aboutsummaryrefslogtreecommitdiff
path: root/po/sw/minetest.po
Commit message (Collapse)AuthorAge
* Run updatepo.shLoic Blot2017-05-21
|
* Footsteps without view bobbing (#5645)Louis Pearson2017-04-25
| | | | | | | | | | | | * Remove redundant view_bobbing setting Also fixes bug where disabling view_bobbing disables footstep sounds. * Removes redundant view_bobbing setting Setting view_bobbing amount to 0 is now the only way to turn view_bobbing on and off. Also fixed a bug where footstep sounds would not play when view_bobbing was disabled.
* Correct Swahili translations (#4939)sfan52016-12-21
|
* Fix build with gettext enabledest312016-12-14
|
* Run updatepo.shest312016-12-14
|
* Translated using Weblate (Swahili)Eidy2016-12-14
| | | | | | Currently translated at 99.8% (917 of 918 strings) This is a merger of 3 commits.
* Added translation using Weblate (Swahili)Eidy2016-12-14
n145' href='#n145'>145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537
/*
Minetest
Copyright (C) 2010-2013 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 ENVIRONMENT_HEADER
#define ENVIRONMENT_HEADER

/*
	This class is the game's environment.
	It contains:
	- The map
	- Players
	- Other objects
	- The current time in the game
	- etc.
*/

#include <set>
#include <list>
#include <map>
#include "irr_v3d.h"
#include "activeobject.h"
#include "util/numeric.h"
#include "mapnode.h"
#include "mapblock.h"
#include "jthread/jmutex.h"

class ServerEnvironment;
class ActiveBlockModifier;
class ServerActiveObject;
class ITextureSource;
class IGameDef;
class Map;
class ServerMap;
class ClientMap;
class GameScripting;
class Player;

class Environment
{
public:
	// Environment will delete the map passed to the constructor
	Environment();
	virtual ~Environment();

	/*
		Step everything in environment.
		- Move players
		- Step mobs
		- Run timers of map
	*/
	virtual void step(f32 dtime) = 0;

	virtual Map & getMap() = 0;

	virtual void addPlayer(Player *player);
	void removePlayer(u16 peer_id);
	void removePlayer(const char *name);
	Player * getPlayer(u16 peer_id);
	Player * getPlayer(const char *name);
	Player * getRandomConnectedPlayer();
	Player * getNearestConnectedPlayer(v3f pos);
	std::vector<Player*> getPlayers();
	std::vector<Player*> getPlayers(bool ignore_disconnected);

	u32 getDayNightRatio();

	// 0-23999
	virtual void setTimeOfDay(u32 time);
	u32 getTimeOfDay();
	float getTimeOfDayF();

	void stepTimeOfDay(float dtime);

	void setTimeOfDaySpeed(float speed);
	float getTimeOfDaySpeed();

	void setDayNightRatioOverride(bool enable, u32 value)
	{
		m_enable_day_night_ratio_override = enable;
		m_day_night_ratio_override = value;
	}

	// counter used internally when triggering ABMs
	u32 m_added_objects;

protected:
	// peer_ids in here should be unique, except that there may be many 0s
	std::vector<Player*> m_players;
	// Time of day in milli-hours (0-23999); determines day and night
	u32 m_time_of_day;
	// Time of day in 0...1
	float m_time_of_day_f;
	float m_time_of_day_speed;
	// Used to buffer dtime for adding to m_time_of_day
	float m_time_counter;
	// Overriding the day-night ratio is useful for custom sky visuals
	bool m_enable_day_night_ratio_override;
	u32 m_day_night_ratio_override;

	/* TODO: Add a callback function so these can be updated when a setting
	 *       changes.  At this point in time it doesn't matter (e.g. /set
	 *       is documented to change server settings only)
	 *
	 * TODO: Local caching of settings is not optimal and should at some stage
	 *       be updated to use a global settings object for getting thse values
	 *       (as opposed to the this local caching). This can be addressed in
	 *       a later release.
	 */
	bool m_cache_enable_shaders;

private:
	JMutex m_timeofday_lock;
	JMutex m_time_lock;

};

/*
	Active block modifier interface.

	These are fed into ServerEnvironment at initialization time;
	ServerEnvironment handles deleting them.
*/

class ActiveBlockModifier
{
public:
	ActiveBlockModifier(){};
	virtual ~ActiveBlockModifier(){};

	// Set of contents to trigger on
	virtual std::set<std::string> getTriggerContents()=0;
	// Set of required neighbors (trigger doesn't happen if none are found)
	// Empty = do not check neighbors
	virtual std::set<std::string> getRequiredNeighbors()
	{ return std::set<std::string>(); }
	// Trigger interval in seconds
	virtual float getTriggerInterval() = 0;
	// Random chance of (1 / return value), 0 is disallowed
	virtual u32 getTriggerChance() = 0;
	// This is called usually at interval for 1/chance of the nodes
	virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
	virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n,
			u32 active_object_count, u32 active_object_count_wider){};
};

struct ABMWithState
{
	ActiveBlockModifier *abm;
	float timer;

	ABMWithState(ActiveBlockModifier *abm_);
};

/*
	List of active blocks, used by ServerEnvironment
*/

class ActiveBlockList
{
public:
	void update(std::vector<v3s16> &active_positions,
			s16 radius,
			std::set<v3s16> &blocks_removed,
			std::set<v3s16> &blocks_added);

	bool contains(v3s16 p){
		return (m_list.find(p) != m_list.end());
	}

	void clear(){
		m_list.clear();
	}

	std::set<v3s16> m_list;
	std::set<v3s16> m_forceloaded_list;

private:
};

/*
	The server-side environment.

	This is not thread-safe. Server uses an environment mutex.
*/

class ServerEnvironment : public Environment
{
public:
	ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
			IGameDef *gamedef, const std::string &path_world);
	~ServerEnvironment();

	Map & getMap();

	ServerMap & getServerMap();

	//TODO find way to remove this fct!
	GameScripting* getScriptIface()
		{ return m_script; }

	IGameDef *getGameDef()
		{ return m_gamedef; }

	float getSendRecommendedInterval()
		{ return m_recommended_send_interval; }

	// Save players
	void saveLoadedPlayers();
	void savePlayer(const std::string &playername);
	Player *loadPlayer(const std::string &playername);

	/*
		Save and load time of day and game timer
	*/
	void saveMeta();
	void loadMeta();

	/*
		External ActiveObject interface
		-------------------------------------------
	*/

	ServerActiveObject* getActiveObject(u16 id);

	/*
		Add 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(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.
		(note:  not used, pending removal from engine)
	*/
	//bool addActiveObjectAsStatic(ServerActiveObject *object);

	/*
		Find out what new objects have been added to
		inside a radius around a position
	*/
	void getAddedActiveObjects(v3s16 pos, s16 radius,
			s16 player_radius,
			std::set<u16> &current_objects,
			std::set<u16> &added_objects);

	/*
		Find out what new objects have been removed from
		inside a radius around a position
	*/
	void getRemovedActiveObjects(v3s16 pos, s16 radius,
			s16 player_radius,
			std::set<u16> &current_objects,
			std::set<u16> &removed_objects);

	/*
		Get the next message emitted by some active object.
		Returns a message with id=0 if no messages are available.
	*/
	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
		-------------------------------------------
	*/

	void addActiveBlockModifier(ActiveBlockModifier *abm);

	/*
		Other stuff
		-------------------------------------------
	*/

	// Script-aware node setters
	bool setNode(v3s16 p, const MapNode &n);
	bool removeNode(v3s16 p);
	bool swapNode(v3s16 p, const MapNode &n);

	// Find all active objects inside a radius around a point
	std::set<u16> getObjectsInsideRadius(v3f pos, float radius);

	// Clear all objects, loading and going through every MapBlock
	void clearAllObjects();

	// This makes stuff happen
	void step(f32 dtime);

	//check if there's a line of sight between two positions
	bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0, v3s16 *p=NULL);

	u32 getGameTime() { return m_game_time; }

	void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
	float getMaxLagEstimate() { return m_max_lag_estimate; }

	std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };

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, u32 dtime_s);

	/*
		Remove all objects that satisfy (m_removed && m_known_by_count==0)
	*/
	void removeRemovedObjects();

	/*
		Convert stored objects from block to active
	*/
	void activateObjects(MapBlock *block, u32 dtime_s);

	/*
		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 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
	*/

	// The map
	ServerMap *m_map;
	// Lua state
	GameScripting* m_script;
	// Game definition
	IGameDef *m_gamedef;
	// World path
	const std::string m_path_world;
	// Active object list
	std::map<u16, ServerActiveObject*> m_active_objects;
	// Outgoing network message buffer for active objects
	std::list<ActiveObjectMessage> m_active_object_messages;
	// Some timers
	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_block_modifier_interval;
	IntervalLimiter m_active_blocks_nodemetadata_interval;
	int m_active_block_interval_overload_skip;
	// 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;
	std::vector<ABMWithState> m_abms;
	// An interval for generally sending object positions and stuff
	float m_recommended_send_interval;
	// Estimate for general maximum lag as determined by server.
	// Can raise to high values like 15s with eg. map generation mods.
	float m_max_lag_estimate;
};

#ifndef SERVER

#include "clientobject.h"
class ClientSimpleObject;

/*
	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 addPlayer(Player *player);
	LocalPlayer * getLocalPlayer();

	/*
		ClientSimpleObjects
	*/

	void addSimpleObject(ClientSimpleObject *simple);

	/*
		ActiveObjects
	*/

	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();

	u16 m_attachements[USHRT_MAX];

	std::list<std::string> getPlayerNames()
	{ return m_player_names; }
	void addPlayerName(std::string name)
	{ m_player_names.push_back(name); }
	void removePlayerName(std::string name)
	{ m_player_names.remove(name); }
	void updateCameraOffset(v3s16 camera_offset)
	{ m_camera_offset = camera_offset; }
	v3s16 getCameraOffset()
	{ return m_camera_offset; }

private:
	ClientMap *m_map;
	scene::ISceneManager *m_smgr;
	ITextureSource *m_texturesource;
	IGameDef *m_gamedef;
	IrrlichtDevice *m_irr;
	std::map<u16, ClientActiveObject*> m_active_objects;
	std::vector<ClientSimpleObject*> m_simple_objects;
	std::list<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

#endif