mirror of
https://github.com/minetest/minetest.git
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ee63b94f2c
Also, use a better distance calculation for 'collide with objects'. Fixes the issue of a vehicle occasionally colliding with its own driver, causing one of the velocity components to be set to zero.
1527 lines
40 KiB
C++
1527 lines
40 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_server.h"
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#include "genericobject.h"
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#include "settings.h"
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#include <algorithm>
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#include <cmath>
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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_pending_removal = 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)
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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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virtual bool getSelectionBox(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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{
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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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ServerActiveObject *UnitSAO::getParent() const
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{
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if (!m_attachment_parent_id)
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return nullptr;
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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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return obj;
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}
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void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
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{
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m_armor_groups = armor_groups;
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m_armor_groups_sent = false;
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}
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const ItemGroupList &UnitSAO::getArmorGroups()
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{
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return m_armor_groups;
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}
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void UnitSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
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{
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// store these so they can be updated to clients
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m_animation_range = frame_range;
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m_animation_speed = frame_speed;
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m_animation_blend = frame_blend;
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m_animation_loop = frame_loop;
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m_animation_sent = false;
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}
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void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
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{
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*frame_range = m_animation_range;
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*frame_speed = m_animation_speed;
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*frame_blend = m_animation_blend;
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*frame_loop = m_animation_loop;
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}
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void UnitSAO::setAnimationSpeed(float frame_speed)
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{
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m_animation_speed = frame_speed;
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m_animation_speed_sent = false;
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}
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void UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
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{
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// store these so they can be updated to clients
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m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
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m_bone_position_sent = false;
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}
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void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
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{
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*position = m_bone_position[bone].X;
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*rotation = m_bone_position[bone].Y;
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}
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void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
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{
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// Attachments need to be handled on both the server and client.
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// If we just attach on the server, we can only copy the position of the parent. Attachments
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// are still sent to clients at an interval so players might see them lagging, plus we can't
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// read and attach to skeletal bones.
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// If we just attach on the client, the server still sees the child at its original location.
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// This breaks some things so we also give the server the most accurate representation
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// even if players only see the client changes.
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int old_parent = m_attachment_parent_id;
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m_attachment_parent_id = parent_id;
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m_attachment_bone = bone;
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m_attachment_position = position;
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m_attachment_rotation = rotation;
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m_attachment_sent = false;
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if (parent_id != old_parent) {
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onDetach(old_parent);
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onAttach(parent_id);
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}
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}
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void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
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v3f *rotation)
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{
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*parent_id = m_attachment_parent_id;
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*bone = m_attachment_bone;
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*position = m_attachment_position;
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*rotation = m_attachment_rotation;
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}
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void UnitSAO::clearChildAttachments()
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{
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for (int child_id : m_attachment_child_ids) {
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// Child can be NULL if it was deleted earlier
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if (ServerActiveObject *child = m_env->getActiveObject(child_id))
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child->setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
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}
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m_attachment_child_ids.clear();
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}
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void UnitSAO::clearParentAttachment()
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{
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ServerActiveObject *parent = nullptr;
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if (m_attachment_parent_id) {
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parent = m_env->getActiveObject(m_attachment_parent_id);
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setAttachment(0, "", m_attachment_position, m_attachment_rotation);
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} else {
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setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
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}
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// Do it
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if (parent)
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parent->removeAttachmentChild(m_id);
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}
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void UnitSAO::addAttachmentChild(int child_id)
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{
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m_attachment_child_ids.insert(child_id);
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}
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void UnitSAO::removeAttachmentChild(int child_id)
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{
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m_attachment_child_ids.erase(child_id);
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}
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const std::unordered_set<int> &UnitSAO::getAttachmentChildIds()
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{
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return m_attachment_child_ids;
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}
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void UnitSAO::onAttach(int parent_id)
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{
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if (!parent_id)
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return;
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ServerActiveObject *parent = m_env->getActiveObject(parent_id);
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if (!parent || parent->isGone())
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return; // Do not try to notify soon gone parent
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if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) {
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// Call parent's on_attach field
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m_env->getScriptIface()->luaentity_on_attach_child(parent_id, this);
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}
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}
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void UnitSAO::onDetach(int parent_id)
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{
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if (!parent_id)
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return;
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ServerActiveObject *parent = m_env->getActiveObject(parent_id);
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if (getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
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m_env->getScriptIface()->luaentity_on_detach(m_id, parent);
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if (!parent || parent->isGone())
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return; // Do not try to notify soon gone parent
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if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
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m_env->getScriptIface()->luaentity_on_detach_child(parent_id, this);
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}
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ObjectProperties* UnitSAO::accessObjectProperties()
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{
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return &m_prop;
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}
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void UnitSAO::notifyObjectPropertiesModified()
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{
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m_properties_sent = false;
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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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{
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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 (u32 attached_particle_spawner : m_attached_particle_spawners) {
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m_env->deleteParticleSpawner(attached_particle_spawner, 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, 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.empty()) {
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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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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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float target_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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m_yaw = wrapDegrees_0_360(m_yaw);
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wrappedApproachShortest(m_yaw, target_yaw, max_rotation_delta, 360.f);
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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)
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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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std::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) {
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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) {
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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_animation_speed_sent) {
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m_animation_speed_sent = true;
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std::string str = gob_cmd_update_animation_speed(m_animation_speed);
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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) {
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m_bone_position_sent = true;
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for (std::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);
|
|
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);
|
|
}
|
|
}
|
|
|
|
std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
|
|
{
|
|
std::ostringstream os(std::ios::binary);
|
|
|
|
// protocol >= 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);
|
|
|
|
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 (std::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
|
|
int message_count = 4 + m_bone_position.size();
|
|
for (std::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)));
|
|
}
|
|
}
|
|
|
|
msg_os << serializeLongString(gob_cmd_set_texture_mod(m_current_texture_modifier));
|
|
message_count++;
|
|
|
|
writeU8(os, message_count);
|
|
os.write(msg_os.str().c_str(), msg_os.str().size());
|
|
|
|
// return result
|
|
return os.str();
|
|
}
|
|
|
|
void LuaEntitySAO::getStaticData(std::string *result) const
|
|
{
|
|
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);
|
|
*result = 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_pending_removal = true;
|
|
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);
|
|
|
|
bool damage_handled = m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
|
|
time_from_last_punch, toolcap, dir, result.did_punch ? result.damage : 0);
|
|
|
|
if (!damage_handled) {
|
|
if (result.did_punch) {
|
|
setHP(getHP() - result.damage,
|
|
PlayerHPChangeReason(PlayerHPChangeReason::SET_HP));
|
|
|
|
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 && !isGone()) {
|
|
m_pending_removal = true;
|
|
clearParentAttachment();
|
|
clearChildAttachments();
|
|
m_env->getScriptIface()->luaentity_on_death(m_id, puncher);
|
|
}
|
|
|
|
return result.wear;
|
|
}
|
|
|
|
void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
|
|
{
|
|
if (!m_registered)
|
|
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, const PlayerHPChangeReason &reason)
|
|
{
|
|
if (hp < 0)
|
|
hp = 0;
|
|
m_hp = hp;
|
|
}
|
|
|
|
s16 LuaEntitySAO::getHP() const
|
|
{
|
|
return m_hp;
|
|
}
|
|
|
|
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);
|
|
m_current_texture_modifier = mod;
|
|
// create message and add to list
|
|
ActiveObjectMessage aom(getId(), true, str);
|
|
m_messages_out.push(aom);
|
|
}
|
|
|
|
std::string LuaEntitySAO::getTextureMod() const
|
|
{
|
|
return m_current_texture_modifier;
|
|
}
|
|
|
|
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::getSelectionBox(aabb3f *toset) const
|
|
{
|
|
if (!m_prop.is_visible || !m_prop.pointable) {
|
|
return false;
|
|
}
|
|
|
|
toset->MinEdge = m_prop.selectionbox.MinEdge * BS;
|
|
toset->MaxEdge = m_prop.selectionbox.MaxEdge * BS;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool LuaEntitySAO::collideWithObjects() const
|
|
{
|
|
return m_prop.collideWithObjects;
|
|
}
|
|
|
|
/*
|
|
PlayerSAO
|
|
*/
|
|
|
|
// No prototype, PlayerSAO does not need to be deserialized
|
|
|
|
PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, session_t peer_id_,
|
|
bool is_singleplayer):
|
|
UnitSAO(env_, v3f(0,0,0)),
|
|
m_player(player_),
|
|
m_peer_id(peer_id_),
|
|
m_is_singleplayer(is_singleplayer)
|
|
{
|
|
assert(m_peer_id != 0); // pre-condition
|
|
|
|
m_prop.hp_max = PLAYER_MAX_HP_DEFAULT;
|
|
m_prop.breath_max = PLAYER_MAX_BREATH_DEFAULT;
|
|
m_prop.physical = false;
|
|
m_prop.weight = 75;
|
|
m_prop.collisionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
|
|
m_prop.selectionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
|
|
m_prop.pointable = true;
|
|
// 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.emplace_back("player.png");
|
|
m_prop.textures.emplace_back("player_back.png");
|
|
m_prop.colors.clear();
|
|
m_prop.colors.emplace_back(255, 255, 255, 255);
|
|
m_prop.spritediv = v2s16(1,1);
|
|
m_prop.eye_height = 1.625f;
|
|
// End of default appearance
|
|
m_prop.is_visible = true;
|
|
m_prop.backface_culling = false;
|
|
m_prop.makes_footstep_sound = true;
|
|
m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
|
|
m_hp = m_prop.hp_max;
|
|
m_breath = m_prop.breath_max;
|
|
// Disable zoom in survival mode using a value of 0
|
|
m_prop.zoom_fov = g_settings->getBool("creative_mode") ? 15.0f : 0.0f;
|
|
}
|
|
|
|
PlayerSAO::~PlayerSAO()
|
|
{
|
|
if(m_inventory != &m_player->inventory)
|
|
delete m_inventory;
|
|
}
|
|
|
|
void PlayerSAO::finalize(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 * m_prop.eye_height, 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->setPeerId(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 (u32 attached_particle_spawner : m_attached_particle_spawners) {
|
|
m_env->deleteParticleSpawner(attached_particle_spawner, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
|
|
{
|
|
std::ostringstream os(std::ios::binary);
|
|
|
|
// Protocol >= 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);
|
|
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 (std::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, m_physics_override_new_move)); // 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 (std::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());
|
|
|
|
// return result
|
|
return os.str();
|
|
}
|
|
|
|
void PlayerSAO::getStaticData(std::string * result) const
|
|
{
|
|
FATAL_ERROR("Deprecated function");
|
|
}
|
|
|
|
void PlayerSAO::step(float dtime, bool send_recommended)
|
|
{
|
|
if (m_drowning_interval.step(dtime, 2.0f)) {
|
|
// Get nose/mouth position, approximate with eye position
|
|
v3s16 p = floatToInt(getEyePosition(), 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 && m_hp > 0) {
|
|
if (m_breath > 0)
|
|
setBreath(m_breath - 1);
|
|
|
|
// No more breath, damage player
|
|
if (m_breath == 0) {
|
|
PlayerHPChangeReason reason(PlayerHPChangeReason::DROWNING);
|
|
setHP(m_hp - c.drowning, reason);
|
|
m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_breathing_interval.step(dtime, 0.5f)) {
|
|
// Get nose/mouth position, approximate with eye position
|
|
v3s16 p = floatToInt(getEyePosition(), BS);
|
|
MapNode n = m_env->getMap().getNodeNoEx(p);
|
|
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
|
|
// If player is alive & no drowning, breathe
|
|
if (m_hp > 0 && m_breath < m_prop.breath_max && c.drowning == 0)
|
|
setBreath(m_breath + 1);
|
|
}
|
|
|
|
if (m_node_hurt_interval.step(dtime, 1.0f)) {
|
|
u32 damage_per_second = 0;
|
|
// Lowest and highest damage points are 0.1 within collisionbox
|
|
float dam_top = m_prop.collisionbox.MaxEdge.Y - 0.1f;
|
|
|
|
// Sequence of damage points, starting 0.1 above feet and progressing
|
|
// upwards in 1 node intervals, stopping below top damage point.
|
|
for (float dam_height = 0.1f; dam_height < dam_top; dam_height++) {
|
|
v3s16 p = floatToInt(m_base_position +
|
|
v3f(0.0f, dam_height * BS, 0.0f), BS);
|
|
MapNode n = m_env->getMap().getNodeNoEx(p);
|
|
damage_per_second = std::max(damage_per_second,
|
|
m_env->getGameDef()->ndef()->get(n).damage_per_second);
|
|
}
|
|
|
|
// Top damage point
|
|
v3s16 ptop = floatToInt(m_base_position +
|
|
v3f(0.0f, dam_top * BS, 0.0f), BS);
|
|
MapNode ntop = m_env->getMap().getNodeNoEx(ptop);
|
|
damage_per_second = std::max(damage_per_second,
|
|
m_env->getGameDef()->ndef()->get(ntop).damage_per_second);
|
|
|
|
if (damage_per_second != 0 && m_hp > 0) {
|
|
s16 newhp = ((s32) damage_per_second > m_hp ? 0 : m_hp - damage_per_second);
|
|
PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE);
|
|
setHP(newhp, reason);
|
|
m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
|
|
}
|
|
}
|
|
|
|
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(0.0f, 0.0f, 0.0f);
|
|
m_attachment_rotation = v3f(0.0f, 0.0f, 0.0f);
|
|
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 = 5.0f;
|
|
float lag_pool_max = m_env->getMaxLagEstimate() * 2.0f;
|
|
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_teleport += 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;
|
|
|
|
std::string str = gob_cmd_update_position(
|
|
pos,
|
|
v3f(0.0f, 0.0f, 0.0f),
|
|
v3f(0.0f, 0.0f, 0.0f),
|
|
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,
|
|
m_physics_override_new_move);
|
|
// 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 (std::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);
|
|
|
|
// Updating is not wanted/required for player migration
|
|
if (m_env) {
|
|
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_move_pool.empty();
|
|
m_time_from_last_teleport = 0.0;
|
|
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_move_pool.empty();
|
|
m_time_from_last_teleport = 0.0;
|
|
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)
|
|
{
|
|
if (!toolcap)
|
|
return 0;
|
|
|
|
// No effect if PvP disabled
|
|
if (!g_settings->getBool("enable_pvp")) {
|
|
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,
|
|
PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, puncher));
|
|
} 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;
|
|
}
|
|
|
|
s16 PlayerSAO::readDamage()
|
|
{
|
|
s16 damage = m_damage;
|
|
m_damage = 0;
|
|
return damage;
|
|
}
|
|
|
|
void PlayerSAO::setHP(s16 hp, const PlayerHPChangeReason &reason)
|
|
{
|
|
s16 oldhp = m_hp;
|
|
|
|
s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp, reason);
|
|
if (hp_change == 0)
|
|
return;
|
|
hp = oldhp + hp_change;
|
|
|
|
if (hp < 0)
|
|
hp = 0;
|
|
else if (hp > m_prop.hp_max)
|
|
hp = m_prop.hp_max;
|
|
|
|
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, m_prop.breath_max);
|
|
|
|
if (send)
|
|
m_env->getGameDef()->SendPlayerBreath(this);
|
|
}
|
|
|
|
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());
|
|
return ret;
|
|
}
|
|
|
|
ItemStack PlayerSAO::getWieldedItemOrHand() 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) {
|
|
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;
|
|
}
|
|
}
|
|
|
|
void PlayerSAO::disconnected()
|
|
{
|
|
m_peer_id = 0;
|
|
m_pending_removal = true;
|
|
}
|
|
|
|
void PlayerSAO::unlinkPlayerSessionAndSave()
|
|
{
|
|
assert(m_player->getPlayerSAO() == this);
|
|
m_player->setPeerId(PEER_ID_INEXISTENT);
|
|
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_walk = 0; // horizontal movement
|
|
float player_max_jump = 0; // vertical upwards movement
|
|
|
|
if (m_privs.count("fast") != 0)
|
|
player_max_walk = m_player->movement_speed_fast; // Fast speed
|
|
else
|
|
player_max_walk = m_player->movement_speed_walk; // Normal speed
|
|
player_max_walk *= m_physics_override_speed;
|
|
player_max_jump = m_player->movement_speed_jump * m_physics_override_jump;
|
|
// FIXME: Bouncy nodes cause practically unbound increase in Y speed,
|
|
// until this can be verified correctly, tolerate higher jumping speeds
|
|
player_max_jump *= 2.0;
|
|
|
|
// Don't divide by zero!
|
|
if (player_max_walk < 0.0001f)
|
|
player_max_walk = 0.0001f;
|
|
if (player_max_jump < 0.0001f)
|
|
player_max_jump = 0.0001f;
|
|
|
|
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_walk;
|
|
|
|
// FIXME: Checking downwards movement is not easily possible currently,
|
|
// the server could calculate speed differences to examine the gravity
|
|
if (d_vert > 0) {
|
|
// In certain cases (water, ladders) walking speed is applied vertically
|
|
float s = MYMAX(player_max_jump, player_max_walk);
|
|
required_time = MYMAX(required_time, d_vert / s);
|
|
}
|
|
|
|
if (m_move_pool.grab(required_time)) {
|
|
m_last_good_position = m_base_position;
|
|
} else {
|
|
const float LAG_POOL_MIN = 5.0;
|
|
float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
|
|
lag_pool_max = MYMAX(lag_pool_max, LAG_POOL_MIN);
|
|
if (m_time_from_last_teleport > lag_pool_max) {
|
|
actionstream << "Player " << m_player->getName()
|
|
<< " moved too fast; resetting position"
|
|
<< std::endl;
|
|
cheated = true;
|
|
}
|
|
setBasePosition(m_last_good_position);
|
|
}
|
|
return cheated;
|
|
}
|
|
|
|
bool PlayerSAO::getCollisionBox(aabb3f *toset) const
|
|
{
|
|
//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;
|
|
}
|
|
|
|
bool PlayerSAO::getSelectionBox(aabb3f *toset) const
|
|
{
|
|
if (!m_prop.is_visible || !m_prop.pointable) {
|
|
return false;
|
|
}
|
|
|
|
toset->MinEdge = m_prop.selectionbox.MinEdge * BS;
|
|
toset->MaxEdge = m_prop.selectionbox.MaxEdge * BS;
|
|
|
|
return true;
|
|
}
|
|
|
|
float PlayerSAO::getZoomFOV() const
|
|
{
|
|
return m_prop.zoom_fov;
|
|
}
|