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- /*
- Minetest
- Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
- Copyright (C) 2013-2020 Minetest core developers & community
- 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.
- */
- #include "unit_sao.h"
- #include "scripting_server.h"
- #include "serverenvironment.h"
- UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos) : ServerActiveObject(env, pos)
- {
- // Initialize something to armor groups
- m_armor_groups["fleshy"] = 100;
- }
- ServerActiveObject *UnitSAO::getParent() const
- {
- if (!m_attachment_parent_id)
- return nullptr;
- // Check if the parent still exists
- ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
- return obj;
- }
- void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
- {
- m_armor_groups = armor_groups;
- m_armor_groups_sent = false;
- }
- const ItemGroupList &UnitSAO::getArmorGroups() const
- {
- return m_armor_groups;
- }
- void UnitSAO::setAnimation(
- v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
- {
- // store these so they can be updated to clients
- m_animation_range = frame_range;
- m_animation_speed = frame_speed;
- m_animation_blend = frame_blend;
- m_animation_loop = frame_loop;
- m_animation_sent = false;
- }
- void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend,
- bool *frame_loop)
- {
- *frame_range = m_animation_range;
- *frame_speed = m_animation_speed;
- *frame_blend = m_animation_blend;
- *frame_loop = m_animation_loop;
- }
- void UnitSAO::setAnimationSpeed(float frame_speed)
- {
- m_animation_speed = frame_speed;
- m_animation_speed_sent = false;
- }
- void UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
- {
- // store these so they can be updated to clients
- m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
- m_bone_position_sent = false;
- }
- void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
- {
- auto it = m_bone_position.find(bone);
- if (it != m_bone_position.end()) {
- *position = it->second.X;
- *rotation = it->second.Y;
- }
- }
- // clang-format off
- void UnitSAO::sendOutdatedData()
- {
- if (!m_armor_groups_sent) {
- m_armor_groups_sent = true;
- m_messages_out.emplace(getId(), true, generateUpdateArmorGroupsCommand());
- }
- if (!m_animation_sent) {
- m_animation_sent = true;
- m_animation_speed_sent = true;
- m_messages_out.emplace(getId(), true, generateUpdateAnimationCommand());
- } else if (!m_animation_speed_sent) {
- // Animation speed is also sent when 'm_animation_sent == false'
- m_animation_speed_sent = true;
- m_messages_out.emplace(getId(), true, generateUpdateAnimationSpeedCommand());
- }
- if (!m_bone_position_sent) {
- m_bone_position_sent = true;
- for (const auto &bone_pos : m_bone_position) {
- m_messages_out.emplace(getId(), true, generateUpdateBonePositionCommand(
- bone_pos.first, bone_pos.second.X, bone_pos.second.Y));
- }
- }
- if (!m_attachment_sent) {
- m_attachment_sent = true;
- m_messages_out.emplace(getId(), true, generateUpdateAttachmentCommand());
- }
- }
- // clang-format on
- void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position,
- v3f rotation, bool force_visible)
- {
- auto *obj = parent_id ? m_env->getActiveObject(parent_id) : nullptr;
- if (obj) {
- // Do checks to avoid circular references
- // The chain of wanted parent must not refer or contain "this"
- for (obj = obj->getParent(); obj; obj = obj->getParent()) {
- if (obj == this) {
- warningstream << "Mod bug: Attempted to attach object " << m_id << " to parent "
- << parent_id << " but former is an (in)direct parent of latter." << std::endl;
- return;
- }
- }
- }
- // Attachments need to be handled on both the server and client.
- // If we just attach on the server, we can only copy the position of the parent.
- // Attachments are still sent to clients at an interval so players might see them
- // lagging, plus we can't read and attach to skeletal bones. If we just attach on
- // the client, the server still sees the child at its original location. This
- // breaks some things so we also give the server the most accurate representation
- // even if players only see the client changes.
- int old_parent = m_attachment_parent_id;
- m_attachment_parent_id = parent_id;
- // The detach callbacks might call to setAttachment() again.
- // Ensure the attachment params are applied after this callback is run.
- if (parent_id != old_parent)
- onDetach(old_parent);
- m_attachment_parent_id = parent_id;
- m_attachment_bone = bone;
- m_attachment_position = position;
- m_attachment_rotation = rotation;
- m_force_visible = force_visible;
- m_attachment_sent = false;
- if (parent_id != old_parent)
- onAttach(parent_id);
- }
- void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
- v3f *rotation, bool *force_visible) const
- {
- *parent_id = m_attachment_parent_id;
- *bone = m_attachment_bone;
- *position = m_attachment_position;
- *rotation = m_attachment_rotation;
- *force_visible = m_force_visible;
- }
- void UnitSAO::clearChildAttachments()
- {
- for (int child_id : m_attachment_child_ids) {
- // Child can be NULL if it was deleted earlier
- if (ServerActiveObject *child = m_env->getActiveObject(child_id))
- child->setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0), false);
- }
- m_attachment_child_ids.clear();
- }
- void UnitSAO::clearParentAttachment()
- {
- ServerActiveObject *parent = nullptr;
- if (m_attachment_parent_id) {
- parent = m_env->getActiveObject(m_attachment_parent_id);
- setAttachment(0, "", m_attachment_position, m_attachment_rotation, false);
- } else {
- setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0), false);
- }
- // Do it
- if (parent)
- parent->removeAttachmentChild(m_id);
- }
- void UnitSAO::addAttachmentChild(int child_id)
- {
- m_attachment_child_ids.insert(child_id);
- }
- void UnitSAO::removeAttachmentChild(int child_id)
- {
- m_attachment_child_ids.erase(child_id);
- }
- const std::unordered_set<int> &UnitSAO::getAttachmentChildIds() const
- {
- return m_attachment_child_ids;
- }
- void UnitSAO::onAttach(int parent_id)
- {
- if (!parent_id)
- return;
- ServerActiveObject *parent = m_env->getActiveObject(parent_id);
- if (!parent || parent->isGone())
- return; // Do not try to notify soon gone parent
- if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) {
- // Call parent's on_attach field
- m_env->getScriptIface()->luaentity_on_attach_child(parent_id, this);
- }
- }
- void UnitSAO::onDetach(int parent_id)
- {
- if (!parent_id)
- return;
- ServerActiveObject *parent = m_env->getActiveObject(parent_id);
- if (getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
- m_env->getScriptIface()->luaentity_on_detach(m_id, parent);
- if (!parent || parent->isGone())
- return; // Do not try to notify soon gone parent
- if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
- m_env->getScriptIface()->luaentity_on_detach_child(parent_id, this);
- }
- ObjectProperties *UnitSAO::accessObjectProperties()
- {
- return &m_prop;
- }
- void UnitSAO::notifyObjectPropertiesModified()
- {
- m_properties_sent = false;
- }
- std::string UnitSAO::generateUpdateAttachmentCommand() const
- {
- std::ostringstream os(std::ios::binary);
- // command
- writeU8(os, AO_CMD_ATTACH_TO);
- // parameters
- writeS16(os, m_attachment_parent_id);
- os << serializeString16(m_attachment_bone);
- writeV3F32(os, m_attachment_position);
- writeV3F32(os, m_attachment_rotation);
- writeU8(os, m_force_visible);
- return os.str();
- }
- std::string UnitSAO::generateUpdateBonePositionCommand(
- const std::string &bone, const v3f &position, const v3f &rotation)
- {
- std::ostringstream os(std::ios::binary);
- // command
- writeU8(os, AO_CMD_SET_BONE_POSITION);
- // parameters
- os << serializeString16(bone);
- writeV3F32(os, position);
- writeV3F32(os, rotation);
- return os.str();
- }
- std::string UnitSAO::generateUpdateAnimationSpeedCommand() const
- {
- std::ostringstream os(std::ios::binary);
- // command
- writeU8(os, AO_CMD_SET_ANIMATION_SPEED);
- // parameters
- writeF32(os, m_animation_speed);
- return os.str();
- }
- std::string UnitSAO::generateUpdateAnimationCommand() const
- {
- std::ostringstream os(std::ios::binary);
- // command
- writeU8(os, AO_CMD_SET_ANIMATION);
- // parameters
- writeV2F32(os, m_animation_range);
- writeF32(os, m_animation_speed);
- writeF32(os, m_animation_blend);
- // these are sent inverted so we get true when the server sends nothing
- writeU8(os, !m_animation_loop);
- return os.str();
- }
- std::string UnitSAO::generateUpdateArmorGroupsCommand() const
- {
- std::ostringstream os(std::ios::binary);
- writeU8(os, AO_CMD_UPDATE_ARMOR_GROUPS);
- writeU16(os, m_armor_groups.size());
- for (const auto &armor_group : m_armor_groups) {
- os << serializeString16(armor_group.first);
- writeS16(os, armor_group.second);
- }
- return os.str();
- }
- std::string UnitSAO::generateUpdatePositionCommand(const v3f &position,
- const v3f &velocity, const v3f &acceleration, const v3f &rotation,
- bool do_interpolate, bool is_movement_end, f32 update_interval)
- {
- std::ostringstream os(std::ios::binary);
- // command
- writeU8(os, AO_CMD_UPDATE_POSITION);
- // pos
- writeV3F32(os, position);
- // velocity
- writeV3F32(os, velocity);
- // acceleration
- writeV3F32(os, acceleration);
- // rotation
- writeV3F32(os, rotation);
- // do_interpolate
- writeU8(os, do_interpolate);
- // is_end_position (for interpolation)
- writeU8(os, is_movement_end);
- // update_interval (for interpolation)
- writeF32(os, update_interval);
- return os.str();
- }
- std::string UnitSAO::generateSetPropertiesCommand(const ObjectProperties &prop) const
- {
- std::ostringstream os(std::ios::binary);
- writeU8(os, AO_CMD_SET_PROPERTIES);
- prop.serialize(os);
- return os.str();
- }
- std::string UnitSAO::generatePunchCommand(u16 result_hp) const
- {
- std::ostringstream os(std::ios::binary);
- // command
- writeU8(os, AO_CMD_PUNCHED);
- // result_hp
- writeU16(os, result_hp);
- return os.str();
- }
- void UnitSAO::sendPunchCommand()
- {
- m_messages_out.emplace(getId(), true, generatePunchCommand(getHP()));
- }
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