3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #ifndef CONTENT_SAO_HEADER
21 #define CONTENT_SAO_HEADER
23 #include "serverobject.h"
24 #include "itemgroup.h"
25 #include "object_properties.h"
28 LuaEntitySAO needs some internals exposed.
31 class LuaEntitySAO : public ServerActiveObject
34 LuaEntitySAO(ServerEnvironment *env, v3f pos,
35 const std::string &name, const std::string &state);
37 ActiveObjectType getType() const
38 { return ACTIVEOBJECT_TYPE_LUAENTITY; }
39 ActiveObjectType getSendType() const
40 { return ACTIVEOBJECT_TYPE_GENERIC; }
41 virtual void addedToEnvironment(u32 dtime_s);
42 static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
43 const std::string &data);
45 void step(float dtime, bool send_recommended);
46 std::string getClientInitializationData(u16 protocol_version);
47 std::string getStaticData();
49 const ToolCapabilities *toolcap=NULL,
50 ServerActiveObject *puncher=NULL,
51 float time_from_last_punch=1000000);
52 void rightClick(ServerActiveObject *clicker);
54 void moveTo(v3f pos, bool continuous);
55 float getMinimumSavedMovement();
56 std::string getDescription();
59 void setArmorGroups(const ItemGroupList &armor_groups);
60 ItemGroupList getArmorGroups();
61 void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
62 void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
63 void setBonePosition(const std::string &bone, v3f position, v3f rotation);
64 void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
65 void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
66 void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation);
67 void addAttachmentChild(int child_id);
68 void removeAttachmentChild(int child_id);
69 UNORDERED_SET<int> getAttachmentChildIds();
70 ObjectProperties* accessObjectProperties();
71 void notifyObjectPropertiesModified();
72 /* LuaEntitySAO-specific */
73 void setVelocity(v3f velocity);
75 void setAcceleration(v3f acceleration);
76 v3f getAcceleration();
77 void setYaw(float yaw);
79 void setTextureMod(const std::string &mod);
80 void setSprite(v2s16 p, int num_frames, float framelength,
81 bool select_horiz_by_yawpitch);
82 std::string getName();
83 bool getCollisionBox(aabb3f *toset);
84 bool collideWithObjects();
86 std::string getPropertyPacket();
87 void sendPosition(bool do_interpolate, bool is_movement_end);
89 std::string m_init_name;
90 std::string m_init_state;
92 struct ObjectProperties m_prop;
98 ItemGroupList m_armor_groups;
100 bool m_properties_sent;
101 float m_last_sent_yaw;
102 v3f m_last_sent_position;
103 v3f m_last_sent_velocity;
104 float m_last_sent_position_timer;
105 float m_last_sent_move_precision;
106 bool m_armor_groups_sent;
108 v2f m_animation_range;
109 float m_animation_speed;
110 float m_animation_blend;
111 bool m_animation_loop;
112 bool m_animation_sent;
114 UNORDERED_MAP<std::string, core::vector2d<v3f> > m_bone_position;
115 bool m_bone_position_sent;
117 int m_attachment_parent_id;
118 UNORDERED_SET<int> m_attachment_child_ids;
119 std::string m_attachment_bone;
120 v3f m_attachment_position;
121 v3f m_attachment_rotation;
122 bool m_attachment_sent;
126 PlayerSAO needs some internals exposed.
134 LagPool(): m_pool(15), m_max(15)
136 void setMax(float new_max)
142 void add(float dtime)
148 bool grab(float dtime)
152 if(m_pool + dtime > m_max)
161 class PlayerSAO : public ServerActiveObject
164 PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id_,
165 const std::set<std::string> &privs, bool is_singleplayer);
167 ActiveObjectType getType() const
168 { return ACTIVEOBJECT_TYPE_PLAYER; }
169 ActiveObjectType getSendType() const
170 { return ACTIVEOBJECT_TYPE_GENERIC; }
171 std::string getDescription();
174 Active object <-> environment interface
177 void addedToEnvironment(u32 dtime_s);
178 void removingFromEnvironment();
179 bool isStaticAllowed() const;
180 std::string getClientInitializationData(u16 protocol_version);
181 std::string getStaticData();
183 void step(float dtime, bool send_recommended);
184 void setBasePosition(const v3f &position);
185 void setPos(v3f pos);
186 void moveTo(v3f pos, bool continuous);
188 void setPitch(float);
191 Interaction interface
195 const ToolCapabilities *toolcap,
196 ServerActiveObject *puncher,
197 float time_from_last_punch);
198 void rightClick(ServerActiveObject *clicker);
202 u16 getBreath() const;
203 void setBreath(u16 breath);
204 void setArmorGroups(const ItemGroupList &armor_groups);
205 ItemGroupList getArmorGroups();
206 void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
207 void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
208 void setBonePosition(const std::string &bone, v3f position, v3f rotation);
209 void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
210 void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
211 void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation);
212 void addAttachmentChild(int child_id);
213 void removeAttachmentChild(int child_id);
214 UNORDERED_SET<int> getAttachmentChildIds();
215 ObjectProperties* accessObjectProperties();
216 void notifyObjectPropertiesModified();
222 Inventory* getInventory();
223 const Inventory* getInventory() const;
224 InventoryLocation getInventoryLocation() const;
225 std::string getWieldList() const;
226 int getWieldIndex() const;
227 void setWieldIndex(int i);
235 RemotePlayer *getPlayer() { return m_player; }
236 u16 getPeerID() const { return m_peer_id; }
240 v3f getLastGoodPosition() const
242 return m_last_good_position;
244 float resetTimeFromLastPunch()
246 float r = m_time_from_last_punch;
247 m_time_from_last_punch = 0.0;
250 void noCheatDigStart(v3s16 p)
252 m_nocheat_dig_pos = p;
253 m_nocheat_dig_time = 0;
255 v3s16 getNoCheatDigPos()
257 return m_nocheat_dig_pos;
259 float getNoCheatDigTime()
261 return m_nocheat_dig_time;
265 m_nocheat_dig_pos = v3s16(32767, 32767, 32767);
267 LagPool& getDigPool()
271 // Returns true if cheated
272 bool checkMovementCheat();
276 void updatePrivileges(const std::set<std::string> &privs,
277 bool is_singleplayer)
280 m_is_singleplayer = is_singleplayer;
283 bool getCollisionBox(aabb3f *toset);
284 bool collideWithObjects();
287 std::string getPropertyPacket();
289 RemotePlayer *m_player;
291 Inventory *m_inventory;
297 v3f m_last_good_position;
298 float m_time_from_last_punch;
299 v3s16 m_nocheat_dig_pos;
300 float m_nocheat_dig_time;
303 bool m_position_not_sent;
304 ItemGroupList m_armor_groups;
305 bool m_armor_groups_sent;
307 bool m_properties_sent;
308 struct ObjectProperties m_prop;
309 // Cached privileges for enforcement
310 std::set<std::string> m_privs;
311 bool m_is_singleplayer;
313 v2f m_animation_range;
314 float m_animation_speed;
315 float m_animation_blend;
316 bool m_animation_loop;
317 bool m_animation_sent;
319 // Stores position and rotation for each bone name
320 UNORDERED_MAP<std::string, core::vector2d<v3f> > m_bone_position;
321 bool m_bone_position_sent;
323 int m_attachment_parent_id;
324 UNORDERED_SET<int> m_attachment_child_ids;
325 std::string m_attachment_bone;
326 v3f m_attachment_position;
327 v3f m_attachment_rotation;
328 bool m_attachment_sent;
332 float m_physics_override_speed;
333 float m_physics_override_jump;
334 float m_physics_override_gravity;
335 bool m_physics_override_sneak;
336 bool m_physics_override_sneak_glitch;
337 bool m_physics_override_sent;