#define CONTENT_SAO_HEADER
#include "serverobject.h"
-#include "content_object.h"
#include "itemgroup.h"
#include "player.h"
#include "object_properties.h"
-ServerActiveObject* createItemSAO(ServerEnvironment *env, v3f pos,
- const std::string itemstring);
-
/*
LuaEntitySAO needs some internals exposed.
*/
{
public:
LuaEntitySAO(ServerEnvironment *env, v3f pos,
- const std::string &name, const std::string &state);
+ const std::string &name, const std::string &state);
~LuaEntitySAO();
- u8 getType() const
+ ActiveObjectType getType() const
{ return ACTIVEOBJECT_TYPE_LUAENTITY; }
- u8 getSendType() const
+ ActiveObjectType getSendType() const
{ return ACTIVEOBJECT_TYPE_GENERIC; }
virtual void addedToEnvironment(u32 dtime_s);
static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
void setHP(s16 hp);
s16 getHP() const;
void setArmorGroups(const ItemGroupList &armor_groups);
- void setAnimation(v2f frame_range, float frame_speed, float frame_blend);
- void setBonePosition(std::string bone, v3f position, v3f rotation);
- void setAttachment(int parent_id, std::string bone, v3f position, v3f rotation);
+ ItemGroupList getArmorGroups();
+ void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
+ void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
+ void setBonePosition(const std::string &bone, v3f position, v3f rotation);
+ void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
+ void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
+ void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation);
+ void addAttachmentChild(int child_id);
+ void removeAttachmentChild(int child_id);
+ std::set<int> getAttachmentChildIds();
ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified();
/* LuaEntitySAO-specific */
void setSprite(v2s16 p, int num_frames, float framelength,
bool select_horiz_by_yawpitch);
std::string getName();
+ bool getCollisionBox(aabb3f *toset);
+ bool collideWithObjects();
private:
std::string getPropertyPacket();
void sendPosition(bool do_interpolate, bool is_movement_end);
std::string m_init_state;
bool m_registered;
struct ObjectProperties m_prop;
-
+
s16 m_hp;
v3f m_velocity;
v3f m_acceleration;
float m_yaw;
ItemGroupList m_armor_groups;
-
+
bool m_properties_sent;
float m_last_sent_yaw;
v3f m_last_sent_position;
float m_last_sent_position_timer;
float m_last_sent_move_precision;
bool m_armor_groups_sent;
-
+
v2f m_animation_range;
float m_animation_speed;
float m_animation_blend;
+ bool m_animation_loop;
bool m_animation_sent;
std::map<std::string, core::vector2d<v3f> > m_bone_position;
bool m_bone_position_sent;
int m_attachment_parent_id;
+ std::set<int> m_attachment_child_ids;
std::string m_attachment_bone;
v3f m_attachment_position;
v3f m_attachment_rotation;
PlayerSAO needs some internals exposed.
*/
+class LagPool
+{
+ float m_pool;
+ float m_max;
+public:
+ LagPool(): m_pool(15), m_max(15)
+ {}
+ void setMax(float new_max)
+ {
+ m_max = new_max;
+ if(m_pool > new_max)
+ m_pool = new_max;
+ }
+ void add(float dtime)
+ {
+ m_pool -= dtime;
+ if(m_pool < 0)
+ m_pool = 0;
+ }
+ bool grab(float dtime)
+ {
+ if(dtime <= 0)
+ return true;
+ if(m_pool + dtime > m_max)
+ return false;
+ m_pool += dtime;
+ return true;
+ }
+};
+
class PlayerSAO : public ServerActiveObject
{
public:
PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
const std::set<std::string> &privs, bool is_singleplayer);
~PlayerSAO();
- u8 getType() const
+ ActiveObjectType getType() const
{ return ACTIVEOBJECT_TYPE_PLAYER; }
- u8 getSendType() const
+ ActiveObjectType getSendType() const
{ return ACTIVEOBJECT_TYPE_GENERIC; }
std::string getDescription();
void addedToEnvironment(u32 dtime_s);
void removingFromEnvironment();
bool isStaticAllowed() const;
- bool unlimitedTransferDistance() const;
std::string getClientInitializationData(u16 protocol_version);
std::string getStaticData();
bool isAttached();
void rightClick(ServerActiveObject *clicker);
s16 getHP() const;
void setHP(s16 hp);
-
+ s16 readDamage();
+ u16 getBreath() const;
+ void setBreath(u16 breath);
void setArmorGroups(const ItemGroupList &armor_groups);
- void setAnimation(v2f frame_range, float frame_speed, float frame_blend);
- void setBonePosition(std::string bone, v3f position, v3f rotation);
- void setAttachment(int parent_id, std::string bone, v3f position, v3f rotation);
+ ItemGroupList getArmorGroups();
+ void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
+ void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
+ void setBonePosition(const std::string &bone, v3f position, v3f rotation);
+ void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
+ void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
+ void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation);
+ void addAttachmentChild(int child_id);
+ void removeAttachmentChild(int child_id);
+ std::set<int> getAttachmentChildIds();
ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified();
Inventory* getInventory();
const Inventory* getInventory() const;
InventoryLocation getInventoryLocation() const;
- void setInventoryModified();
std::string getWieldList() const;
int getWieldIndex() const;
void setWieldIndex(int i);
{
m_nocheat_dig_pos = v3s16(32767, 32767, 32767);
}
+ LagPool& getDigPool()
+ {
+ return m_dig_pool;
+ }
+ // Returns true if cheated
+ bool checkMovementCheat();
// Other
m_is_singleplayer = is_singleplayer;
}
+ bool getCollisionBox(aabb3f *toset);
+ bool collideWithObjects();
+
private:
std::string getPropertyPacket();
-
+
Player *m_player;
u16 m_peer_id;
Inventory *m_inventory;
+ s16 m_damage;
// Cheat prevention
+ LagPool m_dig_pool;
+ LagPool m_move_pool;
v3f m_last_good_position;
- float m_last_good_position_age;
float m_time_from_last_punch;
v3s16 m_nocheat_dig_pos;
float m_nocheat_dig_time;
ItemGroupList m_armor_groups;
bool m_armor_groups_sent;
-
-
bool m_properties_sent;
struct ObjectProperties m_prop;
// Cached privileges for enforcement
v2f m_animation_range;
float m_animation_speed;
float m_animation_blend;
+ bool m_animation_loop;
bool m_animation_sent;
std::map<std::string, core::vector2d<v3f> > m_bone_position; // Stores position and rotation for each bone name
bool m_bone_position_sent;
int m_attachment_parent_id;
+ std::set<int> m_attachment_child_ids;
std::string m_attachment_bone;
v3f m_attachment_position;
v3f m_attachment_rotation;
bool m_attachment_sent;
+
public:
- // Some flags used by Server
- bool m_moved;
- bool m_inventory_not_sent;
- bool m_hp_not_sent;
- bool m_wielded_item_not_sent;
+ float m_physics_override_speed;
+ float m_physics_override_jump;
+ float m_physics_override_gravity;
+ bool m_physics_override_sneak;
+ bool m_physics_override_sneak_glitch;
+ bool m_physics_override_sent;
};
#endif
-