ad48f95fbb3d00d2c7d1b6367d7121f4218c1bf4
[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_physics_override_speed(1),
721         m_physics_override_jump(1),
722         m_physics_override_gravity(1),
723         m_physics_override_sneak(true),
724         m_physics_override_sneak_glitch(true),
725         m_physics_override_sent(false)
726 {
727         assert(m_player);
728         assert(m_peer_id != 0);
729         setBasePosition(m_player->getPosition());
730         m_inventory = &m_player->inventory;
731         m_armor_groups["fleshy"] = 100;
732
733         m_prop.hp_max = PLAYER_MAX_HP;
734         m_prop.physical = false;
735         m_prop.weight = 75;
736         m_prop.collisionbox = core::aabbox3d<f32>(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
737         // start of default appearance, this should be overwritten by LUA
738         m_prop.visual = "upright_sprite";
739         m_prop.visual_size = v2f(1, 2);
740         m_prop.textures.clear();
741         m_prop.textures.push_back("player.png");
742         m_prop.textures.push_back("player_back.png");
743         m_prop.colors.clear();
744         m_prop.colors.push_back(video::SColor(255, 255, 255, 255));
745         m_prop.spritediv = v2s16(1,1);
746         // end of default appearance
747         m_prop.is_visible = true;
748         m_prop.makes_footstep_sound = true;
749 }
750
751 PlayerSAO::~PlayerSAO()
752 {
753         if(m_inventory != &m_player->inventory)
754                 delete m_inventory;
755
756 }
757
758 std::string PlayerSAO::getDescription()
759 {
760         return std::string("player ") + m_player->getName();
761 }
762
763 // Called after id has been set and has been inserted in environment
764 void PlayerSAO::addedToEnvironment(u32 dtime_s)
765 {
766         ServerActiveObject::addedToEnvironment(dtime_s);
767         ServerActiveObject::setBasePosition(m_player->getPosition());
768         m_player->setPlayerSAO(this);
769         m_player->peer_id = m_peer_id;
770         m_last_good_position = m_player->getPosition();
771 }
772
773 // Called before removing from environment
774 void PlayerSAO::removingFromEnvironment()
775 {
776         ServerActiveObject::removingFromEnvironment();
777         if(m_player->getPlayerSAO() == this)
778         {
779                 m_player->setPlayerSAO(NULL);
780                 m_player->peer_id = 0;
781                 m_env->savePlayer(m_player->getName());
782                 m_env->removePlayer(m_player->getName());
783         }
784 }
785
786 bool PlayerSAO::isStaticAllowed() const
787 {
788         return false;
789 }
790
791 std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
792 {
793         std::ostringstream os(std::ios::binary);
794
795         if(protocol_version >= 15)
796         {
797                 writeU8(os, 1); // version
798                 os<<serializeString(m_player->getName()); // name
799                 writeU8(os, 1); // is_player
800                 writeS16(os, getId()); //id
801                 writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
802                 writeF1000(os, m_player->getYaw());
803                 writeS16(os, getHP());
804
805                 writeU8(os, 5 + m_bone_position.size()); // number of messages stuffed in here
806                 os<<serializeLongString(getPropertyPacket()); // message 1
807                 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
808                 os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
809                 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
810                         os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
811                 }
812                 os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
813                 os<<serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
814                                 m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
815                                 m_physics_override_sneak_glitch)); // 5
816         }
817         else
818         {
819                 writeU8(os, 0); // version
820                 os<<serializeString(m_player->getName()); // name
821                 writeU8(os, 1); // is_player
822                 writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
823                 writeF1000(os, m_player->getYaw());
824                 writeS16(os, getHP());
825                 writeU8(os, 2); // number of messages stuffed in here
826                 os<<serializeLongString(getPropertyPacket()); // message 1
827                 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
828         }
829
830         // return result
831         return os.str();
832 }
833
834 std::string PlayerSAO::getStaticData()
835 {
836         assert(0);
837         return "";
838 }
839
840 bool PlayerSAO::isAttached()
841 {
842         if(!m_attachment_parent_id)
843                 return false;
844         // Check if the parent still exists
845         ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
846         if(obj)
847                 return true;
848         return false;
849 }
850
851 void PlayerSAO::step(float dtime, bool send_recommended)
852 {
853         if(!m_properties_sent)
854         {
855                 m_properties_sent = true;
856                 std::string str = getPropertyPacket();
857                 // create message and add to list
858                 ActiveObjectMessage aom(getId(), true, str);
859                 m_messages_out.push_back(aom);
860         }
861
862         // If attached, check that our parent is still there. If it isn't, detach.
863         if(m_attachment_parent_id && !isAttached())
864         {
865                 m_attachment_parent_id = 0;
866                 m_attachment_bone = "";
867                 m_attachment_position = v3f(0,0,0);
868                 m_attachment_rotation = v3f(0,0,0);
869                 m_player->setPosition(m_last_good_position);
870                 m_moved = true;
871         }
872
873         //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
874
875         // Set lag pool maximums based on estimated lag
876         const float LAG_POOL_MIN = 5.0;
877         float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
878         if(lag_pool_max < LAG_POOL_MIN)
879                 lag_pool_max = LAG_POOL_MIN;
880         m_dig_pool.setMax(lag_pool_max);
881         m_move_pool.setMax(lag_pool_max);
882
883         // Increment cheat prevention timers
884         m_dig_pool.add(dtime);
885         m_move_pool.add(dtime);
886         m_time_from_last_punch += dtime;
887         m_nocheat_dig_time += dtime;
888
889         // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
890         // If the object gets detached this comes into effect automatically from the last known origin
891         if(isAttached())
892         {
893                 v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
894                 m_last_good_position = pos;
895                 m_player->setPosition(pos);
896         }
897
898         if(send_recommended == false)
899                 return;
900
901         // If the object is attached client-side, don't waste bandwidth sending its position to clients
902         if(m_position_not_sent && !isAttached())
903         {
904                 m_position_not_sent = false;
905                 float update_interval = m_env->getSendRecommendedInterval();
906                 v3f pos;
907                 if(isAttached()) // Just in case we ever do send attachment position too
908                         pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
909                 else
910                         pos = m_player->getPosition() + v3f(0,BS*1,0);
911                 std::string str = gob_cmd_update_position(
912                         pos,
913                         v3f(0,0,0),
914                         v3f(0,0,0),
915                         m_player->getYaw(),
916                         true,
917                         false,
918                         update_interval
919                 );
920                 // create message and add to list
921                 ActiveObjectMessage aom(getId(), false, str);
922                 m_messages_out.push_back(aom);
923         }
924
925         if(m_armor_groups_sent == false) {
926                 m_armor_groups_sent = true;
927                 std::string str = gob_cmd_update_armor_groups(
928                                 m_armor_groups);
929                 // create message and add to list
930                 ActiveObjectMessage aom(getId(), true, str);
931                 m_messages_out.push_back(aom);
932         }
933
934         if(m_physics_override_sent == false){
935                 m_physics_override_sent = true;
936                 std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
937                                 m_physics_override_jump, m_physics_override_gravity,
938                                 m_physics_override_sneak, m_physics_override_sneak_glitch);
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_animation_sent == false){
945                 m_animation_sent = true;
946                 std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
947                 // create message and add to list
948                 ActiveObjectMessage aom(getId(), true, str);
949                 m_messages_out.push_back(aom);
950         }
951
952         if(m_bone_position_sent == false){
953                 m_bone_position_sent = true;
954                 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
955                         std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
956                         // create message and add to list
957                         ActiveObjectMessage aom(getId(), true, str);
958                         m_messages_out.push_back(aom);
959                 }
960         }
961
962         if(m_attachment_sent == false){
963                 m_attachment_sent = true;
964                 std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
965                 // create message and add to list
966                 ActiveObjectMessage aom(getId(), true, str);
967                 m_messages_out.push_back(aom);
968         }
969 }
970
971 void PlayerSAO::setBasePosition(const v3f &position)
972 {
973         // This needs to be ran for attachments too
974         ServerActiveObject::setBasePosition(position);
975         m_position_not_sent = true;
976 }
977
978 void PlayerSAO::setPos(v3f pos)
979 {
980         if(isAttached())
981                 return;
982         m_player->setPosition(pos);
983         // Movement caused by this command is always valid
984         m_last_good_position = pos;
985         // Force position change on client
986         m_moved = true;
987 }
988
989 void PlayerSAO::moveTo(v3f pos, bool continuous)
990 {
991         if(isAttached())
992                 return;
993         m_player->setPosition(pos);
994         // Movement caused by this command is always valid
995         m_last_good_position = pos;
996         // Force position change on client
997         m_moved = true;
998 }
999
1000 void PlayerSAO::setYaw(float yaw)
1001 {
1002         m_player->setYaw(yaw);
1003         // Force change on client
1004         m_moved = true;
1005 }
1006
1007 void PlayerSAO::setPitch(float pitch)
1008 {
1009         m_player->setPitch(pitch);
1010         // Force change on client
1011         m_moved = true;
1012 }
1013
1014 int PlayerSAO::punch(v3f dir,
1015         const ToolCapabilities *toolcap,
1016         ServerActiveObject *puncher,
1017         float time_from_last_punch)
1018 {
1019         // It's best that attachments cannot be punched
1020         if(isAttached())
1021                 return 0;
1022
1023         if(!toolcap)
1024                 return 0;
1025
1026         // No effect if PvP disabled
1027         if(g_settings->getBool("enable_pvp") == false){
1028                 if(puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER){
1029                         std::string str = gob_cmd_punched(0, getHP());
1030                         // create message and add to list
1031                         ActiveObjectMessage aom(getId(), true, str);
1032                         m_messages_out.push_back(aom);
1033                         return 0;
1034                 }
1035         }
1036
1037         HitParams hitparams = getHitParams(m_armor_groups, toolcap,
1038                         time_from_last_punch);
1039
1040         std::string punchername = "nil";
1041
1042         if ( puncher != 0 )
1043                 punchername = puncher->getDescription();
1044
1045         actionstream<<"Player "<<m_player->getName()<<" punched by "
1046                         <<punchername<<", damage "<<hitparams.hp
1047                         <<" HP"<<std::endl;
1048
1049         setHP(getHP() - hitparams.hp);
1050
1051         return hitparams.wear;
1052 }
1053
1054 void PlayerSAO::rightClick(ServerActiveObject *clicker)
1055 {
1056 }
1057
1058 s16 PlayerSAO::getHP() const
1059 {
1060         return m_player->hp;
1061 }
1062
1063 s16 PlayerSAO::readDamage()
1064 {
1065         s16 damage = m_damage;
1066         m_damage = 0;
1067         return damage;
1068 }
1069
1070 void PlayerSAO::setHP(s16 hp)
1071 {
1072         s16 oldhp = m_player->hp;
1073
1074         if (hp < 0)
1075                 hp = 0;
1076         else if (hp > PLAYER_MAX_HP)
1077                 hp = PLAYER_MAX_HP;
1078
1079         m_player->hp = hp;
1080
1081         if (oldhp > hp)
1082                 m_damage += (oldhp - hp);
1083
1084         // Update properties on death
1085         if ((hp == 0) != (oldhp == 0))
1086                 m_properties_sent = false;
1087 }
1088
1089 u16 PlayerSAO::getBreath() const
1090 {
1091         return m_player->getBreath();
1092 }
1093
1094 void PlayerSAO::setBreath(u16 breath)
1095 {
1096         m_player->setBreath(breath);
1097 }
1098
1099 void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
1100 {
1101         m_armor_groups = armor_groups;
1102         m_armor_groups_sent = false;
1103 }
1104
1105 void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
1106 {
1107         // store these so they can be updated to clients
1108         m_animation_range = frame_range;
1109         m_animation_speed = frame_speed;
1110         m_animation_blend = frame_blend;
1111         m_animation_sent = false;
1112 }
1113
1114 void PlayerSAO::setBonePosition(std::string bone, v3f position, v3f rotation)
1115 {
1116         // store these so they can be updated to clients
1117         m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1118         m_bone_position_sent = false;
1119 }
1120
1121 void PlayerSAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
1122 {
1123         // Attachments need to be handled on both the server and client.
1124         // If we just attach on the server, we can only copy the position of the parent. Attachments
1125         // are still sent to clients at an interval so players might see them lagging, plus we can't
1126         // read and attach to skeletal bones.
1127         // If we just attach on the client, the server still sees the child at its original location.
1128         // This breaks some things so we also give the server the most accurate representation
1129         // even if players only see the client changes.
1130
1131         m_attachment_parent_id = parent_id;
1132         m_attachment_bone = bone;
1133         m_attachment_position = position;
1134         m_attachment_rotation = rotation;
1135         m_attachment_sent = false;
1136 }
1137
1138 ObjectProperties* PlayerSAO::accessObjectProperties()
1139 {
1140         return &m_prop;
1141 }
1142
1143 void PlayerSAO::notifyObjectPropertiesModified()
1144 {
1145         m_properties_sent = false;
1146 }
1147
1148 Inventory* PlayerSAO::getInventory()
1149 {
1150         return m_inventory;
1151 }
1152 const Inventory* PlayerSAO::getInventory() const
1153 {
1154         return m_inventory;
1155 }
1156
1157 InventoryLocation PlayerSAO::getInventoryLocation() const
1158 {
1159         InventoryLocation loc;
1160         loc.setPlayer(m_player->getName());
1161         return loc;
1162 }
1163
1164 std::string PlayerSAO::getWieldList() const
1165 {
1166         return "main";
1167 }
1168
1169 int PlayerSAO::getWieldIndex() const
1170 {
1171         return m_wield_index;
1172 }
1173
1174 void PlayerSAO::setWieldIndex(int i)
1175 {
1176         if(i != m_wield_index) {
1177                 m_wield_index = i;
1178         }
1179 }
1180
1181 void PlayerSAO::disconnected()
1182 {
1183         m_peer_id = 0;
1184         m_removed = true;
1185         if(m_player->getPlayerSAO() == this)
1186         {
1187                 m_player->setPlayerSAO(NULL);
1188                 m_player->peer_id = 0;
1189         }
1190 }
1191
1192 std::string PlayerSAO::getPropertyPacket()
1193 {
1194         m_prop.is_visible = (true);
1195         return gob_cmd_set_properties(m_prop);
1196 }
1197
1198 bool PlayerSAO::checkMovementCheat()
1199 {
1200         bool cheated = false;
1201         if(isAttached() || m_is_singleplayer ||
1202                         g_settings->getBool("disable_anticheat"))
1203         {
1204                 m_last_good_position = m_player->getPosition();
1205         }
1206         else
1207         {
1208                 /*
1209                         Check player movements
1210
1211                         NOTE: Actually the server should handle player physics like the
1212                         client does and compare player's position to what is calculated
1213                         on our side. This is required when eg. players fly due to an
1214                         explosion. Altough a node-based alternative might be possible
1215                         too, and much more lightweight.
1216                 */
1217
1218                 float player_max_speed = 0;
1219                 if(m_privs.count("fast") != 0){
1220                         // Fast speed
1221                         player_max_speed = m_player->movement_speed_fast;
1222                 } else {
1223                         // Normal speed
1224                         player_max_speed = m_player->movement_speed_walk;
1225                 }
1226                 // Tolerance. With the lag pool we shouldn't need it.
1227                 //player_max_speed *= 2.5;
1228                 //player_max_speed_up *= 2.5;
1229
1230                 v3f diff = (m_player->getPosition() - m_last_good_position);
1231                 float d_vert = diff.Y;
1232                 diff.Y = 0;
1233                 float d_horiz = diff.getLength();
1234                 float required_time = d_horiz/player_max_speed;
1235                 if(d_vert > 0 && d_vert/player_max_speed > required_time)
1236                         required_time = d_vert/player_max_speed;
1237                 if(m_move_pool.grab(required_time)){
1238                         m_last_good_position = m_player->getPosition();
1239                 } else {
1240                         actionstream<<"Player "<<m_player->getName()
1241                                         <<" moved too fast; resetting position"
1242                                         <<std::endl;
1243                         m_player->setPosition(m_last_good_position);
1244                         m_moved = true;
1245                         cheated = true;
1246                 }
1247         }
1248         return cheated;
1249 }
1250
1251 bool PlayerSAO::getCollisionBox(aabb3f *toset) {
1252         //update collision box
1253         *toset = m_player->getCollisionbox();
1254
1255         toset->MinEdge += m_base_position;
1256         toset->MaxEdge += m_base_position;
1257
1258         return true;
1259 }
1260
1261 bool PlayerSAO::collideWithObjects(){
1262         return true;
1263 }
1264