51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#ifndef SERVEROBJECT_HEADER
-#define SERVEROBJECT_HEADER
+#pragma once
+#include <unordered_set>
#include "irrlichttypes_bloated.h"
#include "activeobject.h"
#include "inventorymanager.h"
Prototypes are used that way.
*/
ServerActiveObject(ServerEnvironment *env, v3f pos);
- virtual ~ServerActiveObject();
+ virtual ~ServerActiveObject() = default;
virtual ActiveObjectType getSendType() const
{ return getType(); }
/*
Some simple getters/setters
*/
- v3f getBasePosition(){ return m_base_position; }
+ v3f getBasePosition() const { return m_base_position; }
void setBasePosition(v3f pos){ m_base_position = pos; }
ServerEnvironment* getEnv(){ return m_env; }
Some more dynamic interface
*/
- virtual void setPos(v3f pos)
+ virtual void setPos(const v3f &pos)
{ setBasePosition(pos); }
// continuous: if true, object does not stop immediately at pos
virtual void moveTo(v3f pos, bool continuous)
when it is created (converted from static to active - actually
the data is the static form)
*/
- virtual std::string getStaticData()
+ virtual void getStaticData(std::string *result) const
{
assert(isStaticAllowed());
- return "";
+ *result = "";
}
/*
Return false in here to never save and instead remove object
virtual void setArmorGroups(const ItemGroupList &armor_groups)
{}
- virtual ItemGroupList getArmorGroups()
- { return ItemGroupList(); }
+ virtual const ItemGroupList &getArmorGroups()
+ { static const ItemGroupList rv; return rv; }
virtual void setPhysicsOverride(float physics_override_speed, float physics_override_jump, float physics_override_gravity)
{}
virtual void setAnimation(v2f frames, float frame_speed, float frame_blend, bool frame_loop)
{}
virtual void getAnimation(v2f *frames, float *frame_speed, float *frame_blend, bool *frame_loop)
{}
+ virtual void setAnimationSpeed(float frame_speed)
+ {}
virtual void setBonePosition(const std::string &bone, v3f position, v3f rotation)
{}
virtual void getBonePosition(const std::string &bone, v3f *position, v3f *lotation)
{}
virtual void removeAttachmentChild(int child_id)
{}
- virtual UNORDERED_SET<int> getAttachmentChildIds()
- { return UNORDERED_SET<int>(); }
+ virtual const std::unordered_set<int> &getAttachmentChildIds()
+ { static const std::unordered_set<int> rv; return rv; }
virtual ObjectProperties* accessObjectProperties()
{ return NULL; }
virtual void notifyObjectPropertiesModified()
{ return 0; }
virtual ItemStack getWieldedItem() const;
virtual bool setWieldedItem(const ItemStack &item);
+ inline void attachParticleSpawner(u32 id)
+ {
+ m_attached_particle_spawners.insert(id);
+ }
+ inline void detachParticleSpawner(u32 id)
+ {
+ m_attached_particle_spawners.erase(id);
+ }
+
/*
Number of players which know about this object. Object won't be
deleted until this is 0 to keep the id preserved for the right
object.
*/
- u16 m_known_by_count;
+ u16 m_known_by_count = 0;
/*
- Whether this object is to be removed when nobody knows about
it anymore.
- Removal is delayed to preserve the id for the time during which
it could be confused to some other object by some client.
- - This is set to true by the step() method when the object wants
- to be deleted.
- - This can be set to true by anything else too.
+ - This is usually set to true by the step() method when the object wants
+ to be deleted but can be set by anything else too.
*/
- bool m_removed;
+ bool m_pending_removal = false;
/*
- This is set to true when an object should be removed from the active
- object list but couldn't be removed because the id has to be
- reserved for some client.
+ Same purpose as m_pending_removal but for deactivation.
+ deactvation = save static data in block, remove active object
- The environment checks this periodically. If this is true and also
- m_known_by_count is true, object is deleted from the active object
- list.
+ If this is set alongside with m_pending_removal, removal takes
+ priority.
*/
- bool m_pending_deactivation;
+ bool m_pending_deactivation = false;
+
+ /*
+ A getter that unifies the above to answer the question:
+ "Can the environment still interact with this object?"
+ */
+ inline bool isGone() const
+ { return m_pending_removal || m_pending_deactivation; }
/*
Whether the object's static data has been stored to a block
*/
- bool m_static_exists;
+ bool m_static_exists = false;
/*
The block from which the object was loaded from, and in which
a copy of the static data resides.
*/
- v3s16 m_static_block;
+ v3s16 m_static_block = v3s16(1337,1337,1337);
/*
Queue of messages to be sent to the client
ServerEnvironment *m_env;
v3f m_base_position;
+ std::unordered_set<u32> m_attached_particle_spawners;
private:
// Used for creating objects based on type
static std::map<u16, Factory> m_types;
};
-
-#endif
-