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-rw-r--r--src/content_sao.h92
1 files changed, 1 insertions, 91 deletions
diff --git a/src/content_sao.h b/src/content_sao.h
index e0304299a..32ab922d6 100644
--- a/src/content_sao.h
+++ b/src/content_sao.h
@@ -21,100 +21,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "network/networkprotocol.h"
#include "util/numeric.h"
-#include "serverobject.h"
+#include "server/unit_sao.h"
#include "itemgroup.h"
-#include "object_properties.h"
#include "constants.h"
-class UnitSAO: public ServerActiveObject
-{
-public:
- UnitSAO(ServerEnvironment *env, v3f pos);
- virtual ~UnitSAO() = default;
-
- void setRotation(v3f rotation) { m_rotation = rotation; }
- const v3f &getRotation() const { return m_rotation; }
- v3f getRadRotation() { return m_rotation * core::DEGTORAD; }
-
- // Deprecated
- f32 getRadYawDep() const { return (m_rotation.Y + 90.) * core::DEGTORAD; }
-
- u16 getHP() const { return m_hp; }
- // Use a function, if isDead can be defined by other conditions
- bool isDead() const { return m_hp == 0; }
-
- inline bool isAttached() const
- { return getParent(); }
-
- inline bool isImmortal() const
- { return itemgroup_get(getArmorGroups(), "immortal"); }
-
- void setArmorGroups(const ItemGroupList &armor_groups);
- const ItemGroupList &getArmorGroups() const;
- void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
- void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
- void setAnimationSpeed(float frame_speed);
- void setBonePosition(const std::string &bone, v3f position, v3f rotation);
- void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
- void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
- void getAttachment(int *parent_id, std::string *bone, v3f *position,
- v3f *rotation) const;
- void clearChildAttachments();
- void clearParentAttachment();
- void addAttachmentChild(int child_id);
- void removeAttachmentChild(int child_id);
- const std::unordered_set<int> &getAttachmentChildIds() const;
- ServerActiveObject *getParent() const;
- ObjectProperties* accessObjectProperties();
- void notifyObjectPropertiesModified();
-
- std::string generateUpdateAttachmentCommand() const;
- std::string generateUpdateAnimationSpeedCommand() const;
- std::string generateUpdateAnimationCommand() const;
- std::string generateUpdateArmorGroupsCommand() const;
- static std::string generateUpdatePositionCommand(const v3f &position, const v3f &velocity,
- const v3f &acceleration, const v3f &rotation, bool do_interpolate,
- bool is_movement_end, f32 update_interval);
- std::string generateSetPropertiesCommand(const ObjectProperties &prop) const;
- void sendPunchCommand();
- static std::string generateUpdateBonePositionCommand(const std::string &bone,
- const v3f &position, const v3f &rotation);
-
-protected:
- u16 m_hp = 1;
-
- v3f m_rotation;
-
- bool m_properties_sent = true;
- ObjectProperties m_prop;
-
- ItemGroupList m_armor_groups;
- bool m_armor_groups_sent = false;
-
- v2f m_animation_range;
- float m_animation_speed = 0.0f;
- float m_animation_blend = 0.0f;
- bool m_animation_loop = true;
- bool m_animation_sent = false;
- bool m_animation_speed_sent = false;
-
- // Stores position and rotation for each bone name
- std::unordered_map<std::string, core::vector2d<v3f>> m_bone_position;
- bool m_bone_position_sent = false;
-
- int m_attachment_parent_id = 0;
- std::unordered_set<int> m_attachment_child_ids;
- std::string m_attachment_bone = "";
- v3f m_attachment_position;
- v3f m_attachment_rotation;
- bool m_attachment_sent = false;
-private:
- void onAttach(int parent_id);
- void onDetach(int parent_id);
-
- std::string generatePunchCommand(u16 result_hp) const;
-};
-
/*
LuaEntitySAO needs some internals exposed.
*/