[CSM] Add event on_place_node API lua (#5548)
[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 "collision.h"
23 #include "environment.h"
24 #include "tool.h" // For ToolCapabilities
25 #include "gamedef.h"
26 #include "nodedef.h"
27 #include "remoteplayer.h"
28 #include "server.h"
29 #include "scripting_server.h"
30 #include "genericobject.h"
31
32 std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
33
34 /*
35         TestSAO
36 */
37
38 class TestSAO : public ServerActiveObject
39 {
40 public:
41         TestSAO(ServerEnvironment *env, v3f pos):
42                 ServerActiveObject(env, pos),
43                 m_timer1(0),
44                 m_age(0)
45         {
46                 ServerActiveObject::registerType(getType(), create);
47         }
48         ActiveObjectType getType() const
49         { return ACTIVEOBJECT_TYPE_TEST; }
50
51         static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
52                         const std::string &data)
53         {
54                 return new TestSAO(env, pos);
55         }
56
57         void step(float dtime, bool send_recommended)
58         {
59                 m_age += dtime;
60                 if(m_age > 10)
61                 {
62                         m_removed = true;
63                         return;
64                 }
65
66                 m_base_position.Y += dtime * BS * 2;
67                 if(m_base_position.Y > 8*BS)
68                         m_base_position.Y = 2*BS;
69
70                 if(send_recommended == false)
71                         return;
72
73                 m_timer1 -= dtime;
74                 if(m_timer1 < 0.0)
75                 {
76                         m_timer1 += 0.125;
77
78                         std::string data;
79
80                         data += itos(0); // 0 = position
81                         data += " ";
82                         data += itos(m_base_position.X);
83                         data += " ";
84                         data += itos(m_base_position.Y);
85                         data += " ";
86                         data += itos(m_base_position.Z);
87
88                         ActiveObjectMessage aom(getId(), false, data);
89                         m_messages_out.push(aom);
90                 }
91         }
92
93         bool getCollisionBox(aabb3f *toset) const { return false; }
94         bool collideWithObjects() const { return false; }
95
96 private:
97         float m_timer1;
98         float m_age;
99 };
100
101 // Prototype (registers item for deserialization)
102 TestSAO proto_TestSAO(NULL, v3f(0,0,0));
103
104 /*
105         UnitSAO
106  */
107
108 UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos):
109         ServerActiveObject(env, pos),
110         m_hp(-1),
111         m_yaw(0),
112         m_properties_sent(true),
113         m_armor_groups_sent(false),
114         m_animation_range(0,0),
115         m_animation_speed(0),
116         m_animation_blend(0),
117         m_animation_loop(true),
118         m_animation_sent(false),
119         m_bone_position_sent(false),
120         m_attachment_parent_id(0),
121         m_attachment_sent(false)
122 {
123         // Initialize something to armor groups
124         m_armor_groups["fleshy"] = 100;
125 }
126
127 bool UnitSAO::isAttached() const
128 {
129         if (!m_attachment_parent_id)
130                 return false;
131         // Check if the parent still exists
132         ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
133         if (obj)
134                 return true;
135         return false;
136 }
137
138 void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
139 {
140         m_armor_groups = armor_groups;
141         m_armor_groups_sent = false;
142 }
143
144 const ItemGroupList &UnitSAO::getArmorGroups()
145 {
146         return m_armor_groups;
147 }
148
149 void UnitSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
150 {
151         // store these so they can be updated to clients
152         m_animation_range = frame_range;
153         m_animation_speed = frame_speed;
154         m_animation_blend = frame_blend;
155         m_animation_loop = frame_loop;
156         m_animation_sent = false;
157 }
158
159 void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
160 {
161         *frame_range = m_animation_range;
162         *frame_speed = m_animation_speed;
163         *frame_blend = m_animation_blend;
164         *frame_loop = m_animation_loop;
165 }
166
167 void UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
168 {
169         // store these so they can be updated to clients
170         m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
171         m_bone_position_sent = false;
172 }
173
174 void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
175 {
176         *position = m_bone_position[bone].X;
177         *rotation = m_bone_position[bone].Y;
178 }
179
180 void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
181 {
182         // Attachments need to be handled on both the server and client.
183         // If we just attach on the server, we can only copy the position of the parent. Attachments
184         // are still sent to clients at an interval so players might see them lagging, plus we can't
185         // read and attach to skeletal bones.
186         // If we just attach on the client, the server still sees the child at its original location.
187         // This breaks some things so we also give the server the most accurate representation
188         // even if players only see the client changes.
189
190         m_attachment_parent_id = parent_id;
191         m_attachment_bone = bone;
192         m_attachment_position = position;
193         m_attachment_rotation = rotation;
194         m_attachment_sent = false;
195 }
196
197 void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
198         v3f *rotation)
199 {
200         *parent_id = m_attachment_parent_id;
201         *bone = m_attachment_bone;
202         *position = m_attachment_position;
203         *rotation = m_attachment_rotation;
204 }
205
206 void UnitSAO::addAttachmentChild(int child_id)
207 {
208         m_attachment_child_ids.insert(child_id);
209 }
210
211 void UnitSAO::removeAttachmentChild(int child_id)
212 {
213         m_attachment_child_ids.erase(child_id);
214 }
215
216 const UNORDERED_SET<int> &UnitSAO::getAttachmentChildIds()
217 {
218         return m_attachment_child_ids;
219 }
220
221 ObjectProperties* UnitSAO::accessObjectProperties()
222 {
223         return &m_prop;
224 }
225
226 void UnitSAO::notifyObjectPropertiesModified()
227 {
228         m_properties_sent = false;
229 }
230
231 /*
232         LuaEntitySAO
233 */
234
235 // Prototype (registers item for deserialization)
236 LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
237
238 LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
239                 const std::string &name, const std::string &state):
240         UnitSAO(env, pos),
241         m_init_name(name),
242         m_init_state(state),
243         m_registered(false),
244         m_velocity(0,0,0),
245         m_acceleration(0,0,0),
246         m_last_sent_yaw(0),
247         m_last_sent_position(0,0,0),
248         m_last_sent_velocity(0,0,0),
249         m_last_sent_position_timer(0),
250         m_last_sent_move_precision(0),
251         m_current_texture_modifier("")
252 {
253         // Only register type if no environment supplied
254         if(env == NULL){
255                 ServerActiveObject::registerType(getType(), create);
256                 return;
257         }
258 }
259
260 LuaEntitySAO::~LuaEntitySAO()
261 {
262         if(m_registered){
263                 m_env->getScriptIface()->luaentity_Remove(m_id);
264         }
265
266         for (UNORDERED_SET<u32>::iterator it = m_attached_particle_spawners.begin();
267                 it != m_attached_particle_spawners.end(); ++it) {
268                 m_env->deleteParticleSpawner(*it, false);
269         }
270 }
271
272 void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
273 {
274         ServerActiveObject::addedToEnvironment(dtime_s);
275
276         // Create entity from name
277         m_registered = m_env->getScriptIface()->
278                 luaentity_Add(m_id, m_init_name.c_str());
279
280         if(m_registered){
281                 // Get properties
282                 m_env->getScriptIface()->
283                         luaentity_GetProperties(m_id, &m_prop);
284                 // Initialize HP from properties
285                 m_hp = m_prop.hp_max;
286                 // Activate entity, supplying serialized state
287                 m_env->getScriptIface()->
288                         luaentity_Activate(m_id, m_init_state.c_str(), dtime_s);
289         } else {
290                 m_prop.infotext = m_init_name;
291         }
292 }
293
294 ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
295                 const std::string &data)
296 {
297         std::string name;
298         std::string state;
299         s16 hp = 1;
300         v3f velocity;
301         float yaw = 0;
302         if(data != ""){
303                 std::istringstream is(data, std::ios::binary);
304                 // read version
305                 u8 version = readU8(is);
306                 // check if version is supported
307                 if(version == 0){
308                         name = deSerializeString(is);
309                         state = deSerializeLongString(is);
310                 }
311                 else if(version == 1){
312                         name = deSerializeString(is);
313                         state = deSerializeLongString(is);
314                         hp = readS16(is);
315                         velocity = readV3F1000(is);
316                         yaw = readF1000(is);
317                 }
318         }
319         // create object
320         infostream<<"LuaEntitySAO::create(name=\""<<name<<"\" state=\""
321                         <<state<<"\")"<<std::endl;
322         LuaEntitySAO *sao = new LuaEntitySAO(env, pos, name, state);
323         sao->m_hp = hp;
324         sao->m_velocity = velocity;
325         sao->m_yaw = yaw;
326         return sao;
327 }
328
329 void LuaEntitySAO::step(float dtime, bool send_recommended)
330 {
331         if(!m_properties_sent)
332         {
333                 m_properties_sent = true;
334                 std::string str = getPropertyPacket();
335                 // create message and add to list
336                 ActiveObjectMessage aom(getId(), true, str);
337                 m_messages_out.push(aom);
338         }
339
340         // If attached, check that our parent is still there. If it isn't, detach.
341         if(m_attachment_parent_id && !isAttached())
342         {
343                 m_attachment_parent_id = 0;
344                 m_attachment_bone = "";
345                 m_attachment_position = v3f(0,0,0);
346                 m_attachment_rotation = v3f(0,0,0);
347                 sendPosition(false, true);
348         }
349
350         m_last_sent_position_timer += dtime;
351
352         // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
353         // If the object gets detached this comes into effect automatically from the last known origin
354         if(isAttached())
355         {
356                 v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
357                 m_base_position = pos;
358                 m_velocity = v3f(0,0,0);
359                 m_acceleration = v3f(0,0,0);
360         }
361         else
362         {
363                 if(m_prop.physical){
364                         aabb3f box = m_prop.collisionbox;
365                         box.MinEdge *= BS;
366                         box.MaxEdge *= BS;
367                         collisionMoveResult moveresult;
368                         f32 pos_max_d = BS*0.25; // Distance per iteration
369                         v3f p_pos = m_base_position;
370                         v3f p_velocity = m_velocity;
371                         v3f p_acceleration = m_acceleration;
372                         moveresult = collisionMoveSimple(m_env, m_env->getGameDef(),
373                                         pos_max_d, box, m_prop.stepheight, dtime,
374                                         &p_pos, &p_velocity, p_acceleration,
375                                         this, m_prop.collideWithObjects);
376
377                         // Apply results
378                         m_base_position = p_pos;
379                         m_velocity = p_velocity;
380                         m_acceleration = p_acceleration;
381                 } else {
382                         m_base_position += dtime * m_velocity + 0.5 * dtime
383                                         * dtime * m_acceleration;
384                         m_velocity += dtime * m_acceleration;
385                 }
386
387                 if((m_prop.automatic_face_movement_dir) &&
388                                 (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
389                 {
390                         float optimal_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
391                                         + m_prop.automatic_face_movement_dir_offset;
392                         float max_rotation_delta =
393                                         dtime * m_prop.automatic_face_movement_max_rotation_per_sec;
394
395                         if ((m_prop.automatic_face_movement_max_rotation_per_sec > 0) &&
396                                 (fabs(m_yaw - optimal_yaw) > max_rotation_delta)) {
397
398                                 m_yaw = optimal_yaw < m_yaw ? m_yaw - max_rotation_delta : m_yaw + max_rotation_delta;
399                         } else {
400                                 m_yaw = optimal_yaw;
401                         }
402                 }
403         }
404
405         if(m_registered){
406                 m_env->getScriptIface()->luaentity_Step(m_id, dtime);
407         }
408
409         if(send_recommended == false)
410                 return;
411
412         if(!isAttached())
413         {
414                 // TODO: force send when acceleration changes enough?
415                 float minchange = 0.2*BS;
416                 if(m_last_sent_position_timer > 1.0){
417                         minchange = 0.01*BS;
418                 } else if(m_last_sent_position_timer > 0.2){
419                         minchange = 0.05*BS;
420                 }
421                 float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
422                 move_d += m_last_sent_move_precision;
423                 float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
424                 if(move_d > minchange || vel_d > minchange ||
425                                 fabs(m_yaw - m_last_sent_yaw) > 1.0){
426                         sendPosition(true, false);
427                 }
428         }
429
430         if(m_armor_groups_sent == false){
431                 m_armor_groups_sent = true;
432                 std::string str = gob_cmd_update_armor_groups(
433                                 m_armor_groups);
434                 // create message and add to list
435                 ActiveObjectMessage aom(getId(), true, str);
436                 m_messages_out.push(aom);
437         }
438
439         if(m_animation_sent == false){
440                 m_animation_sent = true;
441                 std::string str = gob_cmd_update_animation(
442                         m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
443                 // create message and add to list
444                 ActiveObjectMessage aom(getId(), true, str);
445                 m_messages_out.push(aom);
446         }
447
448         if(m_bone_position_sent == false){
449                 m_bone_position_sent = true;
450                 for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
451                                 ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
452                         std::string str = gob_cmd_update_bone_position((*ii).first,
453                                         (*ii).second.X, (*ii).second.Y);
454                         // create message and add to list
455                         ActiveObjectMessage aom(getId(), true, str);
456                         m_messages_out.push(aom);
457                 }
458         }
459
460         if(m_attachment_sent == false){
461                 m_attachment_sent = true;
462                 std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
463                 // create message and add to list
464                 ActiveObjectMessage aom(getId(), true, str);
465                 m_messages_out.push(aom);
466         }
467 }
468
469 std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
470 {
471         std::ostringstream os(std::ios::binary);
472
473         // protocol >= 14
474         writeU8(os, 1); // version
475         os << serializeString(""); // name
476         writeU8(os, 0); // is_player
477         writeS16(os, getId()); //id
478         writeV3F1000(os, m_base_position);
479         writeF1000(os, m_yaw);
480         writeS16(os, m_hp);
481
482         std::ostringstream msg_os(std::ios::binary);
483         msg_os << serializeLongString(getPropertyPacket()); // message 1
484         msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
485         msg_os << serializeLongString(gob_cmd_update_animation(
486                 m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
487         for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
488                         ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
489                 msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
490                                 (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
491         }
492         msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
493                 m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
494         int message_count = 4 + m_bone_position.size();
495         for (UNORDERED_SET<int>::const_iterator ii = m_attachment_child_ids.begin();
496                         (ii != m_attachment_child_ids.end()); ++ii) {
497                 if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
498                         message_count++;
499                         msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
500                                 obj->getClientInitializationData(protocol_version)));
501                 }
502         }
503
504         msg_os << serializeLongString(gob_cmd_set_texture_mod(m_current_texture_modifier));
505         message_count++;
506
507         writeU8(os, message_count);
508         os.write(msg_os.str().c_str(), msg_os.str().size());
509
510         // return result
511         return os.str();
512 }
513
514 void LuaEntitySAO::getStaticData(std::string *result) const
515 {
516         verbosestream<<FUNCTION_NAME<<std::endl;
517         std::ostringstream os(std::ios::binary);
518         // version
519         writeU8(os, 1);
520         // name
521         os<<serializeString(m_init_name);
522         // state
523         if(m_registered){
524                 std::string state = m_env->getScriptIface()->
525                         luaentity_GetStaticdata(m_id);
526                 os<<serializeLongString(state);
527         } else {
528                 os<<serializeLongString(m_init_state);
529         }
530         // hp
531         writeS16(os, m_hp);
532         // velocity
533         writeV3F1000(os, m_velocity);
534         // yaw
535         writeF1000(os, m_yaw);
536         *result = os.str();
537 }
538
539 int LuaEntitySAO::punch(v3f dir,
540                 const ToolCapabilities *toolcap,
541                 ServerActiveObject *puncher,
542                 float time_from_last_punch)
543 {
544         if (!m_registered){
545                 // Delete unknown LuaEntities when punched
546                 m_removed = true;
547                 return 0;
548         }
549
550         // It's best that attachments cannot be punched
551         if (isAttached())
552                 return 0;
553
554         ItemStack *punchitem = NULL;
555         ItemStack punchitem_static;
556         if (puncher) {
557                 punchitem_static = puncher->getWieldedItem();
558                 punchitem = &punchitem_static;
559         }
560
561         PunchDamageResult result = getPunchDamage(
562                         m_armor_groups,
563                         toolcap,
564                         punchitem,
565                         time_from_last_punch);
566
567         bool damage_handled = m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
568                         time_from_last_punch, toolcap, dir, result.did_punch ? result.damage : 0);
569
570         if (!damage_handled) {
571                 if (result.did_punch) {
572                         setHP(getHP() - result.damage);
573
574                         if (result.damage > 0) {
575                                 std::string punchername = puncher ? puncher->getDescription() : "nil";
576
577                                 actionstream << getDescription() << " punched by "
578                                                 << punchername << ", damage " << result.damage
579                                                 << " hp, health now " << getHP() << " hp" << std::endl;
580                         }
581
582                         std::string str = gob_cmd_punched(result.damage, getHP());
583                         // create message and add to list
584                         ActiveObjectMessage aom(getId(), true, str);
585                         m_messages_out.push(aom);
586                 }
587         }
588
589         if (getHP() == 0)
590                 m_removed = true;
591
592
593
594         return result.wear;
595 }
596
597 void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
598 {
599         if (!m_registered)
600                 return;
601         // It's best that attachments cannot be clicked
602         if (isAttached())
603                 return;
604         m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
605 }
606
607 void LuaEntitySAO::setPos(const v3f &pos)
608 {
609         if(isAttached())
610                 return;
611         m_base_position = pos;
612         sendPosition(false, true);
613 }
614
615 void LuaEntitySAO::moveTo(v3f pos, bool continuous)
616 {
617         if(isAttached())
618                 return;
619         m_base_position = pos;
620         if(!continuous)
621                 sendPosition(true, true);
622 }
623
624 float LuaEntitySAO::getMinimumSavedMovement()
625 {
626         return 0.1 * BS;
627 }
628
629 std::string LuaEntitySAO::getDescription()
630 {
631         std::ostringstream os(std::ios::binary);
632         os<<"LuaEntitySAO at (";
633         os<<(m_base_position.X/BS)<<",";
634         os<<(m_base_position.Y/BS)<<",";
635         os<<(m_base_position.Z/BS);
636         os<<")";
637         return os.str();
638 }
639
640 void LuaEntitySAO::setHP(s16 hp)
641 {
642         if(hp < 0) hp = 0;
643         m_hp = hp;
644 }
645
646 s16 LuaEntitySAO::getHP() const
647 {
648         return m_hp;
649 }
650
651 void LuaEntitySAO::setVelocity(v3f velocity)
652 {
653         m_velocity = velocity;
654 }
655
656 v3f LuaEntitySAO::getVelocity()
657 {
658         return m_velocity;
659 }
660
661 void LuaEntitySAO::setAcceleration(v3f acceleration)
662 {
663         m_acceleration = acceleration;
664 }
665
666 v3f LuaEntitySAO::getAcceleration()
667 {
668         return m_acceleration;
669 }
670
671 void LuaEntitySAO::setTextureMod(const std::string &mod)
672 {
673         std::string str = gob_cmd_set_texture_mod(mod);
674         m_current_texture_modifier = mod;
675         // create message and add to list
676         ActiveObjectMessage aom(getId(), true, str);
677         m_messages_out.push(aom);
678 }
679
680 std::string LuaEntitySAO::getTextureMod() const
681 {
682         return m_current_texture_modifier;
683 }
684
685 void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
686                 bool select_horiz_by_yawpitch)
687 {
688         std::string str = gob_cmd_set_sprite(
689                 p,
690                 num_frames,
691                 framelength,
692                 select_horiz_by_yawpitch
693         );
694         // create message and add to list
695         ActiveObjectMessage aom(getId(), true, str);
696         m_messages_out.push(aom);
697 }
698
699 std::string LuaEntitySAO::getName()
700 {
701         return m_init_name;
702 }
703
704 std::string LuaEntitySAO::getPropertyPacket()
705 {
706         return gob_cmd_set_properties(m_prop);
707 }
708
709 void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
710 {
711         // If the object is attached client-side, don't waste bandwidth sending its position to clients
712         if(isAttached())
713                 return;
714
715         m_last_sent_move_precision = m_base_position.getDistanceFrom(
716                         m_last_sent_position);
717         m_last_sent_position_timer = 0;
718         m_last_sent_yaw = m_yaw;
719         m_last_sent_position = m_base_position;
720         m_last_sent_velocity = m_velocity;
721         //m_last_sent_acceleration = m_acceleration;
722
723         float update_interval = m_env->getSendRecommendedInterval();
724
725         std::string str = gob_cmd_update_position(
726                 m_base_position,
727                 m_velocity,
728                 m_acceleration,
729                 m_yaw,
730                 do_interpolate,
731                 is_movement_end,
732                 update_interval
733         );
734         // create message and add to list
735         ActiveObjectMessage aom(getId(), false, str);
736         m_messages_out.push(aom);
737 }
738
739 bool LuaEntitySAO::getCollisionBox(aabb3f *toset) const
740 {
741         if (m_prop.physical)
742         {
743                 //update collision box
744                 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
745                 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
746
747                 toset->MinEdge += m_base_position;
748                 toset->MaxEdge += m_base_position;
749
750                 return true;
751         }
752
753         return false;
754 }
755
756 bool LuaEntitySAO::collideWithObjects() const
757 {
758         return m_prop.collideWithObjects;
759 }
760
761 /*
762         PlayerSAO
763 */
764
765 // No prototype, PlayerSAO does not need to be deserialized
766
767 PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id_,
768                 bool is_singleplayer):
769         UnitSAO(env_, v3f(0,0,0)),
770         m_player(player_),
771         m_peer_id(peer_id_),
772         m_inventory(NULL),
773         m_damage(0),
774         m_last_good_position(0,0,0),
775         m_time_from_last_teleport(0),
776         m_time_from_last_punch(0),
777         m_nocheat_dig_pos(32767, 32767, 32767),
778         m_nocheat_dig_time(0),
779         m_wield_index(0),
780         m_position_not_sent(false),
781         m_is_singleplayer(is_singleplayer),
782         m_breath(PLAYER_MAX_BREATH),
783         m_pitch(0),
784         m_fov(0),
785         m_wanted_range(0),
786         m_extended_attributes_modified(false),
787         // public
788         m_physics_override_speed(1),
789         m_physics_override_jump(1),
790         m_physics_override_gravity(1),
791         m_physics_override_sneak(true),
792         m_physics_override_sneak_glitch(false),
793         m_physics_override_new_move(true),
794         m_physics_override_sent(false)
795 {
796         assert(m_peer_id != 0); // pre-condition
797
798         m_prop.hp_max = PLAYER_MAX_HP;
799         m_prop.physical = false;
800         m_prop.weight = 75;
801         m_prop.collisionbox = aabb3f(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
802         // start of default appearance, this should be overwritten by LUA
803         m_prop.visual = "upright_sprite";
804         m_prop.visual_size = v2f(1, 2);
805         m_prop.textures.clear();
806         m_prop.textures.push_back("player.png");
807         m_prop.textures.push_back("player_back.png");
808         m_prop.colors.clear();
809         m_prop.colors.push_back(video::SColor(255, 255, 255, 255));
810         m_prop.spritediv = v2s16(1,1);
811         // end of default appearance
812         m_prop.is_visible = true;
813         m_prop.makes_footstep_sound = true;
814         m_hp = PLAYER_MAX_HP;
815 }
816
817 PlayerSAO::~PlayerSAO()
818 {
819         if(m_inventory != &m_player->inventory)
820                 delete m_inventory;
821 }
822
823 void PlayerSAO::finalize(RemotePlayer *player, const std::set<std::string> &privs)
824 {
825         assert(player);
826         m_player = player;
827         m_privs = privs;
828         m_inventory = &m_player->inventory;
829 }
830
831 v3f PlayerSAO::getEyeOffset() const
832 {
833         return v3f(0, BS * 1.625f, 0);
834 }
835
836 std::string PlayerSAO::getDescription()
837 {
838         return std::string("player ") + m_player->getName();
839 }
840
841 // Called after id has been set and has been inserted in environment
842 void PlayerSAO::addedToEnvironment(u32 dtime_s)
843 {
844         ServerActiveObject::addedToEnvironment(dtime_s);
845         ServerActiveObject::setBasePosition(m_base_position);
846         m_player->setPlayerSAO(this);
847         m_player->peer_id = m_peer_id;
848         m_last_good_position = m_base_position;
849 }
850
851 // Called before removing from environment
852 void PlayerSAO::removingFromEnvironment()
853 {
854         ServerActiveObject::removingFromEnvironment();
855         if (m_player->getPlayerSAO() == this) {
856                 unlinkPlayerSessionAndSave();
857                 for (UNORDERED_SET<u32>::iterator it = m_attached_particle_spawners.begin();
858                         it != m_attached_particle_spawners.end(); ++it) {
859                         m_env->deleteParticleSpawner(*it, false);
860                 }
861         }
862 }
863
864 std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
865 {
866         std::ostringstream os(std::ios::binary);
867
868         // Protocol >= 15
869         writeU8(os, 1); // version
870         os << serializeString(m_player->getName()); // name
871         writeU8(os, 1); // is_player
872         writeS16(os, getId()); //id
873         writeV3F1000(os, m_base_position + v3f(0,BS*1,0));
874         writeF1000(os, m_yaw);
875         writeS16(os, getHP());
876
877         std::ostringstream msg_os(std::ios::binary);
878         msg_os << serializeLongString(getPropertyPacket()); // message 1
879         msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
880         msg_os << serializeLongString(gob_cmd_update_animation(
881                 m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
882         for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
883                         ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
884                 msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
885                         (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
886         }
887         msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
888                 m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
889         msg_os << serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
890                         m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
891                         m_physics_override_sneak_glitch, m_physics_override_new_move)); // 5
892         // (GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only.
893         msg_os << serializeLongString(gob_cmd_update_nametag_attributes(m_prop.nametag_color)); // 6
894         int message_count = 6 + m_bone_position.size();
895         for (UNORDERED_SET<int>::const_iterator ii = m_attachment_child_ids.begin();
896                         ii != m_attachment_child_ids.end(); ++ii) {
897                 if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
898                         message_count++;
899                         msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
900                                 obj->getClientInitializationData(protocol_version)));
901                 }
902         }
903
904         writeU8(os, message_count);
905         os.write(msg_os.str().c_str(), msg_os.str().size());
906
907         // return result
908         return os.str();
909 }
910
911 void PlayerSAO::getStaticData(std::string *result) const
912 {
913         FATAL_ERROR("Deprecated function");
914 }
915
916 void PlayerSAO::step(float dtime, bool send_recommended)
917 {
918         if (m_drowning_interval.step(dtime, 2.0)) {
919                 // get head position
920                 v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
921                 MapNode n = m_env->getMap().getNodeNoEx(p);
922                 const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
923                 // If node generates drown
924                 if (c.drowning > 0 && m_hp > 0) {
925                         if (m_breath > 0)
926                                 setBreath(m_breath - 1);
927
928                         // No more breath, damage player
929                         if (m_breath == 0) {
930                                 setHP(m_hp - c.drowning);
931                                 m_env->getGameDef()->SendPlayerHPOrDie(this);
932                         }
933                 }
934         }
935
936         if (m_breathing_interval.step(dtime, 0.5)) {
937                 // get head position
938                 v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
939                 MapNode n = m_env->getMap().getNodeNoEx(p);
940                 const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
941                 // If player is alive & no drowning, breath
942                 if (m_hp > 0 && m_breath < PLAYER_MAX_BREATH && c.drowning == 0)
943                         setBreath(m_breath + 1);
944         }
945
946         if (m_node_hurt_interval.step(dtime, 1.0)) {
947                 // Feet, middle and head
948                 v3s16 p1 = floatToInt(m_base_position + v3f(0, BS*0.1, 0), BS);
949                 MapNode n1 = m_env->getMap().getNodeNoEx(p1);
950                 v3s16 p2 = floatToInt(m_base_position + v3f(0, BS*0.8, 0), BS);
951                 MapNode n2 = m_env->getMap().getNodeNoEx(p2);
952                 v3s16 p3 = floatToInt(m_base_position + v3f(0, BS*1.6, 0), BS);
953                 MapNode n3 = m_env->getMap().getNodeNoEx(p3);
954
955                 u32 damage_per_second = 0;
956                 damage_per_second = MYMAX(damage_per_second,
957                         m_env->getGameDef()->ndef()->get(n1).damage_per_second);
958                 damage_per_second = MYMAX(damage_per_second,
959                         m_env->getGameDef()->ndef()->get(n2).damage_per_second);
960                 damage_per_second = MYMAX(damage_per_second,
961                         m_env->getGameDef()->ndef()->get(n3).damage_per_second);
962
963                 if (damage_per_second != 0 && m_hp > 0) {
964                         s16 newhp = ((s32) damage_per_second > m_hp ? 0 : m_hp - damage_per_second);
965                         setHP(newhp);
966                         m_env->getGameDef()->SendPlayerHPOrDie(this);
967                 }
968         }
969
970         if (!m_properties_sent) {
971                 m_properties_sent = true;
972                 std::string str = getPropertyPacket();
973                 // create message and add to list
974                 ActiveObjectMessage aom(getId(), true, str);
975                 m_messages_out.push(aom);
976         }
977
978         // If attached, check that our parent is still there. If it isn't, detach.
979         if(m_attachment_parent_id && !isAttached())
980         {
981                 m_attachment_parent_id = 0;
982                 m_attachment_bone = "";
983                 m_attachment_position = v3f(0,0,0);
984                 m_attachment_rotation = v3f(0,0,0);
985                 setBasePosition(m_last_good_position);
986                 m_env->getGameDef()->SendMovePlayer(m_peer_id);
987         }
988
989         //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
990
991         // Set lag pool maximums based on estimated lag
992         const float LAG_POOL_MIN = 5.0;
993         float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
994         if(lag_pool_max < LAG_POOL_MIN)
995                 lag_pool_max = LAG_POOL_MIN;
996         m_dig_pool.setMax(lag_pool_max);
997         m_move_pool.setMax(lag_pool_max);
998
999         // Increment cheat prevention timers
1000         m_dig_pool.add(dtime);
1001         m_move_pool.add(dtime);
1002         m_time_from_last_teleport += dtime;
1003         m_time_from_last_punch += dtime;
1004         m_nocheat_dig_time += dtime;
1005
1006         // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
1007         // If the object gets detached this comes into effect automatically from the last known origin
1008         if (isAttached()) {
1009                 v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
1010                 m_last_good_position = pos;
1011                 setBasePosition(pos);
1012         }
1013
1014         if (!send_recommended)
1015                 return;
1016
1017         // If the object is attached client-side, don't waste bandwidth sending its position to clients
1018         if(m_position_not_sent && !isAttached())
1019         {
1020                 m_position_not_sent = false;
1021                 float update_interval = m_env->getSendRecommendedInterval();
1022                 v3f pos;
1023                 if(isAttached()) // Just in case we ever do send attachment position too
1024                         pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
1025                 else
1026                         pos = m_base_position + v3f(0,BS*1,0);
1027                 std::string str = gob_cmd_update_position(
1028                         pos,
1029                         v3f(0,0,0),
1030                         v3f(0,0,0),
1031                         m_yaw,
1032                         true,
1033                         false,
1034                         update_interval
1035                 );
1036                 // create message and add to list
1037                 ActiveObjectMessage aom(getId(), false, str);
1038                 m_messages_out.push(aom);
1039         }
1040
1041         if (!m_armor_groups_sent) {
1042                 m_armor_groups_sent = true;
1043                 std::string str = gob_cmd_update_armor_groups(
1044                                 m_armor_groups);
1045                 // create message and add to list
1046                 ActiveObjectMessage aom(getId(), true, str);
1047                 m_messages_out.push(aom);
1048         }
1049
1050         if (!m_physics_override_sent) {
1051                 m_physics_override_sent = true;
1052                 std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
1053                                 m_physics_override_jump, m_physics_override_gravity,
1054                                 m_physics_override_sneak, m_physics_override_sneak_glitch,
1055                                 m_physics_override_new_move);
1056                 // create message and add to list
1057                 ActiveObjectMessage aom(getId(), true, str);
1058                 m_messages_out.push(aom);
1059         }
1060
1061         if (!m_animation_sent) {
1062                 m_animation_sent = true;
1063                 std::string str = gob_cmd_update_animation(
1064                         m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
1065                 // create message and add to list
1066                 ActiveObjectMessage aom(getId(), true, str);
1067                 m_messages_out.push(aom);
1068         }
1069
1070         if (!m_bone_position_sent) {
1071                 m_bone_position_sent = true;
1072                 for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
1073                                 ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
1074                         std::string str = gob_cmd_update_bone_position((*ii).first,
1075                                         (*ii).second.X, (*ii).second.Y);
1076                         // create message and add to list
1077                         ActiveObjectMessage aom(getId(), true, str);
1078                         m_messages_out.push(aom);
1079                 }
1080         }
1081
1082         if (!m_attachment_sent){
1083                 m_attachment_sent = true;
1084                 std::string str = gob_cmd_update_attachment(m_attachment_parent_id,
1085                                 m_attachment_bone, m_attachment_position, m_attachment_rotation);
1086                 // create message and add to list
1087                 ActiveObjectMessage aom(getId(), true, str);
1088                 m_messages_out.push(aom);
1089         }
1090 }
1091
1092 void PlayerSAO::setBasePosition(const v3f &position)
1093 {
1094         if (m_player && position != m_base_position)
1095                 m_player->setDirty(true);
1096
1097         // This needs to be ran for attachments too
1098         ServerActiveObject::setBasePosition(position);
1099         m_position_not_sent = true;
1100 }
1101
1102 void PlayerSAO::setPos(const v3f &pos)
1103 {
1104         if(isAttached())
1105                 return;
1106
1107         setBasePosition(pos);
1108         // Movement caused by this command is always valid
1109         m_last_good_position = pos;
1110         m_move_pool.empty();
1111         m_time_from_last_teleport = 0.0;
1112         m_env->getGameDef()->SendMovePlayer(m_peer_id);
1113 }
1114
1115 void PlayerSAO::moveTo(v3f pos, bool continuous)
1116 {
1117         if(isAttached())
1118                 return;
1119
1120         setBasePosition(pos);
1121         // Movement caused by this command is always valid
1122         m_last_good_position = pos;
1123         m_move_pool.empty();
1124         m_time_from_last_teleport = 0.0;
1125         m_env->getGameDef()->SendMovePlayer(m_peer_id);
1126 }
1127
1128 void PlayerSAO::setYaw(const float yaw)
1129 {
1130         if (m_player && yaw != m_yaw)
1131                 m_player->setDirty(true);
1132
1133         UnitSAO::setYaw(yaw);
1134 }
1135
1136 void PlayerSAO::setFov(const float fov)
1137 {
1138         if (m_player && fov != m_fov)
1139                 m_player->setDirty(true);
1140
1141         m_fov = fov;
1142 }
1143
1144 void PlayerSAO::setWantedRange(const s16 range)
1145 {
1146         if (m_player && range != m_wanted_range)
1147                 m_player->setDirty(true);
1148
1149         m_wanted_range = range;
1150 }
1151
1152 void PlayerSAO::setYawAndSend(const float yaw)
1153 {
1154         setYaw(yaw);
1155         m_env->getGameDef()->SendMovePlayer(m_peer_id);
1156 }
1157
1158 void PlayerSAO::setPitch(const float pitch)
1159 {
1160         if (m_player && pitch != m_pitch)
1161                 m_player->setDirty(true);
1162
1163         m_pitch = pitch;
1164 }
1165
1166 void PlayerSAO::setPitchAndSend(const float pitch)
1167 {
1168         setPitch(pitch);
1169         m_env->getGameDef()->SendMovePlayer(m_peer_id);
1170 }
1171
1172 int PlayerSAO::punch(v3f dir,
1173         const ToolCapabilities *toolcap,
1174         ServerActiveObject *puncher,
1175         float time_from_last_punch)
1176 {
1177         // It's best that attachments cannot be punched
1178         if (isAttached())
1179                 return 0;
1180
1181         if (!toolcap)
1182                 return 0;
1183
1184         // No effect if PvP disabled
1185         if (g_settings->getBool("enable_pvp") == false) {
1186                 if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
1187                         std::string str = gob_cmd_punched(0, getHP());
1188                         // create message and add to list
1189                         ActiveObjectMessage aom(getId(), true, str);
1190                         m_messages_out.push(aom);
1191                         return 0;
1192                 }
1193         }
1194
1195         HitParams hitparams = getHitParams(m_armor_groups, toolcap,
1196                         time_from_last_punch);
1197
1198         std::string punchername = "nil";
1199
1200         if (puncher != 0)
1201                 punchername = puncher->getDescription();
1202
1203         PlayerSAO *playersao = m_player->getPlayerSAO();
1204
1205         bool damage_handled = m_env->getScriptIface()->on_punchplayer(playersao,
1206                                 puncher, time_from_last_punch, toolcap, dir,
1207                                 hitparams.hp);
1208
1209         if (!damage_handled) {
1210                 setHP(getHP() - hitparams.hp);
1211         } else { // override client prediction
1212                 if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
1213                         std::string str = gob_cmd_punched(0, getHP());
1214                         // create message and add to list
1215                         ActiveObjectMessage aom(getId(), true, str);
1216                         m_messages_out.push(aom);
1217                 }
1218         }
1219
1220
1221         actionstream << "Player " << m_player->getName() << " punched by "
1222                         << punchername;
1223         if (!damage_handled) {
1224                 actionstream << ", damage " << hitparams.hp << " HP";
1225         } else {
1226                 actionstream << ", damage handled by lua";
1227         }
1228         actionstream << std::endl;
1229
1230         return hitparams.wear;
1231 }
1232
1233 s16 PlayerSAO::readDamage()
1234 {
1235         s16 damage = m_damage;
1236         m_damage = 0;
1237         return damage;
1238 }
1239
1240 void PlayerSAO::setHP(s16 hp)
1241 {
1242         s16 oldhp = m_hp;
1243
1244         s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp);
1245         if (hp_change == 0)
1246                 return;
1247         hp = oldhp + hp_change;
1248
1249         if (hp < 0)
1250                 hp = 0;
1251         else if (hp > PLAYER_MAX_HP)
1252                 hp = PLAYER_MAX_HP;
1253
1254         if (hp < oldhp && !g_settings->getBool("enable_damage")) {
1255                 return;
1256         }
1257
1258         m_hp = hp;
1259
1260         if (oldhp > hp)
1261                 m_damage += (oldhp - hp);
1262
1263         // Update properties on death
1264         if ((hp == 0) != (oldhp == 0))
1265                 m_properties_sent = false;
1266 }
1267
1268 void PlayerSAO::setBreath(const u16 breath, bool send)
1269 {
1270         if (m_player && breath != m_breath)
1271                 m_player->setDirty(true);
1272
1273         m_breath = MYMIN(breath, PLAYER_MAX_BREATH);
1274
1275         if (send)
1276                 m_env->getGameDef()->SendPlayerBreath(this);
1277 }
1278
1279 Inventory* PlayerSAO::getInventory()
1280 {
1281         return m_inventory;
1282 }
1283 const Inventory* PlayerSAO::getInventory() const
1284 {
1285         return m_inventory;
1286 }
1287
1288 InventoryLocation PlayerSAO::getInventoryLocation() const
1289 {
1290         InventoryLocation loc;
1291         loc.setPlayer(m_player->getName());
1292         return loc;
1293 }
1294
1295 std::string PlayerSAO::getWieldList() const
1296 {
1297         return "main";
1298 }
1299
1300 ItemStack PlayerSAO::getWieldedItem() const
1301 {
1302         const Inventory *inv = getInventory();
1303         ItemStack ret;
1304         const InventoryList *mlist = inv->getList(getWieldList());
1305         if (mlist && getWieldIndex() < (s32)mlist->getSize())
1306                 ret = mlist->getItem(getWieldIndex());
1307         return ret;
1308 }
1309
1310 ItemStack PlayerSAO::getWieldedItemOrHand() const
1311 {
1312         const Inventory *inv = getInventory();
1313         ItemStack ret;
1314         const InventoryList *mlist = inv->getList(getWieldList());
1315         if (mlist && getWieldIndex() < (s32)mlist->getSize())
1316                 ret = mlist->getItem(getWieldIndex());
1317         if (ret.name.empty()) {
1318                 const InventoryList *hlist = inv->getList("hand");
1319                 if (hlist)
1320                         ret = hlist->getItem(0);
1321         }
1322         return ret;
1323 }
1324
1325 bool PlayerSAO::setWieldedItem(const ItemStack &item)
1326 {
1327         Inventory *inv = getInventory();
1328         if (inv) {
1329                 InventoryList *mlist = inv->getList(getWieldList());
1330                 if (mlist) {
1331                         mlist->changeItem(getWieldIndex(), item);
1332                         return true;
1333                 }
1334         }
1335         return false;
1336 }
1337
1338 int PlayerSAO::getWieldIndex() const
1339 {
1340         return m_wield_index;
1341 }
1342
1343 void PlayerSAO::setWieldIndex(int i)
1344 {
1345         if(i != m_wield_index) {
1346                 m_wield_index = i;
1347         }
1348 }
1349
1350 // Erase the peer id and make the object for removal
1351 void PlayerSAO::disconnected()
1352 {
1353         m_peer_id = 0;
1354         m_removed = true;
1355 }
1356
1357 void PlayerSAO::unlinkPlayerSessionAndSave()
1358 {
1359         assert(m_player->getPlayerSAO() == this);
1360         m_player->peer_id = 0;
1361         m_env->savePlayer(m_player);
1362         m_player->setPlayerSAO(NULL);
1363         m_env->removePlayer(m_player);
1364 }
1365
1366 std::string PlayerSAO::getPropertyPacket()
1367 {
1368         m_prop.is_visible = (true);
1369         return gob_cmd_set_properties(m_prop);
1370 }
1371
1372 bool PlayerSAO::checkMovementCheat()
1373 {
1374         if (isAttached() || m_is_singleplayer ||
1375                         g_settings->getBool("disable_anticheat")) {
1376                 m_last_good_position = m_base_position;
1377                 return false;
1378         }
1379
1380         bool cheated = false;
1381         /*
1382                 Check player movements
1383
1384                 NOTE: Actually the server should handle player physics like the
1385                 client does and compare player's position to what is calculated
1386                 on our side. This is required when eg. players fly due to an
1387                 explosion. Altough a node-based alternative might be possible
1388                 too, and much more lightweight.
1389         */
1390
1391         float player_max_speed = 0;
1392
1393         if (m_privs.count("fast") != 0) {
1394                 // Fast speed
1395                 player_max_speed = m_player->movement_speed_fast * m_physics_override_speed;
1396         } else {
1397                 // Normal speed
1398                 player_max_speed = m_player->movement_speed_walk * m_physics_override_speed;
1399         }
1400         // Tolerance. The lag pool does this a bit.
1401         //player_max_speed *= 2.5;
1402
1403         v3f diff = (m_base_position - m_last_good_position);
1404         float d_vert = diff.Y;
1405         diff.Y = 0;
1406         float d_horiz = diff.getLength();
1407         float required_time = d_horiz / player_max_speed;
1408
1409         if (d_vert > 0 && d_vert / player_max_speed > required_time)
1410                 required_time = d_vert / player_max_speed; // Moving upwards
1411
1412         if (m_move_pool.grab(required_time)) {
1413                 m_last_good_position = m_base_position;
1414         } else {
1415                 const float LAG_POOL_MIN = 5.0;
1416                 float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
1417                 lag_pool_max = MYMAX(lag_pool_max, LAG_POOL_MIN);
1418                 if (m_time_from_last_teleport > lag_pool_max) {
1419                         actionstream << "Player " << m_player->getName()
1420                                         << " moved too fast; resetting position"
1421                                         << std::endl;
1422                         cheated = true;
1423                 }
1424                 setBasePosition(m_last_good_position);
1425         }
1426         return cheated;
1427 }
1428
1429 bool PlayerSAO::getCollisionBox(aabb3f *toset) const
1430 {
1431         *toset = aabb3f(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30);
1432         toset->MinEdge += m_base_position;
1433         toset->MaxEdge += m_base_position;
1434         return true;
1435 }