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-rw-r--r--src/content_sao.cpp296
1 files changed, 0 insertions, 296 deletions
diff --git a/src/content_sao.cpp b/src/content_sao.cpp
index be7674f52..0d387b53a 100644
--- a/src/content_sao.cpp
+++ b/src/content_sao.cpp
@@ -107,302 +107,6 @@ private:
TestSAO proto_TestSAO(NULL, v3f(0,0,0));
/*
- UnitSAO
- */
-
-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;
-}
-
-void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
-{
- // 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;
- m_attachment_bone = bone;
- m_attachment_position = position;
- m_attachment_rotation = rotation;
- m_attachment_sent = false;
-
- if (parent_id != old_parent) {
- onDetach(old_parent);
- onAttach(parent_id);
- }
-}
-
-void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
- v3f *rotation) const
-{
- *parent_id = m_attachment_parent_id;
- *bone = m_attachment_bone;
- *position = m_attachment_position;
- *rotation = m_attachment_rotation;
-}
-
-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));
- }
- 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);
- } else {
- setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
- }
- // 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 << serializeString(m_attachment_bone);
- writeV3F32(os, m_attachment_position);
- writeV3F32(os, m_attachment_rotation);
- 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 << serializeString(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<<serializeString(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()));
-}
-
-
-/*
LuaEntitySAO
*/