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"
33 * Client receives a network packet with information of added objects
35 * Client supplies the information to its ClientEnvironment
36 * The environment adds the specified objects to itself
40 class ClientEnvironment;
45 class WieldMeshSceneNode;
47 class ClientActiveObject : public ActiveObject
50 ClientActiveObject(u16 id, IGameDef *gamedef, ClientEnvironment *env);
51 virtual ~ClientActiveObject();
53 virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
54 IrrlichtDevice *irr){}
55 virtual void removeFromScene(bool permanent){}
56 // 0 <= light_at_pos <= LIGHT_SUN
57 virtual void updateLight(u8 light_at_pos){}
58 virtual void updateLightNoCheck(u8 light_at_pos){}
59 virtual v3s16 getLightPosition(){return v3s16(0,0,0);}
60 virtual aabb3f *getSelectionBox() { return NULL; }
61 virtual bool getCollisionBox(aabb3f *toset){return false;}
62 virtual bool collideWithObjects(){return false;}
63 virtual v3f getPosition(){return v3f(0,0,0);}
64 virtual float getYaw() const {return 0;}
65 virtual scene::ISceneNode *getSceneNode(){return NULL;}
66 virtual scene::IMeshSceneNode *getMeshSceneNode(){return NULL;}
67 virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode(){return NULL;}
68 virtual WieldMeshSceneNode *getWieldMeshSceneNode(){return NULL;}
69 virtual scene::IBillboardSceneNode *getSpriteSceneNode(){return NULL;}
70 virtual bool isPlayer() const {return false;}
71 virtual bool isLocalPlayer() const {return false;}
72 virtual void setAttachments(){}
73 virtual bool doShowSelectionBox(){return true;}
74 virtual void updateCameraOffset(v3s16 camera_offset){};
76 // Step object in time
77 virtual void step(float dtime, ClientEnvironment *env){}
79 // Process a message sent by the server side object
80 virtual void processMessage(const std::string &data){}
82 virtual std::string infoText() {return "";}
83 virtual std::string debugInfoText() {return "";}
86 This takes the return value of
87 ServerActiveObject::getClientInitializationData
89 virtual void initialize(const std::string &data){}
91 // Create a certain type of ClientActiveObject
92 static ClientActiveObject* create(ActiveObjectType type, IGameDef *gamedef,
93 ClientEnvironment *env);
95 // If returns true, punch will not be sent to the server
96 virtual bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
97 float time_from_last_punch=1000000)
101 // Used for creating objects based on type
102 typedef ClientActiveObject* (*Factory)(IGameDef *gamedef, ClientEnvironment *env);
103 static void registerType(u16 type, Factory f);
105 ClientEnvironment *m_env;
107 // Used for creating objects based on type
108 static UNORDERED_MAP<u16, Factory> m_types;
111 struct DistanceSortedActiveObject
113 ClientActiveObject *obj;
116 DistanceSortedActiveObject(ClientActiveObject *a_obj, f32 a_d)
122 bool operator < (const DistanceSortedActiveObject &other) const