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Players are more like objects + related stuff

This commit is contained in:
Perttu Ahola 2011-12-01 23:33:48 +02:00
parent ee0d3bacbc
commit af32240545
15 changed files with 622 additions and 599 deletions

View file

@ -31,6 +31,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "environment.h"
#include "gamedef.h"
#include "content_sao.h"
#include "tooldef.h"
#include "materials.h"
Player::Player(IGameDef *gamedef):
touching_ground(false),
@ -188,7 +190,9 @@ ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env):
m_additional_items(),
m_inventory_not_sent(false),
m_hp_not_sent(false),
m_sao(NULL)
m_respawn_active(false),
m_is_in_environment(false),
m_position_not_sent(false)
{
}
ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env, v3f pos_, u16 peer_id_,
@ -197,7 +201,8 @@ ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env, v3f pos_, u16 pee
ServerActiveObject(env, pos_),
m_inventory_not_sent(false),
m_hp_not_sent(false),
m_sao(NULL)
m_is_in_environment(false),
m_position_not_sent(false)
{
setPosition(pos_);
peer_id = peer_id_;
@ -206,32 +211,15 @@ ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env, v3f pos_, u16 pee
ServerRemotePlayer::~ServerRemotePlayer()
{
clearAddToInventoryLater();
if(m_sao)
m_sao->setPlayer(NULL);
}
void ServerRemotePlayer::setPosition(const v3f &position)
{
Player::setPosition(position);
ServerActiveObject::setBasePosition(position);
if(m_sao)
m_sao->positionUpdated();
m_position_not_sent = true;
}
void ServerRemotePlayer::setSAO(PlayerSAO *sao)
{
infostream<<"ServerRemotePlayer \""<<getName()
<<"\" got sao="<<sao<<std::endl;
m_sao = sao;
}
PlayerSAO* ServerRemotePlayer::getSAO()
{
return m_sao;
}
/* ServerActiveObject interface */
InventoryItem* ServerRemotePlayer::getWieldedItem()
{
InventoryList *list = inventory.getList("main");
@ -239,6 +227,120 @@ InventoryItem* ServerRemotePlayer::getWieldedItem()
return list->getItem(m_selected_item);
return NULL;
}
/* ServerActiveObject interface */
void ServerRemotePlayer::addedToEnvironment()
{
assert(!m_is_in_environment);
m_is_in_environment = true;
}
void ServerRemotePlayer::removingFromEnvironment()
{
assert(m_is_in_environment);
m_is_in_environment = false;
}
void ServerRemotePlayer::step(float dtime, bool send_recommended)
{
if(send_recommended == false)
return;
if(m_position_not_sent)
{
m_position_not_sent = false;
std::ostringstream os(std::ios::binary);
// command (0 = update position)
writeU8(os, 0);
// pos
writeV3F1000(os, getPosition());
// yaw
writeF1000(os, getYaw());
// create message and add to list
ActiveObjectMessage aom(getId(), false, os.str());
m_messages_out.push_back(aom);
}
}
std::string ServerRemotePlayer::getClientInitializationData()
{
std::ostringstream os(std::ios::binary);
// version
writeU8(os, 0);
// name
os<<serializeString(getName());
// pos
writeV3F1000(os, getPosition());
// yaw
writeF1000(os, getYaw());
return os.str();
}
std::string ServerRemotePlayer::getStaticData()
{
assert(0);
return "";
}
void ServerRemotePlayer::punch(ServerActiveObject *puncher,
float time_from_last_punch)
{
if(!puncher)
return;
// "Material" properties of a player
MaterialProperties mp;
mp.diggability = DIGGABLE_NORMAL;
mp.crackiness = -1.0;
mp.cuttability = 1.0;
ToolDiggingProperties tp;
puncher->getWieldDiggingProperties(&tp);
HittingProperties hitprop = getHittingProperties(&mp, &tp,
time_from_last_punch);
infostream<<"1. getHP()="<<getHP()<<std::endl;
setHP(getHP() - hitprop.hp);
infostream<<"2. getHP()="<<getHP()<<std::endl;
puncher->damageWieldedItem(hitprop.wear);
}
void ServerRemotePlayer::rightClick(ServerActiveObject *clicker)
{
}
void ServerRemotePlayer::setPos(v3f pos)
{
setPosition(pos);
// Movement caused by this command is always valid
m_last_good_position = pos;
m_last_good_position_age = 0;
}
void ServerRemotePlayer::moveTo(v3f pos, bool continuous)
{
setPosition(pos);
// Movement caused by this command is always valid
m_last_good_position = pos;
m_last_good_position_age = 0;
}
void ServerRemotePlayer::getWieldDiggingProperties(ToolDiggingProperties *dst)
{
IGameDef *gamedef = m_env->getGameDef();
IToolDefManager *tdef = gamedef->tdef();
InventoryItem *item = getWieldedItem();
if(item == NULL || std::string(item->getName()) != "ToolItem"){
*dst = ToolDiggingProperties();
return;
}
ToolItem *titem = (ToolItem*)item;
*dst = tdef->getDiggingProperties(titem->getToolName());
}
void ServerRemotePlayer::damageWieldedItem(u16 amount)
{
infostream<<"Damaging "<<getName()<<"'s wielded item for amount="
@ -332,13 +434,12 @@ void ServerRemotePlayer::setHP(s16 hp_)
{
s16 oldhp = hp;
hp = hp_;
// FIXME: don't hardcode maximum HP, make configurable per object
if(hp < 0)
hp = 0;
else if(hp > 20)
hp = 20;
if(hp_ < 0)
hp_ = 0;
else if(hp_ > 20)
hp_ = 20;
hp = hp_;
if(hp != oldhp)
m_hp_not_sent = true;
@ -348,129 +449,6 @@ s16 ServerRemotePlayer::getHP()
return hp;
}
/*
RemotePlayer
*/
#ifndef SERVER
#if 0
RemotePlayer::RemotePlayer(
IGameDef *gamedef,
scene::ISceneNode* parent,
IrrlichtDevice *device,
s32 id):
Player(gamedef),
scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
m_text(NULL)
{
m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
if(parent != NULL && device != NULL)
{
// ISceneNode stores a member called SceneManager
scene::ISceneManager* mgr = SceneManager;
video::IVideoDriver* driver = mgr->getVideoDriver();
gui::IGUIEnvironment* gui = device->getGUIEnvironment();
// Add a text node for showing the name
wchar_t wname[1] = {0};
m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
wname, video::SColor(255,255,255,255), this);
m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
// Attach a simple mesh to the player for showing an image
scene::SMesh *mesh = new scene::SMesh();
{ // Front
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
video::SColor c(255,255,255,255);
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
};
u16 indices[] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
//buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player.png").c_str()));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
//buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
}
{ // Back
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
video::SColor c(255,255,255,255);
video::S3DVertex vertices[4] =
{
video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
};
u16 indices[] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
//buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player_back.png").c_str()));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
}
m_node = mgr->addMeshSceneNode(mesh, this);
mesh->drop();
m_node->setPosition(v3f(0,0,0));
}
}
RemotePlayer::~RemotePlayer()
{
if(SceneManager != NULL)
ISceneNode::remove();
}
void RemotePlayer::updateName(const char *name)
{
Player::updateName(name);
if(m_text != NULL)
{
wchar_t wname[PLAYERNAME_SIZE];
mbstowcs(wname, m_name, strlen(m_name)+1);
m_text->setText(wname);
}
}
void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
{
m_pos_animation_time_counter += dtime;
m_pos_animation_counter += dtime;
v3f movevector = m_position - m_oldpos;
f32 moveratio;
if(m_pos_animation_time < 0.001)
moveratio = 1.0;
else
moveratio = m_pos_animation_counter / m_pos_animation_time;
if(moveratio > 1.5)
moveratio = 1.5;
m_showpos = m_oldpos + movevector * moveratio;
ISceneNode::setPosition(m_showpos);
}
#endif
#endif
#ifndef SERVER
/*
LocalPlayer