forked from Mirrorlandia_minetest/minetest
Cleanup content_sao by factorizing similar code parts
Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
This commit is contained in:
parent
7ae7f1ea4c
commit
e2dd96b432
@ -123,6 +123,111 @@ UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos):
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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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bool UnitSAO::isAttached() const
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{
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if (!m_attachment_parent_id)
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return false;
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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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if (obj)
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return true;
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return false;
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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()
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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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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;
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*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::setBonePosition(const std::string &bone, v3f position, v3f rotation)
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{
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// store these so they can be updated to clients
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m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
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m_bone_position_sent = false;
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}
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void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
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{
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*position = m_bone_position[bone].X;
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*rotation = m_bone_position[bone].Y;
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}
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void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
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{
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// Attachments need to be handled on both the server and client.
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// If we just attach on the server, we can only copy the position of the parent. Attachments
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// are still sent to clients at an interval so players might see them lagging, plus we can't
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// read and attach to skeletal bones.
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// If we just attach on the client, the server still sees the child at its original location.
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// This breaks some things so we also give the server the most accurate representation
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// even if players only see the client changes.
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m_attachment_parent_id = parent_id;
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m_attachment_bone = bone;
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m_attachment_position = position;
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m_attachment_rotation = rotation;
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m_attachment_sent = false;
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}
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void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
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v3f *rotation)
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{
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*parent_id = m_attachment_parent_id;
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*bone = m_attachment_bone;
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*position = m_attachment_position;
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*rotation = m_attachment_rotation;
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}
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void UnitSAO::addAttachmentChild(int child_id)
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{
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m_attachment_child_ids.insert(child_id);
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}
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void UnitSAO::removeAttachmentChild(int child_id)
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{
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m_attachment_child_ids.erase(child_id);
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}
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const UNORDERED_SET<int> &UnitSAO::getAttachmentChildIds()
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{
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return m_attachment_child_ids;
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}
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ObjectProperties* UnitSAO::accessObjectProperties()
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{
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return &m_prop;
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}
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void UnitSAO::notifyObjectPropertiesModified()
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{
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m_properties_sent = false;
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}
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/*
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LuaEntitySAO
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*/
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@ -220,17 +325,6 @@ ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
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return sao;
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}
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bool LuaEntitySAO::isAttached()
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{
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if(!m_attachment_parent_id)
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return false;
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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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if(obj)
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return true;
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return false;
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}
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void LuaEntitySAO::step(float dtime, bool send_recommended)
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{
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if(!m_properties_sent)
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@ -427,7 +521,7 @@ std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
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return os.str();
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}
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std::string LuaEntitySAO::getStaticData()
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std::string LuaEntitySAO::getStaticData() const
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{
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verbosestream<<FUNCTION_NAME<<std::endl;
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std::ostringstream os(std::ios::binary);
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@ -560,97 +654,6 @@ s16 LuaEntitySAO::getHP() const
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return m_hp;
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}
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void LuaEntitySAO::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 &LuaEntitySAO::getArmorGroups()
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{
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return m_armor_groups;
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}
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void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
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{
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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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void LuaEntitySAO::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;
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*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 LuaEntitySAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
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{
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m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
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m_bone_position_sent = false;
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}
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void LuaEntitySAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
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{
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*position = m_bone_position[bone].X;
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*rotation = m_bone_position[bone].Y;
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}
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void LuaEntitySAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
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{
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// Attachments need to be handled on both the server and client.
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// If we just attach on the server, we can only copy the position of the parent. Attachments
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// are still sent to clients at an interval so players might see them lagging, plus we can't
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// read and attach to skeletal bones.
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// If we just attach on the client, the server still sees the child at its original location.
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// This breaks some things so we also give the server the most accurate representation
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// even if players only see the client changes.
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m_attachment_parent_id = parent_id;
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m_attachment_bone = bone;
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m_attachment_position = position;
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m_attachment_rotation = rotation;
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m_attachment_sent = false;
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}
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void LuaEntitySAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
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v3f *rotation)
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{
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*parent_id = m_attachment_parent_id;
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*bone = m_attachment_bone;
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*position = m_attachment_position;
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*rotation = m_attachment_rotation;
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}
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void LuaEntitySAO::addAttachmentChild(int child_id)
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{
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m_attachment_child_ids.insert(child_id);
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}
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void LuaEntitySAO::removeAttachmentChild(int child_id)
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{
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m_attachment_child_ids.erase(child_id);
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}
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const UNORDERED_SET<int> &LuaEntitySAO::getAttachmentChildIds()
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{
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return m_attachment_child_ids;
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}
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ObjectProperties* LuaEntitySAO::accessObjectProperties()
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{
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return &m_prop;
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}
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void LuaEntitySAO::notifyObjectPropertiesModified()
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{
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m_properties_sent = false;
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}
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void LuaEntitySAO::setVelocity(v3f velocity)
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{
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m_velocity = velocity;
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@ -854,11 +857,6 @@ void PlayerSAO::removingFromEnvironment()
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}
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}
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bool PlayerSAO::isStaticAllowed() const
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{
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return false;
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}
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std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
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{
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std::ostringstream os(std::ios::binary);
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@ -920,23 +918,12 @@ std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
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return os.str();
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}
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std::string PlayerSAO::getStaticData()
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std::string PlayerSAO::getStaticData() const
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{
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FATAL_ERROR("Deprecated function (?)");
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return "";
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}
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bool PlayerSAO::isAttached()
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{
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if(!m_attachment_parent_id)
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return false;
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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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if(obj)
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return true;
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return false;
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}
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void PlayerSAO::step(float dtime, bool send_recommended)
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{
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if (m_drowning_interval.step(dtime, 2.0)) {
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@ -1224,10 +1211,6 @@ int PlayerSAO::punch(v3f dir,
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return hitparams.wear;
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}
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void PlayerSAO::rightClick(ServerActiveObject *)
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{
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}
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s16 PlayerSAO::readDamage()
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{
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s16 damage = m_damage;
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@ -1274,99 +1257,6 @@ void PlayerSAO::setBreath(const u16 breath, bool send)
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m_env->getGameDef()->SendPlayerBreath(this);
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}
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void PlayerSAO::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 &PlayerSAO::getArmorGroups()
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{
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return m_armor_groups;
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}
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void PlayerSAO::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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void PlayerSAO::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;
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*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 PlayerSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
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{
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// store these so they can be updated to clients
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m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
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m_bone_position_sent = false;
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}
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void PlayerSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
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{
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*position = m_bone_position[bone].X;
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*rotation = m_bone_position[bone].Y;
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}
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void PlayerSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
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{
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// Attachments need to be handled on both the server and client.
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// If we just attach on the server, we can only copy the position of the parent. Attachments
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// are still sent to clients at an interval so players might see them lagging, plus we can't
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// read and attach to skeletal bones.
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// If we just attach on the client, the server still sees the child at its original location.
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// This breaks some things so we also give the server the most accurate representation
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// even if players only see the client changes.
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m_attachment_parent_id = parent_id;
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m_attachment_bone = bone;
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m_attachment_position = position;
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m_attachment_rotation = rotation;
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m_attachment_sent = false;
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}
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void PlayerSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
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v3f *rotation)
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{
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*parent_id = m_attachment_parent_id;
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*bone = m_attachment_bone;
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*position = m_attachment_position;
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*rotation = m_attachment_rotation;
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}
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void PlayerSAO::addAttachmentChild(int child_id)
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{
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m_attachment_child_ids.insert(child_id);
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}
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void PlayerSAO::removeAttachmentChild(int child_id)
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{
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m_attachment_child_ids.erase(child_id);
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}
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const UNORDERED_SET<int> &PlayerSAO::getAttachmentChildIds()
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{
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return m_attachment_child_ids;
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}
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ObjectProperties* PlayerSAO::accessObjectProperties()
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{
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return &m_prop;
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}
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void PlayerSAO::notifyObjectPropertiesModified()
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{
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m_properties_sent = false;
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}
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Inventory* PlayerSAO::getInventory()
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{
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return m_inventory;
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s16 getHP() const { return m_hp; }
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// Use a function, if isDead can be defined by other conditions
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bool isDead() const { return m_hp == 0; }
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bool isAttached() const;
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void setArmorGroups(const ItemGroupList &armor_groups);
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const ItemGroupList &getArmorGroups();
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void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
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void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
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void setBonePosition(const std::string &bone, v3f position, v3f rotation);
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void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
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void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
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void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation);
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void addAttachmentChild(int child_id);
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void removeAttachmentChild(int child_id);
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const UNORDERED_SET<int> &getAttachmentChildIds();
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ObjectProperties* accessObjectProperties();
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void notifyObjectPropertiesModified();
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protected:
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s16 m_hp;
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float m_yaw;
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@ -85,10 +100,9 @@ public:
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virtual void addedToEnvironment(u32 dtime_s);
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static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
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const std::string &data);
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bool isAttached();
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void step(float dtime, bool send_recommended);
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std::string getClientInitializationData(u16 protocol_version);
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std::string getStaticData();
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std::string getStaticData() const;
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int punch(v3f dir,
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const ToolCapabilities *toolcap=NULL,
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ServerActiveObject *puncher=NULL,
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@ -100,19 +114,6 @@ public:
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std::string getDescription();
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void setHP(s16 hp);
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s16 getHP() const;
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void setArmorGroups(const ItemGroupList &armor_groups);
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const ItemGroupList &getArmorGroups();
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void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
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void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
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void setBonePosition(const std::string &bone, v3f position, v3f rotation);
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void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
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void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
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void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation);
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void addAttachmentChild(int child_id);
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void removeAttachmentChild(int child_id);
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const UNORDERED_SET<int> &getAttachmentChildIds();
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ObjectProperties* accessObjectProperties();
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void notifyObjectPropertiesModified();
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/* LuaEntitySAO-specific */
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void setVelocity(v3f velocity);
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v3f getVelocity();
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@ -196,10 +197,9 @@ public:
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void addedToEnvironment(u32 dtime_s);
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void removingFromEnvironment();
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bool isStaticAllowed() const;
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bool isStaticAllowed() const { return false; }
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std::string getClientInitializationData(u16 protocol_version);
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std::string getStaticData();
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bool isAttached();
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std::string getStaticData() const;
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void step(float dtime, bool send_recommended);
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void setBasePosition(const v3f &position);
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void setPos(const v3f &pos);
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@ -227,25 +227,12 @@ public:
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const ToolCapabilities *toolcap,
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ServerActiveObject *puncher,
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float time_from_last_punch);
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void rightClick(ServerActiveObject *clicker);
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void rightClick(ServerActiveObject *clicker) {}
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void setHP(s16 hp);
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void setHPRaw(s16 hp) { m_hp = hp; }
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s16 readDamage();
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u16 getBreath() const { return m_breath; }
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void setBreath(const u16 breath, bool send = true);
|
||||
void setArmorGroups(const ItemGroupList &armor_groups);
|
||||
const ItemGroupList &getArmorGroups();
|
||||
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 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);
|
||||
void addAttachmentChild(int child_id);
|
||||
void removeAttachmentChild(int child_id);
|
||||
const UNORDERED_SET<int> &getAttachmentChildIds();
|
||||
ObjectProperties* accessObjectProperties();
|
||||
void notifyObjectPropertiesModified();
|
||||
|
||||
/*
|
||||
Inventory interface
|
||||
|
Loading…
Reference in New Issue
Block a user