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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 CLIENTOBJECT_HEADER
#define CLIENTOBJECT_HEADER

#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

*/

class ClientEnvironment;
class ITextureSource;
class IGameDef;
class LocalPlayer;
struct ItemStack;
class WieldMeshSceneNode;

class ClientActiveObject : public ActiveObject
{
public:
	ClientActiveObject(u16 id, IGameDef *gamedef, ClientEnvironment *env);
	virtual ~ClientActiveObject();

	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 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 v3f getPosition(){return v3f(0,0,0);}
	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;}