1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
|
/*
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 <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 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;
}
};
#endif
|