*/
+class ClientEnvironment;
+
class ClientActiveObject : public ActiveObject
{
public:
// 0 <= light_at_pos <= LIGHT_SUN
virtual void updateLight(u8 light_at_pos){}
virtual v3s16 getLightPosition(){return v3s16(0,0,0);}
+ virtual core::aabbox3d<f32>* getSelectionBox(){return NULL;}
+ virtual core::aabbox3d<f32>* getCollisionBox(){return NULL;}
+ virtual v3f getPosition(){return v3f(0,0,0);}
// Step object in time
- virtual void step(float dtime){}
+ virtual void step(float dtime, ClientEnvironment *env){}
// Process a message sent by the server side object
virtual void processMessage(const std::string &data){}
+ virtual std::string infoText() {return "";}
+
/*
- This takes the return value of getClientInitializationData
- TODO: Usage of this
+ This takes the return value of
+ ServerActiveObject::getClientInitializationData
*/
virtual void initialize(const std::string &data){}
static ClientActiveObject* create(u8 type);
protected:
+ // Used for creating objects based on type
+ typedef ClientActiveObject* (*Factory)();
+ static void registerType(u16 type, Factory f);
+private:
+ // Used for creating objects based on type
+ static core::map<u16, Factory> m_types;
};
-class TestCAO : public ClientActiveObject
+struct DistanceSortedActiveObject
{
-public:
- TestCAO(u16 id);
- virtual ~TestCAO();
-
- u8 getType() const
+ ClientActiveObject *obj;
+ f32 d;
+
+ DistanceSortedActiveObject(ClientActiveObject *a_obj, f32 a_d)
{
- return ACTIVEOBJECT_TYPE_TEST;
+ obj = a_obj;
+ d = a_d;
}
-
- 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;
+ bool operator < (DistanceSortedActiveObject &other)
+ {
+ return d < other.d;
+ }
};
#endif