3 Copyright (C) 2010-2011 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 General Public License as published by
7 the Free Software Foundation; either version 2 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 General Public License for more details.
15 You should have received a copy of the GNU 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 SERVEROBJECT_HEADER
21 #define SERVEROBJECT_HEADER
23 #include "irrlichttypes.h"
24 #include "activeobject.h"
32 * Server environment adds an active object, which gets the id 1
33 * The active object list is scanned for each client once in a while,
34 and it finds out what objects have been added that are not known
35 by the client yet. This scan is initiated by the Server class and
36 the result ends up directly to the server.
37 * A network packet is created with the info and sent to the client.
38 * Environment converts objects to static data and static data to
39 objects, based on how close players are to them.
43 class ServerEnvironment;
46 struct ToolDiggingProperties;
48 class ServerActiveObject : public ActiveObject
52 NOTE: m_env can be NULL, but step() isn't called if it is.
53 Prototypes are used that way.
55 ServerActiveObject(ServerEnvironment *env, v3f pos);
56 virtual ~ServerActiveObject();
58 // Called after id has been set and has been inserted in environment
59 virtual void addedToEnvironment(){};
60 // Called before removing from environment
61 virtual void removingFromEnvironment(){};
62 // Returns true if object's deletion is the job of the
64 virtual bool environmentDeletes() const
67 // Create a certain type of ServerActiveObject
68 static ServerActiveObject* create(u8 type,
69 ServerEnvironment *env, u16 id, v3f pos,
70 const std::string &data);
73 Some simple getters/setters
75 v3f getBasePosition(){ return m_base_position; }
76 void setBasePosition(v3f pos){ m_base_position = pos; }
77 ServerEnvironment* getEnv(){ return m_env; }
80 Some more dynamic interface
83 virtual void setPos(v3f pos)
84 { setBasePosition(pos); }
85 // continuous: if true, object does not stop immediately at pos
86 virtual void moveTo(v3f pos, bool continuous)
87 { setBasePosition(pos); }
88 // If object has moved less than this and data has not changed,
89 // saving to disk may be omitted
90 virtual float getMinimumSavedMovement()
93 virtual bool isPeaceful(){return true;}
95 virtual std::string getDescription(){return "SAO";}
99 Messages added to messages are sent to client over network.
102 True at around 5-10 times a second, same for all objects.
103 This is used to let objects send most of the data at the
104 same time so that the data can be combined in a single
107 virtual void step(float dtime, bool send_recommended){}
110 The return value of this is passed to the client-side object
113 virtual std::string getClientInitializationData(){return "";}
116 The return value of this is passed to the server-side object
117 when it is created (converted from static to active - actually
118 the data is the static form)
120 virtual std::string getStaticData()
122 assert(isStaticAllowed());
126 Return false in here to never save and instead remove object
127 on unload. getStaticData() will not be called in that case.
129 virtual bool isStaticAllowed() const
132 // time_from_last_punch is used for lessening damage if punching fast
133 virtual void punch(ServerActiveObject *puncher,
134 float time_from_last_punch=1000000)
136 virtual void rightClick(ServerActiveObject *clicker)
138 virtual void getWieldDiggingProperties(ToolDiggingProperties *dst);
139 virtual void damageWieldedItem(u16 amount)
141 // If all fits, eats item and returns true. Otherwise returns false.
142 virtual bool addToInventory(InventoryItem *item)
144 virtual void addToInventoryLater(InventoryItem *item)
146 virtual void setHP(s16 hp)
152 Number of players which know about this object. Object won't be
153 deleted until this is 0 to keep the id preserved for the right
156 u16 m_known_by_count;
159 - Whether this object is to be removed when nobody knows about
161 - Removal is delayed to preserve the id for the time during which
162 it could be confused to some other object by some client.
163 - This is set to true by the step() method when the object wants
165 - This can be set to true by anything else too.
170 This is set to true when an object should be removed from the active
171 object list but couldn't be removed because the id has to be
172 reserved for some client.
174 The environment checks this periodically. If this is true and also
175 m_known_by_count is true, object is deleted from the active object
178 bool m_pending_deactivation;
181 Whether the object's static data has been stored to a block
183 bool m_static_exists;
185 The block from which the object was loaded from, and in which
186 a copy of the static data resides.
188 v3s16 m_static_block;
191 Queue of messages to be sent to the client
193 Queue<ActiveObjectMessage> m_messages_out;
196 // Used for creating objects based on type
197 typedef ServerActiveObject* (*Factory)
198 (ServerEnvironment *env, v3f pos,
199 const std::string &data);
200 static void registerType(u16 type, Factory f);
202 ServerEnvironment *m_env;
206 // Used for creating objects based on type
207 static core::map<u16, Factory> m_types;