forked from Mirrorlandia_minetest/minetest
9d25242c5c
* Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO * Move breath to PlayerSAO & LocalPlayer * Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO * Migrate m_yaw from Player to LocalPlayer for client * Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it * Move pitch to LocalPlayer & PlayerSAO * Move m_position from Player to LocalPlayer * Move camera_barely_in_ceiling to LocalPlayer as it's used only there * use PlayerSAO::m_base_position for Server side positions * remove a unused variable * ServerActiveObject::setPos now uses const ref * use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded * Move hp from Player to LocalPlayer * Move m_hp from LuaEntitySAO to UnitSAO * Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
263 lines
7.7 KiB
C++
263 lines
7.7 KiB
C++
/*
|
|
Minetest
|
|
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
|
|
|
|
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.
|
|
*/
|
|
|
|
#ifndef SERVEROBJECT_HEADER
|
|
#define SERVEROBJECT_HEADER
|
|
|
|
#include "irrlichttypes_bloated.h"
|
|
#include "activeobject.h"
|
|
#include "inventorymanager.h"
|
|
#include "itemgroup.h"
|
|
#include "util/container.h"
|
|
|
|
/*
|
|
|
|
Some planning
|
|
-------------
|
|
|
|
* Server environment adds an active object, which gets the id 1
|
|
* The active object list is scanned for each client once in a while,
|
|
and it finds out what objects have been added that are not known
|
|
by the client yet. This scan is initiated by the Server class and
|
|
the result ends up directly to the server.
|
|
* A network packet is created with the info and sent to the client.
|
|
* Environment converts objects to static data and static data to
|
|
objects, based on how close players are to them.
|
|
|
|
*/
|
|
|
|
class ServerEnvironment;
|
|
struct ItemStack;
|
|
struct ToolCapabilities;
|
|
struct ObjectProperties;
|
|
|
|
class ServerActiveObject : public ActiveObject
|
|
{
|
|
public:
|
|
/*
|
|
NOTE: m_env can be NULL, but step() isn't called if it is.
|
|
Prototypes are used that way.
|
|
*/
|
|
ServerActiveObject(ServerEnvironment *env, v3f pos);
|
|
virtual ~ServerActiveObject();
|
|
|
|
virtual ActiveObjectType getSendType() const
|
|
{ return getType(); }
|
|
|
|
// Called after id has been set and has been inserted in environment
|
|
virtual void addedToEnvironment(u32 dtime_s){};
|
|
// Called before removing from environment
|
|
virtual void removingFromEnvironment(){};
|
|
// Returns true if object's deletion is the job of the
|
|
// environment
|
|
virtual bool environmentDeletes() const
|
|
{ return true; }
|
|
|
|
// Create a certain type of ServerActiveObject
|
|
static ServerActiveObject* create(ActiveObjectType type,
|
|
ServerEnvironment *env, u16 id, v3f pos,
|
|
const std::string &data);
|
|
|
|
/*
|
|
Some simple getters/setters
|
|
*/
|
|
v3f getBasePosition(){ return m_base_position; }
|
|
void setBasePosition(v3f pos){ m_base_position = pos; }
|
|
ServerEnvironment* getEnv(){ return m_env; }
|
|
|
|
/*
|
|
Some more dynamic interface
|
|
*/
|
|
|
|
virtual void setPos(const v3f &pos)
|
|
{ setBasePosition(pos); }
|
|
// continuous: if true, object does not stop immediately at pos
|
|
virtual void moveTo(v3f pos, bool continuous)
|
|
{ setBasePosition(pos); }
|
|
// If object has moved less than this and data has not changed,
|
|
// saving to disk may be omitted
|
|
virtual float getMinimumSavedMovement();
|
|
|
|
virtual std::string getDescription(){return "SAO";}
|
|
|
|
/*
|
|
Step object in time.
|
|
Messages added to messages are sent to client over network.
|
|
|
|
send_recommended:
|
|
True at around 5-10 times a second, same for all objects.
|
|
This is used to let objects send most of the data at the
|
|
same time so that the data can be combined in a single
|
|
packet.
|
|
*/
|
|
virtual void step(float dtime, bool send_recommended){}
|
|
|
|
/*
|
|
The return value of this is passed to the client-side object
|
|
when it is created
|
|
*/
|
|
virtual std::string getClientInitializationData(u16 protocol_version){return "";}
|
|
|
|
/*
|
|
The return value of this is passed to the server-side object
|
|
when it is created (converted from static to active - actually
|
|
the data is the static form)
|
|
*/
|
|
virtual std::string getStaticData()
|
|
{
|
|
assert(isStaticAllowed());
|
|
return "";
|
|
}
|
|
/*
|
|
Return false in here to never save and instead remove object
|
|
on unload. getStaticData() will not be called in that case.
|
|
*/
|
|
virtual bool isStaticAllowed() const
|
|
{return true;}
|
|
|
|
// Returns tool wear
|
|
virtual int punch(v3f dir,
|
|
const ToolCapabilities *toolcap=NULL,
|
|
ServerActiveObject *puncher=NULL,
|
|
float time_from_last_punch=1000000)
|
|
{ return 0; }
|
|
virtual void rightClick(ServerActiveObject *clicker)
|
|
{}
|
|
virtual void setHP(s16 hp)
|
|
{}
|
|
virtual s16 getHP() const
|
|
{ return 0; }
|
|
|
|
virtual void setArmorGroups(const ItemGroupList &armor_groups)
|
|
{}
|
|
virtual ItemGroupList getArmorGroups()
|
|
{ return ItemGroupList(); }
|
|
virtual void setPhysicsOverride(float physics_override_speed, float physics_override_jump, float physics_override_gravity)
|
|
{}
|
|
virtual void setAnimation(v2f frames, float frame_speed, float frame_blend, bool frame_loop)
|
|
{}
|
|
virtual void getAnimation(v2f *frames, float *frame_speed, float *frame_blend, bool *frame_loop)
|
|
{}
|
|
virtual void setBonePosition(const std::string &bone, v3f position, v3f rotation)
|
|
{}
|
|
virtual void getBonePosition(const std::string &bone, v3f *position, v3f *lotation)
|
|
{}
|
|
virtual void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
|
|
{}
|
|
virtual void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation)
|
|
{}
|
|
virtual void addAttachmentChild(int child_id)
|
|
{}
|
|
virtual void removeAttachmentChild(int child_id)
|
|
{}
|
|
virtual UNORDERED_SET<int> getAttachmentChildIds()
|
|
{ return UNORDERED_SET<int>(); }
|
|
virtual ObjectProperties* accessObjectProperties()
|
|
{ return NULL; }
|
|
virtual void notifyObjectPropertiesModified()
|
|
{}
|
|
|
|
// Inventory and wielded item
|
|
virtual Inventory* getInventory()
|
|
{ return NULL; }
|
|
virtual const Inventory* getInventory() const
|
|
{ return NULL; }
|
|
virtual InventoryLocation getInventoryLocation() const
|
|
{ return InventoryLocation(); }
|
|
virtual void setInventoryModified()
|
|
{}
|
|
virtual std::string getWieldList() const
|
|
{ return ""; }
|
|
virtual int getWieldIndex() const
|
|
{ return 0; }
|
|
virtual ItemStack getWieldedItem() const;
|
|
virtual bool setWieldedItem(const ItemStack &item);
|
|
inline void attachParticleSpawner(u32 id)
|
|
{
|
|
m_attached_particle_spawners.insert(id);
|
|
}
|
|
inline void detachParticleSpawner(u32 id)
|
|
{
|
|
m_attached_particle_spawners.erase(id);
|
|
}
|
|
|
|
|
|
/*
|
|
Number of players which know about this object. Object won't be
|
|
deleted until this is 0 to keep the id preserved for the right
|
|
object.
|
|
*/
|
|
u16 m_known_by_count;
|
|
|
|
/*
|
|
- Whether this object is to be removed when nobody knows about
|
|
it anymore.
|
|
- Removal is delayed to preserve the id for the time during which
|
|
it could be confused to some other object by some client.
|
|
- This is set to true by the step() method when the object wants
|
|
to be deleted.
|
|
- This can be set to true by anything else too.
|
|
*/
|
|
bool m_removed;
|
|
|
|
/*
|
|
This is set to true when an object should be removed from the active
|
|
object list but couldn't be removed because the id has to be
|
|
reserved for some client.
|
|
|
|
The environment checks this periodically. If this is true and also
|
|
m_known_by_count is true, object is deleted from the active object
|
|
list.
|
|
*/
|
|
bool m_pending_deactivation;
|
|
|
|
/*
|
|
Whether the object's static data has been stored to a block
|
|
*/
|
|
bool m_static_exists;
|
|
/*
|
|
The block from which the object was loaded from, and in which
|
|
a copy of the static data resides.
|
|
*/
|
|
v3s16 m_static_block;
|
|
|
|
/*
|
|
Queue of messages to be sent to the client
|
|
*/
|
|
std::queue<ActiveObjectMessage> m_messages_out;
|
|
|
|
protected:
|
|
// Used for creating objects based on type
|
|
typedef ServerActiveObject* (*Factory)
|
|
(ServerEnvironment *env, v3f pos,
|
|
const std::string &data);
|
|
static void registerType(u16 type, Factory f);
|
|
|
|
ServerEnvironment *m_env;
|
|
v3f m_base_position;
|
|
UNORDERED_SET<u32> m_attached_particle_spawners;
|
|
|
|
private:
|
|
// Used for creating objects based on type
|
|
static std::map<u16, Factory> m_types;
|
|
};
|
|
|
|
#endif
|
|
|