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Create framework for getting rid of global definitions of node/tool/item/whatever types

This commit is contained in:
Perttu Ahola 2011-11-14 00:19:48 +02:00
parent 5fc791ac9a
commit abceeee92f
60 changed files with 1017 additions and 743 deletions

View file

@ -36,14 +36,16 @@ Some planning
*/
class ClientEnvironment;
class ITextureSource;
class IGameDef;
class ClientActiveObject : public ActiveObject
{
public:
ClientActiveObject(u16 id);
ClientActiveObject(u16 id, IGameDef *gamedef);
virtual ~ClientActiveObject();
virtual void addToScene(scene::ISceneManager *smgr){}
virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc){}
virtual void removeFromScene(){}
// 0 <= light_at_pos <= LIGHT_SUN
virtual void updateLight(u8 light_at_pos){}
@ -68,7 +70,7 @@ public:
virtual void initialize(const std::string &data){}
// Create a certain type of ClientActiveObject
static ClientActiveObject* create(u8 type);
static ClientActiveObject* create(u8 type, IGameDef *gamedef);
// If returns true, punch will not be sent to the server
virtual bool directReportPunch(const std::string &toolname, v3f dir)
@ -76,8 +78,9 @@ public:
protected:
// Used for creating objects based on type
typedef ClientActiveObject* (*Factory)();
typedef ClientActiveObject* (*Factory)(IGameDef *gamedef);
static void registerType(u16 type, Factory f);
IGameDef *m_gamedef;
private:
// Used for creating objects based on type
static core::map<u16, Factory> m_types;