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