Add GenericCAO and player armor groups, but don't use them yet
parent
a9ddbb4beb
commit
443f45eca1
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@ -153,6 +153,7 @@ configure_file(
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)
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set(common_SRCS
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genericobject.cpp
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voxelalgorithms.cpp
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sound.cpp
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quicktune.cpp
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@ -1349,4 +1349,492 @@ public:
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// Prototype
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PlayerCAO proto_PlayerCAO(NULL, NULL);
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/*
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GenericCAO
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*/
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#include "genericobject.h"
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class GenericCAO : public ClientActiveObject
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{
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private:
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// Property-ish things
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s16 m_hp_max;
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bool m_physical;
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float m_weight;
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core::aabbox3d<f32> m_collisionbox;
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std::string m_visual;
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v2f m_visual_size;
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core::array<std::string> m_textures;
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v2s16 m_spritediv;
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//
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scene::ISceneManager *m_smgr;
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core::aabbox3d<f32> m_selection_box;
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scene::IMeshSceneNode *m_meshnode;
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scene::IBillboardSceneNode *m_spritenode;
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v3f m_position;
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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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s16 m_hp;
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SmoothTranslator pos_translator;
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// Spritesheet/animation stuff
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v2f m_tx_size;
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v2s16 m_tx_basepos;
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bool m_tx_select_horiz_by_yawpitch;
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int m_anim_frame;
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int m_anim_num_frames;
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float m_anim_framelength;
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float m_anim_timer;
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ItemGroupList m_armor_groups;
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float m_reset_textures_timer;
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public:
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GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
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ClientActiveObject(0, gamedef, env),
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//
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m_hp_max(1),
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m_physical(false),
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m_weight(5),
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m_collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
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m_visual("sprite"),
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m_visual_size(1,1),
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m_spritediv(1,1),
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//
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m_smgr(NULL),
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m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
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m_meshnode(NULL),
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m_spritenode(NULL),
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m_position(v3f(0,10*BS,0)),
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m_velocity(v3f(0,0,0)),
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m_acceleration(v3f(0,0,0)),
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m_yaw(0),
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m_hp(1),
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m_tx_size(1,1),
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m_tx_basepos(0,0),
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m_tx_select_horiz_by_yawpitch(false),
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m_anim_frame(0),
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m_anim_num_frames(1),
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m_anim_framelength(0.2),
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m_anim_timer(0),
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m_reset_textures_timer(-1)
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{
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m_textures.push_back("unknown_object.png");
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if(gamedef == NULL)
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ClientActiveObject::registerType(getType(), create);
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}
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void initialize(const std::string &data)
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{
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infostream<<"GenericCAO: Got init data"<<std::endl;
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std::istringstream is(data, std::ios::binary);
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// version
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u8 version = readU8(is);
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// check version
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if(version != 1)
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return;
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// pos
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m_position = readV3F1000(is);
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// yaw
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m_yaw = readF1000(is);
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// hp
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m_hp = readS16(is);
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pos_translator.init(m_position);
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updateNodePos();
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}
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~GenericCAO()
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{
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}
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static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
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{
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return new GenericCAO(gamedef, env);
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}
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u8 getType() const
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{
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return ACTIVEOBJECT_TYPE_GENERIC;
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}
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core::aabbox3d<f32>* getSelectionBox()
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{
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return &m_selection_box;
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}
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v3f getPosition()
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{
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return pos_translator.vect_show;
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}
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void removeFromScene()
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{
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if(m_meshnode){
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m_meshnode->remove();
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m_meshnode = NULL;
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}
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if(m_spritenode){
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m_spritenode->remove();
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m_spritenode = NULL;
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}
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}
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void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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IrrlichtDevice *irr)
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{
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m_smgr = smgr;
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if(m_meshnode != NULL || m_spritenode != NULL)
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return;
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//video::IVideoDriver* driver = smgr->getVideoDriver();
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if(m_visual == "sprite"){
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infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
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m_spritenode = smgr->addBillboardSceneNode(
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NULL, v2f(1, 1), v3f(0,0,0), -1);
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m_spritenode->setMaterialTexture(0,
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tsrc->getTextureRaw("unknown_block.png"));
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m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
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m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
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m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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m_spritenode->setColor(video::SColor(255,0,0,0));
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m_spritenode->setVisible(false); /* Set visible when brightness is known */
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m_spritenode->setSize(m_visual_size*BS);
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{
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const float txs = 1.0 / 1;
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const float tys = 1.0 / 1;
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setBillboardTextureMatrix(m_spritenode,
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txs, tys, 0, 0);
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}
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} else if(m_visual == "cube"){
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infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
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scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
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m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
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mesh->drop();
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m_meshnode->setScale(v3f(1));
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// Will be shown when we know the brightness
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m_meshnode->setVisible(false);
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} else {
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infostream<<"GenericCAO::addToScene(): \""<<m_visual
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<<"\" not supported"<<std::endl;
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}
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updateTextures("");
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updateNodePos();
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}
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void updateVisuals()
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{
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removeFromScene();
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// We haven't got any IrrlichtDevices but it isn't actually needed
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addToScene(m_smgr, m_gamedef->tsrc(), NULL);
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}
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void updateLight(u8 light_at_pos)
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{
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bool is_visible = (m_hp != 0);
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u8 li = decode_light(light_at_pos);
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video::SColor color(255,li,li,li);
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if(m_meshnode){
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setMeshColor(m_meshnode->getMesh(), color);
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m_meshnode->setVisible(is_visible);
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}
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if(m_spritenode){
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m_spritenode->setColor(color);
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m_spritenode->setVisible(is_visible);
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}
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}
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v3s16 getLightPosition()
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{
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return floatToInt(m_position, BS);
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}
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void updateNodePos()
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{
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if(m_meshnode){
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m_meshnode->setPosition(pos_translator.vect_show);
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}
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if(m_spritenode){
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m_spritenode->setPosition(pos_translator.vect_show);
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}
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}
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void step(float dtime, ClientEnvironment *env)
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{
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if(m_physical){
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core::aabbox3d<f32> box = m_collisionbox;
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box.MinEdge *= BS;
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box.MaxEdge *= BS;
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collisionMoveResult moveresult;
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f32 pos_max_d = BS*0.25; // Distance per iteration
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v3f p_pos = m_position;
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v3f p_velocity = m_velocity;
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IGameDef *gamedef = env->getGameDef();
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moveresult = collisionMovePrecise(&env->getMap(), gamedef,
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pos_max_d, box, dtime, p_pos, p_velocity);
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// Apply results
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m_position = p_pos;
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m_velocity = p_velocity;
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bool is_end_position = moveresult.collides;
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pos_translator.update(m_position, is_end_position, dtime);
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pos_translator.translate(dtime);
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updateNodePos();
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m_velocity += dtime * m_acceleration;
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} else {
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m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
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m_velocity += dtime * m_acceleration;
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pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
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pos_translator.translate(dtime);
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updateNodePos();
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}
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m_anim_timer += dtime;
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if(m_anim_timer >= m_anim_framelength){
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m_anim_timer -= m_anim_framelength;
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m_anim_frame++;
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if(m_anim_frame >= m_anim_num_frames)
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m_anim_frame = 0;
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}
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updateTexturePos();
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if(m_reset_textures_timer >= 0){
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m_reset_textures_timer -= dtime;
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if(m_reset_textures_timer <= 0){
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m_reset_textures_timer = -1;
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updateTextures("");
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}
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}
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}
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void updateTexturePos()
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{
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if(m_spritenode){
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scene::ICameraSceneNode* camera =
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m_spritenode->getSceneManager()->getActiveCamera();
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if(!camera)
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return;
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v3f cam_to_entity = m_spritenode->getAbsolutePosition()
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- camera->getAbsolutePosition();
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cam_to_entity.normalize();
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int row = m_tx_basepos.Y;
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int col = m_tx_basepos.X;
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if(m_tx_select_horiz_by_yawpitch)
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{
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if(cam_to_entity.Y > 0.75)
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col += 5;
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else if(cam_to_entity.Y < -0.75)
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col += 4;
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else{
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float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / PI * 180.;
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float dir = mob_dir - m_yaw;
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dir = wrapDegrees_180(dir);
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//infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
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if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
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col += 2;
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else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
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col += 3;
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else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
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col += 0;
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else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
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col += 1;
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else
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col += 4;
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}
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}
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// Animation goes downwards
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row += m_anim_frame;
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float txs = m_tx_size.X;
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float tys = m_tx_size.Y;
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setBillboardTextureMatrix(m_spritenode,
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txs, tys, col, row);
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}
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}
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void updateTextures(const std::string &mod)
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{
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ITextureSource *tsrc = m_gamedef->tsrc();
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if(m_spritenode){
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std::string texturestring = "unknown_block.png";
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if(m_textures.size() >= 1)
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texturestring = m_textures[0];
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texturestring += mod;
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m_spritenode->setMaterialTexture(0,
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tsrc->getTextureRaw(texturestring));
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}
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if(m_meshnode){
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for (u32 i = 0; i < 6; ++i)
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{
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std::string texturestring = "unknown_block.png";
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if(m_textures.size() > i)
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texturestring = m_textures[i];
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texturestring += mod;
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AtlasPointer ap = tsrc->getTexture(texturestring);
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// Get the tile texture and atlas transformation
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video::ITexture* atlas = ap.atlas;
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v2f pos = ap.pos;
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v2f size = ap.size;
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// Set material flags and texture
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video::SMaterial& material = m_meshnode->getMaterial(i);
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setTexture(0, atlas);
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material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
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material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
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}
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}
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}
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void processMessage(const std::string &data)
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{
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//infostream<<"GenericCAO: Got message"<<std::endl;
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std::istringstream is(data, std::ios::binary);
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// command
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u8 cmd = readU8(is);
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if(cmd == GENERIC_CMD_SET_PROPERTIES)
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{
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m_hp_max = readS16(is);
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m_physical = readU8(is);
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m_weight = readF1000(is);
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m_collisionbox.MinEdge = readV3F1000(is);
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m_collisionbox.MaxEdge = readV3F1000(is);
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m_visual = deSerializeString(is);
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m_visual_size = readV2F1000(is);
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m_textures.clear();
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u32 texture_count = readU16(is);
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for(u32 i=0; i<texture_count; i++){
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m_textures.push_back(deSerializeString(is));
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}
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m_spritediv = readV2S16(is);
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m_selection_box = m_collisionbox;
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m_selection_box.MinEdge *= BS;
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m_selection_box.MaxEdge *= BS;
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m_tx_size.X = 1.0 / m_spritediv.X;
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m_tx_size.Y = 1.0 / m_spritediv.Y;
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updateVisuals();
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}
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else if(cmd == GENERIC_CMD_UPDATE_POSITION)
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{
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m_position = readV3F1000(is);
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m_velocity = readV3F1000(is);
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m_acceleration = readV3F1000(is);
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m_yaw = readF1000(is);
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bool do_interpolate = readU8(is);
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bool is_end_position = readU8(is);
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float update_interval = readF1000(is);
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if(do_interpolate){
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if(!m_physical)
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pos_translator.update(m_position, is_end_position, update_interval);
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} else {
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pos_translator.init(m_position);
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}
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updateNodePos();
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}
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else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
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{
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std::string mod = deSerializeString(is);
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updateTextures(mod);
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}
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else if(cmd == GENERIC_CMD_SET_SPRITE)
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{
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v2s16 p = readV2S16(is);
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int num_frames = readU16(is);
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float framelength = readF1000(is);
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bool select_horiz_by_yawpitch = readU8(is);
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m_tx_basepos = p;
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m_anim_num_frames = num_frames;
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m_anim_framelength = framelength;
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m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
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updateTexturePos();
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}
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else if(cmd == GENERIC_CMD_PUNCHED)
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{
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/*s16 damage =*/ readS16(is);
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s16 result_hp = readS16(is);
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m_hp = result_hp;
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// TODO: Execute defined fast response
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}
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else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
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{
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m_armor_groups.clear();
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int armor_groups_size = readU16(is);
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for(int i=0; i<armor_groups_size; i++){
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std::string name = deSerializeString(is);
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int rating = readS16(is);
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m_armor_groups[name] = rating;
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}
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}
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}
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bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
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float time_from_last_punch=1000000)
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{
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assert(punchitem);
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const ToolCapabilities *toolcap =
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&punchitem->getToolCapabilities(m_gamedef->idef());
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PunchDamageResult result = getPunchDamage(
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m_armor_groups,
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toolcap,
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punchitem,
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time_from_last_punch);
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if(result.did_punch && result.damage != 0)
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{
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if(result.damage < m_hp){
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m_hp -= result.damage;
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} else {
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m_hp = 0;
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// TODO: Execute defined fast response
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// As there is no definition, make a smoke puff
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ClientSimpleObject *simple = createSmokePuff(
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m_smgr, m_env, m_position,
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m_visual_size * BS);
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m_env->addSimpleObject(simple);
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}
|
||||
// TODO: Execute defined fast response
|
||||
// Flashing shall suffice as there is no definition
|
||||
updateTextures("^[brighten");
|
||||
m_reset_textures_timer = 0.1;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
std::string debugInfoText()
|
||||
{
|
||||
std::ostringstream os(std::ios::binary);
|
||||
os<<"GenericCAO hp="<<m_hp<<"\n";
|
||||
os<<"armor={";
|
||||
for(ItemGroupList::const_iterator i = m_armor_groups.begin();
|
||||
i != m_armor_groups.end(); i++){
|
||||
os<<i->first<<"="<<i->second<<", ";
|
||||
}
|
||||
os<<"}";
|
||||
return os.str();
|
||||
}
|
||||
};
|
||||
|
||||
// Prototype
|
||||
GenericCAO proto_GenericCAO(NULL, NULL);
|
||||
|
||||
|
||||
|
|
|
@ -32,5 +32,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
// Special type, not stored as a static object
|
||||
#define ACTIVEOBJECT_TYPE_PLAYER 100
|
||||
|
||||
// Special type, only exists as CAO
|
||||
#define ACTIVEOBJECT_TYPE_GENERIC 101
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -605,17 +605,6 @@ void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
|
|||
scriptapi_luaentity_rightclick(L, m_id, clicker);
|
||||
}
|
||||
|
||||
void LuaEntitySAO::setHP(s16 hp)
|
||||
{
|
||||
if(hp < 0) hp = 0;
|
||||
m_hp = hp;
|
||||
}
|
||||
|
||||
s16 LuaEntitySAO::getHP() const
|
||||
{
|
||||
return m_hp;
|
||||
}
|
||||
|
||||
void LuaEntitySAO::setPos(v3f pos)
|
||||
{
|
||||
m_base_position = pos;
|
||||
|
@ -645,6 +634,23 @@ std::string LuaEntitySAO::getDescription()
|
|||
return os.str();
|
||||
}
|
||||
|
||||
void LuaEntitySAO::setHP(s16 hp)
|
||||
{
|
||||
if(hp < 0) hp = 0;
|
||||
m_hp = hp;
|
||||
}
|
||||
|
||||
s16 LuaEntitySAO::getHP() const
|
||||
{
|
||||
return m_hp;
|
||||
}
|
||||
|
||||
void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
|
||||
{
|
||||
m_armor_groups = armor_groups;
|
||||
m_armor_groups_sent = false;
|
||||
}
|
||||
|
||||
void LuaEntitySAO::setVelocity(v3f velocity)
|
||||
{
|
||||
m_velocity = velocity;
|
||||
|
@ -708,12 +714,6 @@ std::string LuaEntitySAO::getName()
|
|||
return m_init_name;
|
||||
}
|
||||
|
||||
void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
|
||||
{
|
||||
m_armor_groups = armor_groups;
|
||||
m_armor_groups_sent = false;
|
||||
}
|
||||
|
||||
void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
|
||||
{
|
||||
m_last_sent_move_precision = m_base_position.getDistanceFrom(
|
||||
|
@ -766,6 +766,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_):
|
|||
m_time_from_last_punch(0),
|
||||
m_wield_index(0),
|
||||
m_position_not_sent(false),
|
||||
m_armor_groups_sent(false),
|
||||
m_teleported(false),
|
||||
m_inventory_not_sent(false),
|
||||
m_hp_not_sent(false),
|
||||
|
@ -775,6 +776,8 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_):
|
|||
assert(m_peer_id != 0);
|
||||
setBasePosition(m_player->getPosition());
|
||||
m_inventory = &m_player->inventory;
|
||||
m_armor_groups["choppy"] = 2;
|
||||
m_armor_groups["fleshy"] = 3;
|
||||
}
|
||||
|
||||
PlayerSAO::~PlayerSAO()
|
||||
|
@ -960,12 +963,8 @@ int PlayerSAO::punch(v3f dir,
|
|||
return 0;
|
||||
}
|
||||
|
||||
// "Material" groups of the player
|
||||
ItemGroupList groups;
|
||||
groups["choppy"] = 2;
|
||||
groups["fleshy"] = 3;
|
||||
|
||||
HitParams hitparams = getHitParams(groups, toolcap, time_from_last_punch);
|
||||
HitParams hitparams = getHitParams(m_armor_groups, toolcap,
|
||||
time_from_last_punch);
|
||||
|
||||
actionstream<<"Player "<<m_player->getName()<<" punched by "
|
||||
<<puncher->getDescription()<<", damage "<<hitparams.hp
|
||||
|
@ -1031,6 +1030,12 @@ void PlayerSAO::setHP(s16 hp)
|
|||
}
|
||||
}
|
||||
|
||||
void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
|
||||
{
|
||||
m_armor_groups = armor_groups;
|
||||
m_armor_groups_sent = false;
|
||||
}
|
||||
|
||||
Inventory* PlayerSAO::getInventory()
|
||||
{
|
||||
return m_inventory;
|
||||
|
|
|
@ -59,6 +59,7 @@ public:
|
|||
std::string getDescription();
|
||||
void setHP(s16 hp);
|
||||
s16 getHP() const;
|
||||
void setArmorGroups(const ItemGroupList &armor_groups);
|
||||
/* LuaEntitySAO-specific */
|
||||
void setVelocity(v3f velocity);
|
||||
v3f getVelocity();
|
||||
|
@ -70,7 +71,6 @@ public:
|
|||
void setSprite(v2s16 p, int num_frames, float framelength,
|
||||
bool select_horiz_by_yawpitch);
|
||||
std::string getName();
|
||||
void setArmorGroups(const ItemGroupList &armor_groups);
|
||||
private:
|
||||
void sendPosition(bool do_interpolate, bool is_movement_end);
|
||||
|
||||
|
@ -132,6 +132,7 @@ public:
|
|||
void rightClick(ServerActiveObject *clicker);
|
||||
s16 getHP() const;
|
||||
void setHP(s16 hp);
|
||||
void setArmorGroups(const ItemGroupList &armor_groups);
|
||||
|
||||
/*
|
||||
Inventory interface
|
||||
|
@ -181,6 +182,8 @@ private:
|
|||
float m_time_from_last_punch;
|
||||
int m_wield_index;
|
||||
bool m_position_not_sent;
|
||||
ItemGroupList m_armor_groups;
|
||||
bool m_armor_groups_sent;
|
||||
|
||||
public:
|
||||
// Some flags used by Server
|
||||
|
|
|
@ -1515,7 +1515,7 @@ void Server::AsyncRunStep()
|
|||
infostream<<"WARNING: "<<__FUNCTION_NAME
|
||||
<<": NULL object"<<std::endl;
|
||||
else
|
||||
type = obj->getType();
|
||||
type = obj->getSendType();
|
||||
|
||||
// Add to data buffer for sending
|
||||
writeU16((u8*)buf, id);
|
||||
|
|
|
@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "activeobject.h"
|
||||
#include "utility.h"
|
||||
#include "inventorymanager.h"
|
||||
#include "itemgroup.h"
|
||||
|
||||
/*
|
||||
|
||||
|
@ -56,6 +57,9 @@ public:
|
|||
ServerActiveObject(ServerEnvironment *env, v3f pos);
|
||||
virtual ~ServerActiveObject();
|
||||
|
||||
virtual u8 getSendType() const
|
||||
{ return getType(); }
|
||||
|
||||
// Called after id has been set and has been inserted in environment
|
||||
virtual void addedToEnvironment(){};
|
||||
// Called before removing from environment
|
||||
|
@ -146,6 +150,9 @@ public:
|
|||
virtual s16 getHP() const
|
||||
{ return 0; }
|
||||
|
||||
virtual void setArmorGroups(const ItemGroupList &armor_groups)
|
||||
{}
|
||||
|
||||
// Inventory and wielded item
|
||||
virtual Inventory* getInventory()
|
||||
{ return NULL; }
|
||||
|
|
Loading…
Reference in New Issue