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-rw-r--r--src/server/unit_sao.cpp345
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diff --git a/src/server/unit_sao.cpp b/src/server/unit_sao.cpp
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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)
+{
+ *position = m_bone_position[bone].X;
+ *rotation = m_bone_position[bone].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)
+{
+ // 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;
+ m_attachment_bone = bone;
+ m_attachment_position = position;
+ m_attachment_rotation = rotation;
+ m_attachment_sent = false;
+
+ if (parent_id != old_parent) {
+ onDetach(old_parent);
+ onAttach(parent_id);
+ }
+}
+
+void UnitSAO::getAttachment(
+ int *parent_id, std::string *bone, v3f *position, v3f *rotation) const
+{
+ *parent_id = m_attachment_parent_id;
+ *bone = m_attachment_bone;
+ *position = m_attachment_position;
+ *rotation = m_attachment_rotation;
+}
+
+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));
+ }
+ 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);
+ } else {
+ setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
+ }
+ // 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 << serializeString(m_attachment_bone);
+ writeV3F32(os, m_attachment_position);
+ writeV3F32(os, m_attachment_rotation);
+ 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 << serializeString(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 << serializeString(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()));
+}