3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
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.
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.
20 #ifndef CLIENTOBJECT_HEADER
21 #define CLIENTOBJECT_HEADER
23 #include "irrlichttypes_extrabloated.h"
24 #include "activeobject.h"
26 #include "util/cpp11_container.h"
28 class ClientEnvironment;
34 class WieldMeshSceneNode;
36 class ClientActiveObject : public ActiveObject
39 ClientActiveObject(u16 id, Client *client, ClientEnvironment *env);
40 virtual ~ClientActiveObject();
42 virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
43 IrrlichtDevice *irr){}
44 virtual void removeFromScene(bool permanent){}
45 // 0 <= light_at_pos <= LIGHT_SUN
46 virtual void updateLight(u8 light_at_pos){}
47 virtual void updateLightNoCheck(u8 light_at_pos){}
48 virtual v3s16 getLightPosition(){return v3s16(0,0,0);}
49 virtual aabb3f *getSelectionBox() { return NULL; }
50 virtual bool getCollisionBox(aabb3f *toset) const { return false; }
51 virtual bool collideWithObjects() const { return false; }
52 virtual v3f getPosition(){return v3f(0,0,0);}
53 virtual float getYaw() const {return 0;}
54 virtual scene::ISceneNode *getSceneNode(){return NULL;}
55 virtual scene::IMeshSceneNode *getMeshSceneNode(){return NULL;}
56 virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode(){return NULL;}
57 virtual WieldMeshSceneNode *getWieldMeshSceneNode(){return NULL;}
58 virtual scene::IBillboardSceneNode *getSpriteSceneNode(){return NULL;}
59 virtual bool isPlayer() const {return false;}
60 virtual bool isLocalPlayer() const {return false;}
61 virtual void setAttachments(){}
62 virtual bool doShowSelectionBox(){return true;}
63 virtual void updateCameraOffset(v3s16 camera_offset){};
65 // Step object in time
66 virtual void step(float dtime, ClientEnvironment *env){}
68 // Process a message sent by the server side object
69 virtual void processMessage(const std::string &data){}
71 virtual std::string infoText() {return "";}
72 virtual std::string debugInfoText() {return "";}
75 This takes the return value of
76 ServerActiveObject::getClientInitializationData
78 virtual void initialize(const std::string &data){}
80 // Create a certain type of ClientActiveObject
81 static ClientActiveObject* create(ActiveObjectType type, Client *client,
82 ClientEnvironment *env);
84 // If returns true, punch will not be sent to the server
85 virtual bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
86 float time_from_last_punch=1000000)
90 // Used for creating objects based on type
91 typedef ClientActiveObject* (*Factory)(Client *client, ClientEnvironment *env);
92 static void registerType(u16 type, Factory f);
94 ClientEnvironment *m_env;
96 // Used for creating objects based on type
97 static UNORDERED_MAP<u16, Factory> m_types;
100 struct DistanceSortedActiveObject
102 ClientActiveObject *obj;
105 DistanceSortedActiveObject(ClientActiveObject *a_obj, f32 a_d)
111 bool operator < (const DistanceSortedActiveObject &other) const