minetest/src/server/unit_sao.cpp

367 lines
10 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#include "unit_sao.h"
#include "scripting_server.h"
#include "serverenvironment.h"
UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos) : ServerActiveObject(env, pos)
{
// Initialize something to armor groups
m_armor_groups["fleshy"] = 100;
}
ServerActiveObject *UnitSAO::getParent() const
{
if (!m_attachment_parent_id)
return nullptr;
// Check if the parent still exists
ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
return obj;
}
void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
{
m_armor_groups = armor_groups;
m_armor_groups_sent = false;
}
const ItemGroupList &UnitSAO::getArmorGroups() const
{
return m_armor_groups;
}
void UnitSAO::setAnimation(
v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
{
// store these so they can be updated to clients
m_animation_range = frame_range;
m_animation_speed = frame_speed;
m_animation_blend = frame_blend;
m_animation_loop = frame_loop;
m_animation_sent = false;
}
void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend,
bool *frame_loop)
{
*frame_range = m_animation_range;
*frame_speed = m_animation_speed;
*frame_blend = m_animation_blend;
*frame_loop = m_animation_loop;
}
void UnitSAO::setAnimationSpeed(float frame_speed)
{
m_animation_speed = frame_speed;
m_animation_speed_sent = false;
}
void UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
{
// store these so they can be updated to clients
m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
m_bone_position_sent = false;
}
void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
{
*position = m_bone_position[bone].X;
*rotation = m_bone_position[bone].Y;
}
// clang-format off
void UnitSAO::sendOutdatedData()
{
if (!m_armor_groups_sent) {
m_armor_groups_sent = true;
m_messages_out.emplace(getId(), true, generateUpdateArmorGroupsCommand());
}
if (!m_animation_sent) {
m_animation_sent = true;
m_animation_speed_sent = true;
m_messages_out.emplace(getId(), true, generateUpdateAnimationCommand());
} else if (!m_animation_speed_sent) {
// Animation speed is also sent when 'm_animation_sent == false'
m_animation_speed_sent = true;
m_messages_out.emplace(getId(), true, generateUpdateAnimationSpeedCommand());
}
if (!m_bone_position_sent) {
m_bone_position_sent = true;
for (const auto &bone_pos : m_bone_position) {
m_messages_out.emplace(getId(), true, generateUpdateBonePositionCommand(
bone_pos.first, bone_pos.second.X, bone_pos.second.Y));
}
}
if (!m_attachment_sent) {
m_attachment_sent = true;
m_messages_out.emplace(getId(), true, generateUpdateAttachmentCommand());
}
}
// clang-format on
void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position,
v3f rotation, bool force_visible)
{
auto *obj = parent_id ? m_env->getActiveObject(parent_id) : nullptr;
if (obj) {
// Do checks to avoid circular references
// The chain of wanted parent must not refer or contain "this"
for (obj = obj->getParent(); obj; obj = obj->getParent()) {
if (obj == this) {
warningstream << "Mod bug: Attempted to attach object " << m_id << " to parent "
<< parent_id << " but former is an (in)direct parent of latter." << std::endl;
return;
}
}
}
// 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 are still sent to clients at an interval so players might see them
// lagging, plus we can't read and attach to skeletal bones. If we just attach on
// the client, the server still sees the child at its original location. This
// breaks some things so we also give the server the most accurate representation
// even if players only see the client changes.
int old_parent = m_attachment_parent_id;
m_attachment_parent_id = parent_id;
// The detach callbacks might call to setAttachment() again.
// Ensure the attachment params are applied after this callback is run.
if (parent_id != old_parent)
onDetach(old_parent);
m_attachment_parent_id = parent_id;
m_attachment_bone = bone;
m_attachment_position = position;
m_attachment_rotation = rotation;
m_force_visible = force_visible;
m_attachment_sent = false;
if (parent_id != old_parent)
onAttach(parent_id);
}
void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
v3f *rotation, bool *force_visible) const
{
*parent_id = m_attachment_parent_id;
*bone = m_attachment_bone;
*position = m_attachment_position;
*rotation = m_attachment_rotation;
*force_visible = m_force_visible;
}
void UnitSAO::clearChildAttachments()
{
for (int child_id : m_attachment_child_ids) {
// Child can be NULL if it was deleted earlier
if (ServerActiveObject *child = m_env->getActiveObject(child_id))
child->setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0), false);
}
m_attachment_child_ids.clear();
}
void UnitSAO::clearParentAttachment()
{
ServerActiveObject *parent = nullptr;
if (m_attachment_parent_id) {
parent = m_env->getActiveObject(m_attachment_parent_id);
setAttachment(0, "", m_attachment_position, m_attachment_rotation, false);
} else {
setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0), false);
}
// Do it
if (parent)
parent->removeAttachmentChild(m_id);
}
void UnitSAO::addAttachmentChild(int child_id)
{
m_attachment_child_ids.insert(child_id);
}
void UnitSAO::removeAttachmentChild(int child_id)
{
m_attachment_child_ids.erase(child_id);
}
const std::unordered_set<int> &UnitSAO::getAttachmentChildIds() const
{
return m_attachment_child_ids;
}
void UnitSAO::onAttach(int parent_id)
{
if (!parent_id)
return;
ServerActiveObject *parent = m_env->getActiveObject(parent_id);
if (!parent || parent->isGone())
return; // Do not try to notify soon gone parent
if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) {
// Call parent's on_attach field
m_env->getScriptIface()->luaentity_on_attach_child(parent_id, this);
}
}
void UnitSAO::onDetach(int parent_id)
{
if (!parent_id)
return;
ServerActiveObject *parent = m_env->getActiveObject(parent_id);
if (getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
m_env->getScriptIface()->luaentity_on_detach(m_id, parent);
if (!parent || parent->isGone())
return; // Do not try to notify soon gone parent
if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
m_env->getScriptIface()->luaentity_on_detach_child(parent_id, this);
}
ObjectProperties *UnitSAO::accessObjectProperties()
{
return &m_prop;
}
void UnitSAO::notifyObjectPropertiesModified()
{
m_properties_sent = false;
}
std::string UnitSAO::generateUpdateAttachmentCommand() const
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_ATTACH_TO);
// parameters
writeS16(os, m_attachment_parent_id);
os << serializeString16(m_attachment_bone);
writeV3F32(os, m_attachment_position);
writeV3F32(os, m_attachment_rotation);
writeU8(os, m_force_visible);
return os.str();
}
std::string UnitSAO::generateUpdateBonePositionCommand(
const std::string &bone, const v3f &position, const v3f &rotation)
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_SET_BONE_POSITION);
// parameters
os << serializeString16(bone);
writeV3F32(os, position);
writeV3F32(os, rotation);
return os.str();
}
std::string UnitSAO::generateUpdateAnimationSpeedCommand() const
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_SET_ANIMATION_SPEED);
// parameters
writeF32(os, m_animation_speed);
return os.str();
}
std::string UnitSAO::generateUpdateAnimationCommand() const
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_SET_ANIMATION);
// parameters
writeV2F32(os, m_animation_range);
writeF32(os, m_animation_speed);
writeF32(os, m_animation_blend);
// these are sent inverted so we get true when the server sends nothing
writeU8(os, !m_animation_loop);
return os.str();
}
std::string UnitSAO::generateUpdateArmorGroupsCommand() const
{
std::ostringstream os(std::ios::binary);
writeU8(os, AO_CMD_UPDATE_ARMOR_GROUPS);
writeU16(os, m_armor_groups.size());
for (const auto &armor_group : m_armor_groups) {
os << serializeString16(armor_group.first);
writeS16(os, armor_group.second);
}
return os.str();
}
std::string UnitSAO::generateUpdatePositionCommand(const v3f &position,
const v3f &velocity, const v3f &acceleration, const v3f &rotation,
bool do_interpolate, bool is_movement_end, f32 update_interval)
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_UPDATE_POSITION);
// pos
writeV3F32(os, position);
// velocity
writeV3F32(os, velocity);
// acceleration
writeV3F32(os, acceleration);
// rotation
writeV3F32(os, rotation);
// do_interpolate
writeU8(os, do_interpolate);
// is_end_position (for interpolation)
writeU8(os, is_movement_end);
// update_interval (for interpolation)
writeF32(os, update_interval);
return os.str();
}
std::string UnitSAO::generateSetPropertiesCommand(const ObjectProperties &prop) const
{
std::ostringstream os(std::ios::binary);
writeU8(os, AO_CMD_SET_PROPERTIES);
prop.serialize(os);
return os.str();
}
std::string UnitSAO::generatePunchCommand(u16 result_hp) const
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_PUNCHED);
// result_hp
writeU16(os, result_hp);
return os.str();
}
void UnitSAO::sendPunchCommand()
{
m_messages_out.emplace(getId(), true, generatePunchCommand(getHP()));
}