3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #ifndef SERVEROBJECT_HEADER
21 #define SERVEROBJECT_HEADER
23 #include "irrlichttypes.h"
24 #include "activeobject.h"
26 #include "inventorymanager.h"
27 #include "itemgroup.h"
34 * Server environment adds an active object, which gets the id 1
35 * The active object list is scanned for each client once in a while,
36 and it finds out what objects have been added that are not known
37 by the client yet. This scan is initiated by the Server class and
38 the result ends up directly to the server.
39 * A network packet is created with the info and sent to the client.
40 * Environment converts objects to static data and static data to
41 objects, based on how close players are to them.
45 class ServerEnvironment;
48 struct ToolCapabilities;
50 class ServerActiveObject : public ActiveObject
54 NOTE: m_env can be NULL, but step() isn't called if it is.
55 Prototypes are used that way.
57 ServerActiveObject(ServerEnvironment *env, v3f pos);
58 virtual ~ServerActiveObject();
60 virtual u8 getSendType() const
63 // Called after id has been set and has been inserted in environment
64 virtual void addedToEnvironment(){};
65 // Called before removing from environment
66 virtual void removingFromEnvironment(){};
67 // Returns true if object's deletion is the job of the
69 virtual bool environmentDeletes() const
72 virtual bool unlimitedTransferDistance() const
75 // Create a certain type of ServerActiveObject
76 static ServerActiveObject* create(u8 type,
77 ServerEnvironment *env, u16 id, v3f pos,
78 const std::string &data);
81 Some simple getters/setters
83 v3f getBasePosition(){ return m_base_position; }
84 void setBasePosition(v3f pos){ m_base_position = pos; }
85 ServerEnvironment* getEnv(){ return m_env; }
88 Some more dynamic interface
91 virtual void setPos(v3f pos)
92 { setBasePosition(pos); }
93 // continuous: if true, object does not stop immediately at pos
94 virtual void moveTo(v3f pos, bool continuous)
95 { setBasePosition(pos); }
96 // If object has moved less than this and data has not changed,
97 // saving to disk may be omitted
98 virtual float getMinimumSavedMovement()
101 virtual bool isPeaceful(){return true;}
103 virtual std::string getDescription(){return "SAO";}
107 Messages added to messages are sent to client over network.
110 True at around 5-10 times a second, same for all objects.
111 This is used to let objects send most of the data at the
112 same time so that the data can be combined in a single
115 virtual void step(float dtime, bool send_recommended){}
118 The return value of this is passed to the client-side object
121 virtual std::string getClientInitializationData(){return "";}
124 The return value of this is passed to the server-side object
125 when it is created (converted from static to active - actually
126 the data is the static form)
128 virtual std::string getStaticData()
130 assert(isStaticAllowed());
134 Return false in here to never save and instead remove object
135 on unload. getStaticData() will not be called in that case.
137 virtual bool isStaticAllowed() const
141 virtual int punch(v3f dir,
142 const ToolCapabilities *toolcap=NULL,
143 ServerActiveObject *puncher=NULL,
144 float time_from_last_punch=1000000)
146 virtual void rightClick(ServerActiveObject *clicker)
148 virtual void setHP(s16 hp)
150 virtual s16 getHP() const
153 virtual void setArmorGroups(const ItemGroupList &armor_groups)
156 // Inventory and wielded item
157 virtual Inventory* getInventory()
159 virtual const Inventory* getInventory() const
161 virtual InventoryLocation getInventoryLocation() const
162 { return InventoryLocation(); }
163 virtual void setInventoryModified()
165 virtual std::string getWieldList() const
167 virtual int getWieldIndex() const
169 virtual ItemStack getWieldedItem() const;
170 virtual bool setWieldedItem(const ItemStack &item);
173 Number of players which know about this object. Object won't be
174 deleted until this is 0 to keep the id preserved for the right
177 u16 m_known_by_count;
180 - Whether this object is to be removed when nobody knows about
182 - Removal is delayed to preserve the id for the time during which
183 it could be confused to some other object by some client.
184 - This is set to true by the step() method when the object wants
186 - This can be set to true by anything else too.
191 This is set to true when an object should be removed from the active
192 object list but couldn't be removed because the id has to be
193 reserved for some client.
195 The environment checks this periodically. If this is true and also
196 m_known_by_count is true, object is deleted from the active object
199 bool m_pending_deactivation;
202 Whether the object's static data has been stored to a block
204 bool m_static_exists;
206 The block from which the object was loaded from, and in which
207 a copy of the static data resides.
209 v3s16 m_static_block;
212 Queue of messages to be sent to the client
214 Queue<ActiveObjectMessage> m_messages_out;
217 // Used for creating objects based on type
218 typedef ServerActiveObject* (*Factory)
219 (ServerEnvironment *env, v3f pos,
220 const std::string &data);
221 static void registerType(u16 type, Factory f);
223 ServerEnvironment *m_env;
227 // Used for creating objects based on type
228 static core::map<u16, Factory> m_types;