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"
26 #include "inventorymanager.h"
33 * Server environment adds an active object, which gets the id 1
34 * The active object list is scanned for each client once in a while,
35 and it finds out what objects have been added that are not known
36 by the client yet. This scan is initiated by the Server class and
37 the result ends up directly to the server.
38 * A network packet is created with the info and sent to the client.
39 * Environment converts objects to static data and static data to
40 objects, based on how close players are to them.
44 class ServerEnvironment;
47 struct ToolDiggingProperties;
49 class ServerActiveObject : public ActiveObject
53 NOTE: m_env can be NULL, but step() isn't called if it is.
54 Prototypes are used that way.
56 ServerActiveObject(ServerEnvironment *env, v3f pos);
57 virtual ~ServerActiveObject();
59 // Called after id has been set and has been inserted in environment
60 virtual void addedToEnvironment(){};
61 // Called before removing from environment
62 virtual void removingFromEnvironment(){};
63 // Returns true if object's deletion is the job of the
65 virtual bool environmentDeletes() const
68 virtual bool unlimitedTransferDistance() const
71 // Create a certain type of ServerActiveObject
72 static ServerActiveObject* create(u8 type,
73 ServerEnvironment *env, u16 id, v3f pos,
74 const std::string &data);
77 Some simple getters/setters
79 v3f getBasePosition(){ return m_base_position; }
80 void setBasePosition(v3f pos){ m_base_position = pos; }
81 ServerEnvironment* getEnv(){ return m_env; }
84 Some more dynamic interface
87 virtual void setPos(v3f pos)
88 { setBasePosition(pos); }
89 // continuous: if true, object does not stop immediately at pos
90 virtual void moveTo(v3f pos, bool continuous)
91 { setBasePosition(pos); }
92 // If object has moved less than this and data has not changed,
93 // saving to disk may be omitted
94 virtual float getMinimumSavedMovement()
97 virtual bool isPeaceful(){return true;}
99 virtual std::string getDescription(){return "SAO";}
103 Messages added to messages are sent to client over network.
106 True at around 5-10 times a second, same for all objects.
107 This is used to let objects send most of the data at the
108 same time so that the data can be combined in a single
111 virtual void step(float dtime, bool send_recommended){}
114 The return value of this is passed to the client-side object
117 virtual std::string getClientInitializationData(){return "";}
120 The return value of this is passed to the server-side object
121 when it is created (converted from static to active - actually
122 the data is the static form)
124 virtual std::string getStaticData()
126 assert(isStaticAllowed());
130 Return false in here to never save and instead remove object
131 on unload. getStaticData() will not be called in that case.
133 virtual bool isStaticAllowed() const
136 // time_from_last_punch is used for lessening damage if punching fast
137 virtual void punch(ServerActiveObject *puncher,
138 float time_from_last_punch=1000000)
140 virtual void rightClick(ServerActiveObject *clicker)
142 virtual void setHP(s16 hp)
147 // Inventory and wielded item
148 virtual Inventory* getInventory()
150 virtual const Inventory* getInventory() const
152 virtual InventoryLocation getInventoryLocation() const
153 { return InventoryLocation(); }
154 virtual void setInventoryModified()
156 virtual std::string getWieldList() const
158 virtual int getWieldIndex() const
160 virtual ItemStack getWieldedItem() const;
161 virtual bool setWieldedItem(const ItemStack &item);
164 Number of players which know about this object. Object won't be
165 deleted until this is 0 to keep the id preserved for the right
168 u16 m_known_by_count;
171 - Whether this object is to be removed when nobody knows about
173 - Removal is delayed to preserve the id for the time during which
174 it could be confused to some other object by some client.
175 - This is set to true by the step() method when the object wants
177 - This can be set to true by anything else too.
182 This is set to true when an object should be removed from the active
183 object list but couldn't be removed because the id has to be
184 reserved for some client.
186 The environment checks this periodically. If this is true and also
187 m_known_by_count is true, object is deleted from the active object
190 bool m_pending_deactivation;
193 Whether the object's static data has been stored to a block
195 bool m_static_exists;
197 The block from which the object was loaded from, and in which
198 a copy of the static data resides.
200 v3s16 m_static_block;
203 Queue of messages to be sent to the client
205 Queue<ActiveObjectMessage> m_messages_out;
208 // Used for creating objects based on type
209 typedef ServerActiveObject* (*Factory)
210 (ServerEnvironment *env, v3f pos,
211 const std::string &data);
212 static void registerType(u16 type, Factory f);
214 ServerEnvironment *m_env;
218 // Used for creating objects based on type
219 static core::map<u16, Factory> m_types;