#include "irrlichttypes.h"
#include "activeobject.h"
#include "utility.h"
+#include "inventorymanager.h"
/*
*/
class ServerEnvironment;
-class InventoryItem;
+struct ItemStack;
class Player;
-struct ToolDiggingProperties;
+struct ToolCapabilities;
class ServerActiveObject : public ActiveObject
{
virtual bool isStaticAllowed() const
{return true;}
- // time_from_last_punch is used for lessening damage if punching fast
- virtual void punch(ServerActiveObject *puncher,
+ // Returns tool wear
+ virtual int punch(v3f dir,
+ const ToolCapabilities *toolcap=NULL,
+ ServerActiveObject *puncher=NULL,
float time_from_last_punch=1000000)
- {}
+ { return 0; }
virtual void rightClick(ServerActiveObject *clicker)
{}
- virtual void getWieldDiggingProperties(ToolDiggingProperties *dst);
- virtual void damageWieldedItem(u16 amount)
- {}
- // If all fits, eats item and returns true. Otherwise returns false.
- virtual bool addToInventory(InventoryItem *item)
- { return false; }
- virtual void addToInventoryLater(InventoryItem *item)
- {}
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