#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;}
+ { return ACTIVEOBJECT_TYPE_LUAENTITY; }
+ u8 getSendType() const
+ { return ACTIVEOBJECT_TYPE_GENERIC; }
virtual void addedToEnvironment();
static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
const std::string &data);
float getMinimumSavedMovement();
std::string getDescription();
void setHP(s16 hp);
- s16 getHP();
+ s16 getHP() const;
+ void setArmorGroups(const ItemGroupList &armor_groups);
+ ObjectProperties* accessObjectProperties();
+ void notifyObjectPropertiesModified();
/* LuaEntitySAO-specific */
void setVelocity(v3f velocity);
v3f getVelocity();
bool select_horiz_by_yawpitch);
std::string getName();
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;
+};
+
+/*
+ PlayerSAO needs some internals exposed.
+*/
+
+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();
+ void removingFromEnvironment();
+ bool isStaticAllowed() const;
+ bool unlimitedTransferDistance() const;
+ std::string getClientInitializationData();
+ std::string getStaticData();
+ void step(float dtime, bool send_recommended);
+ void setBasePosition(const v3f &position);
+ void setPos(v3f pos);
+ void moveTo(v3f pos, bool continuous);
+
+ /*
+ 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);
+
+ void setArmorGroups(const ItemGroupList &armor_groups);
+ 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();
+
+ void createCreativeInventory();
+
+ Player* getPlayer()
+ {
+ return m_player;
+ }
+ u16 getPeerID() const
+ {
+ return m_peer_id;
+ }
+ 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 updatePrivileges(const std::set<std::string> &privs,
+ bool is_singleplayer)
+ {
+ m_privs = privs;
+ m_is_singleplayer = is_singleplayer;
+ }
+
+private:
+ std::string getPropertyPacket();
+
+ Player *m_player;
+ u16 m_peer_id;
+ Inventory *m_inventory;
+ v3f m_last_good_position;
+ float m_last_good_position_age;
+ float m_time_from_last_punch;
+ 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;
+
+public:
+ // Some flags used by Server
+ bool m_teleported;
+ bool m_inventory_not_sent;
+ bool m_hp_not_sent;
+ bool m_wielded_item_not_sent;
};
#endif