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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;}
virtual bool isLocalPlayer() const {return false;}
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){}
// 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(u8 type, IGameDef *gamedef,
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)(IGameDef *gamedef, ClientEnvironment *env);
static void registerType(u16 type, Factory f);
IGameDef *m_gamedef;
ClientEnvironment *m_env;
private:
// Used for creating objects based on type
static std::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;
}
};
#endif
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