/*
-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 General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+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 General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+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.
*/
#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
-
- This is the only SAO that needs to have a bunch of it's internals exposed.
+ LuaEntitySAO needs some internals exposed.
*/
-struct LuaEntityProperties;
-
class LuaEntitySAO : public ServerActiveObject
{
public:
const std::string &name, const std::string &state);
~LuaEntitySAO();
u8 getType() const
- {return ACTIVEOBJECT_TYPE_LUAENTITY;}
- virtual void addedToEnvironment();
+ { return ACTIVEOBJECT_TYPE_LUAENTITY; }
+ u8 getSendType() const
+ { return ACTIVEOBJECT_TYPE_GENERIC; }
+ virtual void addedToEnvironment(u32 dtime_s);
static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
const std::string &data);
+ bool isAttached();
void step(float dtime, bool send_recommended);
- std::string getClientInitializationData();
+ std::string getClientInitializationData(u16 protocol_version);
std::string getStaticData();
int punch(v3f dir,
const ToolCapabilities *toolcap=NULL,
float getMinimumSavedMovement();
std::string getDescription();
void setHP(s16 hp);
- s16 getHP();
+ 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);
+ ObjectProperties* accessObjectProperties();
+ void notifyObjectPropertiesModified();
/* LuaEntitySAO-specific */
void setVelocity(v3f velocity);
v3f getVelocity();
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_name;
std::string m_init_state;
bool m_registered;
- struct LuaEntityProperties *m_prop;
+ 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;
v3f m_last_sent_velocity;
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_sent;
+
+ std::map<std::string, core::vector2d<v3f> > m_bone_position;
+ bool m_bone_position_sent;
+
+ int m_attachment_parent_id;
+ std::string m_attachment_bone;
+ v3f m_attachment_position;
+ v3f m_attachment_rotation;
+ bool m_attachment_sent;
+};
+
+/*
+ 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
+ { return ACTIVEOBJECT_TYPE_PLAYER; }
+ u8 getSendType() const
+ { return ACTIVEOBJECT_TYPE_GENERIC; }
+ std::string getDescription();
+
+ /*
+ Active object <-> environment interface
+ */
+
+ 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 step(float dtime, bool send_recommended);
+ void setBasePosition(const v3f &position);
+ void setPos(v3f pos);
+ void moveTo(v3f pos, bool continuous);
+ void setYaw(float);
+ void setPitch(float);
+
+ /*
+ Interaction interface
+ */
+
+ int punch(v3f dir,
+ const ToolCapabilities *toolcap,
+ ServerActiveObject *puncher,
+ float time_from_last_punch);
+ 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);
+ ObjectProperties* accessObjectProperties();
+ void notifyObjectPropertiesModified();
+
+ /*
+ Inventory interface
+ */
+
+ Inventory* getInventory();
+ const Inventory* getInventory() const;
+ InventoryLocation getInventoryLocation() const;
+ void setInventoryModified();
+ std::string getWieldList() const;
+ int getWieldIndex() const;
+ void setWieldIndex(int i);
+
+ /*
+ PlayerSAO-specific
+ */
+
+ void disconnected();
+
+ Player* getPlayer()
+ {
+ return m_player;
+ }
+ u16 getPeerID() const
+ {
+ return m_peer_id;
+ }
+
+ // Cheat prevention
+
+ v3f getLastGoodPosition() const
+ {
+ return m_last_good_position;
+ }
+ float resetTimeFromLastPunch()
+ {
+ float r = m_time_from_last_punch;
+ m_time_from_last_punch = 0.0;
+ return r;
+ }
+ void noCheatDigStart(v3s16 p)
+ {
+ m_nocheat_dig_pos = p;
+ m_nocheat_dig_time = 0;
+ }
+ v3s16 getNoCheatDigPos()
+ {
+ return m_nocheat_dig_pos;
+ }
+ float getNoCheatDigTime()
+ {
+ return m_nocheat_dig_time;
+ }
+ void noCheatDigEnd()
+ {
+ m_nocheat_dig_pos = v3s16(32767, 32767, 32767);
+ }
+ LagPool& getDigPool()
+ {
+ return m_dig_pool;
+ }
+ // Returns true if cheated
+ bool checkMovementCheat();
+
+ // Other
+
+ void updatePrivileges(const std::set<std::string> &privs,
+ bool is_singleplayer)
+ {
+ m_privs = privs;
+ 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_time_from_last_punch;
+ v3s16 m_nocheat_dig_pos;
+ float m_nocheat_dig_time;
+
+ int m_wield_index;
+ bool m_position_not_sent;
+ ItemGroupList m_armor_groups;
+ bool m_armor_groups_sent;
+
+ bool m_properties_sent;
+ struct ObjectProperties m_prop;
+ // Cached privileges for enforcement
+ std::set<std::string> m_privs;
+ bool m_is_singleplayer;
+
+ v2f m_animation_range;
+ float m_animation_speed;
+ float m_animation_blend;
+ 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::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_breath_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_sent;
};
#endif