*/
class ClientEnvironment;
+class ITextureSource;
+class IGameDef;
class ClientActiveObject : public ActiveObject
{
public:
- ClientActiveObject(u16 id);
+ ClientActiveObject(u16 id, IGameDef *gamedef, ClientEnvironment *env);
virtual ~ClientActiveObject();
- virtual void addToScene(scene::ISceneManager *smgr){}
+ virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+ IrrlichtDevice *irr){}
virtual void removeFromScene(){}
// 0 <= light_at_pos <= LIGHT_SUN
virtual void updateLight(u8 light_at_pos){}
virtual core::aabbox3d<f32>* getSelectionBox(){return NULL;}
virtual core::aabbox3d<f32>* getCollisionBox(){return NULL;}
virtual v3f getPosition(){return v3f(0,0,0);}
+ virtual bool doShowSelectionBox(){return true;}
// Step object in time
virtual void step(float dtime, ClientEnvironment *env){}
virtual void processMessage(const std::string &data){}
virtual std::string infoText() {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(u8 type);
+ static ClientActiveObject* create(u8 type, IGameDef *gamedef,
+ ClientEnvironment *env);
+
+ // If returns true, punch will not be sent to the server
+ virtual bool directReportPunch(const std::string &toolname, v3f dir)
+ { return false; }
protected:
// Used for creating objects based on type
- typedef ClientActiveObject* (*Factory)();
+ typedef ClientActiveObject* (*Factory)(IGameDef *gamedef, ClientEnvironment *env);
static void registerType(u16 type, Factory f);
+ IGameDef *m_gamedef;
+ ClientEnvironment *m_env;
private:
// Used for creating objects based on type
static core::map<u16, Factory> m_types;