPlayer(u8 damage, bool handle_hp=true);
486 void updateLocalPlayerBreath(u16 breath);
489 Client likes to call these
492 // Get all nearby objects
493 void getActiveObjects(v3f origin, f32 max_d,
494 std::vector<DistanceSortedActiveObject> &dest);
496 // Get event from queue. CEE_NONE is returned if queue is empty.
497 ClientEnvEvent getClientEvent();
499 std::vector<core::vector2d<int> > attachment_list; // X is child ID, Y is parent ID
501 std::list<std::string> getPlayerNames()
502 { return m_player_names; }
503 void addPlayerName(std::string name)
504 { m_player_names.push_back(name); }
505 void removePlayerName(std::string name)
506 { m_player_names.remove(name); }
510 scene::ISceneManager *m_smgr;
511 ITextureSource *m_texturesource;
513 IrrlichtDevice *m_irr;
514 std::map<u16, ClientActiveObject*> m_active_objects;
515 std::list<ClientSimpleObject*> m_simple_objects;
516 std::list<ClientEnvEvent> m_client_event_queue;
517 IntervalLimiter m_active_object_light_update_interval;
518 IntervalLimiter m_lava_hurt_interval;
519 IntervalLimiter m_drowning_interval;
520 IntervalLimiter m_breathing_interval;
521 std::list<std::string> m_player_names;