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PlayerSAO/LocalPlayer refactor: (#4612)
* Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO * Move breath to PlayerSAO & LocalPlayer * Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO * Migrate m_yaw from Player to LocalPlayer for client * Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it * Move pitch to LocalPlayer & PlayerSAO * Move m_position from Player to LocalPlayer * Move camera_barely_in_ceiling to LocalPlayer as it's used only there * use PlayerSAO::m_base_position for Server side positions * remove a unused variable * ServerActiveObject::setPos now uses const ref * use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded * Move hp from Player to LocalPlayer * Move m_hp from LuaEntitySAO to UnitSAO * Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
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@@ -23,12 +23,35 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "serverobject.h"
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#include "itemgroup.h"
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#include "object_properties.h"
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#include "constants.h"
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class UnitSAO: public ServerActiveObject
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{
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public:
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UnitSAO(ServerEnvironment *env, v3f pos):
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ServerActiveObject(env, pos),
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m_hp(-1), m_yaw(0) {}
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virtual ~UnitSAO() {}
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virtual void setYaw(const float yaw) { m_yaw = yaw; }
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float getYaw() const { return m_yaw; };
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f32 getRadYaw() const { return m_yaw * core::DEGTORAD; }
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// Deprecated
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f32 getRadYawDep() const { return (m_yaw + 90.) * core::DEGTORAD; }
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s16 getHP() const { return m_hp; }
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// Use a function, if isDead can be defined by other conditions
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bool isDead() const { return m_hp == 0; }
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protected:
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s16 m_hp;
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float m_yaw;
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};
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/*
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LuaEntitySAO needs some internals exposed.
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*/
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class LuaEntitySAO : public ServerActiveObject
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class LuaEntitySAO : public UnitSAO
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{
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public:
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LuaEntitySAO(ServerEnvironment *env, v3f pos,
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@@ -74,8 +97,7 @@ public:
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v3f getVelocity();
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void setAcceleration(v3f acceleration);
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v3f getAcceleration();
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void setYaw(float yaw);
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float getYaw();
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void setTextureMod(const std::string &mod);
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void setSprite(v2s16 p, int num_frames, float framelength,
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bool select_horiz_by_yawpitch);
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@@ -91,10 +113,9 @@ private:
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bool m_registered;
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struct ObjectProperties m_prop;
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s16 m_hp;
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v3f m_velocity;
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v3f m_acceleration;
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float m_yaw;
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ItemGroupList m_armor_groups;
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bool m_properties_sent;
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@@ -158,11 +179,10 @@ public:
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class RemotePlayer;
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class PlayerSAO : public ServerActiveObject
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class PlayerSAO : public UnitSAO
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{
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public:
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PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id_,
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const std::set<std::string> &privs, bool is_singleplayer);
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PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer);
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~PlayerSAO();
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ActiveObjectType getType() const
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{ return ACTIVEOBJECT_TYPE_PLAYER; }
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@@ -182,10 +202,14 @@ public:
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bool isAttached();
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void step(float dtime, bool send_recommended);
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void setBasePosition(const v3f &position);
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void setPos(v3f pos);
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void setPos(const v3f &pos);
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void moveTo(v3f pos, bool continuous);
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void setYaw(float);
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void setPitch(float);
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void setYaw(const float yaw, bool send_data = true);
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void setPitch(const float pitch, bool send_data = true);
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f32 getPitch() const { return m_pitch; }
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f32 getRadPitch() const { return m_pitch * core::DEGTORAD; }
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// Deprecated
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f32 getRadPitchDep() const { return -1.0 * m_pitch * core::DEGTORAD; }
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/*
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Interaction interface
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@@ -196,11 +220,10 @@ public:
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ServerActiveObject *puncher,
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float time_from_last_punch);
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void rightClick(ServerActiveObject *clicker);
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s16 getHP() const;
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void setHP(s16 hp);
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void setHP(s16 hp, bool direct = false);
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s16 readDamage();
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u16 getBreath() const;
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void setBreath(u16 breath);
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u16 getBreath() const { return m_breath; }
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void setBreath(const u16 breath);
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void setArmorGroups(const ItemGroupList &armor_groups);
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ItemGroupList getArmorGroups();
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void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
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@@ -283,6 +306,11 @@ public:
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bool getCollisionBox(aabb3f *toset);
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bool collideWithObjects();
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void initialize(RemotePlayer *player, const std::set<std::string> &privs);
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v3f getEyePosition() const { return m_base_position + getEyeOffset(); }
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v3f getEyeOffset() const { return v3f(0, BS * 1.625f, 0); }
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private:
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std::string getPropertyPacket();
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@@ -326,8 +354,8 @@ private:
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v3f m_attachment_position;
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v3f m_attachment_rotation;
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bool m_attachment_sent;
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u16 m_breath;
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f32 m_pitch;
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public:
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float m_physics_override_speed;
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float m_physics_override_jump;
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