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374 lines
10 KiB
C++
374 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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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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#include "unit_sao.h"
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#include "scripting_server.h"
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#include "serverenvironment.h"
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UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos) : ServerActiveObject(env, pos)
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{
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// Initialize something to armor groups
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m_armor_groups["fleshy"] = 100;
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}
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ServerActiveObject *UnitSAO::getParent() const
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{
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if (!m_attachment_parent_id)
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return nullptr;
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// Check if the parent still exists
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ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
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return obj;
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}
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void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
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{
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m_armor_groups = armor_groups;
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m_armor_groups_sent = false;
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}
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const ItemGroupList &UnitSAO::getArmorGroups() const
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{
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return m_armor_groups;
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}
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void UnitSAO::setAnimation(
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v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
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{
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// store these so they can be updated to clients
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m_animation_range = frame_range;
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m_animation_speed = frame_speed;
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m_animation_blend = frame_blend;
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m_animation_loop = frame_loop;
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m_animation_sent = false;
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}
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void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend,
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bool *frame_loop)
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{
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*frame_range = m_animation_range;
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*frame_speed = m_animation_speed;
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*frame_blend = m_animation_blend;
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*frame_loop = m_animation_loop;
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}
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void UnitSAO::setAnimationSpeed(float frame_speed)
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{
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m_animation_speed = frame_speed;
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m_animation_speed_sent = false;
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}
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void UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
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{
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// store these so they can be updated to clients
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m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
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m_bone_position_sent = false;
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}
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void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
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{
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auto it = m_bone_position.find(bone);
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if (it != m_bone_position.end()) {
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*position = it->second.X;
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*rotation = it->second.Y;
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}
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}
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// clang-format off
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void UnitSAO::sendOutdatedData()
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{
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if (!m_armor_groups_sent) {
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m_armor_groups_sent = true;
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m_messages_out.emplace(getId(), true, generateUpdateArmorGroupsCommand());
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}
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if (!m_animation_sent) {
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m_animation_sent = true;
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m_animation_speed_sent = true;
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m_messages_out.emplace(getId(), true, generateUpdateAnimationCommand());
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} else if (!m_animation_speed_sent) {
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// Animation speed is also sent when 'm_animation_sent == false'
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m_animation_speed_sent = true;
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m_messages_out.emplace(getId(), true, generateUpdateAnimationSpeedCommand());
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}
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if (!m_bone_position_sent) {
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m_bone_position_sent = true;
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for (const auto &bone_pos : m_bone_position) {
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m_messages_out.emplace(getId(), true, generateUpdateBonePositionCommand(
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bone_pos.first, bone_pos.second.X, bone_pos.second.Y));
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}
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}
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if (!m_attachment_sent) {
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m_attachment_sent = true;
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m_messages_out.emplace(getId(), true, generateUpdateAttachmentCommand());
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}
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}
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// clang-format on
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void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position,
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v3f rotation, bool force_visible)
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{
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auto *obj = parent_id ? m_env->getActiveObject(parent_id) : nullptr;
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if (obj) {
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// Do checks to avoid circular references
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// The chain of wanted parent must not refer or contain "this"
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for (obj = obj->getParent(); obj; obj = obj->getParent()) {
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if (obj == this) {
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warningstream << "Mod bug: Attempted to attach object " << m_id << " to parent "
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<< parent_id << " but former is an (in)direct parent of latter." << std::endl;
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return;
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}
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}
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}
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// Attachments need to be handled on both the server and client.
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// If we just attach on the server, we can only copy the position of the parent.
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// Attachments are still sent to clients at an interval so players might see them
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// lagging, plus we can't read and attach to skeletal bones. If we just attach on
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// the client, the server still sees the child at its original location. This
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// breaks some things so we also give the server the most accurate representation
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// even if players only see the client changes.
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int old_parent = m_attachment_parent_id;
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m_attachment_parent_id = parent_id;
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// The detach callbacks might call to setAttachment() again.
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// Ensure the attachment params are applied after this callback is run.
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if (parent_id != old_parent)
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onDetach(old_parent);
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m_attachment_parent_id = parent_id;
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m_attachment_bone = bone;
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m_attachment_position = position;
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m_attachment_rotation = rotation;
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m_force_visible = force_visible;
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m_attachment_sent = false;
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if (parent_id != old_parent)
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onAttach(parent_id);
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}
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void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
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v3f *rotation, bool *force_visible) const
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{
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*parent_id = m_attachment_parent_id;
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*bone = m_attachment_bone;
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*position = m_attachment_position;
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*rotation = m_attachment_rotation;
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*force_visible = m_force_visible;
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}
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void UnitSAO::clearChildAttachments()
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{
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// Cannot use for-loop here: setAttachment() modifies 'm_attachment_child_ids'!
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while (!m_attachment_child_ids.empty()) {
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int child_id = *m_attachment_child_ids.begin();
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// Child can be NULL if it was deleted earlier
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if (ServerActiveObject *child = m_env->getActiveObject(child_id))
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child->setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0), false);
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removeAttachmentChild(child_id);
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}
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}
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void UnitSAO::clearParentAttachment()
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{
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ServerActiveObject *parent = nullptr;
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if (m_attachment_parent_id) {
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parent = m_env->getActiveObject(m_attachment_parent_id);
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setAttachment(0, "", m_attachment_position, m_attachment_rotation, false);
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} else {
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setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0), false);
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}
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// Do it
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if (parent)
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parent->removeAttachmentChild(m_id);
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}
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void UnitSAO::addAttachmentChild(int child_id)
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{
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m_attachment_child_ids.insert(child_id);
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}
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void UnitSAO::removeAttachmentChild(int child_id)
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{
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m_attachment_child_ids.erase(child_id);
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}
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const std::unordered_set<int> &UnitSAO::getAttachmentChildIds() const
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{
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return m_attachment_child_ids;
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}
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void UnitSAO::onAttach(int parent_id)
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{
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if (!parent_id)
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return;
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ServerActiveObject *parent = m_env->getActiveObject(parent_id);
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if (!parent || parent->isGone())
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return; // Do not try to notify soon gone parent
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if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) {
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// Call parent's on_attach field
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m_env->getScriptIface()->luaentity_on_attach_child(parent_id, this);
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}
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}
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void UnitSAO::onDetach(int parent_id)
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{
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if (!parent_id)
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return;
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ServerActiveObject *parent = m_env->getActiveObject(parent_id);
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if (getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
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m_env->getScriptIface()->luaentity_on_detach(m_id, parent);
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if (!parent || parent->isGone())
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return; // Do not try to notify soon gone parent
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if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
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m_env->getScriptIface()->luaentity_on_detach_child(parent_id, this);
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}
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ObjectProperties *UnitSAO::accessObjectProperties()
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{
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return &m_prop;
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}
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void UnitSAO::notifyObjectPropertiesModified()
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{
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m_properties_sent = false;
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}
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std::string UnitSAO::generateUpdateAttachmentCommand() const
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{
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, AO_CMD_ATTACH_TO);
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// parameters
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writeS16(os, m_attachment_parent_id);
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os << serializeString16(m_attachment_bone);
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writeV3F32(os, m_attachment_position);
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writeV3F32(os, m_attachment_rotation);
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writeU8(os, m_force_visible);
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return os.str();
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}
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std::string UnitSAO::generateUpdateBonePositionCommand(
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const std::string &bone, const v3f &position, const v3f &rotation)
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{
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, AO_CMD_SET_BONE_POSITION);
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// parameters
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os << serializeString16(bone);
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writeV3F32(os, position);
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writeV3F32(os, rotation);
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return os.str();
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}
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std::string UnitSAO::generateUpdateAnimationSpeedCommand() const
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{
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, AO_CMD_SET_ANIMATION_SPEED);
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// parameters
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writeF32(os, m_animation_speed);
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return os.str();
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}
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std::string UnitSAO::generateUpdateAnimationCommand() const
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{
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, AO_CMD_SET_ANIMATION);
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// parameters
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writeV2F32(os, m_animation_range);
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writeF32(os, m_animation_speed);
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writeF32(os, m_animation_blend);
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// these are sent inverted so we get true when the server sends nothing
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writeU8(os, !m_animation_loop);
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return os.str();
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}
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std::string UnitSAO::generateUpdateArmorGroupsCommand() const
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{
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std::ostringstream os(std::ios::binary);
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writeU8(os, AO_CMD_UPDATE_ARMOR_GROUPS);
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writeU16(os, m_armor_groups.size());
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for (const auto &armor_group : m_armor_groups) {
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os << serializeString16(armor_group.first);
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writeS16(os, armor_group.second);
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}
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return os.str();
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}
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std::string UnitSAO::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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{
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, AO_CMD_UPDATE_POSITION);
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// pos
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writeV3F32(os, position);
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// velocity
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writeV3F32(os, velocity);
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// acceleration
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writeV3F32(os, acceleration);
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// rotation
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writeV3F32(os, rotation);
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// do_interpolate
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writeU8(os, do_interpolate);
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// is_end_position (for interpolation)
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writeU8(os, is_movement_end);
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// update_interval (for interpolation)
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writeF32(os, update_interval);
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return os.str();
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}
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std::string UnitSAO::generateSetPropertiesCommand(const ObjectProperties &prop) const
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{
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std::ostringstream os(std::ios::binary);
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writeU8(os, AO_CMD_SET_PROPERTIES);
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prop.serialize(os);
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return os.str();
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}
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std::string UnitSAO::generatePunchCommand(u16 result_hp) const
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{
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, AO_CMD_PUNCHED);
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// result_hp
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writeU16(os, result_hp);
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return os.str();
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}
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void UnitSAO::sendPunchCommand()
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{
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m_messages_out.emplace(getId(), true, generatePunchCommand(getHP()));
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}
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