forked from Mirrorlandia_minetest/minetest
6647939403
Original credits goes to @Rogier-5 * Merge common attributes between LuaEntitySAO & PlayerSAO to UnitSAO * Make some functions const * Improve some lists performance by returning const ref Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
1520 lines
39 KiB
C++
1520 lines
39 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "content_sao.h"
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#include "util/serialize.h"
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#include "collision.h"
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#include "environment.h"
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#include "tool.h" // For ToolCapabilities
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#include "gamedef.h"
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#include "nodedef.h"
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#include "remoteplayer.h"
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#include "server.h"
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#include "scripting_game.h"
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#include "genericobject.h"
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std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
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/*
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TestSAO
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*/
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class TestSAO : public ServerActiveObject
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{
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public:
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TestSAO(ServerEnvironment *env, v3f pos):
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ServerActiveObject(env, pos),
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m_timer1(0),
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m_age(0)
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{
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ServerActiveObject::registerType(getType(), create);
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}
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ActiveObjectType getType() const
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{ return ACTIVEOBJECT_TYPE_TEST; }
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static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
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const std::string &data)
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{
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return new TestSAO(env, pos);
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}
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void step(float dtime, bool send_recommended)
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{
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m_age += dtime;
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if(m_age > 10)
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{
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m_removed = true;
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return;
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}
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m_base_position.Y += dtime * BS * 2;
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if(m_base_position.Y > 8*BS)
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m_base_position.Y = 2*BS;
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if(send_recommended == false)
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return;
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m_timer1 -= dtime;
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if(m_timer1 < 0.0)
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{
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m_timer1 += 0.125;
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std::string data;
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data += itos(0); // 0 = position
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data += " ";
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data += itos(m_base_position.X);
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data += " ";
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data += itos(m_base_position.Y);
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data += " ";
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data += itos(m_base_position.Z);
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ActiveObjectMessage aom(getId(), false, data);
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m_messages_out.push(aom);
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}
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}
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bool getCollisionBox(aabb3f *toset) const { return false; }
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bool collideWithObjects() const { return false; }
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private:
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float m_timer1;
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float m_age;
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};
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// Prototype (registers item for deserialization)
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TestSAO proto_TestSAO(NULL, v3f(0,0,0));
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/*
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UnitSAO
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*/
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UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos):
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ServerActiveObject(env, pos),
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m_hp(-1),
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m_yaw(0),
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m_properties_sent(true),
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m_armor_groups_sent(false),
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m_animation_range(0,0),
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m_animation_speed(0),
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m_animation_blend(0),
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m_animation_loop(true),
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m_animation_sent(false),
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m_bone_position_sent(false),
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m_attachment_parent_id(0),
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m_attachment_sent(false)
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{
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// Initialize something to armor groups
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m_armor_groups["fleshy"] = 100;
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}
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/*
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LuaEntitySAO
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*/
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// Prototype (registers item for deserialization)
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LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
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LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
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const std::string &name, const std::string &state):
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UnitSAO(env, pos),
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m_init_name(name),
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m_init_state(state),
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m_registered(false),
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m_velocity(0,0,0),
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m_acceleration(0,0,0),
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m_last_sent_yaw(0),
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m_last_sent_position(0,0,0),
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m_last_sent_velocity(0,0,0),
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m_last_sent_position_timer(0),
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m_last_sent_move_precision(0)
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{
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// Only register type if no environment supplied
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if(env == NULL){
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ServerActiveObject::registerType(getType(), create);
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return;
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}
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}
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LuaEntitySAO::~LuaEntitySAO()
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{
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if(m_registered){
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m_env->getScriptIface()->luaentity_Remove(m_id);
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}
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for (UNORDERED_SET<u32>::iterator it = m_attached_particle_spawners.begin();
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it != m_attached_particle_spawners.end(); ++it) {
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m_env->deleteParticleSpawner(*it, false);
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}
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}
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void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
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{
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ServerActiveObject::addedToEnvironment(dtime_s);
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// Create entity from name
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m_registered = m_env->getScriptIface()->
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luaentity_Add(m_id, m_init_name.c_str());
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if(m_registered){
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// Get properties
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m_env->getScriptIface()->
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luaentity_GetProperties(m_id, &m_prop);
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// Initialize HP from properties
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m_hp = m_prop.hp_max;
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// Activate entity, supplying serialized state
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m_env->getScriptIface()->
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luaentity_Activate(m_id, m_init_state.c_str(), dtime_s);
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} else {
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m_prop.infotext = m_init_name;
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}
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}
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ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
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const std::string &data)
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{
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std::string name;
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std::string state;
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s16 hp = 1;
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v3f velocity;
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float yaw = 0;
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if(data != ""){
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std::istringstream is(data, std::ios::binary);
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// read version
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u8 version = readU8(is);
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// check if version is supported
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if(version == 0){
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name = deSerializeString(is);
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state = deSerializeLongString(is);
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}
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else if(version == 1){
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name = deSerializeString(is);
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state = deSerializeLongString(is);
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hp = readS16(is);
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velocity = readV3F1000(is);
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yaw = readF1000(is);
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}
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}
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// create object
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infostream<<"LuaEntitySAO::create(name=\""<<name<<"\" state=\""
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<<state<<"\")"<<std::endl;
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LuaEntitySAO *sao = new LuaEntitySAO(env, pos, name, state);
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sao->m_hp = hp;
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sao->m_velocity = velocity;
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sao->m_yaw = yaw;
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return sao;
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}
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bool LuaEntitySAO::isAttached()
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{
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if(!m_attachment_parent_id)
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return false;
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// Check if the parent still exists
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ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
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if(obj)
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return true;
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return false;
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}
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void LuaEntitySAO::step(float dtime, bool send_recommended)
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{
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if(!m_properties_sent)
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{
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m_properties_sent = true;
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std::string str = getPropertyPacket();
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push(aom);
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}
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// If attached, check that our parent is still there. If it isn't, detach.
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if(m_attachment_parent_id && !isAttached())
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{
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m_attachment_parent_id = 0;
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m_attachment_bone = "";
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m_attachment_position = v3f(0,0,0);
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m_attachment_rotation = v3f(0,0,0);
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sendPosition(false, true);
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}
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m_last_sent_position_timer += dtime;
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// Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
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// If the object gets detached this comes into effect automatically from the last known origin
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if(isAttached())
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{
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v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
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m_base_position = pos;
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m_velocity = v3f(0,0,0);
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m_acceleration = v3f(0,0,0);
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}
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else
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{
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if(m_prop.physical){
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aabb3f box = m_prop.collisionbox;
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box.MinEdge *= BS;
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box.MaxEdge *= BS;
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collisionMoveResult moveresult;
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f32 pos_max_d = BS*0.25; // Distance per iteration
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v3f p_pos = m_base_position;
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v3f p_velocity = m_velocity;
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v3f p_acceleration = m_acceleration;
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moveresult = collisionMoveSimple(m_env, m_env->getGameDef(),
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pos_max_d, box, m_prop.stepheight, dtime,
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&p_pos, &p_velocity, p_acceleration,
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this, m_prop.collideWithObjects);
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// Apply results
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m_base_position = p_pos;
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m_velocity = p_velocity;
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m_acceleration = p_acceleration;
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} else {
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m_base_position += dtime * m_velocity + 0.5 * dtime
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* dtime * m_acceleration;
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m_velocity += dtime * m_acceleration;
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}
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if((m_prop.automatic_face_movement_dir) &&
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(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
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{
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float optimal_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
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+ m_prop.automatic_face_movement_dir_offset;
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float max_rotation_delta =
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dtime * m_prop.automatic_face_movement_max_rotation_per_sec;
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if ((m_prop.automatic_face_movement_max_rotation_per_sec > 0) &&
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(fabs(m_yaw - optimal_yaw) > max_rotation_delta)) {
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m_yaw = optimal_yaw < m_yaw ? m_yaw - max_rotation_delta : m_yaw + max_rotation_delta;
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} else {
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m_yaw = optimal_yaw;
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}
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}
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}
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if(m_registered){
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m_env->getScriptIface()->luaentity_Step(m_id, dtime);
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}
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if(send_recommended == false)
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return;
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if(!isAttached())
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{
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// TODO: force send when acceleration changes enough?
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float minchange = 0.2*BS;
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if(m_last_sent_position_timer > 1.0){
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minchange = 0.01*BS;
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} else if(m_last_sent_position_timer > 0.2){
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minchange = 0.05*BS;
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}
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float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
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move_d += m_last_sent_move_precision;
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float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
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if(move_d > minchange || vel_d > minchange ||
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fabs(m_yaw - m_last_sent_yaw) > 1.0){
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sendPosition(true, false);
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}
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}
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if(m_armor_groups_sent == false){
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m_armor_groups_sent = true;
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std::string str = gob_cmd_update_armor_groups(
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m_armor_groups);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push(aom);
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}
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if(m_animation_sent == false){
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m_animation_sent = true;
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std::string str = gob_cmd_update_animation(
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m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push(aom);
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}
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if(m_bone_position_sent == false){
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m_bone_position_sent = true;
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for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
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ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
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std::string str = gob_cmd_update_bone_position((*ii).first,
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(*ii).second.X, (*ii).second.Y);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push(aom);
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}
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}
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if(m_attachment_sent == false){
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m_attachment_sent = true;
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std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push(aom);
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}
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}
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std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
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{
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std::ostringstream os(std::ios::binary);
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if(protocol_version >= 14)
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{
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writeU8(os, 1); // version
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os<<serializeString(""); // name
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writeU8(os, 0); // is_player
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writeS16(os, getId()); //id
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writeV3F1000(os, m_base_position);
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writeF1000(os, m_yaw);
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writeS16(os, m_hp);
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std::ostringstream msg_os(std::ios::binary);
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msg_os << serializeLongString(getPropertyPacket()); // message 1
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msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
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msg_os << serializeLongString(gob_cmd_update_animation(
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m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
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for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
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ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
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msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
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(*ii).second.X, (*ii).second.Y)); // m_bone_position.size
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}
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msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
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m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
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int message_count = 4 + m_bone_position.size();
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for (UNORDERED_SET<int>::const_iterator ii = m_attachment_child_ids.begin();
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(ii != m_attachment_child_ids.end()); ++ii) {
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if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
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message_count++;
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msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
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obj->getClientInitializationData(protocol_version)));
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}
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}
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writeU8(os, message_count);
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os.write(msg_os.str().c_str(), msg_os.str().size());
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}
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else
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{
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writeU8(os, 0); // version
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os<<serializeString(""); // name
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writeU8(os, 0); // is_player
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writeV3F1000(os, m_base_position);
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writeF1000(os, m_yaw);
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writeS16(os, m_hp);
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writeU8(os, 2); // number of messages stuffed in here
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os<<serializeLongString(getPropertyPacket()); // message 1
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os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
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}
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// return result
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return os.str();
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}
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std::string LuaEntitySAO::getStaticData()
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{
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verbosestream<<FUNCTION_NAME<<std::endl;
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std::ostringstream os(std::ios::binary);
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// version
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writeU8(os, 1);
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// name
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os<<serializeString(m_init_name);
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// state
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if(m_registered){
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std::string state = m_env->getScriptIface()->
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luaentity_GetStaticdata(m_id);
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os<<serializeLongString(state);
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} else {
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os<<serializeLongString(m_init_state);
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}
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// hp
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writeS16(os, m_hp);
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// velocity
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writeV3F1000(os, m_velocity);
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// yaw
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writeF1000(os, m_yaw);
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return os.str();
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}
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int LuaEntitySAO::punch(v3f dir,
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const ToolCapabilities *toolcap,
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ServerActiveObject *puncher,
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float time_from_last_punch)
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{
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if (!m_registered){
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// Delete unknown LuaEntities when punched
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m_removed = true;
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return 0;
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}
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// It's best that attachments cannot be punched
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if (isAttached())
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return 0;
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ItemStack *punchitem = NULL;
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ItemStack punchitem_static;
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if (puncher) {
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punchitem_static = puncher->getWieldedItem();
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punchitem = &punchitem_static;
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}
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PunchDamageResult result = getPunchDamage(
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m_armor_groups,
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toolcap,
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punchitem,
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time_from_last_punch);
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if (result.did_punch) {
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setHP(getHP() - result.damage);
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if (result.damage > 0) {
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std::string punchername = puncher ? puncher->getDescription() : "nil";
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actionstream << getDescription() << " punched by "
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<< punchername << ", damage " << result.damage
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<< " hp, health now " << getHP() << " hp" << std::endl;
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}
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std::string str = gob_cmd_punched(result.damage, getHP());
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// create message and add to list
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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(const 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;
|
|
}
|
|
|
|
const ItemGroupList &LuaEntitySAO::getArmorGroups()
|
|
{
|
|
return m_armor_groups;
|
|
}
|
|
|
|
void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
|
|
{
|
|
m_animation_range = frame_range;
|
|
m_animation_speed = frame_speed;
|
|
m_animation_blend = frame_blend;
|
|
m_animation_loop = frame_loop;
|
|
m_animation_sent = false;
|
|
}
|
|
|
|
void LuaEntitySAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
|
|
{
|
|
*frame_range = m_animation_range;
|
|
*frame_speed = m_animation_speed;
|
|
*frame_blend = m_animation_blend;
|
|
*frame_loop = m_animation_loop;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
void LuaEntitySAO::addAttachmentChild(int child_id)
|
|
{
|
|
m_attachment_child_ids.insert(child_id);
|
|
}
|
|
|
|
void LuaEntitySAO::removeAttachmentChild(int child_id)
|
|
{
|
|
m_attachment_child_ids.erase(child_id);
|
|
}
|
|
|
|
const UNORDERED_SET<int> &LuaEntitySAO::getAttachmentChildIds()
|
|
{
|
|
return m_attachment_child_ids;
|
|
}
|
|
|
|
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::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) const
|
|
{
|
|
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() const
|
|
{
|
|
return m_prop.collideWithObjects;
|
|
}
|
|
|
|
/*
|
|
PlayerSAO
|
|
*/
|
|
|
|
// No prototype, PlayerSAO does not need to be deserialized
|
|
|
|
PlayerSAO::PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer):
|
|
UnitSAO(env_, v3f(0,0,0)),
|
|
m_player(NULL),
|
|
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_is_singleplayer(is_singleplayer),
|
|
m_breath(PLAYER_MAX_BREATH),
|
|
m_pitch(0),
|
|
m_fov(0),
|
|
m_wanted_range(0),
|
|
// 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_peer_id != 0); // pre-condition
|
|
|
|
m_prop.hp_max = PLAYER_MAX_HP;
|
|
m_prop.physical = false;
|
|
m_prop.weight = 75;
|
|
m_prop.collisionbox = aabb3f(-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;
|
|
m_hp = PLAYER_MAX_HP;
|
|
}
|
|
|
|
PlayerSAO::~PlayerSAO()
|
|
{
|
|
if(m_inventory != &m_player->inventory)
|
|
delete m_inventory;
|
|
}
|
|
|
|
void PlayerSAO::initialize(RemotePlayer *player, const std::set<std::string> &privs)
|
|
{
|
|
assert(player);
|
|
m_player = player;
|
|
m_privs = privs;
|
|
m_inventory = &m_player->inventory;
|
|
}
|
|
|
|
v3f PlayerSAO::getEyeOffset() const
|
|
{
|
|
return v3f(0, BS * 1.625f, 0);
|
|
}
|
|
|
|
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_base_position);
|
|
m_player->setPlayerSAO(this);
|
|
m_player->peer_id = m_peer_id;
|
|
m_last_good_position = m_base_position;
|
|
}
|
|
|
|
// Called before removing from environment
|
|
void PlayerSAO::removingFromEnvironment()
|
|
{
|
|
ServerActiveObject::removingFromEnvironment();
|
|
if (m_player->getPlayerSAO() == this) {
|
|
unlinkPlayerSessionAndSave();
|
|
for (UNORDERED_SET<u32>::iterator it = m_attached_particle_spawners.begin();
|
|
it != m_attached_particle_spawners.end(); ++it) {
|
|
m_env->deleteParticleSpawner(*it, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
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_base_position + v3f(0,BS*1,0));
|
|
writeF1000(os, m_yaw);
|
|
writeS16(os, getHP());
|
|
|
|
std::ostringstream msg_os(std::ios::binary);
|
|
msg_os << serializeLongString(getPropertyPacket()); // message 1
|
|
msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
|
|
msg_os << serializeLongString(gob_cmd_update_animation(
|
|
m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
|
|
for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
|
|
ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
|
|
msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
|
|
(*ii).second.X, (*ii).second.Y)); // m_bone_position.size
|
|
}
|
|
msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
|
|
m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
|
|
msg_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
|
|
// (GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only.
|
|
msg_os << serializeLongString(gob_cmd_update_nametag_attributes(m_prop.nametag_color)); // 6
|
|
int message_count = 6 + m_bone_position.size();
|
|
for (UNORDERED_SET<int>::const_iterator ii = m_attachment_child_ids.begin();
|
|
ii != m_attachment_child_ids.end(); ++ii) {
|
|
if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
|
|
message_count++;
|
|
msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
|
|
obj->getClientInitializationData(protocol_version)));
|
|
}
|
|
}
|
|
|
|
writeU8(os, message_count);
|
|
os.write(msg_os.str().c_str(), msg_os.str().size());
|
|
}
|
|
else
|
|
{
|
|
writeU8(os, 0); // version
|
|
os<<serializeString(m_player->getName()); // name
|
|
writeU8(os, 1); // is_player
|
|
writeV3F1000(os, m_base_position + v3f(0,BS*1,0));
|
|
writeF1000(os, m_yaw);
|
|
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_drowning_interval.step(dtime, 2.0)) {
|
|
// get head position
|
|
v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
|
|
MapNode n = m_env->getMap().getNodeNoEx(p);
|
|
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
|
|
// If node generates drown
|
|
if (c.drowning > 0) {
|
|
if (m_hp > 0 && m_breath > 0)
|
|
setBreath(m_breath - 1);
|
|
|
|
// No more breath, damage player
|
|
if (m_breath == 0) {
|
|
setHP(m_hp - c.drowning);
|
|
m_env->getGameDef()->SendPlayerHPOrDie(this);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_breathing_interval.step(dtime, 0.5)) {
|
|
// get head position
|
|
v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
|
|
MapNode n = m_env->getMap().getNodeNoEx(p);
|
|
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
|
|
// If player is alive & no drowning, breath
|
|
if (m_hp > 0 && c.drowning == 0)
|
|
setBreath(m_breath + 1);
|
|
}
|
|
|
|
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);
|
|
setBasePosition(m_last_good_position);
|
|
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;
|
|
setBasePosition(pos);
|
|
}
|
|
|
|
if (!send_recommended)
|
|
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_base_position + v3f(0,BS*1,0);
|
|
std::string str = gob_cmd_update_position(
|
|
pos,
|
|
v3f(0,0,0),
|
|
v3f(0,0,0),
|
|
m_yaw,
|
|
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) {
|
|
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) {
|
|
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) {
|
|
m_animation_sent = true;
|
|
std::string str = gob_cmd_update_animation(
|
|
m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
|
|
// create message and add to list
|
|
ActiveObjectMessage aom(getId(), true, str);
|
|
m_messages_out.push(aom);
|
|
}
|
|
|
|
if (!m_bone_position_sent) {
|
|
m_bone_position_sent = true;
|
|
for (UNORDERED_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){
|
|
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);
|
|
}
|
|
}
|
|
|
|
void PlayerSAO::setBasePosition(const v3f &position)
|
|
{
|
|
if (m_player && position != m_base_position)
|
|
m_player->setDirty(true);
|
|
|
|
// This needs to be ran for attachments too
|
|
ServerActiveObject::setBasePosition(position);
|
|
m_position_not_sent = true;
|
|
}
|
|
|
|
void PlayerSAO::setPos(const v3f &pos)
|
|
{
|
|
if(isAttached())
|
|
return;
|
|
|
|
setBasePosition(pos);
|
|
// Movement caused by this command is always valid
|
|
m_last_good_position = pos;
|
|
m_env->getGameDef()->SendMovePlayer(m_peer_id);
|
|
}
|
|
|
|
void PlayerSAO::moveTo(v3f pos, bool continuous)
|
|
{
|
|
if(isAttached())
|
|
return;
|
|
|
|
setBasePosition(pos);
|
|
// Movement caused by this command is always valid
|
|
m_last_good_position = pos;
|
|
m_env->getGameDef()->SendMovePlayer(m_peer_id);
|
|
}
|
|
|
|
void PlayerSAO::setYaw(const float yaw)
|
|
{
|
|
if (m_player && yaw != m_yaw)
|
|
m_player->setDirty(true);
|
|
|
|
UnitSAO::setYaw(yaw);
|
|
}
|
|
|
|
void PlayerSAO::setFov(const float fov)
|
|
{
|
|
if (m_player && fov != m_fov)
|
|
m_player->setDirty(true);
|
|
|
|
m_fov = fov;
|
|
}
|
|
|
|
void PlayerSAO::setWantedRange(const s16 range)
|
|
{
|
|
if (m_player && range != m_wanted_range)
|
|
m_player->setDirty(true);
|
|
|
|
m_wanted_range = range;
|
|
}
|
|
|
|
void PlayerSAO::setYawAndSend(const float yaw)
|
|
{
|
|
setYaw(yaw);
|
|
m_env->getGameDef()->SendMovePlayer(m_peer_id);
|
|
}
|
|
|
|
void PlayerSAO::setPitch(const float pitch)
|
|
{
|
|
if (m_player && pitch != m_pitch)
|
|
m_player->setDirty(true);
|
|
|
|
m_pitch = pitch;
|
|
}
|
|
|
|
void PlayerSAO::setPitchAndSend(const float pitch)
|
|
{
|
|
setPitch(pitch);
|
|
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 *)
|
|
{
|
|
}
|
|
|
|
s16 PlayerSAO::readDamage()
|
|
{
|
|
s16 damage = m_damage;
|
|
m_damage = 0;
|
|
return damage;
|
|
}
|
|
|
|
void PlayerSAO::setHP(s16 hp)
|
|
{
|
|
s16 oldhp = m_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")) {
|
|
return;
|
|
}
|
|
|
|
m_hp = hp;
|
|
|
|
if (oldhp > hp)
|
|
m_damage += (oldhp - hp);
|
|
|
|
// Update properties on death
|
|
if ((hp == 0) != (oldhp == 0))
|
|
m_properties_sent = false;
|
|
}
|
|
|
|
void PlayerSAO::setBreath(const u16 breath, bool send)
|
|
{
|
|
if (m_player && breath != m_breath)
|
|
m_player->setDirty(true);
|
|
|
|
m_breath = MYMIN(breath, PLAYER_MAX_BREATH);
|
|
|
|
if (send)
|
|
m_env->getGameDef()->SendPlayerBreath(this);
|
|
}
|
|
|
|
void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
|
|
{
|
|
m_armor_groups = armor_groups;
|
|
m_armor_groups_sent = false;
|
|
}
|
|
|
|
const ItemGroupList &PlayerSAO::getArmorGroups()
|
|
{
|
|
return m_armor_groups;
|
|
}
|
|
|
|
void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
|
|
{
|
|
// 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_loop = frame_loop;
|
|
m_animation_sent = false;
|
|
}
|
|
|
|
void PlayerSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
|
|
{
|
|
*frame_range = m_animation_range;
|
|
*frame_speed = m_animation_speed;
|
|
*frame_blend = m_animation_blend;
|
|
*frame_loop = m_animation_loop;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
void PlayerSAO::addAttachmentChild(int child_id)
|
|
{
|
|
m_attachment_child_ids.insert(child_id);
|
|
}
|
|
|
|
void PlayerSAO::removeAttachmentChild(int child_id)
|
|
{
|
|
m_attachment_child_ids.erase(child_id);
|
|
}
|
|
|
|
const UNORDERED_SET<int> &PlayerSAO::getAttachmentChildIds()
|
|
{
|
|
return m_attachment_child_ids;
|
|
}
|
|
|
|
ObjectProperties* PlayerSAO::accessObjectProperties()
|
|
{
|
|
return &m_prop;
|
|
}
|
|
|
|
void PlayerSAO::notifyObjectPropertiesModified()
|
|
{
|
|
m_properties_sent = false;
|
|
}
|
|
|
|
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";
|
|
}
|
|
|
|
ItemStack PlayerSAO::getWieldedItem() const
|
|
{
|
|
const Inventory *inv = getInventory();
|
|
ItemStack ret;
|
|
const InventoryList *mlist = inv->getList(getWieldList());
|
|
if (mlist && getWieldIndex() < (s32)mlist->getSize())
|
|
ret = mlist->getItem(getWieldIndex());
|
|
if (ret.name.empty()) {
|
|
const InventoryList *hlist = inv->getList("hand");
|
|
if (hlist)
|
|
ret = hlist->getItem(0);
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
bool PlayerSAO::setWieldedItem(const ItemStack &item)
|
|
{
|
|
Inventory *inv = getInventory();
|
|
if (inv) {
|
|
InventoryList *mlist = inv->getList(getWieldList());
|
|
if (mlist) {
|
|
ItemStack olditem = mlist->getItem(getWieldIndex());
|
|
if (olditem.name.empty()) {
|
|
InventoryList *hlist = inv->getList("hand");
|
|
if (hlist) {
|
|
hlist->changeItem(0, item);
|
|
return true;
|
|
}
|
|
}
|
|
mlist->changeItem(getWieldIndex(), item);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
int PlayerSAO::getWieldIndex() const
|
|
{
|
|
return m_wield_index;
|
|
}
|
|
|
|
void PlayerSAO::setWieldIndex(int i)
|
|
{
|
|
if(i != m_wield_index) {
|
|
m_wield_index = i;
|
|
}
|
|
}
|
|
|
|
// Erase the peer id and make the object for removal
|
|
void PlayerSAO::disconnected()
|
|
{
|
|
m_peer_id = 0;
|
|
m_removed = true;
|
|
}
|
|
|
|
void PlayerSAO::unlinkPlayerSessionAndSave()
|
|
{
|
|
assert(m_player->getPlayerSAO() == this);
|
|
m_player->peer_id = 0;
|
|
m_env->savePlayer(m_player);
|
|
m_player->setPlayerSAO(NULL);
|
|
m_env->removePlayer(m_player);
|
|
}
|
|
|
|
std::string PlayerSAO::getPropertyPacket()
|
|
{
|
|
m_prop.is_visible = (true);
|
|
return gob_cmd_set_properties(m_prop);
|
|
}
|
|
|
|
bool PlayerSAO::checkMovementCheat()
|
|
{
|
|
if (isAttached() || m_is_singleplayer ||
|
|
g_settings->getBool("disable_anticheat")) {
|
|
m_last_good_position = m_base_position;
|
|
return false;
|
|
}
|
|
|
|
bool cheated = false;
|
|
/*
|
|
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 * m_physics_override_speed;
|
|
} else {
|
|
// Normal speed
|
|
player_max_speed = m_player->movement_speed_walk * m_physics_override_speed;
|
|
}
|
|
// Tolerance. The lag pool does this a bit.
|
|
//player_max_speed *= 2.5;
|
|
|
|
v3f diff = (m_base_position - 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; // Moving upwards
|
|
|
|
if (m_move_pool.grab(required_time)) {
|
|
m_last_good_position = m_base_position;
|
|
} else {
|
|
actionstream << "Player " << m_player->getName()
|
|
<< " moved too fast; resetting position"
|
|
<< std::endl;
|
|
setBasePosition(m_last_good_position);
|
|
cheated = true;
|
|
}
|
|
return cheated;
|
|
}
|
|
|
|
bool PlayerSAO::getCollisionBox(aabb3f *toset) const
|
|
{
|
|
*toset = aabb3f(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30);
|
|
toset->MinEdge += m_base_position;
|
|
toset->MaxEdge += m_base_position;
|
|
return true;
|
|
}
|