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authorLoic Blot <loic.blot@unix-experience.fr>2017-01-08 10:49:47 +0100
committerNer'zhul <nerzhul@users.noreply.github.com>2017-01-08 12:16:06 +0100
commiteb2c19bbedecb5f42c946b0c14466abc0b109825 (patch)
tree30caf4e08c1bdff6a385f6c8710c088832aa74d7 /src/clientenvironment.h
parentb0746834cc44af1086c83715d0d6f749f653f29a (diff)
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Move ClientEnvironment to dedicated cpp/header files
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+/*
+Minetest
+Copyright (C) 2010-2017 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#ifndef CLIENT_ENVIRONMENT_HEADER
+#define CLIENT_ENVIRONMENT_HEADER
+
+#include <IrrlichtDevice.h>
+#include <ISceneManager.h>
+#include "environment.h"
+#include "clientobject.h"
+
+class ClientSimpleObject;
+class ClientMap;
+class ClientActiveObject;
+class GenericCAO;
+class LocalPlayer;
+
+/*
+ The client-side environment.
+
+ This is not thread-safe.
+ Must be called from main (irrlicht) thread (uses the SceneManager)
+ Client uses an environment mutex.
+*/
+
+enum ClientEnvEventType
+{
+ CEE_NONE,
+ CEE_PLAYER_DAMAGE,
+ CEE_PLAYER_BREATH
+};
+
+struct ClientEnvEvent
+{
+ ClientEnvEventType type;
+ union {
+ //struct{
+ //} none;
+ struct{
+ u8 amount;
+ bool send_to_server;
+ } player_damage;
+ struct{
+ u16 amount;
+ } player_breath;
+ };
+};
+
+class ClientEnvironment : public Environment
+{
+public:
+ ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
+ ITextureSource *texturesource, IGameDef *gamedef,
+ IrrlichtDevice *device);
+ ~ClientEnvironment();
+
+ Map & getMap();
+ ClientMap & getClientMap();
+
+ IGameDef *getGameDef()
+ { return m_gamedef; }
+
+ void step(f32 dtime);
+
+ virtual void setLocalPlayer(LocalPlayer *player);
+ LocalPlayer *getLocalPlayer() { return m_local_player; }
+
+ /*
+ ClientSimpleObjects
+ */
+
+ void addSimpleObject(ClientSimpleObject *simple);
+
+ /*
+ ActiveObjects
+ */
+
+ GenericCAO* getGenericCAO(u16 id);
+ ClientActiveObject* getActiveObject(u16 id);
+
+ /*
+ Adds an active object to the environment.
+ Environment handles deletion of object.
+ 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 addActiveObject(ClientActiveObject *object);
+
+ void addActiveObject(u16 id, u8 type, const std::string &init_data);
+ void removeActiveObject(u16 id);
+
+ void processActiveObjectMessage(u16 id, const std::string &data);
+
+ /*
+ Callbacks for activeobjects
+ */
+
+ void damageLocalPlayer(u8 damage, bool handle_hp=true);
+ void updateLocalPlayerBreath(u16 breath);
+
+ /*
+ Client likes to call these
+ */
+
+ // Get all nearby objects
+ void getActiveObjects(v3f origin, f32 max_d,
+ std::vector<DistanceSortedActiveObject> &dest);
+
+ // Get event from queue. CEE_NONE is returned if queue is empty.
+ ClientEnvEvent getClientEvent();
+
+ /*!
+ * Gets closest object pointed by the shootline.
+ * Returns NULL if not found.
+ *
+ * \param[in] shootline_on_map the shootline for
+ * the test in world coordinates
+ * \param[out] intersection_point the first point where
+ * the shootline meets the object. Valid only if
+ * not NULL is returned.
+ * \param[out] intersection_normal the normal vector of
+ * the intersection, pointing outwards. Zero vector if
+ * the shootline starts in an active object.
+ * Valid only if not NULL is returned.
+ */
+ ClientActiveObject * getSelectedActiveObject(
+ const core::line3d<f32> &shootline_on_map,
+ v3f *intersection_point,
+ v3s16 *intersection_normal
+ );
+
+ /*!
+ * Performs a raycast on the world.
+ * Returns the first thing the shootline meets.
+ *
+ * @param[in] shootline the shootline, starting from
+ * the camera position. This also gives the maximal distance
+ * of the search.
+ * @param[in] liquids_pointable if false, liquids are ignored
+ * @param[in] look_for_object if false, objects are ignored
+ */
+ PointedThing getPointedThing(
+ core::line3d<f32> shootline,
+ bool liquids_pointable,
+ bool look_for_object);
+
+ u16 attachement_parent_ids[USHRT_MAX + 1];
+
+ const std::list<std::string> &getPlayerNames() { return m_player_names; }
+ void addPlayerName(const std::string &name) { m_player_names.push_back(name); }
+ void removePlayerName(const std::string &name) { m_player_names.remove(name); }
+ void updateCameraOffset(v3s16 camera_offset)
+ { m_camera_offset = camera_offset; }
+ v3s16 getCameraOffset() const { return m_camera_offset; }
+private:
+ ClientMap *m_map;
+ LocalPlayer *m_local_player;
+ scene::ISceneManager *m_smgr;
+ ITextureSource *m_texturesource;
+ IGameDef *m_gamedef;
+ IrrlichtDevice *m_irr;
+ UNORDERED_MAP<u16, ClientActiveObject*> m_active_objects;
+ std::vector<ClientSimpleObject*> m_simple_objects;
+ std::queue<ClientEnvEvent> m_client_event_queue;
+ IntervalLimiter m_active_object_light_update_interval;
+ IntervalLimiter m_lava_hurt_interval;
+ IntervalLimiter m_drowning_interval;
+ IntervalLimiter m_breathing_interval;
+ std::list<std::string> m_player_names;
+ v3s16 m_camera_offset;
+};
+
+#endif