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 SERVEROBJECT_HEADER
21 #define SERVEROBJECT_HEADER
23 #include "irrlichttypes_bloated.h"
24 #include "activeobject.h"
25 #include "inventorymanager.h"
26 #include "itemgroup.h"
27 #include "util/container.h"
34 * Server environment adds an active object, which gets the id 1
35 * The active object list is scanned for each client once in a while,
36 and it finds out what objects have been added that are not known
37 by the client yet. This scan is initiated by the Server class and
38 the result ends up directly to the server.
39 * A network packet is created with the info and sent to the client.
40 * Environment converts objects to static data and static data to
41 objects, based on how close players are to them.
45 class ServerEnvironment;
48 struct ToolCapabilities;
49 struct ObjectProperties;
51 class ServerActiveObject : public ActiveObject
55 NOTE: m_env can be NULL, but step() isn't called if it is.
56 Prototypes are used that way.
58 ServerActiveObject(ServerEnvironment *env, v3f pos);
59 virtual ~ServerActiveObject();
61 virtual u8 getSendType() const
64 // Called after id has been set and has been inserted in environment
65 virtual void addedToEnvironment(u32 dtime_s){};
66 // Called before removing from environment
67 virtual void removingFromEnvironment(){};
68 // Returns true if object's deletion is the job of the
70 virtual bool environmentDeletes() const
73 virtual bool unlimitedTransferDistance() const
76 // Create a certain type of ServerActiveObject
77 static ServerActiveObject* create(u8 type,
78 ServerEnvironment *env, u16 id, v3f pos,
79 const std::string &data);
82 Some simple getters/setters
84 v3f getBasePosition(){ return m_base_position; }
85 void setBasePosition(v3f pos){ m_base_position = pos; }
86 ServerEnvironment* getEnv(){ return m_env; }
89 Some more dynamic interface
92 virtual void setPos(v3f pos)
93 { setBasePosition(pos); }
94 // continuous: if true, object does not stop immediately at pos
95 virtual void moveTo(v3f pos, bool continuous)
96 { setBasePosition(pos); }
97 // If object has moved less than this and data has not changed,
98 // saving to disk may be omitted
99 virtual float getMinimumSavedMovement();
101 virtual bool isPeaceful(){return true;}
103 virtual std::string getDescription(){return "SAO";}
107 Messages added to messages are sent to client over network.
110 True at around 5-10 times a second, same for all objects.
111 This is used to let objects send most of the data at the
112 same time so that the data can be combined in a single
115 virtual void step(float dtime, bool send_recommended){}
118 The return value of this is passed to the client-side object
121 virtual std::string getClientInitializationData(u16 protocol_version){return "";}
124 The return value of this is passed to the server-side object
125 when it is created (converted from static to active - actually
126 the data is the static form)
128 virtual std::string getStaticData()
130 assert(isStaticAllowed());
134 Return false in here to never save and instead remove object
135 on unload. getStaticData() will not be called in that case.
137 virtual bool isStaticAllowed() const
141 virtual int punch(v3f dir,
142 const ToolCapabilities *toolcap=NULL,
143 ServerActiveObject *puncher=NULL,
144 float time_from_last_punch=1000000)
146 virtual void rightClick(ServerActiveObject *clicker)
148 virtual void setHP(s16 hp)
150 virtual s16 getHP() const
153 virtual void setArmorGroups(const ItemGroupList &armor_groups)
155 virtual void setAnimation(v2f frames, float frame_speed, float frame_blend)
157 virtual void setBonePosition(std::string bone, v3f position, v3f rotation)
159 virtual void setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
161 virtual ObjectProperties* accessObjectProperties()
163 virtual void notifyObjectPropertiesModified()
166 // Inventory and wielded item
167 virtual Inventory* getInventory()
169 virtual const Inventory* getInventory() const
171 virtual InventoryLocation getInventoryLocation() const
172 { return InventoryLocation(); }
173 virtual void setInventoryModified()
175 virtual std::string getWieldList() const
177 virtual int getWieldIndex() const
179 virtual ItemStack getWieldedItem() const;
180 virtual bool setWieldedItem(const ItemStack &item);
183 Number of players which know about this object. Object won't be
184 deleted until this is 0 to keep the id preserved for the right
187 u16 m_known_by_count;
190 - Whether this object is to be removed when nobody knows about
192 - Removal is delayed to preserve the id for the time during which
193 it could be confused to some other object by some client.
194 - This is set to true by the step() method when the object wants
196 - This can be set to true by anything else too.
201 This is set to true when an object should be removed from the active
202 object list but couldn't be removed because the id has to be
203 reserved for some client.
205 The environment checks this periodically. If this is true and also
206 m_known_by_count is true, object is deleted from the active object
209 bool m_pending_deactivation;
212 Whether the object's static data has been stored to a block
214 bool m_static_exists;
216 The block from which the object was loaded from, and in which
217 a copy of the static data resides.
219 v3s16 m_static_block;
222 Queue of messages to be sent to the client
224 Queue<ActiveObjectMessage> m_messages_out;
227 // Used for creating objects based on type
228 typedef ServerActiveObject* (*Factory)
229 (ServerEnvironment *env, v3f pos,
230 const std::string &data);
231 static void registerType(u16 type, Factory f);
233 ServerEnvironment *m_env;
237 // Used for creating objects based on type
238 static std::map<u16, Factory> m_types;