3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
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.
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.
20 #include "content_sao.h"
21 #include "util/serialize.h"
22 #include "util/mathconstants.h"
23 #include "collision.h"
24 #include "environment.h"
27 #include "serialization.h" // For compressZlib
28 #include "tool.h" // For ToolCapabilities
32 #include "scripting_game.h"
33 #include "genericobject.h"
36 std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
42 class TestSAO : public ServerActiveObject
45 TestSAO(ServerEnvironment *env, v3f pos):
46 ServerActiveObject(env, pos),
50 ServerActiveObject::registerType(getType(), create);
52 ActiveObjectType getType() const
53 { return ACTIVEOBJECT_TYPE_TEST; }
55 static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
56 const std::string &data)
58 return new TestSAO(env, pos);
61 void step(float dtime, bool send_recommended)
70 m_base_position.Y += dtime * BS * 2;
71 if(m_base_position.Y > 8*BS)
72 m_base_position.Y = 2*BS;
74 if(send_recommended == false)
84 data += itos(0); // 0 = position
86 data += itos(m_base_position.X);
88 data += itos(m_base_position.Y);
90 data += itos(m_base_position.Z);
92 ActiveObjectMessage aom(getId(), false, data);
93 m_messages_out.push(aom);
97 bool getCollisionBox(aabb3f *toset) {
101 bool collideWithObjects() {
110 // Prototype (registers item for deserialization)
111 TestSAO proto_TestSAO(NULL, v3f(0,0,0));
117 // Prototype (registers item for deserialization)
118 LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
120 LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
121 const std::string &name, const std::string &state):
122 ServerActiveObject(env, pos),
128 m_acceleration(0,0,0),
130 m_properties_sent(true),
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)
144 // Only register type if no environment supplied
146 ServerActiveObject::registerType(getType(), create);
150 // Initialize something to armor groups
151 m_armor_groups["fleshy"] = 100;
154 LuaEntitySAO::~LuaEntitySAO()
157 m_env->getScriptIface()->luaentity_Remove(m_id);
161 void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
163 ServerActiveObject::addedToEnvironment(dtime_s);
165 // Create entity from name
166 m_registered = m_env->getScriptIface()->
167 luaentity_Add(m_id, m_init_name.c_str());
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);
181 ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
182 const std::string &data)
190 std::istringstream is(data, std::ios::binary);
192 u8 version = readU8(is);
193 // check if version is supported
195 name = deSerializeString(is);
196 state = deSerializeLongString(is);
198 else if(version == 1){
199 name = deSerializeString(is);
200 state = deSerializeLongString(is);
202 velocity = readV3F1000(is);
207 infostream<<"LuaEntitySAO::create(name=\""<<name<<"\" state=\""
208 <<state<<"\")"<<std::endl;
209 LuaEntitySAO *sao = new LuaEntitySAO(env, pos, name, state);
211 sao->m_velocity = velocity;
216 bool LuaEntitySAO::isAttached()
218 if(!m_attachment_parent_id)
220 // Check if the parent still exists
221 ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
227 void LuaEntitySAO::step(float dtime, bool send_recommended)
229 if(!m_properties_sent)
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(aom);
238 // If attached, check that our parent is still there. If it isn't, detach.
239 if(m_attachment_parent_id && !isAttached())
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);
248 m_last_sent_position_timer += dtime;
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
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);
262 core::aabbox3d<f32> box = m_prop.collisionbox;
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);
276 m_base_position = p_pos;
277 m_velocity = p_velocity;
278 m_acceleration = p_acceleration;
280 m_base_position += dtime * m_velocity + 0.5 * dtime
281 * dtime * m_acceleration;
282 m_velocity += dtime * m_acceleration;
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;
292 m_env->getScriptIface()->luaentity_Step(m_id, dtime);
295 if(send_recommended == false)
300 // TODO: force send when acceleration changes enough?
301 float minchange = 0.2*BS;
302 if(m_last_sent_position_timer > 1.0){
304 } else if(m_last_sent_position_timer > 0.2){
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);
316 if(m_armor_groups_sent == false){
317 m_armor_groups_sent = true;
318 std::string str = gob_cmd_update_armor_groups(
320 // create message and add to list
321 ActiveObjectMessage aom(getId(), true, str);
322 m_messages_out.push(aom);
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(aom);
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(aom);
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(aom);
352 std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
354 std::ostringstream os(std::ios::binary);
356 if(protocol_version >= 14)
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);
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
373 os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
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);
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
392 std::string LuaEntitySAO::getStaticData()
394 verbosestream<<__FUNCTION_NAME<<std::endl;
395 std::ostringstream os(std::ios::binary);
399 os<<serializeString(m_init_name);
402 std::string state = m_env->getScriptIface()->
403 luaentity_GetStaticdata(m_id);
404 os<<serializeLongString(state);
406 os<<serializeLongString(m_init_state);
411 writeV3F1000(os, m_velocity);
413 writeF1000(os, m_yaw);
417 int LuaEntitySAO::punch(v3f dir,
418 const ToolCapabilities *toolcap,
419 ServerActiveObject *puncher,
420 float time_from_last_punch)
423 // Delete unknown LuaEntities when punched
428 // It's best that attachments cannot be punched
432 ItemStack *punchitem = NULL;
433 ItemStack punchitem_static;
435 punchitem_static = puncher->getWieldedItem();
436 punchitem = &punchitem_static;
439 PunchDamageResult result = getPunchDamage(
443 time_from_last_punch);
447 setHP(getHP() - result.damage);
450 std::string punchername = "nil";
453 punchername = puncher->getDescription();
455 actionstream<<getDescription()<<" punched by "
456 <<punchername<<", damage "<<result.damage
457 <<" hp, health now "<<getHP()<<" hp"<<std::endl;
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(aom);
470 m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
471 time_from_last_punch, toolcap, dir);
476 void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
480 // It's best that attachments cannot be clicked
483 m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
486 void LuaEntitySAO::setPos(v3f pos)
490 m_base_position = pos;
491 sendPosition(false, true);
494 void LuaEntitySAO::moveTo(v3f pos, bool continuous)
498 m_base_position = pos;
500 sendPosition(true, true);
503 float LuaEntitySAO::getMinimumSavedMovement()
508 std::string LuaEntitySAO::getDescription()
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);
519 void LuaEntitySAO::setHP(s16 hp)
525 s16 LuaEntitySAO::getHP() const
530 void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
532 m_armor_groups = armor_groups;
533 m_armor_groups_sent = false;
536 void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
538 m_animation_range = frame_range;
539 m_animation_speed = frame_speed;
540 m_animation_blend = frame_blend;
541 m_animation_sent = false;
544 void LuaEntitySAO::setBonePosition(std::string bone, v3f position, v3f rotation)
546 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
547 m_bone_position_sent = false;
550 void LuaEntitySAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
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.
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;
567 ObjectProperties* LuaEntitySAO::accessObjectProperties()
572 void LuaEntitySAO::notifyObjectPropertiesModified()
574 m_properties_sent = false;
577 void LuaEntitySAO::setVelocity(v3f velocity)
579 m_velocity = velocity;
582 v3f LuaEntitySAO::getVelocity()
587 void LuaEntitySAO::setAcceleration(v3f acceleration)
589 m_acceleration = acceleration;
592 v3f LuaEntitySAO::getAcceleration()
594 return m_acceleration;
597 void LuaEntitySAO::setYaw(float yaw)
602 float LuaEntitySAO::getYaw()
607 void LuaEntitySAO::setTextureMod(const std::string &mod)
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(aom);
615 void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
616 bool select_horiz_by_yawpitch)
618 std::string str = gob_cmd_set_sprite(
622 select_horiz_by_yawpitch
624 // create message and add to list
625 ActiveObjectMessage aom(getId(), true, str);
626 m_messages_out.push(aom);
629 std::string LuaEntitySAO::getName()
634 std::string LuaEntitySAO::getPropertyPacket()
636 return gob_cmd_set_properties(m_prop);
639 void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
641 // If the object is attached client-side, don't waste bandwidth sending its position to clients
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;
653 float update_interval = m_env->getSendRecommendedInterval();
655 std::string str = gob_cmd_update_position(
664 // create message and add to list
665 ActiveObjectMessage aom(getId(), false, str);
666 m_messages_out.push(aom);
669 bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
672 //update collision box
673 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
674 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
676 toset->MinEdge += m_base_position;
677 toset->MaxEdge += m_base_position;
685 bool LuaEntitySAO::collideWithObjects(){
686 return m_prop.collideWithObjects;
693 // No prototype, PlayerSAO does not need to be deserialized
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)),
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),
707 m_position_not_sent(false),
708 m_armor_groups_sent(false),
709 m_properties_sent(true),
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),
719 m_physics_override_speed(1),
720 m_physics_override_jump(1),
721 m_physics_override_gravity(1),
722 m_physics_override_sneak(true),
723 m_physics_override_sneak_glitch(true),
724 m_physics_override_sent(false)
726 assert(m_player); // pre-condition
727 assert(m_peer_id != 0); // pre-condition
728 setBasePosition(m_player->getPosition());
729 m_inventory = &m_player->inventory;
730 m_armor_groups["fleshy"] = 100;
732 m_prop.hp_max = PLAYER_MAX_HP;
733 m_prop.physical = false;
735 m_prop.collisionbox = core::aabbox3d<f32>(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
736 // start of default appearance, this should be overwritten by LUA
737 m_prop.visual = "upright_sprite";
738 m_prop.visual_size = v2f(1, 2);
739 m_prop.textures.clear();
740 m_prop.textures.push_back("player.png");
741 m_prop.textures.push_back("player_back.png");
742 m_prop.colors.clear();
743 m_prop.colors.push_back(video::SColor(255, 255, 255, 255));
744 m_prop.spritediv = v2s16(1,1);
745 // end of default appearance
746 m_prop.is_visible = true;
747 m_prop.makes_footstep_sound = true;
750 PlayerSAO::~PlayerSAO()
752 if(m_inventory != &m_player->inventory)
757 std::string PlayerSAO::getDescription()
759 return std::string("player ") + m_player->getName();
762 // Called after id has been set and has been inserted in environment
763 void PlayerSAO::addedToEnvironment(u32 dtime_s)
765 ServerActiveObject::addedToEnvironment(dtime_s);
766 ServerActiveObject::setBasePosition(m_player->getPosition());
767 m_player->setPlayerSAO(this);
768 m_player->peer_id = m_peer_id;
769 m_last_good_position = m_player->getPosition();
772 // Called before removing from environment
773 void PlayerSAO::removingFromEnvironment()
775 ServerActiveObject::removingFromEnvironment();
776 if(m_player->getPlayerSAO() == this)
778 m_player->setPlayerSAO(NULL);
779 m_player->peer_id = 0;
780 m_env->savePlayer(m_player->getName());
781 m_env->removePlayer(m_player->getName());
785 bool PlayerSAO::isStaticAllowed() const
790 std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
792 std::ostringstream os(std::ios::binary);
794 if(protocol_version >= 15)
796 writeU8(os, 1); // version
797 os<<serializeString(m_player->getName()); // name
798 writeU8(os, 1); // is_player
799 writeS16(os, getId()); //id
800 writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
801 writeF1000(os, m_player->getYaw());
802 writeS16(os, getHP());
804 writeU8(os, 5 + m_bone_position.size()); // number of messages stuffed in here
805 os<<serializeLongString(getPropertyPacket()); // message 1
806 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
807 os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
808 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
809 os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
811 os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
812 os<<serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
813 m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
814 m_physics_override_sneak_glitch)); // 5
818 writeU8(os, 0); // version
819 os<<serializeString(m_player->getName()); // name
820 writeU8(os, 1); // is_player
821 writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
822 writeF1000(os, m_player->getYaw());
823 writeS16(os, getHP());
824 writeU8(os, 2); // number of messages stuffed in here
825 os<<serializeLongString(getPropertyPacket()); // message 1
826 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
833 std::string PlayerSAO::getStaticData()
835 FATAL_ERROR("Deprecated function (?)");
839 bool PlayerSAO::isAttached()
841 if(!m_attachment_parent_id)
843 // Check if the parent still exists
844 ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
850 void PlayerSAO::step(float dtime, bool send_recommended)
852 if(!m_properties_sent)
854 m_properties_sent = true;
855 std::string str = getPropertyPacket();
856 // create message and add to list
857 ActiveObjectMessage aom(getId(), true, str);
858 m_messages_out.push(aom);
861 // If attached, check that our parent is still there. If it isn't, detach.
862 if(m_attachment_parent_id && !isAttached())
864 m_attachment_parent_id = 0;
865 m_attachment_bone = "";
866 m_attachment_position = v3f(0,0,0);
867 m_attachment_rotation = v3f(0,0,0);
868 m_player->setPosition(m_last_good_position);
869 ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
872 //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
874 // Set lag pool maximums based on estimated lag
875 const float LAG_POOL_MIN = 5.0;
876 float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
877 if(lag_pool_max < LAG_POOL_MIN)
878 lag_pool_max = LAG_POOL_MIN;
879 m_dig_pool.setMax(lag_pool_max);
880 m_move_pool.setMax(lag_pool_max);
882 // Increment cheat prevention timers
883 m_dig_pool.add(dtime);
884 m_move_pool.add(dtime);
885 m_time_from_last_punch += dtime;
886 m_nocheat_dig_time += dtime;
888 // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
889 // If the object gets detached this comes into effect automatically from the last known origin
892 v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
893 m_last_good_position = pos;
894 m_player->setPosition(pos);
897 if(send_recommended == false)
900 // If the object is attached client-side, don't waste bandwidth sending its position to clients
901 if(m_position_not_sent && !isAttached())
903 m_position_not_sent = false;
904 float update_interval = m_env->getSendRecommendedInterval();
906 if(isAttached()) // Just in case we ever do send attachment position too
907 pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
909 pos = m_player->getPosition() + v3f(0,BS*1,0);
910 std::string str = gob_cmd_update_position(
919 // create message and add to list
920 ActiveObjectMessage aom(getId(), false, str);
921 m_messages_out.push(aom);
924 if(m_armor_groups_sent == false) {
925 m_armor_groups_sent = true;
926 std::string str = gob_cmd_update_armor_groups(
928 // create message and add to list
929 ActiveObjectMessage aom(getId(), true, str);
930 m_messages_out.push(aom);
933 if(m_physics_override_sent == false){
934 m_physics_override_sent = true;
935 std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
936 m_physics_override_jump, m_physics_override_gravity,
937 m_physics_override_sneak, m_physics_override_sneak_glitch);
938 // create message and add to list
939 ActiveObjectMessage aom(getId(), true, str);
940 m_messages_out.push(aom);
943 if(m_animation_sent == false){
944 m_animation_sent = true;
945 std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
946 // create message and add to list
947 ActiveObjectMessage aom(getId(), true, str);
948 m_messages_out.push(aom);
951 if(m_bone_position_sent == false){
952 m_bone_position_sent = true;
953 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
954 std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
955 // create message and add to list
956 ActiveObjectMessage aom(getId(), true, str);
957 m_messages_out.push(aom);
961 if(m_attachment_sent == false){
962 m_attachment_sent = true;
963 std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
964 // create message and add to list
965 ActiveObjectMessage aom(getId(), true, str);
966 m_messages_out.push(aom);
970 void PlayerSAO::setBasePosition(const v3f &position)
972 // This needs to be ran for attachments too
973 ServerActiveObject::setBasePosition(position);
974 m_position_not_sent = true;
977 void PlayerSAO::setPos(v3f pos)
981 m_player->setPosition(pos);
982 // Movement caused by this command is always valid
983 m_last_good_position = pos;
984 ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
987 void PlayerSAO::moveTo(v3f pos, bool continuous)
991 m_player->setPosition(pos);
992 // Movement caused by this command is always valid
993 m_last_good_position = pos;
994 ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
997 void PlayerSAO::setYaw(float yaw)
999 m_player->setYaw(yaw);
1000 ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
1003 void PlayerSAO::setPitch(float pitch)
1005 m_player->setPitch(pitch);
1006 ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
1009 int PlayerSAO::punch(v3f dir,
1010 const ToolCapabilities *toolcap,
1011 ServerActiveObject *puncher,
1012 float time_from_last_punch)
1014 // It's best that attachments cannot be punched
1021 // No effect if PvP disabled
1022 if(g_settings->getBool("enable_pvp") == false){
1023 if(puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER){
1024 std::string str = gob_cmd_punched(0, getHP());
1025 // create message and add to list
1026 ActiveObjectMessage aom(getId(), true, str);
1027 m_messages_out.push(aom);
1032 HitParams hitparams = getHitParams(m_armor_groups, toolcap,
1033 time_from_last_punch);
1035 std::string punchername = "nil";
1038 punchername = puncher->getDescription();
1040 actionstream<<"Player "<<m_player->getName()<<" punched by "
1041 <<punchername<<", damage "<<hitparams.hp
1044 setHP(getHP() - hitparams.hp);
1046 return hitparams.wear;
1049 void PlayerSAO::rightClick(ServerActiveObject *clicker)
1053 s16 PlayerSAO::getHP() const
1055 return m_player->hp;
1058 s16 PlayerSAO::readDamage()
1060 s16 damage = m_damage;
1065 void PlayerSAO::setHP(s16 hp)
1067 s16 oldhp = m_player->hp;
1071 else if (hp > PLAYER_MAX_HP)
1074 if(hp < oldhp && g_settings->getBool("enable_damage") == false) {
1081 m_damage += (oldhp - hp);
1083 // Update properties on death
1084 if ((hp == 0) != (oldhp == 0))
1085 m_properties_sent = false;
1088 u16 PlayerSAO::getBreath() const
1090 return m_player->getBreath();
1093 void PlayerSAO::setBreath(u16 breath)
1095 m_player->setBreath(breath);
1098 void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
1100 m_armor_groups = armor_groups;
1101 m_armor_groups_sent = false;
1104 void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
1106 // store these so they can be updated to clients
1107 m_animation_range = frame_range;
1108 m_animation_speed = frame_speed;
1109 m_animation_blend = frame_blend;
1110 m_animation_sent = false;
1113 void PlayerSAO::setBonePosition(std::string bone, v3f position, v3f rotation)
1115 // store these so they can be updated to clients
1116 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1117 m_bone_position_sent = false;
1120 void PlayerSAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
1122 // Attachments need to be handled on both the server and client.
1123 // If we just attach on the server, we can only copy the position of the parent. Attachments
1124 // are still sent to clients at an interval so players might see them lagging, plus we can't
1125 // read and attach to skeletal bones.
1126 // If we just attach on the client, the server still sees the child at its original location.
1127 // This breaks some things so we also give the server the most accurate representation
1128 // even if players only see the client changes.
1130 m_attachment_parent_id = parent_id;
1131 m_attachment_bone = bone;
1132 m_attachment_position = position;
1133 m_attachment_rotation = rotation;
1134 m_attachment_sent = false;
1137 ObjectProperties* PlayerSAO::accessObjectProperties()
1142 void PlayerSAO::notifyObjectPropertiesModified()
1144 m_properties_sent = false;
1147 Inventory* PlayerSAO::getInventory()
1151 const Inventory* PlayerSAO::getInventory() const
1156 InventoryLocation PlayerSAO::getInventoryLocation() const
1158 InventoryLocation loc;
1159 loc.setPlayer(m_player->getName());
1163 std::string PlayerSAO::getWieldList() const
1168 int PlayerSAO::getWieldIndex() const
1170 return m_wield_index;
1173 void PlayerSAO::setWieldIndex(int i)
1175 if(i != m_wield_index) {
1180 void PlayerSAO::disconnected()
1184 if(m_player->getPlayerSAO() == this)
1186 m_player->setPlayerSAO(NULL);
1187 m_player->peer_id = 0;
1191 std::string PlayerSAO::getPropertyPacket()
1193 m_prop.is_visible = (true);
1194 return gob_cmd_set_properties(m_prop);
1197 bool PlayerSAO::checkMovementCheat()
1199 bool cheated = false;
1200 if(isAttached() || m_is_singleplayer ||
1201 g_settings->getBool("disable_anticheat"))
1203 m_last_good_position = m_player->getPosition();
1208 Check player movements
1210 NOTE: Actually the server should handle player physics like the
1211 client does and compare player's position to what is calculated
1212 on our side. This is required when eg. players fly due to an
1213 explosion. Altough a node-based alternative might be possible
1214 too, and much more lightweight.
1217 float player_max_speed = 0;
1218 if(m_privs.count("fast") != 0){
1220 player_max_speed = m_player->movement_speed_fast;
1223 player_max_speed = m_player->movement_speed_walk;
1225 // Tolerance. With the lag pool we shouldn't need it.
1226 //player_max_speed *= 2.5;
1227 //player_max_speed_up *= 2.5;
1229 v3f diff = (m_player->getPosition() - m_last_good_position);
1230 float d_vert = diff.Y;
1232 float d_horiz = diff.getLength();
1233 float required_time = d_horiz/player_max_speed;
1234 if(d_vert > 0 && d_vert/player_max_speed > required_time)
1235 required_time = d_vert/player_max_speed;
1236 if(m_move_pool.grab(required_time)){
1237 m_last_good_position = m_player->getPosition();
1239 actionstream<<"Player "<<m_player->getName()
1240 <<" moved too fast; resetting position"
1242 m_player->setPosition(m_last_good_position);
1249 bool PlayerSAO::getCollisionBox(aabb3f *toset) {
1250 //update collision box
1251 *toset = m_player->getCollisionbox();
1253 toset->MinEdge += m_base_position;
1254 toset->MaxEdge += m_base_position;
1259 bool PlayerSAO::collideWithObjects(){