Esempio n. 1
0
void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
{
	// If the object is attached client-side, don't waste bandwidth sending its position to clients
	if(isAttached())
		return;

	m_last_sent_move_precision = getBasePosition().getDistanceFrom(
			m_last_sent_position);
	m_last_sent_position_timer = 0;
	m_last_sent_yaw = m_yaw;
	m_last_sent_position = getBasePosition();
	m_last_sent_velocity = m_velocity;
	//m_last_sent_acceleration = m_acceleration;

	float update_interval = m_env->getSendRecommendedInterval();

	std::string str = gob_cmd_update_position(
		getBasePosition(),
		m_velocity,
		m_acceleration,
		m_yaw,
		do_interpolate,
		is_movement_end,
		update_interval
	);
	// create message and add to list
	ActiveObjectMessage aom(getId(), false, str);
	m_messages_out.push(aom);
}
Esempio n. 2
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bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
	if (m_prop.physical)
	{
		//update collision box
		toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
		toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;

		toset->MinEdge += getBasePosition();
		toset->MaxEdge += getBasePosition();

		return true;
	}

	return false;
}
Esempio n. 3
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 void ModelContainer::intersect(const G3D::Ray& pRay, float& pMaxDist, bool pStopAtFirstHit, G3D::Vector3& /*pOutLocation*/, G3D::Vector3& /*pOutNormal*/) const
 {
     IntersectionCallBack<SubModel> intersectCallback;
     NodeValueAccess<TreeNode, SubModel> vna = NodeValueAccess<TreeNode, SubModel>(getTreeNodes(), iSubModel);
     Ray relativeRay = Ray::fromOriginAndDirection(pRay.origin - getBasePosition(), pRay.direction);
     iTreeNodes[0].intersectRay(pRay, intersectCallback, pMaxDist, vna, pStopAtFirstHit, false);
 }
Esempio n. 4
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	void step(float dtime, bool send_recommended)
	{
		ScopeProfiler sp2(g_profiler, "step avg", SPT_AVG);

		assert(m_env);

		const float interval = 0.2;
		if(m_move_interval.step(dtime, interval)==false)
			return;
		dtime = interval;
		
		core::aabbox3d<f32> box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.);
		collisionMoveResult moveresult;
		// Apply gravity
		m_speed_f += v3f(0, -dtime*9.81*BS, 0);
		// Maximum movement without glitches
		f32 pos_max_d = BS*0.25;
		// Limit speed
		if(m_speed_f.getLength()*dtime > pos_max_d)
			m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime);
		v3f pos_f = getBasePosition();
		v3f pos_f_old = pos_f;
		v3f accel_f = v3f(0,0,0);
		f32 stepheight = 0;
		IGameDef *gamedef = m_env->getGameDef();
		moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
				pos_max_d, box, stepheight, dtime,
				pos_f, m_speed_f, accel_f);
		
		if(send_recommended == false)
			return;

		if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
		{
			setBasePosition(pos_f);
			m_last_sent_position = pos_f;

			std::ostringstream os(std::ios::binary);
			// command (0 = update position)
			writeU8(os, 0);
			// pos
			writeV3F1000(os, m_base_position);
			// create message and add to list
			ActiveObjectMessage aom(getId(), false, os.str());
			m_messages_out.push_back(aom);
		}
		if(m_itemstring_changed)
		{
			m_itemstring_changed = false;

			std::ostringstream os(std::ios::binary);
			// command (1 = update itemstring)
			writeU8(os, 1);
			// itemstring
			os<<serializeString(m_itemstring);
			// create message and add to list
			ActiveObjectMessage aom(getId(), false, os.str());
			m_messages_out.push_back(aom);
		}
	}
Esempio n. 5
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  bool MoveMapBox::operator== (const MoveMapBox& pMM2) const
  {
    bool result = false;

    if (getBounds () == pMM2.getBounds () &&
        getBasePosition () == pMM2.getBasePosition ())
      {
        result = true;
      }
    return result;
  }
Esempio n. 6
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    RealTime ModelContainer::getIntersectionTime(const Ray& pRay, bool pExitAtFirst, float pMaxDist) const
    {
        #ifdef _DEBUG_VMAPS
        for(unsigned int i=0; i<getNSubModel(); i++)
        {
            SubModel model = getSubModel(i);
            bool insiteOk;
            Vector3 mynormal;
            Vector3 location;
            bool hitval = MyCollisionDetection::collisionLocationForMovingPointFixedAABox(
                pRay.origin, pRay.direction,
                model.getAABoxBounds(),
                location,insiteOk, mynormal);
            if(hitval)
            {
                float len2 = (location - pRay.origin).squaredLength();
                int a = 0;                                  // just to be able to set a breakpoint
            }
        }
        TreeNode tn = getTreeNode(0);
        for(int i=0; i<tn.getNValues(); i++)
        {
            SubModel mysm = getSubModel(tn.getStartPosition() + i);
            AABox testbox = mysm.getAABoxBounds();
            gBoxArray.append(AABox(testbox.low(), testbox.high()));
        }
        #endif

        double  firstDistance = inf();
        Ray relativeRay = Ray::fromOriginAndDirection(pRay.origin - getBasePosition(), pRay.direction);
        const IT end = endRayIntersection();
        IT obj = beginRayIntersection(pRay, pMaxDist);
        for ( ;obj != end; ++obj)                           // (preincrement is *much* faster than postincrement!)
        {
            /*
            Call your accurate intersection test here.  It is guaranteed
            that the ray hits the bounding box of obj.  (*obj) has type T,
            so you can call methods directly using the "->" operator.
            */
            SubModel const *model =  &(*obj);

            RealTime t = model->getIntersectionTime(pRay, pExitAtFirst, pMaxDist);
            if(t > 0 && t < inf())
            {
                obj.markBreakNode();
                if(firstDistance > t && pMaxDist >= t)
                {
                    firstDistance = t;
                    if(pExitAtFirst) { break; }
                }
            }
        }
        return(firstDistance);
    }
Esempio n. 7
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    //==========================================================
    void SubModel::intersect(const G3D::Ray& pRay, float& pMaxDist, bool pStopAtFirstHit, G3D::Vector3& /*pOutLocation*/, G3D::Vector3& /*pOutNormal*/) const
    {
            NodeValueAccess<TreeNode, TriangleBox> vna = NodeValueAccess<TreeNode, TriangleBox>(getTreeNodes(), getTriangles());
            IntersectionCallBack<TriangleBox> intersectCallback;
            Ray relativeRay = Ray::fromOriginAndDirection(pRay.origin - getBasePosition(), pRay.direction);
#ifdef _DEBUG_VMAPS
            //p6=getBasePosition();
            //gBoxArray.push_back(getAABoxBounds());
#endif
            getTreeNode(0).intersectRay(relativeRay, intersectCallback, pMaxDist, vna, pStopAtFirstHit, false);
    }
Esempio n. 8
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    bool ModelContainer::writeFile(const char *filename)
    {
        bool result = false;
        unsigned int flags=0;
        unsigned int size;

        FILE *wf =fopen(filename,"wb");
        if(wf)
        {
            fwrite(VMAP_MAGIC,1,8,wf);
            result = true;
            if(result && fwrite("CTREE01",8,1,wf) != 1) result = false;
            if(result && fwrite(&flags,sizeof(unsigned int),1,wf) != 1) result = false;

            if(result && fwrite("POS ",4,1,wf) != 1) result = false;
            size = sizeof(float)*3;
            if(result && fwrite(&size,4,1,wf) != 1) result = false;
            Vector3 basePos = getBasePosition();
            if(result && fwrite(&basePos,sizeof(float),3,wf) != 3) result = false;

            if(result && fwrite("BOX ",4,1,wf) != 1) result = false;
            size = sizeof(float)*6;
            if(result && fwrite(&size,4,1,wf) != 1) result = false;
            Vector3 low = iBox.low();
            if(result && fwrite(&low,sizeof(float),3,wf) != 3) result = false;
            Vector3 high = iBox.high();
            if(result && fwrite(&high,sizeof(float),3,wf) != 3) result = false;

            if(result && fwrite("NODE",4,1,wf) != 1) result = false;
            size = sizeof(unsigned int)+ sizeof(TreeNode)*getNNodes();
            if(result && fwrite(&size,4,1,wf) != 1) result = false;
            unsigned int val = getNNodes();
            if(result && fwrite(&val,sizeof(unsigned int),1,wf) != 1) result = false;
            if(result && fwrite(getTreeNodes(),sizeof(TreeNode),getNNodes(),wf) != getNNodes()) result = false;

            if(result && fwrite("TRIB",4,1,wf) != 1) result = false;
            size = sizeof(unsigned int)+ sizeof(TriangleBox)*getNTriangles();
            if(result && fwrite(&size,4,1,wf) != 1) result = false;
            val = getNTriangles();
            if(result && fwrite(&val,sizeof(unsigned int),1,wf) != 1) result = false;
            if(result && fwrite(getTriangles(),sizeof(TriangleBox),getNTriangles(),wf) != getNTriangles()) result = false;

            if(result && fwrite("SUBM",4,1,wf) != 1) result = false;
            size = sizeof(unsigned int)+ sizeof(SubModel)*iNSubModel;
            if(result && fwrite(&size,4,1,wf) != 1) result = false;
            if(result && fwrite(&iNSubModel,sizeof(unsigned int),1,wf) != 1) result = false;
            if(result && fwrite(iSubModel,sizeof(SubModel),iNSubModel,wf) != iNSubModel) result = false;

            fclose(wf);
        }

        return(result);
    }
Esempio n. 9
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void MobV2SAO::punch(ServerActiveObject *puncher, float time_from_last_punch)
{
	if(!puncher)
		return;
	
	v3f dir = (getBasePosition() - puncher->getBasePosition()).normalize();

	// A quick hack; SAO description is player name for player
	std::string playername = puncher->getDescription();

	Map *map = &m_env->getMap();
	
	actionstream<<playername<<" punches mob id="<<m_id
			<<" at "<<PP(m_base_position/BS)<<std::endl;

	m_disturb_timer = 0;
	m_disturbing_player = playername;
	m_next_pos_exists = false; // Cancel moving immediately
	
	m_yaw = wrapDegrees_180(180./PI*atan2(dir.Z, dir.X) + 180.);
	v3f new_base_position = m_base_position + dir * BS;
	{
		v3s16 pos_i = floatToInt(new_base_position, BS);
		v3s16 size_blocks = v3s16(m_size.X+0.5,m_size.Y+0.5,m_size.X+0.5);
		v3s16 pos_size_off(0,0,0);
		if(m_size.X >= 2.5){
			pos_size_off.X = -1;
			pos_size_off.Y = -1;
		}
		bool free = checkFreePosition(map, pos_i + pos_size_off, size_blocks);
		if(free)
			m_base_position = new_base_position;
	}
	sendPosition();
	

	// "Material" properties of the MobV2
	MaterialProperties mp;
	mp.diggability = DIGGABLE_NORMAL;
	mp.crackiness = -1.0;
	mp.cuttability = 1.0;

	ToolDiggingProperties tp;
	puncher->getWieldDiggingProperties(&tp);

	HittingProperties hitprop = getHittingProperties(&mp, &tp,
			time_from_last_punch);

	doDamage(hitprop.hp);
	puncher->damageWieldedItem(hitprop.wear);
}
Esempio n. 10
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void ItemSAO::step(float dtime, bool send_recommended)
{
	ScopeProfiler sp2(g_profiler, "ItemSAO::step avg", SPT_AVG);

	assert(m_env);

	const float interval = 0.2;
	if(m_move_interval.step(dtime, interval)==false)
		return;
	dtime = interval;
	
	core::aabbox3d<f32> box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.);
	collisionMoveResult moveresult;
	// Apply gravity
	m_speed_f += v3f(0, -dtime*9.81*BS, 0);
	// Maximum movement without glitches
	f32 pos_max_d = BS*0.25;
	// Limit speed
	if(m_speed_f.getLength()*dtime > pos_max_d)
		m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime);
	v3f pos_f = getBasePosition();
	v3f pos_f_old = pos_f;
	IGameDef *gamedef = m_env->getGameDef();
	moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
			pos_max_d, box, dtime, pos_f, m_speed_f);
	
	if(send_recommended == false)
		return;

	if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
	{
		setBasePosition(pos_f);
		m_last_sent_position = pos_f;

		std::ostringstream os(std::ios::binary);
		char buf[6];
		// command (0 = update position)
		buf[0] = 0;
		os.write(buf, 1);
		// pos
		writeS32((u8*)buf, m_base_position.X*1000);
		os.write(buf, 4);
		writeS32((u8*)buf, m_base_position.Y*1000);
		os.write(buf, 4);
		writeS32((u8*)buf, m_base_position.Z*1000);
		os.write(buf, 4);
		// create message and add to list
		ActiveObjectMessage aom(getId(), false, os.str());
		m_messages_out.push_back(aom);
	}
}
Esempio n. 11
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    bool SubModel::operator==(const SubModel& pSm2) const
    {
        bool result = false;

        if(getNNodes() == pSm2.getNNodes() &&
            getNTriangles() == pSm2.getNTriangles() &&
            getBasePosition() == pSm2.getBasePosition() &&
            getNodesPos() == pSm2.getNodesPos() &&
            getTrianglesPos() == pSm2.getTrianglesPos())
        {
            result = true;
        }
        return result;
    }
Esempio n. 12
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void LuaEntitySAO::step(float dtime, bool send_recommended)
{
	m_last_sent_position_timer += dtime;
	
	if(m_prop->physical){
		core::aabbox3d<f32> box = m_prop->collisionbox;
		box.MinEdge *= BS;
		box.MaxEdge *= BS;
		collisionMoveResult moveresult;
		f32 pos_max_d = BS*0.25; // Distance per iteration
		v3f p_pos = getBasePosition();
		v3f p_velocity = m_velocity;
		IGameDef *gamedef = m_env->getGameDef();
		moveresult = collisionMovePrecise(&m_env->getMap(), gamedef,
				pos_max_d, box, dtime, p_pos, p_velocity);
		// Apply results
		setBasePosition(p_pos);
		m_velocity = p_velocity;

		m_velocity += dtime * m_acceleration;
	} else {
		m_base_position += dtime * m_velocity + 0.5 * dtime
				* dtime * m_acceleration;
		m_velocity += dtime * m_acceleration;
	}

	if(m_registered){
		lua_State *L = m_env->getLua();
		scriptapi_luaentity_step(L, m_id, dtime);
	}

	if(send_recommended == false)
		return;
	
	// TODO: force send when acceleration changes enough?
	float minchange = 0.2*BS;
	if(m_last_sent_position_timer > 1.0){
		minchange = 0.01*BS;
	} else if(m_last_sent_position_timer > 0.2){
		minchange = 0.05*BS;
	}
	float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
	move_d += m_last_sent_move_precision;
	float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
	if(move_d > minchange || vel_d > minchange ||
			fabs(m_yaw - m_last_sent_yaw) > 1.0){
		sendPosition(true, false);
	}
}
Esempio n. 13
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void Oerkki1SAO::punch(ServerActiveObject *puncher, float time_from_last_punch)
{
	if(!puncher)
		return;
	
	v3f dir = (getBasePosition() - puncher->getBasePosition()).normalize();
	m_speed_f += dir*12*BS;

	// "Material" properties of an oerkki
	MaterialProperties mp;
	mp.diggability = DIGGABLE_NORMAL;
	mp.crackiness = -1.0;
	mp.cuttability = 1.0;

	ToolDiggingProperties tp;
	puncher->getWieldDiggingProperties(&tp);

	HittingProperties hitprop = getHittingProperties(&mp, &tp,
			time_from_last_punch);

	doDamage(hitprop.hp);
	puncher->damageWieldedItem(hitprop.wear);
}
Esempio n. 14
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	void step(float dtime, bool send_recommended)
	{
		m_age += dtime;
		if(m_age > 10)
		{
			m_removed = true;
			return;
		}

		auto m_base_position = getBasePosition();
		m_base_position.Y += dtime * BS * 2;
		if(m_base_position.Y > 8*BS)
			m_base_position.Y = 2*BS;
		setBasePosition(m_base_position);

		if(send_recommended == false)
			return;

		m_timer1 -= dtime;
		if(m_timer1 < 0.0)
		{
			m_timer1 += 0.125;

			std::string data;

			data += itos(0); // 0 = position
			data += " ";
			data += itos(m_base_position.X);
			data += " ";
			data += itos(m_base_position.Y);
			data += " ";
			data += itos(m_base_position.Z);

			ActiveObjectMessage aom(getId(), false, data);
			m_messages_out.push(aom);
		}
	}
Esempio n. 15
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    RealTime SubModel::getIntersectionTime(const Ray& pRay, bool pExitAtFirst, float pMaxDist) const
    {
        TriangleBox const *firstObject;
        double  firstDistance = inf();

        #ifdef _DEBUG_VMAPS
        int debugCount =0;
        #endif
        Ray relativeRay = Ray::fromOriginAndDirection(pRay.origin - getBasePosition(), pRay.direction);

        const IT end = endRayIntersection();
        IT obj = beginRayIntersection(relativeRay,pMaxDist,false);

        Triangle testT;
        for ( ;obj != end; ++obj)                           // (preincrement is *much* faster than postincrement!)
        {
            /*
            Call your accurate intersection test here.  It is guaranteed
            that the ray hits the bounding box of obj.  (*obj) has type T,
            so you can call methods directly using the "->" operator.
            */
            const TriangleBox *tri = &(*obj);

            testT = Triangle(tri->vertex(0).getVector3(),tri->vertex(1).getVector3(),tri->vertex(2).getVector3());
            double t = testIntersectionWithTriangle(obj,testT, relativeRay);
            #ifdef _DEBUG_VMAPS
            if(debugCount == 5)
            {
                firstObject = tri;
                firstDistance = 1;
            }
            ++debugCount;
            #endif
            if(t != inf())
            {
                /*
                Tell the iterator that we've found at least one
                intersection.  It will finish looking at all
                objects in this node and then terminate.
                */
                obj.markBreakNode();
                if(firstDistance > t && pMaxDist >= t)
                {
                    firstDistance = t;
                    firstObject   = tri;
                    if(pExitAtFirst) break;
                }
            }
            else
            {
                // This might the wrong side of the triangle... Turn it and test again
                testT = Triangle(tri->vertex(2).getVector3(),tri->vertex(1).getVector3(),tri->vertex(0).getVector3());
                t = testIntersectionWithTriangle(obj, testT,relativeRay);
                if(t != inf())
                {
                    obj.markBreakNode();
                    if(firstDistance > t && pMaxDist >= t)
                    {
                        firstDistance = t;
                        firstObject   = tri;
                        if(pExitAtFirst) break;
                    }
                }
            }
        }
        #ifdef _DEBUG_VMAPS
        if(firstDistance < inf())
        {
            myfound = true;
            p1 = firstObject->vertex(0).getVector3()+ getBasePosition();
            p2 = firstObject->vertex(1).getVector3()+ getBasePosition();
            p3 = firstObject->vertex(2).getVector3()+ getBasePosition();
            p4 = relativeRay.origin + getBasePosition();
            p5 =  relativeRay.intersection(testT.plane()) + getBasePosition();
            float dist1 = (p5-p4).magnitude();
            double dist2 = relativeRay.intersectionTime(testT);
            float dist3 = relativeRay.direction.magnitude();
            double dist4 = relativeRay.intersectionTime(testT);
        }
        #endif

        return(firstDistance);
    }
Esempio n. 16
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std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
{
	std::ostringstream os(std::ios::binary);

	auto lock = lock_shared_rec();
	try {

	if(protocol_version >= 14)
	{
		writeU8(os, 1); // version
		os<<serializeString(""); // name
		writeU8(os, 0); // is_player
		writeS16(os, getId()); //id
		writeV3F1000(os, getBasePosition());
		writeF1000(os, m_yaw);
		writeS16(os, m_hp);

		std::ostringstream msg_os(std::ios::binary);
		msg_os << serializeLongString(getPropertyPacket()); // message 1
		msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
		msg_os << serializeLongString(gob_cmd_update_animation(
			m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
		for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
				ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
			msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
					(*ii).second.X, (*ii).second.Y)); // m_bone_position.size
		}
		msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
			m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
		int message_count = 4 + m_bone_position.size();
		for (UNORDERED_SET<int>::const_iterator ii = m_attachment_child_ids.begin();
				(ii != m_attachment_child_ids.end()); ++ii) {
			if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
				message_count++;
				msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
					obj->getClientInitializationData(protocol_version)));
			}
		}

		writeU8(os, message_count);
		os.write(msg_os.str().c_str(), msg_os.str().size());
	}
	else
	{
		writeU8(os, 0); // version
		os<<serializeString(""); // name
		writeU8(os, 0); // is_player
		writeV3F1000(os, getBasePosition());
		writeF1000(os, m_yaw);
		writeS16(os, m_hp);
		writeU8(os, 2); // number of messages stuffed in here
		os<<serializeLongString(getPropertyPacket()); // message 1
		os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
	}

	} catch (std::exception &e){
		errorstream << "Catn serialize object id="<<getId()<< " pos="<< getBasePosition() << std::endl;
		return "";
	}

	// return result
	return os.str();
}
Esempio n. 17
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void LuaEntitySAO::step(float dtime, bool send_recommended)
{
	if(!m_properties_sent)
	{
		m_properties_sent = true;
		std::string str = getPropertyPacket();
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push_back(aom);
	}

	m_last_sent_position_timer += dtime;
	
	if(m_prop.physical){
		core::aabbox3d<f32> box = m_prop.collisionbox;
		box.MinEdge *= BS;
		box.MaxEdge *= BS;
		collisionMoveResult moveresult;
		f32 pos_max_d = BS*0.25; // Distance per iteration
		v3f p_pos = getBasePosition();
		v3f p_velocity = m_velocity;
		IGameDef *gamedef = m_env->getGameDef();
		moveresult = collisionMovePrecise(&m_env->getMap(), gamedef,
				pos_max_d, box, dtime, p_pos, p_velocity);
		// Apply results
		setBasePosition(p_pos);
		m_velocity = p_velocity;

		m_velocity += dtime * m_acceleration;
	} else {
		m_base_position += dtime * m_velocity + 0.5 * dtime
				* dtime * m_acceleration;
		m_velocity += dtime * m_acceleration;
	}

	if(m_registered){
		lua_State *L = m_env->getLua();
		scriptapi_luaentity_step(L, m_id, dtime);
	}

	if(send_recommended == false)
		return;
	
	// TODO: force send when acceleration changes enough?
	float minchange = 0.2*BS;
	if(m_last_sent_position_timer > 1.0){
		minchange = 0.01*BS;
	} else if(m_last_sent_position_timer > 0.2){
		minchange = 0.05*BS;
	}
	float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
	move_d += m_last_sent_move_precision;
	float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
	if(move_d > minchange || vel_d > minchange ||
			fabs(m_yaw - m_last_sent_yaw) > 1.0){
		sendPosition(true, false);
	}

	if(m_armor_groups_sent == false){
		m_armor_groups_sent = true;
		std::string str = gob_cmd_update_armor_groups(
				m_armor_groups);
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push_back(aom);
	}
}
Esempio n. 18
0
void LuaEntitySAO::step(float dtime, bool send_recommended)
{
	if(!m_properties_sent)
	{
		std::string str = getPropertyPacket();
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push(aom);
		m_properties_sent = true;
	}

	// If attached, check that our parent is still there. If it isn't, detach.
	if(m_attachment_parent_id && !isAttached())
	{
		m_attachment_parent_id = 0;
		m_attachment_bone = "";
		m_attachment_position = v3f(0,0,0);
		m_attachment_rotation = v3f(0,0,0);
		sendPosition(false, true);
	}

	m_last_sent_position_timer += dtime;

	// Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
	// If the object gets detached this comes into effect automatically from the last known origin
	if(isAttached())
	{
		v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
		setBasePosition(pos);
		m_velocity = v3f(0,0,0);
		m_acceleration = v3f(0,0,0);
	}
	else
	{
		if(m_prop.physical){
			aabb3f box = m_prop.collisionbox;
			box.MinEdge *= BS;
			box.MaxEdge *= BS;
			collisionMoveResult moveresult;
			f32 pos_max_d = BS*0.25; // Distance per iteration
			v3f p_pos = getBasePosition();
			v3f p_velocity = m_velocity;
			v3f p_acceleration = m_acceleration;
			moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
					pos_max_d, box, m_prop.stepheight, dtime,
					&p_pos, &p_velocity, p_acceleration,
					this, m_prop.collideWithObjects);

			// Apply results
			setBasePosition(p_pos);
			m_velocity = p_velocity;
			m_acceleration = p_acceleration;
		} else {
			v3f p_pos = getBasePosition();
			p_pos += dtime * m_velocity + 0.5 * dtime
					* dtime * m_acceleration;
			setBasePosition(p_pos);
			m_velocity += dtime * m_acceleration;
		}

		if((m_prop.automatic_face_movement_dir) &&
				(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
		{
			float optimal_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
					+ m_prop.automatic_face_movement_dir_offset;
			float max_rotation_delta =
					dtime * m_prop.automatic_face_movement_max_rotation_per_sec;

			if ((m_prop.automatic_face_movement_max_rotation_per_sec > 0) &&
				(fabs(m_yaw - optimal_yaw) > max_rotation_delta)) {

				m_yaw = optimal_yaw < m_yaw ? m_yaw - max_rotation_delta : m_yaw + max_rotation_delta;
			} else {
				m_yaw = optimal_yaw;
			}
		}
	}

	if(m_registered && (getType() < ACTIVEOBJECT_TYPE_LUACREATURE
			|| getType() > ACTIVEOBJECT_TYPE_LUAFALLING)) {

		m_env->getScriptIface()->luaentity_Step(m_id, dtime);
	}

	if(send_recommended == false)
		return;

	if(!isAttached())
	{
		// TODO: force send when acceleration changes enough?
		float minchange = 0.2*BS;
		if(m_last_sent_position_timer > 1.0){
			minchange = 0.01*BS;
		} else if(m_last_sent_position_timer > 0.2){
			minchange = 0.05*BS;
		}
		float move_d = getBasePosition().getDistanceFrom(m_last_sent_position);
		move_d += m_last_sent_move_precision;
		float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
		if(move_d > minchange || vel_d > minchange ||
				fabs(m_yaw - m_last_sent_yaw) > 1.0){
			sendPosition(true, false);
		}
	}

	if(m_armor_groups_sent == false){
		m_armor_groups_sent = true;
		std::string str = gob_cmd_update_armor_groups(
				m_armor_groups);
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push(aom);
	}

	if(m_animation_sent == false){
		m_animation_sent = true;
		std::string str = gob_cmd_update_animation(
			m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push(aom);
	}

	if(m_bone_position_sent == false){
		m_bone_position_sent = true;
		for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
				ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
			std::string str = gob_cmd_update_bone_position((*ii).first,
					(*ii).second.X, (*ii).second.Y);
			// create message and add to list
			ActiveObjectMessage aom(getId(), true, str);
			m_messages_out.push(aom);
		}
	}

	if(m_attachment_sent == false){
		m_attachment_sent = true;
		std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push(aom);
	}
}
Esempio n. 19
0
void FireflySAO::step(float dtime, bool send_recommended)
{
	ScopeProfiler sp2(g_profiler, "FireflySAO::step avg", SPT_AVG);

	assert(m_env);

	if(m_is_active == false)
	{
		if(m_inactive_interval.step(dtime, 0.5)==false)
			return;
	}

	/*
		The AI
	*/

	// Apply (less) gravity
	m_speed_f.Y -= dtime*3*BS;

	/*
		Move around if some player is close
	*/
	bool player_is_close = false;
	// Check connected players
	core::list<Player*> players = m_env->getPlayers(true);
	core::list<Player*>::Iterator i;
	for(i = players.begin();
			i != players.end(); i++)
	{
		Player *player = *i;
		v3f playerpos = player->getPosition();
		if(m_base_position.getDistanceFrom(playerpos) < BS*10.0)
		{
			player_is_close = true;
			break;
		}
	}

	m_is_active = player_is_close;
	
	if(player_is_close == false)
	{
		m_speed_f.X = 0;
		m_speed_f.Z = 0;
	}
	else
	{
		// Move around
		v3f dir(cos(m_yaw/180*PI),0,sin(m_yaw/180*PI));
		f32 speed = BS/2;
		m_speed_f.X = speed * dir.X;
		m_speed_f.Z = speed * dir.Z;

		if(m_touching_ground && (m_oldpos - m_base_position).getLength()
				< dtime*speed/2)
		{
			m_counter1 -= dtime;
			if(m_counter1 < 0.0)
			{
				m_counter1 += 1.0;
				m_speed_f.Y = 5.0*BS;
			}
		}

		{
			m_counter2 -= dtime;
			if(m_counter2 < 0.0)
			{
				m_counter2 += (float)(myrand()%100)/100*3.0;
				m_yaw += ((float)(myrand()%200)-100)/100*180;
				m_yaw = wrapDegrees(m_yaw);
			}
		}
	}
	
	m_oldpos = m_base_position;

	/*
		Move it, with collision detection
	*/

	core::aabbox3d<f32> box(-BS/3.,-BS*2/3.0,-BS/3., BS/3.,BS*4./3.,BS/3.);
	collisionMoveResult moveresult;
	// Maximum movement without glitches
	f32 pos_max_d = BS*0.25;
	// Limit speed
	if(m_speed_f.getLength()*dtime > pos_max_d)
		m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime);
	v3f pos_f = getBasePosition();
	v3f pos_f_old = pos_f;
	IGameDef *gamedef = m_env->getGameDef();
	moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
			pos_max_d, box, dtime, pos_f, m_speed_f);
	m_touching_ground = moveresult.touching_ground;
	
	setBasePosition(pos_f);

	if(send_recommended == false)
		return;

	if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
	{
		m_last_sent_position = pos_f;

		std::ostringstream os(std::ios::binary);
		// command (0 = update position)
		writeU8(os, 0);
		// pos
		writeV3F1000(os, m_base_position);
		// yaw
		writeF1000(os, m_yaw);
		// create message and add to list
		ActiveObjectMessage aom(getId(), false, os.str());
		m_messages_out.push_back(aom);
	}
}
Esempio n. 20
0
void Oerkki1SAO::step(float dtime, bool send_recommended)
{
	ScopeProfiler sp2(g_profiler, "Oerkki1SAO::step avg", SPT_AVG);

	assert(m_env);

	if(m_is_active == false)
	{
		if(m_inactive_interval.step(dtime, 0.5)==false)
			return;
	}

	/*
		The AI
	*/

	m_age += dtime;
	if(m_age > 120)
	{
		// Die
		m_removed = true;
		return;
	}

	m_after_jump_timer -= dtime;

	v3f old_speed = m_speed_f;

	// Apply gravity
	m_speed_f.Y -= dtime*9.81*BS;

	/*
		Move around if some player is close
	*/
	bool player_is_close = false;
	bool player_is_too_close = false;
	v3f near_player_pos;
	// Check connected players
	core::list<Player*> players = m_env->getPlayers(true);
	core::list<Player*>::Iterator i;
	for(i = players.begin();
			i != players.end(); i++)
	{
		Player *player = *i;
		v3f playerpos = player->getPosition();
		f32 dist = m_base_position.getDistanceFrom(playerpos);
		if(dist < BS*0.6)
		{
			m_removed = true;
			return;
			player_is_too_close = true;
			near_player_pos = playerpos;
		}
		else if(dist < BS*15.0 && !player_is_too_close)
		{
			player_is_close = true;
			near_player_pos = playerpos;
		}
	}

	m_is_active = player_is_close;

	v3f target_speed = m_speed_f;

	if(!player_is_close)
	{
		target_speed = v3f(0,0,0);
	}
	else
	{
		// Move around

		v3f ndir = near_player_pos - m_base_position;
		ndir.Y = 0;
		ndir.normalize();

		f32 nyaw = 180./PI*atan2(ndir.Z,ndir.X);
		if(nyaw < m_yaw - 180)
			nyaw += 360;
		else if(nyaw > m_yaw + 180)
			nyaw -= 360;
		m_yaw = 0.95*m_yaw + 0.05*nyaw;
		m_yaw = wrapDegrees(m_yaw);
		
		f32 speed = 2*BS;

		if((m_touching_ground || m_after_jump_timer > 0.0)
				&& !player_is_too_close)
		{
			v3f dir(cos(m_yaw/180*PI),0,sin(m_yaw/180*PI));
			target_speed.X = speed * dir.X;
			target_speed.Z = speed * dir.Z;
		}

		if(m_touching_ground && (m_oldpos - m_base_position).getLength()
				< dtime*speed/2)
		{
			m_counter1 -= dtime;
			if(m_counter1 < 0.0)
			{
				m_counter1 += 0.2;
				// Jump
				target_speed.Y = 5.0*BS;
				m_after_jump_timer = 1.0;
			}
		}

		{
			m_counter2 -= dtime;
			if(m_counter2 < 0.0)
			{
				m_counter2 += (float)(myrand()%100)/100*3.0;
				//m_yaw += ((float)(myrand()%200)-100)/100*180;
				m_yaw += ((float)(myrand()%200)-100)/100*90;
				m_yaw = wrapDegrees(m_yaw);
			}
		}
	}
	
	if((m_speed_f - target_speed).getLength() > BS*4 || player_is_too_close)
		accelerate_xz(m_speed_f, target_speed, dtime*BS*8);
	else
		accelerate_xz(m_speed_f, target_speed, dtime*BS*4);
	
	m_oldpos = m_base_position;

	/*
		Move it, with collision detection
	*/

	core::aabbox3d<f32> box(-BS/3.,0.0,-BS/3., BS/3.,BS*5./3.,BS/3.);
	collisionMoveResult moveresult;
	// Maximum movement without glitches
	f32 pos_max_d = BS*0.25;
	/*// Limit speed
	if(m_speed_f.getLength()*dtime > pos_max_d)
		m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime);*/
	v3f pos_f = getBasePosition();
	v3f pos_f_old = pos_f;
	IGameDef *gamedef = m_env->getGameDef();
	moveresult = collisionMovePrecise(&m_env->getMap(), gamedef,
			pos_max_d, box, dtime, pos_f, m_speed_f);
	m_touching_ground = moveresult.touching_ground;
	
	// Do collision damage
	float tolerance = BS*30;
	float factor = BS*0.5;
	v3f speed_diff = old_speed - m_speed_f;
	// Increase effect in X and Z
	speed_diff.X *= 2;
	speed_diff.Z *= 2;
	float vel = speed_diff.getLength();
	if(vel > tolerance)
	{
		f32 damage_f = (vel - tolerance)/BS*factor;
		u16 damage = (u16)(damage_f+0.5);
		doDamage(damage);
	}

	setBasePosition(pos_f);

	if(send_recommended == false && m_speed_f.getLength() < 3.0*BS)
		return;

	if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
	{
		m_last_sent_position = pos_f;

		std::ostringstream os(std::ios::binary);
		// command (0 = update position)
		writeU8(os, 0);
		// pos
		writeV3F1000(os, m_base_position);
		// yaw
		writeF1000(os, m_yaw);
		// create message and add to list
		ActiveObjectMessage aom(getId(), false, os.str());
		m_messages_out.push_back(aom);
	}
}