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authorWuzzy <almikes@aol.com>2016-09-28 03:00:37 +0200
committerparamat <mat.gregory@virginmedia.com>2016-09-30 18:57:40 +0100
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treeb67556f57f32e1f6cbbb504d2355db3cca54641d /builtin/mainmenu/init_simple.lua
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Update default controls in README.txt
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/*
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 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 Lesser General Public License for more details.

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 SERVEROBJECT_HEADER
#define SERVEROBJECT_HEADER

#include "irrlichttypes_bloated.h"
#include "activeobject.h"
#include "inventorymanager.h"
#include "itemgroup.h"
#include "util/container.h"

/*

Some planning
-------------

* Server environment adds an active object, which gets the id 1
* The active object list is scanned for each client once in a while,
  and it finds out what objects have been added that are not known
  by the client yet. This scan is initiated by the Server class and
  the result ends up directly to the server.
* A network packet is created with the info and sent to the client.
* Environment converts objects to static data and static data to
  objects, based on how close players are to them.

*/

class ServerEnvironment;
struct ItemStack;
struct ToolCapabilities;
struct ObjectProperties;

class ServerActiveObject : public ActiveObject
{
public:
	/*
		NOTE: m_env can be NULL, but step() isn't called if it is.
		Prototypes are used that way.
	*/
	ServerActiveObject(ServerEnvironment *env, v3f pos);
	virtual ~ServerActiveObject();

	virtual ActiveObjectType getSendType() const
	{ return getType(); }

	// Called after id has been set and has been inserted in environment
	virtual void addedToEnvironment(u32 dtime_s){};
	// Called before removing from environment
	virtual void removingFromEnvironment(){};
	// Returns true if object's deletion is the job of the
	// environment
	virtual bool environmentDeletes() const
	{ return true; }

	// Create a certain type of ServerActiveObject
	static ServerActiveObject* create(ActiveObjectType type,
			ServerEnvironment *env, u16 id, v3f pos,
			const std::string &data);

	/*
		Some simple getters/setters
	*/
	v3f getBasePosition(){ return m_base_position; }
	void setBasePosition(v3f pos){ m_base_position = pos; }
	ServerEnvironment* getEnv(){ return m_env; }

	/*
		Some more dynamic interface
	*/

	virtual void setPos(const v3f &pos)
		{ setBasePosition(pos); }
	// continuous: if true, object does not stop immediately at pos
	virtual void moveTo(v3f pos, bool continuous)
		{ setBasePosition(pos); }
	// If object has moved less than this and data has not changed,
	// saving to disk may be omitted
	virtual float getMinimumSavedMovement();

	virtual std::string getDescription(){return "SAO";}

	/*