Falling sand and gravel
[oweals/minetest.git] / src / serverobject.h
index fce72ac640b130df366b0d7cec5abd7e45c1b2e3..26dce007f510b03f8d9e2804a048799b14381849 100644 (file)
@@ -54,7 +54,8 @@ public:
        ServerActiveObject(ServerEnvironment *env, v3f pos);
        virtual ~ServerActiveObject();
 
-       virtual void addedToEnvironment(u16 id);
+       // Call after id has been set and has been inserted in environment
+       virtual void addedToEnvironment();
        
        // Create a certain type of ServerActiveObject
        static ServerActiveObject* create(u8 type,
@@ -71,9 +72,21 @@ public:
        /*
                Some more dynamic interface
        */
-       virtual void setPos(v3f pos){ setBasePosition(pos); }
-       virtual void moveTo(v3f pos){ setBasePosition(pos); }
+       
+       virtual void setPos(v3f pos)
+               { setBasePosition(pos); }
+       // continuous: if true, object does not stop immediately at pos
+       virtual void moveTo(v3f pos, bool continuous)
+               { setBasePosition(pos); }
+       // If object has moved less than this and data has not changed,
+       // saving to disk may be omitted
+       virtual float getMinimumSavedMovement()
+               { return 2.0*BS; }
+       
+       virtual bool isPeaceful(){return true;}
 
+       virtual std::string getDescription(){return "SAO";}
+       
        /*
                Step object in time.
                Messages added to messages are sent to client over network.
@@ -99,26 +112,22 @@ public:
        */
        virtual std::string getStaticData(){return "";}
        
-       /*
-               Item that the player gets when this object is picked up.
-               If NULL, object cannot be picked up.
-       */
-       virtual InventoryItem* createPickedUpItem(){return NULL;}
+       virtual void punch(ServerActiveObject *puncher){}
+       virtual void rightClick(ServerActiveObject *clicker){}
        
-       /*
-               If the object doesn't return an item, this will be called.
-               Return value is tool wear.
-       */
-       virtual u16 punch(const std::string &toolname, v3f dir,
-                       const std::string &playername)
-       {return 0;}
-
-       /*
-       */
-       virtual void rightClick(Player *player){}
+       // 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 setHP(s16 hp)
+               {}
+       virtual s16 getHP()
+               {return 0;}
 
-       virtual bool isPeaceful(){return true;}
-       
        /*
                Number of players which know about this object. Object won't be
                deleted until this is 0 to keep the id preserved for the right