51f074f7cf08f906920fdcd91ea76857f8b0ea17
[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 "profiler.h"
27 #include "serialization.h" // For compressZlib
28 #include "tool.h" // For ToolCapabilities
29 #include "gamedef.h"
30 #include "player.h"
31 #include "server.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(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(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(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(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(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(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(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(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(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(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_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)
725 {
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;
731
732         m_prop.hp_max = PLAYER_MAX_HP;
733         m_prop.physical = false;
734         m_prop.weight = 75;
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;
748 }
749
750 PlayerSAO::~PlayerSAO()
751 {
752         if(m_inventory != &m_player->inventory)
753                 delete m_inventory;
754
755 }
756
757 std::string PlayerSAO::getDescription()
758 {
759         return std::string("player ") + m_player->getName();
760 }
761
762 // Called after id has been set and has been inserted in environment
763 void PlayerSAO::addedToEnvironment(u32 dtime_s)
764 {
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();
770 }
771
772 // Called before removing from environment
773 void PlayerSAO::removingFromEnvironment()
774 {
775         ServerActiveObject::removingFromEnvironment();
776         if(m_player->getPlayerSAO() == this)
777         {
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());
782         }
783 }
784
785 bool PlayerSAO::isStaticAllowed() const
786 {
787         return false;
788 }
789
790 std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
791 {
792         std::ostringstream os(std::ios::binary);
793
794         if(protocol_version >= 15)
795         {
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());
803
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
810                 }
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
815         }
816         else
817         {
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
827         }
828
829         // return result
830         return os.str();
831 }
832
833 std::string PlayerSAO::getStaticData()
834 {
835         FATAL_ERROR("Deprecated function (?)");
836         return "";
837 }
838
839 bool PlayerSAO::isAttached()
840 {
841         if(!m_attachment_parent_id)
842                 return false;
843         // Check if the parent still exists
844         ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
845         if(obj)
846                 return true;
847         return false;
848 }
849
850 void PlayerSAO::step(float dtime, bool send_recommended)
851 {
852         if(!m_properties_sent)
853         {
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);
859         }
860
861         // If attached, check that our parent is still there. If it isn't, detach.
862         if(m_attachment_parent_id && !isAttached())
863         {
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);
870         }
871
872         //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
873
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);
881
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;
887
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
890         if(isAttached())
891         {
892                 v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
893                 m_last_good_position = pos;
894                 m_player->setPosition(pos);
895         }
896
897         if(send_recommended == false)
898                 return;
899
900         // If the object is attached client-side, don't waste bandwidth sending its position to clients
901         if(m_position_not_sent && !isAttached())
902         {
903                 m_position_not_sent = false;
904                 float update_interval = m_env->getSendRecommendedInterval();
905                 v3f pos;
906                 if(isAttached()) // Just in case we ever do send attachment position too
907                         pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
908                 else
909                         pos = m_player->getPosition() + v3f(0,BS*1,0);
910                 std::string str = gob_cmd_update_position(
911                         pos,
912                         v3f(0,0,0),
913                         v3f(0,0,0),
914                         m_player->getYaw(),
915                         true,
916                         false,
917                         update_interval
918                 );
919                 // create message and add to list
920                 ActiveObjectMessage aom(getId(), false, str);
921                 m_messages_out.push(aom);
922         }
923
924         if(m_armor_groups_sent == false) {
925                 m_armor_groups_sent = true;
926                 std::string str = gob_cmd_update_armor_groups(
927                                 m_armor_groups);
928                 // create message and add to list
929                 ActiveObjectMessage aom(getId(), true, str);
930                 m_messages_out.push(aom);
931         }
932
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);
941         }
942
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);
949         }
950
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);
958                 }
959         }
960
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);
967         }
968 }
969
970 void PlayerSAO::setBasePosition(const v3f &position)
971 {
972         // This needs to be ran for attachments too
973         ServerActiveObject::setBasePosition(position);
974         m_position_not_sent = true;
975 }
976
977 void PlayerSAO::setPos(v3f pos)
978 {
979         if(isAttached())
980                 return;
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);
985 }
986
987 void PlayerSAO::moveTo(v3f pos, bool continuous)
988 {
989         if(isAttached())
990                 return;
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);
995 }
996
997 void PlayerSAO::setYaw(float yaw)
998 {
999         m_player->setYaw(yaw);
1000         ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
1001 }
1002
1003 void PlayerSAO::setPitch(float pitch)
1004 {
1005         m_player->setPitch(pitch);
1006         ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
1007 }
1008
1009 int PlayerSAO::punch(v3f dir,
1010         const ToolCapabilities *toolcap,
1011         ServerActiveObject *puncher,
1012         float time_from_last_punch)
1013 {
1014         // It's best that attachments cannot be punched
1015         if(isAttached())
1016                 return 0;
1017
1018         if(!toolcap)
1019                 return 0;
1020
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);
1028                         return 0;
1029                 }
1030         }
1031
1032         HitParams hitparams = getHitParams(m_armor_groups, toolcap,
1033                         time_from_last_punch);
1034
1035         std::string punchername = "nil";
1036
1037         if ( puncher != 0 )
1038                 punchername = puncher->getDescription();
1039
1040         actionstream<<"Player "<<m_player->getName()<<" punched by "
1041                         <<punchername<<", damage "<<hitparams.hp
1042                         <<" HP"<<std::endl;
1043
1044         setHP(getHP() - hitparams.hp);
1045
1046         return hitparams.wear;
1047 }
1048
1049 void PlayerSAO::rightClick(ServerActiveObject *clicker)
1050 {
1051 }
1052
1053 s16 PlayerSAO::getHP() const
1054 {
1055         return m_player->hp;
1056 }
1057
1058 s16 PlayerSAO::readDamage()
1059 {
1060         s16 damage = m_damage;
1061         m_damage = 0;
1062         return damage;
1063 }
1064
1065 void PlayerSAO::setHP(s16 hp)
1066 {
1067         s16 oldhp = m_player->hp;
1068
1069         if (hp < 0)
1070                 hp = 0;
1071         else if (hp > PLAYER_MAX_HP)
1072                 hp = PLAYER_MAX_HP;
1073
1074         if(hp < oldhp && g_settings->getBool("enable_damage") == false) {
1075                 return;
1076         }
1077
1078         m_player->hp = hp;
1079
1080         if (oldhp > hp)
1081                 m_damage += (oldhp - hp);
1082
1083         // Update properties on death
1084         if ((hp == 0) != (oldhp == 0))
1085                 m_properties_sent = false;
1086 }
1087
1088 u16 PlayerSAO::getBreath() const
1089 {
1090         return m_player->getBreath();
1091 }
1092
1093 void PlayerSAO::setBreath(u16 breath)
1094 {
1095         m_player->setBreath(breath);
1096 }
1097
1098 void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
1099 {
1100         m_armor_groups = armor_groups;
1101         m_armor_groups_sent = false;
1102 }
1103
1104 void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
1105 {
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;
1111 }
1112
1113 void PlayerSAO::setBonePosition(std::string bone, v3f position, v3f rotation)
1114 {
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;
1118 }
1119
1120 void PlayerSAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
1121 {
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.
1129
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;
1135 }
1136
1137 ObjectProperties* PlayerSAO::accessObjectProperties()
1138 {
1139         return &m_prop;
1140 }
1141
1142 void PlayerSAO::notifyObjectPropertiesModified()
1143 {
1144         m_properties_sent = false;
1145 }
1146
1147 Inventory* PlayerSAO::getInventory()
1148 {
1149         return m_inventory;
1150 }
1151 const Inventory* PlayerSAO::getInventory() const
1152 {
1153         return m_inventory;
1154 }
1155
1156 InventoryLocation PlayerSAO::getInventoryLocation() const
1157 {
1158         InventoryLocation loc;
1159         loc.setPlayer(m_player->getName());
1160         return loc;
1161 }
1162
1163 std::string PlayerSAO::getWieldList() const
1164 {
1165         return "main";
1166 }
1167
1168 int PlayerSAO::getWieldIndex() const
1169 {
1170         return m_wield_index;
1171 }
1172
1173 void PlayerSAO::setWieldIndex(int i)
1174 {
1175         if(i != m_wield_index) {
1176                 m_wield_index = i;
1177         }
1178 }
1179
1180 void PlayerSAO::disconnected()
1181 {
1182         m_peer_id = 0;
1183         m_removed = true;
1184         if(m_player->getPlayerSAO() == this)
1185         {
1186                 m_player->setPlayerSAO(NULL);
1187                 m_player->peer_id = 0;
1188         }
1189 }
1190
1191 std::string PlayerSAO::getPropertyPacket()
1192 {
1193         m_prop.is_visible = (true);
1194         return gob_cmd_set_properties(m_prop);
1195 }
1196
1197 bool PlayerSAO::checkMovementCheat()
1198 {
1199         bool cheated = false;
1200         if(isAttached() || m_is_singleplayer ||
1201                         g_settings->getBool("disable_anticheat"))
1202         {
1203                 m_last_good_position = m_player->getPosition();
1204         }
1205         else
1206         {
1207                 /*
1208                         Check player movements
1209
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.
1215                 */
1216
1217                 float player_max_speed = 0;
1218                 if(m_privs.count("fast") != 0){
1219                         // Fast speed
1220                         player_max_speed = m_player->movement_speed_fast;
1221                 } else {
1222                         // Normal speed
1223                         player_max_speed = m_player->movement_speed_walk;
1224                 }
1225                 // Tolerance. With the lag pool we shouldn't need it.
1226                 //player_max_speed *= 2.5;
1227                 //player_max_speed_up *= 2.5;
1228
1229                 v3f diff = (m_player->getPosition() - m_last_good_position);
1230                 float d_vert = diff.Y;
1231                 diff.Y = 0;
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();
1238                 } else {
1239                         actionstream<<"Player "<<m_player->getName()
1240                                         <<" moved too fast; resetting position"
1241                                         <<std::endl;
1242                         m_player->setPosition(m_last_good_position);
1243                         cheated = true;
1244                 }
1245         }
1246         return cheated;
1247 }
1248
1249 bool PlayerSAO::getCollisionBox(aabb3f *toset) {
1250         //update collision box
1251         *toset = m_player->getCollisionbox();
1252
1253         toset->MinEdge += m_base_position;
1254         toset->MaxEdge += m_base_position;
1255
1256         return true;
1257 }
1258
1259 bool PlayerSAO::collideWithObjects(){
1260         return true;
1261 }
1262