struct ItemStack;
struct ToolCapabilities;
struct ObjectProperties;
+struct PlayerHPChangeReason;
class ServerActiveObject : public ActiveObject
{
{ return 0; }
virtual void rightClick(ServerActiveObject *clicker)
{}
- virtual void setHP(s16 hp)
+ virtual void setHP(s32 hp, const PlayerHPChangeReason &reason)
{}
- virtual s16 getHP() const
+ virtual u16 getHP() const
{ return 0; }
virtual void setArmorGroups(const ItemGroupList &armor_groups)
{}
virtual const ItemGroupList &getArmorGroups()
- { static const ItemGroupList rv; return rv; }
+ { static 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, bool frame_loop)
{}
virtual void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation)
{}
+ virtual void clearChildAttachments() {}
+ virtual void clearParentAttachment() {}
virtual void addAttachmentChild(int child_id)
{}
virtual void removeAttachmentChild(int child_id)
{}
virtual const std::unordered_set<int> &getAttachmentChildIds()
- { static const std::unordered_set<int> rv; return rv; }
+ { static std::unordered_set<int> rv; return rv; }
+ virtual ServerActiveObject *getParent() const { return nullptr; }
virtual ObjectProperties* accessObjectProperties()
{ return NULL; }
virtual void notifyObjectPropertiesModified()
it anymore.
- Removal is delayed to preserve the id for the time during which
it could be confused to some other object by some client.
- - This is set to true by the step() method when the object wants
- to be deleted.
- - This can be set to true by anything else too.
+ - This is usually set to true by the step() method when the object wants
+ to be deleted but can be set by anything else too.
*/
- bool m_removed = false;
+ bool m_pending_removal = false;
/*
- 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
- reserved for some client.
+ Same purpose as m_pending_removal but for deactivation.
+ deactvation = save static data in block, remove active object
- The environment checks this periodically. If this is true and also
- m_known_by_count is true, object is deleted from the active object
- list.
+ If this is set alongside with m_pending_removal, removal takes
+ priority.
*/
bool m_pending_deactivation = false;
+ /*
+ A getter that unifies the above to answer the question:
+ "Can the environment still interact with this object?"
+ */
+ inline bool isGone() const
+ { return m_pending_removal || m_pending_deactivation; }
+
/*
Whether the object's static data has been stored to a block
*/
std::queue<ActiveObjectMessage> m_messages_out;
protected:
+ virtual void onAttach(int parent_id) {}
+ virtual void onDetach(int parent_id) {}
+
// Used for creating objects based on type
typedef ServerActiveObject* (*Factory)
(ServerEnvironment *env, v3f pos,