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Temporary commit; lots of test code and stuff
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25 changed files with 1917 additions and 763 deletions
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src/clientobject.h
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src/clientobject.h
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/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef CLIENTOBJECT_HEADER
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#define CLIENTOBJECT_HEADER
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#include "common_irrlicht.h"
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#include "activeobject.h"
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/*
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Some planning
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-------------
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* Client receives a network packet with information of added objects
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in it
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* Client supplies the information to its ClientEnvironment
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* The environment adds the specified objects to itself
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*/
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class ClientActiveObject : public ActiveObject
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{
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public:
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ClientActiveObject(u16 id);
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virtual ~ClientActiveObject();
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virtual void addToScene(scene::ISceneManager *smgr){}
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virtual void removeFromScene(){}
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// 0 <= light_at_pos <= LIGHT_SUN
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virtual void updateLight(u8 light_at_pos){}
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virtual v3s16 getLightPosition(){return v3s16(0,0,0);}
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// Step object in time
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virtual void step(float dtime){}
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// Process a message sent by the server side object
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virtual void processMessage(const std::string &data){}
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static ClientActiveObject* create(u8 type);
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protected:
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};
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class TestCAO : public ClientActiveObject
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{
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public:
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TestCAO(u16 id);
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virtual ~TestCAO();
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u8 getType() const
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{
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return ACTIVEOBJECT_TYPE_TEST;
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}
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void addToScene(scene::ISceneManager *smgr);
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void removeFromScene();
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void updateLight(u8 light_at_pos);
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v3s16 getLightPosition();
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void updateNodePos();
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void step(float dtime);
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void processMessage(const std::string &data);
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private:
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scene::IMeshSceneNode *m_node;
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v3f m_position;
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};
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#endif
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