/* Minetest-c55 Copyright (C) 2010-2011 celeron55, Perttu Ahola 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 (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. You should have received a copy of the GNU 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 "activeobject.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 ClientActiveObject : public ActiveObject { public: ClientActiveObject(u16 id); virtual ~ClientActiveObject(); virtual void addToScene(scene::ISceneManager *smgr){} virtual void removeFromScene(){} // 0 <= light_at_pos <= LIGHT_SUN virtual void updateLight(u8 light_at_pos){} virtual v3s16 getLightPosition(){return v3s16(0,0,0);} // Step object in time virtual void step(float dtime){} // Process a message sent by the server side object virtual void processMessage(const std::string &data){} /* This takes the return value of getClientInitializationData TODO: Usage of this */ virtual void initialize(const std::string &data){} // Create a certain type of ClientActiveObject static ClientActiveObject* create(u8 type); protected: }; class TestCAO : public ClientActiveObject { public: TestCAO(u16 id); virtual ~TestCAO(); u8 getType() const { return ACTIVEOBJECT_TYPE_TEST; } 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; }; #endif