#ifndef SERVEROBJECT_HEADER
#define SERVEROBJECT_HEADER
-#include "common_irrlicht.h"
+#include "irrlichttypes.h"
#include "activeobject.h"
#include "utility.h"
+#include "inventorymanager.h"
/*
*/
-#if 0
-class IntervalLimiter
-{
-public:
- IntervalLimiter():
- m_accumulator(0)
- {
- }
- /*
- dtime: time from last call to this method
- wanted_interval: interval wanted
- return value:
- true: action should be skipped
- false: action should be done and dtime has been set
- */
- bool step(float &dtime, float wanted_interval)
- {
- accumulator += dtime;
- if(accumulator < wanted_interval)
- {
- dtime = 0;
- return true;
- }
- accumulator -= wanted-interval;
- dtime = wanted_interval;
- return false;
- }
-protected:
- float m_accumulator;
-};
-#endif
-
class ServerEnvironment;
-class InventoryItem;
+class ItemStack;
+class Player;
+struct ToolDiggingProperties;
class ServerActiveObject : public ActiveObject
{
public:
- ServerActiveObject(ServerEnvironment *env, u16 id, v3f pos);
+ /*
+ NOTE: m_env can be NULL, but step() isn't called if it is.
+ Prototypes are used that way.
+ */
+ ServerActiveObject(ServerEnvironment *env, v3f pos);
virtual ~ServerActiveObject();
+ // Called after id has been set and has been inserted in environment
+ virtual void addedToEnvironment(){};
+ // Called before removing from environment
+ virtual void removingFromEnvironment(){};
+ // Returns true if object's deletion is the job of the
+ // environment
+ virtual bool environmentDeletes() const
+ { return true; }
+
+ virtual bool unlimitedTransferDistance() const
+ { return false; }
+
// Create a certain type of ServerActiveObject
static ServerActiveObject* create(u8 type,
ServerEnvironment *env, u16 id, v3f pos,
/*
Some simple getters/setters
*/
- v3f getBasePosition()
- {return m_base_position;}
- void setBasePosition(v3f pos)
- {m_base_position = pos;}
- ServerEnvironment* getEnv()
- {return m_env;}
+ v3f getBasePosition(){ 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)
+ { setBasePosition(pos); }
+ // continuous: if true, object does not stop immediately at pos
+ virtual void moveTo(v3f pos, bool continuous)
+ { setBasePosition(pos); }
+ // If object has moved less than this and data has not changed,
+ // saving to disk may be omitted
+ virtual float getMinimumSavedMovement()
+ { return 2.0*BS; }
+
+ virtual bool isPeaceful(){return true;}
+
+ virtual std::string getDescription(){return "SAO";}
/*
Step object in time.
Messages added to messages are sent to client over network.
send_recommended:
- True at around 5 times a second, same for all objects.
+ True at around 5-10 times a second, same for all objects.
This is used to let objects send most of the data at the
same time so that the data can be combined in a single
packet.
*/
- virtual void step(float dtime, Queue<ActiveObjectMessage> &messages,
- bool send_recommended){}
+ virtual void step(float dtime, bool send_recommended){}
/*
The return value of this is passed to the client-side object
when it is created (converted from static to active - actually
the data is the static form)
*/
- virtual std::string getStaticData(){return "";}
-
+ virtual std::string getStaticData()
+ {
+ assert(isStaticAllowed());
+ return "";
+ }
/*
- Item that the player gets when this object is picked up.
- If NULL, object cannot be picked up.
+ Return false in here to never save and instead remove object
+ on unload. getStaticData() will not be called in that case.
*/
- virtual InventoryItem* createPickedUpItem(){return NULL;}
+ virtual bool isStaticAllowed() const
+ {return true;}
- // Number of players which know about this object
+ // time_from_last_punch is used for lessening damage if punching fast
+ virtual void punch(ServerActiveObject *puncher,
+ float time_from_last_punch=1000000)
+ {}
+ virtual void rightClick(ServerActiveObject *clicker)
+ {}
+ virtual void setHP(s16 hp)
+ {}
+ virtual s16 getHP()
+ { return 0; }
+
+ // Inventory and wielded item
+ virtual Inventory* getInventory()
+ { return NULL; }
+ virtual const Inventory* getInventory() const
+ { return NULL; }
+ virtual InventoryLocation getInventoryLocation() const
+ { return InventoryLocation(); }
+ virtual void setInventoryModified()
+ {}
+ virtual std::string getWieldList() const
+ { return ""; }
+ virtual int getWieldIndex() const
+ { return 0; }
+ virtual ItemStack getWieldedItem() const;
+ virtual bool setWieldedItem(const ItemStack &item);
+
+ /*
+ 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;
+
/*
- Whether this object is to be removed when nobody knows about
it anymore.
*/
bool m_removed;
+ /*
+ 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.
+
+ 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.
+ */
+ bool m_pending_deactivation;
+
/*
Whether the object's static data has been stored to a block
*/
*/
v3s16 m_static_block;
+ /*
+ Queue of messages to be sent to the client
+ */
+ Queue<ActiveObjectMessage> m_messages_out;
+
protected:
// Used for creating objects based on type
typedef ServerActiveObject* (*Factory)
- (ServerEnvironment *env, u16 id, v3f pos,
+ (ServerEnvironment *env, v3f pos,
const std::string &data);
static void registerType(u16 type, Factory f);
static core::map<u16, Factory> m_types;
};
-class TestSAO : public ServerActiveObject
-{
-public:
- TestSAO(ServerEnvironment *env, u16 id, v3f pos);
- u8 getType() const
- {return ACTIVEOBJECT_TYPE_TEST;}
- static ServerActiveObject* create(ServerEnvironment *env, u16 id, v3f pos,
- const std::string &data);
- void step(float dtime, Queue<ActiveObjectMessage> &messages,
- bool send_recommended);
-private:
- float m_timer1;
- float m_age;
-};
-
-class ItemSAO : public ServerActiveObject
-{
-public:
- ItemSAO(ServerEnvironment *env, u16 id, v3f pos,
- const std::string inventorystring);
- u8 getType() const
- {return ACTIVEOBJECT_TYPE_ITEM;}
- static ServerActiveObject* create(ServerEnvironment *env, u16 id, v3f pos,
- const std::string &data);
- void step(float dtime, Queue<ActiveObjectMessage> &messages,
- bool send_recommended);
- std::string getClientInitializationData();
- std::string getStaticData();
- InventoryItem* createInventoryItem();
- InventoryItem* createPickedUpItem(){return createInventoryItem();}
-private:
- std::string m_inventorystring;
- v3f m_speed_f;
- v3f m_last_sent_position;
-};
-
-class RatSAO : public ServerActiveObject
-{
-public:
- RatSAO(ServerEnvironment *env, u16 id, v3f pos);
- u8 getType() const
- {return ACTIVEOBJECT_TYPE_RAT;}
- static ServerActiveObject* create(ServerEnvironment *env, u16 id, v3f pos,
- const std::string &data);
- void step(float dtime, Queue<ActiveObjectMessage> &messages,
- bool send_recommended);
- std::string getClientInitializationData();
- std::string getStaticData();
- InventoryItem* createPickedUpItem();
-private:
- v3f m_speed_f;
- v3f m_oldpos;
- v3f m_last_sent_position;
- float m_yaw;
- float m_counter1;
- float m_counter2;
- float m_age;
- bool m_touching_ground;
-};
-
#endif