minetest/src/content_sao.cpp

1361 lines
35 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "content_sao.h"
#include "util/serialize.h"
#include "util/mathconstants.h"
#include "collision.h"
#include "environment.h"
#include "settings.h"
#include "profiler.h"
#include "serialization.h" // For compressZlib
#include "tool.h" // For ToolCapabilities
#include "gamedef.h"
#include "player.h"
#include "server.h"
#include "scripting_game.h"
#include "genericobject.h"
#include "log.h"
std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
/*
TestSAO
*/
class TestSAO : public ServerActiveObject
{
public:
TestSAO(ServerEnvironment *env, v3f pos):
ServerActiveObject(env, pos),
m_timer1(0),
m_age(0)
{
ServerActiveObject::registerType(getType(), create);
}
ActiveObjectType getType() const
{ return ACTIVEOBJECT_TYPE_TEST; }
static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
const std::string &data)
{
return new TestSAO(env, pos);
}
void step(float dtime, bool send_recommended)
{
m_age += dtime;
if(m_age > 10)
{
m_removed = true;
return;
}
m_base_position.Y += dtime * BS * 2;
if(m_base_position.Y > 8*BS)
m_base_position.Y = 2*BS;
if(send_recommended == false)
return;
m_timer1 -= dtime;
if(m_timer1 < 0.0)
{
m_timer1 += 0.125;
std::string data;
data += itos(0); // 0 = position
data += " ";
data += itos(m_base_position.X);
data += " ";
data += itos(m_base_position.Y);
data += " ";
data += itos(m_base_position.Z);
ActiveObjectMessage aom(getId(), false, data);
m_messages_out.push(aom);
}
}
bool getCollisionBox(aabb3f *toset) {
return false;
}
bool collideWithObjects() {
return false;
}
private:
float m_timer1;
float m_age;
};
// Prototype (registers item for deserialization)
TestSAO proto_TestSAO(NULL, v3f(0,0,0));
/*
LuaEntitySAO
*/
// Prototype (registers item for deserialization)
LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
const std::string &name, const std::string &state):
ServerActiveObject(env, pos),
m_init_name(name),
m_init_state(state),
m_registered(false),
m_hp(-1),
m_velocity(0,0,0),
m_acceleration(0,0,0),
m_yaw(0),
m_properties_sent(true),
m_last_sent_yaw(0),
m_last_sent_position(0,0,0),
m_last_sent_velocity(0,0,0),
m_last_sent_position_timer(0),
m_last_sent_move_precision(0),
m_armor_groups_sent(false),
m_animation_speed(0),
m_animation_blend(0),
m_animation_sent(false),
m_bone_position_sent(false),
m_attachment_parent_id(0),
m_attachment_sent(false)
{
// Only register type if no environment supplied
if(env == NULL){
ServerActiveObject::registerType(getType(), create);
return;
}
// Initialize something to armor groups
m_armor_groups["fleshy"] = 100;
}
LuaEntitySAO::~LuaEntitySAO()
{
if(m_registered){
m_env->getScriptIface()->luaentity_Remove(m_id);
}
}
void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
{
ServerActiveObject::addedToEnvironment(dtime_s);
// Create entity from name
m_registered = m_env->getScriptIface()->
luaentity_Add(m_id, m_init_name.c_str());
if(m_registered){
// Get properties
m_env->getScriptIface()->
luaentity_GetProperties(m_id, &m_prop);
// Initialize HP from properties
m_hp = m_prop.hp_max;
// Activate entity, supplying serialized state
m_env->getScriptIface()->
luaentity_Activate(m_id, m_init_state.c_str(), dtime_s);
}
}
ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
const std::string &data)
{
std::string name;
std::string state;
s16 hp = 1;
v3f velocity;
float yaw = 0;
if(data != ""){
std::istringstream is(data, std::ios::binary);
// read version
u8 version = readU8(is);
// check if version is supported
if(version == 0){
name = deSerializeString(is);
state = deSerializeLongString(is);
}
else if(version == 1){
name = deSerializeString(is);
state = deSerializeLongString(is);
hp = readS16(is);
velocity = readV3F1000(is);
yaw = readF1000(is);
}
}
// create object
infostream<<"LuaEntitySAO::create(name=\""<<name<<"\" state=\""
<<state<<"\")"<<std::endl;
LuaEntitySAO *sao = new LuaEntitySAO(env, pos, name, state);
sao->m_hp = hp;
sao->m_velocity = velocity;
sao->m_yaw = yaw;
return sao;
}
bool LuaEntitySAO::isAttached()
{
if(!m_attachment_parent_id)
return false;
// Check if the parent still exists
ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
if(obj)
return true;
return false;
}
void LuaEntitySAO::step(float dtime, bool send_recommended)
{
if(!m_properties_sent)
{
m_properties_sent = true;
std::string str = getPropertyPacket();
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
// If attached, check that our parent is still there. If it isn't, detach.
if(m_attachment_parent_id && !isAttached())
{
m_attachment_parent_id = 0;
m_attachment_bone = "";
m_attachment_position = v3f(0,0,0);
m_attachment_rotation = v3f(0,0,0);
sendPosition(false, true);
}
m_last_sent_position_timer += dtime;
// Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
// If the object gets detached this comes into effect automatically from the last known origin
if(isAttached())
{
v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
m_base_position = pos;
m_velocity = v3f(0,0,0);
m_acceleration = v3f(0,0,0);
}
else
{
if(m_prop.physical){
core::aabbox3d<f32> box = m_prop.collisionbox;
box.MinEdge *= BS;
box.MaxEdge *= BS;
collisionMoveResult moveresult;
f32 pos_max_d = BS*0.25; // Distance per iteration
v3f p_pos = m_base_position;
v3f p_velocity = m_velocity;
v3f p_acceleration = m_acceleration;
moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
pos_max_d, box, m_prop.stepheight, dtime,
p_pos, p_velocity, p_acceleration,
this, m_prop.collideWithObjects);
// Apply results
m_base_position = p_pos;
m_velocity = p_velocity;
m_acceleration = p_acceleration;
} else {
m_base_position += dtime * m_velocity + 0.5 * dtime
* dtime * m_acceleration;
m_velocity += dtime * m_acceleration;
}
if((m_prop.automatic_face_movement_dir) &&
(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){
m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
}
}
if(m_registered){
m_env->getScriptIface()->luaentity_Step(m_id, dtime);
}
if(send_recommended == false)
return;
if(!isAttached())
{
// TODO: force send when acceleration changes enough?
float minchange = 0.2*BS;
if(m_last_sent_position_timer > 1.0){
minchange = 0.01*BS;
} else if(m_last_sent_position_timer > 0.2){
minchange = 0.05*BS;
}
float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
move_d += m_last_sent_move_precision;
float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
if(move_d > minchange || vel_d > minchange ||
fabs(m_yaw - m_last_sent_yaw) > 1.0){
sendPosition(true, false);
}
}
if(m_armor_groups_sent == false){
m_armor_groups_sent = true;
std::string str = gob_cmd_update_armor_groups(
m_armor_groups);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
if(m_animation_sent == false){
m_animation_sent = true;
std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
if(m_bone_position_sent == false){
m_bone_position_sent = true;
for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
}
if(m_attachment_sent == false){
m_attachment_sent = true;
std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
}
std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
{
std::ostringstream os(std::ios::binary);
if(protocol_version >= 14)
{
writeU8(os, 1); // version
os<<serializeString(""); // name
writeU8(os, 0); // is_player
writeS16(os, getId()); //id
writeV3F1000(os, m_base_position);
writeF1000(os, m_yaw);
writeS16(os, m_hp);
writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here
os<<serializeLongString(getPropertyPacket()); // message 1
os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
}
os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
}
else
{
writeU8(os, 0); // version
os<<serializeString(""); // name
writeU8(os, 0); // is_player
writeV3F1000(os, m_base_position);
writeF1000(os, m_yaw);
writeS16(os, m_hp);
writeU8(os, 2); // number of messages stuffed in here
os<<serializeLongString(getPropertyPacket()); // message 1
os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
}
// return result
return os.str();
}
std::string LuaEntitySAO::getStaticData()
{
verbosestream<<__FUNCTION_NAME<<std::endl;
std::ostringstream os(std::ios::binary);
// version
writeU8(os, 1);
// name
os<<serializeString(m_init_name);
// state
if(m_registered){
std::string state = m_env->getScriptIface()->
luaentity_GetStaticdata(m_id);
os<<serializeLongString(state);
} else {
os<<serializeLongString(m_init_state);
}
// hp
writeS16(os, m_hp);
// velocity
writeV3F1000(os, m_velocity);
// yaw
writeF1000(os, m_yaw);
return os.str();
}
int LuaEntitySAO::punch(v3f dir,
const ToolCapabilities *toolcap,
ServerActiveObject *puncher,
float time_from_last_punch)
{
if (!m_registered){
// Delete unknown LuaEntities when punched
m_removed = true;
return 0;
}
// It's best that attachments cannot be punched
if (isAttached())
return 0;
ItemStack *punchitem = NULL;
ItemStack punchitem_static;
if (puncher) {
punchitem_static = puncher->getWieldedItem();
punchitem = &punchitem_static;
}
PunchDamageResult result = getPunchDamage(
m_armor_groups,
toolcap,
punchitem,
time_from_last_punch);
if (result.did_punch) {
setHP(getHP() - result.damage);
if (result.damage > 0) {
std::string punchername = puncher ? puncher->getDescription() : "nil";
actionstream << getDescription() << " punched by "
<< punchername << ", damage " << result.damage
<< " hp, health now " << getHP() << " hp" << std::endl;
}
std::string str = gob_cmd_punched(result.damage, getHP());
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
if (getHP() == 0)
m_removed = true;
m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
time_from_last_punch, toolcap, dir);
return result.wear;
}
void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
{
if (!m_registered)
return;
// It's best that attachments cannot be clicked
if (isAttached())
return;
m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
}
void LuaEntitySAO::setPos(v3f pos)
{
if(isAttached())
return;
m_base_position = pos;
sendPosition(false, true);
}
void LuaEntitySAO::moveTo(v3f pos, bool continuous)
{
if(isAttached())
return;
m_base_position = pos;
if(!continuous)
sendPosition(true, true);
}
float LuaEntitySAO::getMinimumSavedMovement()
{
return 0.1 * BS;
}
std::string LuaEntitySAO::getDescription()
{
std::ostringstream os(std::ios::binary);
os<<"LuaEntitySAO at (";
os<<(m_base_position.X/BS)<<",";
os<<(m_base_position.Y/BS)<<",";
os<<(m_base_position.Z/BS);
os<<")";
return os.str();
}
void LuaEntitySAO::setHP(s16 hp)
{
if(hp < 0) hp = 0;
m_hp = hp;
}
s16 LuaEntitySAO::getHP() const
{
return m_hp;
}
void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
{
m_armor_groups = armor_groups;
m_armor_groups_sent = false;
}
ItemGroupList LuaEntitySAO::getArmorGroups()
{
return m_armor_groups;
}
void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
{
m_animation_range = frame_range;
m_animation_speed = frame_speed;
m_animation_blend = frame_blend;
m_animation_sent = false;
}
void LuaEntitySAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend)
{
*frame_range = m_animation_range;
*frame_speed = m_animation_speed;
*frame_blend = m_animation_blend;
}
void LuaEntitySAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
{
m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
m_bone_position_sent = false;
}
void LuaEntitySAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
{
*position = m_bone_position[bone].X;
*rotation = m_bone_position[bone].Y;
}
void LuaEntitySAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
{
// Attachments need to be handled on both the server and client.
// If we just attach on the server, we can only copy the position of the parent. Attachments
// are still sent to clients at an interval so players might see them lagging, plus we can't
// read and attach to skeletal bones.
// If we just attach on the client, the server still sees the child at its original location.
// This breaks some things so we also give the server the most accurate representation
// even if players only see the client changes.
m_attachment_parent_id = parent_id;
m_attachment_bone = bone;
m_attachment_position = position;
m_attachment_rotation = rotation;
m_attachment_sent = false;
}
void LuaEntitySAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
v3f *rotation)
{
*parent_id = m_attachment_parent_id;
*bone = m_attachment_bone;
*position = m_attachment_position;
*rotation = m_attachment_rotation;
}
ObjectProperties* LuaEntitySAO::accessObjectProperties()
{
return &m_prop;
}
void LuaEntitySAO::notifyObjectPropertiesModified()
{
m_properties_sent = false;
}
void LuaEntitySAO::setVelocity(v3f velocity)
{
m_velocity = velocity;
}
v3f LuaEntitySAO::getVelocity()
{
return m_velocity;
}
void LuaEntitySAO::setAcceleration(v3f acceleration)
{
m_acceleration = acceleration;
}
v3f LuaEntitySAO::getAcceleration()
{
return m_acceleration;
}
void LuaEntitySAO::setYaw(float yaw)
{
m_yaw = yaw;
}
float LuaEntitySAO::getYaw()
{
return m_yaw;
}
void LuaEntitySAO::setTextureMod(const std::string &mod)
{
std::string str = gob_cmd_set_texture_mod(mod);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
bool select_horiz_by_yawpitch)
{
std::string str = gob_cmd_set_sprite(
p,
num_frames,
framelength,
select_horiz_by_yawpitch
);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
std::string LuaEntitySAO::getName()
{
return m_init_name;
}
std::string LuaEntitySAO::getPropertyPacket()
{
return gob_cmd_set_properties(m_prop);
}
void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
{
// If the object is attached client-side, don't waste bandwidth sending its position to clients
if(isAttached())
return;
m_last_sent_move_precision = m_base_position.getDistanceFrom(
m_last_sent_position);
m_last_sent_position_timer = 0;
m_last_sent_yaw = m_yaw;
m_last_sent_position = m_base_position;
m_last_sent_velocity = m_velocity;
//m_last_sent_acceleration = m_acceleration;
float update_interval = m_env->getSendRecommendedInterval();
std::string str = gob_cmd_update_position(
m_base_position,
m_velocity,
m_acceleration,
m_yaw,
do_interpolate,
is_movement_end,
update_interval
);
// create message and add to list
ActiveObjectMessage aom(getId(), false, str);
m_messages_out.push(aom);
}
bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
if (m_prop.physical)
{
//update collision box
toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
toset->MinEdge += m_base_position;
toset->MaxEdge += m_base_position;
return true;
}
return false;
}
bool LuaEntitySAO::collideWithObjects(){
return m_prop.collideWithObjects;
}
/*
PlayerSAO
*/
// No prototype, PlayerSAO does not need to be deserialized
PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
const std::set<std::string> &privs, bool is_singleplayer):
ServerActiveObject(env_, v3f(0,0,0)),
m_player(player_),
m_peer_id(peer_id_),
m_inventory(NULL),
m_damage(0),
m_last_good_position(0,0,0),
m_time_from_last_punch(0),
m_nocheat_dig_pos(32767, 32767, 32767),
m_nocheat_dig_time(0),
m_wield_index(0),
m_position_not_sent(false),
m_armor_groups_sent(false),
m_properties_sent(true),
m_privs(privs),
m_is_singleplayer(is_singleplayer),
m_animation_speed(0),
m_animation_blend(0),
m_animation_sent(false),
m_bone_position_sent(false),
m_attachment_parent_id(0),
m_attachment_sent(false),
m_nametag_color(video::SColor(255, 255, 255, 255)),
m_nametag_sent(false),
// public
m_physics_override_speed(1),
m_physics_override_jump(1),
m_physics_override_gravity(1),
m_physics_override_sneak(true),
m_physics_override_sneak_glitch(true),
m_physics_override_sent(false)
{
assert(m_player); // pre-condition
assert(m_peer_id != 0); // pre-condition
setBasePosition(m_player->getPosition());
m_inventory = &m_player->inventory;
m_armor_groups["fleshy"] = 100;
m_prop.hp_max = PLAYER_MAX_HP;
m_prop.physical = false;
m_prop.weight = 75;
m_prop.collisionbox = core::aabbox3d<f32>(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
// start of default appearance, this should be overwritten by LUA
m_prop.visual = "upright_sprite";
m_prop.visual_size = v2f(1, 2);
m_prop.textures.clear();
m_prop.textures.push_back("player.png");
m_prop.textures.push_back("player_back.png");
m_prop.colors.clear();
m_prop.colors.push_back(video::SColor(255, 255, 255, 255));
m_prop.spritediv = v2s16(1,1);
// end of default appearance
m_prop.is_visible = true;
m_prop.makes_footstep_sound = true;
}
PlayerSAO::~PlayerSAO()
{
if(m_inventory != &m_player->inventory)
delete m_inventory;
}
std::string PlayerSAO::getDescription()
{
return std::string("player ") + m_player->getName();
}
// Called after id has been set and has been inserted in environment
void PlayerSAO::addedToEnvironment(u32 dtime_s)
{
ServerActiveObject::addedToEnvironment(dtime_s);
ServerActiveObject::setBasePosition(m_player->getPosition());
m_player->setPlayerSAO(this);
m_player->peer_id = m_peer_id;
m_last_good_position = m_player->getPosition();
}
// Called before removing from environment
void PlayerSAO::removingFromEnvironment()
{
ServerActiveObject::removingFromEnvironment();
if(m_player->getPlayerSAO() == this)
{
m_player->setPlayerSAO(NULL);
m_player->peer_id = 0;
m_env->savePlayer(m_player->getName());
m_env->removePlayer(m_player->getName());
}
}
bool PlayerSAO::isStaticAllowed() const
{
return false;
}
std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
{
std::ostringstream os(std::ios::binary);
if(protocol_version >= 15)
{
writeU8(os, 1); // version
os<<serializeString(m_player->getName()); // name
writeU8(os, 1); // is_player
writeS16(os, getId()); //id
writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
writeF1000(os, m_player->getYaw());
writeS16(os, getHP());
writeU8(os, 6 + m_bone_position.size()); // number of messages stuffed in here
os<<serializeLongString(getPropertyPacket()); // message 1
os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
}
os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
os<<serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
m_physics_override_sneak_glitch)); // 5
os << serializeLongString(gob_cmd_update_nametag_attributes(m_nametag_color)); // 6
}
else
{
writeU8(os, 0); // version
os<<serializeString(m_player->getName()); // name
writeU8(os, 1); // is_player
writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
writeF1000(os, m_player->getYaw());
writeS16(os, getHP());
writeU8(os, 2); // number of messages stuffed in here
os<<serializeLongString(getPropertyPacket()); // message 1
os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
}
// return result
return os.str();
}
std::string PlayerSAO::getStaticData()
{
FATAL_ERROR("Deprecated function (?)");
return "";
}
bool PlayerSAO::isAttached()
{
if(!m_attachment_parent_id)
return false;
// Check if the parent still exists
ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
if(obj)
return true;
return false;
}
void PlayerSAO::step(float dtime, bool send_recommended)
{
if(!m_properties_sent)
{
m_properties_sent = true;
std::string str = getPropertyPacket();
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
// If attached, check that our parent is still there. If it isn't, detach.
if(m_attachment_parent_id && !isAttached())
{
m_attachment_parent_id = 0;
m_attachment_bone = "";
m_attachment_position = v3f(0,0,0);
m_attachment_rotation = v3f(0,0,0);
m_player->setPosition(m_last_good_position);
((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
}
//dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
// Set lag pool maximums based on estimated lag
const float LAG_POOL_MIN = 5.0;
float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
if(lag_pool_max < LAG_POOL_MIN)
lag_pool_max = LAG_POOL_MIN;
m_dig_pool.setMax(lag_pool_max);
m_move_pool.setMax(lag_pool_max);
// Increment cheat prevention timers
m_dig_pool.add(dtime);
m_move_pool.add(dtime);
m_time_from_last_punch += dtime;
m_nocheat_dig_time += dtime;
// Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
// If the object gets detached this comes into effect automatically from the last known origin
if(isAttached())
{
v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
m_last_good_position = pos;
m_player->setPosition(pos);
}
if(send_recommended == false)
return;
// If the object is attached client-side, don't waste bandwidth sending its position to clients
if(m_position_not_sent && !isAttached())
{
m_position_not_sent = false;
float update_interval = m_env->getSendRecommendedInterval();
v3f pos;
if(isAttached()) // Just in case we ever do send attachment position too
pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
else
pos = m_player->getPosition() + v3f(0,BS*1,0);
std::string str = gob_cmd_update_position(
pos,
v3f(0,0,0),
v3f(0,0,0),
m_player->getYaw(),
true,
false,
update_interval
);
// create message and add to list
ActiveObjectMessage aom(getId(), false, str);
m_messages_out.push(aom);
}
if(m_armor_groups_sent == false) {
m_armor_groups_sent = true;
std::string str = gob_cmd_update_armor_groups(
m_armor_groups);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
if(m_physics_override_sent == false){
m_physics_override_sent = true;
std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
m_physics_override_jump, m_physics_override_gravity,
m_physics_override_sneak, m_physics_override_sneak_glitch);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
if(m_animation_sent == false){
m_animation_sent = true;
std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
if(m_bone_position_sent == false){
m_bone_position_sent = true;
for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
}
if(m_attachment_sent == false){
m_attachment_sent = true;
std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
if (m_nametag_sent == false) {
m_nametag_sent = true;
std::string str = gob_cmd_update_nametag_attributes(m_nametag_color);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
}
void PlayerSAO::setBasePosition(const v3f &position)
{
// This needs to be ran for attachments too
ServerActiveObject::setBasePosition(position);
m_position_not_sent = true;
}
void PlayerSAO::setPos(v3f pos)
{
if(isAttached())
return;
m_player->setPosition(pos);
// Movement caused by this command is always valid
m_last_good_position = pos;
((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
}
void PlayerSAO::moveTo(v3f pos, bool continuous)
{
if(isAttached())
return;
m_player->setPosition(pos);
// Movement caused by this command is always valid
m_last_good_position = pos;
((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
}
void PlayerSAO::setYaw(float yaw)
{
m_player->setYaw(yaw);
((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
}
void PlayerSAO::setPitch(float pitch)
{
m_player->setPitch(pitch);
((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
}
int PlayerSAO::punch(v3f dir,
const ToolCapabilities *toolcap,
ServerActiveObject *puncher,
float time_from_last_punch)
{
// It's best that attachments cannot be punched
if (isAttached())
return 0;
if (!toolcap)
return 0;
// No effect if PvP disabled
if (g_settings->getBool("enable_pvp") == false) {
if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
std::string str = gob_cmd_punched(0, getHP());
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
return 0;
}
}
HitParams hitparams = getHitParams(m_armor_groups, toolcap,
time_from_last_punch);
std::string punchername = "nil";
if (puncher != 0)
punchername = puncher->getDescription();
PlayerSAO *playersao = m_player->getPlayerSAO();
bool damage_handled = m_env->getScriptIface()->on_punchplayer(playersao,
puncher, time_from_last_punch, toolcap, dir,
hitparams.hp);
if (!damage_handled) {
setHP(getHP() - hitparams.hp);
} else { // override client prediction
if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
std::string str = gob_cmd_punched(0, getHP());
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
}
actionstream << "Player " << m_player->getName() << " punched by "
<< punchername;
if (!damage_handled) {
actionstream << ", damage " << hitparams.hp << " HP";
} else {
actionstream << ", damage handled by lua";
}
actionstream << std::endl;
return hitparams.wear;
}
void PlayerSAO::rightClick(ServerActiveObject *clicker)
{
}
s16 PlayerSAO::getHP() const
{
return m_player->hp;
}
s16 PlayerSAO::readDamage()
{
s16 damage = m_damage;
m_damage = 0;
return damage;
}
void PlayerSAO::setHP(s16 hp)
{
s16 oldhp = m_player->hp;
s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this,
hp - oldhp);
if (hp_change == 0)
return;
hp = oldhp + hp_change;
if (hp < 0)
hp = 0;
else if (hp > PLAYER_MAX_HP)
hp = PLAYER_MAX_HP;
if(hp < oldhp && g_settings->getBool("enable_damage") == false) {
return;
}
m_player->hp = hp;
if (oldhp > hp)
m_damage += (oldhp - hp);
// Update properties on death
if ((hp == 0) != (oldhp == 0))
m_properties_sent = false;
}
u16 PlayerSAO::getBreath() const
{
return m_player->getBreath();
}
void PlayerSAO::setBreath(u16 breath)
{
m_player->setBreath(breath);
}
void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
{
m_armor_groups = armor_groups;
m_armor_groups_sent = false;
}
ItemGroupList PlayerSAO::getArmorGroups()
{
return m_armor_groups;
}
void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
{
// store these so they can be updated to clients
m_animation_range = frame_range;
m_animation_speed = frame_speed;
m_animation_blend = frame_blend;
m_animation_sent = false;
}
void PlayerSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend)
{
*frame_range = m_animation_range;
*frame_speed = m_animation_speed;
*frame_blend = m_animation_blend;
}
void PlayerSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
{
// store these so they can be updated to clients
m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
m_bone_position_sent = false;
}
void PlayerSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
{
*position = m_bone_position[bone].X;
*rotation = m_bone_position[bone].Y;
}
void PlayerSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
{
// Attachments need to be handled on both the server and client.
// If we just attach on the server, we can only copy the position of the parent. Attachments
// are still sent to clients at an interval so players might see them lagging, plus we can't
// read and attach to skeletal bones.
// If we just attach on the client, the server still sees the child at its original location.
// This breaks some things so we also give the server the most accurate representation
// even if players only see the client changes.
m_attachment_parent_id = parent_id;
m_attachment_bone = bone;
m_attachment_position = position;
m_attachment_rotation = rotation;
m_attachment_sent = false;
}
void PlayerSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
v3f *rotation)
{
*parent_id = m_attachment_parent_id;
*bone = m_attachment_bone;
*position = m_attachment_position;
*rotation = m_attachment_rotation;
}
ObjectProperties* PlayerSAO::accessObjectProperties()
{
return &m_prop;
}
void PlayerSAO::notifyObjectPropertiesModified()
{
m_properties_sent = false;
}
void PlayerSAO::setNametagColor(video::SColor color)
{
m_nametag_color = color;
m_nametag_sent = false;
}
video::SColor PlayerSAO::getNametagColor()
{
return m_nametag_color;
}
Inventory* PlayerSAO::getInventory()
{
return m_inventory;
}
const Inventory* PlayerSAO::getInventory() const
{
return m_inventory;
}
InventoryLocation PlayerSAO::getInventoryLocation() const
{
InventoryLocation loc;
loc.setPlayer(m_player->getName());
return loc;
}
std::string PlayerSAO::getWieldList() const
{
return "main";
}
int PlayerSAO::getWieldIndex() const
{
return m_wield_index;
}
void PlayerSAO::setWieldIndex(int i)
{
if(i != m_wield_index) {
m_wield_index = i;
}
}
void PlayerSAO::disconnected()
{
m_peer_id = 0;
m_removed = true;
if(m_player->getPlayerSAO() == this)
{
m_player->setPlayerSAO(NULL);
m_player->peer_id = 0;
}
}
std::string PlayerSAO::getPropertyPacket()
{
m_prop.is_visible = (true);
return gob_cmd_set_properties(m_prop);
}
bool PlayerSAO::checkMovementCheat()
{
bool cheated = false;
if(isAttached() || m_is_singleplayer ||
g_settings->getBool("disable_anticheat"))
{
m_last_good_position = m_player->getPosition();
}
else
{
/*
Check player movements
NOTE: Actually the server should handle player physics like the
client does and compare player's position to what is calculated
on our side. This is required when eg. players fly due to an
explosion. Altough a node-based alternative might be possible
too, and much more lightweight.
*/
float player_max_speed = 0;
if(m_privs.count("fast") != 0){
// Fast speed
player_max_speed = m_player->movement_speed_fast;
} else {
// Normal speed
player_max_speed = m_player->movement_speed_walk;
}
// Tolerance. With the lag pool we shouldn't need it.
//player_max_speed *= 2.5;
//player_max_speed_up *= 2.5;
v3f diff = (m_player->getPosition() - m_last_good_position);
float d_vert = diff.Y;
diff.Y = 0;
float d_horiz = diff.getLength();
float required_time = d_horiz/player_max_speed;
if(d_vert > 0 && d_vert/player_max_speed > required_time)
required_time = d_vert/player_max_speed;
if(m_move_pool.grab(required_time)){
m_last_good_position = m_player->getPosition();
} else {
actionstream<<"Player "<<m_player->getName()
<<" moved too fast; resetting position"
<<std::endl;
m_player->setPosition(m_last_good_position);
cheated = true;
}
}
return cheated;
}
bool PlayerSAO::getCollisionBox(aabb3f *toset) {
//update collision box
*toset = m_player->getCollisionbox();
toset->MinEdge += m_base_position;
toset->MaxEdge += m_base_position;
return true;
}
bool PlayerSAO::collideWithObjects(){
return true;
}