/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 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 Lesser General Public License as published by
#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);
if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
{
- // TODO: We shouldn't be sending this when the object is attached, but we can't check m_parent here
setBasePosition(pos_f);
m_last_sent_position = pos_f;
}
}
- std::string getClientInitializationData()
+ std::string getClientInitializationData(u16 protocol_version)
{
std::ostringstream os(std::ios::binary);
// version
return 0;
}
+ bool getCollisionBox(aabb3f *toset) {
+ return false;
+ }
+
private:
std::string m_itemstring;
m_last_sent_position_timer(0),
m_last_sent_move_precision(0),
m_armor_groups_sent(false),
- m_animations_sent(false),
- m_animations_bone_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
}
// Initialize something to armor groups
- m_armor_groups["fleshy"] = 3;
- m_armor_groups["snappy"] = 2;
+ m_armor_groups["fleshy"] = 100;
}
LuaEntitySAO::~LuaEntitySAO()
// Create entity from name
lua_State *L = m_env->getLua();
m_registered = scriptapi_luaentity_add(L, m_id, m_init_name.c_str());
- m_parent = NULL;
if(m_registered){
// Get properties
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_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(m_parent != NULL)
+ if(isAttached())
{
- v3f pos = m_parent->getBasePosition();
+ 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);
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;
if(send_recommended == false)
return;
- if(m_parent != NULL)
+ if(!isAttached())
{
// TODO: force send when acceleration changes enough?
float minchange = 0.2*BS;
m_messages_out.push_back(aom);
}
- if(m_animations_sent == false){
- m_animations_sent = true;
- std::string str = gob_cmd_set_animations(m_animation_frames, m_animation_speed, m_animation_blend);
+ 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_animations_bone_sent == false){
- m_animations_bone_sent = true;
- for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
- std::string str = gob_cmd_set_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y);
+ 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_set_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
+ 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()
+std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
{
std::ostringstream os(std::ios::binary);
- writeU8(os, 0); // version
- os<<serializeString(""); // name
- writeS16(os, getId()); //id
- 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
+
+ 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();
}
}
// It's best that attachments cannot be punched
- if(m_parent != NULL)
+ if(isAttached())
return 0;
ItemStack *punchitem = NULL;
{
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(m_parent != NULL)
+ if(isAttached())
return;
m_base_position = pos;
sendPosition(false, true);
void LuaEntitySAO::moveTo(v3f pos, bool continuous)
{
- if(m_parent != NULL)
+ if(isAttached())
return;
m_base_position = pos;
if(!continuous)
m_armor_groups_sent = false;
}
-void LuaEntitySAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
+void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
{
- m_animation_frames = frames;
+ m_animation_range = frame_range;
m_animation_speed = frame_speed;
m_animation_blend = frame_blend;
- m_animations_sent = false;
+ m_animation_sent = false;
}
-void LuaEntitySAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
+void LuaEntitySAO::setBonePosition(std::string bone, v3f position, v3f rotation)
{
- m_animation_bone[bone] = core::vector2d<v3f>(position, rotation);
- m_animations_bone_sent = false;
+ m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+ m_bone_position_sent = false;
}
-void LuaEntitySAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation)
+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
// This breaks some things so we also give the server the most accurate representation
// even if players only see the client changes.
- // Server attachment:
- m_parent = parent;
-
- // Client attachment:
- m_attachment_parent_id = parent->getId();
+ m_attachment_parent_id = parent_id;
m_attachment_bone = bone;
m_attachment_position = position;
m_attachment_rotation = rotation;
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(m_parent != NULL)
+ if(isAttached())
return;
m_last_sent_move_precision = m_base_position.getDistanceFrom(
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_properties_sent(true),
m_privs(privs),
m_is_singleplayer(is_singleplayer),
- m_animations_sent(false),
- m_animations_bone_sent(false),
+ m_animation_sent(false),
+ m_bone_position_sent(false),
m_attachment_sent(false),
// public
- m_teleported(false),
+ 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;
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 = (getHP() != 0); // TODO: Use a death animation instead for mesh players
+ m_prop.is_visible = true;
m_prop.makes_footstep_sound = true;
}
{
ServerActiveObject::addedToEnvironment(dtime_s);
ServerActiveObject::setBasePosition(m_player->getPosition());
- m_parent = NULL;
m_player->setPlayerSAO(this);
m_player->peer_id = m_peer_id;
m_last_good_position = m_player->getPosition();
return g_settings->getBool("unlimited_player_transfer_distance");
}
-std::string PlayerSAO::getClientInitializationData()
+std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
{
std::ostringstream os(std::ios::binary);
- writeU8(os, 0); // 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, 2); // number of messages stuffed in here
- os<<serializeLongString(getPropertyPacket()); // message 1
- os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+
+ 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();
}
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_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(m_parent != NULL)
+ if(isAttached())
{
- v3f pos = m_parent->getBasePosition();
+ 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);
<<" moved too fast; resetting position"
<<std::endl;
m_player->setPosition(m_last_good_position);
- m_teleported = true;
+ m_moved = true;
}
m_last_good_position_age = 0;
}
return;
// If the object is attached client-side, don't waste bandwidth sending its position to clients
- if(m_position_not_sent && m_parent == NULL)
+ if(m_position_not_sent && !isAttached())
{
m_position_not_sent = false;
float update_interval = m_env->getSendRecommendedInterval();
v3f pos;
- if(m_parent != NULL) // Just in case we ever do send attachment position too
- pos = m_parent->getBasePosition();
+ 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(
m_messages_out.push_back(aom);
}
- if(m_animations_sent == false){
- m_animations_sent = true;
- std::string str = gob_cmd_set_animations(m_animation_frames, m_animation_speed, m_animation_blend);
+ 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_animations_bone_sent == false){
- m_animations_bone_sent = true;
- for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
- std::string str = gob_cmd_set_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y);
+ 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_set_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
+ 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::setPos(v3f pos)
{
- if(m_parent != NULL)
+ 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_teleported = true;
+ m_moved = true;
}
void PlayerSAO::moveTo(v3f pos, bool continuous)
{
- if(m_parent != NULL)
+ 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_teleported = true;
+ 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,
float time_from_last_punch)
{
// It's best that attachments cannot be punched
- if(m_parent != NULL)
+ if(isAttached())
return 0;
if(!toolcap)
m_armor_groups_sent = false;
}
-void PlayerSAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
+void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
{
// store these so they can be updated to clients
- m_animation_frames = frames;
+ m_animation_range = frame_range;
m_animation_speed = frame_speed;
m_animation_blend = frame_blend;
- m_animations_sent = false;
+ m_animation_sent = false;
}
-void PlayerSAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
+void PlayerSAO::setBonePosition(std::string bone, v3f position, v3f rotation)
{
// store these so they can be updated to clients
- m_animation_bone[bone] = core::vector2d<v3f>(position, rotation);
- m_animations_bone_sent = false;
+ m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+ m_bone_position_sent = false;
}
-void PlayerSAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation)
+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
// This breaks some things so we also give the server the most accurate representation
// even if players only see the client changes.
- // Server attachment:
- m_parent = parent;
-
- // Client attachment:
- m_attachment_parent_id = parent->getId();
+ m_attachment_parent_id = parent_id;
m_attachment_bone = bone;
m_attachment_position = position;
m_attachment_rotation = rotation;
std::string PlayerSAO::getPropertyPacket()
{
- m_prop.is_visible = (getHP() != 0);
+ 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;
+}