Use GenericCAO in place of LuaEntityCAO and PlayerCAO
[oweals/minetest.git] / src / clientobject.h
index 0b3d8623a20ff2ffcd5116aacb02cdd015fed735..2d0089bcfc7f65580bd22a79091b1b2d6d41d21a 100644 (file)
@@ -38,14 +38,17 @@ Some planning
 class ClientEnvironment;
 class ITextureSource;
 class IGameDef;
+class LocalPlayer;
+struct ItemStack;
 
 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){}
@@ -62,6 +65,7 @@ public:
        virtual void processMessage(const std::string &data){}
 
        virtual std::string infoText() {return "";}
+       virtual std::string debugInfoText() {return "";}
        
        /*
                This takes the return value of
@@ -70,17 +74,20 @@ 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)
+       virtual bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
+                       float time_from_last_punch=1000000)
        { return false; }
 
 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;