0600689e4b242c8124c93b8a85980e3a247ee24f
[oweals/minetest.git] / src / content_sao.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "content_sao.h"
21 #include "util/serialize.h"
22 #include "util/mathconstants.h"
23 #include "collision.h"
24 #include "environment.h"
25 #include "settings.h"
26 #include "main.h" // For g_profiler
27 #include "profiler.h"
28 #include "serialization.h" // For compressZlib
29 #include "tool.h" // For ToolCapabilities
30 #include "gamedef.h"
31 #include "player.h"
32 #include "scripting_game.h"
33 #include "genericobject.h"
34 #include "log.h"
35
36 std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
37
38 /*
39         TestSAO
40 */
41
42 class TestSAO : public ServerActiveObject
43 {
44 public:
45         TestSAO(ServerEnvironment *env, v3f pos):
46                 ServerActiveObject(env, pos),
47                 m_timer1(0),
48                 m_age(0)
49         {
50                 ServerActiveObject::registerType(getType(), create);
51         }
52         ActiveObjectType getType() const
53         { return ACTIVEOBJECT_TYPE_TEST; }
54
55         static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
56                         const std::string &data)
57         {
58                 return new TestSAO(env, pos);
59         }
60
61         void step(float dtime, bool send_recommended)
62         {
63                 m_age += dtime;
64                 if(m_age > 10)
65                 {
66                         m_removed = true;
67                         return;
68                 }
69
70                 m_base_position.Y += dtime * BS * 2;
71                 if(m_base_position.Y > 8*BS)
72                         m_base_position.Y = 2*BS;
73
74                 if(send_recommended == false)
75                         return;
76
77                 m_timer1 -= dtime;
78                 if(m_timer1 < 0.0)
79                 {
80                         m_timer1 += 0.125;
81
82                         std::string data;
83
84                         data += itos(0); // 0 = position
85                         data += " ";
86                         data += itos(m_base_position.X);
87                         data += " ";
88                         data += itos(m_base_position.Y);
89                         data += " ";
90                         data += itos(m_base_position.Z);
91
92                         ActiveObjectMessage aom(getId(), false, data);
93                         m_messages_out.push_back(aom);
94                 }
95         }
96
97         bool getCollisionBox(aabb3f *toset) {
98                 return false;
99         }
100
101         bool collideWithObjects() {
102                 return false;
103         }
104
105 private:
106         float m_timer1;
107         float m_age;
108 };
109
110 // Prototype (registers item for deserialization)
111 TestSAO proto_TestSAO(NULL, v3f(0,0,0));
112
113 /*
114         LuaEntitySAO
115 */
116
117 // Prototype (registers item for deserialization)
118 LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
119
120 LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
121                 const std::string &name, const std::string &state):
122         ServerActiveObject(env, pos),
123         m_init_name(name),
124         m_init_state(state),
125         m_registered(false),
126         m_hp(-1),
127         m_velocity(0,0,0),
128         m_acceleration(0,0,0),
129         m_yaw(0),
130         m_properties_sent(true),
131         m_last_sent_yaw(0),
132         m_last_sent_position(0,0,0),
133         m_last_sent_velocity(0,0,0),
134         m_last_sent_position_timer(0),
135         m_last_sent_move_precision(0),
136         m_armor_groups_sent(false),
137         m_animation_speed(0),
138         m_animation_blend(0),
139         m_animation_sent(false),
140         m_bone_position_sent(false),
141         m_attachment_parent_id(0),
142         m_attachment_sent(false)
143 {
144         // Only register type if no environment supplied
145         if(env == NULL){
146                 ServerActiveObject::registerType(getType(), create);
147                 return;
148         }
149
150         // Initialize something to armor groups
151         m_armor_groups["fleshy"] = 100;
152 }
153
154 LuaEntitySAO::~LuaEntitySAO()
155 {
156         if(m_registered){
157                 m_env->getScriptIface()->luaentity_Remove(m_id);
158         }
159 }
160
161 void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
162 {
163         ServerActiveObject::addedToEnvironment(dtime_s);
164
165         // Create entity from name
166         m_registered = m_env->getScriptIface()->
167                 luaentity_Add(m_id, m_init_name.c_str());
168
169         if(m_registered){
170                 // Get properties
171                 m_env->getScriptIface()->
172                         luaentity_GetProperties(m_id, &m_prop);
173                 // Initialize HP from properties
174                 m_hp = m_prop.hp_max;
175                 // Activate entity, supplying serialized state
176                 m_env->getScriptIface()->
177                         luaentity_Activate(m_id, m_init_state.c_str(), dtime_s);
178         }
179 }
180
181 ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
182                 const std::string &data)
183 {
184         std::string name;
185         std::string state;
186         s16 hp = 1;
187         v3f velocity;
188         float yaw = 0;
189         if(data != ""){
190                 std::istringstream is(data, std::ios::binary);
191                 // read version
192                 u8 version = readU8(is);
193                 // check if version is supported
194                 if(version == 0){
195                         name = deSerializeString(is);
196                         state = deSerializeLongString(is);
197                 }
198                 else if(version == 1){
199                         name = deSerializeString(is);
200                         state = deSerializeLongString(is);
201                         hp = readS16(is);
202                         velocity = readV3F1000(is);
203                         yaw = readF1000(is);
204                 }
205         }
206         // create object
207         infostream<<"LuaEntitySAO::create(name=\""<<name<<"\" state=\""
208                         <<state<<"\")"<<std::endl;
209         LuaEntitySAO *sao = new LuaEntitySAO(env, pos, name, state);
210         sao->m_hp = hp;
211         sao->m_velocity = velocity;
212         sao->m_yaw = yaw;
213         return sao;
214 }
215
216 bool LuaEntitySAO::isAttached()
217 {
218         if(!m_attachment_parent_id)
219                 return false;
220         // Check if the parent still exists
221         ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
222         if(obj)
223                 return true;
224         return false;
225 }
226
227 void LuaEntitySAO::step(float dtime, bool send_recommended)
228 {
229         if(!m_properties_sent)
230         {
231                 m_properties_sent = true;
232                 std::string str = getPropertyPacket();
233                 // create message and add to list
234                 ActiveObjectMessage aom(getId(), true, str);
235                 m_messages_out.push_back(aom);
236         }
237
238         // If attached, check that our parent is still there. If it isn't, detach.
239         if(m_attachment_parent_id && !isAttached())
240         {
241                 m_attachment_parent_id = 0;
242                 m_attachment_bone = "";
243                 m_attachment_position = v3f(0,0,0);
244                 m_attachment_rotation = v3f(0,0,0);
245                 sendPosition(false, true);
246         }
247
248         m_last_sent_position_timer += dtime;
249
250         // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
251         // If the object gets detached this comes into effect automatically from the last known origin
252         if(isAttached())
253         {
254                 v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
255                 m_base_position = pos;
256                 m_velocity = v3f(0,0,0);
257                 m_acceleration = v3f(0,0,0);
258         }
259         else
260         {
261                 if(m_prop.physical){
262                         core::aabbox3d<f32> box = m_prop.collisionbox;
263                         box.MinEdge *= BS;
264                         box.MaxEdge *= BS;
265                         collisionMoveResult moveresult;
266                         f32 pos_max_d = BS*0.25; // Distance per iteration
267                         v3f p_pos = m_base_position;
268                         v3f p_velocity = m_velocity;
269                         v3f p_acceleration = m_acceleration;
270                         moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
271                                         pos_max_d, box, m_prop.stepheight, dtime,
272                                         p_pos, p_velocity, p_acceleration,
273                                         this, m_prop.collideWithObjects);
274
275                         // Apply results
276                         m_base_position = p_pos;
277                         m_velocity = p_velocity;
278                         m_acceleration = p_acceleration;
279                 } else {
280                         m_base_position += dtime * m_velocity + 0.5 * dtime
281                                         * dtime * m_acceleration;
282                         m_velocity += dtime * m_acceleration;
283                 }
284
285                 if((m_prop.automatic_face_movement_dir) &&
286                                 (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){
287                         m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
288                 }
289         }
290
291         if(m_registered){
292                 m_env->getScriptIface()->luaentity_Step(m_id, dtime);
293         }
294
295         if(send_recommended == false)
296                 return;
297
298         if(!isAttached())
299         {
300                 // TODO: force send when acceleration changes enough?
301                 float minchange = 0.2*BS;
302                 if(m_last_sent_position_timer > 1.0){
303                         minchange = 0.01*BS;
304                 } else if(m_last_sent_position_timer > 0.2){
305                         minchange = 0.05*BS;
306                 }
307                 float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
308                 move_d += m_last_sent_move_precision;
309                 float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
310                 if(move_d > minchange || vel_d > minchange ||
311                                 fabs(m_yaw - m_last_sent_yaw) > 1.0){
312                         sendPosition(true, false);
313                 }
314         }
315
316         if(m_armor_groups_sent == false){
317                 m_armor_groups_sent = true;
318                 std::string str = gob_cmd_update_armor_groups(
319                                 m_armor_groups);
320                 // create message and add to list
321                 ActiveObjectMessage aom(getId(), true, str);
322                 m_messages_out.push_back(aom);
323         }
324
325         if(m_animation_sent == false){
326                 m_animation_sent = true;
327                 std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
328                 // create message and add to list
329                 ActiveObjectMessage aom(getId(), true, str);
330                 m_messages_out.push_back(aom);
331         }
332
333         if(m_bone_position_sent == false){
334                 m_bone_position_sent = true;
335                 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
336                         std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
337                         // create message and add to list
338                         ActiveObjectMessage aom(getId(), true, str);
339                         m_messages_out.push_back(aom);
340                 }
341         }
342
343         if(m_attachment_sent == false){
344                 m_attachment_sent = true;
345                 std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
346                 // create message and add to list
347                 ActiveObjectMessage aom(getId(), true, str);
348                 m_messages_out.push_back(aom);
349         }
350 }
351
352 std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
353 {
354         std::ostringstream os(std::ios::binary);
355
356         if(protocol_version >= 14)
357         {
358                 writeU8(os, 1); // version
359                 os<<serializeString(""); // name
360                 writeU8(os, 0); // is_player
361                 writeS16(os, getId()); //id
362                 writeV3F1000(os, m_base_position);
363                 writeF1000(os, m_yaw);
364                 writeS16(os, m_hp);
365
366                 writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here
367                 os<<serializeLongString(getPropertyPacket()); // message 1
368                 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
369                 os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
370                 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
371                         os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
372                 }
373                 os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
374         }
375         else
376         {
377                 writeU8(os, 0); // version
378                 os<<serializeString(""); // name
379                 writeU8(os, 0); // is_player
380                 writeV3F1000(os, m_base_position);
381                 writeF1000(os, m_yaw);
382                 writeS16(os, m_hp);
383                 writeU8(os, 2); // number of messages stuffed in here
384                 os<<serializeLongString(getPropertyPacket()); // message 1
385                 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
386         }
387
388         // return result
389         return os.str();
390 }
391
392 std::string LuaEntitySAO::getStaticData()
393 {
394         verbosestream<<__FUNCTION_NAME<<std::endl;
395         std::ostringstream os(std::ios::binary);
396         // version
397         writeU8(os, 1);
398         // name
399         os<<serializeString(m_init_name);
400         // state
401         if(m_registered){
402                 std::string state = m_env->getScriptIface()->
403                         luaentity_GetStaticdata(m_id);
404                 os<<serializeLongString(state);
405         } else {
406                 os<<serializeLongString(m_init_state);
407         }
408         // hp
409         writeS16(os, m_hp);
410         // velocity
411         writeV3F1000(os, m_velocity);
412         // yaw
413         writeF1000(os, m_yaw);
414         return os.str();
415 }
416
417 int LuaEntitySAO::punch(v3f dir,
418                 const ToolCapabilities *toolcap,
419                 ServerActiveObject *puncher,
420                 float time_from_last_punch)
421 {
422         if(!m_registered){
423                 // Delete unknown LuaEntities when punched
424                 m_removed = true;
425                 return 0;
426         }
427
428         // It's best that attachments cannot be punched
429         if(isAttached())
430                 return 0;
431
432         ItemStack *punchitem = NULL;
433         ItemStack punchitem_static;
434         if(puncher){
435                 punchitem_static = puncher->getWieldedItem();
436                 punchitem = &punchitem_static;
437         }
438
439         PunchDamageResult result = getPunchDamage(
440                         m_armor_groups,
441                         toolcap,
442                         punchitem,
443                         time_from_last_punch);
444
445         if(result.did_punch)
446         {
447                 setHP(getHP() - result.damage);
448
449
450                 std::string punchername = "nil";
451
452                 if ( puncher != 0 )
453                         punchername = puncher->getDescription();
454
455                 actionstream<<getDescription()<<" punched by "
456                                 <<punchername<<", damage "<<result.damage
457                                 <<" hp, health now "<<getHP()<<" hp"<<std::endl;
458
459                 {
460                         std::string str = gob_cmd_punched(result.damage, getHP());
461                         // create message and add to list
462                         ActiveObjectMessage aom(getId(), true, str);
463                         m_messages_out.push_back(aom);
464                 }
465
466                 if(getHP() == 0)
467                         m_removed = true;
468         }
469
470         m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
471                         time_from_last_punch, toolcap, dir);
472
473         return result.wear;
474 }
475
476 void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
477 {
478         if(!m_registered)
479                 return;
480         // It's best that attachments cannot be clicked
481         if(isAttached())
482                 return;
483         m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
484 }
485
486 void LuaEntitySAO::setPos(v3f pos)
487 {
488         if(isAttached())
489                 return;
490         m_base_position = pos;
491         sendPosition(false, true);
492 }
493
494 void LuaEntitySAO::moveTo(v3f pos, bool continuous)
495 {
496         if(isAttached())
497                 return;
498         m_base_position = pos;
499         if(!continuous)
500                 sendPosition(true, true);
501 }
502
503 float LuaEntitySAO::getMinimumSavedMovement()
504 {
505         return 0.1 * BS;
506 }
507
508 std::string LuaEntitySAO::getDescription()
509 {
510         std::ostringstream os(std::ios::binary);
511         os<<"LuaEntitySAO at (";
512         os<<(m_base_position.X/BS)<<",";
513         os<<(m_base_position.Y/BS)<<",";
514         os<<(m_base_position.Z/BS);
515         os<<")";
516         return os.str();
517 }
518
519 void LuaEntitySAO::setHP(s16 hp)
520 {
521         if(hp < 0) hp = 0;
522         m_hp = hp;
523 }
524
525 s16 LuaEntitySAO::getHP() const
526 {
527         return m_hp;
528 }
529
530 void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
531 {
532         m_armor_groups = armor_groups;
533         m_armor_groups_sent = false;
534 }
535
536 void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
537 {
538         m_animation_range = frame_range;
539         m_animation_speed = frame_speed;
540         m_animation_blend = frame_blend;
541         m_animation_sent = false;
542 }
543
544 void LuaEntitySAO::setBonePosition(std::string bone, v3f position, v3f rotation)
545 {
546         m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
547         m_bone_position_sent = false;
548 }
549
550 void LuaEntitySAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
551 {
552         // Attachments need to be handled on both the server and client.
553         // If we just attach on the server, we can only copy the position of the parent. Attachments
554         // are still sent to clients at an interval so players might see them lagging, plus we can't
555         // read and attach to skeletal bones.
556         // If we just attach on the client, the server still sees the child at its original location.
557         // This breaks some things so we also give the server the most accurate representation
558         // even if players only see the client changes.
559
560         m_attachment_parent_id = parent_id;
561         m_attachment_bone = bone;
562         m_attachment_position = position;
563         m_attachment_rotation = rotation;
564         m_attachment_sent = false;
565 }
566
567 ObjectProperties* LuaEntitySAO::accessObjectProperties()
568 {
569         return &m_prop;
570 }
571
572 void LuaEntitySAO::notifyObjectPropertiesModified()
573 {
574         m_properties_sent = false;
575 }
576
577 void LuaEntitySAO::setVelocity(v3f velocity)
578 {
579         m_velocity = velocity;
580 }
581
582 v3f LuaEntitySAO::getVelocity()
583 {
584         return m_velocity;
585 }
586
587 void LuaEntitySAO::setAcceleration(v3f acceleration)
588 {
589         m_acceleration = acceleration;
590 }
591
592 v3f LuaEntitySAO::getAcceleration()
593 {
594         return m_acceleration;
595 }
596
597 void LuaEntitySAO::setYaw(float yaw)
598 {
599         m_yaw = yaw;
600 }
601
602 float LuaEntitySAO::getYaw()
603 {
604         return m_yaw;
605 }
606
607 void LuaEntitySAO::setTextureMod(const std::string &mod)
608 {
609         std::string str = gob_cmd_set_texture_mod(mod);
610         // create message and add to list
611         ActiveObjectMessage aom(getId(), true, str);
612         m_messages_out.push_back(aom);
613 }
614
615 void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
616                 bool select_horiz_by_yawpitch)
617 {
618         std::string str = gob_cmd_set_sprite(
619                 p,
620                 num_frames,
621                 framelength,
622                 select_horiz_by_yawpitch
623         );
624         // create message and add to list
625         ActiveObjectMessage aom(getId(), true, str);
626         m_messages_out.push_back(aom);
627 }
628
629 std::string LuaEntitySAO::getName()
630 {
631         return m_init_name;
632 }
633
634 std::string LuaEntitySAO::getPropertyPacket()
635 {
636         return gob_cmd_set_properties(m_prop);
637 }
638
639 void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
640 {
641         // If the object is attached client-side, don't waste bandwidth sending its position to clients
642         if(isAttached())
643                 return;
644
645         m_last_sent_move_precision = m_base_position.getDistanceFrom(
646                         m_last_sent_position);
647         m_last_sent_position_timer = 0;
648         m_last_sent_yaw = m_yaw;
649         m_last_sent_position = m_base_position;
650         m_last_sent_velocity = m_velocity;
651         //m_last_sent_acceleration = m_acceleration;
652
653         float update_interval = m_env->getSendRecommendedInterval();
654
655         std::string str = gob_cmd_update_position(
656                 m_base_position,
657                 m_velocity,
658                 m_acceleration,
659                 m_yaw,
660                 do_interpolate,
661                 is_movement_end,
662                 update_interval
663         );
664         // create message and add to list
665         ActiveObjectMessage aom(getId(), false, str);
666         m_messages_out.push_back(aom);
667 }
668
669 bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
670         if (m_prop.physical)
671         {
672                 //update collision box
673                 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
674                 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
675
676                 toset->MinEdge += m_base_position;
677                 toset->MaxEdge += m_base_position;
678
679                 return true;
680         }
681
682         return false;
683 }
684
685 bool LuaEntitySAO::collideWithObjects(){
686         return m_prop.collideWithObjects;
687 }
688
689 /*
690         PlayerSAO
691 */
692
693 // No prototype, PlayerSAO does not need to be deserialized
694
695 PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
696                 const std::set<std::string> &privs, bool is_singleplayer):
697         ServerActiveObject(env_, v3f(0,0,0)),
698         m_player(player_),
699         m_peer_id(peer_id_),
700         m_inventory(NULL),
701         m_damage(0),
702         m_last_good_position(0,0,0),
703         m_time_from_last_punch(0),
704         m_nocheat_dig_pos(32767, 32767, 32767),
705         m_nocheat_dig_time(0),
706         m_wield_index(0),
707         m_position_not_sent(false),
708         m_armor_groups_sent(false),
709         m_properties_sent(true),
710         m_privs(privs),
711         m_is_singleplayer(is_singleplayer),
712         m_animation_speed(0),
713         m_animation_blend(0),
714         m_animation_sent(false),
715         m_bone_position_sent(false),
716         m_attachment_parent_id(0),
717         m_attachment_sent(false),
718         // public
719         m_moved(false),
720         m_inventory_not_sent(false),
721         m_physics_override_speed(1),
722         m_physics_override_jump(1),
723         m_physics_override_gravity(1),
724         m_physics_override_sneak(true),
725         m_physics_override_sneak_glitch(true),
726         m_physics_override_sent(false)
727 {
728         assert(m_player);
729         assert(m_peer_id != 0);
730         setBasePosition(m_player->getPosition());
731         m_inventory = &m_player->inventory;
732         m_armor_groups["fleshy"] = 100;
733
734         m_prop.hp_max = PLAYER_MAX_HP;
735         m_prop.physical = false;
736         m_prop.weight = 75;
737         m_prop.collisionbox = core::aabbox3d<f32>(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
738         // start of default appearance, this should be overwritten by LUA
739         m_prop.visual = "upright_sprite";
740         m_prop.visual_size = v2f(1, 2);
741         m_prop.textures.clear();
742         m_prop.textures.push_back("player.png");
743         m_prop.textures.push_back("player_back.png");
744         m_prop.colors.clear();
745         m_prop.colors.push_back(video::SColor(255, 255, 255, 255));
746         m_prop.spritediv = v2s16(1,1);
747         // end of default appearance
748         m_prop.is_visible = true;
749         m_prop.makes_footstep_sound = true;
750 }
751
752 PlayerSAO::~PlayerSAO()
753 {
754         if(m_inventory != &m_player->inventory)
755                 delete m_inventory;
756
757 }
758
759 std::string PlayerSAO::getDescription()
760 {
761         return std::string("player ") + m_player->getName();
762 }
763
764 // Called after id has been set and has been inserted in environment
765 void PlayerSAO::addedToEnvironment(u32 dtime_s)
766 {
767         ServerActiveObject::addedToEnvironment(dtime_s);
768         ServerActiveObject::setBasePosition(m_player->getPosition());
769         m_player->setPlayerSAO(this);
770         m_player->peer_id = m_peer_id;
771         m_last_good_position = m_player->getPosition();
772 }
773
774 // Called before removing from environment
775 void PlayerSAO::removingFromEnvironment()
776 {
777         ServerActiveObject::removingFromEnvironment();
778         if(m_player->getPlayerSAO() == this)
779         {
780                 m_player->setPlayerSAO(NULL);
781                 m_player->peer_id = 0;
782                 m_env->savePlayer(m_player->getName());
783                 m_env->removePlayer(m_player->getName());
784         }
785 }
786
787 bool PlayerSAO::isStaticAllowed() const
788 {
789         return false;
790 }
791
792 std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
793 {
794         std::ostringstream os(std::ios::binary);
795
796         if(protocol_version >= 15)
797         {
798                 writeU8(os, 1); // version
799                 os<<serializeString(m_player->getName()); // name
800                 writeU8(os, 1); // is_player
801                 writeS16(os, getId()); //id
802                 writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
803                 writeF1000(os, m_player->getYaw());
804                 writeS16(os, getHP());
805
806                 writeU8(os, 5 + m_bone_position.size()); // number of messages stuffed in here
807                 os<<serializeLongString(getPropertyPacket()); // message 1
808                 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
809                 os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
810                 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
811                         os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
812                 }
813                 os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
814                 os<<serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
815                                 m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
816                                 m_physics_override_sneak_glitch)); // 5
817         }
818         else
819         {
820                 writeU8(os, 0); // version
821                 os<<serializeString(m_player->getName()); // name
822                 writeU8(os, 1); // is_player
823                 writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
824                 writeF1000(os, m_player->getYaw());
825                 writeS16(os, getHP());
826                 writeU8(os, 2); // number of messages stuffed in here
827                 os<<serializeLongString(getPropertyPacket()); // message 1
828                 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
829         }
830
831         // return result
832         return os.str();
833 }
834
835 std::string PlayerSAO::getStaticData()
836 {
837         assert(0);
838         return "";
839 }
840
841 bool PlayerSAO::isAttached()
842 {
843         if(!m_attachment_parent_id)
844                 return false;
845         // Check if the parent still exists
846         ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
847         if(obj)
848                 return true;
849         return false;
850 }
851
852 void PlayerSAO::step(float dtime, bool send_recommended)
853 {
854         if(!m_properties_sent)
855         {
856                 m_properties_sent = true;
857                 std::string str = getPropertyPacket();
858                 // create message and add to list
859                 ActiveObjectMessage aom(getId(), true, str);
860                 m_messages_out.push_back(aom);
861         }
862
863         // If attached, check that our parent is still there. If it isn't, detach.
864         if(m_attachment_parent_id && !isAttached())
865         {
866                 m_attachment_parent_id = 0;
867                 m_attachment_bone = "";
868                 m_attachment_position = v3f(0,0,0);
869                 m_attachment_rotation = v3f(0,0,0);
870                 m_player->setPosition(m_last_good_position);
871                 m_moved = true;
872         }
873
874         //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
875
876         // Set lag pool maximums based on estimated lag
877         const float LAG_POOL_MIN = 5.0;
878         float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
879         if(lag_pool_max < LAG_POOL_MIN)
880                 lag_pool_max = LAG_POOL_MIN;
881         m_dig_pool.setMax(lag_pool_max);
882         m_move_pool.setMax(lag_pool_max);
883
884         // Increment cheat prevention timers
885         m_dig_pool.add(dtime);
886         m_move_pool.add(dtime);
887         m_time_from_last_punch += dtime;
888         m_nocheat_dig_time += dtime;
889
890         // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
891         // If the object gets detached this comes into effect automatically from the last known origin
892         if(isAttached())
893         {
894                 v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
895                 m_last_good_position = pos;
896                 m_player->setPosition(pos);
897         }
898
899         if(send_recommended == false)
900                 return;
901
902         // If the object is attached client-side, don't waste bandwidth sending its position to clients
903         if(m_position_not_sent && !isAttached())
904         {
905                 m_position_not_sent = false;
906                 float update_interval = m_env->getSendRecommendedInterval();
907                 v3f pos;
908                 if(isAttached()) // Just in case we ever do send attachment position too
909                         pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
910                 else
911                         pos = m_player->getPosition() + v3f(0,BS*1,0);
912                 std::string str = gob_cmd_update_position(
913                         pos,
914                         v3f(0,0,0),
915                         v3f(0,0,0),
916                         m_player->getYaw(),
917                         true,
918                         false,
919                         update_interval
920                 );
921                 // create message and add to list
922                 ActiveObjectMessage aom(getId(), false, str);
923                 m_messages_out.push_back(aom);
924         }
925
926         if(m_armor_groups_sent == false) {
927                 m_armor_groups_sent = true;
928                 std::string str = gob_cmd_update_armor_groups(
929                                 m_armor_groups);
930                 // create message and add to list
931                 ActiveObjectMessage aom(getId(), true, str);
932                 m_messages_out.push_back(aom);
933         }
934
935         if(m_physics_override_sent == false){
936                 m_physics_override_sent = true;
937                 std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
938                                 m_physics_override_jump, m_physics_override_gravity,
939                                 m_physics_override_sneak, m_physics_override_sneak_glitch);
940                 // create message and add to list
941                 ActiveObjectMessage aom(getId(), true, str);
942                 m_messages_out.push_back(aom);
943         }
944
945         if(m_animation_sent == false){
946                 m_animation_sent = true;
947                 std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
948                 // create message and add to list
949                 ActiveObjectMessage aom(getId(), true, str);
950                 m_messages_out.push_back(aom);
951         }
952
953         if(m_bone_position_sent == false){
954                 m_bone_position_sent = true;
955                 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
956                         std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
957                         // create message and add to list
958                         ActiveObjectMessage aom(getId(), true, str);
959                         m_messages_out.push_back(aom);
960                 }
961         }
962
963         if(m_attachment_sent == false){
964                 m_attachment_sent = true;
965                 std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
966                 // create message and add to list
967                 ActiveObjectMessage aom(getId(), true, str);
968                 m_messages_out.push_back(aom);
969         }
970 }
971
972 void PlayerSAO::setBasePosition(const v3f &position)
973 {
974         // This needs to be ran for attachments too
975         ServerActiveObject::setBasePosition(position);
976         m_position_not_sent = true;
977 }
978
979 void PlayerSAO::setPos(v3f pos)
980 {
981         if(isAttached())
982                 return;
983         m_player->setPosition(pos);
984         // Movement caused by this command is always valid
985         m_last_good_position = pos;
986         // Force position change on client
987         m_moved = true;
988 }
989
990 void PlayerSAO::moveTo(v3f pos, bool continuous)
991 {
992         if(isAttached())
993                 return;
994         m_player->setPosition(pos);
995         // Movement caused by this command is always valid
996         m_last_good_position = pos;
997         // Force position change on client
998         m_moved = true;
999 }
1000
1001 void PlayerSAO::setYaw(float yaw)
1002 {
1003         m_player->setYaw(yaw);
1004         // Force change on client
1005         m_moved = true;
1006 }
1007
1008 void PlayerSAO::setPitch(float pitch)
1009 {
1010         m_player->setPitch(pitch);
1011         // Force change on client
1012         m_moved = true;
1013 }
1014
1015 int PlayerSAO::punch(v3f dir,
1016         const ToolCapabilities *toolcap,
1017         ServerActiveObject *puncher,
1018         float time_from_last_punch)
1019 {
1020         // It's best that attachments cannot be punched
1021         if(isAttached())
1022                 return 0;
1023
1024         if(!toolcap)
1025                 return 0;
1026
1027         // No effect if PvP disabled
1028         if(g_settings->getBool("enable_pvp") == false){
1029                 if(puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER){
1030                         std::string str = gob_cmd_punched(0, getHP());
1031                         // create message and add to list
1032                         ActiveObjectMessage aom(getId(), true, str);
1033                         m_messages_out.push_back(aom);
1034                         return 0;
1035                 }
1036         }
1037
1038         HitParams hitparams = getHitParams(m_armor_groups, toolcap,
1039                         time_from_last_punch);
1040
1041         std::string punchername = "nil";
1042
1043         if ( puncher != 0 )
1044                 punchername = puncher->getDescription();
1045
1046         actionstream<<"Player "<<m_player->getName()<<" punched by "
1047                         <<punchername<<", damage "<<hitparams.hp
1048                         <<" HP"<<std::endl;
1049
1050         setHP(getHP() - hitparams.hp);
1051
1052         return hitparams.wear;
1053 }
1054
1055 void PlayerSAO::rightClick(ServerActiveObject *clicker)
1056 {
1057 }
1058
1059 s16 PlayerSAO::getHP() const
1060 {
1061         return m_player->hp;
1062 }
1063
1064 s16 PlayerSAO::readDamage()
1065 {
1066         s16 damage = m_damage;
1067         m_damage = 0;
1068         return damage;
1069 }
1070
1071 void PlayerSAO::setHP(s16 hp)
1072 {
1073         s16 oldhp = m_player->hp;
1074
1075         if (hp < 0)
1076                 hp = 0;
1077         else if (hp > PLAYER_MAX_HP)
1078                 hp = PLAYER_MAX_HP;
1079
1080         m_player->hp = hp;
1081
1082         if (oldhp > hp)
1083                 m_damage += (oldhp - hp);
1084
1085         // Update properties on death
1086         if ((hp == 0) != (oldhp == 0))
1087                 m_properties_sent = false;
1088 }
1089
1090 u16 PlayerSAO::getBreath() const
1091 {
1092         return m_player->getBreath();
1093 }
1094
1095 void PlayerSAO::setBreath(u16 breath)
1096 {
1097         m_player->setBreath(breath);
1098 }
1099
1100 void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
1101 {
1102         m_armor_groups = armor_groups;
1103         m_armor_groups_sent = false;
1104 }
1105
1106 void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
1107 {
1108         // store these so they can be updated to clients
1109         m_animation_range = frame_range;
1110         m_animation_speed = frame_speed;
1111         m_animation_blend = frame_blend;
1112         m_animation_sent = false;
1113 }
1114
1115 void PlayerSAO::setBonePosition(std::string bone, v3f position, v3f rotation)
1116 {
1117         // store these so they can be updated to clients
1118         m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1119         m_bone_position_sent = false;
1120 }
1121
1122 void PlayerSAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
1123 {
1124         // Attachments need to be handled on both the server and client.
1125         // If we just attach on the server, we can only copy the position of the parent. Attachments
1126         // are still sent to clients at an interval so players might see them lagging, plus we can't
1127         // read and attach to skeletal bones.
1128         // If we just attach on the client, the server still sees the child at its original location.
1129         // This breaks some things so we also give the server the most accurate representation
1130         // even if players only see the client changes.
1131
1132         m_attachment_parent_id = parent_id;
1133         m_attachment_bone = bone;
1134         m_attachment_position = position;
1135         m_attachment_rotation = rotation;
1136         m_attachment_sent = false;
1137 }
1138
1139 ObjectProperties* PlayerSAO::accessObjectProperties()
1140 {
1141         return &m_prop;
1142 }
1143
1144 void PlayerSAO::notifyObjectPropertiesModified()
1145 {
1146         m_properties_sent = false;
1147 }
1148
1149 Inventory* PlayerSAO::getInventory()
1150 {
1151         return m_inventory;
1152 }
1153 const Inventory* PlayerSAO::getInventory() const
1154 {
1155         return m_inventory;
1156 }
1157
1158 InventoryLocation PlayerSAO::getInventoryLocation() const
1159 {
1160         InventoryLocation loc;
1161         loc.setPlayer(m_player->getName());
1162         return loc;
1163 }
1164
1165 void PlayerSAO::setInventoryModified()
1166 {
1167         m_inventory_not_sent = true;
1168 }
1169
1170 std::string PlayerSAO::getWieldList() const
1171 {
1172         return "main";
1173 }
1174
1175 int PlayerSAO::getWieldIndex() const
1176 {
1177         return m_wield_index;
1178 }
1179
1180 void PlayerSAO::setWieldIndex(int i)
1181 {
1182         if(i != m_wield_index) {
1183                 m_wield_index = i;
1184         }
1185 }
1186
1187 void PlayerSAO::disconnected()
1188 {
1189         m_peer_id = 0;
1190         m_removed = true;
1191         if(m_player->getPlayerSAO() == this)
1192         {
1193                 m_player->setPlayerSAO(NULL);
1194                 m_player->peer_id = 0;
1195         }
1196 }
1197
1198 std::string PlayerSAO::getPropertyPacket()
1199 {
1200         m_prop.is_visible = (true);
1201         return gob_cmd_set_properties(m_prop);
1202 }
1203
1204 bool PlayerSAO::checkMovementCheat()
1205 {
1206         bool cheated = false;
1207         if(isAttached() || m_is_singleplayer ||
1208                         g_settings->getBool("disable_anticheat"))
1209         {
1210                 m_last_good_position = m_player->getPosition();
1211         }
1212         else
1213         {
1214                 /*
1215                         Check player movements
1216
1217                         NOTE: Actually the server should handle player physics like the
1218                         client does and compare player's position to what is calculated
1219                         on our side. This is required when eg. players fly due to an
1220                         explosion. Altough a node-based alternative might be possible
1221                         too, and much more lightweight.
1222                 */
1223
1224                 float player_max_speed = 0;
1225                 if(m_privs.count("fast") != 0){
1226                         // Fast speed
1227                         player_max_speed = m_player->movement_speed_fast;
1228                 } else {
1229                         // Normal speed
1230                         player_max_speed = m_player->movement_speed_walk;
1231                 }
1232                 // Tolerance. With the lag pool we shouldn't need it.
1233                 //player_max_speed *= 2.5;
1234                 //player_max_speed_up *= 2.5;
1235
1236                 v3f diff = (m_player->getPosition() - m_last_good_position);
1237                 float d_vert = diff.Y;
1238                 diff.Y = 0;
1239                 float d_horiz = diff.getLength();
1240                 float required_time = d_horiz/player_max_speed;
1241                 if(d_vert > 0 && d_vert/player_max_speed > required_time)
1242                         required_time = d_vert/player_max_speed;
1243                 if(m_move_pool.grab(required_time)){
1244                         m_last_good_position = m_player->getPosition();
1245                 } else {
1246                         actionstream<<"Player "<<m_player->getName()
1247                                         <<" moved too fast; resetting position"
1248                                         <<std::endl;
1249                         m_player->setPosition(m_last_good_position);
1250                         m_moved = true;
1251                         cheated = true;
1252                 }
1253         }
1254         return cheated;
1255 }
1256
1257 bool PlayerSAO::getCollisionBox(aabb3f *toset) {
1258         //update collision box
1259         *toset = m_player->getCollisionbox();
1260
1261         toset->MinEdge += m_base_position;
1262         toset->MaxEdge += m_base_position;
1263
1264         return true;
1265 }
1266
1267 bool PlayerSAO::collideWithObjects(){
1268         return true;
1269 }
1270