forked from Mirrorlandia_minetest/minetest
fefa148d69
* Sky: rename Box => m_box and inline getBoundingBox * Uniformize aabbox3d<f32> to aabb3f
1390 lines
35 KiB
C++
1390 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 "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_loop(true),
|
|
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){
|
|
aabb3f 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))
|
|
{
|
|
float optimal_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
|
|
+ m_prop.automatic_face_movement_dir_offset;
|
|
float max_rotation_delta =
|
|
dtime * m_prop.automatic_face_movement_max_rotation_per_sec;
|
|
|
|
if ((m_prop.automatic_face_movement_max_rotation_per_sec > 0) &&
|
|
(fabs(m_yaw - optimal_yaw) > max_rotation_delta)) {
|
|
|
|
m_yaw = optimal_yaw < m_yaw ? m_yaw - max_rotation_delta : m_yaw + max_rotation_delta;
|
|
} else {
|
|
m_yaw = optimal_yaw;
|
|
}
|
|
}
|
|
}
|
|
|
|
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, m_animation_loop);
|
|
// 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, m_animation_loop)); // 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, 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);
|
|
}
|
|
|
|
std::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::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_loop(true),
|
|
m_animation_sent(false),
|
|
m_bone_position_sent(false),
|
|
m_attachment_parent_id(0),
|
|
m_attachment_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 = 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;
|
|
}
|
|
|
|
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((RemotePlayer*)m_player);
|
|
m_env->removePlayer(m_player);
|
|
}
|
|
}
|
|
|
|
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, m_animation_loop)); // 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_prop.nametag_color)); // 6 (GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only.
|
|
}
|
|
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, m_animation_loop);
|
|
// 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);
|
|
}
|
|
}
|
|
|
|
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, 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);
|
|
}
|
|
|
|
std::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";
|
|
}
|
|
|
|
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;
|
|
}
|