Tune caves
[oweals/minetest.git] / src / serverobject.h
index 4dac4686368fc8bf77bcd465ee795d5ac46d1681..15bbe52f7bbf8e132d2e3497ff3868c434eb4564 100644 (file)
@@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "irrlichttypes.h"
 #include "activeobject.h"
 #include "utility.h"
+#include "inventorymanager.h"
 
 /*
 
@@ -41,8 +42,9 @@ Some planning
 */
 
 class ServerEnvironment;
-class InventoryItem;
+struct ItemStack;
 class Player;
+struct ToolCapabilities;
 
 class ServerActiveObject : public ActiveObject
 {
@@ -62,6 +64,9 @@ public:
        // environment
        virtual bool environmentDeletes() const
        { return true; }
+
+       virtual bool unlimitedTransferDistance() const
+       { return false; }
        
        // Create a certain type of ServerActiveObject
        static ServerActiveObject* create(u8 type,
@@ -128,23 +133,34 @@ public:
        virtual bool isStaticAllowed() const
        {return true;}
        
-       virtual void punch(ServerActiveObject *puncher){}
-       virtual void rightClick(ServerActiveObject *clicker){}
-       
-       // 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)
-               {}
+       // 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 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