1 /* 2 Minetest 3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com> 4 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. 9 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. 14 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. 18 */ 19 20 #pragma once 21 22 /* 23 This class is the game's environment. 24 It contains: 25 - The map 26 - Players 27 - Other objects 28 - The current time in the game 29 - etc. 30 */ 31 32 #include <list> 33 #include <queue> 34 #include <map> 35 #include <atomic> 36 #include <mutex> 37 #include "irr_v3d.h" 38 #include "network/networkprotocol.h" // for AccessDeniedCode 39 #include "util/basic_macros.h" 40 41 class IGameDef; 42 class Map; 43 struct PointedThing; 44 class RaycastState; 45 46 class Environment 47 { 48 public: 49 // Environment will delete the map passed to the constructor 50 Environment(IGameDef *gamedef); 51 virtual ~Environment() = default; 52 DISABLE_CLASS_COPY(Environment); 53 54 /* 55 Step everything in environment. 56 - Move players 57 - Step mobs 58 - Run timers of map 59 */ 60 virtual void step(f32 dtime) = 0; 61 62 virtual Map &getMap() = 0; 63 64 u32 getDayNightRatio(); 65 66 // 0-23999 67 virtual void setTimeOfDay(u32 time); 68 u32 getTimeOfDay(); 69 float getTimeOfDayF(); 70 71 void stepTimeOfDay(float dtime); 72 73 void setTimeOfDaySpeed(float speed); 74 75 void setDayNightRatioOverride(bool enable, u32 value); 76 77 u32 getDayCount(); 78 79 /*! 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 85 * the line intersects 86 */ 87 bool line_of_sight(v3f pos1, v3f pos2, v3s16 *p = nullptr); 88 89 /*! 90 * Gets the objects pointed by the shootline as 91 * pointed things. 92 * If this is a client environment, the local player 93 * won't be returned. 94 * @param[in] shootline_on_map the shootline for 95 * the test in world coordinates 96 * 97 * @param[out] objects found objects 98 */ 99 virtual void getSelectedActiveObjects(const core::line3d<f32> &shootline_on_map, 100 std::vector<PointedThing> &objects) = 0; 101 102 /*! 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 106 */ 107 void continueRaycast(RaycastState *state, PointedThing *result); 108 109 // counter used internally when triggering ABMs 110 u32 m_added_objects; 111 getGameDef()112 IGameDef *getGameDef() { return m_gamedef; } 113 114 protected: 115 std::atomic<float> m_time_of_day_speed; 116 117 /* 118 * Below: values managed by m_time_lock 119 */ 120 // Time of day in milli-hours (0-23999), determines day and night 121 u32 m_time_of_day; 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; 133 /* 134 * Above: values managed by m_time_lock 135 */ 136 137 /* 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) 140 * 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 144 * a later release. 145 */ 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; 150 float m_cache_abm_time_budget; 151 152 IGameDef *m_gamedef; 153 154 private: 155 std::mutex m_time_lock; 156 }; 157