mirror of
https://github.com/luanti-org/luanti.git
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Move serveractiveobject & unitsao
Move serverobject.{cpp,h} to server/serveractiveobject.{cpp,h} Move UnitSAO class to dedicated files
This commit is contained in:
parent
01b3f26c7b
commit
6d43736172
20 changed files with 445 additions and 404 deletions
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@ -1,4 +1,6 @@
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set(server_SRCS
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${CMAKE_CURRENT_SOURCE_DIR}/activeobjectmgr.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/mods.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/serveractiveobject.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/unit_sao.cpp
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PARENT_SCOPE)
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@ -22,7 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <functional>
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#include <vector>
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#include "../activeobjectmgr.h"
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#include "serverobject.h"
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#include "serveractiveobject.h"
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namespace server
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{
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114
src/server/serveractiveobject.cpp
Normal file
114
src/server/serveractiveobject.cpp
Normal file
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/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "serveractiveobject.h"
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#include <fstream>
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#include "inventory.h"
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#include "constants.h" // BS
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#include "log.h"
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ServerActiveObject::ServerActiveObject(ServerEnvironment *env, v3f pos):
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ActiveObject(0),
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m_env(env),
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m_base_position(pos)
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{
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}
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ServerActiveObject* ServerActiveObject::create(ActiveObjectType type,
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ServerEnvironment *env, u16 id, v3f pos,
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const std::string &data)
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{
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// Find factory function
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std::map<u16, Factory>::iterator n;
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n = m_types.find(type);
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if(n == m_types.end()) {
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// These are 0.3 entity types, return without error.
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if (ACTIVEOBJECT_TYPE_ITEM <= type && type <= ACTIVEOBJECT_TYPE_MOBV2) {
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return NULL;
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}
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// If factory is not found, just return.
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warningstream<<"ServerActiveObject: No factory for type="
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<<type<<std::endl;
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return NULL;
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}
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Factory f = n->second;
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ServerActiveObject *object = (*f)(env, pos, data);
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return object;
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}
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void ServerActiveObject::registerType(u16 type, Factory f)
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{
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std::map<u16, Factory>::iterator n;
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n = m_types.find(type);
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if(n != m_types.end())
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return;
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m_types[type] = f;
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}
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float ServerActiveObject::getMinimumSavedMovement()
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{
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return 2.0*BS;
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}
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ItemStack ServerActiveObject::getWieldedItem(ItemStack *selected, ItemStack *hand) const
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{
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*selected = ItemStack();
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if (hand)
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*hand = ItemStack();
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return ItemStack();
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}
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bool ServerActiveObject::setWieldedItem(const ItemStack &item)
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{
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return false;
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}
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std::string ServerActiveObject::generateUpdateInfantCommand(u16 infant_id, u16 protocol_version)
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{
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, AO_CMD_SPAWN_INFANT);
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// parameters
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writeU16(os, infant_id);
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writeU8(os, getSendType());
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os << serializeLongString(getClientInitializationData(protocol_version));
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return os.str();
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}
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std::string ServerActiveObject::generateUpdateNametagAttributesCommand(const video::SColor &color) const
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{
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, AO_CMD_UPDATE_NAMETAG_ATTRIBUTES);
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// parameters
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writeU8(os, 1); // version for forward compatibility
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writeARGB8(os, color);
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return os.str();
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}
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void ServerActiveObject::dumpAOMessagesToQueue(std::queue<ActiveObjectMessage> &queue)
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{
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while (!m_messages_out.empty()) {
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queue.push(m_messages_out.front());
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m_messages_out.pop();
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}
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}
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265
src/server/serveractiveobject.h
Normal file
265
src/server/serveractiveobject.h
Normal file
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@ -0,0 +1,265 @@
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/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include <unordered_set>
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#include "irrlichttypes_bloated.h"
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#include "activeobject.h"
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#include "inventorymanager.h"
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#include "itemgroup.h"
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#include "util/container.h"
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/*
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Some planning
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-------------
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* Server environment adds an active object, which gets the id 1
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* The active object list is scanned for each client once in a while,
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and it finds out what objects have been added that are not known
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by the client yet. This scan is initiated by the Server class and
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the result ends up directly to the server.
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* A network packet is created with the info and sent to the client.
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* Environment converts objects to static data and static data to
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objects, based on how close players are to them.
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*/
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class ServerEnvironment;
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struct ItemStack;
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struct ToolCapabilities;
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struct ObjectProperties;
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struct PlayerHPChangeReason;
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class ServerActiveObject : public ActiveObject
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{
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public:
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/*
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NOTE: m_env can be NULL, but step() isn't called if it is.
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Prototypes are used that way.
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*/
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ServerActiveObject(ServerEnvironment *env, v3f pos);
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virtual ~ServerActiveObject() = default;
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virtual ActiveObjectType getSendType() const
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{ return getType(); }
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// Called after id has been set and has been inserted in environment
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virtual void addedToEnvironment(u32 dtime_s){};
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// Called before removing from environment
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virtual void removingFromEnvironment(){};
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// Returns true if object's deletion is the job of the
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// environment
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virtual bool environmentDeletes() const
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{ return true; }
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// Create a certain type of ServerActiveObject
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static ServerActiveObject* create(ActiveObjectType type,
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ServerEnvironment *env, u16 id, v3f pos,
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const std::string &data);
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/*
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Some simple getters/setters
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*/
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v3f getBasePosition() const { return m_base_position; }
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void setBasePosition(v3f pos){ m_base_position = pos; }
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ServerEnvironment* getEnv(){ return m_env; }
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/*
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Some more dynamic interface
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*/
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virtual void setPos(const v3f &pos)
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{ setBasePosition(pos); }
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// continuous: if true, object does not stop immediately at pos
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virtual void moveTo(v3f pos, bool continuous)
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{ setBasePosition(pos); }
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// If object has moved less than this and data has not changed,
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// saving to disk may be omitted
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virtual float getMinimumSavedMovement();
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virtual std::string getDescription(){return "SAO";}
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/*
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Step object in time.
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Messages added to messages are sent to client over network.
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send_recommended:
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True at around 5-10 times a second, same for all objects.
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This is used to let objects send most of the data at the
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same time so that the data can be combined in a single
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packet.
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*/
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virtual void step(float dtime, bool send_recommended){}
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/*
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The return value of this is passed to the client-side object
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when it is created
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*/
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virtual std::string getClientInitializationData(u16 protocol_version) {return "";}
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/*
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The return value of this is passed to the server-side object
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when it is created (converted from static to active - actually
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the data is the static form)
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*/
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virtual void getStaticData(std::string *result) const
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{
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assert(isStaticAllowed());
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*result = "";
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}
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/*
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Return false in here to never save and instead remove object
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on unload. getStaticData() will not be called in that case.
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*/
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virtual bool isStaticAllowed() const
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{return true;}
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// Returns tool wear
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virtual u16 punch(v3f dir,
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const ToolCapabilities *toolcap = nullptr,
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ServerActiveObject *puncher = nullptr,
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float time_from_last_punch = 1000000.0f)
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{ return 0; }
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virtual void rightClick(ServerActiveObject *clicker)
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{}
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virtual void setHP(s32 hp, const PlayerHPChangeReason &reason)
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{}
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virtual u16 getHP() const
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{ return 0; }
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virtual void setArmorGroups(const ItemGroupList &armor_groups)
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{}
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virtual const ItemGroupList &getArmorGroups() const
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{ static ItemGroupList rv; return rv; }
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virtual void setPhysicsOverride(float physics_override_speed, float physics_override_jump, float physics_override_gravity)
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{}
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virtual void setAnimation(v2f frames, float frame_speed, float frame_blend, bool frame_loop)
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{}
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virtual void getAnimation(v2f *frames, float *frame_speed, float *frame_blend, bool *frame_loop)
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{}
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virtual void setAnimationSpeed(float frame_speed)
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{}
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virtual void setBonePosition(const std::string &bone, v3f position, v3f rotation)
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{}
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virtual void getBonePosition(const std::string &bone, v3f *position, v3f *lotation)
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{}
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virtual const std::unordered_set<int> &getAttachmentChildIds() const
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{ static std::unordered_set<int> rv; return rv; }
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virtual ServerActiveObject *getParent() const { return nullptr; }
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virtual ObjectProperties* accessObjectProperties()
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{ return NULL; }
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virtual void notifyObjectPropertiesModified()
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{}
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// Inventory and wielded item
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virtual Inventory *getInventory() const
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{ return NULL; }
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virtual InventoryLocation getInventoryLocation() const
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{ return InventoryLocation(); }
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virtual void setInventoryModified()
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{}
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virtual std::string getWieldList() const
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{ return ""; }
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virtual u16 getWieldIndex() const
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{ return 0; }
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virtual ItemStack getWieldedItem(ItemStack *selected,
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ItemStack *hand = nullptr) const;
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virtual bool setWieldedItem(const ItemStack &item);
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inline void attachParticleSpawner(u32 id)
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{
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m_attached_particle_spawners.insert(id);
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}
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inline void detachParticleSpawner(u32 id)
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{
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m_attached_particle_spawners.erase(id);
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}
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std::string generateUpdateInfantCommand(u16 infant_id, u16 protocol_version);
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std::string generateUpdateNametagAttributesCommand(const video::SColor &color) const;
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void dumpAOMessagesToQueue(std::queue<ActiveObjectMessage> &queue);
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/*
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Number of players which know about this object. Object won't be
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deleted until this is 0 to keep the id preserved for the right
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object.
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*/
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u16 m_known_by_count = 0;
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/*
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- Whether this object is to be removed when nobody knows about
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it anymore.
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- Removal is delayed to preserve the id for the time during which
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it could be confused to some other object by some client.
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- This is usually set to true by the step() method when the object wants
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to be deleted but can be set by anything else too.
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*/
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bool m_pending_removal = false;
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/*
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Same purpose as m_pending_removal but for deactivation.
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deactvation = save static data in block, remove active object
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If this is set alongside with m_pending_removal, removal takes
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priority.
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*/
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bool m_pending_deactivation = false;
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/*
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A getter that unifies the above to answer the question:
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"Can the environment still interact with this object?"
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*/
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inline bool isGone() const
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{ return m_pending_removal || m_pending_deactivation; }
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/*
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Whether the object's static data has been stored to a block
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*/
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bool m_static_exists = false;
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/*
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The block from which the object was loaded from, and in which
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a copy of the static data resides.
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*/
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v3s16 m_static_block = v3s16(1337,1337,1337);
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protected:
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virtual void onAttach(int parent_id) {}
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virtual void onDetach(int parent_id) {}
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// Used for creating objects based on type
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typedef ServerActiveObject* (*Factory)
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(ServerEnvironment *env, v3f pos,
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const std::string &data);
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static void registerType(u16 type, Factory f);
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ServerEnvironment *m_env;
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v3f m_base_position;
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std::unordered_set<u32> m_attached_particle_spawners;
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/*
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Queue of messages to be sent to the client
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*/
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std::queue<ActiveObjectMessage> m_messages_out;
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private:
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// Used for creating objects based on type
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static std::map<u16, Factory> m_types;
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};
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318
src/server/unit_sao.cpp
Normal file
318
src/server/unit_sao.cpp
Normal file
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/*
|
||||
Minetest
|
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
|
||||
Copyright (C) 2013-2020 Minetest core developers & community
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
*/
|
||||
|
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#include "unit_sao.h"
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#include "scripting_server.h"
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#include "serverenvironment.h"
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/*
|
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UnitSAO
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*/
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UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos):
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ServerActiveObject(env, pos)
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{
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// Initialize something to armor groups
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m_armor_groups["fleshy"] = 100;
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}
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ServerActiveObject *UnitSAO::getParent() const
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{
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if (!m_attachment_parent_id)
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return nullptr;
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// Check if the parent still exists
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ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
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return obj;
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}
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void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
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{
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m_armor_groups = armor_groups;
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m_armor_groups_sent = false;
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}
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const ItemGroupList &UnitSAO::getArmorGroups() const
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{
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return m_armor_groups;
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}
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void UnitSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
|
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{
|
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// store these so they can be updated to clients
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m_animation_range = frame_range;
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m_animation_speed = frame_speed;
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m_animation_blend = frame_blend;
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m_animation_loop = frame_loop;
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m_animation_sent = false;
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}
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||||
|
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void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
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{
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*frame_range = m_animation_range;
|
||||
*frame_speed = m_animation_speed;
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*frame_blend = m_animation_blend;
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||||
*frame_loop = m_animation_loop;
|
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}
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void UnitSAO::setAnimationSpeed(float frame_speed)
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||||
{
|
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m_animation_speed = frame_speed;
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m_animation_speed_sent = false;
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||||
}
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||||
|
||||
void UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
|
||||
{
|
||||
// store these so they can be updated to clients
|
||||
m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
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||||
m_bone_position_sent = false;
|
||||
}
|
||||
|
||||
void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
|
||||
{
|
||||
*position = m_bone_position[bone].X;
|
||||
*rotation = m_bone_position[bone].Y;
|
||||
}
|
||||
|
||||
void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
|
||||
{
|
||||
// Attachments need to be handled on both the server and client.
|
||||
// If we just attach on the server, we can only copy the position of the parent. Attachments
|
||||
// are still sent to clients at an interval so players might see them lagging, plus we can't
|
||||
// read and attach to skeletal bones.
|
||||
// If we just attach on the client, the server still sees the child at its original location.
|
||||
// This breaks some things so we also give the server the most accurate representation
|
||||
// even if players only see the client changes.
|
||||
|
||||
int old_parent = m_attachment_parent_id;
|
||||
m_attachment_parent_id = parent_id;
|
||||
m_attachment_bone = bone;
|
||||
m_attachment_position = position;
|
||||
m_attachment_rotation = rotation;
|
||||
m_attachment_sent = false;
|
||||
|
||||
if (parent_id != old_parent) {
|
||||
onDetach(old_parent);
|
||||
onAttach(parent_id);
|
||||
}
|
||||
}
|
||||
|
||||
void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
|
||||
v3f *rotation) const
|
||||
{
|
||||
*parent_id = m_attachment_parent_id;
|
||||
*bone = m_attachment_bone;
|
||||
*position = m_attachment_position;
|
||||
*rotation = m_attachment_rotation;
|
||||
}
|
||||
|
||||
void UnitSAO::clearChildAttachments()
|
||||
{
|
||||
for (int child_id : m_attachment_child_ids) {
|
||||
// Child can be NULL if it was deleted earlier
|
||||
if (ServerActiveObject *child = m_env->getActiveObject(child_id))
|
||||
child->setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
|
||||
}
|
||||
m_attachment_child_ids.clear();
|
||||
}
|
||||
|
||||
void UnitSAO::clearParentAttachment()
|
||||
{
|
||||
ServerActiveObject *parent = nullptr;
|
||||
if (m_attachment_parent_id) {
|
||||
parent = m_env->getActiveObject(m_attachment_parent_id);
|
||||
setAttachment(0, "", m_attachment_position, m_attachment_rotation);
|
||||
} else {
|
||||
setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
|
||||
}
|
||||
// Do it
|
||||
if (parent)
|
||||
parent->removeAttachmentChild(m_id);
|
||||
}
|
||||
|
||||
void UnitSAO::addAttachmentChild(int child_id)
|
||||
{
|
||||
m_attachment_child_ids.insert(child_id);
|
||||
}
|
||||
|
||||
void UnitSAO::removeAttachmentChild(int child_id)
|
||||
{
|
||||
m_attachment_child_ids.erase(child_id);
|
||||
}
|
||||
|
||||
const std::unordered_set<int> &UnitSAO::getAttachmentChildIds() const
|
||||
{
|
||||
return m_attachment_child_ids;
|
||||
}
|
||||
|
||||
void UnitSAO::onAttach(int parent_id)
|
||||
{
|
||||
if (!parent_id)
|
||||
return;
|
||||
|
||||
ServerActiveObject *parent = m_env->getActiveObject(parent_id);
|
||||
|
||||
if (!parent || parent->isGone())
|
||||
return; // Do not try to notify soon gone parent
|
||||
|
||||
if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) {
|
||||
// Call parent's on_attach field
|
||||
m_env->getScriptIface()->luaentity_on_attach_child(parent_id, this);
|
||||
}
|
||||
}
|
||||
|
||||
void UnitSAO::onDetach(int parent_id)
|
||||
{
|
||||
if (!parent_id)
|
||||
return;
|
||||
|
||||
ServerActiveObject *parent = m_env->getActiveObject(parent_id);
|
||||
if (getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
|
||||
m_env->getScriptIface()->luaentity_on_detach(m_id, parent);
|
||||
|
||||
if (!parent || parent->isGone())
|
||||
return; // Do not try to notify soon gone parent
|
||||
|
||||
if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
|
||||
m_env->getScriptIface()->luaentity_on_detach_child(parent_id, this);
|
||||
}
|
||||
|
||||
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 << serializeString(m_attachment_bone);
|
||||
writeV3F32(os, m_attachment_position);
|
||||
writeV3F32(os, m_attachment_rotation);
|
||||
return os.str();
|
||||
}
|
||||
|
||||
std::string UnitSAO::generateUpdateBonePositionCommand(const std::string &bone,
|
||||
const v3f &position, const v3f &rotation)
|
||||
{
|
||||
std::ostringstream os(std::ios::binary);
|
||||
// command
|
||||
writeU8(os, AO_CMD_SET_BONE_POSITION);
|
||||
// parameters
|
||||
os << serializeString(bone);
|
||||
writeV3F32(os, position);
|
||||
writeV3F32(os, rotation);
|
||||
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<<serializeString(armor_group.first);
|
||||
writeS16(os, armor_group.second);
|
||||
}
|
||||
return os.str();
|
||||
}
|
||||
|
||||
|
||||
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()));
|
||||
}
|
113
src/server/unit_sao.h
Normal file
113
src/server/unit_sao.h
Normal file
|
@ -0,0 +1,113 @@
|
|||
/*
|
||||
Minetest
|
||||
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
|
||||
Copyright (C) 2013-2020 Minetest core developers & community
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "object_properties.h"
|
||||
#include "serveractiveobject.h"
|
||||
|
||||
class UnitSAO: public ServerActiveObject
|
||||
{
|
||||
public:
|
||||
UnitSAO(ServerEnvironment *env, v3f pos);
|
||||
virtual ~UnitSAO() = default;
|
||||
|
||||
void setRotation(v3f rotation) { m_rotation = rotation; }
|
||||
const v3f &getRotation() const { return m_rotation; }
|
||||
v3f getRadRotation() { return m_rotation * core::DEGTORAD; }
|
||||
|
||||
// Deprecated
|
||||
f32 getRadYawDep() const { return (m_rotation.Y + 90.) * core::DEGTORAD; }
|
||||
|
||||
u16 getHP() const { return m_hp; }
|
||||
// Use a function, if isDead can be defined by other conditions
|
||||
bool isDead() const { return m_hp == 0; }
|
||||
|
||||
inline bool isAttached() const
|
||||
{ return getParent(); }
|
||||
|
||||
inline bool isImmortal() const
|
||||
{ return itemgroup_get(getArmorGroups(), "immortal"); }
|
||||
|
||||
void setArmorGroups(const ItemGroupList &armor_groups);
|
||||
const ItemGroupList &getArmorGroups() const;
|
||||
void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
|
||||
void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
|
||||
void setAnimationSpeed(float frame_speed);
|
||||
void setBonePosition(const std::string &bone, v3f position, v3f rotation);
|
||||
void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
|
||||
void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
|
||||
void getAttachment(int *parent_id, std::string *bone, v3f *position,
|
||||
v3f *rotation) const;
|
||||
void clearChildAttachments();
|
||||
void clearParentAttachment();
|
||||
void addAttachmentChild(int child_id);
|
||||
void removeAttachmentChild(int child_id);
|
||||
const std::unordered_set<int> &getAttachmentChildIds() const;
|
||||
ServerActiveObject *getParent() const;
|
||||
ObjectProperties* accessObjectProperties();
|
||||
void notifyObjectPropertiesModified();
|
||||
|
||||
std::string generateUpdateAttachmentCommand() const;
|
||||
std::string generateUpdateAnimationSpeedCommand() const;
|
||||
std::string generateUpdateAnimationCommand() const;
|
||||
std::string generateUpdateArmorGroupsCommand() const;
|
||||
static std::string generateUpdatePositionCommand(const v3f &position, const v3f &velocity,
|
||||
const v3f &acceleration, const v3f &rotation, bool do_interpolate,
|
||||
bool is_movement_end, f32 update_interval);
|
||||
std::string generateSetPropertiesCommand(const ObjectProperties &prop) const;
|
||||
void sendPunchCommand();
|
||||
static std::string generateUpdateBonePositionCommand(const std::string &bone,
|
||||
const v3f &position, const v3f &rotation);
|
||||
|
||||
protected:
|
||||
u16 m_hp = 1;
|
||||
|
||||
v3f m_rotation;
|
||||
|
||||
bool m_properties_sent = true;
|
||||
ObjectProperties m_prop;
|
||||
|
||||
ItemGroupList m_armor_groups;
|
||||
bool m_armor_groups_sent = false;
|
||||
|
||||
v2f m_animation_range;
|
||||
float m_animation_speed = 0.0f;
|
||||
float m_animation_blend = 0.0f;
|
||||
bool m_animation_loop = true;
|
||||
bool m_animation_sent = false;
|
||||
bool m_animation_speed_sent = false;
|
||||
|
||||
// Stores position and rotation for each bone name
|
||||
std::unordered_map<std::string, core::vector2d<v3f>> m_bone_position;
|
||||
bool m_bone_position_sent = false;
|
||||
|
||||
int m_attachment_parent_id = 0;
|
||||
std::unordered_set<int> m_attachment_child_ids;
|
||||
std::string m_attachment_bone = "";
|
||||
v3f m_attachment_position;
|
||||
v3f m_attachment_rotation;
|
||||
bool m_attachment_sent = false;
|
||||
private:
|
||||
void onAttach(int parent_id);
|
||||
void onDetach(int parent_id);
|
||||
|
||||
std::string generatePunchCommand(u16 result_hp) const;
|
||||
};
|
Loading…
Add table
Add a link
Reference in a new issue