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Player-is-SAO WIP

This commit is contained in:
Perttu Ahola 2011-12-01 18:23:58 +02:00
parent 9dcfa882b1
commit ee0d3bacbc
16 changed files with 1007 additions and 602 deletions

View file

@ -58,6 +58,10 @@ public:
virtual void addedToEnvironment(){};
// Called before removing from environment
virtual void removingFromEnvironment(){};
// Returns true if object's deletion is the job of the
// environment
virtual bool environmentDeletes() const
{ return true; }
// Create a certain type of ServerActiveObject
static ServerActiveObject* create(u8 type,
@ -112,12 +116,17 @@ public:
when it is created (converted from static to active - actually
the data is the static form)
*/
virtual std::string getStaticData(){return "";}
virtual std::string getStaticData()
{
assert(isStaticAllowed());
return "";
}
/*
Return false in here to never save and instead remove object
on unload. getStaticData() will not be called in that case.
*/
virtual bool isStaticAllowed(){return true;}
virtual bool isStaticAllowed() const
{return true;}
virtual void punch(ServerActiveObject *puncher){}
virtual void rightClick(ServerActiveObject *clicker){}
@ -156,12 +165,13 @@ public:
bool m_removed;
/*
This is set to true when a block should be removed from the active
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.
The environment checks this periodically. If this is true and also
m_known_by_count is true,
m_known_by_count is true, object is deleted from the active object
list.
*/
bool m_pending_deactivation;