minetest/src/server/unit_sao.h
SmallJoker c1e01bc638
Move shared parameters sending to UnitSAO (#9968)
Better header sorting by topic
Make UnitSAO-specific parameters private
Skip redundant recursive entity sending code (since ~5.2.0)
2020-06-04 19:31:46 +02:00

137 lines
4.3 KiB
C++

/*
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;
u16 getHP() const { return m_hp; }
// Use a function, if isDead can be defined by other conditions
bool isDead() const { return m_hp == 0; }
// Rotation
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; }
// Armor groups
inline bool isImmortal() const
{
return itemgroup_get(getArmorGroups(), "immortal");
}
void setArmorGroups(const ItemGroupList &armor_groups);
const ItemGroupList &getArmorGroups() const;
// Animation
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);
// Bone position
void setBonePosition(const std::string &bone, v3f position, v3f rotation);
void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
// Attachments
ServerActiveObject *getParent() const;
inline bool isAttached() const { return getParent(); }
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;
// Object properties
ObjectProperties *accessObjectProperties();
void notifyObjectPropertiesModified();
void sendOutdatedData();
// Update packets
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;
static std::string generateUpdateBonePositionCommand(const std::string &bone,
const v3f &position, const v3f &rotation);
void sendPunchCommand();
protected:
u16 m_hp = 1;
v3f m_rotation;
ItemGroupList m_armor_groups;
// Object properties
bool m_properties_sent = true;
ObjectProperties m_prop;
// Stores position and rotation for each bone name
std::unordered_map<std::string, core::vector2d<v3f>> m_bone_position;
int m_attachment_parent_id = 0;
private:
void onAttach(int parent_id);
void onDetach(int parent_id);
std::string generatePunchCommand(u16 result_hp) const;
// Armor groups
bool m_armor_groups_sent = false;
// Animation
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;
// Bone positions
bool m_bone_position_sent = false;
// Attachments
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;
};