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){}
virtual void processMessage(const std::string &data){}
virtual std::string infoText() {return "";}
+ virtual std::string debugInfoText() {return "";}
/*
This takes the return value of
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;