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126 lines
3.8 KiB
C++
126 lines
3.8 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef CLIENTOBJECT_HEADER
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#define CLIENTOBJECT_HEADER
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#include "irrlichttypes_extrabloated.h"
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#include "activeobject.h"
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#include <map>
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/*
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Some planning
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-------------
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* Client receives a network packet with information of added objects
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in it
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* Client supplies the information to its ClientEnvironment
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* The environment adds the specified objects to itself
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*/
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class ClientEnvironment;
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class ITextureSource;
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class IGameDef;
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class LocalPlayer;
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struct ItemStack;
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class WieldMeshSceneNode;
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class ClientActiveObject : public ActiveObject
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{
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public:
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ClientActiveObject(u16 id, IGameDef *gamedef, ClientEnvironment *env);
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virtual ~ClientActiveObject();
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virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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IrrlichtDevice *irr){}
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virtual void removeFromScene(bool permanent){}
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// 0 <= light_at_pos <= LIGHT_SUN
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virtual void updateLight(u8 light_at_pos){}
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virtual v3s16 getLightPosition(){return v3s16(0,0,0);}
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virtual core::aabbox3d<f32>* getSelectionBox(){return NULL;}
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virtual bool getCollisionBox(aabb3f *toset){return false;}
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virtual bool collideWithObjects(){return false;}
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virtual v3f getPosition(){return v3f(0,0,0);}
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virtual scene::ISceneNode *getSceneNode(){return NULL;}
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virtual scene::IMeshSceneNode *getMeshSceneNode(){return NULL;}
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virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode(){return NULL;}
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virtual WieldMeshSceneNode *getWieldMeshSceneNode(){return NULL;}
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virtual scene::IBillboardSceneNode *getSpriteSceneNode(){return NULL;}
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virtual bool isPlayer() const {return false;}
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virtual bool isLocalPlayer() const {return false;}
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virtual void setAttachments(){}
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virtual bool doShowSelectionBox(){return true;}
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virtual void updateCameraOffset(v3s16 camera_offset){};
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// Step object in time
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virtual void step(float dtime, ClientEnvironment *env){}
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// Process a message sent by the server side object
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virtual void processMessage(const std::string &data){}
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virtual std::string infoText() {return "";}
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virtual std::string debugInfoText() {return "";}
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/*
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This takes the return value of
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ServerActiveObject::getClientInitializationData
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*/
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virtual void initialize(const std::string &data){}
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// Create a certain type of ClientActiveObject
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static ClientActiveObject* create(ActiveObjectType type, IGameDef *gamedef,
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ClientEnvironment *env);
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// If returns true, punch will not be sent to the server
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virtual bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
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float time_from_last_punch=1000000)
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{ return false; }
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protected:
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// Used for creating objects based on type
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typedef ClientActiveObject* (*Factory)(IGameDef *gamedef, ClientEnvironment *env);
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static void registerType(u16 type, Factory f);
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IGameDef *m_gamedef;
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ClientEnvironment *m_env;
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private:
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// Used for creating objects based on type
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static std::map<u16, Factory> m_types;
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};
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struct DistanceSortedActiveObject
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{
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ClientActiveObject *obj;
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f32 d;
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DistanceSortedActiveObject(ClientActiveObject *a_obj, f32 a_d)
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{
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obj = a_obj;
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d = a_d;
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}
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bool operator < (const DistanceSortedActiveObject &other) const
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{
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return d < other.d;
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}
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};
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#endif
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