diff options
Diffstat (limited to 'src/content_sao.cpp')
-rw-r--r-- | src/content_sao.cpp | 155 |
1 files changed, 80 insertions, 75 deletions
diff --git a/src/content_sao.cpp b/src/content_sao.cpp index 375a43c90..23a064085 100644 --- a/src/content_sao.cpp +++ b/src/content_sao.cpp @@ -118,14 +118,12 @@ LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", ""); LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos, const std::string &name, const std::string &state): - ServerActiveObject(env, pos), + UnitSAO(env, pos), m_init_name(name), m_init_state(state), m_registered(false), - m_hp(-1), m_velocity(0,0,0), m_acceleration(0,0,0), - m_yaw(0), m_properties_sent(true), m_last_sent_yaw(0), m_last_sent_position(0,0,0), @@ -664,16 +662,6 @@ v3f LuaEntitySAO::getAcceleration() return m_acceleration; } -void LuaEntitySAO::setYaw(float yaw) -{ - m_yaw = yaw; -} - -float LuaEntitySAO::getYaw() -{ - return m_yaw; -} - void LuaEntitySAO::setTextureMod(const std::string &mod) { std::string str = gob_cmd_set_texture_mod(mod); @@ -762,10 +750,9 @@ bool LuaEntitySAO::collideWithObjects(){ // No prototype, PlayerSAO does not need to be deserialized -PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id_, - const std::set<std::string> &privs, bool is_singleplayer): - ServerActiveObject(env_, v3f(0,0,0)), - m_player(player_), +PlayerSAO::PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer): + UnitSAO(env_, v3f(0,0,0)), + m_player(NULL), m_peer_id(peer_id_), m_inventory(NULL), m_damage(0), @@ -777,7 +764,6 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id m_position_not_sent(false), m_armor_groups_sent(false), m_properties_sent(true), - m_privs(privs), m_is_singleplayer(is_singleplayer), m_animation_speed(0), m_animation_blend(0), @@ -786,6 +772,8 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id m_bone_position_sent(false), m_attachment_parent_id(0), m_attachment_sent(false), + m_breath(PLAYER_MAX_BREATH), + m_pitch(0), // public m_physics_override_speed(1), m_physics_override_jump(1), @@ -794,10 +782,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id m_physics_override_sneak_glitch(true), m_physics_override_sent(false) { - assert(m_player); // pre-condition assert(m_peer_id != 0); // pre-condition - setBasePosition(m_player->getPosition()); - m_inventory = &m_player->inventory; m_armor_groups["fleshy"] = 100; m_prop.hp_max = PLAYER_MAX_HP; @@ -816,6 +801,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id // end of default appearance m_prop.is_visible = true; m_prop.makes_footstep_sound = true; + m_hp = PLAYER_MAX_HP; } PlayerSAO::~PlayerSAO() @@ -824,6 +810,14 @@ PlayerSAO::~PlayerSAO() delete m_inventory; } +void PlayerSAO::initialize(RemotePlayer *player, const std::set<std::string> &privs) +{ + assert(player); + m_player = player; + m_privs = privs; + m_inventory = &m_player->inventory; +} + std::string PlayerSAO::getDescription() { return std::string("player ") + m_player->getName(); @@ -833,10 +827,10 @@ std::string PlayerSAO::getDescription() void PlayerSAO::addedToEnvironment(u32 dtime_s) { ServerActiveObject::addedToEnvironment(dtime_s); - ServerActiveObject::setBasePosition(m_player->getPosition()); + ServerActiveObject::setBasePosition(m_base_position); m_player->setPlayerSAO(this); m_player->peer_id = m_peer_id; - m_last_good_position = m_player->getPosition(); + m_last_good_position = m_base_position; } // Called before removing from environment @@ -844,9 +838,9 @@ void PlayerSAO::removingFromEnvironment() { ServerActiveObject::removingFromEnvironment(); if (m_player->getPlayerSAO() == this) { - m_player->setPlayerSAO(NULL); m_player->peer_id = 0; m_env->savePlayer(m_player); + m_player->setPlayerSAO(NULL); m_env->removePlayer(m_player); for (UNORDERED_SET<u32>::iterator it = m_attached_particle_spawners.begin(); it != m_attached_particle_spawners.end(); ++it) { @@ -870,8 +864,8 @@ std::string PlayerSAO::getClientInitializationData(u16 protocol_version) os<<serializeString(m_player->getName()); // name writeU8(os, 1); // is_player writeS16(os, getId()); //id - writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0)); - writeF1000(os, m_player->getYaw()); + writeV3F1000(os, m_base_position + v3f(0,BS*1,0)); + writeF1000(os, m_yaw); writeS16(os, getHP()); writeU8(os, 6 + m_bone_position.size() + m_attachment_child_ids.size()); // number of messages stuffed in here @@ -900,8 +894,8 @@ std::string PlayerSAO::getClientInitializationData(u16 protocol_version) writeU8(os, 0); // version os<<serializeString(m_player->getName()); // name writeU8(os, 1); // is_player - writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0)); - writeF1000(os, m_player->getYaw()); + writeV3F1000(os, m_base_position + v3f(0,BS*1,0)); + writeF1000(os, m_yaw); writeS16(os, getHP()); writeU8(os, 2); // number of messages stuffed in here os<<serializeLongString(getPropertyPacket()); // message 1 @@ -947,7 +941,7 @@ void PlayerSAO::step(float dtime, bool send_recommended) m_attachment_bone = ""; m_attachment_position = v3f(0,0,0); m_attachment_rotation = v3f(0,0,0); - m_player->setPosition(m_last_good_position); + setBasePosition(m_last_good_position); ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id); } @@ -969,14 +963,13 @@ void PlayerSAO::step(float dtime, bool send_recommended) // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally // If the object gets detached this comes into effect automatically from the last known origin - if(isAttached()) - { + if (isAttached()) { v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition(); m_last_good_position = pos; - m_player->setPosition(pos); + setBasePosition(pos); } - if(send_recommended == false) + if (!send_recommended) return; // If the object is attached client-side, don't waste bandwidth sending its position to clients @@ -988,12 +981,12 @@ void PlayerSAO::step(float dtime, bool send_recommended) if(isAttached()) // Just in case we ever do send attachment position too pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition(); else - pos = m_player->getPosition() + v3f(0,BS*1,0); + pos = m_base_position + v3f(0,BS*1,0); std::string str = gob_cmd_update_position( pos, v3f(0,0,0), v3f(0,0,0), - m_player->getYaw(), + m_yaw, true, false, update_interval @@ -1003,7 +996,7 @@ void PlayerSAO::step(float dtime, bool send_recommended) m_messages_out.push(aom); } - if(m_armor_groups_sent == false) { + if (!m_armor_groups_sent) { m_armor_groups_sent = true; std::string str = gob_cmd_update_armor_groups( m_armor_groups); @@ -1012,7 +1005,7 @@ void PlayerSAO::step(float dtime, bool send_recommended) m_messages_out.push(aom); } - if(m_physics_override_sent == false){ + if (!m_physics_override_sent) { m_physics_override_sent = true; std::string str = gob_cmd_update_physics_override(m_physics_override_speed, m_physics_override_jump, m_physics_override_gravity, @@ -1022,7 +1015,7 @@ void PlayerSAO::step(float dtime, bool send_recommended) m_messages_out.push(aom); } - if(m_animation_sent == false){ + if (!m_animation_sent) { m_animation_sent = true; std::string str = gob_cmd_update_animation( m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop); @@ -1055,16 +1048,20 @@ void PlayerSAO::step(float dtime, bool send_recommended) void PlayerSAO::setBasePosition(const v3f &position) { + if (m_player && position != m_base_position) + m_player->setDirty(true); + // This needs to be ran for attachments too ServerActiveObject::setBasePosition(position); m_position_not_sent = true; } -void PlayerSAO::setPos(v3f pos) +void PlayerSAO::setPos(const v3f &pos) { if(isAttached()) return; - m_player->setPosition(pos); + + setBasePosition(pos); // Movement caused by this command is always valid m_last_good_position = pos; ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id); @@ -1074,22 +1071,34 @@ void PlayerSAO::moveTo(v3f pos, bool continuous) { if(isAttached()) return; - m_player->setPosition(pos); + + setBasePosition(pos); // Movement caused by this command is always valid m_last_good_position = pos; ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id); } -void PlayerSAO::setYaw(float yaw) +void PlayerSAO::setYaw(const float yaw, bool send_data) { - m_player->setYaw(yaw); - ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id); + if (m_player && yaw != m_yaw) + m_player->setDirty(true); + + UnitSAO::setYaw(yaw); + + // Datas should not be sent at player initialization + if (send_data) + ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id); } -void PlayerSAO::setPitch(float pitch) +void PlayerSAO::setPitch(const float pitch, bool send_data) { - m_player->setPitch(pitch); - ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id); + if (m_player && pitch != m_pitch) + m_player->setDirty(true); + + m_pitch = pitch; + + if (send_data) + ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id); } int PlayerSAO::punch(v3f dir, @@ -1153,13 +1162,8 @@ int PlayerSAO::punch(v3f dir, return hitparams.wear; } -void PlayerSAO::rightClick(ServerActiveObject *clicker) -{ -} - -s16 PlayerSAO::getHP() const +void PlayerSAO::rightClick(ServerActiveObject *) { - return m_player->hp; } s16 PlayerSAO::readDamage() @@ -1169,12 +1173,16 @@ s16 PlayerSAO::readDamage() return damage; } -void PlayerSAO::setHP(s16 hp) +void PlayerSAO::setHP(s16 hp, bool direct) { - s16 oldhp = m_player->hp; + if (direct) { + m_hp = hp; + return; + } + + s16 oldhp = m_hp; - s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this, - hp - oldhp); + s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp); if (hp_change == 0) return; hp = oldhp + hp_change; @@ -1184,11 +1192,11 @@ void PlayerSAO::setHP(s16 hp) else if (hp > PLAYER_MAX_HP) hp = PLAYER_MAX_HP; - if(hp < oldhp && g_settings->getBool("enable_damage") == false) { + if (hp < oldhp && !g_settings->getBool("enable_damage")) { return; } - m_player->hp = hp; + m_hp = hp; if (oldhp > hp) m_damage += (oldhp - hp); @@ -1198,14 +1206,12 @@ void PlayerSAO::setHP(s16 hp) m_properties_sent = false; } -u16 PlayerSAO::getBreath() const +void PlayerSAO::setBreath(const u16 breath) { - return m_player->getBreath(); -} + if (m_player && breath != m_breath) + m_player->setDirty(true); -void PlayerSAO::setBreath(u16 breath) -{ - m_player->setBreath(breath); + m_breath = breath; } void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups) @@ -1355,7 +1361,7 @@ bool PlayerSAO::checkMovementCheat() { if (isAttached() || m_is_singleplayer || g_settings->getBool("disable_anticheat")) { - m_last_good_position = m_player->getPosition(); + m_last_good_position = m_base_position; return false; } @@ -1382,7 +1388,7 @@ bool PlayerSAO::checkMovementCheat() // Tolerance. The lag pool does this a bit. //player_max_speed *= 2.5; - v3f diff = (m_player->getPosition() - m_last_good_position); + v3f diff = (m_base_position - m_last_good_position); float d_vert = diff.Y; diff.Y = 0; float d_horiz = diff.getLength(); @@ -1392,27 +1398,26 @@ bool PlayerSAO::checkMovementCheat() required_time = d_vert / player_max_speed; // Moving upwards if (m_move_pool.grab(required_time)) { - m_last_good_position = m_player->getPosition(); + m_last_good_position = m_base_position; } else { actionstream << "Player " << m_player->getName() << " moved too fast; resetting position" << std::endl; - m_player->setPosition(m_last_good_position); + setBasePosition(m_last_good_position); cheated = true; } return cheated; } -bool PlayerSAO::getCollisionBox(aabb3f *toset) { - //update collision box - *toset = m_player->getCollisionbox(); - +bool PlayerSAO::getCollisionBox(aabb3f *toset) +{ + *toset = aabb3f(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30); toset->MinEdge += m_base_position; toset->MaxEdge += m_base_position; - return true; } -bool PlayerSAO::collideWithObjects(){ +bool PlayerSAO::collideWithObjects() +{ return true; } |