8cb8fa788303143de89018c0d5379bf4186e54db
[oweals/minetest.git] / src / content_sao.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "content_sao.h"
21 #include "util/serialize.h"
22 #include "util/mathconstants.h"
23 #include "collision.h"
24 #include "environment.h"
25 #include "settings.h"
26 #include "main.h" // For g_profiler
27 #include "profiler.h"
28 #include "serialization.h" // For compressZlib
29 #include "tool.h" // For ToolCapabilities
30 #include "gamedef.h"
31 #include "player.h"
32 #include "scripting_game.h"
33 #include "genericobject.h"
34 #include "log.h"
35
36 std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
37
38 /*
39         TestSAO
40 */
41
42 class TestSAO : public ServerActiveObject
43 {
44 public:
45         TestSAO(ServerEnvironment *env, v3f pos):
46                 ServerActiveObject(env, pos),
47                 m_timer1(0),
48                 m_age(0)
49         {
50                 ServerActiveObject::registerType(getType(), create);
51         }
52         ActiveObjectType getType() const
53         { return ACTIVEOBJECT_TYPE_TEST; }
54
55         static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
56                         const std::string &data)
57         {
58                 return new TestSAO(env, pos);
59         }
60
61         void step(float dtime, bool send_recommended)
62         {
63                 m_age += dtime;
64                 if(m_age > 10)
65                 {
66                         m_removed = true;
67                         return;
68                 }
69
70                 m_base_position.Y += dtime * BS * 2;
71                 if(m_base_position.Y > 8*BS)
72                         m_base_position.Y = 2*BS;
73
74                 if(send_recommended == false)
75                         return;
76
77                 m_timer1 -= dtime;
78                 if(m_timer1 < 0.0)
79                 {
80                         m_timer1 += 0.125;
81
82                         std::string data;
83
84                         data += itos(0); // 0 = position
85                         data += " ";
86                         data += itos(m_base_position.X);
87                         data += " ";
88                         data += itos(m_base_position.Y);
89                         data += " ";
90                         data += itos(m_base_position.Z);
91
92                         ActiveObjectMessage aom(getId(), false, data);
93                         m_messages_out.push_back(aom);
94                 }
95         }
96
97         bool getCollisionBox(aabb3f *toset) {
98                 return false;
99         }
100
101         bool collideWithObjects() {
102                 return false;
103         }
104
105 private:
106         float m_timer1;
107         float m_age;
108 };
109
110 // Prototype (registers item for deserialization)
111 TestSAO proto_TestSAO(NULL, v3f(0,0,0));
112
113 /*
114         LuaEntitySAO
115 */
116
117 // Prototype (registers item for deserialization)
118 LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
119
120 LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
121                 const std::string &name, const std::string &state):
122         ServerActiveObject(env, pos),
123         m_init_name(name),
124         m_init_state(state),
125         m_registered(false),
126         m_hp(-1),
127         m_velocity(0,0,0),
128         m_acceleration(0,0,0),
129         m_yaw(0),
130         m_properties_sent(true),
131         m_last_sent_yaw(0),
132         m_last_sent_position(0,0,0),
133         m_last_sent_velocity(0,0,0),
134         m_last_sent_position_timer(0),
135         m_last_sent_move_precision(0),
136         m_armor_groups_sent(false),
137         m_animation_speed(0),
138         m_animation_blend(0),
139         m_animation_sent(false),
140         m_bone_position_sent(false),
141         m_attachment_parent_id(0),
142         m_attachment_sent(false)
143 {
144         // Only register type if no environment supplied
145         if(env == NULL){
146                 ServerActiveObject::registerType(getType(), create);
147                 return;
148         }
149
150         // Initialize something to armor groups
151         m_armor_groups["fleshy"] = 100;
152 }
153
154 LuaEntitySAO::~LuaEntitySAO()
155 {
156         if(m_registered){
157                 m_env->getScriptIface()->luaentity_Remove(m_id);
158         }
159 }
160
161 void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
162 {
163         ServerActiveObject::addedToEnvironment(dtime_s);
164
165         // Create entity from name
166         m_registered = m_env->getScriptIface()->
167                 luaentity_Add(m_id, m_init_name.c_str());
168
169         if(m_registered){
170                 // Get properties
171                 m_env->getScriptIface()->
172                         luaentity_GetProperties(m_id, &m_prop);
173                 // Initialize HP from properties
174                 m_hp = m_prop.hp_max;
175                 // Activate entity, supplying serialized state
176                 m_env->getScriptIface()->
177                         luaentity_Activate(m_id, m_init_state.c_str(), dtime_s);
178         }
179 }
180
181 ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
182                 const std::string &data)
183 {
184         std::string name;
185         std::string state;
186         s16 hp = 1;
187         v3f velocity;
188         float yaw = 0;
189         if(data != ""){
190                 std::istringstream is(data, std::ios::binary);
191                 // read version
192                 u8 version = readU8(is);
193                 // check if version is supported
194                 if(version == 0){
195                         name = deSerializeString(is);
196                         state = deSerializeLongString(is);
197                 }
198                 else if(version == 1){
199                         name = deSerializeString(is);
200                         state = deSerializeLongString(is);
201                         hp = readS16(is);
202                         velocity = readV3F1000(is);
203                         yaw = readF1000(is);
204                 }
205         }
206         // create object
207         infostream<<"LuaEntitySAO::create(name=\""<<name<<"\" state=\""
208                         <<state<<"\")"<<std::endl;
209         LuaEntitySAO *sao = new LuaEntitySAO(env, pos, name, state);
210         sao->m_hp = hp;
211         sao->m_velocity = velocity;
212         sao->m_yaw = yaw;
213         return sao;
214 }
215
216 bool LuaEntitySAO::isAttached()
217 {
218         if(!m_attachment_parent_id)
219                 return false;
220         // Check if the parent still exists
221         ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
222         if(obj)
223                 return true;
224         return false;
225 }
226
227 void LuaEntitySAO::step(float dtime, bool send_recommended)
228 {
229         if(!m_properties_sent)
230         {
231                 m_properties_sent = true;
232                 std::string str = getPropertyPacket();
233                 // create message and add to list
234                 ActiveObjectMessage aom(getId(), true, str);
235                 m_messages_out.push_back(aom);
236         }
237
238         // If attached, check that our parent is still there. If it isn't, detach.
239         if(m_attachment_parent_id && !isAttached())
240         {
241                 m_attachment_parent_id = 0;
242                 m_attachment_bone = "";
243                 m_attachment_position = v3f(0,0,0);
244                 m_attachment_rotation = v3f(0,0,0);
245                 sendPosition(false, true);
246         }
247
248         m_last_sent_position_timer += dtime;
249
250         // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
251         // If the object gets detached this comes into effect automatically from the last known origin
252         if(isAttached())
253         {
254                 v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
255                 m_base_position = pos;
256                 m_velocity = v3f(0,0,0);
257                 m_acceleration = v3f(0,0,0);
258         }
259         else
260         {
261                 if(m_prop.physical){
262                         core::aabbox3d<f32> box = m_prop.collisionbox;
263                         box.MinEdge *= BS;
264                         box.MaxEdge *= BS;
265                         collisionMoveResult moveresult;
266                         f32 pos_max_d = BS*0.25; // Distance per iteration
267                         v3f p_pos = m_base_position;
268                         v3f p_velocity = m_velocity;
269                         v3f p_acceleration = m_acceleration;
270                         moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
271                                         pos_max_d, box, m_prop.stepheight, dtime,
272                                         p_pos, p_velocity, p_acceleration,
273                                         this, m_prop.collideWithObjects);
274
275                         // Apply results
276                         m_base_position = p_pos;
277                         m_velocity = p_velocity;
278                         m_acceleration = p_acceleration;
279                 } else {
280                         m_base_position += dtime * m_velocity + 0.5 * dtime
281                                         * dtime * m_acceleration;
282                         m_velocity += dtime * m_acceleration;
283                 }
284
285                 if((m_prop.automatic_face_movement_dir) &&
286                                 (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){
287                         m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
288                 }
289         }
290
291         if(m_registered){
292                 m_env->getScriptIface()->luaentity_Step(m_id, dtime);
293         }
294
295         if(send_recommended == false)
296                 return;
297
298         if(!isAttached())
299         {
300                 // TODO: force send when acceleration changes enough?
301                 float minchange = 0.2*BS;
302                 if(m_last_sent_position_timer > 1.0){
303                         minchange = 0.01*BS;
304                 } else if(m_last_sent_position_timer > 0.2){
305                         minchange = 0.05*BS;
306                 }
307                 float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
308                 move_d += m_last_sent_move_precision;
309                 float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
310                 if(move_d > minchange || vel_d > minchange ||
311                                 fabs(m_yaw - m_last_sent_yaw) > 1.0){
312                         sendPosition(true, false);
313                 }
314         }
315
316         if(m_armor_groups_sent == false){
317                 m_armor_groups_sent = true;
318                 std::string str = gob_cmd_update_armor_groups(
319                                 m_armor_groups);
320                 // create message and add to list
321                 ActiveObjectMessage aom(getId(), true, str);
322                 m_messages_out.push_back(aom);
323         }
324
325         if(m_animation_sent == false){
326                 m_animation_sent = true;
327                 std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
328                 // create message and add to list
329                 ActiveObjectMessage aom(getId(), true, str);
330                 m_messages_out.push_back(aom);
331         }
332
333         if(m_bone_position_sent == false){
334                 m_bone_position_sent = true;
335                 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
336                         std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
337                         // create message and add to list
338                         ActiveObjectMessage aom(getId(), true, str);
339                         m_messages_out.push_back(aom);
340                 }
341         }
342
343         if(m_attachment_sent == false){
344                 m_attachment_sent = true;
345                 std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
346                 // create message and add to list
347                 ActiveObjectMessage aom(getId(), true, str);
348                 m_messages_out.push_back(aom);
349         }
350 }
351
352 std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
353 {
354         std::ostringstream os(std::ios::binary);
355
356         if(protocol_version >= 14)
357         {
358                 writeU8(os, 1); // version
359                 os<<serializeString(""); // name
360                 writeU8(os, 0); // is_player
361                 writeS16(os, getId()); //id
362                 writeV3F1000(os, m_base_position);
363                 writeF1000(os, m_yaw);
364                 writeS16(os, m_hp);
365
366                 writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here
367                 os<<serializeLongString(getPropertyPacket()); // message 1
368                 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
369                 os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
370                 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
371                         os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
372                 }
373                 os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
374         }
375         else
376         {
377                 writeU8(os, 0); // version
378                 os<<serializeString(""); // name
379                 writeU8(os, 0); // is_player
380                 writeV3F1000(os, m_base_position);
381                 writeF1000(os, m_yaw);
382                 writeS16(os, m_hp);
383                 writeU8(os, 2); // number of messages stuffed in here
384                 os<<serializeLongString(getPropertyPacket()); // message 1
385                 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
386         }
387
388         // return result
389         return os.str();
390 }
391
392 std::string LuaEntitySAO::getStaticData()
393 {
394         verbosestream<<__FUNCTION_NAME<<std::endl;
395         std::ostringstream os(std::ios::binary);
396         // version
397         writeU8(os, 1);
398         // name
399         os<<serializeString(m_init_name);
400         // state
401         if(m_registered){
402                 std::string state = m_env->getScriptIface()->
403                         luaentity_GetStaticdata(m_id);
404                 os<<serializeLongString(state);
405         } else {
406                 os<<serializeLongString(m_init_state);
407         }
408         // hp
409         writeS16(os, m_hp);
410         // velocity
411         writeV3F1000(os, m_velocity);
412         // yaw
413         writeF1000(os, m_yaw);
414         return os.str();
415 }
416
417 int LuaEntitySAO::punch(v3f dir,
418                 const ToolCapabilities *toolcap,
419                 ServerActiveObject *puncher,
420                 float time_from_last_punch)
421 {
422         if(!m_registered){
423                 // Delete unknown LuaEntities when punched
424                 m_removed = true;
425                 return 0;
426         }
427
428         // It's best that attachments cannot be punched
429         if(isAttached())
430                 return 0;
431
432         ItemStack *punchitem = NULL;
433         ItemStack punchitem_static;
434         if(puncher){
435                 punchitem_static = puncher->getWieldedItem();
436                 punchitem = &punchitem_static;
437         }
438
439         PunchDamageResult result = getPunchDamage(
440                         m_armor_groups,
441                         toolcap,
442                         punchitem,
443                         time_from_last_punch);
444
445         if(result.did_punch)
446         {
447                 setHP(getHP() - result.damage);
448
449
450                 std::string punchername = "nil";
451
452                 if ( puncher != 0 )
453                         punchername = puncher->getDescription();
454
455                 actionstream<<getDescription()<<" punched by "
456                                 <<punchername<<", damage "<<result.damage
457                                 <<" hp, health now "<<getHP()<<" hp"<<std::endl;
458
459                 {
460                         std::string str = gob_cmd_punched(result.damage, getHP());
461                         // create message and add to list
462                         ActiveObjectMessage aom(getId(), true, str);
463                         m_messages_out.push_back(aom);
464                 }
465
466                 if(getHP() == 0)
467                         m_removed = true;
468         }
469
470         m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
471                         time_from_last_punch, toolcap, dir);
472
473         return result.wear;
474 }
475
476 void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
477 {
478         if(!m_registered)
479                 return;
480         // It's best that attachments cannot be clicked
481         if(isAttached())
482                 return;
483         m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
484 }
485
486 void LuaEntitySAO::setPos(v3f pos)
487 {
488         if(isAttached())
489                 return;
490         m_base_position = pos;
491         sendPosition(false, true);
492 }
493
494 void LuaEntitySAO::moveTo(v3f pos, bool continuous)
495 {
496         if(isAttached())
497                 return;
498         m_base_position = pos;
499         if(!continuous)
500                 sendPosition(true, true);
501 }
502
503 float LuaEntitySAO::getMinimumSavedMovement()
504 {
505         return 0.1 * BS;
506 }
507
508 std::string LuaEntitySAO::getDescription()
509 {
510         std::ostringstream os(std::ios::binary);
511         os<<"LuaEntitySAO at (";
512         os<<(m_base_position.X/BS)<<",";
513         os<<(m_base_position.Y/BS)<<",";
514         os<<(m_base_position.Z/BS);
515         os<<")";
516         return os.str();
517 }
518
519 void LuaEntitySAO::setHP(s16 hp)
520 {
521         if(hp < 0) hp = 0;
522         m_hp = hp;
523 }
524
525 s16 LuaEntitySAO::getHP() const
526 {
527         return m_hp;
528 }
529
530 void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
531 {
532         m_armor_groups = armor_groups;
533         m_armor_groups_sent = false;
534 }
535
536 void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
537 {
538         m_animation_range = frame_range;
539         m_animation_speed = frame_speed;
540         m_animation_blend = frame_blend;
541         m_animation_sent = false;
542 }
543
544 void LuaEntitySAO::setBonePosition(std::string bone, v3f position, v3f rotation)
545 {
546         m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
547         m_bone_position_sent = false;
548 }
549
550 void LuaEntitySAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
551 {
552         // Attachments need to be handled on both the server and client.
553         // If we just attach on the server, we can only copy the position of the parent. Attachments
554         // are still sent to clients at an interval so players might see them lagging, plus we can't
555         // read and attach to skeletal bones.
556         // If we just attach on the client, the server still sees the child at its original location.
557         // This breaks some things so we also give the server the most accurate representation
558         // even if players only see the client changes.
559
560         m_attachment_parent_id = parent_id;
561         m_attachment_bone = bone;
562         m_attachment_position = position;
563         m_attachment_rotation = rotation;
564         m_attachment_sent = false;
565 }
566
567 ObjectProperties* LuaEntitySAO::accessObjectProperties()
568 {
569         return &m_prop;
570 }
571
572 void LuaEntitySAO::notifyObjectPropertiesModified()
573 {
574         m_properties_sent = false;
575 }
576
577 void LuaEntitySAO::setVelocity(v3f velocity)
578 {
579         m_velocity = velocity;
580 }
581
582 v3f LuaEntitySAO::getVelocity()
583 {
584         return m_velocity;
585 }
586
587 void LuaEntitySAO::setAcceleration(v3f acceleration)
588 {
589         m_acceleration = acceleration;
590 }
591
592 v3f LuaEntitySAO::getAcceleration()
593 {
594         return m_acceleration;
595 }
596
597 void LuaEntitySAO::setYaw(float yaw)
598 {
599         m_yaw = yaw;
600 }
601
602 float LuaEntitySAO::getYaw()
603 {
604         return m_yaw;
605 }
606
607 void LuaEntitySAO::setTextureMod(const std::string &mod)
608 {
609         std::string str = gob_cmd_set_texture_mod(mod);
610         // create message and add to list
611         ActiveObjectMessage aom(getId(), true, str);
612         m_messages_out.push_back(aom);
613 }
614
615 void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
616                 bool select_horiz_by_yawpitch)
617 {
618         std::string str = gob_cmd_set_sprite(
619                 p,
620                 num_frames,
621                 framelength,
622                 select_horiz_by_yawpitch
623         );
624         // create message and add to list
625         ActiveObjectMessage aom(getId(), true, str);
626         m_messages_out.push_back(aom);
627 }
628
629 std::string LuaEntitySAO::getName()
630 {
631         return m_init_name;
632 }
633
634 std::string LuaEntitySAO::getPropertyPacket()
635 {
636         return gob_cmd_set_properties(m_prop);
637 }
638
639 void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
640 {
641         // If the object is attached client-side, don't waste bandwidth sending its position to clients
642         if(isAttached())
643                 return;
644
645         m_last_sent_move_precision = m_base_position.getDistanceFrom(
646                         m_last_sent_position);
647         m_last_sent_position_timer = 0;
648         m_last_sent_yaw = m_yaw;
649         m_last_sent_position = m_base_position;
650         m_last_sent_velocity = m_velocity;
651         //m_last_sent_acceleration = m_acceleration;
652
653         float update_interval = m_env->getSendRecommendedInterval();
654
655         std::string str = gob_cmd_update_position(
656                 m_base_position,
657                 m_velocity,
658                 m_acceleration,
659                 m_yaw,
660                 do_interpolate,
661                 is_movement_end,
662                 update_interval
663         );
664         // create message and add to list
665         ActiveObjectMessage aom(getId(), false, str);
666         m_messages_out.push_back(aom);
667 }
668
669 bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
670         if (m_prop.physical)
671         {
672                 //update collision box
673                 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
674                 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
675
676                 toset->MinEdge += m_base_position;
677                 toset->MaxEdge += m_base_position;
678
679                 return true;
680         }
681
682         return false;
683 }
684
685 bool LuaEntitySAO::collideWithObjects(){
686         return m_prop.collideWithObjects;
687 }
688
689 /*
690         PlayerSAO
691 */
692
693 // No prototype, PlayerSAO does not need to be deserialized
694
695 PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
696                 const std::set<std::string> &privs, bool is_singleplayer):
697         ServerActiveObject(env_, v3f(0,0,0)),
698         m_player(player_),
699         m_peer_id(peer_id_),
700         m_inventory(NULL),
701         m_damage(0),
702         m_last_good_position(0,0,0),
703         m_time_from_last_punch(0),
704         m_nocheat_dig_pos(32767, 32767, 32767),
705         m_nocheat_dig_time(0),
706         m_wield_index(0),
707         m_position_not_sent(false),
708         m_armor_groups_sent(false),
709         m_properties_sent(true),
710         m_privs(privs),
711         m_is_singleplayer(is_singleplayer),
712         m_animation_speed(0),
713         m_animation_blend(0),
714         m_animation_sent(false),
715         m_bone_position_sent(false),
716         m_attachment_parent_id(0),
717         m_attachment_sent(false),
718         // public
719         m_moved(false),
720         m_inventory_not_sent(false),
721         m_hp_not_sent(false),
722         m_breath_not_sent(false),
723         m_wielded_item_not_sent(false),
724         m_physics_override_speed(1),
725         m_physics_override_jump(1),
726         m_physics_override_gravity(1),
727         m_physics_override_sneak(true),
728         m_physics_override_sneak_glitch(true),
729         m_physics_override_sent(false)
730 {
731         assert(m_player);
732         assert(m_peer_id != 0);
733         setBasePosition(m_player->getPosition());
734         m_inventory = &m_player->inventory;
735         m_armor_groups["fleshy"] = 100;
736
737         m_prop.hp_max = PLAYER_MAX_HP;
738         m_prop.physical = false;
739         m_prop.weight = 75;
740         m_prop.collisionbox = core::aabbox3d<f32>(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
741         // start of default appearance, this should be overwritten by LUA
742         m_prop.visual = "upright_sprite";
743         m_prop.visual_size = v2f(1, 2);
744         m_prop.textures.clear();
745         m_prop.textures.push_back("player.png");
746         m_prop.textures.push_back("player_back.png");
747         m_prop.colors.clear();
748         m_prop.colors.push_back(video::SColor(255, 255, 255, 255));
749         m_prop.spritediv = v2s16(1,1);
750         // end of default appearance
751         m_prop.is_visible = true;
752         m_prop.makes_footstep_sound = true;
753 }
754
755 PlayerSAO::~PlayerSAO()
756 {
757         if(m_inventory != &m_player->inventory)
758                 delete m_inventory;
759
760 }
761
762 std::string PlayerSAO::getDescription()
763 {
764         return std::string("player ") + m_player->getName();
765 }
766
767 // Called after id has been set and has been inserted in environment
768 void PlayerSAO::addedToEnvironment(u32 dtime_s)
769 {
770         ServerActiveObject::addedToEnvironment(dtime_s);
771         ServerActiveObject::setBasePosition(m_player->getPosition());
772         m_player->setPlayerSAO(this);
773         m_player->peer_id = m_peer_id;
774         m_last_good_position = m_player->getPosition();
775 }
776
777 // Called before removing from environment
778 void PlayerSAO::removingFromEnvironment()
779 {
780         ServerActiveObject::removingFromEnvironment();
781         if(m_player->getPlayerSAO() == this)
782         {
783                 m_player->setPlayerSAO(NULL);
784                 m_player->peer_id = 0;
785                 m_env->savePlayer(m_player->getName());
786                 m_env->removePlayer(m_player->getName());
787         }
788 }
789
790 bool PlayerSAO::isStaticAllowed() const
791 {
792         return false;
793 }
794
795 std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
796 {
797         std::ostringstream os(std::ios::binary);
798
799         if(protocol_version >= 15)
800         {
801                 writeU8(os, 1); // version
802                 os<<serializeString(m_player->getName()); // name
803                 writeU8(os, 1); // is_player
804                 writeS16(os, getId()); //id
805                 writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
806                 writeF1000(os, m_player->getYaw());
807                 writeS16(os, getHP());
808
809                 writeU8(os, 5 + m_bone_position.size()); // number of messages stuffed in here
810                 os<<serializeLongString(getPropertyPacket()); // message 1
811                 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
812                 os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
813                 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
814                         os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
815                 }
816                 os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
817                 os<<serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
818                                 m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
819                                 m_physics_override_sneak_glitch)); // 5
820         }
821         else
822         {
823                 writeU8(os, 0); // version
824                 os<<serializeString(m_player->getName()); // name
825                 writeU8(os, 1); // is_player
826                 writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
827                 writeF1000(os, m_player->getYaw());
828                 writeS16(os, getHP());
829                 writeU8(os, 2); // number of messages stuffed in here
830                 os<<serializeLongString(getPropertyPacket()); // message 1
831                 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
832         }
833
834         // return result
835         return os.str();
836 }
837
838 std::string PlayerSAO::getStaticData()
839 {
840         assert(0);
841         return "";
842 }
843
844 bool PlayerSAO::isAttached()
845 {
846         if(!m_attachment_parent_id)
847                 return false;
848         // Check if the parent still exists
849         ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
850         if(obj)
851                 return true;
852         return false;
853 }
854
855 void PlayerSAO::step(float dtime, bool send_recommended)
856 {
857         if(!m_properties_sent)
858         {
859                 m_properties_sent = true;
860                 std::string str = getPropertyPacket();
861                 // create message and add to list
862                 ActiveObjectMessage aom(getId(), true, str);
863                 m_messages_out.push_back(aom);
864         }
865
866         // If attached, check that our parent is still there. If it isn't, detach.
867         if(m_attachment_parent_id && !isAttached())
868         {
869                 m_attachment_parent_id = 0;
870                 m_attachment_bone = "";
871                 m_attachment_position = v3f(0,0,0);
872                 m_attachment_rotation = v3f(0,0,0);
873                 m_player->setPosition(m_last_good_position);
874                 m_moved = true;
875         }
876
877         //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
878
879         // Set lag pool maximums based on estimated lag
880         const float LAG_POOL_MIN = 5.0;
881         float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
882         if(lag_pool_max < LAG_POOL_MIN)
883                 lag_pool_max = LAG_POOL_MIN;
884         m_dig_pool.setMax(lag_pool_max);
885         m_move_pool.setMax(lag_pool_max);
886
887         // Increment cheat prevention timers
888         m_dig_pool.add(dtime);
889         m_move_pool.add(dtime);
890         m_time_from_last_punch += dtime;
891         m_nocheat_dig_time += dtime;
892
893         // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
894         // If the object gets detached this comes into effect automatically from the last known origin
895         if(isAttached())
896         {
897                 v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
898                 m_last_good_position = pos;
899                 m_player->setPosition(pos);
900         }
901
902         if(send_recommended == false)
903                 return;
904
905         // If the object is attached client-side, don't waste bandwidth sending its position to clients
906         if(m_position_not_sent && !isAttached())
907         {
908                 m_position_not_sent = false;
909                 float update_interval = m_env->getSendRecommendedInterval();
910                 v3f pos;
911                 if(isAttached()) // Just in case we ever do send attachment position too
912                         pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
913                 else
914                         pos = m_player->getPosition() + v3f(0,BS*1,0);
915                 std::string str = gob_cmd_update_position(
916                         pos,
917                         v3f(0,0,0),
918                         v3f(0,0,0),
919                         m_player->getYaw(),
920                         true,
921                         false,
922                         update_interval
923                 );
924                 // create message and add to list
925                 ActiveObjectMessage aom(getId(), false, str);
926                 m_messages_out.push_back(aom);
927         }
928
929         if(m_wielded_item_not_sent)
930         {
931                 m_wielded_item_not_sent = false;
932                 // GenericCAO has no special way to show this
933         }
934
935         if(m_armor_groups_sent == false){
936                 m_armor_groups_sent = true;
937                 std::string str = gob_cmd_update_armor_groups(
938                                 m_armor_groups);
939                 // create message and add to list
940                 ActiveObjectMessage aom(getId(), true, str);
941                 m_messages_out.push_back(aom);
942         }
943
944         if(m_physics_override_sent == false){
945                 m_physics_override_sent = true;
946                 std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
947                                 m_physics_override_jump, m_physics_override_gravity,
948                                 m_physics_override_sneak, m_physics_override_sneak_glitch);
949                 // create message and add to list
950                 ActiveObjectMessage aom(getId(), true, str);
951                 m_messages_out.push_back(aom);
952         }
953
954         if(m_animation_sent == false){
955                 m_animation_sent = true;
956                 std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
957                 // create message and add to list
958                 ActiveObjectMessage aom(getId(), true, str);
959                 m_messages_out.push_back(aom);
960         }
961
962         if(m_bone_position_sent == false){
963                 m_bone_position_sent = true;
964                 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
965                         std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
966                         // create message and add to list
967                         ActiveObjectMessage aom(getId(), true, str);
968                         m_messages_out.push_back(aom);
969                 }
970         }
971
972         if(m_attachment_sent == false){
973                 m_attachment_sent = true;
974                 std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
975                 // create message and add to list
976                 ActiveObjectMessage aom(getId(), true, str);
977                 m_messages_out.push_back(aom);
978         }
979 }
980
981 void PlayerSAO::setBasePosition(const v3f &position)
982 {
983         // This needs to be ran for attachments too
984         ServerActiveObject::setBasePosition(position);
985         m_position_not_sent = true;
986 }
987
988 void PlayerSAO::setPos(v3f pos)
989 {
990         if(isAttached())
991                 return;
992         m_player->setPosition(pos);
993         // Movement caused by this command is always valid
994         m_last_good_position = pos;
995         // Force position change on client
996         m_moved = true;
997 }
998
999 void PlayerSAO::moveTo(v3f pos, bool continuous)
1000 {
1001         if(isAttached())
1002                 return;
1003         m_player->setPosition(pos);
1004         // Movement caused by this command is always valid
1005         m_last_good_position = pos;
1006         // Force position change on client
1007         m_moved = true;
1008 }
1009
1010 void PlayerSAO::setYaw(float yaw)
1011 {
1012         m_player->setYaw(yaw);
1013         // Force change on client
1014         m_moved = true;
1015 }
1016
1017 void PlayerSAO::setPitch(float pitch)
1018 {
1019         m_player->setPitch(pitch);
1020         // Force change on client
1021         m_moved = true;
1022 }
1023
1024 int PlayerSAO::punch(v3f dir,
1025         const ToolCapabilities *toolcap,
1026         ServerActiveObject *puncher,
1027         float time_from_last_punch)
1028 {
1029         // It's best that attachments cannot be punched
1030         if(isAttached())
1031                 return 0;
1032
1033         if(!toolcap)
1034                 return 0;
1035
1036         // No effect if PvP disabled
1037         if(g_settings->getBool("enable_pvp") == false){
1038                 if(puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER){
1039                         std::string str = gob_cmd_punched(0, getHP());
1040                         // create message and add to list
1041                         ActiveObjectMessage aom(getId(), true, str);
1042                         m_messages_out.push_back(aom);
1043                         return 0;
1044                 }
1045         }
1046
1047         HitParams hitparams = getHitParams(m_armor_groups, toolcap,
1048                         time_from_last_punch);
1049
1050         std::string punchername = "nil";
1051
1052         if ( puncher != 0 )
1053                 punchername = puncher->getDescription();
1054
1055         actionstream<<"Player "<<m_player->getName()<<" punched by "
1056                         <<punchername<<", damage "<<hitparams.hp
1057                         <<" HP"<<std::endl;
1058
1059         setHP(getHP() - hitparams.hp);
1060
1061         return hitparams.wear;
1062 }
1063
1064 void PlayerSAO::rightClick(ServerActiveObject *clicker)
1065 {
1066 }
1067
1068 s16 PlayerSAO::getHP() const
1069 {
1070         return m_player->hp;
1071 }
1072
1073 s16 PlayerSAO::readDamage()
1074 {
1075         s16 damage = m_damage;
1076         m_damage = 0;
1077         return damage;
1078 }
1079
1080 void PlayerSAO::setHP(s16 hp)
1081 {
1082         s16 oldhp = m_player->hp;
1083
1084         if(hp < 0)
1085                 hp = 0;
1086         else if(hp > PLAYER_MAX_HP)
1087                 hp = PLAYER_MAX_HP;
1088
1089         if(hp < oldhp && g_settings->getBool("enable_damage") == false)
1090         {
1091                 m_hp_not_sent = true; // fix wrong prediction on client
1092                 return;
1093         }
1094
1095         m_player->hp = hp;
1096
1097         if(hp != oldhp) {
1098                 m_hp_not_sent = true;
1099                 if(oldhp > hp)
1100                         m_damage += oldhp - hp;
1101         }
1102
1103         // Update properties on death
1104         if((hp == 0) != (oldhp == 0))
1105                 m_properties_sent = false;
1106 }
1107
1108 u16 PlayerSAO::getBreath() const
1109 {
1110         return m_player->getBreath();
1111 }
1112
1113 void PlayerSAO::setBreath(u16 breath)
1114 {
1115         m_player->setBreath(breath);
1116 }
1117
1118 void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
1119 {
1120         m_armor_groups = armor_groups;
1121         m_armor_groups_sent = false;
1122 }
1123
1124 void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
1125 {
1126         // store these so they can be updated to clients
1127         m_animation_range = frame_range;
1128         m_animation_speed = frame_speed;
1129         m_animation_blend = frame_blend;
1130         m_animation_sent = false;
1131 }
1132
1133 void PlayerSAO::setBonePosition(std::string bone, v3f position, v3f rotation)
1134 {
1135         // store these so they can be updated to clients
1136         m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1137         m_bone_position_sent = false;
1138 }
1139
1140 void PlayerSAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
1141 {
1142         // Attachments need to be handled on both the server and client.
1143         // If we just attach on the server, we can only copy the position of the parent. Attachments
1144         // are still sent to clients at an interval so players might see them lagging, plus we can't
1145         // read and attach to skeletal bones.
1146         // If we just attach on the client, the server still sees the child at its original location.
1147         // This breaks some things so we also give the server the most accurate representation
1148         // even if players only see the client changes.
1149
1150         m_attachment_parent_id = parent_id;
1151         m_attachment_bone = bone;
1152         m_attachment_position = position;
1153         m_attachment_rotation = rotation;
1154         m_attachment_sent = false;
1155 }
1156
1157 ObjectProperties* PlayerSAO::accessObjectProperties()
1158 {
1159         return &m_prop;
1160 }
1161
1162 void PlayerSAO::notifyObjectPropertiesModified()
1163 {
1164         m_properties_sent = false;
1165 }
1166
1167 Inventory* PlayerSAO::getInventory()
1168 {
1169         return m_inventory;
1170 }
1171 const Inventory* PlayerSAO::getInventory() const
1172 {
1173         return m_inventory;
1174 }
1175
1176 InventoryLocation PlayerSAO::getInventoryLocation() const
1177 {
1178         InventoryLocation loc;
1179         loc.setPlayer(m_player->getName());
1180         return loc;
1181 }
1182
1183 void PlayerSAO::setInventoryModified()
1184 {
1185         m_inventory_not_sent = true;
1186 }
1187
1188 std::string PlayerSAO::getWieldList() const
1189 {
1190         return "main";
1191 }
1192
1193 int PlayerSAO::getWieldIndex() const
1194 {
1195         return m_wield_index;
1196 }
1197
1198 void PlayerSAO::setWieldIndex(int i)
1199 {
1200         if(i != m_wield_index)
1201         {
1202                 m_wield_index = i;
1203                 m_wielded_item_not_sent = true;
1204         }
1205 }
1206
1207 void PlayerSAO::disconnected()
1208 {
1209         m_peer_id = 0;
1210         m_removed = true;
1211         if(m_player->getPlayerSAO() == this)
1212         {
1213                 m_player->setPlayerSAO(NULL);
1214                 m_player->peer_id = 0;
1215         }
1216 }
1217
1218 std::string PlayerSAO::getPropertyPacket()
1219 {
1220         m_prop.is_visible = (true);
1221         return gob_cmd_set_properties(m_prop);
1222 }
1223
1224 bool PlayerSAO::checkMovementCheat()
1225 {
1226         bool cheated = false;
1227         if(isAttached() || m_is_singleplayer ||
1228                         g_settings->getBool("disable_anticheat"))
1229         {
1230                 m_last_good_position = m_player->getPosition();
1231         }
1232         else
1233         {
1234                 /*
1235                         Check player movements
1236
1237                         NOTE: Actually the server should handle player physics like the
1238                         client does and compare player's position to what is calculated
1239                         on our side. This is required when eg. players fly due to an
1240                         explosion. Altough a node-based alternative might be possible
1241                         too, and much more lightweight.
1242                 */
1243
1244                 float player_max_speed = 0;
1245                 if(m_privs.count("fast") != 0){
1246                         // Fast speed
1247                         player_max_speed = m_player->movement_speed_fast;
1248                 } else {
1249                         // Normal speed
1250                         player_max_speed = m_player->movement_speed_walk;
1251                 }
1252                 // Tolerance. With the lag pool we shouldn't need it.
1253                 //player_max_speed *= 2.5;
1254                 //player_max_speed_up *= 2.5;
1255
1256                 v3f diff = (m_player->getPosition() - m_last_good_position);
1257                 float d_vert = diff.Y;
1258                 diff.Y = 0;
1259                 float d_horiz = diff.getLength();
1260                 float required_time = d_horiz/player_max_speed;
1261                 if(d_vert > 0 && d_vert/player_max_speed > required_time)
1262                         required_time = d_vert/player_max_speed;
1263                 if(m_move_pool.grab(required_time)){
1264                         m_last_good_position = m_player->getPosition();
1265                 } else {
1266                         actionstream<<"Player "<<m_player->getName()
1267                                         <<" moved too fast; resetting position"
1268                                         <<std::endl;
1269                         m_player->setPosition(m_last_good_position);
1270                         m_moved = true;
1271                         cheated = true;
1272                 }
1273         }
1274         return cheated;
1275 }
1276
1277 bool PlayerSAO::getCollisionBox(aabb3f *toset) {
1278         //update collision box
1279         *toset = m_player->getCollisionbox();
1280
1281         toset->MinEdge += m_base_position;
1282         toset->MaxEdge += m_base_position;
1283
1284         return true;
1285 }
1286
1287 bool PlayerSAO::collideWithObjects(){
1288         return true;
1289 }
1290