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
39 #include "network/networkprotocol.h" // for AccessDeniedCode
40 #include "util/basic_macros.h"
50 // Environment will delete the map passed to the constructor
51 Environment(IGameDef *gamedef);
52 virtual ~Environment();
53 DISABLE_CLASS_COPY(Environment);
56 Step everything in environment.
61 virtual void step(f32 dtime) = 0;
63 virtual Map &getMap() = 0;
65 u32 getDayNightRatio();
68 virtual void setTimeOfDay(u32 time);
70 float getTimeOfDayF();
72 void stepTimeOfDay(float dtime);
74 void setTimeOfDaySpeed(float speed);
76 void setDayNightRatioOverride(bool enable, u32 value);
81 * Gets the objects pointed by the shootline as
83 * If this is a client environment, the local player
85 * @param[in] shootline_on_map the shootline for
86 * the test in world coordinates
88 * @param[out] objects found objects
90 virtual void getSelectedActiveObjects(const core::line3d<f32> &shootline_on_map,
91 std::vector<PointedThing> &objects) = 0;
94 * Returns the next node or object the shootline meets.
95 * @param state current state of the raycast
96 * @result output, will contain the next pointed thing
98 void continueRaycast(RaycastState *state, PointedThing *result);
100 // counter used internally when triggering ABMs
103 IGameDef *getGameDef() { return m_gamedef; }
106 std::atomic<float> m_time_of_day_speed;
109 * Below: values managed by m_time_lock
111 // Time of day in milli-hours (0-23999); determines day and night
112 u32 m_time_of_day = 5250;
113 // Time of day in 0...1; start 5:15am unless overridden by game
114 float m_time_of_day_f = 5250.0f / 24000.0f;
115 // Stores the skew created by the float -> u32 conversion
116 // to be applied at next conversion, so that there is no real skew.
117 float m_time_conversion_skew = 0.0f;
118 // Overriding the day-night ratio is useful for custom sky visuals
119 bool m_enable_day_night_ratio_override = false;
120 u32 m_day_night_ratio_override = 0.0f;
121 // Days from the server start, accounts for time shift
122 // in game (e.g. /time or bed usage)
123 std::atomic<u32> m_day_count;
125 * Above: values managed by m_time_lock
128 /* TODO: Add a callback function so these can be updated when a setting
129 * changes. At this point in time it doesn't matter (e.g. /set
130 * is documented to change server settings only)
132 * TODO: Local caching of settings is not optimal and should at some stage
133 * be updated to use a global settings object for getting thse values
134 * (as opposed to the this local caching). This can be addressed in
137 bool m_cache_enable_shaders;
138 float m_cache_active_block_mgmt_interval;
139 float m_cache_abm_interval;
140 float m_cache_nodetimer_interval;
145 std::mutex m_time_lock;