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-rw-r--r--src/clientobject.h40
1 files changed, 12 insertions, 28 deletions
diff --git a/src/clientobject.h b/src/clientobject.h
index 83931e438..aa0ec9c56 100644
--- a/src/clientobject.h
+++ b/src/clientobject.h
@@ -25,20 +25,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#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;
@@ -47,7 +36,7 @@ class WieldMeshSceneNode;
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,
@@ -58,20 +47,15 @@ public:
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){return false;}
- virtual bool collideWithObjects(){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 WieldMeshSceneNode *getWieldMeshSceneNode(){return NULL;}
- virtual scene::IBillboardSceneNode *getSpriteSceneNode(){return NULL;}
- virtual bool isPlayer() const {return false;}
+ 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 void setAttachments() {}
virtual bool doShowSelectionBox(){return true;}
- virtual void updateCameraOffset(v3s16 camera_offset){};
// Step object in time
virtual void step(float dtime, ClientEnvironment *env){}
@@ -89,7 +73,7 @@ public:
virtual void initialize(const std::string &data){}
// Create a certain type of ClientActiveObject
- static ClientActiveObject* create(ActiveObjectType type, IGameDef *gamedef,
+ static ClientActiveObject* create(ActiveObjectType type, Client *client,
ClientEnvironment *env);
// If returns true, punch will not be sent to the server
@@ -99,9 +83,9 @@ public:
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