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d---------src5153</* 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. plain
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; class Player; 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 u8 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(u8 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(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";} /* Step object in time. Messages added to messages are sent to client over network. send_recommended: True at around 5-10 times a second, same for all objects. This is used to let objects send most of the data at the same time so that the data can be combined in a single packet. */ virtual void step(float dtime, bool send_recommended){} /* The return value of this is passed to the client-side object when it is created */ virtual std::string getClientInitializationData(u16 protocol_version){return "";} /*