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path: root/src/content_abm.cpp
Commit message (Expand)AuthorAge
* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-01
* Remove liquid_finite and weatherproller2014-04-18
* Move the sapling growing and grass adding/removing ABMs to LuaNovatux2013-11-02
* Remove mapgen_air alias (#935)0gb.us2013-10-05
* Weather: Clean up getHeat/getHumidity somewhatkwolekr2013-09-16
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
* Freeze-melt adjustproller2013-08-04
* Better snow fall, finite liquid transform, leveled nodes apiproller2013-07-28
* Weather supportproller2013-07-27
* Optimize liquid queue on generate map for liquid_finiteproller2013-06-30
* Liquid adjusting: continue to dropproller2013-05-31
* Use the group "soil" for nodes that saplings grow onShadowNinja2013-05-20
* Grow dirt_with_snow instead of dirt_with_grass if snow is above itPilzAdam2013-04-23
* Make saplings only grow on dirt or grass, make jungle tree trunks only replac...kwolekr2013-03-16
* Re-add jungles, apple treeskwolekr2013-03-16
* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
* Merge pull request #482 from proller/liquidkwolekr2013-02-25
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| * new adjustable finite liquidproller2013-02-24
* | Update Copyright YearsSfan52013-02-24
* | Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* Add seed parameter for default and L-system treesRealBadAngel2013-02-24
* Dont remove grass under unloaded blocksPilzAdam2013-02-10
* Fixed content_abm aliasesdannydark2013-01-04
* Change the nodenames for dirt -> grass and sapling -> tree abms to match the ...PilzAdam2013-01-02
* L-System treegenRealBadAngel2012-12-30
* Experimental-ish rollback functionalityPerttu Ahola2012-07-27
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* Entity damage system WIP; Remove C++ mobsPerttu Ahola2012-03-10
* Modify builtin ABMs to have lower interval and higher trigger non-chancePerttu Ahola2011-11-29
* Replace old active block random node modifying things with actual ActiveBlock...Perttu Ahola2011-11-29
="hl com">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; } // Safely mark the object for removal or deactivation void markForRemoval(); void markForDeactivation(); // 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;} /* Return false here to never unload the object. isStaticAllowed && shouldUnload -> unload when out of active block range !isStaticAllowed && shouldUnload -> unload when block is unloaded */ virtual bool shouldUnload() 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 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); 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; /* 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; } inline bool isPendingRemoval() const { return m_pending_removal; } /* 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 onMarkedForDeactivation() {} virtual void onMarkedForRemoval() {} virtual void onAttach(int parent_id) {} virtual void onDetach(int parent_id) {} ServerEnvironment *m_env; v3f m_base_position; std::unordered_set<u32> m_attached_particle_spawners; /* 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. Note: Do not assign this directly, use markForDeactivation() instead. */ bool m_pending_deactivation = false; /* - 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. Note: Do not assign this directly, use markForRemoval() instead. */ bool m_pending_removal = false; /* Queue of messages to be sent to the client */ std::queue<ActiveObjectMessage> m_messages_out; };