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+/*
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+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.
+*/
+
+#pragma once
+
+#include <unordered_set>
+#include "irrlichttypes_bloated.h"
+#include "activeobject.h"
+#include "inventorymanager.h"
+#include "itemgroup.h"
+#include "util/container.h"
+
+/*
+
+Some planning
+-------------
+
+* Server environment adds an active object, which gets the id 1
+* The active object list is scanned for each client once in a while,
+ and it finds out what objects have been added that are not known
+ by the client yet. This scan is initiated by the Server class and
+ the result ends up directly to the server.
+* A network packet is created with the info and sent to the client.
+* Environment converts objects to static data and static data to
+ objects, based on how close players are to them.
+
+*/
+
+class ServerEnvironment;
+struct ItemStack;
+struct ToolCapabilities;
+struct ObjectProperties;
+struct PlayerHPChangeReason;
+
+class ServerActiveObject : public ActiveObject
+{
+public:
+ /*
+ NOTE: m_env can be NULL, but step() isn't called if it is.
+ Prototypes are used that way.
+ */
+ ServerActiveObject(ServerEnvironment *env, v3f pos);
+ virtual ~ServerActiveObject() = default;
+
+ virtual ActiveObjectType getSendType() const
+ { return getType(); }
+
+ // Called after id has been set and has been inserted in environment
+ virtual void addedToEnvironment(u32 dtime_s){};
+ // Called before removing from environment
+ virtual void removingFromEnvironment(){};
+ // Returns true if object's deletion is the job of the
+ // environment
+ virtual bool environmentDeletes() const
+ { return true; }
+
+ // Create a certain type of ServerActiveObject
+ static ServerActiveObject* create(ActiveObjectType type,
+ ServerEnvironment *env, u16 id, v3f pos,
+ const std::string &data);
+
+ /*
+ Some simple getters/setters
+ */
+ v3f getBasePosition() const { return m_base_position; }
+ void setBasePosition(v3f pos){ m_base_position = pos; }
+ ServerEnvironment* getEnv(){ return m_env; }
+
+ /*
+ Some more dynamic interface
+ */
+
+ virtual void setPos(const v3f &pos)
+ { setBasePosition(pos); }
+ // continuous: if true, object does not stop immediately at pos
+ virtual void moveTo(v3f pos, bool continuous)
+ { setBasePosition(pos); }
+ // If object has moved less than this and data has not changed,
+ // saving to disk may be omitted
+ virtual float getMinimumSavedMovement();
+
+ virtual std::string getDescription(){return "SAO";}
+
+ /*
+ Step object in time.
+ Messages added to messages are sent to client over network.
+
+ send_recommended:
+ True at around 5-10 times a second, same for all objects.
+ This is used to let objects send most of the data at the
+ same time so that the data can be combined in a single
+ packet.
+ */
+ virtual void step(float dtime, bool send_recommended){}
+
+ /*
+ The return value of this is passed to the client-side object
+ when it is created
+ */
+ virtual std::string getClientInitializationData(u16 protocol_version) {return "";}
+
+ /*
+ The return value of this is passed to the server-side object
+ when it is created (converted from static to active - actually
+ the data is the static form)
+ */
+ virtual void getStaticData(std::string *result) const
+ {
+ assert(isStaticAllowed());
+ *result = "";
+ }
+ /*
+ Return false in here to never save and instead remove object
+ on unload. getStaticData() will not be called in that case.
+ */
+ virtual bool isStaticAllowed() const
+ {return true;}
+
+ // Returns tool wear
+ virtual u16 punch(v3f dir,
+ const ToolCapabilities *toolcap = nullptr,
+ ServerActiveObject *puncher = nullptr,
+ float time_from_last_punch = 1000000.0f)
+ { return 0; }
+ virtual void rightClick(ServerActiveObject *clicker)
+ {}
+ virtual void setHP(s32 hp, const PlayerHPChangeReason &reason)
+ {}
+ virtual u16 getHP() const
+ { return 0; }
+
+ virtual void setArmorGroups(const ItemGroupList &armor_groups)
+ {}
+ virtual const ItemGroupList &getArmorGroups() const
+ { static ItemGroupList rv; return rv; }
+ virtual void setPhysicsOverride(float physics_override_speed, float physics_override_jump, float physics_override_gravity)
+ {}
+ virtual void setAnimation(v2f frames, float frame_speed, float frame_blend, bool frame_loop)
+ {}
+ virtual void getAnimation(v2f *frames, float *frame_speed, float *frame_blend, bool *frame_loop)
+ {}
+ virtual void setAnimationSpeed(float frame_speed)
+ {}
+ virtual void setBonePosition(const std::string &bone, v3f position, v3f rotation)
+ {}
+ virtual void getBonePosition(const std::string &bone, v3f *position, v3f *lotation)
+ {}
+ virtual const std::unordered_set<int> &getAttachmentChildIds() const
+ { static std::unordered_set<int> rv; return rv; }
+ virtual ServerActiveObject *getParent() const { return nullptr; }
+ virtual ObjectProperties* accessObjectProperties()
+ { return NULL; }
+ virtual void notifyObjectPropertiesModified()
+ {}
+
+ // Inventory and wielded item
+ virtual Inventory *getInventory() const
+ { return NULL; }
+ virtual InventoryLocation getInventoryLocation() const
+ { return InventoryLocation(); }
+ virtual void setInventoryModified()
+ {}
+ virtual std::string getWieldList() const
+ { return ""; }
+ virtual u16 getWieldIndex() const
+ { return 0; }
+ virtual ItemStack getWieldedItem(ItemStack *selected,
+ ItemStack *hand = nullptr) const;
+ virtual bool setWieldedItem(const ItemStack &item);
+ inline void attachParticleSpawner(u32 id)
+ {
+ m_attached_particle_spawners.insert(id);
+ }
+ inline void detachParticleSpawner(u32 id)
+ {
+ m_attached_particle_spawners.erase(id);
+ }
+
+ std::string generateUpdateInfantCommand(u16 infant_id, u16 protocol_version);
+ std::string generateUpdateNametagAttributesCommand(const video::SColor &color) const;
+
+ void dumpAOMessagesToQueue(std::queue<ActiveObjectMessage> &queue);
+
+ /*
+ Number of players which know about this object. Object won't be
+ deleted until this is 0 to keep the id preserved for the right
+ object.
+ */
+ u16 m_known_by_count = 0;
+
+ /*
+ - Whether this object is to be removed when nobody knows about
+ it anymore.
+ - Removal is delayed to preserve the id for the time during which
+ it could be confused to some other object by some client.
+ - This is usually set to true by the step() method when the object wants
+ to be deleted but can be set by anything else too.
+ */
+ bool m_pending_removal = false;
+
+ /*
+ Same purpose as m_pending_removal but for deactivation.
+ deactvation = save static data in block, remove active object
+
+ If this is set alongside with m_pending_removal, removal takes
+ priority.
+ */
+ bool m_pending_deactivation = false;
+
+ /*
+ A getter that unifies the above to answer the question:
+ "Can the environment still interact with this object?"
+ */
+ inline bool isGone() const
+ { return m_pending_removal || m_pending_deactivation; }
+
+ /*
+ Whether the object's static data has been stored to a block
+ */
+ bool m_static_exists = false;
+ /*
+ The block from which the object was loaded from, and in which
+ a copy of the static data resides.
+ */
+ v3s16 m_static_block = v3s16(1337,1337,1337);
+
+protected:
+ virtual void onAttach(int parent_id) {}
+ virtual void onDetach(int parent_id) {}
+
+ // Used for creating objects based on type
+ typedef ServerActiveObject* (*Factory)
+ (ServerEnvironment *env, v3f pos,
+ const std::string &data);
+ static void registerType(u16 type, Factory f);
+
+ ServerEnvironment *m_env;
+ v3f m_base_position;
+ std::unordered_set<u32> m_attached_particle_spawners;
+
+ /*
+ Queue of messages to be sent to the client
+ */
+ std::queue<ActiveObjectMessage> m_messages_out;
+
+private:
+ // Used for creating objects based on type
+ static std::map<u16, Factory> m_types;
+};