#include "serverobject.h"
#include "itemgroup.h"
#include "object_properties.h"
+#include "constants.h"
class UnitSAO: public ServerActiveObject
{
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();
+ const std::unordered_set<int> &getAttachmentChildIds();
ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified();
protected:
- s16 m_hp;
- float m_yaw;
+ s16 m_hp = -1;
+ float m_yaw = 0.0f;
- bool m_properties_sent;
+ bool m_properties_sent = true;
struct ObjectProperties m_prop;
ItemGroupList m_armor_groups;
- bool m_armor_groups_sent;
+ bool m_armor_groups_sent = false;
v2f m_animation_range;
- float m_animation_speed;
- float m_animation_blend;
- bool m_animation_loop;
- bool m_animation_sent;
+ float m_animation_speed = 0.0f;
+ float m_animation_blend = 0.0f;
+ bool m_animation_loop = true;
+ bool m_animation_sent = false;
// Stores position and rotation for each bone name
- UNORDERED_MAP<std::string, core::vector2d<v3f> > m_bone_position;
- bool m_bone_position_sent;
+ std::unordered_map<std::string, core::vector2d<v3f>> m_bone_position;
+ bool m_bone_position_sent = false;
- int m_attachment_parent_id;
- UNORDERED_SET<int> m_attachment_child_ids;
- std::string m_attachment_bone;
+ int m_attachment_parent_id = 0;
+ std::unordered_set<int> m_attachment_child_ids;
+ std::string m_attachment_bone = "";
v3f m_attachment_position;
v3f m_attachment_rotation;
- bool m_attachment_sent;
+ bool m_attachment_sent = false;
};
/*
v3f getAcceleration();
void setTextureMod(const std::string &mod);
+ std::string getTextureMod() const;
void setSprite(v2s16 p, int num_frames, float framelength,
bool select_horiz_by_yawpitch);
std::string getName();
bool getCollisionBox(aabb3f *toset) const;
+ bool getSelectionBox(aabb3f *toset) const;
bool collideWithObjects() const;
private:
std::string getPropertyPacket();
std::string m_init_name;
std::string m_init_state;
- bool m_registered;
+ bool m_registered = false;
v3f m_velocity;
v3f m_acceleration;
- float m_last_sent_yaw;
+ float m_last_sent_yaw = 0.0f;
v3f m_last_sent_position;
v3f m_last_sent_velocity;
- float m_last_sent_position_timer;
- float m_last_sent_move_precision;
+ float m_last_sent_position_timer = 0.0f;
+ float m_last_sent_move_precision = 0.0f;
+ std::string m_current_texture_modifier = "";
};
/*
class LagPool
{
- float m_pool;
- float m_max;
+ float m_pool = 15.0f;
+ float m_max = 15.0f;
public:
- LagPool(): m_pool(15), m_max(15)
- {}
+ LagPool() {}
+
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;
}
+
+ void empty()
+ {
+ m_pool = m_max;
+ }
+
bool grab(float dtime)
{
if(dtime <= 0)
}
};
+typedef std::unordered_map<std::string, std::string> PlayerAttributes;
class RemotePlayer;
class PlayerSAO : public UnitSAO
{
public:
- PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer);
+ PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id_, bool is_singleplayer);
~PlayerSAO();
ActiveObjectType getType() const
{ return ACTIVEOBJECT_TYPE_PLAYER; }
InventoryLocation getInventoryLocation() const;
std::string getWieldList() const;
ItemStack getWieldedItem() const;
+ ItemStack getWieldedItemOrHand() const;
bool setWieldedItem(const ItemStack &item);
int getWieldIndex() const;
void setWieldIndex(int i);
+ /*
+ Modding interface
+ */
+ inline void setExtendedAttribute(const std::string &attr, const std::string &value)
+ {
+ m_extra_attributes[attr] = value;
+ m_extended_attributes_modified = true;
+ }
+
+ inline bool getExtendedAttribute(const std::string &attr, std::string *value)
+ {
+ if (m_extra_attributes.find(attr) == m_extra_attributes.end())
+ return false;
+
+ *value = m_extra_attributes[attr];
+ return true;
+ }
+
+ inline void removeExtendedAttribute(const std::string &attr)
+ {
+ PlayerAttributes::iterator it = m_extra_attributes.find(attr);
+ if (it == m_extra_attributes.end())
+ return;
+
+ m_extra_attributes.erase(it);
+ m_extended_attributes_modified = true;
+ }
+
+ inline const PlayerAttributes &getExtendedAttributes()
+ {
+ return m_extra_attributes;
+ }
+
+ inline bool extendedAttributesModified() const
+ {
+ return m_extended_attributes_modified;
+ }
+
+ inline void setExtendedAttributeModified(bool v)
+ {
+ m_extended_attributes_modified = v;
+ }
+
/*
PlayerSAO-specific
*/
}
bool getCollisionBox(aabb3f *toset) const;
+ bool getSelectionBox(aabb3f *toset) const;
bool collideWithObjects() const { return true; }
- void initialize(RemotePlayer *player, const std::set<std::string> &privs);
+ void finalize(RemotePlayer *player, const std::set<std::string> &privs);
v3f getEyePosition() const { return m_base_position + getEyeOffset(); }
v3f getEyeOffset() const;
std::string getPropertyPacket();
void unlinkPlayerSessionAndSave();
- RemotePlayer *m_player;
- u16 m_peer_id;
- Inventory *m_inventory;
- s16 m_damage;
+ RemotePlayer *m_player = nullptr;
+ u16 m_peer_id = 0;
+ Inventory *m_inventory = nullptr;
+ s16 m_damage = 0;
// Cheat prevention
LagPool m_dig_pool;
LagPool m_move_pool;
v3f m_last_good_position;
- float m_time_from_last_punch;
- v3s16 m_nocheat_dig_pos;
- float m_nocheat_dig_time;
+ float m_time_from_last_teleport = 0.0f;
+ float m_time_from_last_punch = 0.0f;
+ v3s16 m_nocheat_dig_pos = v3s16(32767, 32767, 32767);
+ float m_nocheat_dig_time = 0.0f;
// Timers
IntervalLimiter m_breathing_interval;
IntervalLimiter m_drowning_interval;
+ IntervalLimiter m_node_hurt_interval;
- int m_wield_index;
- bool m_position_not_sent;
+ int m_wield_index = 0;
+ bool m_position_not_sent = false;
// Cached privileges for enforcement
std::set<std::string> m_privs;
bool m_is_singleplayer;
- u16 m_breath;
- f32 m_pitch;
- f32 m_fov;
- s16 m_wanted_range;
+ u16 m_breath = PLAYER_MAX_BREATH;
+ f32 m_pitch = 0.0f;
+ f32 m_fov = 0.0f;
+ s16 m_wanted_range = 0.0f;
+
+ PlayerAttributes m_extra_attributes;
+ bool m_extended_attributes_modified = false;
public:
- 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;
+ float m_physics_override_speed = 1.0f;
+ float m_physics_override_jump = 1.0f;
+ float m_physics_override_gravity = 1.0f;
+ bool m_physics_override_sneak = true;
+ bool m_physics_override_sneak_glitch = false;
+ bool m_physics_override_new_move = true;
+ bool m_physics_override_sent = false;
};
#endif