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luanti/src/server/unit_sao.cpp

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// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
// Copyright (C) 2013-2020 Minetest core developers & community
#include "unit_sao.h"
#include "scripting_server.h"
#include "serverenvironment.h"
#include "util/serialize.h"
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UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos) : ServerActiveObject(env, pos)
{
// Initialize something to armor groups
m_armor_groups["fleshy"] = 100;
}
ServerActiveObject *UnitSAO::getParent() const
{
if (!m_attachment_parent_id)
return nullptr;
// Check if the parent still exists
ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
return obj;
}
void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
{
if (m_armor_groups == armor_groups)
return;
m_armor_groups = armor_groups;
m_armor_groups_sent = false;
}
const ItemGroupList &UnitSAO::getArmorGroups() const
{
return m_armor_groups;
}
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void UnitSAO::setAnimation(
v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
{
// Note: Always resend (even if parameters are unchanged) to restart animations.
m_animation_range = frame_range;
m_animation_speed = frame_speed;
m_animation_blend = frame_blend;
m_animation_loop = frame_loop;
m_animation_sent = false;
}
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void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend,
bool *frame_loop)
{
*frame_range = m_animation_range;
*frame_speed = m_animation_speed;
*frame_blend = m_animation_blend;
*frame_loop = m_animation_loop;
}
void UnitSAO::setAnimationSpeed(float frame_speed)
{
if (m_animation_speed == frame_speed)
return;
m_animation_speed = frame_speed;
m_animation_speed_sent = false;
}
void UnitSAO::setBoneOverride(const std::string &bone, const BoneOverride &props)
{
// store these so they can be updated to clients
m_bone_override[bone] = props;
m_bone_override_sent = false;
}
BoneOverride UnitSAO::getBoneOverride(const std::string &bone)
{
auto it = m_bone_override.find(bone);
BoneOverride props;
if (it != m_bone_override.end())
props = it->second;
return props;
}
void UnitSAO::sendOutdatedData()
{
if (!m_armor_groups_sent) {
m_armor_groups_sent = true;
m_messages_out.emplace(getId(), true, generateUpdateArmorGroupsCommand());
}
if (!m_animation_sent) {
m_animation_sent = true;
m_animation_speed_sent = true;
m_messages_out.emplace(getId(), true, generateUpdateAnimationCommand());
} else if (!m_animation_speed_sent) {
// Animation speed is also sent when 'm_animation_sent == false'
m_animation_speed_sent = true;
m_messages_out.emplace(getId(), true, generateUpdateAnimationSpeedCommand());
}
if (!m_bone_override_sent) {
m_bone_override_sent = true;
for (const auto &bone_pos : m_bone_override) {
m_messages_out.emplace(getId(), true, generateUpdateBoneOverrideCommand(
bone_pos.first, bone_pos.second));
}
}
if (!m_attachment_sent) {
m_attachment_sent = true;
m_messages_out.emplace(getId(), true, generateUpdateAttachmentCommand());
}
}
void UnitSAO::setAttachment(const object_t new_parent, const std::string &bone, v3f position,
v3f rotation, bool force_visible)
{
const auto call_count = ++m_attachment_call_counter;
const auto check_nesting = [&] (const char *descr) -> bool {
// The counter is never decremented, so if it differs that means
// a nested call to setAttachment() has happened.
if (m_attachment_call_counter == call_count)
return false;
verbosestream << "UnitSAO::setAttachment() id=" << m_id <<
" nested call detected (" << descr << ")." << std::endl;
return true;
};
// Do checks to avoid circular references
// See similar check in `GenericCAO::setAttachment` (but with different types).
{
auto *obj = m_env->getActiveObject(new_parent);
if (obj == this) {
assert(false);
return;
}
bool problem = false;
if (obj) {
// The chain of wanted parent must not refer or contain "this"
for (obj = obj->getParent(); obj; obj = obj->getParent()) {
if (obj == this) {
problem = true;
break;
}
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}
}
if (problem) {
warningstream << "Mod bug: "
<< "Attempted to attach object " << m_id << " to parent "
<< new_parent << " but former is an (in)direct parent of latter." << std::endl;
return;
}
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}
// Detach first
// Note: make sure to apply data changes before running callbacks.
const auto old_parent = m_attachment_parent_id;
m_attachment_parent_id = 0;
m_attachment_sent = false;
if (old_parent && old_parent != new_parent) {
auto *parent = m_env->getActiveObject(old_parent);
if (parent) {
onDetach(parent);
} else {
warningstream << "UnitSAO::setAttachment() id=" << m_id <<
" is attached to nonexistent parent. This is a bug." << std::endl;
// we can pretend it never happened
}
}
if (check_nesting("onDetach")) {
// Don't touch anything after the other call has completed.
return;
}
if (isGone())
return;
// Now attach to new parent
m_attachment_parent_id = new_parent;
m_attachment_bone = bone;
m_attachment_position = position;
m_attachment_rotation = rotation;
m_force_visible = force_visible;
if (new_parent && old_parent != new_parent) {
auto *parent = m_env->getActiveObject(new_parent);
if (parent) {
onAttach(parent);
} else {
warningstream << "UnitSAO::setAttachment() id=" << m_id <<
" tried to attach to nonexistent parent. This is a bug." << std::endl;
m_attachment_parent_id = 0; // detach
}
}
check_nesting("onAttach");
}
void UnitSAO::getAttachment(object_t *parent_id, std::string *bone, v3f *position,
v3f *rotation, bool *force_visible) const
{
*parent_id = m_attachment_parent_id;
*bone = m_attachment_bone;
*position = m_attachment_position;
*rotation = m_attachment_rotation;
*force_visible = m_force_visible;
}
void UnitSAO::clearAnyAttachments()
{
// This is called before this SAO is marked for removal/deletion and unlinks
// any parent or child relationships.
// This is done at this point and not in ~UnitSAO() so attachments to
// "phantom objects" don't stay around while we're waiting to be actually deleted.
// (which can take several server steps)
clearParentAttachment();
clearChildAttachments();
}
void UnitSAO::clearChildAttachments()
{
// Cannot use for-loop here: setAttachment() modifies 'm_attachment_child_ids'!
while (!m_attachment_child_ids.empty()) {
const auto child_id = *m_attachment_child_ids.begin();
if (auto *child = m_env->getActiveObject(child_id)) {
child->clearParentAttachment();
} else {
// should not happen but we need to handle it to prevent an infinite loop
removeAttachmentChild(child_id);
}
}
}
void UnitSAO::addAttachmentChild(object_t child_id)
{
m_attachment_child_ids.insert(child_id);
}
void UnitSAO::removeAttachmentChild(object_t child_id)
{
m_attachment_child_ids.erase(child_id);
}
void UnitSAO::onAttach(ServerActiveObject *parent)
{
assert(parent);
parent->addAttachmentChild(m_id);
// Do not try to notify soon gone parent
if (!parent->isGone()) {
if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
m_env->getScriptIface()->luaentity_on_attach_child(parent->getId(), this);
}
}
void UnitSAO::onDetach(ServerActiveObject *parent)
{
assert(parent);
parent->removeAttachmentChild(m_id);
if (getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
m_env->getScriptIface()->luaentity_on_detach(m_id, parent);
// callback could affect the parent
if (parent->isGone())
return;
if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
m_env->getScriptIface()->luaentity_on_detach_child(parent->getId(), this);
}
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ObjectProperties *UnitSAO::accessObjectProperties()
{
return &m_prop;
}
void UnitSAO::notifyObjectPropertiesModified()
{
m_properties_sent = false;
}
std::string UnitSAO::generateUpdateAttachmentCommand() const
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_ATTACH_TO);
// parameters
writeS16(os, m_attachment_parent_id);
os << serializeString16(m_attachment_bone);
writeV3F32(os, m_attachment_position);
writeV3F32(os, m_attachment_rotation);
writeU8(os, m_force_visible);
return os.str();
}
std::string UnitSAO::generateUpdateBoneOverrideCommand(
const std::string &bone, const BoneOverride &props)
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_SET_BONE_POSITION);
// parameters
os << serializeString16(bone);
writeV3F32(os, props.position.vector);
v3f euler_rot;
props.rotation.next.toEuler(euler_rot);
writeV3F32(os, euler_rot * core::RADTODEG);
writeV3F32(os, props.scale.vector);
writeF32(os, props.position.interp_timer);
writeF32(os, props.rotation.interp_timer);
writeF32(os, props.scale.interp_timer);
writeU8(os, (props.position.absolute & 1) << 0
| (props.rotation.absolute & 1) << 1
| (props.scale.absolute & 1) << 2);
return os.str();
}
std::string UnitSAO::generateUpdateAnimationSpeedCommand() const
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_SET_ANIMATION_SPEED);
// parameters
writeF32(os, m_animation_speed);
return os.str();
}
std::string UnitSAO::generateUpdateAnimationCommand() const
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_SET_ANIMATION);
// parameters
writeV2F32(os, m_animation_range);
writeF32(os, m_animation_speed);
writeF32(os, m_animation_blend);
// these are sent inverted so we get true when the server sends nothing
writeU8(os, !m_animation_loop);
return os.str();
}
std::string UnitSAO::generateUpdateArmorGroupsCommand() const
{
std::ostringstream os(std::ios::binary);
writeU8(os, AO_CMD_UPDATE_ARMOR_GROUPS);
writeU16(os, m_armor_groups.size());
for (const auto &armor_group : m_armor_groups) {
os << serializeString16(armor_group.first);
writeS16(os, armor_group.second);
}
return os.str();
}
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std::string UnitSAO::generateUpdatePositionCommand(const v3f &position,
const v3f &velocity, const v3f &acceleration, const v3f &rotation,
bool do_interpolate, bool is_movement_end, f32 update_interval)
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_UPDATE_POSITION);
// pos
writeV3F32(os, position);
// velocity
writeV3F32(os, velocity);
// acceleration
writeV3F32(os, acceleration);
// rotation
writeV3F32(os, rotation);
// do_interpolate
writeU8(os, do_interpolate);
// is_end_position (for interpolation)
writeU8(os, is_movement_end);
// update_interval (for interpolation)
writeF32(os, update_interval);
return os.str();
}
std::string UnitSAO::generateSetPropertiesCommand(const ObjectProperties &prop) const
{
std::ostringstream os(std::ios::binary);
writeU8(os, AO_CMD_SET_PROPERTIES);
prop.serialize(os);
return os.str();
}
std::string UnitSAO::generatePunchCommand(u16 result_hp) const
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_PUNCHED);
// result_hp
writeU16(os, result_hp);
return os.str();
}
void UnitSAO::sendPunchCommand()
{
m_messages_out.emplace(getId(), true, generatePunchCommand(getHP()));
}