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Player-is-SAO WIP

This commit is contained in:
Perttu Ahola 2011-12-01 18:23:58 +02:00
parent 9dcfa882b1
commit ee0d3bacbc
16 changed files with 1007 additions and 602 deletions

View file

@ -42,10 +42,11 @@ class IGameDef;
class ClientActiveObject : public ActiveObject
{
public:
ClientActiveObject(u16 id, IGameDef *gamedef);
ClientActiveObject(u16 id, IGameDef *gamedef, ClientEnvironment *env);
virtual ~ClientActiveObject();
virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc){}
virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
IrrlichtDevice *irr){}
virtual void removeFromScene(){}
// 0 <= light_at_pos <= LIGHT_SUN
virtual void updateLight(u8 light_at_pos){}
@ -70,7 +71,8 @@ public:
virtual void initialize(const std::string &data){}
// Create a certain type of ClientActiveObject
static ClientActiveObject* create(u8 type, IGameDef *gamedef);
static ClientActiveObject* create(u8 type, IGameDef *gamedef,
ClientEnvironment *env);
// If returns true, punch will not be sent to the server
virtual bool directReportPunch(const std::string &toolname, v3f dir)
@ -78,9 +80,10 @@ public:
protected:
// Used for creating objects based on type
typedef ClientActiveObject* (*Factory)(IGameDef *gamedef);
typedef ClientActiveObject* (*Factory)(IGameDef *gamedef, ClientEnvironment *env);
static void registerType(u16 type, Factory f);
IGameDef *m_gamedef;
ClientEnvironment *m_env;
private:
// Used for creating objects based on type
static core::map<u16, Factory> m_types;