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/* |
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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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/* |
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UnitSAO |
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*/ |
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UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos): |
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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(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, 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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*position = m_bone_position[bone].X; |
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*rotation = m_bone_position[bone].Y; |
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} |
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void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation) |
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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. Attachments |
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// are still sent to clients at an interval so players might see them lagging, plus we can't |
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// read and attach to skeletal bones. |
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// If we just attach on the client, the server still sees the child at its original location. |
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// This 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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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_attachment_sent = false; |
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if (parent_id != old_parent) { |
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onDetach(old_parent); |
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onAttach(parent_id); |
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} |
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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) 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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} |
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void UnitSAO::clearChildAttachments() |
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{ |
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for (int child_id : m_attachment_child_ids) { |
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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)); |
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} |
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m_attachment_child_ids.clear(); |
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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); |
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} else { |
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setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0)); |
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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 << serializeString(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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return os.str(); |
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} |
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std::string UnitSAO::generateUpdateBonePositionCommand(const std::string &bone, |
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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 << serializeString(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<<serializeString(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, const v3f &velocity, |
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const v3f &acceleration, const v3f &rotation, bool do_interpolate, bool is_movement_end, |
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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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} |