908365397684feee193fd1aa2d1324e21200e680
[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 "serverscripting.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_, u16 peer_id_, bool is_singleplayer):
768         UnitSAO(env_, v3f(0,0,0)),
769         m_player(NULL),
770         m_peer_id(peer_id_),
771         m_inventory(NULL),
772         m_damage(0),
773         m_last_good_position(0,0,0),
774         m_time_from_last_teleport(0),
775         m_time_from_last_punch(0),
776         m_nocheat_dig_pos(32767, 32767, 32767),
777         m_nocheat_dig_time(0),
778         m_wield_index(0),
779         m_position_not_sent(false),
780         m_is_singleplayer(is_singleplayer),
781         m_breath(PLAYER_MAX_BREATH),
782         m_pitch(0),
783         m_fov(0),
784         m_wanted_range(0),
785         m_extended_attributes_modified(false),
786         // public
787         m_physics_override_speed(1),
788         m_physics_override_jump(1),
789         m_physics_override_gravity(1),
790         m_physics_override_sneak(true),
791         m_physics_override_sneak_glitch(true),
792         m_physics_override_new_move(true),
793         m_physics_override_sent(false)
794 {
795         assert(m_peer_id != 0); // pre-condition
796
797         m_prop.hp_max = PLAYER_MAX_HP;
798         m_prop.physical = false;
799         m_prop.weight = 75;
800         m_prop.collisionbox = aabb3f(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
801         // start of default appearance, this should be overwritten by LUA
802         m_prop.visual = "upright_sprite";
803         m_prop.visual_size = v2f(1, 2);
804         m_prop.textures.clear();
805         m_prop.textures.push_back("player.png");
806         m_prop.textures.push_back("player_back.png");
807         m_prop.colors.clear();
808         m_prop.colors.push_back(video::SColor(255, 255, 255, 255));
809         m_prop.spritediv = v2s16(1,1);
810         // end of default appearance
811         m_prop.is_visible = true;
812         m_prop.makes_footstep_sound = true;
813         m_hp = PLAYER_MAX_HP;
814 }
815
816 PlayerSAO::~PlayerSAO()
817 {
818         if(m_inventory != &m_player->inventory)
819                 delete m_inventory;
820 }
821
822 void PlayerSAO::initialize(RemotePlayer *player, const std::set<std::string> &privs)
823 {
824         assert(player);
825         m_player = player;
826         m_privs = privs;
827         m_inventory = &m_player->inventory;
828 }
829
830 v3f PlayerSAO::getEyeOffset() const
831 {
832         return v3f(0, BS * 1.625f, 0);
833 }
834
835 std::string PlayerSAO::getDescription()
836 {
837         return std::string("player ") + m_player->getName();
838 }
839
840 // Called after id has been set and has been inserted in environment
841 void PlayerSAO::addedToEnvironment(u32 dtime_s)
842 {
843         ServerActiveObject::addedToEnvironment(dtime_s);
844         ServerActiveObject::setBasePosition(m_base_position);
845         m_player->setPlayerSAO(this);
846         m_player->peer_id = m_peer_id;
847         m_last_good_position = m_base_position;
848 }
849
850 // Called before removing from environment
851 void PlayerSAO::removingFromEnvironment()
852 {
853         ServerActiveObject::removingFromEnvironment();
854         if (m_player->getPlayerSAO() == this) {
855                 unlinkPlayerSessionAndSave();
856                 for (UNORDERED_SET<u32>::iterator it = m_attached_particle_spawners.begin();
857                         it != m_attached_particle_spawners.end(); ++it) {
858                         m_env->deleteParticleSpawner(*it, false);
859                 }
860         }
861 }
862
863 std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
864 {
865         std::ostringstream os(std::ios::binary);
866
867         // Protocol >= 15
868         writeU8(os, 1); // version
869         os << serializeString(m_player->getName()); // name
870         writeU8(os, 1); // is_player
871         writeS16(os, getId()); //id
872         writeV3F1000(os, m_base_position + v3f(0,BS*1,0));
873         writeF1000(os, m_yaw);
874         writeS16(os, getHP());
875
876         std::ostringstream msg_os(std::ios::binary);
877         msg_os << serializeLongString(getPropertyPacket()); // message 1
878         msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
879         msg_os << serializeLongString(gob_cmd_update_animation(
880                 m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
881         for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
882                         ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
883                 msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
884                         (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
885         }
886         msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
887                 m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
888         msg_os << serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
889                         m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
890                         m_physics_override_sneak_glitch, m_physics_override_new_move)); // 5
891         // (GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only.
892         msg_os << serializeLongString(gob_cmd_update_nametag_attributes(m_prop.nametag_color)); // 6
893         int message_count = 6 + m_bone_position.size();
894         for (UNORDERED_SET<int>::const_iterator ii = m_attachment_child_ids.begin();
895                         ii != m_attachment_child_ids.end(); ++ii) {
896                 if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
897                         message_count++;
898                         msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
899                                 obj->getClientInitializationData(protocol_version)));
900                 }
901         }
902
903         writeU8(os, message_count);
904         os.write(msg_os.str().c_str(), msg_os.str().size());
905
906         // return result
907         return os.str();
908 }
909
910 void PlayerSAO::getStaticData(std::string *result) const
911 {
912         FATAL_ERROR("Deprecated function");
913 }
914
915 void PlayerSAO::step(float dtime, bool send_recommended)
916 {
917         if (m_drowning_interval.step(dtime, 2.0)) {
918                 // get head position
919                 v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
920                 MapNode n = m_env->getMap().getNodeNoEx(p);
921                 const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
922                 // If node generates drown
923                 if (c.drowning > 0 && m_hp > 0) {
924                         if (m_breath > 0)
925                                 setBreath(m_breath - 1);
926
927                         // No more breath, damage player
928                         if (m_breath == 0) {
929                                 setHP(m_hp - c.drowning);
930                                 m_env->getGameDef()->SendPlayerHPOrDie(this);
931                         }
932                 }
933         }
934
935         if (m_breathing_interval.step(dtime, 0.5)) {
936                 // get head position
937                 v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
938                 MapNode n = m_env->getMap().getNodeNoEx(p);
939                 const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
940                 // If player is alive & no drowning, breath
941                 if (m_hp > 0 && m_breath < PLAYER_MAX_BREATH && c.drowning == 0)
942                         setBreath(m_breath + 1);
943         }
944
945         if (m_node_hurt_interval.step(dtime, 1.0)) {
946                 // Feet, middle and head
947                 v3s16 p1 = floatToInt(m_base_position + v3f(0, BS*0.1, 0), BS);
948                 MapNode n1 = m_env->getMap().getNodeNoEx(p1);
949                 v3s16 p2 = floatToInt(m_base_position + v3f(0, BS*0.8, 0), BS);
950                 MapNode n2 = m_env->getMap().getNodeNoEx(p2);
951                 v3s16 p3 = floatToInt(m_base_position + v3f(0, BS*1.6, 0), BS);
952                 MapNode n3 = m_env->getMap().getNodeNoEx(p3);
953
954                 u32 damage_per_second = 0;
955                 damage_per_second = MYMAX(damage_per_second,
956                         m_env->getGameDef()->ndef()->get(n1).damage_per_second);
957                 damage_per_second = MYMAX(damage_per_second,
958                         m_env->getGameDef()->ndef()->get(n2).damage_per_second);
959                 damage_per_second = MYMAX(damage_per_second,
960                         m_env->getGameDef()->ndef()->get(n3).damage_per_second);
961
962                 if (damage_per_second != 0 && m_hp > 0) {
963                         s16 newhp = ((s32) damage_per_second > m_hp ? 0 : m_hp - damage_per_second);
964                         setHP(newhp);
965                         m_env->getGameDef()->SendPlayerHPOrDie(this);
966                 }
967         }
968
969         if (!m_properties_sent) {
970                 m_properties_sent = true;
971                 std::string str = getPropertyPacket();
972                 // create message and add to list
973                 ActiveObjectMessage aom(getId(), true, str);
974                 m_messages_out.push(aom);
975         }
976
977         // If attached, check that our parent is still there. If it isn't, detach.
978         if(m_attachment_parent_id && !isAttached())
979         {
980                 m_attachment_parent_id = 0;
981                 m_attachment_bone = "";
982                 m_attachment_position = v3f(0,0,0);
983                 m_attachment_rotation = v3f(0,0,0);
984                 setBasePosition(m_last_good_position);
985                 m_env->getGameDef()->SendMovePlayer(m_peer_id);
986         }
987
988         //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
989
990         // Set lag pool maximums based on estimated lag
991         const float LAG_POOL_MIN = 5.0;
992         float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
993         if(lag_pool_max < LAG_POOL_MIN)
994                 lag_pool_max = LAG_POOL_MIN;
995         m_dig_pool.setMax(lag_pool_max);
996         m_move_pool.setMax(lag_pool_max);
997
998         // Increment cheat prevention timers
999         m_dig_pool.add(dtime);
1000         m_move_pool.add(dtime);
1001         m_time_from_last_teleport += dtime;
1002         m_time_from_last_punch += dtime;
1003         m_nocheat_dig_time += dtime;
1004
1005         // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
1006         // If the object gets detached this comes into effect automatically from the last known origin
1007         if (isAttached()) {
1008                 v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
1009                 m_last_good_position = pos;
1010                 setBasePosition(pos);
1011         }
1012
1013         if (!send_recommended)
1014                 return;
1015
1016         // If the object is attached client-side, don't waste bandwidth sending its position to clients
1017         if(m_position_not_sent && !isAttached())
1018         {
1019                 m_position_not_sent = false;
1020                 float update_interval = m_env->getSendRecommendedInterval();
1021                 v3f pos;
1022                 if(isAttached()) // Just in case we ever do send attachment position too
1023                         pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
1024                 else
1025                         pos = m_base_position + v3f(0,BS*1,0);
1026                 std::string str = gob_cmd_update_position(
1027                         pos,
1028                         v3f(0,0,0),
1029                         v3f(0,0,0),
1030                         m_yaw,
1031                         true,
1032                         false,
1033                         update_interval
1034                 );
1035                 // create message and add to list
1036                 ActiveObjectMessage aom(getId(), false, str);
1037                 m_messages_out.push(aom);
1038         }
1039
1040         if (!m_armor_groups_sent) {
1041                 m_armor_groups_sent = true;
1042                 std::string str = gob_cmd_update_armor_groups(
1043                                 m_armor_groups);
1044                 // create message and add to list
1045                 ActiveObjectMessage aom(getId(), true, str);
1046                 m_messages_out.push(aom);
1047         }
1048
1049         if (!m_physics_override_sent) {
1050                 m_physics_override_sent = true;
1051                 std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
1052                                 m_physics_override_jump, m_physics_override_gravity,
1053                                 m_physics_override_sneak, m_physics_override_sneak_glitch,
1054                                 m_physics_override_new_move);
1055                 // create message and add to list
1056                 ActiveObjectMessage aom(getId(), true, str);
1057                 m_messages_out.push(aom);
1058         }
1059
1060         if (!m_animation_sent) {
1061                 m_animation_sent = true;
1062                 std::string str = gob_cmd_update_animation(
1063                         m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
1064                 // create message and add to list
1065                 ActiveObjectMessage aom(getId(), true, str);
1066                 m_messages_out.push(aom);
1067         }
1068
1069         if (!m_bone_position_sent) {
1070                 m_bone_position_sent = true;
1071                 for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
1072                                 ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
1073                         std::string str = gob_cmd_update_bone_position((*ii).first,
1074                                         (*ii).second.X, (*ii).second.Y);
1075                         // create message and add to list
1076                         ActiveObjectMessage aom(getId(), true, str);
1077                         m_messages_out.push(aom);
1078                 }
1079         }
1080
1081         if (!m_attachment_sent){
1082                 m_attachment_sent = true;
1083                 std::string str = gob_cmd_update_attachment(m_attachment_parent_id,
1084                                 m_attachment_bone, m_attachment_position, m_attachment_rotation);
1085                 // create message and add to list
1086                 ActiveObjectMessage aom(getId(), true, str);
1087                 m_messages_out.push(aom);
1088         }
1089 }
1090
1091 void PlayerSAO::setBasePosition(const v3f &position)
1092 {
1093         if (m_player && position != m_base_position)
1094                 m_player->setDirty(true);
1095
1096         // This needs to be ran for attachments too
1097         ServerActiveObject::setBasePosition(position);
1098         m_position_not_sent = true;
1099 }
1100
1101 void PlayerSAO::setPos(const v3f &pos)
1102 {
1103         if(isAttached())
1104                 return;
1105
1106         setBasePosition(pos);
1107         // Movement caused by this command is always valid
1108         m_last_good_position = pos;
1109         m_move_pool.empty();
1110         m_time_from_last_teleport = 0.0;
1111         m_env->getGameDef()->SendMovePlayer(m_peer_id);
1112 }
1113
1114 void PlayerSAO::moveTo(v3f pos, bool continuous)
1115 {
1116         if(isAttached())
1117                 return;
1118
1119         setBasePosition(pos);
1120         // Movement caused by this command is always valid
1121         m_last_good_position = pos;
1122         m_move_pool.empty();
1123         m_time_from_last_teleport = 0.0;
1124         m_env->getGameDef()->SendMovePlayer(m_peer_id);
1125 }
1126
1127 void PlayerSAO::setYaw(const float yaw)
1128 {
1129         if (m_player && yaw != m_yaw)
1130                 m_player->setDirty(true);
1131
1132         UnitSAO::setYaw(yaw);
1133 }
1134
1135 void PlayerSAO::setFov(const float fov)
1136 {
1137         if (m_player && fov != m_fov)
1138                 m_player->setDirty(true);
1139
1140         m_fov = fov;
1141 }
1142
1143 void PlayerSAO::setWantedRange(const s16 range)
1144 {
1145         if (m_player && range != m_wanted_range)
1146                 m_player->setDirty(true);
1147
1148         m_wanted_range = range;
1149 }
1150
1151 void PlayerSAO::setYawAndSend(const float yaw)
1152 {
1153         setYaw(yaw);
1154         m_env->getGameDef()->SendMovePlayer(m_peer_id);
1155 }
1156
1157 void PlayerSAO::setPitch(const float pitch)
1158 {
1159         if (m_player && pitch != m_pitch)
1160                 m_player->setDirty(true);
1161
1162         m_pitch = pitch;
1163 }
1164
1165 void PlayerSAO::setPitchAndSend(const float pitch)
1166 {
1167         setPitch(pitch);
1168         m_env->getGameDef()->SendMovePlayer(m_peer_id);
1169 }
1170
1171 int PlayerSAO::punch(v3f dir,
1172         const ToolCapabilities *toolcap,
1173         ServerActiveObject *puncher,
1174         float time_from_last_punch)
1175 {
1176         // It's best that attachments cannot be punched
1177         if (isAttached())
1178                 return 0;
1179
1180         if (!toolcap)
1181                 return 0;
1182
1183         // No effect if PvP disabled
1184         if (g_settings->getBool("enable_pvp") == false) {
1185                 if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
1186                         std::string str = gob_cmd_punched(0, getHP());
1187                         // create message and add to list
1188                         ActiveObjectMessage aom(getId(), true, str);
1189                         m_messages_out.push(aom);
1190                         return 0;
1191                 }
1192         }
1193
1194         HitParams hitparams = getHitParams(m_armor_groups, toolcap,
1195                         time_from_last_punch);
1196
1197         std::string punchername = "nil";
1198
1199         if (puncher != 0)
1200                 punchername = puncher->getDescription();
1201
1202         PlayerSAO *playersao = m_player->getPlayerSAO();
1203
1204         bool damage_handled = m_env->getScriptIface()->on_punchplayer(playersao,
1205                                 puncher, time_from_last_punch, toolcap, dir,
1206                                 hitparams.hp);
1207
1208         if (!damage_handled) {
1209                 setHP(getHP() - hitparams.hp);
1210         } else { // override client prediction
1211                 if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
1212                         std::string str = gob_cmd_punched(0, getHP());
1213                         // create message and add to list
1214                         ActiveObjectMessage aom(getId(), true, str);
1215                         m_messages_out.push(aom);
1216                 }
1217         }
1218
1219
1220         actionstream << "Player " << m_player->getName() << " punched by "
1221                         << punchername;
1222         if (!damage_handled) {
1223                 actionstream << ", damage " << hitparams.hp << " HP";
1224         } else {
1225                 actionstream << ", damage handled by lua";
1226         }
1227         actionstream << std::endl;
1228
1229         return hitparams.wear;
1230 }
1231
1232 s16 PlayerSAO::readDamage()
1233 {
1234         s16 damage = m_damage;
1235         m_damage = 0;
1236         return damage;
1237 }
1238
1239 void PlayerSAO::setHP(s16 hp)
1240 {
1241         s16 oldhp = m_hp;
1242
1243         s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp);
1244         if (hp_change == 0)
1245                 return;
1246         hp = oldhp + hp_change;
1247
1248         if (hp < 0)
1249                 hp = 0;
1250         else if (hp > PLAYER_MAX_HP)
1251                 hp = PLAYER_MAX_HP;
1252
1253         if (hp < oldhp && !g_settings->getBool("enable_damage")) {
1254                 return;
1255         }
1256
1257         m_hp = hp;
1258
1259         if (oldhp > hp)
1260                 m_damage += (oldhp - hp);
1261
1262         // Update properties on death
1263         if ((hp == 0) != (oldhp == 0))
1264                 m_properties_sent = false;
1265 }
1266
1267 void PlayerSAO::setBreath(const u16 breath, bool send)
1268 {
1269         if (m_player && breath != m_breath)
1270                 m_player->setDirty(true);
1271
1272         m_breath = MYMIN(breath, PLAYER_MAX_BREATH);
1273
1274         if (send)
1275                 m_env->getGameDef()->SendPlayerBreath(this);
1276 }
1277
1278 Inventory* PlayerSAO::getInventory()
1279 {
1280         return m_inventory;
1281 }
1282 const Inventory* PlayerSAO::getInventory() const
1283 {
1284         return m_inventory;
1285 }
1286
1287 InventoryLocation PlayerSAO::getInventoryLocation() const
1288 {
1289         InventoryLocation loc;
1290         loc.setPlayer(m_player->getName());
1291         return loc;
1292 }
1293
1294 std::string PlayerSAO::getWieldList() const
1295 {
1296         return "main";
1297 }
1298
1299 ItemStack PlayerSAO::getWieldedItem() const
1300 {
1301         const Inventory *inv = getInventory();
1302         ItemStack ret;
1303         const InventoryList *mlist = inv->getList(getWieldList());
1304         if (mlist && getWieldIndex() < (s32)mlist->getSize())
1305                 ret = mlist->getItem(getWieldIndex());
1306         return ret;
1307 }
1308
1309 ItemStack PlayerSAO::getWieldedItemOrHand() const
1310 {
1311         const Inventory *inv = getInventory();
1312         ItemStack ret;
1313         const InventoryList *mlist = inv->getList(getWieldList());
1314         if (mlist && getWieldIndex() < (s32)mlist->getSize())
1315                 ret = mlist->getItem(getWieldIndex());
1316         if (ret.name.empty()) {
1317                 const InventoryList *hlist = inv->getList("hand");
1318                 if (hlist)
1319                         ret = hlist->getItem(0);
1320         }
1321         return ret;
1322 }
1323
1324 bool PlayerSAO::setWieldedItem(const ItemStack &item)
1325 {
1326         Inventory *inv = getInventory();
1327         if (inv) {
1328                 InventoryList *mlist = inv->getList(getWieldList());
1329                 if (mlist) {
1330                         mlist->changeItem(getWieldIndex(), item);
1331                         return true;
1332                 }
1333         }
1334         return false;
1335 }
1336
1337 int PlayerSAO::getWieldIndex() const
1338 {
1339         return m_wield_index;
1340 }
1341
1342 void PlayerSAO::setWieldIndex(int i)
1343 {
1344         if(i != m_wield_index) {
1345                 m_wield_index = i;
1346         }
1347 }
1348
1349 // Erase the peer id and make the object for removal
1350 void PlayerSAO::disconnected()
1351 {
1352         m_peer_id = 0;
1353         m_removed = true;
1354 }
1355
1356 void PlayerSAO::unlinkPlayerSessionAndSave()
1357 {
1358         assert(m_player->getPlayerSAO() == this);
1359         m_player->peer_id = 0;
1360         m_env->savePlayer(m_player);
1361         m_player->setPlayerSAO(NULL);
1362         m_env->removePlayer(m_player);
1363 }
1364
1365 std::string PlayerSAO::getPropertyPacket()
1366 {
1367         m_prop.is_visible = (true);
1368         return gob_cmd_set_properties(m_prop);
1369 }
1370
1371 bool PlayerSAO::checkMovementCheat()
1372 {
1373         if (isAttached() || m_is_singleplayer ||
1374                         g_settings->getBool("disable_anticheat")) {
1375                 m_last_good_position = m_base_position;
1376                 return false;
1377         }
1378
1379         bool cheated = false;
1380         /*
1381                 Check player movements
1382
1383                 NOTE: Actually the server should handle player physics like the
1384                 client does and compare player's position to what is calculated
1385                 on our side. This is required when eg. players fly due to an
1386                 explosion. Altough a node-based alternative might be possible
1387                 too, and much more lightweight.
1388         */
1389
1390         float player_max_speed = 0;
1391
1392         if (m_privs.count("fast") != 0) {
1393                 // Fast speed
1394                 player_max_speed = m_player->movement_speed_fast * m_physics_override_speed;
1395         } else {
1396                 // Normal speed
1397                 player_max_speed = m_player->movement_speed_walk * m_physics_override_speed;
1398         }
1399         // Tolerance. The lag pool does this a bit.
1400         //player_max_speed *= 2.5;
1401
1402         v3f diff = (m_base_position - m_last_good_position);
1403         float d_vert = diff.Y;
1404         diff.Y = 0;
1405         float d_horiz = diff.getLength();
1406         float required_time = d_horiz / player_max_speed;
1407
1408         if (d_vert > 0 && d_vert / player_max_speed > required_time)
1409                 required_time = d_vert / player_max_speed; // Moving upwards
1410
1411         if (m_move_pool.grab(required_time)) {
1412                 m_last_good_position = m_base_position;
1413         } else {
1414                 const float LAG_POOL_MIN = 5.0;
1415                 float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
1416                 lag_pool_max = MYMAX(lag_pool_max, LAG_POOL_MIN);
1417                 if (m_time_from_last_teleport > lag_pool_max) {
1418                         actionstream << "Player " << m_player->getName()
1419                                         << " moved too fast; resetting position"
1420                                         << std::endl;
1421                         cheated = true;
1422                 }
1423                 setBasePosition(m_last_good_position);
1424         }
1425         return cheated;
1426 }
1427
1428 bool PlayerSAO::getCollisionBox(aabb3f *toset) const
1429 {
1430         *toset = aabb3f(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30);
1431         toset->MinEdge += m_base_position;
1432         toset->MaxEdge += m_base_position;
1433         return true;
1434 }