/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef CLIENTOBJECT_HEADER
#define CLIENTOBJECT_HEADER
-#include "common_irrlicht.h"
+#include "irrlichttypes_extrabloated.h"
#include "activeobject.h"
+#include <map>
+#include "util/cpp11_container.h"
-/*
-
-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
-
-*/
+class ClientEnvironment;
+class ITextureSource;
+class Client;
+class IGameDef;
+class LocalPlayer;
+struct ItemStack;
+class WieldMeshSceneNode;
class ClientActiveObject : public ActiveObject
{
public:
- ClientActiveObject(u16 id);
+ ClientActiveObject(u16 id, Client *client, ClientEnvironment *env);
virtual ~ClientActiveObject();
- virtual void addToScene(scene::ISceneManager *smgr){}
- virtual void removeFromScene(){}
+ virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+ IrrlichtDevice *irr){}
+ 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 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::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() { return NULL; }
+ virtual bool isLocalPlayer() const {return false;}
+ virtual void setAttachments() {}
+ virtual bool doShowSelectionBox(){return true;}
+
// Step object in time
- virtual void step(float dtime){}
-
+ virtual void step(float dtime, ClientEnvironment *env){}
+
// Process a message sent by the server side object
virtual void processMessage(const std::string &data){}
+ virtual std::string infoText() {return "";}
+ virtual std::string debugInfoText() {return "";}
+
/*
- This takes the return value of getClientInitializationData
- TODO: Usage of this
+ This takes the return value of
+ ServerActiveObject::getClientInitializationData
*/
virtual void initialize(const std::string &data){}
-
+
// Create a certain type of ClientActiveObject
- static ClientActiveObject* create(u8 type);
+ static ClientActiveObject* create(ActiveObjectType type, Client *client,
+ ClientEnvironment *env);
+
+ // If returns true, punch will not be sent to the server
+ virtual bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
+ float time_from_last_punch=1000000)
+ { return false; }
protected:
+ // Used for creating objects based on type
+ typedef ClientActiveObject* (*Factory)(Client *client, ClientEnvironment *env);
+ static void registerType(u16 type, Factory f);
+ Client *m_client;
+ ClientEnvironment *m_env;
+private:
+ // Used for creating objects based on type
+ static UNORDERED_MAP<u16, Factory> m_types;
};
-class TestCAO : public ClientActiveObject
+struct DistanceSortedActiveObject
{
-public:
- TestCAO(u16 id);
- virtual ~TestCAO();
-
- u8 getType() const
+ ClientActiveObject *obj;
+ f32 d;
+
+ DistanceSortedActiveObject(ClientActiveObject *a_obj, f32 a_d)
{
- return ACTIVEOBJECT_TYPE_TEST;
+ obj = a_obj;
+ d = a_d;
}
-
- void addToScene(scene::ISceneManager *smgr);
- void removeFromScene();
- void updateLight(u8 light_at_pos);
- v3s16 getLightPosition();
- void updateNodePos();
-
- void step(float dtime);
-
- void processMessage(const std::string &data);
-private:
- scene::IMeshSceneNode *m_node;
- v3f m_position;
+ bool operator < (const DistanceSortedActiveObject &other) const
+ {
+ return d < other.d;
+ }
};
#endif
-