Improve glass
[oweals/minetest.git] / src / environment.h
index 971ded5c997e0736f8942bc6f53948728a33c66d..a8213ea6de8fadf02b32260efcb47d6fa3b74b40 100644 (file)
@@ -26,7 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
        - The map
        - Players
        - Other objects
-       - The current time in the game (actually it only contains the brightness)
+       - The current time in the game
        - etc.
 */
 
@@ -36,6 +36,14 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "map.h"
 #include <ostream>
 #include "utility.h"
+#include "activeobject.h"
+
+class Server;
+class ActiveBlockModifier;
+class ServerActiveObject;
+typedef struct lua_State lua_State;
+class ITextureSource;
+class IGameDef;
 
 class Environment
 {
@@ -64,14 +72,52 @@ public:
        core::list<Player*> getPlayers(bool ignore_disconnected);
        void printPlayers(std::ostream &o);
        
-       void setDayNightRatio(u32 r);
+       //void setDayNightRatio(u32 r);
        u32 getDayNightRatio();
+       
+       // 0-23999
+       virtual void setTimeOfDay(u32 time)
+       {
+               m_time_of_day = time;
+       }
+
+       u32 getTimeOfDay()
+       {
+               return m_time_of_day;
+       }
 
 protected:
        // peer_ids in here should be unique, except that there may be many 0s
        core::list<Player*> m_players;
        // Brightness
-       u32 m_daynight_ratio;
+       //u32 m_daynight_ratio;
+       // Time of day in milli-hours (0-23999); determines day and night
+       u32 m_time_of_day;
+};
+
+/*
+       List of active blocks, used by ServerEnvironment
+*/
+
+class ActiveBlockList
+{
+public:
+       void update(core::list<v3s16> &active_positions,
+                       s16 radius,
+                       core::map<v3s16, bool> &blocks_removed,
+                       core::map<v3s16, bool> &blocks_added);
+
+       bool contains(v3s16 p){
+               return (m_list.find(p) != NULL);
+       }
+
+       void clear(){
+               m_list.clear();
+       }
+
+       core::map<v3s16, bool> m_list;
+
+private:
 };
 
 /*
@@ -80,38 +126,44 @@ protected:
        This is not thread-safe. Server uses an environment mutex.
 */
 
-#include "serverobject.h"
-
-class Server;
-
 class ServerEnvironment : public Environment
 {
 public:
-       ServerEnvironment(ServerMap *map, Server *server);
+       ServerEnvironment(ServerMap *map, lua_State *L, IGameDef *gamedef);
        ~ServerEnvironment();
 
        Map & getMap()
-       {
-               return *m_map;
-       }
+               { return *m_map; }
 
        ServerMap & getServerMap()
-       {
-               return *m_map;
-       }
+               { return *m_map; }
+
+       lua_State* getLua()
+               { return m_lua; }
 
-       Server * getServer()
+       IGameDef *getGameDef()
+               { return m_gamedef; }
+
+       float getSendRecommendedInterval()
        {
-               return m_server;
+               return 0.10;
        }
 
-       void step(f32 dtime);
-
+       /*
+               Save players
+       */
        void serializePlayers(const std::string &savedir);
        void deSerializePlayers(const std::string &savedir);
 
        /*
-               ActiveObjects
+               Save and load time of day and game timer
+       */
+       void saveMeta(const std::string &savedir);
+       void loadMeta(const std::string &savedir);
+
+       /*
+               External ActiveObject interface
+               -------------------------------------------
        */
 
        ServerActiveObject* getActiveObject(u16 id);
@@ -126,6 +178,14 @@ public:
        */
        u16 addActiveObject(ServerActiveObject *object);
        
+       /*
+               Add an active object as a static object to the corresponding
+               MapBlock.
+               Caller allocates memory, ServerEnvironment frees memory.
+               Return value: true if succeeded, false if failed.
+       */
+       bool addActiveObjectAsStatic(ServerActiveObject *object);
+       
        /*
                Find out what new objects have been added to
                inside a radius around a position
@@ -148,30 +208,120 @@ public:
        */
        ActiveObjectMessage getActiveObjectMessage();
 
+       /*
+               Activate objects and dynamically modify for the dtime determined
+               from timestamp and additional_dtime
+       */
+       void activateBlock(MapBlock *block, u32 additional_dtime=0);
+
+       /*
+               ActiveBlockModifiers (TODO)
+               -------------------------------------------
+               NOTE: Not used currently (TODO: Use or remove)
+       */
+
+       void addActiveBlockModifier(ActiveBlockModifier *abm);
+
+       /* Other stuff */
+       
+       // Clear all objects, loading and going through every MapBlock
+       void clearAllObjects();
+       
+       void step(f32 dtime);
+       
 private:
+
+       /*
+               Internal ActiveObject interface
+               -------------------------------------------
+       */
+
+       /*
+               Add an active object to the environment.
+
+               Called by addActiveObject.
+
+               Object may be deleted by environment immediately.
+               If id of object is 0, assigns a free id to it.
+               Returns the id of the object.
+               Returns 0 if not added and thus deleted.
+       */
+       u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed);
+       
        /*
                Remove all objects that satisfy (m_removed && m_known_by_count==0)
        */
        void removeRemovedObjects();
+       
        /*
-               Convert stored objects from blocks near the players to active.
+               Convert stored objects from block to active
        */
-       void activateNearObjects(s16 range_blocks);
+       void activateObjects(MapBlock *block);
+       
        /*
-               Convert objects that are far away from all the players to static.
+               Convert objects that are not in active blocks to static.
+
+               If m_known_by_count != 0, active object is not deleted, but static
+               data is still updated.
 
-               If range_blocks == -1, convert everything to static even if known
-               by a player.
+               If force_delete is set, active object is deleted nevertheless. It
+               shall only be set so in the destructor of the environment.
+       */
+       void deactivateFarObjects(bool force_delete);
+
+       /*
+               Member variables
        */
-       void deactivateFarObjects(s16 range_blocks);
        
+       // The map
        ServerMap *m_map;
-       Server *m_server;
+       // Lua state
+       lua_State *m_lua;
+       // Game definition
+       IGameDef *m_gamedef;
+       // Active object list
        core::map<u16, ServerActiveObject*> m_active_objects;
+       // Outgoing network message buffer for active objects
        Queue<ActiveObjectMessage> m_active_object_messages;
-       float m_random_spawn_timer;
+       // Some timers
+       float m_random_spawn_timer; // used for experimental code
        float m_send_recommended_timer;
        IntervalLimiter m_object_management_interval;
+       // List of active blocks
+       ActiveBlockList m_active_blocks;
+       IntervalLimiter m_active_blocks_management_interval;
+       IntervalLimiter m_active_blocks_test_interval;
+       IntervalLimiter m_active_blocks_nodemetadata_interval;
+       // Time from the beginning of the game in seconds.
+       // Incremented in step().
+       u32 m_game_time;
+       // A helper variable for incrementing the latter
+       float m_game_time_fraction_counter;
+};
+
+/*
+       Active block modifier interface.
+
+       These are fed into ServerEnvironment at initialization time;
+       ServerEnvironment handles deleting them.
+
+       NOTE: Not used currently (TODO: Use or remove)
+*/
+
+class ActiveBlockModifier
+{
+public:
+       ActiveBlockModifier(){};
+       virtual ~ActiveBlockModifier(){};
+
+       //virtual core::list<u8> update(ServerEnvironment *env) = 0;
+       virtual u32 getTriggerContentCount(){ return 1;}
+       virtual u8 getTriggerContent(u32 i) = 0;
+       virtual float getActiveInterval() = 0;
+       // chance of (1 / return value), 0 is disallowed
+       virtual u32 getActiveChance() = 0;
+       // This is called usually at interval for 1/chance of the nodes
+       virtual void triggerEvent(ServerEnvironment *env, v3s16 p) = 0;
 };
 
 #ifndef SERVER
@@ -207,7 +357,8 @@ struct ClientEnvEvent
 class ClientEnvironment : public Environment
 {
 public:
-       ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr);
+       ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
+                       ITextureSource *texturesource, IGameDef *gamedef);
        ~ClientEnvironment();
 
        Map & getMap()
@@ -224,10 +375,25 @@ public:
 
        virtual void addPlayer(Player *player);
        LocalPlayer * getLocalPlayer();
-
+       
+       // Slightly deprecated
        void updateMeshes(v3s16 blockpos);
        void expireMeshes(bool only_daynight_diffed);
 
+       void setTimeOfDay(u32 time)
+       {
+               u32 old_dr = getDayNightRatio();
+
+               Environment::setTimeOfDay(time);
+
+               if(getDayNightRatio() != old_dr)
+               {
+                       /*infostream<<"ClientEnvironment: DayNightRatio changed"
+                                       <<" -> expiring meshes"<<std::endl;*/
+                       expireMeshes(true);
+               }
+       }
+
        /*
                ActiveObjects
        */
@@ -269,8 +435,12 @@ public:
 private:
        ClientMap *m_map;
        scene::ISceneManager *m_smgr;
+       ITextureSource *m_texturesource;
+       IGameDef *m_gamedef;
        core::map<u16, ClientActiveObject*> m_active_objects;
        Queue<ClientEnvEvent> m_client_event_queue;
+       IntervalLimiter m_active_object_light_update_interval;
+       IntervalLimiter m_lava_hurt_interval;
 };
 
 #endif