Commit Graph

81 Commits

Author SHA1 Message Date
SmallJoker
e462a9a5ef
Unify wield item handling (#8677)
This moves the wield item functions to Player and the tool utils for range calculation
Also 'local_inventory' was removed due to redundancy in Client
2019-08-07 19:16:31 +02:00
Beha
1a97d06b5a Correct ServerActiveObject's virtual getArmorGroups() to be const.
Due to commit ec3142a , UnitSAO's getArmorGroups() did not match
ServerActiveObject's, notably resulting in the lua get_armor_groups() call
returning nothing.
2019-08-01 18:14:37 +02:00
SmallJoker
4aa9a669cb
ContentCAO: Fix broken attachments on join (#8701)
What happened:
1) Object data is received. Client begins to read the data
2) Client initializes all its children (gob_cmd_update_infant)
3) Children try to attach to parent (yet not added)
4) Parent initializes, is added to the environment

And somewhere in between, Irrlicht wrecks up the attachments due to the missing matrix node.

The solution here is to:
1) Use the same structure as ServerActiveObject
2) Attach all children after the parent is really initialized
2019-07-29 19:14:07 +02:00
SmallJoker
ffb17f1c9a Consistent HP and damage types (#8167)
Remove deprecated HUDs and chat message handling.
Remove unused m_damage variable (compat break).
HP: s32 for setter/calculations, u16 for getter.
2019-02-10 23:03:26 +00:00
Pedro Gimeno
e7367f0fa5 Fix C++11 violation that broke clang on Debian Stretch 2018-12-16 20:08:25 +01:00
SmallJoker
ee63b94f2c Prevent objects from colliding with own child attachments (#7610)
Also, use a better distance calculation for 'collide with objects'.
Fixes the issue of a vehicle occasionally colliding with its own driver,
causing one of the velocity components to be set to zero.
2018-08-05 21:28:41 +01:00
SmallJoker
ba91624d8c
Allow damage for attached objects, add attach/detach callbacks (#6786)
* Allow right-clicking on attached LuaEntities
2018-04-30 18:43:49 +02:00
Andrew Ward
dfc8198349
Add reasons to on_dieplayer and on_hpchange 2018-03-28 16:05:18 +01:00
sfan5
04839f233f ServerEnv: Clean up object lifecycle handling (#6414)
* ServerEnv: Clean up object lifecycle handling
2017-09-15 12:19:01 +02:00
sapier
bf403b923a Fix animation frame_speed and blend loosing precision due to incorrec… (#6357)
* Fix animation frame_speed and blend loosing precision due to incorrect data type
Add lua function set_animation_frame_speed to update the frame speed without resetting the animation to start
2017-09-01 11:15:12 +02:00
Loïc Blot
7528986e44 Code modernization: src/p*, src/q*, src/r*, src/s* (partial) (#6282)
* Code modernization: src/p*, src/q*, src/r*, src/s* (partial)

* empty function
* default constructor/destructor
* for range-based loops
* use emplace_back instead of push_back
* C++ STL header style
* Spelling: vertice -> vertex
2017-08-19 14:25:35 +02:00
Loïc Blot
921151d97a C++ modernize: Pragma once (#6264)
* Migrate cpp headers to pragma once
2017-08-17 22:19:39 +02:00
Loic Blot
bb1c711586
ServerEnvironment::step: modernize loops
Use various ranged-based for loops in ServerEnvironment::step
Also set ServerObject::getBasePosition const to be compliant
ServerEnvironment::deleteParticleSpawner: use a const iterator
2017-08-11 09:57:27 +02:00
Loïc Blot
1425c6def1 Cpp11 initializers: last src root changeset (#6022)
* Cpp11 initializers: last src root changeset

Finish to migrate all src root folder files to C++11 constructor initializers
2017-06-21 11:51:29 +02:00
Loïc Blot
a98baef5e4 C++11 patchset 2: remove util/cpp11.h and util/cpp11_container.h (#5821) 2017-06-04 21:00:04 +02:00
Loïc Blot
bc29e03b59 Revert "Detach the player from entities on death." (#5087) 2017-01-21 17:30:55 +01:00
red-001
72535d3328 Detach the player from entities on death. (#5077) 2017-01-21 16:11:55 +01:00
Loic Blot
ee6d8c10ce Fix missing const in ServerActiveObject::getStaticData
This fixes #5033

Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-14 12:03:50 +01:00
Loic Blot
ef0aa7d5b5 Optimize SAO getStaticData by using std::string pointer instead of return copy
Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-13 21:56:24 +01:00
Rogier
6647939403 Performance fix + SAO factorization
Original credits goes to @Rogier-5

* Merge common attributes between LuaEntitySAO & PlayerSAO to UnitSAO
* Make some functions const
* Improve some lists performance by returning const ref

Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-11 15:53:56 +01:00
Ner'zhul
9d25242c5c PlayerSAO/LocalPlayer refactor: (#4612)
* Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO
* Move breath to PlayerSAO & LocalPlayer
* Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO
* Migrate m_yaw from Player to LocalPlayer for client
* Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it
* Move pitch to LocalPlayer & PlayerSAO
* Move m_position from Player to LocalPlayer
* Move camera_barely_in_ceiling to LocalPlayer as it's used only there
* use PlayerSAO::m_base_position for Server side positions
* remove a unused variable
* ServerActiveObject::setPos now uses const ref
* use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded
* Move hp from Player to LocalPlayer
* Move m_hp from LuaEntitySAO to UnitSAO
* Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
2016-10-30 14:53:26 +01:00
raymoo
c9e7a27eeb Attached particle spawners 2016-10-13 17:33:16 +02:00
Loic Blot
656faf7373 Player/LocalPlayer/RemotePlayer inheritance cleanup (part 2 on X)
* Server/Client Environments now have an helper to cast Player object in the right type to use it
* Server: use RemotePlayer everywhere and remove previous added casts
* Client: use LocalPlayer where needed
* Environment: remove unused functions (getPlayers(), getRandomConnectedPlayer(), getNearestConnectedPlayer())
2016-10-08 15:57:50 +02:00
Foghrye4
ad163ee5c3 Prevent attached models from disappearing during parent reload (#4128) 2016-10-08 14:51:25 +02:00
TeTpaAka
8d03301138 Fix invisible player when the attached entity is removed 2015-07-18 07:41:43 +02:00
MirceaKitsune
660fa516bf Fix some issues with animations, and allow non-looped animations to be defined 2015-06-22 01:53:38 +02:00
Kahrl
0f15488eae Fix typo in variable name 2015-05-28 20:47:15 +02:00
TeTpaAka
c0335f7d13 Add some missing getter functions to the lua API
ObjectRef:
get_properties
get_armor_groups
get_animation
get_attach
get_bone_position

Players:
get_physics_override
hud_get_hotbar_itemcount
hud_get_hotbar_image
hud_get_hotbar_selected_image
get_sky
get_day_night_ratio
get_local_animation
get_eye_offset

Global:
minetest.get_gen_notify
minetest.get_noiseparams
2015-05-28 16:46:35 +02:00
est31
990a96578f Consistent const string params
Parent commit broke behaviour.
Thanks @TeTpaAka for testing the fix.
2015-05-27 13:23:09 +02:00
Loic Blot
b214cde5b4 Remove Queue class which uses std::list and use native std::queue 2015-03-05 16:49:51 +10:00
Loic Blot
c58d49977d SAO: re-add old ActiveObjectTypes for a future migration layer 2015-02-17 11:37:55 +01:00
Loic Blot
f8d5af7536 SAO work: ActiveObject types & SAO cleanup * Replace u8 types with ActiveObjectType. * Merge content_object.h into activeobject.h * Remove DummyLoadSAO, it's now unused. * Remove ItemSAO, it's also unused 2015-02-17 09:09:50 +01:00
SmallJoker
c40e993ce4 Replace setting unlimited_player_transfer_distance with player_transfer_distance 2014-11-08 14:56:09 +01:00
Pavel Puchkin
73bf791fe1 Remove remenants of mob code
Since minetest has no mobs within the core anymore, I suppose these
settings and code should go. Any mod that uses `minetest.setting_getbool`
will work with no problem since the default return value is `false`.
2014-10-23 20:54:33 -04:00
MirceaKitsune
c5a8448c41 Allow modifying movement speed, jump height and gravity per-player via the Lua API. 2013-04-05 02:00:59 +02:00
Ilya Zhuravlev
6a1670dbc3 Migrate to STL containers/algorithms. 2013-03-11 19:08:39 -04:00
Sfan5
6d0ea26c2d Update Copyright Years 2013-02-24 20:15:24 +01:00
PilzAdam
497ff1ecd6 Change Minetest-c55 to Minetest 2013-02-24 18:49:03 +01:00
Perttu Ahola
7b6d642300 Full protocol 13 compatibility on server side 2012-11-29 22:08:25 +02:00
MirceaKitsune
756db8174a A bunch of fixes
No longer hide players who are dead. With models, a death animation should be used instead

Some changes requested by celeron55

Rename a lot of things in the code, and use better lua api function names

Minor code corrections

Bump protocol version up, since the models / animations / attachments code creates new client<->server messages
2012-11-25 19:14:24 +02:00
MirceaKitsune
9259d028ac Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)

Fix a bug in falling code where entities get stuck

Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.

Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need

Create a separate function for detaching, and also update lua api documentation

When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct

Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)

Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-25 19:14:24 +02:00
MirceaKitsune
e42eeec8f6 Framework for the attachment system, new object property which allows changing the color and alpha of mesh materials
New object property which allows changing the color and alpha of mesh materials. Due to the current lighting systems it doesn't work yet, but the full implementation is there

Framework for the attachment system, with no actual functionality yet

Send bone and player object to the setAttachment function in content_sao.cpp, but we need a way to translate it there and send it to the client

I will also want position and rotation offsets to be possible to apply to attachments

Network object ID from server to client. This will be used to identify the parent client-side and know what to attach to
2012-11-25 18:14:15 +02:00
MirceaKitsune
118285e6ba Get the new animation framework properly working
Store start and end frames as v2f

Also move bone animations to their own function instead of object properties
2012-11-25 18:14:15 +02:00
Perttu Ahola
9cadaf824b Add dtime_s to entity activation 2012-09-09 17:12:29 +03:00
Perttu Ahola
9f031a6759 Optimize headers 2012-06-17 04:03:39 +03:00
Perttu Ahola
d0ea6f9920 Properly and efficiently use split utility headers 2012-06-17 02:40:36 +03:00
Perttu Ahola
037b259197 Switch the license to be LGPLv2/later, with small parts still remaining as GPLv2/later, by agreement of major contributors 2012-06-05 18:54:07 +03:00
Perttu Ahola
3241ad3ae8 ObjectRef:set_armor_groups() and ObjectRef:set_properties() - works on players too! 2012-03-30 13:34:21 +03:00
Perttu Ahola
443f45eca1 Add GenericCAO and player armor groups, but don't use them yet 2012-03-29 16:10:11 +03:00
Kahrl
f8c3743991 added PlayerSAO and RemotePlayer, removed ServerRemotePlayer 2012-03-29 14:05:45 +03:00