#include "irrlichttypes.h"
#include "activeobject.h"
#include "utility.h"
+#include "inventorymanager.h"
/*
*/
class ServerEnvironment;
-class InventoryItem;
+class ItemStack;
class Player;
+struct ToolDiggingProperties;
class ServerActiveObject : public ActiveObject
{
virtual void addedToEnvironment(){};
// Called before removing from environment
virtual void removingFromEnvironment(){};
+ // Returns true if object's deletion is the job of the
+ // environment
+ virtual bool environmentDeletes() const
+ { return true; }
+
+ virtual bool unlimitedTransferDistance() const
+ { return false; }
// Create a certain type of ServerActiveObject
static ServerActiveObject* create(u8 type,
when it is created (converted from static to active - actually
the data is the static form)
*/
- virtual std::string getStaticData(){return "";}
+ virtual std::string getStaticData()
+ {
+ assert(isStaticAllowed());
+ return "";
+ }
/*
Return false in here to never save and instead remove object
on unload. getStaticData() will not be called in that case.
*/
- virtual bool isStaticAllowed(){return true;}
-
- virtual void punch(ServerActiveObject *puncher){}
- virtual void rightClick(ServerActiveObject *clicker){}
+ virtual bool isStaticAllowed() const
+ {return true;}
- // Returns a reference
- virtual InventoryItem* getWieldedItem()
- { return NULL; }
- 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)
- {}
+ // time_from_last_punch is used for lessening damage if punching fast
+ virtual void punch(ServerActiveObject *puncher,
+ float time_from_last_punch=1000000)
+ {}
+ virtual void rightClick(ServerActiveObject *clicker)
+ {}
virtual void setHP(s16 hp)
- {}
+ {}
virtual s16 getHP()
- {return 0;}
+ { 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
bool m_removed;
/*
- This is set to true when a block should be removed from the active
+ This is set to true when an object should be removed from the active
object list but couldn't be removed because the id has to be
reserved for some client.
The environment checks this periodically. If this is true and also
- m_known_by_count is true,
+ m_known_by_count is true, object is deleted from the active object
+ list.
*/
bool m_pending_deactivation;