/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola Copyright (C) 2013-2020 Minetest core developers & community 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 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 Lesser General Public License for more details. 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. */ #pragma once #include "object_properties.h" #include "serveractiveobject.h" class UnitSAO : public ServerActiveObject { public: UnitSAO(ServerEnvironment *env, v3f pos); virtual ~UnitSAO() = default; u16 getHP() const { return m_hp; } // Use a function, if isDead can be defined by other conditions bool isDead() const { return m_hp == 0; } // Rotation void setRotation(v3f rotation) { m_rotation = rotation; } const v3f &getRotation() const { return m_rotation; } v3f getRadRotation() { return m_rotation * core::DEGTORAD; } // Deprecated f32 getRadYawDep() const { return (m_rotation.Y + 90.) * core::DEGTORAD; } // Armor groups inline bool isImmortal() const { return itemgroup_get(getArmorGroups(), "immortal"); } void setArmorGroups(const ItemGroupList &armor_groups); const ItemGroupList &getArmorGroups() const; // Animation 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 setAnimationSpeed(float frame_speed); // Bone position void setBonePosition(const std::string &bone, v3f position, v3f rotation); void getBonePosition(const std::string &bone, v3f *position, v3f *rotation); // Attachments ServerActiveObject *getParent() const; inline bool isAttached() const { return getParent(); } void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation, bool force_visible); void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation, bool *force_visible) const; void clearChildAttachments(); void clearParentAttachment(); void addAttachmentChild(int child_id); void removeAttachmentChild(int child_id); const std::unordered_set &getAttachmentChildIds() const; // Object properties ObjectProperties *accessObjectProperties(); void notifyObjectPropertiesModified(); void sendOutdatedData(); // Update packets std::string generateUpdateAttachmentCommand() const; std::string generateUpdateAnimationSpeedCommand() const; std::string generateUpdateAnimationCommand() const; std::string generateUpdateArmorGroupsCommand() const; static std::string generateUpdatePositionCommand(const v3f &position, const v3f &velocity, const v3f &acceleration, const v3f &rotation, bool do_interpolate, bool is_movement_end, f32 update_interval); std::string generateSetPropertiesCommand(const ObjectProperties &prop) const; static std::string generateUpdateBonePositionCommand(const std::string &bone, const v3f &position, const v3f &rotation); void sendPunchCommand(); protected: u16 m_hp = 1; v3f m_rotation; ItemGroupList m_armor_groups; // Object properties bool m_properties_sent = true; ObjectProperties m_prop; // Stores position and rotation for each bone name std::unordered_map> m_bone_position; int m_attachment_parent_id = 0; private: void onAttach(int parent_id); void onDetach(int parent_id); std::string generatePunchCommand(u16 result_hp) const; // Armor groups bool m_armor_groups_sent = false; // Animation v2f m_animation_range; float m_animation_speed = 0.0f; float m_animation_blend = 0.0f; bool m_animation_loop = true; bool m_animation_sent = false; bool m_animation_speed_sent = false; // Bone positions bool m_bone_position_sent = false; // Attachments std::unordered_set m_attachment_child_ids; std::string m_attachment_bone = ""; v3f m_attachment_position; v3f m_attachment_rotation; bool m_attachment_sent = false; bool m_force_visible = false; };