#include "genericobject.h"
#include "util/serialize.h"
-core::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
+std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
/*
DummyLoadSAO
infostream<<"DummyLoadSAO step"<<std::endl;
}
+ bool getCollisionBox(aabb3f *toset) {
+ return false;
+ }
+
private:
};
}
}
+ bool getCollisionBox(aabb3f *toset) {
+ return false;
+ }
+
private:
float m_timer1;
float m_age;
v3f pos_f_old = pos_f;
v3f accel_f = v3f(0,0,0);
f32 stepheight = 0;
- IGameDef *gamedef = m_env->getGameDef();
- moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
+ moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
pos_max_d, box, stepheight, dtime,
pos_f, m_speed_f, accel_f);
return 0;
}
+ bool getCollisionBox(aabb3f *toset) {
+ return false;
+ }
+
private:
std::string m_itemstring;
}
// Initialize something to armor groups
- m_armor_groups["fleshy"] = 3;
- m_armor_groups["snappy"] = 2;
+ m_armor_groups["fleshy"] = 100;
}
LuaEntitySAO::~LuaEntitySAO()
v3f p_pos = m_base_position;
v3f p_velocity = m_velocity;
v3f p_acceleration = m_acceleration;
- IGameDef *gamedef = m_env->getGameDef();
- moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
+ moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
pos_max_d, box, stepheight, dtime,
- p_pos, p_velocity, p_acceleration);
+ p_pos, p_velocity, p_acceleration,this);
// Apply results
m_base_position = p_pos;
m_velocity = p_velocity;
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
*/
m_moved(false),
m_inventory_not_sent(false),
m_hp_not_sent(false),
- m_wielded_item_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["choppy"] = 2;
- m_armor_groups["fleshy"] = 3;
+ m_armor_groups["fleshy"] = 100;
m_prop.hp_max = PLAYER_MAX_HP;
m_prop.physical = false;
writeF1000(os, m_player->getYaw());
writeS16(os, getHP());
- writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here
+ 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
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
{
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);
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,
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;
+}