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;
47 class ServerActiveObject : public ActiveObject
51 NOTE: m_env can be NULL, but step() isn't called if it is.
52 Prototypes are used that way.
54 ServerActiveObject(ServerEnvironment *env, v3f pos);
55 virtual ~ServerActiveObject();
57 // Called after id has been set and has been inserted in environment
58 virtual void addedToEnvironment(){};
59 // Called before removing from environment
60 virtual void removingFromEnvironment(){};
61 // Returns true if object's deletion is the job of the
63 virtual bool environmentDeletes() const
66 // Create a certain type of ServerActiveObject
67 static ServerActiveObject* create(u8 type,
68 ServerEnvironment *env, u16 id, v3f pos,
69 const std::string &data);
72 Some simple getters/setters
74 v3f getBasePosition(){ return m_base_position; }
75 void setBasePosition(v3f pos){ m_base_position = pos; }
76 ServerEnvironment* getEnv(){ return m_env; }
79 Some more dynamic interface
82 virtual void setPos(v3f pos)
83 { setBasePosition(pos); }
84 // continuous: if true, object does not stop immediately at pos
85 virtual void moveTo(v3f pos, bool continuous)
86 { setBasePosition(pos); }
87 // If object has moved less than this and data has not changed,
88 // saving to disk may be omitted
89 virtual float getMinimumSavedMovement()
92 virtual bool isPeaceful(){return true;}
94 virtual std::string getDescription(){return "SAO";}
98 Messages added to messages are sent to client over network.
101 True at around 5-10 times a second, same for all objects.
102 This is used to let objects send most of the data at the
103 same time so that the data can be combined in a single
106 virtual void step(float dtime, bool send_recommended){}
109 The return value of this is passed to the client-side object
112 virtual std::string getClientInitializationData(){return "";}
115 The return value of this is passed to the server-side object
116 when it is created (converted from static to active - actually
117 the data is the static form)
119 virtual std::string getStaticData()
121 assert(isStaticAllowed());
125 Return false in here to never save and instead remove object
126 on unload. getStaticData() will not be called in that case.
128 virtual bool isStaticAllowed() const
131 virtual void punch(ServerActiveObject *puncher){}
132 virtual void rightClick(ServerActiveObject *clicker){}
134 // Returns a reference
135 virtual InventoryItem* getWieldedItem()
137 virtual void damageWieldedItem(u16 amount)
139 // If all fits, eats item and returns true. Otherwise returns false.
140 virtual bool addToInventory(InventoryItem *item)
142 virtual void addToInventoryLater(InventoryItem *item)
144 virtual void setHP(s16 hp)
150 Number of players which know about this object. Object won't be
151 deleted until this is 0 to keep the id preserved for the right
154 u16 m_known_by_count;
157 - Whether this object is to be removed when nobody knows about
159 - Removal is delayed to preserve the id for the time during which
160 it could be confused to some other object by some client.
161 - This is set to true by the step() method when the object wants
163 - This can be set to true by anything else too.
168 This is set to true when an object should be removed from the active
169 object list but couldn't be removed because the id has to be
170 reserved for some client.
172 The environment checks this periodically. If this is true and also
173 m_known_by_count is true, object is deleted from the active object
176 bool m_pending_deactivation;
179 Whether the object's static data has been stored to a block
181 bool m_static_exists;
183 The block from which the object was loaded from, and in which
184 a copy of the static data resides.
186 v3s16 m_static_block;
189 Queue of messages to be sent to the client
191 Queue<ActiveObjectMessage> m_messages_out;
194 // Used for creating objects based on type
195 typedef ServerActiveObject* (*Factory)
196 (ServerEnvironment *env, v3f pos,
197 const std::string &data);
198 static void registerType(u16 type, Factory f);
200 ServerEnvironment *m_env;
204 // Used for creating objects based on type
205 static core::map<u16, Factory> m_types;