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Move client-specific files to 'src/client' (#7902)
Update Android.mk Remove 'src/client' from include_directories
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85 changed files with 187 additions and 116 deletions
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src/client/clientenvironment.h
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151
src/client/clientenvironment.h
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/*
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Minetest
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Copyright (C) 2010-2017 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include "environment.h"
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#include <ISceneManager.h>
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#include "clientobject.h"
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#include "util/numeric.h"
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class ClientSimpleObject;
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class ClientMap;
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class ClientScripting;
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class ClientActiveObject;
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class GenericCAO;
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class LocalPlayer;
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/*
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The client-side environment.
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This is not thread-safe.
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Must be called from main (irrlicht) thread (uses the SceneManager)
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Client uses an environment mutex.
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*/
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enum ClientEnvEventType
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{
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CEE_NONE,
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CEE_PLAYER_DAMAGE
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};
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struct ClientEnvEvent
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{
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ClientEnvEventType type;
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union {
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//struct{
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//} none;
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struct{
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u8 amount;
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bool send_to_server;
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} player_damage;
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};
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};
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typedef std::unordered_map<u16, ClientActiveObject*> ClientActiveObjectMap;
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class ClientEnvironment : public Environment
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{
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public:
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ClientEnvironment(ClientMap *map, ITextureSource *texturesource, Client *client);
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~ClientEnvironment();
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Map & getMap();
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ClientMap & getClientMap();
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Client *getGameDef() { return m_client; }
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void setScript(ClientScripting *script) { m_script = script; }
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void step(f32 dtime);
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virtual void setLocalPlayer(LocalPlayer *player);
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LocalPlayer *getLocalPlayer() const { return m_local_player; }
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/*
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ClientSimpleObjects
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*/
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void addSimpleObject(ClientSimpleObject *simple);
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/*
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ActiveObjects
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*/
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GenericCAO* getGenericCAO(u16 id);
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ClientActiveObject* getActiveObject(u16 id);
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/*
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Adds an active object to the environment.
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Environment handles deletion of object.
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Object may be deleted by environment immediately.
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If id of object is 0, assigns a free id to it.
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Returns the id of the object.
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Returns 0 if not added and thus deleted.
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*/
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u16 addActiveObject(ClientActiveObject *object);
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void addActiveObject(u16 id, u8 type, const std::string &init_data);
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void removeActiveObject(u16 id);
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void processActiveObjectMessage(u16 id, const std::string &data);
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/*
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Callbacks for activeobjects
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*/
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void damageLocalPlayer(u8 damage, bool handle_hp=true);
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/*
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Client likes to call these
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*/
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// Get all nearby objects
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void getActiveObjects(v3f origin, f32 max_d,
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std::vector<DistanceSortedActiveObject> &dest);
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bool hasClientEnvEvents() const { return !m_client_event_queue.empty(); }
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// Get event from queue. If queue is empty, it triggers an assertion failure.
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ClientEnvEvent getClientEnvEvent();
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virtual void getSelectedActiveObjects(
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const core::line3d<f32> &shootline_on_map,
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std::vector<PointedThing> &objects
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);
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u16 attachement_parent_ids[USHRT_MAX + 1];
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const std::list<std::string> &getPlayerNames() { return m_player_names; }
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void addPlayerName(const std::string &name) { m_player_names.push_back(name); }
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void removePlayerName(const std::string &name) { m_player_names.remove(name); }
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void updateCameraOffset(const v3s16 &camera_offset)
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{ m_camera_offset = camera_offset; }
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v3s16 getCameraOffset() const { return m_camera_offset; }
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private:
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ClientMap *m_map;
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LocalPlayer *m_local_player = nullptr;
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ITextureSource *m_texturesource;
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Client *m_client;
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ClientScripting *m_script = nullptr;
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ClientActiveObjectMap m_active_objects;
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std::vector<ClientSimpleObject*> m_simple_objects;
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std::queue<ClientEnvEvent> m_client_event_queue;
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IntervalLimiter m_active_object_light_update_interval;
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std::list<std::string> m_player_names;
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v3s16 m_camera_offset;
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};
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