Cleanup content_sao by factorizing similar code parts

Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
master
Rogier 2017-01-12 04:25:25 +09:00 committed by Loïc Blot
parent 7ae7f1ea4c
commit e2dd96b432
2 changed files with 126 additions and 249 deletions

View File

@ -123,6 +123,111 @@ UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos):
// Initialize something to armor groups // Initialize something to armor groups
m_armor_groups["fleshy"] = 100; m_armor_groups["fleshy"] = 100;
} }
bool UnitSAO::isAttached() const
{
if (!m_attachment_parent_id)
return false;
// Check if the parent still exists
ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
if (obj)
return true;
return false;
}
void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
{
m_armor_groups = armor_groups;
m_armor_groups_sent = false;
}
const ItemGroupList &UnitSAO::getArmorGroups()
{
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::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.
m_attachment_parent_id = parent_id;
m_attachment_bone = bone;
m_attachment_position = position;
m_attachment_rotation = rotation;
m_attachment_sent = false;
}
void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
v3f *rotation)
{
*parent_id = m_attachment_parent_id;
*bone = m_attachment_bone;
*position = m_attachment_position;
*rotation = m_attachment_rotation;
}
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 UNORDERED_SET<int> &UnitSAO::getAttachmentChildIds()
{
return m_attachment_child_ids;
}
ObjectProperties* UnitSAO::accessObjectProperties()
{
return &m_prop;
}
void UnitSAO::notifyObjectPropertiesModified()
{
m_properties_sent = false;
}
/* /*
LuaEntitySAO LuaEntitySAO
*/ */
@ -220,17 +325,6 @@ ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
return sao; return sao;
} }
bool LuaEntitySAO::isAttached()
{
if(!m_attachment_parent_id)
return false;
// Check if the parent still exists
ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
if(obj)
return true;
return false;
}
void LuaEntitySAO::step(float dtime, bool send_recommended) void LuaEntitySAO::step(float dtime, bool send_recommended)
{ {
if(!m_properties_sent) if(!m_properties_sent)
@ -427,7 +521,7 @@ std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
return os.str(); return os.str();
} }
std::string LuaEntitySAO::getStaticData() std::string LuaEntitySAO::getStaticData() const
{ {
verbosestream<<FUNCTION_NAME<<std::endl; verbosestream<<FUNCTION_NAME<<std::endl;
std::ostringstream os(std::ios::binary); std::ostringstream os(std::ios::binary);
@ -560,97 +654,6 @@ s16 LuaEntitySAO::getHP() const
return m_hp; return m_hp;
} }
void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
{
m_armor_groups = armor_groups;
m_armor_groups_sent = false;
}
const ItemGroupList &LuaEntitySAO::getArmorGroups()
{
return m_armor_groups;
}
void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
{
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 LuaEntitySAO::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 LuaEntitySAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
{
m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
m_bone_position_sent = false;
}
void LuaEntitySAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
{
*position = m_bone_position[bone].X;
*rotation = m_bone_position[bone].Y;
}
void LuaEntitySAO::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.
m_attachment_parent_id = parent_id;
m_attachment_bone = bone;
m_attachment_position = position;
m_attachment_rotation = rotation;
m_attachment_sent = false;
}
void LuaEntitySAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
v3f *rotation)
{
*parent_id = m_attachment_parent_id;
*bone = m_attachment_bone;
*position = m_attachment_position;
*rotation = m_attachment_rotation;
}
void LuaEntitySAO::addAttachmentChild(int child_id)
{
m_attachment_child_ids.insert(child_id);
}
void LuaEntitySAO::removeAttachmentChild(int child_id)
{
m_attachment_child_ids.erase(child_id);
}
const UNORDERED_SET<int> &LuaEntitySAO::getAttachmentChildIds()
{
return m_attachment_child_ids;
}
ObjectProperties* LuaEntitySAO::accessObjectProperties()
{
return &m_prop;
}
void LuaEntitySAO::notifyObjectPropertiesModified()
{
m_properties_sent = false;
}
void LuaEntitySAO::setVelocity(v3f velocity) void LuaEntitySAO::setVelocity(v3f velocity)
{ {
m_velocity = velocity; m_velocity = velocity;
@ -854,11 +857,6 @@ void PlayerSAO::removingFromEnvironment()
} }
} }
bool PlayerSAO::isStaticAllowed() const
{
return false;
}
std::string PlayerSAO::getClientInitializationData(u16 protocol_version) std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
{ {
std::ostringstream os(std::ios::binary); std::ostringstream os(std::ios::binary);
@ -920,23 +918,12 @@ std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
return os.str(); return os.str();
} }
std::string PlayerSAO::getStaticData() std::string PlayerSAO::getStaticData() const
{ {
FATAL_ERROR("Deprecated function (?)"); FATAL_ERROR("Deprecated function (?)");
return ""; return "";
} }
bool PlayerSAO::isAttached()
{
if(!m_attachment_parent_id)
return false;
// Check if the parent still exists
ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
if(obj)
return true;
return false;
}
void PlayerSAO::step(float dtime, bool send_recommended) void PlayerSAO::step(float dtime, bool send_recommended)
{ {
if (m_drowning_interval.step(dtime, 2.0)) { if (m_drowning_interval.step(dtime, 2.0)) {
@ -1224,10 +1211,6 @@ int PlayerSAO::punch(v3f dir,
return hitparams.wear; return hitparams.wear;
} }
void PlayerSAO::rightClick(ServerActiveObject *)
{
}
s16 PlayerSAO::readDamage() s16 PlayerSAO::readDamage()
{ {
s16 damage = m_damage; s16 damage = m_damage;
@ -1274,99 +1257,6 @@ void PlayerSAO::setBreath(const u16 breath, bool send)
m_env->getGameDef()->SendPlayerBreath(this); m_env->getGameDef()->SendPlayerBreath(this);
} }
void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
{
m_armor_groups = armor_groups;
m_armor_groups_sent = false;
}
const ItemGroupList &PlayerSAO::getArmorGroups()
{
return m_armor_groups;
}
void PlayerSAO::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 PlayerSAO::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 PlayerSAO::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 PlayerSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
{
*position = m_bone_position[bone].X;
*rotation = m_bone_position[bone].Y;
}
void PlayerSAO::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.
m_attachment_parent_id = parent_id;
m_attachment_bone = bone;
m_attachment_position = position;
m_attachment_rotation = rotation;
m_attachment_sent = false;
}
void PlayerSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
v3f *rotation)
{
*parent_id = m_attachment_parent_id;
*bone = m_attachment_bone;
*position = m_attachment_position;
*rotation = m_attachment_rotation;
}
void PlayerSAO::addAttachmentChild(int child_id)
{
m_attachment_child_ids.insert(child_id);
}
void PlayerSAO::removeAttachmentChild(int child_id)
{
m_attachment_child_ids.erase(child_id);
}
const UNORDERED_SET<int> &PlayerSAO::getAttachmentChildIds()
{
return m_attachment_child_ids;
}
ObjectProperties* PlayerSAO::accessObjectProperties()
{
return &m_prop;
}
void PlayerSAO::notifyObjectPropertiesModified()
{
m_properties_sent = false;
}
Inventory* PlayerSAO::getInventory() Inventory* PlayerSAO::getInventory()
{ {
return m_inventory; return m_inventory;

View File

@ -40,6 +40,21 @@ public:
s16 getHP() const { return m_hp; } s16 getHP() const { return m_hp; }
// Use a function, if isDead can be defined by other conditions // Use a function, if isDead can be defined by other conditions
bool isDead() const { return m_hp == 0; } bool isDead() const { return m_hp == 0; }
bool isAttached() const;
void setArmorGroups(const ItemGroupList &armor_groups);
const ItemGroupList &getArmorGroups();
void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
void setBonePosition(const std::string &bone, v3f position, v3f rotation);
void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation);
void addAttachmentChild(int child_id);
void removeAttachmentChild(int child_id);
const UNORDERED_SET<int> &getAttachmentChildIds();
ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified();
protected: protected:
s16 m_hp; s16 m_hp;
float m_yaw; float m_yaw;
@ -85,10 +100,9 @@ public:
virtual void addedToEnvironment(u32 dtime_s); virtual void addedToEnvironment(u32 dtime_s);
static ServerActiveObject* create(ServerEnvironment *env, v3f pos, static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
const std::string &data); const std::string &data);
bool isAttached();
void step(float dtime, bool send_recommended); void step(float dtime, bool send_recommended);
std::string getClientInitializationData(u16 protocol_version); std::string getClientInitializationData(u16 protocol_version);
std::string getStaticData(); std::string getStaticData() const;
int punch(v3f dir, int punch(v3f dir,
const ToolCapabilities *toolcap=NULL, const ToolCapabilities *toolcap=NULL,
ServerActiveObject *puncher=NULL, ServerActiveObject *puncher=NULL,
@ -100,19 +114,6 @@ public:
std::string getDescription(); std::string getDescription();
void setHP(s16 hp); void setHP(s16 hp);
s16 getHP() const; s16 getHP() const;
void setArmorGroups(const ItemGroupList &armor_groups);
const ItemGroupList &getArmorGroups();
void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
void setBonePosition(const std::string &bone, v3f position, v3f rotation);
void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation);
void addAttachmentChild(int child_id);
void removeAttachmentChild(int child_id);
const UNORDERED_SET<int> &getAttachmentChildIds();
ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified();
/* LuaEntitySAO-specific */ /* LuaEntitySAO-specific */
void setVelocity(v3f velocity); void setVelocity(v3f velocity);
v3f getVelocity(); v3f getVelocity();
@ -196,10 +197,9 @@ public:
void addedToEnvironment(u32 dtime_s); void addedToEnvironment(u32 dtime_s);
void removingFromEnvironment(); void removingFromEnvironment();
bool isStaticAllowed() const; bool isStaticAllowed() const { return false; }
std::string getClientInitializationData(u16 protocol_version); std::string getClientInitializationData(u16 protocol_version);
std::string getStaticData(); std::string getStaticData() const;
bool isAttached();
void step(float dtime, bool send_recommended); void step(float dtime, bool send_recommended);
void setBasePosition(const v3f &position); void setBasePosition(const v3f &position);
void setPos(const v3f &pos); void setPos(const v3f &pos);
@ -227,25 +227,12 @@ public:
const ToolCapabilities *toolcap, const ToolCapabilities *toolcap,
ServerActiveObject *puncher, ServerActiveObject *puncher,
float time_from_last_punch); float time_from_last_punch);
void rightClick(ServerActiveObject *clicker); void rightClick(ServerActiveObject *clicker) {}
void setHP(s16 hp); void setHP(s16 hp);
void setHPRaw(s16 hp) { m_hp = hp; } void setHPRaw(s16 hp) { m_hp = hp; }
s16 readDamage(); s16 readDamage();
u16 getBreath() const { return m_breath; } u16 getBreath() const { return m_breath; }
void setBreath(const u16 breath, bool send = true); void setBreath(const u16 breath, bool send = true);
void setArmorGroups(const ItemGroupList &armor_groups);
const ItemGroupList &getArmorGroups();
void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
void setBonePosition(const std::string &bone, v3f position, v3f rotation);
void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation);
void addAttachmentChild(int child_id);
void removeAttachmentChild(int child_id);
const UNORDERED_SET<int> &getAttachmentChildIds();
ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified();
/* /*
Inventory interface Inventory interface