minetest/src/content_sao.h

287 lines
7.1 KiB
C
Raw Normal View History

/*
Minetest-c55
Copyright (C) 2010-2011 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 CONTENT_SAO_HEADER
#define CONTENT_SAO_HEADER
#include "serverobject.h"
#include "content_object.h"
#include "itemgroup.h"
#include "player.h"
2012-03-30 11:51:51 +02:00
#include "object_properties.h"
ServerActiveObject* createItemSAO(ServerEnvironment *env, v3f pos,
const std::string itemstring);
/*
LuaEntitySAO needs some internals exposed.
*/
2011-10-15 01:28:57 +02:00
2011-11-11 18:33:17 +01:00
class LuaEntitySAO : public ServerActiveObject
{
public:
LuaEntitySAO(ServerEnvironment *env, v3f pos,
const std::string &name, const std::string &state);
~LuaEntitySAO();
u8 getType() const
{ return ACTIVEOBJECT_TYPE_LUAENTITY; }
u8 getSendType() const
{ return ACTIVEOBJECT_TYPE_GENERIC; }
2012-09-09 16:12:29 +02:00
virtual void addedToEnvironment(u32 dtime_s);
2011-11-11 18:33:17 +01:00
static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
const std::string &data);
void step(float dtime, bool send_recommended);
std::string getClientInitializationData();
std::string getStaticData();
int punch(v3f dir,
const ToolCapabilities *toolcap=NULL,
ServerActiveObject *puncher=NULL,
float time_from_last_punch=1000000);
2011-11-12 16:37:14 +01:00
void rightClick(ServerActiveObject *clicker);
2011-11-12 10:59:56 +01:00
void setPos(v3f pos);
2011-11-12 12:59:56 +01:00
void moveTo(v3f pos, bool continuous);
2011-11-12 14:14:24 +01:00
float getMinimumSavedMovement();
std::string getDescription();
void setHP(s16 hp);
s16 getHP() const;
void setArmorGroups(const ItemGroupList &armor_groups);
void setAnimations(v2f frames, float frame_speed, float frame_blend);
void setBonePosRot(std::string bone, v3f position, v3f rotation);
void setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation);
ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified();
/* LuaEntitySAO-specific */
void setVelocity(v3f velocity);
v3f getVelocity();
void setAcceleration(v3f acceleration);
v3f getAcceleration();
void setYaw(float yaw);
float getYaw();
void setTextureMod(const std::string &mod);
void setSprite(v2s16 p, int num_frames, float framelength,
bool select_horiz_by_yawpitch);
std::string getName();
2011-11-11 18:33:17 +01:00
private:
std::string getPropertyPacket();
2011-11-12 12:14:44 +01:00
void sendPosition(bool do_interpolate, bool is_movement_end);
2011-11-12 10:59:56 +01:00
2011-11-11 18:33:17 +01:00
std::string m_init_name;
std::string m_init_state;
bool m_registered;
2012-03-30 11:51:51 +02:00
struct ObjectProperties m_prop;
2011-11-12 10:59:56 +01:00
s16 m_hp;
v3f m_velocity;
v3f m_acceleration;
2011-11-12 10:59:56 +01:00
float m_yaw;
ItemGroupList m_armor_groups;
bool m_properties_sent;
2011-11-12 10:59:56 +01:00
float m_last_sent_yaw;
v3f m_last_sent_position;
v3f m_last_sent_velocity;
2011-11-12 11:12:15 +01:00
float m_last_sent_position_timer;
2011-11-12 12:59:56 +01:00
float m_last_sent_move_precision;
2012-03-09 19:46:56 +01:00
bool m_armor_groups_sent;
v2f m_animation_frames;
float m_animation_speed;
float m_animation_blend;
bool m_animations_sent;
std::map<std::string, core::vector2d<v3f> > m_animation_bone;
bool m_animations_bone_sent;
ServerActiveObject *m_parent;
int m_attachment_parent_id;
std::string m_attachment_bone;
v3f m_attachment_position;
v3f m_attachment_rotation;
bool m_attachment_sent;
2011-11-11 18:33:17 +01:00
};
/*
PlayerSAO needs some internals exposed.
*/
class PlayerSAO : public ServerActiveObject
{
public:
PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
const std::set<std::string> &privs, bool is_singleplayer);
~PlayerSAO();
u8 getType() const
{ return ACTIVEOBJECT_TYPE_PLAYER; }
u8 getSendType() const
{ return ACTIVEOBJECT_TYPE_GENERIC; }
std::string getDescription();
/*
Active object <-> environment interface
*/
2012-09-09 16:12:29 +02:00
void addedToEnvironment(u32 dtime_s);
void removingFromEnvironment();
bool isStaticAllowed() const;
bool unlimitedTransferDistance() const;
std::string getClientInitializationData();
std::string getStaticData();
void step(float dtime, bool send_recommended);
void setBasePosition(const v3f &position);
void setPos(v3f pos);
void moveTo(v3f pos, bool continuous);
/*
Interaction interface
*/
int punch(v3f dir,
const ToolCapabilities *toolcap,
ServerActiveObject *puncher,
float time_from_last_punch);
void rightClick(ServerActiveObject *clicker);
s16 getHP() const;
void setHP(s16 hp);
void setArmorGroups(const ItemGroupList &armor_groups);
void setAnimations(v2f frames, float frame_speed, float frame_blend);
void setBonePosRot(std::string bone, v3f position, v3f rotation);
void setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation);
ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified();
/*
Inventory interface
*/
Inventory* getInventory();
const Inventory* getInventory() const;
InventoryLocation getInventoryLocation() const;
void setInventoryModified();
std::string getWieldList() const;
int getWieldIndex() const;
void setWieldIndex(int i);
/*
PlayerSAO-specific
*/
void disconnected();
Player* getPlayer()
{
return m_player;
}
u16 getPeerID() const
{
return m_peer_id;
}
// Cheat prevention
v3f getLastGoodPosition() const
{
return m_last_good_position;
}
float resetTimeFromLastPunch()
{
float r = m_time_from_last_punch;
m_time_from_last_punch = 0.0;
return r;
}
void noCheatDigStart(v3s16 p)
{
m_nocheat_dig_pos = p;
m_nocheat_dig_time = 0;
}
v3s16 getNoCheatDigPos()
{
return m_nocheat_dig_pos;
}
float getNoCheatDigTime()
{
return m_nocheat_dig_time;
}
void noCheatDigEnd()
{
m_nocheat_dig_pos = v3s16(32767, 32767, 32767);
}
// Other
void updatePrivileges(const std::set<std::string> &privs,
bool is_singleplayer)
{
m_privs = privs;
m_is_singleplayer = is_singleplayer;
}
private:
std::string getPropertyPacket();
Player *m_player;
u16 m_peer_id;
Inventory *m_inventory;
// Cheat prevention
v3f m_last_good_position;
float m_last_good_position_age;
float m_time_from_last_punch;
v3s16 m_nocheat_dig_pos;
float m_nocheat_dig_time;
int m_wield_index;
bool m_position_not_sent;
ItemGroupList m_armor_groups;
bool m_armor_groups_sent;
bool m_properties_sent;
2012-03-30 11:51:51 +02:00
struct ObjectProperties m_prop;
// Cached privileges for enforcement
std::set<std::string> m_privs;
bool m_is_singleplayer;
v2f m_animation_frames;
float m_animation_speed;
float m_animation_blend;
bool m_animations_sent;
Send animations, bone overrides and attachments in entity initialization. Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
2012-11-04 22:54:50 +01:00
std::map<std::string, core::vector2d<v3f> > m_animation_bone; // stores position and rotation for each bone name
bool m_animations_bone_sent;
ServerActiveObject *m_parent;
int m_attachment_parent_id;
std::string m_attachment_bone;
v3f m_attachment_position;
v3f m_attachment_rotation;
bool m_attachment_sent;
public:
// Some flags used by Server
bool m_teleported;
bool m_inventory_not_sent;
bool m_hp_not_sent;
bool m_wielded_item_not_sent;
};
#endif