minetest/src/clientobject.h

149 lines
3.2 KiB
C++

/*
Minetest-c55
Copyright (C) 2010-2011 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 General Public License as published by
the Free Software Foundation; either version 2 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 General Public License for more details.
You should have received a copy of the GNU 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 "common_irrlicht.h"
#include "activeobject.h"
/*
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 ClientActiveObject : public ActiveObject
{
public:
ClientActiveObject(u16 id);
virtual ~ClientActiveObject();
virtual void addToScene(scene::ISceneManager *smgr){}
virtual void removeFromScene(){}
// 0 <= light_at_pos <= LIGHT_SUN
virtual void updateLight(u8 light_at_pos){}
virtual v3s16 getLightPosition(){return v3s16(0,0,0);}
// Step object in time
virtual void step(float dtime){}
// Process a message sent by the server side object
virtual void processMessage(const std::string &data){}
/*
This takes the return value of getClientInitializationData
TODO: Usage of this
*/
virtual void initialize(const std::string &data){}
// Create a certain type of ClientActiveObject
static ClientActiveObject* create(u8 type);
protected:
};
class TestCAO : public ClientActiveObject
{
public:
TestCAO(u16 id);
virtual ~TestCAO();
u8 getType() const
{
return ACTIVEOBJECT_TYPE_TEST;
}
void addToScene(scene::ISceneManager *smgr);
void removeFromScene();
void updateLight(u8 light_at_pos);
v3s16 getLightPosition();
void updateNodePos();
void step(float dtime);
void processMessage(const std::string &data);
private:
scene::IMeshSceneNode *m_node;
v3f m_position;
};
extern "C"{
#include "lua.h"
#include "lualib.h"
#include "lauxlib.h"
}
class LuaCAO : public ClientActiveObject
{
public:
LuaCAO(u16 id);
virtual ~LuaCAO();
u8 getType() const
{
return ACTIVEOBJECT_TYPE_LUA;
}
void step(float dtime);
void processMessage(const std::string &data);
void initialize(const std::string &data);
void loadScript(const std::string script);
void addToScene(scene::ISceneManager *smgr);
void removeFromScene();
void updateLight(u8 light_at_pos);
v3s16 getLightPosition();
void updateNodePos();
void setPosition(v3f pos);
v3f getPosition();
void setRotation(v3f rot);
v3f getRotation();
// image: eg. "rat.png"
// corners: v3f corners[4]
void addToMesh(const char *image, v3f *corners, bool backface_culling);
void clearMesh();
private:
lua_State* L;
scene::ISceneManager *m_smgr;
scene::IMeshSceneNode *m_node;
scene::SMesh *m_mesh;
v3f m_position;
v3f m_rotation;
};
#endif