minetest/src/content_sao.h

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/*
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Minetest
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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 CONTENT_SAO_HEADER
#define CONTENT_SAO_HEADER
#include "serverobject.h"
#include "itemgroup.h"
#include "player.h"
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#include "object_properties.h"
/*
LuaEntitySAO needs some internals exposed.
*/
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class LuaEntitySAO : public ServerActiveObject
{
public:
LuaEntitySAO(ServerEnvironment *env, v3f pos,
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const std::string &name, const std::string &state);
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~LuaEntitySAO();
ActiveObjectType getType() const
{ return ACTIVEOBJECT_TYPE_LUAENTITY; }
ActiveObjectType getSendType() const
{ return ACTIVEOBJECT_TYPE_GENERIC; }
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virtual void addedToEnvironment(u32 dtime_s);
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static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
const std::string &data);
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
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bool isAttached();
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void step(float dtime, bool send_recommended);
std::string getClientInitializationData(u16 protocol_version);
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std::string getStaticData();
int punch(v3f dir,
const ToolCapabilities *toolcap=NULL,
ServerActiveObject *puncher=NULL,
float time_from_last_punch=1000000);
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void rightClick(ServerActiveObject *clicker);
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void setPos(v3f pos);
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void moveTo(v3f pos, bool continuous);
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float getMinimumSavedMovement();
std::string getDescription();
void setHP(s16 hp);
s16 getHP() const;
void setArmorGroups(const ItemGroupList &armor_groups);
ItemGroupList getArmorGroups();
void setAnimation(v2f frame_range, float frame_speed, float frame_blend);
void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend);
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void setBonePosition(const std::string &bone, v3f position, v3f rotation);
void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
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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);
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();
bool getCollisionBox(aabb3f *toset);
bool collideWithObjects();
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private:
std::string getPropertyPacket();
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void sendPosition(bool do_interpolate, bool is_movement_end);
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std::string m_init_name;
std::string m_init_state;
bool m_registered;
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struct ObjectProperties m_prop;
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s16 m_hp;
v3f m_velocity;
v3f m_acceleration;
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float m_yaw;
ItemGroupList m_armor_groups;
bool m_properties_sent;
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float m_last_sent_yaw;
v3f m_last_sent_position;
v3f m_last_sent_velocity;
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float m_last_sent_position_timer;
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float m_last_sent_move_precision;
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bool m_armor_groups_sent;
v2f m_animation_range;
float m_animation_speed;
float m_animation_blend;
bool m_animation_sent;
std::map<std::string, core::vector2d<v3f> > m_bone_position;
bool m_bone_position_sent;
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
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int m_attachment_parent_id;
std::string m_attachment_bone;
v3f m_attachment_position;
v3f m_attachment_rotation;
bool m_attachment_sent;
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};
/*
PlayerSAO needs some internals exposed.
*/
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class LagPool
{
float m_pool;
float m_max;
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public:
LagPool(): m_pool(15), m_max(15)
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{}
void setMax(float new_max)
{
m_max = new_max;
if(m_pool > new_max)
m_pool = new_max;
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}
void add(float dtime)
{
m_pool -= dtime;
if(m_pool < 0)
m_pool = 0;
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}
bool grab(float dtime)
{
if(dtime <= 0)
return true;
if(m_pool + dtime > m_max)
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return false;
m_pool += dtime;
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return true;
}
};
class PlayerSAO : public ServerActiveObject
{
public:
PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
const std::set<std::string> &privs, bool is_singleplayer);
~PlayerSAO();
ActiveObjectType getType() const
{ return ACTIVEOBJECT_TYPE_PLAYER; }
ActiveObjectType getSendType() const
{ return ACTIVEOBJECT_TYPE_GENERIC; }
std::string getDescription();
/*
Active object <-> environment interface
*/
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void addedToEnvironment(u32 dtime_s);
void removingFromEnvironment();
bool isStaticAllowed() const;
std::string getClientInitializationData(u16 protocol_version);
std::string getStaticData();
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
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bool isAttached();
void step(float dtime, bool send_recommended);
void setBasePosition(const v3f &position);
void setPos(v3f pos);
void moveTo(v3f pos, bool continuous);
void setYaw(float);
void setPitch(float);
/*
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);
s16 readDamage();
u16 getBreath() const;
void setBreath(u16 breath);
void setArmorGroups(const ItemGroupList &armor_groups);
ItemGroupList getArmorGroups();
void setAnimation(v2f frame_range, float frame_speed, float frame_blend);
void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend);
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void setBonePosition(const std::string &bone, v3f position, v3f rotation);
void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
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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);
ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified();
void setNametagColor(video::SColor color);
video::SColor getNametagColor();
/*
Inventory interface
*/
Inventory* getInventory();
const Inventory* getInventory() const;
InventoryLocation getInventoryLocation() const;
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);
}
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LagPool& getDigPool()
{
return m_dig_pool;
}
// Returns true if cheated
bool checkMovementCheat();
// Other
void updatePrivileges(const std::set<std::string> &privs,
bool is_singleplayer)
{
m_privs = privs;
m_is_singleplayer = is_singleplayer;
}
bool getCollisionBox(aabb3f *toset);
bool collideWithObjects();
private:
std::string getPropertyPacket();
Player *m_player;
u16 m_peer_id;
Inventory *m_inventory;
s16 m_damage;
// Cheat prevention
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LagPool m_dig_pool;
LagPool m_move_pool;
v3f m_last_good_position;
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;
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struct ObjectProperties m_prop;
// Cached privileges for enforcement
std::set<std::string> m_privs;
bool m_is_singleplayer;
v2f m_animation_range;
float m_animation_speed;
float m_animation_blend;
bool m_animation_sent;
std::map<std::string, core::vector2d<v3f> > m_bone_position; // Stores position and rotation for each bone name
bool m_bone_position_sent;
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
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int m_attachment_parent_id;
std::string m_attachment_bone;
v3f m_attachment_position;
v3f m_attachment_rotation;
bool m_attachment_sent;
video::SColor m_nametag_color;
bool m_nametag_sent;
public:
float m_physics_override_speed;
float m_physics_override_jump;
float m_physics_override_gravity;
bool m_physics_override_sneak;
bool m_physics_override_sneak_glitch;
bool m_physics_override_sent;
};
#endif