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"
31 * Client receives a network packet with information of added objects
33 * Client supplies the information to its ClientEnvironment
34 * The environment adds the specified objects to itself
38 class ClientEnvironment;
44 class ClientActiveObject : public ActiveObject
47 ClientActiveObject(u16 id, IGameDef *gamedef, ClientEnvironment *env);
48 virtual ~ClientActiveObject();
50 virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
51 IrrlichtDevice *irr){}
52 virtual void removeFromScene(bool permanent){}
53 // 0 <= light_at_pos <= LIGHT_SUN
54 virtual void updateLight(u8 light_at_pos){}
55 virtual v3s16 getLightPosition(){return v3s16(0,0,0);}
56 virtual core::aabbox3d<f32>* getSelectionBox(){return NULL;}
57 virtual core::aabbox3d<f32>* getCollisionBox(){return NULL;}
58 virtual v3f getPosition(){return v3f(0,0,0);}
59 virtual scene::IMeshSceneNode *getMeshSceneNode(){return NULL;}
60 virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode(){return NULL;}
61 virtual scene::IBillboardSceneNode *getSpriteSceneNode(){return NULL;}
62 virtual bool isPlayer(){return false;}
63 virtual bool isLocalPlayer(){return false;}
64 virtual void setAttachments(){}
65 virtual bool doShowSelectionBox(){return true;}
67 // Step object in time
68 virtual void step(float dtime, ClientEnvironment *env){}
70 // Process a message sent by the server side object
71 virtual void processMessage(const std::string &data){}
73 virtual std::string infoText() {return "";}
74 virtual std::string debugInfoText() {return "";}
77 This takes the return value of
78 ServerActiveObject::getClientInitializationData
80 virtual void initialize(const std::string &data){}
82 // Create a certain type of ClientActiveObject
83 static ClientActiveObject* create(u8 type, IGameDef *gamedef,
84 ClientEnvironment *env);
86 // If returns true, punch will not be sent to the server
87 virtual bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
88 float time_from_last_punch=1000000)
92 // Used for creating objects based on type
93 typedef ClientActiveObject* (*Factory)(IGameDef *gamedef, ClientEnvironment *env);
94 static void registerType(u16 type, Factory f);
96 ClientEnvironment *m_env;
98 // Used for creating objects based on type
99 static core::map<u16, Factory> m_types;
102 struct DistanceSortedActiveObject
104 ClientActiveObject *obj;
107 DistanceSortedActiveObject(ClientActiveObject *a_obj, f32 a_d)
113 bool operator < (DistanceSortedActiveObject &other)