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c1b3ed4180
* Player attrs: permits to remove an attribute by setting value to nil When doing player:set_attribute("attr", nil) remove attribute Also remove a useless check on C++ API part (already done by checkplayer) Fix #5709
415 lines
10 KiB
C++
415 lines
10 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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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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#ifndef CONTENT_SAO_HEADER
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#define CONTENT_SAO_HEADER
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#include <util/numeric.h>
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#include "serverobject.h"
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#include "itemgroup.h"
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#include "object_properties.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() {}
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virtual void setYaw(const float yaw) { m_yaw = yaw; }
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float getYaw() const { return m_yaw; };
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f32 getRadYaw() const { return m_yaw * core::DEGTORAD; }
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// Deprecated
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f32 getRadYawDep() const { return (m_yaw + 90.) * core::DEGTORAD; }
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s16 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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bool isAttached() const;
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void setArmorGroups(const ItemGroupList &armor_groups);
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const ItemGroupList &getArmorGroups();
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void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
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void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
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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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void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
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void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation);
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void addAttachmentChild(int child_id);
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void removeAttachmentChild(int child_id);
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const UNORDERED_SET<int> &getAttachmentChildIds();
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ObjectProperties* accessObjectProperties();
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void notifyObjectPropertiesModified();
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protected:
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s16 m_hp;
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float m_yaw;
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bool m_properties_sent;
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struct ObjectProperties m_prop;
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ItemGroupList m_armor_groups;
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bool m_armor_groups_sent;
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v2f m_animation_range;
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float m_animation_speed;
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float m_animation_blend;
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bool m_animation_loop;
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bool m_animation_sent;
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// Stores position and rotation for each bone name
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UNORDERED_MAP<std::string, core::vector2d<v3f> > m_bone_position;
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bool m_bone_position_sent;
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int m_attachment_parent_id;
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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;
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};
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/*
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LuaEntitySAO needs some internals exposed.
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*/
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class LuaEntitySAO : public UnitSAO
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{
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public:
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LuaEntitySAO(ServerEnvironment *env, v3f pos,
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const std::string &name, const std::string &state);
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~LuaEntitySAO();
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ActiveObjectType getType() const
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{ return ACTIVEOBJECT_TYPE_LUAENTITY; }
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ActiveObjectType getSendType() const
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{ 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,
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const std::string &data);
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void step(float dtime, bool send_recommended);
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std::string getClientInitializationData(u16 protocol_version);
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void getStaticData(std::string *result) const;
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int punch(v3f dir,
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const ToolCapabilities *toolcap=NULL,
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ServerActiveObject *puncher=NULL,
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float time_from_last_punch=1000000);
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void rightClick(ServerActiveObject *clicker);
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void setPos(const v3f &pos);
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void moveTo(v3f pos, bool continuous);
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float getMinimumSavedMovement();
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std::string getDescription();
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void setHP(s16 hp);
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s16 getHP() const;
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/* LuaEntitySAO-specific */
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void setVelocity(v3f velocity);
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v3f getVelocity();
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void setAcceleration(v3f acceleration);
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v3f getAcceleration();
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void setTextureMod(const std::string &mod);
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std::string getTextureMod() const;
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void setSprite(v2s16 p, int num_frames, float framelength,
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bool select_horiz_by_yawpitch);
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std::string getName();
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bool getCollisionBox(aabb3f *toset) const;
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bool collideWithObjects() const;
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private:
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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;
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std::string m_init_state;
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bool m_registered;
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v3f m_velocity;
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v3f m_acceleration;
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float m_last_sent_yaw;
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v3f m_last_sent_position;
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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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std::string m_current_texture_modifier;
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};
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/*
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PlayerSAO needs some internals exposed.
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*/
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class LagPool
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{
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float m_pool;
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float m_max;
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public:
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LagPool(): m_pool(15), m_max(15)
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{}
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void setMax(float new_max)
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{
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m_max = new_max;
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if(m_pool > new_max)
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m_pool = new_max;
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}
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void add(float dtime)
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{
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m_pool -= dtime;
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if(m_pool < 0)
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m_pool = 0;
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}
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void empty()
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{
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m_pool = m_max;
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}
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bool grab(float dtime)
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{
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if(dtime <= 0)
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return true;
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if(m_pool + dtime > m_max)
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return false;
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m_pool += dtime;
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return true;
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}
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};
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typedef UNORDERED_MAP<std::string, std::string> PlayerAttributes;
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class RemotePlayer;
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class PlayerSAO : public UnitSAO
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{
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public:
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PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id_, bool is_singleplayer);
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~PlayerSAO();
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ActiveObjectType getType() const
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{ return ACTIVEOBJECT_TYPE_PLAYER; }
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ActiveObjectType getSendType() const
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{ return ACTIVEOBJECT_TYPE_GENERIC; }
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std::string getDescription();
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/*
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Active object <-> environment interface
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*/
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void addedToEnvironment(u32 dtime_s);
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void removingFromEnvironment();
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bool isStaticAllowed() const { return false; }
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std::string getClientInitializationData(u16 protocol_version);
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void getStaticData(std::string *result) const;
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void step(float dtime, bool send_recommended);
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void setBasePosition(const v3f &position);
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void setPos(const v3f &pos);
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void moveTo(v3f pos, bool continuous);
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void setYaw(const float yaw);
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// Data should not be sent at player initialization
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void setYawAndSend(const float yaw);
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void setPitch(const float pitch);
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// Data should not be sent at player initialization
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void setPitchAndSend(const float pitch);
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f32 getPitch() const { return m_pitch; }
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f32 getRadPitch() const { return m_pitch * core::DEGTORAD; }
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// Deprecated
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f32 getRadPitchDep() const { return -1.0 * m_pitch * core::DEGTORAD; }
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void setFov(const float pitch);
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f32 getFov() const { return m_fov; }
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void setWantedRange(const s16 range);
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s16 getWantedRange() const { return m_wanted_range; }
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/*
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Interaction interface
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*/
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int punch(v3f dir,
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const ToolCapabilities *toolcap,
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ServerActiveObject *puncher,
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float time_from_last_punch);
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void rightClick(ServerActiveObject *clicker) {}
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void setHP(s16 hp);
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void setHPRaw(s16 hp) { m_hp = hp; }
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s16 readDamage();
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u16 getBreath() const { return m_breath; }
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void setBreath(const u16 breath, bool send = true);
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/*
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Inventory interface
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*/
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Inventory* getInventory();
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const Inventory* getInventory() const;
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InventoryLocation getInventoryLocation() const;
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std::string getWieldList() const;
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ItemStack getWieldedItem() const;
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ItemStack getWieldedItemOrHand() const;
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bool setWieldedItem(const ItemStack &item);
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int getWieldIndex() const;
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void setWieldIndex(int i);
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/*
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Modding interface
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*/
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inline void setExtendedAttribute(const std::string &attr, const std::string &value)
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{
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m_extra_attributes[attr] = value;
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m_extended_attributes_modified = true;
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}
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inline bool getExtendedAttribute(const std::string &attr, std::string *value)
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{
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if (m_extra_attributes.find(attr) == m_extra_attributes.end())
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return false;
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*value = m_extra_attributes[attr];
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return true;
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}
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inline void removeExtendedAttribute(const std::string &attr)
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{
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PlayerAttributes::iterator it = m_extra_attributes.find(attr);
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if (it == m_extra_attributes.end())
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return;
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m_extra_attributes.erase(it);
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m_extended_attributes_modified = true;
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}
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inline const PlayerAttributes &getExtendedAttributes()
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{
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return m_extra_attributes;
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}
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inline bool extendedAttributesModified() const
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{
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return m_extended_attributes_modified;
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}
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inline void setExtendedAttributeModified(bool v)
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{
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m_extended_attributes_modified = v;
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}
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/*
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PlayerSAO-specific
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*/
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void disconnected();
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RemotePlayer *getPlayer() { return m_player; }
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u16 getPeerID() const { return m_peer_id; }
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// Cheat prevention
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v3f getLastGoodPosition() const
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{
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return m_last_good_position;
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}
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float resetTimeFromLastPunch()
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{
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float r = m_time_from_last_punch;
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m_time_from_last_punch = 0.0;
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return r;
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}
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void noCheatDigStart(v3s16 p)
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{
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m_nocheat_dig_pos = p;
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m_nocheat_dig_time = 0;
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}
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v3s16 getNoCheatDigPos()
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{
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return m_nocheat_dig_pos;
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}
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float getNoCheatDigTime()
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{
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return m_nocheat_dig_time;
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}
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void noCheatDigEnd()
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{
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m_nocheat_dig_pos = v3s16(32767, 32767, 32767);
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}
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LagPool& getDigPool()
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{
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return m_dig_pool;
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}
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// Returns true if cheated
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bool checkMovementCheat();
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// Other
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void updatePrivileges(const std::set<std::string> &privs,
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bool is_singleplayer)
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{
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m_privs = privs;
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m_is_singleplayer = is_singleplayer;
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}
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bool getCollisionBox(aabb3f *toset) const;
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bool collideWithObjects() const { return true; }
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void finalize(RemotePlayer *player, const std::set<std::string> &privs);
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v3f getEyePosition() const { return m_base_position + getEyeOffset(); }
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v3f getEyeOffset() const;
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private:
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std::string getPropertyPacket();
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void unlinkPlayerSessionAndSave();
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RemotePlayer *m_player;
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u16 m_peer_id;
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Inventory *m_inventory;
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s16 m_damage;
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// Cheat prevention
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LagPool m_dig_pool;
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LagPool m_move_pool;
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v3f m_last_good_position;
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float m_time_from_last_teleport;
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float m_time_from_last_punch;
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v3s16 m_nocheat_dig_pos;
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float m_nocheat_dig_time;
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// Timers
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IntervalLimiter m_breathing_interval;
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IntervalLimiter m_drowning_interval;
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IntervalLimiter m_node_hurt_interval;
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int m_wield_index;
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bool m_position_not_sent;
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// Cached privileges for enforcement
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std::set<std::string> m_privs;
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bool m_is_singleplayer;
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u16 m_breath;
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f32 m_pitch;
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f32 m_fov;
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s16 m_wanted_range;
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PlayerAttributes m_extra_attributes;
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bool m_extended_attributes_modified;
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public:
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float m_physics_override_speed;
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float m_physics_override_jump;
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float m_physics_override_gravity;
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bool m_physics_override_sneak;
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bool m_physics_override_sneak_glitch;
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bool m_physics_override_new_move;
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bool m_physics_override_sent;
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};
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#endif
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