forked from Mirrorlandia_minetest/minetest
c1e01bc638
Better header sorting by topic Make UnitSAO-specific parameters private Skip redundant recursive entity sending code (since ~5.2.0)
137 lines
4.3 KiB
C++
137 lines
4.3 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);
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void getAttachment(int *parent_id, std::string *bone, v3f *position,
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v3f *rotation) 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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};
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