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			108 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			108 lines
		
	
	
		
			3.3 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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| 
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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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| 
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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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| 
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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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| 
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| #pragma once
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| 
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| #include "irrlichttypes_extrabloated.h"
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| #include "activeobject.h"
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| #include <unordered_map>
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| 
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| class ClientEnvironment;
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| class ITextureSource;
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| class Client;
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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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| 
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| class ClientActiveObject : public ActiveObject
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| {
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| public:
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| 	ClientActiveObject(u16 id, Client *client, ClientEnvironment *env);
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| 	virtual ~ClientActiveObject();
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| 
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| 	virtual void addToScene(ITextureSource *tsrc) {};
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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 void updateLightNoCheck(u8 light_at_pos){}
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| 	virtual v3s16 getLightPosition(){return v3s16(0,0,0);}
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| 	virtual bool getCollisionBox(aabb3f *toset) const { return false; }
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| 	virtual bool getSelectionBox(aabb3f *toset) const { return false; }
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| 	virtual bool collideWithObjects() const { return false; }
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| 	virtual v3f getPosition(){ return v3f(0,0,0); }
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| 	virtual float getYaw() const { return 0; }
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| 	virtual scene::ISceneNode *getSceneNode() { return NULL; }
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| 	virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() { return NULL; }
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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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| 
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| 	// Step object in time
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| 	virtual void step(float dtime, ClientEnvironment *env){}
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| 
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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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| 
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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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| 	/*
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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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| 
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| 	// Create a certain type of ClientActiveObject
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| 	static ClientActiveObject* create(ActiveObjectType type, Client *client,
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| 			ClientEnvironment *env);
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| 
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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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| 
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| protected:
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| 	// Used for creating objects based on type
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| 	typedef ClientActiveObject* (*Factory)(Client *client, ClientEnvironment *env);
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| 	static void registerType(u16 type, Factory f);
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| 	Client *m_client;
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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::unordered_map<u16, Factory> m_types;
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| };
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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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| 
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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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| 
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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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