forked from Mirrorlandia_minetest/minetest
3068853e8a
Fixes some other third person camera specific attachments. Implements a single new flag for entities to be forced visible in first person mode. Old mods do not need to be updated to use the new flag and are fully backwards compatible.
138 lines
4.4 KiB
C++
138 lines
4.4 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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Copyright (C) 2013-2020 Minetest core developers & community
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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 "object_properties.h"
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#include "serveractiveobject.h"
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class UnitSAO : public ServerActiveObject
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{
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public:
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UnitSAO(ServerEnvironment *env, v3f pos);
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virtual ~UnitSAO() = default;
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u16 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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// Rotation
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void setRotation(v3f rotation) { m_rotation = rotation; }
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const v3f &getRotation() const { return m_rotation; }
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v3f getRadRotation() { return m_rotation * core::DEGTORAD; }
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// Deprecated
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f32 getRadYawDep() const { return (m_rotation.Y + 90.) * core::DEGTORAD; }
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// Armor groups
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inline bool isImmortal() const
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{
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return itemgroup_get(getArmorGroups(), "immortal");
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}
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void setArmorGroups(const ItemGroupList &armor_groups);
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const ItemGroupList &getArmorGroups() const;
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// Animation
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void setAnimation(v2f frame_range, float frame_speed, float frame_blend,
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bool frame_loop);
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void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend,
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bool *frame_loop);
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void setAnimationSpeed(float frame_speed);
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// Bone position
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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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// Attachments
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ServerActiveObject *getParent() const;
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inline bool isAttached() const { return getParent(); }
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void setAttachment(int parent_id, const std::string &bone, v3f position,
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v3f rotation, bool force_visible);
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void getAttachment(int *parent_id, std::string *bone, v3f *position,
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v3f *rotation, bool *force_visible) const;
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void clearChildAttachments();
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void clearParentAttachment();
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void addAttachmentChild(int child_id);
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void removeAttachmentChild(int child_id);
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const std::unordered_set<int> &getAttachmentChildIds() const;
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// Object properties
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ObjectProperties *accessObjectProperties();
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void notifyObjectPropertiesModified();
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void sendOutdatedData();
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// Update packets
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std::string generateUpdateAttachmentCommand() const;
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std::string generateUpdateAnimationSpeedCommand() const;
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std::string generateUpdateAnimationCommand() const;
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std::string generateUpdateArmorGroupsCommand() const;
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static std::string generateUpdatePositionCommand(const v3f &position,
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const v3f &velocity, const v3f &acceleration, const v3f &rotation,
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bool do_interpolate, bool is_movement_end, f32 update_interval);
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std::string generateSetPropertiesCommand(const ObjectProperties &prop) const;
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static std::string generateUpdateBonePositionCommand(const std::string &bone,
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const v3f &position, const v3f &rotation);
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void sendPunchCommand();
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protected:
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u16 m_hp = 1;
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v3f m_rotation;
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ItemGroupList m_armor_groups;
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// Object properties
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bool m_properties_sent = true;
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ObjectProperties m_prop;
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// Stores position and rotation for each bone name
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std::unordered_map<std::string, core::vector2d<v3f>> m_bone_position;
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int m_attachment_parent_id = 0;
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private:
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void onAttach(int parent_id);
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void onDetach(int parent_id);
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std::string generatePunchCommand(u16 result_hp) const;
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// Armor groups
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bool m_armor_groups_sent = false;
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// Animation
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v2f m_animation_range;
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float m_animation_speed = 0.0f;
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float m_animation_blend = 0.0f;
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bool m_animation_loop = true;
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bool m_animation_sent = false;
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bool m_animation_speed_sent = false;
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// Bone positions
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bool m_bone_position_sent = false;
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// Attachments
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std::unordered_set<int> m_attachment_child_ids;
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std::string m_attachment_bone = "";
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v3f m_attachment_position;
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v3f m_attachment_rotation;
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bool m_attachment_sent = false;
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bool m_force_visible = false;
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};
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