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"
32 * Client receives a network packet with information of added objects
34 * Client supplies the information to its ClientEnvironment
35 * The environment adds the specified objects to itself
39 class ClientEnvironment;
44 class WieldMeshSceneNode;
46 class ClientActiveObject : public ActiveObject
49 ClientActiveObject(u16 id, IGameDef *gamedef, ClientEnvironment *env);
50 virtual ~ClientActiveObject();
52 virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
53 IrrlichtDevice *irr){}
54 virtual void removeFromScene(bool permanent){}
55 // 0 <= light_at_pos <= LIGHT_SUN
56 virtual void updateLight(u8 light_at_pos){}
57 virtual void updateLightNoCheck(u8 light_at_pos){}
58 virtual v3s16 getLightPosition(){return v3s16(0,0,0);}
59 virtual core::aabbox3d<f32>* getSelectionBox(){return NULL;}
60 virtual bool getCollisionBox(aabb3f *toset){return false;}
61 virtual bool collideWithObjects(){return false;}
62 virtual v3f getPosition(){return v3f(0,0,0);}
63 virtual scene::ISceneNode *getSceneNode(){return NULL;}
64 virtual scene::IMeshSceneNode *getMeshSceneNode(){return NULL;}
65 virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode(){return NULL;}
66 virtual WieldMeshSceneNode *getWieldMeshSceneNode(){return NULL;}
67 virtual scene::IBillboardSceneNode *getSpriteSceneNode(){return NULL;}
68 virtual bool isPlayer() const {return false;}
69 virtual bool isLocalPlayer() const {return false;}
70 virtual void setAttachments(){}
71 virtual bool doShowSelectionBox(){return true;}
72 virtual void updateCameraOffset(v3s16 camera_offset){};
74 // Step object in time
75 virtual void step(float dtime, ClientEnvironment *env){}
77 // Process a message sent by the server side object
78 virtual void processMessage(const std::string &data){}
80 virtual std::string infoText() {return "";}
81 virtual std::string debugInfoText() {return "";}
84 This takes the return value of
85 ServerActiveObject::getClientInitializationData
87 virtual void initialize(const std::string &data){}
89 // Create a certain type of ClientActiveObject
90 static ClientActiveObject* create(ActiveObjectType type, IGameDef *gamedef,
91 ClientEnvironment *env);
93 // If returns true, punch will not be sent to the server
94 virtual bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
95 float time_from_last_punch=1000000)
99 // Used for creating objects based on type
100 typedef ClientActiveObject* (*Factory)(IGameDef *gamedef, ClientEnvironment *env);
101 static void registerType(u16 type, Factory f);
103 ClientEnvironment *m_env;
105 // Used for creating objects based on type
106 static std::map<u16, Factory> m_types;
109 struct DistanceSortedActiveObject
111 ClientActiveObject *obj;
114 DistanceSortedActiveObject(ClientActiveObject *a_obj, f32 a_d)
120 bool operator < (const DistanceSortedActiveObject &other) const