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path: root/src/guiInventoryMenu.cpp
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/*
Minetest-c55
Copyright (C) 2010 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 General Public License as published by
the Free Software Foundation; either version 2 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 General Public License for more details.

You should have received a copy of the GNU 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 "guiInventoryMenu.h"
#include "constants.h"
#include "keycode.h"
#include "strfnd.h"

void drawInventoryItem(video::IVideoDriver *driver,
		gui::IGUIFont *font,
		InventoryItem *item, core::rect<s32> rect,
		const core::rect<s32> *clip)
{
	if(item == NULL)
		return;
	
	video::ITexture *texture = NULL;
	texture = item->getImage();

	if(texture != NULL)
	{
		const video::SColor color(255,255,255,255);
		const video::SColor colors[] = {color,color,color,color};
		driver->draw2DImage(texture, rect,
			core::rect<s32>(core::position2d<s32>(0,0),
			core::dimension2di(texture->getOriginalSize())),
			clip, colors, false);
	}
	else
	{
		video::SColor bgcolor(255,50,50,128);
		driver->draw2DRectangle(bgcolor, rect, clip);
	}

	if(font != NULL)
	{
		std::string text = item->getText();
		if(font && text != "")
		{
			v2u32 dim = font->getDimension(narrow_to_wide(text).c_str());
			v2s32 sdim(dim.X,dim.Y);

			core::rect<s32> rect2(
				/*rect.UpperLeftCorner,
				core::dimension2d<u32>(rect.getWidth(), 15)*/
				rect.LowerRightCorner - sdim,
				sdim
			);

			video::SColor bgcolor(128,0,0,0);
			driver->draw2DRectangle(bgcolor, rect2, clip);
			
			font->draw(text.c_str(), rect2,
					video::SColor(255,255,255,255), false, false,
					clip);
		}
	}
}

/*
	GUIInventoryMenu
*/

GUIInventoryMenu::GUIInventoryMenu(gui::IGUIEnvironment* env,
		gui::IGUIElement* parent, s32 id,
		IMenuManager *menumgr,
		v2s16 menu_size,
		InventoryContext *c,
		InventoryManager *invmgr
		):
	GUIModalMenu(env, parent, id, menumgr),
	m_menu_size(menu_size),
	m_c(c),
	m_invmgr(invmgr)
{
	m_selected_item = NULL;
}

GUIInventoryMenu::~GUIInventoryMenu()
{
	removeChildren();

	if(m_selected_item)
		delete m_selected_item;
}

void GUIInventoryMenu::removeChildren()
{
	const core::list<gui::IGUIElement*> &children = getChildren();
	core::list<gui::IGUIElement*> children_copy;
	for(core::list<gui::IGUIElement*>::ConstIterator
			i = children.begin(); i != children.end(); i++)
	{
		children_copy.push_back(*i);
	}
	for(core::list<gui::IGUIElement*>::Iterator
			i = children_copy.begin();
			i != children_copy.end(); i++)
	{
		(*i)->remove();
	}
	/*{
		gui::IGUIElement *e = getElementFromId(256);
		if(e != NULL)
			e->remove();
	}*/
}

void GUIInventoryMenu::regenerateGui(v2u32 screensize)
{
	// Remove children
	removeChildren();
	
	/*padding = v2s32(24,24);
	spacing = v2s32(60,56);
	imgsize = v2s32(48,48);*/

	padding = v2s32(screensize.Y/40, screensize.Y/40);
	spacing = v2s32(screensize.Y/12, screensize.Y/13);
	imgsize = v2s32(screensize.Y/15, screensize.Y/15);

	s32 helptext_h = 15;

	v2s32 size(
		padding.X*2+spacing.X*(m_menu_size.X-1)+imgsize.X,
		padding.Y*2+spacing.Y*(m_menu_size.Y-1)+imgsize.Y + helptext_h
	);

	core::rect<s32> rect(
			screensize.X/2 - size.X/2,
			screensize.Y/2 - size.Y/2,
			screensize.X/2 + size.X/2,
			screensize.Y/2 + size.Y/2
	);
	
	DesiredRect = rect;
	recalculateAbsolutePosition(false);

	v2s32 basepos = getBasePos();
	
	m_draw_spec.clear();
	for(u16 i=0; i<m_init_draw_spec.size(); i++)
	{
		DrawSpec &s = m_init_draw_spec[i];
		if(s.type == "list")
		{
			m_draw_spec.push_back(ListDrawSpec(s.name, s.subname,
					basepos + v2s32(spacing.X*s.pos.X, spacing.Y*s.pos.Y),
					s.geom));
		}
	}

	/*
	m_draw_spec.clear();
	m_draw_spec.push_back(ListDrawSpec("main",
			basepos + v2s32(spacing.X*0, spacing.Y*3), v2s32(8, 4)));
	m_draw_spec.push_back(ListDrawSpec("craft",
			basepos + v2s32(spacing.X*3, spacing.Y*0), v2s32(3, 3)));
	m_draw_spec.push_back(ListDrawSpec("craftresult",
			basepos + v2s32(spacing.X*7, spacing.Y*1), v2s32(1, 1)));
	*/
	
	// Add children
	{
		core::rect<s32> rect(0, 0, size.X-padding.X*2, helptext_h);
		rect = rect + v2s32(size.X/2 - rect.getWidth()/2,
				size.Y-rect.getHeight()-15);
		const wchar_t *text =
		L"Left click: Move all items, Right click: Move single item";
		Environment->addStaticText(text, rect, false, true, this, 256);
	}
}

GUIInventoryMenu::ItemSpec GUIInventoryMenu::getItemAtPos(v2s32 p) const
{
	core::rect<s32> imgrect(0,0,imgsize.X,imgsize.Y);
	
	for(u32 i=0; i<m_draw_spec.size(); i++)
	{
		const ListDrawSpec &s = m_draw_spec[i];

		for(s32 i=0; i<s.geom.X*s.geom.Y; i++)
		{
			s32 x = (i%s.geom.X) * spacing.X;
			s32 y = (i/s.geom.X) * spacing.Y;
			v2s32 p0(x,y);
			core::rect<s32> rect = imgrect + s.pos + p0;
			if(rect.isPointInside(p))
			{
				return ItemSpec(s.inventoryname, s.listname, i);
			}
		}
	}

	return ItemSpec("", "", -1);
}

void GUIInventoryMenu::drawList(const ListDrawSpec &s)
{
	video::IVideoDriver* driver = Environment->getVideoDriver();

	// Get font
	gui::IGUIFont *font = NULL;
	gui::IGUISkin* skin = Environment->getSkin();
	if (skin)
		font = skin->getFont();
	
	Inventory *inv = m_invmgr->getInventory(m_c, s.inventoryname);
	assert(inv);
	InventoryList *ilist = inv->getList(s.listname);
	
	core::rect<s32> imgrect(0,0,imgsize.X,imgsize.Y);
	
	for(s32 i=0; i<s.geom.X*s.geom.Y; i++)
	{
		s32 x = (i%s.geom.X) * spacing.X;
		s32 y = (i/s.geom.X) * spacing.Y;
		v2s32 p(x,y);
		core::rect<s32> rect = imgrect + s.pos + p;
		InventoryItem *item = NULL;
		if(ilist)
			item = ilist->getItem(i);

		if(m_selected_item != NULL && m_selected_item->listname == s.listname
				&& m_selected_item->i == i)
		{
			driver->draw2DRectangle(video::SColor(255,255,0,0),
					core::rect<s32>(rect.UpperLeftCorner - v2s32(2,2),
							rect.LowerRightCorner + v2s32(2,2)),
					&AbsoluteClippingRect);
		}

		if(item)
		{
			drawInventoryItem(driver, font, item,
					rect, &AbsoluteClippingRect);
		}
		else
		{
			video::SColor bgcolor(255,128,128,128);
			driver->draw2DRectangle(bgcolor, rect, &AbsoluteClippingRect);
		}
	}
}

void GUIInventoryMenu::drawMenu()
{
	gui::IGUISkin* skin = Environment->getSkin();
	if (!skin)
		return;
	video::IVideoDriver* driver = Environment->getVideoDriver();
	
	video::SColor bgcolor(140,0,0,0);
	driver->draw2DRectangle(bgcolor, AbsoluteRect, &AbsoluteClippingRect);

	/*
		Draw items
	*/
	
	for(u32 i=0; i<m_draw_spec.size(); i++)
	{
		ListDrawSpec &s = m_draw_spec[i];
		drawList(s);
	}

	/*
		Call base class
	*/
	gui::IGUIElement::draw();
}

bool GUIInventoryMenu::OnEvent(const SEvent& event)
{
	if(event.EventType==EET_KEY_INPUT_EVENT)
	{
		if(event.KeyInput.Key==KEY_ESCAPE && event.KeyInput.PressedDown)
		{
			quitMenu();
			return true;
		}
		if(event.KeyInput.Key==getKeySetting("keymap_inventory") && event.KeyInput.PressedDown)
		{
			quitMenu();
			return true;
		}
	}
	if(event.EventType==EET_MOUSE_INPUT_EVENT)
	{
		if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN
				|| event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
		{
			bool right = (event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN);
			v2s32 p(event.MouseInput.X, event.MouseInput.Y);
			//dstream<<"Mouse down at p=("<<p.X<<","<<p.Y<<")"<<std::endl;
			ItemSpec s = getItemAtPos(p);
			if(s.isValid())
			{
				dstream<<"Mouse down on "<<s.inventoryname
						<<"/"<<s.listname<<" "<<s.i<<std::endl;
				if(m_selected_item)
				{
					Inventory *inv_from = m_invmgr->getInventory(m_c,
							m_selected_item->inventoryname);
					Inventory *inv_to = m_invmgr->getInventory(m_c,
							s.inventoryname);
					assert(inv_from);
					assert(inv_to);
					InventoryList *list_from =
							inv_from->getList(m_selected_item->listname);
					InventoryList *list_to =
							inv_to->getList(s.listname);
					if(list_from == NULL)
						dstream<<"from list doesn't exist"<<std::endl;
					if(list_to == NULL)
						dstream<<"to list doesn't exist"<<std::endl;
					// Indicates whether source slot completely empties
					bool source_empties = false;
					if(list_from && list_to
							&& list_from->getItem(m_selected_item->i) != NULL)
					{
						dstream<<"Handing IACTION_MOVE to manager"<<std::endl;
						IMoveAction *a = new IMoveAction();
						a->count = right ? 1 : 0;
						a->from_inv = m_selected_item->inventoryname;
						a->from_list = m_selected_item->listname;
						a->from_i = m_selected_item->i;
						a->to_inv = s.inventoryname;
						a->to_list = s.listname;
						a->to_i = s.i;
						//ispec.actions->push_back(a);
						m_invmgr->inventoryAction(a);
						
						if(list_from->getItem(m_selected_item->i)->getCount()==1)
							source_empties = true;
					}
					// Remove selection if target was left-clicked or source
					// slot was emptied
					if(right == false || source_empties)
					{
						delete m_selected_item;
						m_selected_item = NULL;
					}
				}
				else
				{
					/*
						Select if non-NULL
					*/
					Inventory *inv = m_invmgr->getInventory(m_c,
							s.inventoryname);
					assert(inv);
					InventoryList *list = inv->getList(s.listname);
					if(list->getItem(s.i) != NULL)
					{
						m_selected_item = new ItemSpec(s);
					}
				}
			}
			else
			{
				if(m_selected_item)
				{
					delete m_selected_item;
					m_selected_item = NULL;
				}
			}
		}
	}
	if(event.EventType==EET_GUI_EVENT)
	{
		if(event.GUIEvent.EventType==gui::EGET_ELEMENT_FOCUS_LOST
				&& isVisible())
		{
			if(!canTakeFocus(event.GUIEvent.Element))
			{
				dstream<<"GUIInventoryMenu: Not allowing focus change."
						<<std::endl;
				// Returning true disables focus change
				return true;
			}
		}
		if(event.GUIEvent.EventType==gui::EGET_BUTTON_CLICKED)
		{
			/*switch(event.GUIEvent.Caller->getID())
			{
			case 256: // continue
				setVisible(false);
				break;
			case 257: // exit
				dev->closeDevice();
				break;
			}*/
		}
	}

	return Parent ? Parent->OnEvent(event) : false;
}

/*
	Here is an example traditional set-up sequence for a DrawSpec list:

	std::string furnace_inv_id = "nodemetadata:0,1,2";
	core::array<GUIInventoryMenu::DrawSpec> draw_spec;
	draw_spec.push_back(GUIInventoryMenu::DrawSpec(
			"list", furnace_inv_id, "fuel",
			v2s32(2, 3), v2s32(1, 1)));
	draw_spec.push_back(GUIInventoryMenu::DrawSpec(
			"list", furnace_inv_id, "src",
			v2s32(2, 1), v2s32(1, 1)));
	draw_spec.push_back(GUIInventoryMenu::DrawSpec(
			"list", furnace_inv_id, "dst",
			v2s32(5, 1), v2s32(2, 2)));
	draw_spec.push_back(GUIInventoryMenu::DrawSpec(
			"list", "current_player", "main",
			v2s32(0, 5), v2s32(8, 4)));
	setDrawSpec(draw_spec);

	Here is the string for creating the same DrawSpec list (a single line,
	spread to multiple lines here):
	
	GUIInventoryMenu::makeDrawSpecArrayFromString(
			draw_spec,
			"nodemetadata:0,1,2",
			"invsize[8,9;]"
			"list[current_name;fuel;2,3;1,1;]"
			"list[current_name;src;2,1;1,1;]"
			"list[current_name;dst;5,1;2,2;]"
			"list[current_player;main;0,5;8,4;]");
	
	Returns inventory menu size defined by invsize[].
*/
v2s16 GUIInventoryMenu::makeDrawSpecArrayFromString(
		core::array<GUIInventoryMenu::DrawSpec> &draw_spec,
		const std::string &data,
		const std::string &current_name)
{
	v2s16 invsize(8,9);
	Strfnd f(data);
	while(f.atend() == false)
	{
		std::string type = trim(f.next("["));
		//dstream<<"type="<<type<<std::endl;
		if(type == "list")
		{
			std::string name = f.next(";");
			if(name == "current_name")
				name = current_name;
			std::string subname = f.next(";");
			s32 pos_x = stoi(f.next(","));
			s32 pos_y = stoi(f.next(";"));
			s32 geom_x = stoi(f.next(","));
			s32 geom_y = stoi(f.next(";"));
			dstream<<"list name="<<name<<", subname="<<subname
					<<", pos=("<<pos_x<<","<<pos_y<<")"
					<<", geom=("<<geom_x<<","<<geom_y<<")"
					<<std::endl;
			draw_spec.push_back(GUIInventoryMenu::DrawSpec(
					type, name, subname,
					v2s32(pos_x,pos_y),v2s32(geom_x,geom_y)));
			f.next("]");
		}
		else if(type == "invsize")
		{
			invsize.X = stoi(f.next(","));
			invsize.Y = stoi(f.next(";"));
			dstream<<"invsize ("<<invsize.X<<","<<invsize.Y<<")"<<std::endl;
			f.next("]");
		}
		else
		{
			// Ignore others
			std::string ts = f.next("]");
			dstream<<"Unknown DrawSpec: type="<<type<<", data=\""<<ts<<"\""
					<<std::endl;
		}
	}

	return invsize;
}

setBasePosition(pos_f); m_last_sent_position = pos_f; std::ostringstream os(std::ios::binary); // command (0 = update position) writeU8(os, 0); // pos writeV3F1000(os, m_base_position); // create message and add to list ActiveObjectMessage aom(getId(), false, os.str()); m_messages_out.push_back(aom); } if(m_itemstring_changed) { m_itemstring_changed = false; std::ostringstream os(std::ios::binary); // command (1 = update itemstring) writeU8(os, 1); // itemstring os<<serializeString(m_itemstring); // create message and add to list ActiveObjectMessage aom(getId(), false, os.str()); m_messages_out.push_back(aom); } } std::string getClientInitializationData(u16 protocol_version) { std::ostringstream os(std::ios::binary); // version writeU8(os, 0); // pos writeV3F1000(os, m_base_position); // itemstring os<<serializeString(m_itemstring); return os.str(); } std::string getStaticData() { infostream<<__FUNCTION_NAME<<std::endl; std::ostringstream os(std::ios::binary); // version writeU8(os, 0); // itemstring os<<serializeString(m_itemstring); return os.str(); } ItemStack createItemStack() { try{ IItemDefManager *idef = m_env->getGameDef()->idef(); ItemStack item; item.deSerialize(m_itemstring, idef); infostream<<__FUNCTION_NAME<<": m_itemstring=\""<<m_itemstring <<"\" -> item=\""<<item.getItemString()<<"\"" <<std::endl; return item; } catch(SerializationError &e) { infostream<<__FUNCTION_NAME<<": serialization error: " <<"m_itemstring=\""<<m_itemstring<<"\""<<std::endl; return ItemStack(); } } int punch(v3f dir, const ToolCapabilities *toolcap, ServerActiveObject *puncher, float time_from_last_punch) { // Take item into inventory ItemStack item = createItemStack(); Inventory *inv = puncher->getInventory(); if(inv != NULL) { std::string wieldlist = puncher->getWieldList(); ItemStack leftover = inv->addItem(wieldlist, item); puncher->setInventoryModified(); if(leftover.empty()) { m_removed = true; } else { m_itemstring = leftover.getItemString(); m_itemstring_changed = true; } } return 0; } bool getCollisionBox(aabb3f *toset) { return false; } private: std::string m_itemstring; bool m_itemstring_changed; v3f m_speed_f; v3f m_last_sent_position; IntervalLimiter m_move_interval; }; // Prototype (registers item for deserialization) ItemSAO proto_ItemSAO(NULL, v3f(0,0,0), ""); ServerActiveObject* createItemSAO(ServerEnvironment *env, v3f pos, const std::string itemstring) { return new ItemSAO(env, pos, itemstring); } /* LuaEntitySAO */ // Prototype (registers item for deserialization) 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), 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), m_last_sent_velocity(0,0,0), m_last_sent_position_timer(0), m_last_sent_move_precision(0), m_armor_groups_sent(false), m_animation_speed(0), m_animation_blend(0), m_animation_sent(false), m_bone_position_sent(false), m_attachment_parent_id(0), m_attachment_sent(false) { // Only register type if no environment supplied if(env == NULL){ ServerActiveObject::registerType(getType(), create); return; } // Initialize something to armor groups m_armor_groups["fleshy"] = 100; } LuaEntitySAO::~LuaEntitySAO() { if(m_registered){ lua_State *L = m_env->getLua(); scriptapi_luaentity_rm(L, m_id); } } void LuaEntitySAO::addedToEnvironment(u32 dtime_s) { ServerActiveObject::addedToEnvironment(dtime_s); // Create entity from name lua_State *L = m_env->getLua(); m_registered = scriptapi_luaentity_add(L, m_id, m_init_name.c_str()); if(m_registered){ // Get properties scriptapi_luaentity_get_properties(L, m_id, &m_prop); // Initialize HP from properties m_hp = m_prop.hp_max; // Activate entity, supplying serialized state scriptapi_luaentity_activate(L, m_id, m_init_state.c_str(), dtime_s); } } ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos, const std::string &data) { std::string name; std::string state; s16 hp = 1; v3f velocity; float yaw = 0; if(data != ""){ std::istringstream is(data, std::ios::binary); // read version u8 version = readU8(is); // check if version is supported if(version == 0){ name = deSerializeString(is); state = deSerializeLongString(is); } else if(version == 1){ name = deSerializeString(is); state = deSerializeLongString(is); hp = readS16(is); velocity = readV3F1000(is); yaw = readF1000(is); } } // create object infostream<<"LuaEntitySAO::create(name=\""<<name<<"\" state=\"" <<state<<"\")"<<std::endl; LuaEntitySAO *sao = new LuaEntitySAO(env, pos, name, state); sao->m_hp = hp; sao->m_velocity = velocity; sao->m_yaw = yaw; return sao; } bool LuaEntitySAO::isAttached() { if(!m_attachment_parent_id) return false; // Check if the parent still exists ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id); if(obj) return true; return false; } void LuaEntitySAO::step(float dtime, bool send_recommended) { if(!m_properties_sent) { m_properties_sent = true; std::string str = getPropertyPacket(); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } // If attached, check that our parent is still there. If it isn't, detach. if(m_attachment_parent_id && !isAttached()) { m_attachment_parent_id = 0; m_attachment_bone = ""; m_attachment_position = v3f(0,0,0); m_attachment_rotation = v3f(0,0,0); sendPosition(false, true); } m_last_sent_position_timer += dtime; // 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()) { v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition(); m_base_position = pos; m_velocity = v3f(0,0,0); m_acceleration = v3f(0,0,0); } else { if(m_prop.physical){ core::aabbox3d<f32> box = m_prop.collisionbox; box.MinEdge *= BS; box.MaxEdge *= BS; collisionMoveResult moveresult; f32 pos_max_d = BS*0.25; // Distance per iteration f32 stepheight = 0; // Maximum climbable step height v3f p_pos = m_base_position; v3f p_velocity = m_velocity; v3f p_acceleration = m_acceleration; moveresult = collisionMoveSimple(m_env,m_env->getGameDef(), pos_max_d, box, stepheight, dtime, p_pos, p_velocity, p_acceleration,this); // Apply results m_base_position = p_pos; m_velocity = p_velocity; m_acceleration = p_acceleration; } else { m_base_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration; m_velocity += dtime * m_acceleration; } } if(m_registered){ lua_State *L = m_env->getLua(); scriptapi_luaentity_step(L, m_id, dtime); } if(send_recommended == false) return; if(!isAttached()) { // TODO: force send when acceleration changes enough? float minchange = 0.2*BS; if(m_last_sent_position_timer > 1.0){ minchange = 0.01*BS; } else if(m_last_sent_position_timer > 0.2){ minchange = 0.05*BS; } float move_d = m_base_position.getDistanceFrom(m_last_sent_position); move_d += m_last_sent_move_precision; float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity); if(move_d > minchange || vel_d > minchange || fabs(m_yaw - m_last_sent_yaw) > 1.0){ sendPosition(true, false); } } if(m_armor_groups_sent == false){ m_armor_groups_sent = true; std::string str = gob_cmd_update_armor_groups( m_armor_groups); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } if(m_animation_sent == false){ m_animation_sent = true; std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } if(m_bone_position_sent == false){ m_bone_position_sent = true; for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){ std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } } if(m_attachment_sent == false){ m_attachment_sent = true; std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } } std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version) { std::ostringstream os(std::ios::binary); if(protocol_version >= 14) { writeU8(os, 1); // version os<<serializeString(""); // name writeU8(os, 0); // is_player writeS16(os, getId()); //id writeV3F1000(os, m_base_position); writeF1000(os, m_yaw); writeS16(os, m_hp); writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here os<<serializeLongString(getPropertyPacket()); // message 1 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2 os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){ os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size } os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4 } else { writeU8(os, 0); // version os<<serializeString(""); // name writeU8(os, 0); // is_player writeV3F1000(os, m_base_position); writeF1000(os, m_yaw); writeS16(os, m_hp); writeU8(os, 2); // number of messages stuffed in here os<<serializeLongString(getPropertyPacket()); // message 1 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2 } // return result return os.str(); } std::string LuaEntitySAO::getStaticData() { verbosestream<<__FUNCTION_NAME<<std::endl; std::ostringstream os(std::ios::binary); // version writeU8(os, 1); // name os<<serializeString(m_init_name); // state if(m_registered){ lua_State *L = m_env->getLua(); std::string state = scriptapi_luaentity_get_staticdata(L, m_id); os<<serializeLongString(state); } else { os<<serializeLongString(m_init_state); } // hp writeS16(os, m_hp); // velocity writeV3F1000(os, m_velocity); // yaw writeF1000(os, m_yaw); return os.str(); } int LuaEntitySAO::punch(v3f dir, const ToolCapabilities *toolcap, ServerActiveObject *puncher, float time_from_last_punch) { if(!m_registered){ // Delete unknown LuaEntities when punched m_removed = true; return 0; } // It's best that attachments cannot be punched if(isAttached()) return 0; ItemStack *punchitem = NULL; ItemStack punchitem_static; if(puncher){ punchitem_static = puncher->getWieldedItem(); punchitem = &punchitem_static; } PunchDamageResult result = getPunchDamage( m_armor_groups, toolcap, punchitem, time_from_last_punch); if(result.did_punch) { setHP(getHP() - result.damage); std::string punchername = "nil"; if ( puncher != 0 ) punchername = puncher->getDescription(); actionstream<<getDescription()<<" punched by " <<punchername<<", damage "<<result.damage <<" hp, health now "<<getHP()<<" hp"<<std::endl; { std::string str = gob_cmd_punched(result.damage, getHP()); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } if(getHP() == 0) m_removed = true; } lua_State *L = m_env->getLua(); scriptapi_luaentity_punch(L, m_id, puncher, time_from_last_punch, toolcap, dir); return result.wear; } void LuaEntitySAO::rightClick(ServerActiveObject *clicker) { if(!m_registered) return; // It's best that attachments cannot be clicked if(isAttached()) return; lua_State *L = m_env->getLua(); scriptapi_luaentity_rightclick(L, m_id, clicker); } void LuaEntitySAO::setPos(v3f pos) { if(isAttached()) return; m_base_position = pos; sendPosition(false, true); } void LuaEntitySAO::moveTo(v3f pos, bool continuous) { if(isAttached()) return; m_base_position = pos; if(!continuous) sendPosition(true, true); } float LuaEntitySAO::getMinimumSavedMovement() { return 0.1 * BS; } std::string LuaEntitySAO::getDescription() { std::ostringstream os(std::ios::binary); os<<"LuaEntitySAO at ("; os<<(m_base_position.X/BS)<<","; os<<(m_base_position.Y/BS)<<","; os<<(m_base_position.Z/BS); os<<")"; return os.str(); } void LuaEntitySAO::setHP(s16 hp) { if(hp < 0) hp = 0; m_hp = hp; } s16 LuaEntitySAO::getHP() const { return m_hp; } void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups) { m_armor_groups = armor_groups; m_armor_groups_sent = false; } void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend) { m_animation_range = frame_range; m_animation_speed = frame_speed; m_animation_blend = frame_blend; m_animation_sent = false; } void LuaEntitySAO::setBonePosition(std::string bone, v3f position, v3f rotation) { m_bone_position[bone] = core::vector2d<v3f>(position, rotation); m_bone_position_sent = false; } void LuaEntitySAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation) { // 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. m_attachment_parent_id = parent_id; m_attachment_bone = bone; m_attachment_position = position; m_attachment_rotation = rotation; m_attachment_sent = false; } ObjectProperties* LuaEntitySAO::accessObjectProperties() { return &m_prop; } void LuaEntitySAO::notifyObjectPropertiesModified() { m_properties_sent = false; } void LuaEntitySAO::setVelocity(v3f velocity) { m_velocity = velocity; } v3f LuaEntitySAO::getVelocity() { return m_velocity; } void LuaEntitySAO::setAcceleration(v3f acceleration) { m_acceleration = acceleration; } 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); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength, bool select_horiz_by_yawpitch) { std::string str = gob_cmd_set_sprite( p, num_frames, framelength, select_horiz_by_yawpitch ); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } std::string LuaEntitySAO::getName() { return m_init_name; } std::string LuaEntitySAO::getPropertyPacket() { return gob_cmd_set_properties(m_prop); } void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end) { // If the object is attached client-side, don't waste bandwidth sending its position to clients if(isAttached()) return; m_last_sent_move_precision = m_base_position.getDistanceFrom( m_last_sent_position); m_last_sent_position_timer = 0; m_last_sent_yaw = m_yaw; m_last_sent_position = m_base_position; m_last_sent_velocity = m_velocity; //m_last_sent_acceleration = m_acceleration; float update_interval = m_env->getSendRecommendedInterval(); std::string str = gob_cmd_update_position( m_base_position, m_velocity, m_acceleration, m_yaw, do_interpolate, is_movement_end, update_interval ); // create message and add to list ActiveObjectMessage aom(getId(), false, str); m_messages_out.push_back(aom); } bool LuaEntitySAO::getCollisionBox(aabb3f *toset) { if (m_prop.physical) { //update collision box toset->MinEdge = m_prop.collisionbox.MinEdge * BS; toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS; toset->MinEdge += m_base_position; toset->MaxEdge += m_base_position; return true; } return false; } /* PlayerSAO */ // No prototype, PlayerSAO does not need to be deserialized PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_, const std::set<std::string> &privs, bool is_singleplayer): ServerActiveObject(env_, v3f(0,0,0)), m_player(player_), m_peer_id(peer_id_), m_inventory(NULL), m_last_good_position(0,0,0), m_last_good_position_age(0), m_time_from_last_punch(0), m_nocheat_dig_pos(32767, 32767, 32767), m_nocheat_dig_time(0), m_wield_index(0), m_position_not_sent(false), m_armor_groups_sent(false), m_properties_sent(true), m_privs(privs), m_is_singleplayer(is_singleplayer), m_animation_sent(false), m_bone_position_sent(false), m_attachment_sent(false), // public m_moved(false), m_inventory_not_sent(false), m_hp_not_sent(false), m_wielded_item_not_sent(false), m_physics_override_speed(1), m_physics_override_jump(1), m_physics_override_gravity(1), m_physics_override_sent(false) { assert(m_player); assert(m_peer_id != 0); setBasePosition(m_player->getPosition()); m_inventory = &m_player->inventory; m_armor_groups["fleshy"] = 100; m_prop.hp_max = PLAYER_MAX_HP; m_prop.physical = false; m_prop.weight = 75; m_prop.collisionbox = core::aabbox3d<f32>(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.); // start of default appearance, this should be overwritten by LUA m_prop.visual = "upright_sprite"; m_prop.visual_size = v2f(1, 2); m_prop.textures.clear(); m_prop.textures.push_back("player.png"); m_prop.textures.push_back("player_back.png"); m_prop.colors.clear(); m_prop.colors.push_back(video::SColor(255, 255, 255, 255)); m_prop.spritediv = v2s16(1,1); // end of default appearance m_prop.is_visible = true; m_prop.makes_footstep_sound = true; } PlayerSAO::~PlayerSAO() { if(m_inventory != &m_player->inventory) delete m_inventory; } std::string PlayerSAO::getDescription() { return std::string("player ") + m_player->getName(); } // Called after id has been set and has been inserted in environment void PlayerSAO::addedToEnvironment(u32 dtime_s) { ServerActiveObject::addedToEnvironment(dtime_s); ServerActiveObject::setBasePosition(m_player->getPosition()); m_player->setPlayerSAO(this); m_player->peer_id = m_peer_id; m_last_good_position = m_player->getPosition(); m_last_good_position_age = 0.0; } // Called before removing from environment void PlayerSAO::removingFromEnvironment() { ServerActiveObject::removingFromEnvironment(); if(m_player->getPlayerSAO() == this) { m_player->setPlayerSAO(NULL); m_player->peer_id = 0; } } bool PlayerSAO::isStaticAllowed() const { return false; } bool PlayerSAO::unlimitedTransferDistance() const { return g_settings->getBool("unlimited_player_transfer_distance"); } std::string PlayerSAO::getClientInitializationData(u16 protocol_version) { std::ostringstream os(std::ios::binary); if(protocol_version >= 15) { writeU8(os, 1); // 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()); writeS16(os, getHP()); writeU8(os, 5 + m_bone_position.size()); // number of messages stuffed in here os<<serializeLongString(getPropertyPacket()); // message 1 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2 os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){ os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size } os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4 os<<serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed, m_physics_override_jump, m_physics_override_gravity)); // 5 } else { 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()); writeS16(os, getHP()); writeU8(os, 2); // number of messages stuffed in here os<<serializeLongString(getPropertyPacket()); // message 1 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2 } // return result return os.str(); } std::string PlayerSAO::getStaticData() { assert(0); return ""; } bool PlayerSAO::isAttached() { if(!m_attachment_parent_id) return false; // Check if the parent still exists ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id); if(obj) return true; return false; } void PlayerSAO::step(float dtime, bool send_recommended) { if(!m_properties_sent) { m_properties_sent = true; std::string str = getPropertyPacket(); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } // If attached, check that our parent is still there. If it isn't, detach. if(m_attachment_parent_id && !isAttached()) { m_attachment_parent_id = 0; m_attachment_bone = ""; m_attachment_position = v3f(0,0,0); m_attachment_rotation = v3f(0,0,0); m_player->setPosition(m_last_good_position); m_moved = true; } m_time_from_last_punch += dtime; m_nocheat_dig_time += dtime; // 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()) { v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition(); m_last_good_position = pos; m_last_good_position_age = 0; m_player->setPosition(pos); } else { if(m_is_singleplayer || g_settings->getBool("disable_anticheat")) { m_last_good_position = m_player->getPosition(); m_last_good_position_age = 0; } else { /* Check player movements NOTE: Actually the server should handle player physics like the client does and compare player's position to what is calculated on our side. This is required when eg. players fly due to an explosion. Altough a node-based alternative might be possible too, and much more lightweight. */ float player_max_speed = 0; float player_max_speed_up = 0; if(m_privs.count("fast") != 0){ // Fast speed player_max_speed = BS * 20; player_max_speed_up = BS * 20; } else { // Normal speed player_max_speed = BS * 4.0; player_max_speed_up = BS * 4.0; } // Tolerance player_max_speed *= 2.5; player_max_speed_up *= 2.5; m_last_good_position_age += dtime; if(m_last_good_position_age >= 1.0){ float age = m_last_good_position_age; v3f diff = (m_player->getPosition() - m_last_good_position); float d_vert = diff.Y; diff.Y = 0; float d_horiz = diff.getLength(); /*infostream<<m_player->getName()<<"'s horizontal speed is " <<(d_horiz/age)<<std::endl;*/ if(d_horiz <= age * player_max_speed && (d_vert < 0 || d_vert < age * player_max_speed_up)){ m_last_good_position = m_player->getPosition(); } else { actionstream<<"Player "<<m_player->getName() <<" moved too fast; resetting position" <<std::endl; m_player->setPosition(m_last_good_position); m_moved = true; } m_last_good_position_age = 0; } } } if(send_recommended == false) return; // If the object is attached client-side, don't waste bandwidth sending its position to clients if(m_position_not_sent && !isAttached()) { m_position_not_sent = false; float update_interval = m_env->getSendRecommendedInterval(); v3f pos; 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); std::string str = gob_cmd_update_position( pos, v3f(0,0,0), v3f(0,0,0), m_player->getYaw(), true, false, update_interval ); // create message and add to list ActiveObjectMessage aom(getId(), false, str); m_messages_out.push_back(aom); } if(m_wielded_item_not_sent) { m_wielded_item_not_sent = false; // GenericCAO has no special way to show this } if(m_armor_groups_sent == false){ m_armor_groups_sent = true; std::string str = gob_cmd_update_armor_groups( m_armor_groups); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } if(m_physics_override_sent == false){ 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); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } if(m_animation_sent == false){ m_animation_sent = true; std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } if(m_bone_position_sent == false){ m_bone_position_sent = true; for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){ std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } } if(m_attachment_sent == false){ m_attachment_sent = true; std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } } void PlayerSAO::setBasePosition(const v3f &position) { // This needs to be ran for attachments too ServerActiveObject::setBasePosition(position); m_position_not_sent = true; } void PlayerSAO::setPos(v3f pos) { if(isAttached()) return; m_player->setPosition(pos); // Movement caused by this command is always valid m_last_good_position = pos; m_last_good_position_age = 0; // Force position change on client m_moved = true; } void PlayerSAO::moveTo(v3f pos, bool continuous) { if(isAttached()) return; m_player->setPosition(pos); // Movement caused by this command is always valid m_last_good_position = pos; m_last_good_position_age = 0; // Force position change on client m_moved = true; } void PlayerSAO::setYaw(float yaw) { m_player->setYaw(yaw); // Force change on client m_moved = true; } void PlayerSAO::setPitch(float pitch) { m_player->setPitch(pitch); // Force change on client m_moved = true; } int PlayerSAO::punch(v3f dir, const ToolCapabilities *toolcap, ServerActiveObject *puncher, float time_from_last_punch) { // It's best that attachments cannot be punched if(isAttached()) return 0; if(!toolcap) return 0; // No effect if PvP disabled if(g_settings->getBool("enable_pvp") == false){ if(puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER){ std::string str = gob_cmd_punched(0, getHP()); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); return 0; } } HitParams hitparams = getHitParams(m_armor_groups, toolcap, time_from_last_punch); std::string punchername = "nil"; if ( puncher != 0 ) punchername = puncher->getDescription(); actionstream<<"Player "<<m_player->getName()<<" punched by " <<punchername<<", damage "<<hitparams.hp <<" HP"<<std::endl; setHP(getHP() - hitparams.hp); if(hitparams.hp != 0) { std::string str = gob_cmd_punched(hitparams.hp, getHP()); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } return hitparams.wear; } void PlayerSAO::rightClick(ServerActiveObject *clicker) { } s16 PlayerSAO::getHP() const { return m_player->hp; } void PlayerSAO::setHP(s16 hp) { s16 oldhp = m_player->hp; if(hp < 0) hp = 0; else if(hp > PLAYER_MAX_HP) hp = PLAYER_MAX_HP; if(hp < oldhp && g_settings->getBool("enable_damage") == false) { m_hp_not_sent = true; // fix wrong prediction on client return; } m_player->hp = hp; if(hp != oldhp) m_hp_not_sent = true; // On death or reincarnation send an active object message if((hp == 0) != (oldhp == 0)) { // Will send new is_visible value based on (getHP()!=0) m_properties_sent = false; // Send new HP std::string str = gob_cmd_punched(0, getHP()); ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } } void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups) { m_armor_groups = armor_groups; m_armor_groups_sent = false; } void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend) { // 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_sent = false; } void PlayerSAO::setBonePosition(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 PlayerSAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation) { // 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. m_attachment_parent_id = parent_id; m_attachment_bone = bone; m_attachment_position = position; m_attachment_rotation = rotation; m_attachment_sent = false; } ObjectProperties* PlayerSAO::accessObjectProperties() { return &m_prop; } void PlayerSAO::notifyObjectPropertiesModified() { m_properties_sent = false; } Inventory* PlayerSAO::getInventory() { return m_inventory; } const Inventory* PlayerSAO::getInventory() const { return m_inventory; } InventoryLocation PlayerSAO::getInventoryLocation() const { InventoryLocation loc; loc.setPlayer(m_player->getName()); return loc; } void PlayerSAO::setInventoryModified() { m_inventory_not_sent = true; } std::string PlayerSAO::getWieldList() const { return "main"; } int PlayerSAO::getWieldIndex() const { return m_wield_index; } void PlayerSAO::setWieldIndex(int i) { if(i != m_wield_index) { m_wield_index = i; m_wielded_item_not_sent = true; } } void PlayerSAO::disconnected() { m_peer_id = 0; m_removed = true; if(m_player->getPlayerSAO() == this) { m_player->setPlayerSAO(NULL); m_player->peer_id = 0; } } std::string PlayerSAO::getPropertyPacket() { m_prop.is_visible = (true); return gob_cmd_set_properties(m_prop); } bool PlayerSAO::getCollisionBox(aabb3f *toset) { //update collision box *toset = m_player->getCollisionbox(); toset->MinEdge += m_base_position; toset->MaxEdge += m_base_position; return true; }