class ServerEnvironment;
struct ItemStack;
-class Player;
struct ToolCapabilities;
struct ObjectProperties;
// environment
virtual bool environmentDeletes() const
{ return true; }
-
+
// Create a certain type of ServerActiveObject
- static ServerActiveObject* create(u8 type,
+ static ServerActiveObject* create(ActiveObjectType type,
ServerEnvironment *env, u16 id, v3f pos,
const std::string &data);
-
+
/*
Some simple getters/setters
*/
v3f getBasePosition(){ return m_base_position; }
void setBasePosition(v3f pos){ m_base_position = pos; }
ServerEnvironment* getEnv(){ return m_env; }
-
+
/*
Some more dynamic interface
*/
-
- virtual void setPos(v3f pos)
+
+ virtual void setPos(const v3f &pos)
{ setBasePosition(pos); }
// continuous: if true, object does not stop immediately at pos
virtual void moveTo(v3f pos, bool continuous)
virtual float getMinimumSavedMovement();
virtual std::string getDescription(){return "SAO";}
-
+
/*
Step object in time.
Messages added to messages are sent to client over network.
packet.
*/
virtual void step(float dtime, bool send_recommended){}
-
+
/*
The return value of this is passed to the client-side object
when it is created
*/
virtual std::string getClientInitializationData(u16 protocol_version){return "";}
-
+
/*
The return value of this is passed to the server-side object
when it is created (converted from static to active - actually
the data is the static form)
*/
- virtual std::string getStaticData()
+ virtual void getStaticData(std::string *result) const
{
assert(isStaticAllowed());
- return "";
+ *result = "";
}
/*
Return false in here to never save and instead remove object
*/
virtual bool isStaticAllowed() const
{return true;}
-
+
// Returns tool wear
virtual int punch(v3f dir,
const ToolCapabilities *toolcap=NULL,
virtual void setArmorGroups(const ItemGroupList &armor_groups)
{}
+ virtual const ItemGroupList &getArmorGroups()
+ { static const ItemGroupList rv; return rv; }
virtual void setPhysicsOverride(float physics_override_speed, float physics_override_jump, float physics_override_gravity)
{}
- virtual void setAnimation(v2f frames, float frame_speed, float frame_blend)
+ virtual void setAnimation(v2f frames, float frame_speed, float frame_blend, bool frame_loop)
+ {}
+ virtual void getAnimation(v2f *frames, float *frame_speed, float *frame_blend, bool *frame_loop)
+ {}
+ virtual void setBonePosition(const std::string &bone, v3f position, v3f rotation)
+ {}
+ virtual void getBonePosition(const std::string &bone, v3f *position, v3f *lotation)
{}
- virtual void setBonePosition(std::string bone, v3f position, v3f rotation)
+ virtual void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
{}
- virtual void setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
+ virtual void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation)
{}
+ virtual void addAttachmentChild(int child_id)
+ {}
+ virtual void removeAttachmentChild(int child_id)
+ {}
+ virtual const UNORDERED_SET<int> &getAttachmentChildIds()
+ { static const UNORDERED_SET<int> rv; return rv; }
virtual ObjectProperties* accessObjectProperties()
{ return NULL; }
virtual void notifyObjectPropertiesModified()
{ return 0; }
virtual ItemStack getWieldedItem() const;
virtual bool setWieldedItem(const ItemStack &item);
+ inline void attachParticleSpawner(u32 id)
+ {
+ m_attached_particle_spawners.insert(id);
+ }
+ inline void detachParticleSpawner(u32 id)
+ {
+ m_attached_particle_spawners.erase(id);
+ }
+
/*
Number of players which know about this object. Object won't be
- This can be set to true by anything else too.
*/
bool m_removed;
-
+
/*
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
list.
*/
bool m_pending_deactivation;
-
+
/*
Whether the object's static data has been stored to a block
*/
a copy of the static data resides.
*/
v3s16 m_static_block;
-
+
/*
Queue of messages to be sent to the client
*/
- Queue<ActiveObjectMessage> m_messages_out;
-
+ std::queue<ActiveObjectMessage> m_messages_out;
+
protected:
// Used for creating objects based on type
typedef ServerActiveObject* (*Factory)
ServerEnvironment *m_env;
v3f m_base_position;
+ UNORDERED_SET<u32> m_attached_particle_spawners;
private:
// Used for creating objects based on type