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Use pause_fps_max also on multiplayer
[oweals/minetest.git]
/
src
/
content_sao.h
diff --git
a/src/content_sao.h
b/src/content_sao.h
index 2fd1034ebd73a8380c20c14e13ef59129e990101..63e8ef4601f3234a3c0170d67acac704dfa74337 100644
(file)
--- a/
src/content_sao.h
+++ b/
src/content_sao.h
@@
-27,7
+27,7
@@
with this program; if not, write to the Free Software Foundation, Inc.,
#include "object_properties.h"
ServerActiveObject* createItemSAO(ServerEnvironment *env, v3f pos,
#include "object_properties.h"
ServerActiveObject* createItemSAO(ServerEnvironment *env, v3f pos,
-
const std::string
itemstring);
+
const std::string &
itemstring);
/*
LuaEntitySAO needs some internals exposed.
/*
LuaEntitySAO needs some internals exposed.
@@
-37,7
+37,7
@@
class LuaEntitySAO : public ServerActiveObject
{
public:
LuaEntitySAO(ServerEnvironment *env, v3f pos,
{
public:
LuaEntitySAO(ServerEnvironment *env, v3f pos,
-
const std::string &name, const std::string &state);
+ const std::string &name, const std::string &state);
~LuaEntitySAO();
u8 getType() const
{ return ACTIVEOBJECT_TYPE_LUAENTITY; }
~LuaEntitySAO();
u8 getType() const
{ return ACTIVEOBJECT_TYPE_LUAENTITY; }
@@
-78,6
+78,8
@@
public:
void setSprite(v2s16 p, int num_frames, float framelength,
bool select_horiz_by_yawpitch);
std::string getName();
void setSprite(v2s16 p, int num_frames, float framelength,
bool select_horiz_by_yawpitch);
std::string getName();
+ bool getCollisionBox(aabb3f *toset);
+ bool collideWithObjects();
private:
std::string getPropertyPacket();
void sendPosition(bool do_interpolate, bool is_movement_end);
private:
std::string getPropertyPacket();
void sendPosition(bool do_interpolate, bool is_movement_end);
@@
-100,7
+102,7
@@
private:
float m_last_sent_position_timer;
float m_last_sent_move_precision;
bool m_armor_groups_sent;
float m_last_sent_position_timer;
float m_last_sent_move_precision;
bool m_armor_groups_sent;
-
+
v2f m_animation_range;
float m_animation_speed;
float m_animation_blend;
v2f m_animation_range;
float m_animation_speed;
float m_animation_blend;
@@
-120,6
+122,36
@@
private:
PlayerSAO needs some internals exposed.
*/
PlayerSAO needs some internals exposed.
*/
+class LagPool
+{
+ float m_pool;
+ float m_max;
+public:
+ LagPool(): m_pool(15), m_max(15)
+ {}
+ void setMax(float new_max)
+ {
+ m_max = new_max;
+ if(m_pool > new_max)
+ m_pool = new_max;
+ }
+ void add(float dtime)
+ {
+ m_pool -= dtime;
+ if(m_pool < 0)
+ m_pool = 0;
+ }
+ bool grab(float dtime)
+ {
+ if(dtime <= 0)
+ return true;
+ if(m_pool + dtime > m_max)
+ return false;
+ m_pool += dtime;
+ return true;
+ }
+};
+
class PlayerSAO : public ServerActiveObject
{
public:
class PlayerSAO : public ServerActiveObject
{
public:
@@
-147,6
+179,8
@@
public:
void setBasePosition(const v3f &position);
void setPos(v3f pos);
void moveTo(v3f pos, bool continuous);
void setBasePosition(const v3f &position);
void setPos(v3f pos);
void moveTo(v3f pos, bool continuous);
+ void setYaw(float);
+ void setPitch(float);
/*
Interaction interface
/*
Interaction interface
@@
-159,7
+193,9
@@
public:
void rightClick(ServerActiveObject *clicker);
s16 getHP() const;
void setHP(s16 hp);
void rightClick(ServerActiveObject *clicker);
s16 getHP() const;
void setHP(s16 hp);
-
+ s16 readDamage();
+ u16 getBreath() const;
+ void setBreath(u16 breath);
void setArmorGroups(const ItemGroupList &armor_groups);
void setAnimation(v2f frame_range, float frame_speed, float frame_blend);
void setBonePosition(std::string bone, v3f position, v3f rotation);
void setArmorGroups(const ItemGroupList &armor_groups);
void setAnimation(v2f frame_range, float frame_speed, float frame_blend);
void setBonePosition(std::string bone, v3f position, v3f rotation);
@@
-223,6
+259,12
@@
public:
{
m_nocheat_dig_pos = v3s16(32767, 32767, 32767);
}
{
m_nocheat_dig_pos = v3s16(32767, 32767, 32767);
}
+ LagPool& getDigPool()
+ {
+ return m_dig_pool;
+ }
+ // Returns true if cheated
+ bool checkMovementCheat();
// Other
// Other
@@
-233,16
+275,21
@@
public:
m_is_singleplayer = is_singleplayer;
}
m_is_singleplayer = is_singleplayer;
}
+ bool getCollisionBox(aabb3f *toset);
+ bool collideWithObjects();
+
private:
std::string getPropertyPacket();
Player *m_player;
u16 m_peer_id;
Inventory *m_inventory;
private:
std::string getPropertyPacket();
Player *m_player;
u16 m_peer_id;
Inventory *m_inventory;
+ s16 m_damage;
// Cheat prevention
// Cheat prevention
+ LagPool m_dig_pool;
+ LagPool m_move_pool;
v3f m_last_good_position;
v3f m_last_good_position;
- float m_last_good_position_age;
float m_time_from_last_punch;
v3s16 m_nocheat_dig_pos;
float m_nocheat_dig_time;
float m_time_from_last_punch;
v3s16 m_nocheat_dig_pos;
float m_nocheat_dig_time;
@@
-252,8
+299,6
@@
private:
ItemGroupList m_armor_groups;
bool m_armor_groups_sent;
ItemGroupList m_armor_groups;
bool m_armor_groups_sent;
-
-
bool m_properties_sent;
struct ObjectProperties m_prop;
// Cached privileges for enforcement
bool m_properties_sent;
struct ObjectProperties m_prop;
// Cached privileges for enforcement
@@
-279,7
+324,15
@@
public:
bool m_moved;
bool m_inventory_not_sent;
bool m_hp_not_sent;
bool m_moved;
bool m_inventory_not_sent;
bool m_hp_not_sent;
+ bool m_breath_not_sent;
bool m_wielded_item_not_sent;
bool m_wielded_item_not_sent;
+
+ float m_physics_override_speed;
+ float m_physics_override_jump;
+ float m_physics_override_gravity;
+ bool m_physics_override_sneak;
+ bool m_physics_override_sneak_glitch;
+ bool m_physics_override_sent;
};
#endif
};
#endif