#include "irrlichttypes_extrabloated.h"
#include "activeobject.h"
#include <map>
-
-/*
-
-Some planning
--------------
-
-* Client receives a network packet with information of added objects
- in it
-* Client supplies the information to its ClientEnvironment
-* The environment adds the specified objects to itself
-
-*/
+#include "util/cpp11_container.h"
class ClientEnvironment;
class ITextureSource;
+class Client;
class IGameDef;
class LocalPlayer;
struct ItemStack;
class ClientActiveObject : public ActiveObject
{
public:
- ClientActiveObject(u16 id, IGameDef *gamedef, ClientEnvironment *env);
+ ClientActiveObject(u16 id, Client *client, ClientEnvironment *env);
virtual ~ClientActiveObject();
virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
virtual void removeFromScene(bool permanent){}
// 0 <= light_at_pos <= LIGHT_SUN
virtual void updateLight(u8 light_at_pos){}
+ virtual void updateLightNoCheck(u8 light_at_pos){}
virtual v3s16 getLightPosition(){return v3s16(0,0,0);}
- virtual core::aabbox3d<f32>* getSelectionBox(){return NULL;}
- virtual bool getCollisionBox(aabb3f *toset){return false;}
- virtual bool collideWithObjects(){return false;}
+ virtual aabb3f *getSelectionBox() { return NULL; }
+ virtual bool getCollisionBox(aabb3f *toset) const { return false; }
+ virtual bool collideWithObjects() const { return false; }
virtual v3f getPosition(){return v3f(0,0,0);}
+ virtual float getYaw() const {return 0;}
virtual scene::ISceneNode *getSceneNode(){return NULL;}
virtual scene::IMeshSceneNode *getMeshSceneNode(){return NULL;}
virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode(){return NULL;}
virtual void initialize(const std::string &data){}
// Create a certain type of ClientActiveObject
- static ClientActiveObject* create(u8 type, IGameDef *gamedef,
+ static ClientActiveObject* create(ActiveObjectType type, Client *client,
ClientEnvironment *env);
// If returns true, punch will not be sent to the server
protected:
// Used for creating objects based on type
- typedef ClientActiveObject* (*Factory)(IGameDef *gamedef, ClientEnvironment *env);
+ typedef ClientActiveObject* (*Factory)(Client *client, ClientEnvironment *env);
static void registerType(u16 type, Factory f);
- IGameDef *m_gamedef;
+ Client *m_client;
ClientEnvironment *m_env;
private:
// Used for creating objects based on type
- static std::map<u16, Factory> m_types;
+ static UNORDERED_MAP<u16, Factory> m_types;
};
struct DistanceSortedActiveObject