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authorQuentin Bazin <quent42340@gmail.com>2018-11-28 20:01:49 +0100
committerSmallJoker <SmallJoker@users.noreply.github.com>2018-11-28 20:01:49 +0100
commit5f1cd555cd9d1c64426e173b30b5b792d211c835 (patch)
tree2c8508467d3bf28d549cce2d25144fa8ef42beae /src/client/clientobject.h
parentddd9317b733857630499972179caebc236b4d991 (diff)
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Move client-specific files to 'src/client' (#7902)
Update Android.mk Remove 'src/client' from include_directories
Diffstat (limited to 'src/client/clientobject.h')
-rw-r--r--src/client/clientobject.h108
1 files changed, 108 insertions, 0 deletions
diff --git a/src/client/clientobject.h b/src/client/clientobject.h
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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.
+*/
+
+#pragma once
+
+#include "irrlichttypes_extrabloated.h"
+#include "activeobject.h"
+#include <unordered_map>
+
+class ClientEnvironment;
+class ITextureSource;
+class Client;
+class IGameDef;
+class LocalPlayer;
+struct ItemStack;
+class WieldMeshSceneNode;
+
+class ClientActiveObject : public ActiveObject
+{
+public:
+ ClientActiveObject(u16 id, Client *client, ClientEnvironment *env);
+ virtual ~ClientActiveObject();
+
+ virtual void addToScene(ITextureSource *tsrc) {};
+ 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 bool getCollisionBox(aabb3f *toset) const { return false; }
+ virtual bool getSelectionBox(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 ClientActiveObject *getParent() const { return nullptr; };
+ virtual void setAttachments() {}
+ virtual bool doShowSelectionBox(){return true;}
+
+ // Step object in time
+ 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
+ ServerActiveObject::getClientInitializationData
+ */
+ virtual void initialize(const std::string &data){}
+
+ // Create a certain type of ClientActiveObject
+ 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 std::unordered_map<u16, Factory> m_types;
+};
+
+struct DistanceSortedActiveObject
+{
+ ClientActiveObject *obj;
+ f32 d;
+
+ DistanceSortedActiveObject(ClientActiveObject *a_obj, f32 a_d)
+ {
+ obj = a_obj;
+ d = a_d;
+ }
+
+ bool operator < (const DistanceSortedActiveObject &other) const
+ {
+ return d < other.d;
+ }
+};