/*
Get the next message emitted by some active object.
- Returns a message with id=0 if no messages are available.
+ Returns false if no messages are available, true otherwise.
*/
- ActiveObjectMessage getActiveObjectMessage();
+ bool getActiveObjectMessage(ActiveObjectMessage *dest);
virtual void getSelectedActiveObjects(
const core::line3d<f32> &shootline_on_map,
bool swapNode(v3s16 p, const MapNode &n);
// Find all active objects inside a radius around a point
- void getObjectsInsideRadius(std::vector<u16> &objects, const v3f &pos, float radius)
+ void getObjectsInsideRadius(std::vector<ServerActiveObject *> &objects, const v3f &pos, float radius,
+ std::function<bool(ServerActiveObject *obj)> include_obj_cb)
{
- return m_ao_manager.getObjectsInsideRadius(pos, radius, objects);
+ return m_ao_manager.getObjectsInsideRadius(pos, radius, objects, include_obj_cb);
}
// Clear objects, loading and going through every MapBlock
// This makes stuff happen
void step(f32 dtime);
- /*!
- * Returns false if the given line intersects with a
- * non-air node, true otherwise.
- * \param pos1 start of the line
- * \param pos2 end of the line
- * \param p output, position of the first non-air node
- * the line intersects
- */
- bool line_of_sight(v3f pos1, v3f pos2, v3s16 *p = NULL);
-
u32 getGameTime() const { return m_game_time; }
void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
IntervalLimiter m_active_blocks_management_interval;
IntervalLimiter m_active_block_modifier_interval;
IntervalLimiter m_active_blocks_nodemetadata_interval;
+ // Whether the variables below have been read from file yet
+ bool m_meta_loaded = false;
// Time from the beginning of the game in seconds.
// Incremented in step().
u32 m_game_time = 0;
IntervalLimiter m_particle_management_interval;
std::unordered_map<u32, float> m_particle_spawners;
std::unordered_map<u32, u16> m_particle_spawner_attachments;
+
+ ServerActiveObject* createSAO(ActiveObjectType type, v3f pos, const std::string &data);
};