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			254 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			254 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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| Minetest
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| Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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| 
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| This program is free software; you can redistribute it and/or modify
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| it under the terms of the GNU Lesser General Public License as published by
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| the Free Software Foundation; either version 2.1 of the License, or
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| (at your option) any later version.
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| 
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| This program is distributed in the hope that it will be useful,
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| but WITHOUT ANY WARRANTY; without even the implied warranty of
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| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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| GNU Lesser General Public License for more details.
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| 
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| You should have received a copy of the GNU Lesser General Public License along
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| with this program; if not, write to the Free Software Foundation, Inc.,
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| 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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| */
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| 
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| #ifndef SERVEROBJECT_HEADER
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| #define SERVEROBJECT_HEADER
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| 
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| #include "irrlichttypes_bloated.h"
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| #include "activeobject.h"
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| #include "inventorymanager.h"
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| #include "itemgroup.h"
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| #include "util/container.h"
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| 
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| /*
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| 
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| Some planning
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| -------------
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| 
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| * Server environment adds an active object, which gets the id 1
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| * The active object list is scanned for each client once in a while,
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|   and it finds out what objects have been added that are not known
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|   by the client yet. This scan is initiated by the Server class and
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|   the result ends up directly to the server.
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| * A network packet is created with the info and sent to the client.
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| * Environment converts objects to static data and static data to
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|   objects, based on how close players are to them.
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| 
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| */
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| 
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| class ServerEnvironment;
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| struct ItemStack;
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| class Player;
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| struct ToolCapabilities;
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| struct ObjectProperties;
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| 
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| class ServerActiveObject : public ActiveObject
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| {
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| public:
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| 	/*
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| 		NOTE: m_env can be NULL, but step() isn't called if it is.
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| 		Prototypes are used that way.
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| 	*/
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| 	ServerActiveObject(ServerEnvironment *env, v3f pos);
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| 	virtual ~ServerActiveObject();
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| 
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| 	virtual ActiveObjectType getSendType() const
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| 	{ return getType(); }
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| 
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| 	// Called after id has been set and has been inserted in environment
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| 	virtual void addedToEnvironment(u32 dtime_s){};
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| 	// Called before removing from environment
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| 	virtual void removingFromEnvironment(){};
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| 	// Returns true if object's deletion is the job of the
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| 	// environment
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| 	virtual bool environmentDeletes() const
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| 	{ return true; }
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| 	
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| 	// Create a certain type of ServerActiveObject
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| 	static ServerActiveObject* create(ActiveObjectType type,
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| 			ServerEnvironment *env, u16 id, v3f pos,
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| 			const std::string &data);
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| 	
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| 	/*
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| 		Some simple getters/setters
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| 	*/
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| 	v3f getBasePosition(){ return m_base_position; }
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| 	void setBasePosition(v3f pos){ m_base_position = pos; }
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| 	ServerEnvironment* getEnv(){ return m_env; }
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| 	
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| 	/*
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| 		Some more dynamic interface
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| 	*/
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| 	
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| 	virtual void setPos(v3f pos)
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| 		{ setBasePosition(pos); }
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| 	// continuous: if true, object does not stop immediately at pos
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| 	virtual void moveTo(v3f pos, bool continuous)
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| 		{ setBasePosition(pos); }
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| 	// If object has moved less than this and data has not changed,
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| 	// saving to disk may be omitted
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| 	virtual float getMinimumSavedMovement();
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| 
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| 	virtual std::string getDescription(){return "SAO";}
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| 	
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| 	/*
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| 		Step object in time.
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| 		Messages added to messages are sent to client over network.
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| 
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| 		send_recommended:
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| 			True at around 5-10 times a second, same for all objects.
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| 			This is used to let objects send most of the data at the
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| 			same time so that the data can be combined in a single
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| 			packet.
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| 	*/
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| 	virtual void step(float dtime, bool send_recommended){}
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| 	
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| 	/*
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| 		The return value of this is passed to the client-side object
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| 		when it is created
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| 	*/
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| 	virtual std::string getClientInitializationData(u16 protocol_version){return "";}
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| 	
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| 	/*
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| 		The return value of this is passed to the server-side object
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| 		when it is created (converted from static to active - actually
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| 		the data is the static form)
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| 	*/
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| 	virtual std::string getStaticData()
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| 	{
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| 		assert(isStaticAllowed());
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| 		return "";
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| 	}
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| 	/*
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| 		Return false in here to never save and instead remove object
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| 		on unload. getStaticData() will not be called in that case.
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| 	*/
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| 	virtual bool isStaticAllowed() const
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| 	{return true;}
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| 	
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| 	// Returns tool wear
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| 	virtual int punch(v3f dir,
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| 			const ToolCapabilities *toolcap=NULL,
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| 			ServerActiveObject *puncher=NULL,
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| 			float time_from_last_punch=1000000)
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| 	{ return 0; }
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| 	virtual void rightClick(ServerActiveObject *clicker)
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| 	{}
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| 	virtual void setHP(s16 hp)
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| 	{}
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| 	virtual s16 getHP() const
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| 	{ return 0; }
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| 
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| 	virtual void setArmorGroups(const ItemGroupList &armor_groups)
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| 	{}
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| 	virtual ItemGroupList getArmorGroups()
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| 	{ return ItemGroupList(); }
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| 	virtual void setPhysicsOverride(float physics_override_speed, float physics_override_jump, float physics_override_gravity)
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| 	{}
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| 	virtual void setAnimation(v2f frames, float frame_speed, float frame_blend, bool frame_loop)
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| 	{}
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| 	virtual void getAnimation(v2f *frames, float *frame_speed, float *frame_blend, bool *frame_loop)
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| 	{}
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| 	virtual void setBonePosition(const std::string &bone, v3f position, v3f rotation)
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| 	{}
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| 	virtual void getBonePosition(const std::string &bone, v3f *position, v3f *lotation)
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| 	{}
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| 	virtual void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
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| 	{}
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| 	virtual void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation)
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| 	{}
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| 	virtual void addAttachmentChild(int child_id)
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| 	{}
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| 	virtual void removeAttachmentChild(int child_id)
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| 	{}
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| 	virtual std::set<int> getAttachmentChildIds()
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| 	{ return std::set<int>(); }
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| 	virtual ObjectProperties* accessObjectProperties()
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| 	{ return NULL; }
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| 	virtual void notifyObjectPropertiesModified()
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| 	{}
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| 
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| 	// Inventory and wielded item
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| 	virtual Inventory* getInventory()
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| 	{ return NULL; }
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| 	virtual const Inventory* getInventory() const
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| 	{ return NULL; }
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| 	virtual InventoryLocation getInventoryLocation() const
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| 	{ return InventoryLocation(); }
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| 	virtual void setInventoryModified()
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| 	{}
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| 	virtual std::string getWieldList() const
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| 	{ return ""; }
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| 	virtual int getWieldIndex() const
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| 	{ return 0; }
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| 	virtual ItemStack getWieldedItem() const;
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| 	virtual bool setWieldedItem(const ItemStack &item);
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| 
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| 	/*
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| 		Number of players which know about this object. Object won't be
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| 		deleted until this is 0 to keep the id preserved for the right
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| 		object.
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| 	*/
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| 	u16 m_known_by_count;
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| 
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| 	/*
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| 		- Whether this object is to be removed when nobody knows about
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| 		  it anymore.
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| 		- Removal is delayed to preserve the id for the time during which
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| 		  it could be confused to some other object by some client.
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| 		- This is set to true by the step() method when the object wants
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| 		  to be deleted.
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| 		- This can be set to true by anything else too.
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| 	*/
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| 	bool m_removed;
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| 	
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| 	/*
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| 		This is set to true when an object should be removed from the active
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| 		object list but couldn't be removed because the id has to be
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| 		reserved for some client.
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| 
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| 		The environment checks this periodically. If this is true and also
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| 		m_known_by_count is true, object is deleted from the active object
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| 		list.
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| 	*/
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| 	bool m_pending_deactivation;
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| 	
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| 	/*
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| 		Whether the object's static data has been stored to a block
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| 	*/
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| 	bool m_static_exists;
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| 	/*
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| 		The block from which the object was loaded from, and in which
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| 		a copy of the static data resides.
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| 	*/
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| 	v3s16 m_static_block;
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| 	
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| 	/*
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| 		Queue of messages to be sent to the client
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| 	*/
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| 	std::queue<ActiveObjectMessage> m_messages_out;
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| 	
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| protected:
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| 	// Used for creating objects based on type
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| 	typedef ServerActiveObject* (*Factory)
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| 			(ServerEnvironment *env, v3f pos,
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| 			const std::string &data);
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| 	static void registerType(u16 type, Factory f);
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| 
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| 	ServerEnvironment *m_env;
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| 	v3f m_base_position;
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| 
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| private:
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| 	// Used for creating objects based on type
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| 	static std::map<u16, Factory> m_types;
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| };
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| 
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| #endif
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| 
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