ServerActiveObject(ServerEnvironment *env, v3f pos);
virtual ~ServerActiveObject();
- virtual u8 getSendType() const
+ virtual ActiveObjectType getSendType() const
{ return getType(); }
// Called after id has been set and has been inserted in environment
// environment
virtual bool environmentDeletes() const
{ return true; }
-
- virtual bool unlimitedTransferDistance() const
- { return false; }
// Create a certain type of ServerActiveObject
- static ServerActiveObject* create(u8 type,
+ static ServerActiveObject* create(ActiveObjectType type,
ServerEnvironment *env, u16 id, v3f pos,
const std::string &data);
// If object has moved less than this and data has not changed,
// saving to disk may be omitted
virtual float getMinimumSavedMovement();
-
- virtual bool isPeaceful(){return true;}
virtual std::string getDescription(){return "SAO";}
virtual void setArmorGroups(const ItemGroupList &armor_groups)
{}
- virtual void setAnimation(v2f frames, float frame_speed, float frame_blend)
+ virtual ItemGroupList getArmorGroups()
+ { return ItemGroupList(); }
+ virtual void setPhysicsOverride(float physics_override_speed, float physics_override_jump, float physics_override_gravity)
+ {}
+ virtual void setAnimation(v2f frames, float frame_speed, float frame_blend, bool frame_loop)
+ {}
+ virtual void getAnimation(v2f *frames, float *frame_speed, float *frame_blend, bool *frame_loop)
+ {}
+ virtual void setBonePosition(const std::string &bone, v3f position, v3f rotation)
+ {}
+ virtual void getBonePosition(const std::string &bone, v3f *position, v3f *lotation)
+ {}
+ virtual void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
+ {}
+ virtual void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation)
{}
- virtual void setBonePosition(std::string bone, v3f position, v3f rotation)
+ virtual void addAttachmentChild(int child_id)
{}
- virtual void setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
+ virtual void removeAttachmentChild(int child_id)
{}
+ virtual std::set<int> getAttachmentChildIds()
+ { return std::set<int>(); }
virtual ObjectProperties* accessObjectProperties()
{ return NULL; }
virtual void notifyObjectPropertiesModified()
/*
Queue of messages to be sent to the client
*/
- Queue<ActiveObjectMessage> m_messages_out;
+ std::queue<ActiveObjectMessage> m_messages_out;
protected:
// Used for creating objects based on type