X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fclientobject.h;h=aa0ec9c560c7d7b9237f6004fac2851cf45a7115;hb=ed8215042c3fdf0f020b2870c8fb783ca839e30b;hp=233617b5c1c5ffc29f5267c60550c8f89c0a3849;hpb=118e2ae865bd7a0020586ef72d05bf14d66f4eae;p=dragonfireclient.git diff --git a/src/clientobject.h b/src/clientobject.h index 233617b5c..aa0ec9c56 100644 --- a/src/clientobject.h +++ b/src/clientobject.h @@ -23,29 +23,20 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "irrlichttypes_extrabloated.h" #include "activeobject.h" #include - -/* - -Some planning -------------- - -* Client receives a network packet with information of added objects - in it -* Client supplies the information to its ClientEnvironment -* The environment adds the specified objects to itself - -*/ +#include "util/cpp11_container.h" class ClientEnvironment; class ITextureSource; +class Client; class IGameDef; class LocalPlayer; struct ItemStack; +class WieldMeshSceneNode; class ClientActiveObject : public ActiveObject { public: - ClientActiveObject(u16 id, IGameDef *gamedef, ClientEnvironment *env); + ClientActiveObject(u16 id, Client *client, ClientEnvironment *env); virtual ~ClientActiveObject(); virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, @@ -53,37 +44,36 @@ class ClientActiveObject : public ActiveObject virtual void removeFromScene(bool permanent){} // 0 <= light_at_pos <= LIGHT_SUN virtual void updateLight(u8 light_at_pos){} + virtual void updateLightNoCheck(u8 light_at_pos){} virtual v3s16 getLightPosition(){return v3s16(0,0,0);} - virtual core::aabbox3d* getSelectionBox(){return NULL;} - virtual bool getCollisionBox(aabb3f *toset){return false;} - virtual bool collideWithObjects(){return false;} - virtual v3f getPosition(){return v3f(0,0,0);} - virtual scene::IMeshSceneNode *getMeshSceneNode(){return NULL;} - virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode(){return NULL;} - virtual scene::IBillboardSceneNode *getSpriteSceneNode(){return NULL;} - virtual bool isPlayer(){return false;} - virtual bool isLocalPlayer(){return false;} - virtual void setAttachments(){} + virtual aabb3f *getSelectionBox() { return NULL; } + virtual bool getCollisionBox(aabb3f *toset) const { return false; } + virtual bool collideWithObjects() const { return false; } + virtual v3f getPosition(){ return v3f(0,0,0); } + virtual float getYaw() const { return 0; } + virtual scene::ISceneNode *getSceneNode() { return NULL; } + virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() { return NULL; } + virtual bool isLocalPlayer() const {return false;} + virtual void setAttachments() {} virtual bool doShowSelectionBox(){return true;} - virtual void updateCameraOffset(v3s16 camera_offset){}; - + // Step object in time 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 "";} virtual std::string debugInfoText() {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, IGameDef *gamedef, + static ClientActiveObject* create(ActiveObjectType type, Client *client, ClientEnvironment *env); // If returns true, punch will not be sent to the server @@ -93,13 +83,13 @@ class ClientActiveObject : public ActiveObject protected: // Used for creating objects based on type - typedef ClientActiveObject* (*Factory)(IGameDef *gamedef, ClientEnvironment *env); + typedef ClientActiveObject* (*Factory)(Client *client, ClientEnvironment *env); static void registerType(u16 type, Factory f); - IGameDef *m_gamedef; + Client *m_client; ClientEnvironment *m_env; private: // Used for creating objects based on type - static std::map m_types; + static UNORDERED_MAP m_types; }; struct DistanceSortedActiveObject @@ -120,4 +110,3 @@ struct DistanceSortedActiveObject }; #endif -