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1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "content_sao.h"
21 #include "util/serialize.h"
22 #include "collision.h"
23 #include "environment.h"
24 #include "tool.h" // For ToolCapabilities
25 #include "gamedef.h"
26 #include "nodedef.h"
27 #include "remoteplayer.h"
28 #include "server.h"
29 #include "scripting_server.h"
30 #include "genericobject.h"
31 #include "settings.h"
32 #include <algorithm>
33 #include <cmath>
34
35 std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
36
37 /*
38         TestSAO
39 */
40
41 class TestSAO : public ServerActiveObject
42 {
43 public:
44         TestSAO(ServerEnvironment *env, v3f pos):
45                 ServerActiveObject(env, pos),
46                 m_timer1(0),
47                 m_age(0)
48         {
49                 ServerActiveObject::registerType(getType(), create);
50         }
51         ActiveObjectType getType() const
52         { return ACTIVEOBJECT_TYPE_TEST; }
53
54         static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
55                         const std::string &data)
56         {
57                 return new TestSAO(env, pos);
58         }
59
60         void step(float dtime, bool send_recommended)
61         {
62                 m_age += dtime;
63                 if(m_age > 10)
64                 {
65                         m_pending_removal = true;
66                         return;
67                 }
68
69                 m_base_position.Y += dtime * BS * 2;
70                 if(m_base_position.Y > 8*BS)
71                         m_base_position.Y = 2*BS;
72
73                 if (!send_recommended)
74                         return;
75
76                 m_timer1 -= dtime;
77                 if(m_timer1 < 0.0)
78                 {
79                         m_timer1 += 0.125;
80
81                         std::string data;
82
83                         data += itos(0); // 0 = position
84                         data += " ";
85                         data += itos(m_base_position.X);
86                         data += " ";
87                         data += itos(m_base_position.Y);
88                         data += " ";
89                         data += itos(m_base_position.Z);
90
91                         ActiveObjectMessage aom(getId(), false, data);
92                         m_messages_out.push(aom);
93                 }
94         }
95
96         bool getCollisionBox(aabb3f *toset) const { return false; }
97
98         virtual bool getSelectionBox(aabb3f *toset) const { return false; }
99
100         bool collideWithObjects() const { return false; }
101
102 private:
103         float m_timer1;
104         float m_age;
105 };
106
107 // Prototype (registers item for deserialization)
108 TestSAO proto_TestSAO(NULL, v3f(0,0,0));
109
110 /*
111         UnitSAO
112  */
113
114 UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos):
115         ServerActiveObject(env, pos)
116 {
117         // Initialize something to armor groups
118         m_armor_groups["fleshy"] = 100;
119 }
120
121 ServerActiveObject *UnitSAO::getParent() const
122 {
123         if (!m_attachment_parent_id)
124                 return nullptr;
125         // Check if the parent still exists
126         ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
127
128         return obj;
129 }
130
131 void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
132 {
133         m_armor_groups = armor_groups;
134         m_armor_groups_sent = false;
135 }
136
137 const ItemGroupList &UnitSAO::getArmorGroups()
138 {
139         return m_armor_groups;
140 }
141
142 void UnitSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
143 {
144         // store these so they can be updated to clients
145         m_animation_range = frame_range;
146         m_animation_speed = frame_speed;
147         m_animation_blend = frame_blend;
148         m_animation_loop = frame_loop;
149         m_animation_sent = false;
150 }
151
152 void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
153 {
154         *frame_range = m_animation_range;
155         *frame_speed = m_animation_speed;
156         *frame_blend = m_animation_blend;
157         *frame_loop = m_animation_loop;
158 }
159
160 void UnitSAO::setAnimationSpeed(float frame_speed)
161 {
162         m_animation_speed = frame_speed;
163         m_animation_speed_sent = false;
164 }
165
166 void UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
167 {
168         // store these so they can be updated to clients
169         m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
170         m_bone_position_sent = false;
171 }
172
173 void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
174 {
175         *position = m_bone_position[bone].X;
176         *rotation = m_bone_position[bone].Y;
177 }
178
179 void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
180 {
181         // Attachments need to be handled on both the server and client.
182         // If we just attach on the server, we can only copy the position of the parent. Attachments
183         // are still sent to clients at an interval so players might see them lagging, plus we can't
184         // read and attach to skeletal bones.
185         // If we just attach on the client, the server still sees the child at its original location.
186         // This breaks some things so we also give the server the most accurate representation
187         // even if players only see the client changes.
188
189         int old_parent = m_attachment_parent_id;
190         m_attachment_parent_id = parent_id;
191         m_attachment_bone = bone;
192         m_attachment_position = position;
193         m_attachment_rotation = rotation;
194         m_attachment_sent = false;
195
196         if (parent_id != old_parent) {
197                 onDetach(old_parent);
198                 onAttach(parent_id);
199         }
200 }
201
202 void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
203         v3f *rotation) const
204 {
205         *parent_id = m_attachment_parent_id;
206         *bone = m_attachment_bone;
207         *position = m_attachment_position;
208         *rotation = m_attachment_rotation;
209 }
210
211 void UnitSAO::clearChildAttachments()
212 {
213         for (int child_id : m_attachment_child_ids) {
214                 // Child can be NULL if it was deleted earlier
215                 if (ServerActiveObject *child = m_env->getActiveObject(child_id))
216                         child->setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
217         }
218         m_attachment_child_ids.clear();
219 }
220
221 void UnitSAO::clearParentAttachment()
222 {
223         ServerActiveObject *parent = nullptr;
224         if (m_attachment_parent_id) {
225                 parent = m_env->getActiveObject(m_attachment_parent_id);
226                 setAttachment(0, "", m_attachment_position, m_attachment_rotation);
227         } else {
228                 setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
229         }
230         // Do it
231         if (parent)
232                 parent->removeAttachmentChild(m_id);
233 }
234
235 void UnitSAO::addAttachmentChild(int child_id)
236 {
237         m_attachment_child_ids.insert(child_id);
238 }
239
240 void UnitSAO::removeAttachmentChild(int child_id)
241 {
242         m_attachment_child_ids.erase(child_id);
243 }
244
245 const std::unordered_set<int> &UnitSAO::getAttachmentChildIds() const
246 {
247         return m_attachment_child_ids;
248 }
249
250 void UnitSAO::onAttach(int parent_id)
251 {
252         if (!parent_id)
253                 return;
254
255         ServerActiveObject *parent = m_env->getActiveObject(parent_id);
256
257         if (!parent || parent->isGone())
258                 return; // Do not try to notify soon gone parent
259
260         if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) {
261                 // Call parent's on_attach field
262                 m_env->getScriptIface()->luaentity_on_attach_child(parent_id, this);
263         }
264 }
265
266 void UnitSAO::onDetach(int parent_id)
267 {
268         if (!parent_id)
269                 return;
270
271         ServerActiveObject *parent = m_env->getActiveObject(parent_id);
272         if (getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
273                 m_env->getScriptIface()->luaentity_on_detach(m_id, parent);
274
275         if (!parent || parent->isGone())
276                 return; // Do not try to notify soon gone parent
277
278         if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
279                 m_env->getScriptIface()->luaentity_on_detach_child(parent_id, this);
280 }
281
282 ObjectProperties* UnitSAO::accessObjectProperties()
283 {
284         return &m_prop;
285 }
286
287 void UnitSAO::notifyObjectPropertiesModified()
288 {
289         m_properties_sent = false;
290 }
291
292 /*
293         LuaEntitySAO
294 */
295
296 // Prototype (registers item for deserialization)
297 LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
298
299 LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
300                 const std::string &name, const std::string &state):
301         UnitSAO(env, pos),
302         m_init_name(name),
303         m_init_state(state)
304 {
305         // Only register type if no environment supplied
306         if(env == NULL){
307                 ServerActiveObject::registerType(getType(), create);
308                 return;
309         }
310 }
311
312 LuaEntitySAO::~LuaEntitySAO()
313 {
314         if(m_registered){
315                 m_env->getScriptIface()->luaentity_Remove(m_id);
316         }
317
318         for (u32 attached_particle_spawner : m_attached_particle_spawners) {
319                 m_env->deleteParticleSpawner(attached_particle_spawner, false);
320         }
321 }
322
323 void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
324 {
325         ServerActiveObject::addedToEnvironment(dtime_s);
326
327         // Create entity from name
328         m_registered = m_env->getScriptIface()->
329                 luaentity_Add(m_id, m_init_name.c_str());
330
331         if(m_registered){
332                 // Get properties
333                 m_env->getScriptIface()->
334                         luaentity_GetProperties(m_id, &m_prop);
335                 // Initialize HP from properties
336                 m_hp = m_prop.hp_max;
337                 // Activate entity, supplying serialized state
338                 m_env->getScriptIface()->
339                         luaentity_Activate(m_id, m_init_state, dtime_s);
340         } else {
341                 m_prop.infotext = m_init_name;
342         }
343 }
344
345 ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
346                 const std::string &data)
347 {
348         std::string name;
349         std::string state;
350         u16 hp = 1;
351         v3f velocity;
352         v3f rotation;
353
354         while (!data.empty()) { // breakable, run for one iteration
355                 std::istringstream is(data, std::ios::binary);
356                 // 'version' does not allow to incrementally extend the parameter list thus
357                 // we need another variable to build on top of 'version=1'. Ugly hack but worksâ„¢
358                 u8 version2 = 0;
359                 u8 version = readU8(is);
360
361                 name = deSerializeString(is);
362                 state = deSerializeLongString(is);
363
364                 if (version < 1)
365                         break;
366
367                 hp = readU16(is);
368                 velocity = readV3F1000(is);
369                 // yaw must be yaw to be backwards-compatible
370                 rotation.Y = readF1000(is);
371
372                 if (is.good()) // EOF for old formats
373                         version2 = readU8(is);
374
375                 if (version2 < 1) // PROTOCOL_VERSION < 37
376                         break;
377
378                 // version2 >= 1
379                 rotation.X = readF1000(is);
380                 rotation.Z = readF1000(is);
381
382                 // if (version2 < 2)
383                 //     break;
384                 // <read new values>
385                 break;
386         }
387         // create object
388         infostream << "LuaEntitySAO::create(name=\"" << name << "\" state=\""
389                          << state << "\")" << std::endl;
390         LuaEntitySAO *sao = new LuaEntitySAO(env, pos, name, state);
391         sao->m_hp = hp;
392         sao->m_velocity = velocity;
393         sao->m_rotation = rotation;
394         return sao;
395 }
396
397 void LuaEntitySAO::step(float dtime, bool send_recommended)
398 {
399         if(!m_properties_sent)
400         {
401                 m_properties_sent = true;
402                 std::string str = getPropertyPacket();
403                 // create message and add to list
404                 ActiveObjectMessage aom(getId(), true, str);
405                 m_messages_out.push(aom);
406         }
407
408         // If attached, check that our parent is still there. If it isn't, detach.
409         if(m_attachment_parent_id && !isAttached())
410         {
411                 m_attachment_parent_id = 0;
412                 m_attachment_bone = "";
413                 m_attachment_position = v3f(0,0,0);
414                 m_attachment_rotation = v3f(0,0,0);
415                 sendPosition(false, true);
416         }
417
418         m_last_sent_position_timer += dtime;
419
420         // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
421         // If the object gets detached this comes into effect automatically from the last known origin
422         if(isAttached())
423         {
424                 v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
425                 m_base_position = pos;
426                 m_velocity = v3f(0,0,0);
427                 m_acceleration = v3f(0,0,0);
428         }
429         else
430         {
431                 if(m_prop.physical){
432                         aabb3f box = m_prop.collisionbox;
433                         box.MinEdge *= BS;
434                         box.MaxEdge *= BS;
435                         collisionMoveResult moveresult;
436                         f32 pos_max_d = BS*0.25; // Distance per iteration
437                         v3f p_pos = m_base_position;
438                         v3f p_velocity = m_velocity;
439                         v3f p_acceleration = m_acceleration;
440                         moveresult = collisionMoveSimple(m_env, m_env->getGameDef(),
441                                         pos_max_d, box, m_prop.stepheight, dtime,
442                                         &p_pos, &p_velocity, p_acceleration,
443                                         this, m_prop.collideWithObjects);
444
445                         // Apply results
446                         m_base_position = p_pos;
447                         m_velocity = p_velocity;
448                         m_acceleration = p_acceleration;
449                 } else {
450                         m_base_position += dtime * m_velocity + 0.5 * dtime
451                                         * dtime * m_acceleration;
452                         m_velocity += dtime * m_acceleration;
453                 }
454
455                 if (m_prop.automatic_face_movement_dir &&
456                                 (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
457                         float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
458                                 + m_prop.automatic_face_movement_dir_offset;
459                         float max_rotation_per_sec =
460                                         m_prop.automatic_face_movement_max_rotation_per_sec;
461
462                         if (max_rotation_per_sec > 0) {
463                                 m_rotation.Y = wrapDegrees_0_360(m_rotation.Y);
464                                 wrappedApproachShortest(m_rotation.Y, target_yaw,
465                                         dtime * max_rotation_per_sec, 360.f);
466                         } else {
467                                 // Negative values of max_rotation_per_sec mean disabled.
468                                 m_rotation.Y = target_yaw;
469                         }
470                 }
471         }
472
473         if(m_registered){
474                 m_env->getScriptIface()->luaentity_Step(m_id, dtime);
475         }
476
477         if (!send_recommended)
478                 return;
479
480         if(!isAttached())
481         {
482                 // TODO: force send when acceleration changes enough?
483                 float minchange = 0.2*BS;
484                 if(m_last_sent_position_timer > 1.0){
485                         minchange = 0.01*BS;
486                 } else if(m_last_sent_position_timer > 0.2){
487                         minchange = 0.05*BS;
488                 }
489                 float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
490                 move_d += m_last_sent_move_precision;
491                 float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
492                 if (move_d > minchange || vel_d > minchange ||
493                                 std::fabs(m_rotation.X - m_last_sent_rotation.X) > 1.0f ||
494                                 std::fabs(m_rotation.Y - m_last_sent_rotation.Y) > 1.0f ||
495                                 std::fabs(m_rotation.Z - m_last_sent_rotation.Z) > 1.0f) {
496
497                         sendPosition(true, false);
498                 }
499         }
500
501         if (!m_armor_groups_sent) {
502                 m_armor_groups_sent = true;
503                 std::string str = gob_cmd_update_armor_groups(
504                                 m_armor_groups);
505                 // create message and add to list
506                 ActiveObjectMessage aom(getId(), true, str);
507                 m_messages_out.push(aom);
508         }
509
510         if (!m_animation_sent) {
511                 m_animation_sent = true;
512                 std::string str = gob_cmd_update_animation(
513                         m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
514                 // create message and add to list
515                 ActiveObjectMessage aom(getId(), true, str);
516                 m_messages_out.push(aom);
517         }
518
519         if (!m_animation_speed_sent) {
520                 m_animation_speed_sent = true;
521                 std::string str = gob_cmd_update_animation_speed(m_animation_speed);
522                 // create message and add to list
523                 ActiveObjectMessage aom(getId(), true, str);
524                 m_messages_out.push(aom);
525         }
526
527         if (!m_bone_position_sent) {
528                 m_bone_position_sent = true;
529                 for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
530                                 ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
531                         std::string str = gob_cmd_update_bone_position((*ii).first,
532                                         (*ii).second.X, (*ii).second.Y);
533                         // create message and add to list
534                         ActiveObjectMessage aom(getId(), true, str);
535                         m_messages_out.push(aom);
536                 }
537         }
538
539         if (!m_attachment_sent) {
540                 m_attachment_sent = true;
541                 std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
542                 // create message and add to list
543                 ActiveObjectMessage aom(getId(), true, str);
544                 m_messages_out.push(aom);
545         }
546 }
547
548 std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
549 {
550         std::ostringstream os(std::ios::binary);
551
552         // PROTOCOL_VERSION >= 37
553         writeU8(os, 1); // version
554         os << serializeString(""); // name
555         writeU8(os, 0); // is_player
556         writeU16(os, getId()); //id
557         writeV3F32(os, m_base_position);
558         writeV3F32(os, m_rotation);
559         writeU16(os, m_hp);
560
561         std::ostringstream msg_os(std::ios::binary);
562         msg_os << serializeLongString(getPropertyPacket()); // message 1
563         msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
564         msg_os << serializeLongString(gob_cmd_update_animation(
565                 m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
566         for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
567                         ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
568                 msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
569                                 (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
570         }
571         msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
572                 m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
573         int message_count = 4 + m_bone_position.size();
574         for (std::unordered_set<int>::const_iterator ii = m_attachment_child_ids.begin();
575                         (ii != m_attachment_child_ids.end()); ++ii) {
576                 if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
577                         message_count++;
578                         // TODO after a protocol bump: only send the object initialization data
579                         // to older clients (superfluous since this message exists)
580                         msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
581                                 obj->getClientInitializationData(protocol_version)));
582                 }
583         }
584
585         msg_os << serializeLongString(gob_cmd_set_texture_mod(m_current_texture_modifier));
586         message_count++;
587
588         writeU8(os, message_count);
589         os.write(msg_os.str().c_str(), msg_os.str().size());
590
591         // return result
592         return os.str();
593 }
594
595 void LuaEntitySAO::getStaticData(std::string *result) const
596 {
597         verbosestream<<FUNCTION_NAME<<std::endl;
598         std::ostringstream os(std::ios::binary);
599         // version must be 1 to keep backwards-compatibility. See version2
600         writeU8(os, 1);
601         // name
602         os<<serializeString(m_init_name);
603         // state
604         if(m_registered){
605                 std::string state = m_env->getScriptIface()->
606                         luaentity_GetStaticdata(m_id);
607                 os<<serializeLongString(state);
608         } else {
609                 os<<serializeLongString(m_init_state);
610         }
611         writeU16(os, m_hp);
612         writeV3F1000(os, m_velocity);
613         // yaw
614         writeF1000(os, m_rotation.Y);
615
616         // version2. Increase this variable for new values
617         writeU8(os, 1); // PROTOCOL_VERSION >= 37
618
619         writeF1000(os, m_rotation.X);
620         writeF1000(os, m_rotation.Z);
621
622         // <write new values>
623
624         *result = os.str();
625 }
626
627 int LuaEntitySAO::punch(v3f dir,
628                 const ToolCapabilities *toolcap,
629                 ServerActiveObject *puncher,
630                 float time_from_last_punch)
631 {
632         if (!m_registered) {
633                 // Delete unknown LuaEntities when punched
634                 m_pending_removal = true;
635                 return 0;
636         }
637
638         FATAL_ERROR_IF(!puncher, "Punch action called without SAO");
639
640         s32 old_hp = getHP();
641         const ItemStack &punchitem = puncher->getWieldedItem();
642
643         PunchDamageResult result = getPunchDamage(
644                         m_armor_groups,
645                         toolcap,
646                         &punchitem,
647                         time_from_last_punch);
648
649         bool damage_handled = m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
650                         time_from_last_punch, toolcap, dir, result.did_punch ? result.damage : 0);
651
652         if (!damage_handled) {
653                 if (result.did_punch) {
654                         setHP((s32)getHP() - result.damage,
655                                 PlayerHPChangeReason(PlayerHPChangeReason::SET_HP));
656
657                         std::string str = gob_cmd_punched(getHP());
658                         // create message and add to list
659                         ActiveObjectMessage aom(getId(), true, str);
660                         m_messages_out.push(aom);
661                 }
662         }
663
664         if (getHP() == 0 && !isGone()) {
665                 m_pending_removal = true;
666                 clearParentAttachment();
667                 clearChildAttachments();
668                 m_env->getScriptIface()->luaentity_on_death(m_id, puncher);
669         }
670
671         actionstream << puncher->getDescription() << " (id=" << puncher->getId() <<
672                         ", hp=" << puncher->getHP() << ") punched " <<
673                         getDescription() << " (id=" << m_id << ", hp=" << m_hp <<
674                         "), damage=" << (old_hp - (s32)getHP()) <<
675                         (damage_handled ? " (handled by Lua)" : "") << std::endl;
676
677         return result.wear;
678 }
679
680 void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
681 {
682         if (!m_registered)
683                 return;
684
685         m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
686 }
687
688 void LuaEntitySAO::setPos(const v3f &pos)
689 {
690         if(isAttached())
691                 return;
692         m_base_position = pos;
693         sendPosition(false, true);
694 }
695
696 void LuaEntitySAO::moveTo(v3f pos, bool continuous)
697 {
698         if(isAttached())
699                 return;
700         m_base_position = pos;
701         if(!continuous)
702                 sendPosition(true, true);
703 }
704
705 float LuaEntitySAO::getMinimumSavedMovement()
706 {
707         return 0.1 * BS;
708 }
709
710 std::string LuaEntitySAO::getDescription()
711 {
712         std::ostringstream os(std::ios::binary);
713         os<<"LuaEntitySAO at (";
714         os<<(m_base_position.X/BS)<<",";
715         os<<(m_base_position.Y/BS)<<",";
716         os<<(m_base_position.Z/BS);
717         os<<")";
718         return os.str();
719 }
720
721 void LuaEntitySAO::setHP(s32 hp, const PlayerHPChangeReason &reason)
722 {
723         m_hp = rangelim(hp, 0, U16_MAX);
724 }
725
726 u16 LuaEntitySAO::getHP() const
727 {
728         return m_hp;
729 }
730
731 void LuaEntitySAO::setVelocity(v3f velocity)
732 {
733         m_velocity = velocity;
734 }
735
736 v3f LuaEntitySAO::getVelocity()
737 {
738         return m_velocity;
739 }
740
741 void LuaEntitySAO::setAcceleration(v3f acceleration)
742 {
743         m_acceleration = acceleration;
744 }
745
746 v3f LuaEntitySAO::getAcceleration()
747 {
748         return m_acceleration;
749 }
750
751 void LuaEntitySAO::setTextureMod(const std::string &mod)
752 {
753         std::string str = gob_cmd_set_texture_mod(mod);
754         m_current_texture_modifier = mod;
755         // create message and add to list
756         ActiveObjectMessage aom(getId(), true, str);
757         m_messages_out.push(aom);
758 }
759
760 std::string LuaEntitySAO::getTextureMod() const
761 {
762         return m_current_texture_modifier;
763 }
764
765 void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
766                 bool select_horiz_by_yawpitch)
767 {
768         std::string str = gob_cmd_set_sprite(
769                 p,
770                 num_frames,
771                 framelength,
772                 select_horiz_by_yawpitch
773         );
774         // create message and add to list
775         ActiveObjectMessage aom(getId(), true, str);
776         m_messages_out.push(aom);
777 }
778
779 std::string LuaEntitySAO::getName()
780 {
781         return m_init_name;
782 }
783
784 std::string LuaEntitySAO::getPropertyPacket()
785 {
786         return gob_cmd_set_properties(m_prop);
787 }
788
789 void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
790 {
791         // If the object is attached client-side, don't waste bandwidth sending its position to clients
792         if(isAttached())
793                 return;
794
795         m_last_sent_move_precision = m_base_position.getDistanceFrom(
796                         m_last_sent_position);
797         m_last_sent_position_timer = 0;
798         m_last_sent_position = m_base_position;
799         m_last_sent_velocity = m_velocity;
800         //m_last_sent_acceleration = m_acceleration;
801         m_last_sent_rotation = m_rotation;
802
803         float update_interval = m_env->getSendRecommendedInterval();
804
805         std::string str = gob_cmd_update_position(
806                 m_base_position,
807                 m_velocity,
808                 m_acceleration,
809                 m_rotation,
810                 do_interpolate,
811                 is_movement_end,
812                 update_interval
813         );
814         // create message and add to list
815         ActiveObjectMessage aom(getId(), false, str);
816         m_messages_out.push(aom);
817 }
818
819 bool LuaEntitySAO::getCollisionBox(aabb3f *toset) const
820 {
821         if (m_prop.physical)
822         {
823                 //update collision box
824                 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
825                 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
826
827                 toset->MinEdge += m_base_position;
828                 toset->MaxEdge += m_base_position;
829
830                 return true;
831         }
832
833         return false;
834 }
835
836 bool LuaEntitySAO::getSelectionBox(aabb3f *toset) const
837 {
838         if (!m_prop.is_visible || !m_prop.pointable) {
839                 return false;
840         }
841
842         toset->MinEdge = m_prop.selectionbox.MinEdge * BS;
843         toset->MaxEdge = m_prop.selectionbox.MaxEdge * BS;
844
845         return true;
846 }
847
848 bool LuaEntitySAO::collideWithObjects() const
849 {
850         return m_prop.collideWithObjects;
851 }
852
853 /*
854         PlayerSAO
855 */
856
857 // No prototype, PlayerSAO does not need to be deserialized
858
859 PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, session_t peer_id_,
860                 bool is_singleplayer):
861         UnitSAO(env_, v3f(0,0,0)),
862         m_player(player_),
863         m_peer_id(peer_id_),
864         m_is_singleplayer(is_singleplayer)
865 {
866         assert(m_peer_id != 0); // pre-condition
867
868         m_prop.hp_max = PLAYER_MAX_HP_DEFAULT;
869         m_prop.breath_max = PLAYER_MAX_BREATH_DEFAULT;
870         m_prop.physical = false;
871         m_prop.weight = 75;
872         m_prop.collisionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
873         m_prop.selectionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
874         m_prop.pointable = true;
875         // Start of default appearance, this should be overwritten by Lua
876         m_prop.visual = "upright_sprite";
877         m_prop.visual_size = v3f(1, 2, 1);
878         m_prop.textures.clear();
879         m_prop.textures.emplace_back("player.png");
880         m_prop.textures.emplace_back("player_back.png");
881         m_prop.colors.clear();
882         m_prop.colors.emplace_back(255, 255, 255, 255);
883         m_prop.spritediv = v2s16(1,1);
884         m_prop.eye_height = 1.625f;
885         // End of default appearance
886         m_prop.is_visible = true;
887         m_prop.backface_culling = false;
888         m_prop.makes_footstep_sound = true;
889         m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
890         m_hp = m_prop.hp_max;
891         m_breath = m_prop.breath_max;
892         // Disable zoom in survival mode using a value of 0
893         m_prop.zoom_fov = g_settings->getBool("creative_mode") ? 15.0f : 0.0f;
894
895         if (!g_settings->getBool("enable_damage"))
896                 m_armor_groups["immortal"] = 1;
897 }
898
899 PlayerSAO::~PlayerSAO()
900 {
901         if(m_inventory != &m_player->inventory)
902                 delete m_inventory;
903 }
904
905 void PlayerSAO::finalize(RemotePlayer *player, const std::set<std::string> &privs)
906 {
907         assert(player);
908         m_player = player;
909         m_privs = privs;
910         m_inventory = &m_player->inventory;
911 }
912
913 v3f PlayerSAO::getEyeOffset() const
914 {
915         return v3f(0, BS * m_prop.eye_height, 0);
916 }
917
918 std::string PlayerSAO::getDescription()
919 {
920         return std::string("player ") + m_player->getName();
921 }
922
923 // Called after id has been set and has been inserted in environment
924 void PlayerSAO::addedToEnvironment(u32 dtime_s)
925 {
926         ServerActiveObject::addedToEnvironment(dtime_s);
927         ServerActiveObject::setBasePosition(m_base_position);
928         m_player->setPlayerSAO(this);
929         m_player->setPeerId(m_peer_id);
930         m_last_good_position = m_base_position;
931 }
932
933 // Called before removing from environment
934 void PlayerSAO::removingFromEnvironment()
935 {
936         ServerActiveObject::removingFromEnvironment();
937         if (m_player->getPlayerSAO() == this) {
938                 unlinkPlayerSessionAndSave();
939                 for (u32 attached_particle_spawner : m_attached_particle_spawners) {
940                         m_env->deleteParticleSpawner(attached_particle_spawner, false);
941                 }
942         }
943 }
944
945 std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
946 {
947         std::ostringstream os(std::ios::binary);
948
949         // Protocol >= 15
950         writeU8(os, 1); // version
951         os << serializeString(m_player->getName()); // name
952         writeU8(os, 1); // is_player
953         writeS16(os, getId()); // id
954         writeV3F32(os, m_base_position);
955         writeV3F32(os, m_rotation);
956         writeU16(os, getHP());
957
958         std::ostringstream msg_os(std::ios::binary);
959         msg_os << serializeLongString(getPropertyPacket()); // message 1
960         msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
961         msg_os << serializeLongString(gob_cmd_update_animation(
962                 m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
963         for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
964                         ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
965                 msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
966                         (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
967         }
968         msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
969                 m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
970         msg_os << serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
971                         m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
972                         m_physics_override_sneak_glitch, m_physics_override_new_move)); // 5
973         // (GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only.
974         msg_os << serializeLongString(gob_cmd_update_nametag_attributes(m_prop.nametag_color)); // 6
975         int message_count = 6 + m_bone_position.size();
976         for (std::unordered_set<int>::const_iterator ii = m_attachment_child_ids.begin();
977                         ii != m_attachment_child_ids.end(); ++ii) {
978                 if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
979                         message_count++;
980                         msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
981                                 obj->getClientInitializationData(protocol_version)));
982                 }
983         }
984
985         writeU8(os, message_count);
986         os.write(msg_os.str().c_str(), msg_os.str().size());
987
988         // return result
989         return os.str();
990 }
991
992 void PlayerSAO::getStaticData(std::string * result) const
993 {
994         FATAL_ERROR("Deprecated function");
995 }
996
997 void PlayerSAO::step(float dtime, bool send_recommended)
998 {
999         if (!isImmortal() && m_drowning_interval.step(dtime, 2.0f)) {
1000                 // Get nose/mouth position, approximate with eye position
1001                 v3s16 p = floatToInt(getEyePosition(), BS);
1002                 MapNode n = m_env->getMap().getNodeNoEx(p);
1003                 const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
1004                 // If node generates drown
1005                 if (c.drowning > 0 && m_hp > 0) {
1006                         if (m_breath > 0)
1007                                 setBreath(m_breath - 1);
1008
1009                         // No more breath, damage player
1010                         if (m_breath == 0) {
1011                                 PlayerHPChangeReason reason(PlayerHPChangeReason::DROWNING);
1012                                 setHP(m_hp - c.drowning, reason);
1013                                 m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
1014                         }
1015                 }
1016         }
1017
1018         if (m_breathing_interval.step(dtime, 0.5f)) {
1019                 // Get nose/mouth position, approximate with eye position
1020                 v3s16 p = floatToInt(getEyePosition(), BS);
1021                 MapNode n = m_env->getMap().getNodeNoEx(p);
1022                 const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
1023                 // If player is alive & no drowning & not in ignore, breathe
1024                 if (m_breath < m_prop.breath_max &&
1025                                 c.drowning == 0 && n.getContent() != CONTENT_IGNORE && m_hp > 0)
1026                         setBreath(m_breath + 1);
1027         }
1028
1029         if (!isImmortal() && m_node_hurt_interval.step(dtime, 1.0f)) {
1030                 u32 damage_per_second = 0;
1031                 std::string nodename;
1032                 // Lowest and highest damage points are 0.1 within collisionbox
1033                 float dam_top = m_prop.collisionbox.MaxEdge.Y - 0.1f;
1034
1035                 // Sequence of damage points, starting 0.1 above feet and progressing
1036                 // upwards in 1 node intervals, stopping below top damage point.
1037                 for (float dam_height = 0.1f; dam_height < dam_top; dam_height++) {
1038                         v3s16 p = floatToInt(m_base_position +
1039                                 v3f(0.0f, dam_height * BS, 0.0f), BS);
1040                         MapNode n = m_env->getMap().getNodeNoEx(p);
1041                         const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
1042                         if (c.damage_per_second > damage_per_second) {
1043                                 damage_per_second = c.damage_per_second;
1044                                 nodename = c.name;
1045                         }
1046                 }
1047
1048                 // Top damage point
1049                 v3s16 ptop = floatToInt(m_base_position +
1050                         v3f(0.0f, dam_top * BS, 0.0f), BS);
1051                 MapNode ntop = m_env->getMap().getNodeNoEx(ptop);
1052                 const ContentFeatures &c = m_env->getGameDef()->ndef()->get(ntop);
1053                 if (c.damage_per_second > damage_per_second) {
1054                         damage_per_second = c.damage_per_second;
1055                         nodename = c.name;
1056                 }
1057
1058                 if (damage_per_second != 0 && m_hp > 0) {
1059                         s32 newhp = (s32)m_hp - (s32)damage_per_second;
1060                         PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE, nodename);
1061                         setHP(newhp, reason);
1062                         m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
1063                 }
1064         }
1065
1066         if (!m_properties_sent) {
1067                 m_properties_sent = true;
1068                 std::string str = getPropertyPacket();
1069                 // create message and add to list
1070                 ActiveObjectMessage aom(getId(), true, str);
1071                 m_messages_out.push(aom);
1072         }
1073
1074         // If attached, check that our parent is still there. If it isn't, detach.
1075         if (m_attachment_parent_id && !isAttached()) {
1076                 m_attachment_parent_id = 0;
1077                 m_attachment_bone = "";
1078                 m_attachment_position = v3f(0.0f, 0.0f, 0.0f);
1079                 m_attachment_rotation = v3f(0.0f, 0.0f, 0.0f);
1080                 setBasePosition(m_last_good_position);
1081                 m_env->getGameDef()->SendMovePlayer(m_peer_id);
1082         }
1083
1084         //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
1085
1086         // Set lag pool maximums based on estimated lag
1087         const float LAG_POOL_MIN = 5.0f;
1088         float lag_pool_max = m_env->getMaxLagEstimate() * 2.0f;
1089         if(lag_pool_max < LAG_POOL_MIN)
1090                 lag_pool_max = LAG_POOL_MIN;
1091         m_dig_pool.setMax(lag_pool_max);
1092         m_move_pool.setMax(lag_pool_max);
1093
1094         // Increment cheat prevention timers
1095         m_dig_pool.add(dtime);
1096         m_move_pool.add(dtime);
1097         m_time_from_last_teleport += dtime;
1098         m_time_from_last_punch += dtime;
1099         m_nocheat_dig_time += dtime;
1100
1101         // Each frame, parent position is copied if the object is attached,
1102         // otherwise it's calculated normally.
1103         // If the object gets detached this comes into effect automatically from
1104         // the last known origin.
1105         if (isAttached()) {
1106                 v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
1107                 m_last_good_position = pos;
1108                 setBasePosition(pos);
1109         }
1110
1111         if (!send_recommended)
1112                 return;
1113
1114         // If the object is attached client-side, don't waste bandwidth sending its
1115         // position or rotation to clients.
1116         if (m_position_not_sent && !isAttached()) {
1117                 m_position_not_sent = false;
1118                 float update_interval = m_env->getSendRecommendedInterval();
1119                 v3f pos;
1120                 if (isAttached()) // Just in case we ever do send attachment position too
1121                         pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
1122                 else
1123                         pos = m_base_position;
1124
1125                 std::string str = gob_cmd_update_position(
1126                         pos,
1127                         v3f(0.0f, 0.0f, 0.0f),
1128                         v3f(0.0f, 0.0f, 0.0f),
1129                         m_rotation,
1130                         true,
1131                         false,
1132                         update_interval
1133                 );
1134                 // create message and add to list
1135                 ActiveObjectMessage aom(getId(), false, str);
1136                 m_messages_out.push(aom);
1137         }
1138
1139         if (!m_armor_groups_sent) {
1140                 m_armor_groups_sent = true;
1141                 std::string str = gob_cmd_update_armor_groups(
1142                                 m_armor_groups);
1143                 // create message and add to list
1144                 ActiveObjectMessage aom(getId(), true, str);
1145                 m_messages_out.push(aom);
1146         }
1147
1148         if (!m_physics_override_sent) {
1149                 m_physics_override_sent = true;
1150                 std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
1151                                 m_physics_override_jump, m_physics_override_gravity,
1152                                 m_physics_override_sneak, m_physics_override_sneak_glitch,
1153                                 m_physics_override_new_move);
1154                 // create message and add to list
1155                 ActiveObjectMessage aom(getId(), true, str);
1156                 m_messages_out.push(aom);
1157         }
1158
1159         if (!m_animation_sent) {
1160                 m_animation_sent = true;
1161                 std::string str = gob_cmd_update_animation(
1162                         m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
1163                 // create message and add to list
1164                 ActiveObjectMessage aom(getId(), true, str);
1165                 m_messages_out.push(aom);
1166         }
1167
1168         if (!m_bone_position_sent) {
1169                 m_bone_position_sent = true;
1170                 for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
1171                                 ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
1172                         std::string str = gob_cmd_update_bone_position((*ii).first,
1173                                         (*ii).second.X, (*ii).second.Y);
1174                         // create message and add to list
1175                         ActiveObjectMessage aom(getId(), true, str);
1176                         m_messages_out.push(aom);
1177                 }
1178         }
1179
1180         if (!m_attachment_sent) {
1181                 m_attachment_sent = true;
1182                 std::string str = gob_cmd_update_attachment(m_attachment_parent_id,
1183                                 m_attachment_bone, m_attachment_position, m_attachment_rotation);
1184                 // create message and add to list
1185                 ActiveObjectMessage aom(getId(), true, str);
1186                 m_messages_out.push(aom);
1187         }
1188 }
1189
1190 void PlayerSAO::setBasePosition(const v3f &position)
1191 {
1192         if (m_player && position != m_base_position)
1193                 m_player->setDirty(true);
1194
1195         // This needs to be ran for attachments too
1196         ServerActiveObject::setBasePosition(position);
1197
1198         // Updating is not wanted/required for player migration
1199         if (m_env) {
1200                 m_position_not_sent = true;
1201         }
1202 }
1203
1204 void PlayerSAO::setPos(const v3f &pos)
1205 {
1206         if(isAttached())
1207                 return;
1208
1209         // Send mapblock of target location
1210         v3s16 blockpos = v3s16(pos.X / MAP_BLOCKSIZE, pos.Y / MAP_BLOCKSIZE, pos.Z / MAP_BLOCKSIZE);
1211         m_env->getGameDef()->SendBlock(m_peer_id, blockpos);
1212
1213         setBasePosition(pos);
1214         // Movement caused by this command is always valid
1215         m_last_good_position = pos;
1216         m_move_pool.empty();
1217         m_time_from_last_teleport = 0.0;
1218         m_env->getGameDef()->SendMovePlayer(m_peer_id);
1219 }
1220
1221 void PlayerSAO::moveTo(v3f pos, bool continuous)
1222 {
1223         if(isAttached())
1224                 return;
1225
1226         setBasePosition(pos);
1227         // Movement caused by this command is always valid
1228         m_last_good_position = pos;
1229         m_move_pool.empty();
1230         m_time_from_last_teleport = 0.0;
1231         m_env->getGameDef()->SendMovePlayer(m_peer_id);
1232 }
1233
1234 void PlayerSAO::setPlayerYaw(const float yaw)
1235 {
1236         v3f rotation(0, yaw, 0);
1237         if (m_player && yaw != m_rotation.Y)
1238                 m_player->setDirty(true);
1239
1240         // Set player model yaw, not look view
1241         UnitSAO::setRotation(rotation);
1242 }
1243
1244 void PlayerSAO::setFov(const float fov)
1245 {
1246         if (m_player && fov != m_fov)
1247                 m_player->setDirty(true);
1248
1249         m_fov = fov;
1250 }
1251
1252 void PlayerSAO::setWantedRange(const s16 range)
1253 {
1254         if (m_player && range != m_wanted_range)
1255                 m_player->setDirty(true);
1256
1257         m_wanted_range = range;
1258 }
1259
1260 void PlayerSAO::setPlayerYawAndSend(const float yaw)
1261 {
1262         setPlayerYaw(yaw);
1263         m_env->getGameDef()->SendMovePlayer(m_peer_id);
1264 }
1265
1266 void PlayerSAO::setLookPitch(const float pitch)
1267 {
1268         if (m_player && pitch != m_pitch)
1269                 m_player->setDirty(true);
1270
1271         m_pitch = pitch;
1272 }
1273
1274 void PlayerSAO::setLookPitchAndSend(const float pitch)
1275 {
1276         setLookPitch(pitch);
1277         m_env->getGameDef()->SendMovePlayer(m_peer_id);
1278 }
1279
1280 int PlayerSAO::punch(v3f dir,
1281         const ToolCapabilities *toolcap,
1282         ServerActiveObject *puncher,
1283         float time_from_last_punch)
1284 {
1285         if (!toolcap)
1286                 return 0;
1287
1288         FATAL_ERROR_IF(!puncher, "Punch action called without SAO");
1289
1290         // No effect if PvP disabled
1291         if (!g_settings->getBool("enable_pvp")) {
1292                 if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
1293                         std::string str = gob_cmd_punched(getHP());
1294                         // create message and add to list
1295                         ActiveObjectMessage aom(getId(), true, str);
1296                         m_messages_out.push(aom);
1297                         return 0;
1298                 }
1299         }
1300
1301         s32 old_hp = getHP();
1302         HitParams hitparams = getHitParams(m_armor_groups, toolcap,
1303                         time_from_last_punch);
1304
1305         PlayerSAO *playersao = m_player->getPlayerSAO();
1306
1307         bool damage_handled = m_env->getScriptIface()->on_punchplayer(playersao,
1308                                 puncher, time_from_last_punch, toolcap, dir,
1309                                 hitparams.hp);
1310
1311         if (!damage_handled) {
1312                 setHP((s32)getHP() - (s32)hitparams.hp,
1313                                 PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, puncher));
1314         } else { // override client prediction
1315                 if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
1316                         std::string str = gob_cmd_punched(getHP());
1317                         // create message and add to list
1318                         ActiveObjectMessage aom(getId(), true, str);
1319                         m_messages_out.push(aom);
1320                 }
1321         }
1322
1323         actionstream << puncher->getDescription() << " (id=" << puncher->getId() <<
1324                 ", hp=" << puncher->getHP() << ") punched " <<
1325                 getDescription() << " (id=" << m_id << ", hp=" << m_hp <<
1326                 "), damage=" << (old_hp - (s32)getHP()) <<
1327                 (damage_handled ? " (handled by Lua)" : "") << std::endl;
1328
1329         return hitparams.wear;
1330 }
1331
1332 void PlayerSAO::setHP(s32 hp, const PlayerHPChangeReason &reason)
1333 {
1334         s32 oldhp = m_hp;
1335
1336         hp = rangelim(hp, 0, m_prop.hp_max);
1337
1338         if (oldhp != hp) {
1339                 s32 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp, reason);
1340                 if (hp_change == 0)
1341                         return;
1342
1343                 hp = rangelim(oldhp + hp_change, 0, m_prop.hp_max);
1344         }
1345
1346         if (hp < oldhp && isImmortal())
1347                 return;
1348
1349         m_hp = hp;
1350
1351         // Update properties on death
1352         if ((hp == 0) != (oldhp == 0))
1353                 m_properties_sent = false;
1354 }
1355
1356 void PlayerSAO::setBreath(const u16 breath, bool send)
1357 {
1358         if (m_player && breath != m_breath)
1359                 m_player->setDirty(true);
1360
1361         m_breath = rangelim(breath, 0, m_prop.breath_max);
1362
1363         if (send)
1364                 m_env->getGameDef()->SendPlayerBreath(this);
1365 }
1366
1367 Inventory* PlayerSAO::getInventory()
1368 {
1369         return m_inventory;
1370 }
1371 const Inventory* PlayerSAO::getInventory() const
1372 {
1373         return m_inventory;
1374 }
1375
1376 InventoryLocation PlayerSAO::getInventoryLocation() const
1377 {
1378         InventoryLocation loc;
1379         loc.setPlayer(m_player->getName());
1380         return loc;
1381 }
1382
1383 std::string PlayerSAO::getWieldList() const
1384 {
1385         return "main";
1386 }
1387
1388 ItemStack PlayerSAO::getWieldedItem() const
1389 {
1390         const Inventory *inv = getInventory();
1391         ItemStack ret;
1392         const InventoryList *mlist = inv->getList(getWieldList());
1393         if (mlist && getWieldIndex() < (s32)mlist->getSize())
1394                 ret = mlist->getItem(getWieldIndex());
1395         return ret;
1396 }
1397
1398 ItemStack PlayerSAO::getWieldedItemOrHand() const
1399 {
1400         const Inventory *inv = getInventory();
1401         ItemStack ret;
1402         const InventoryList *mlist = inv->getList(getWieldList());
1403         if (mlist && getWieldIndex() < (s32)mlist->getSize())
1404                 ret = mlist->getItem(getWieldIndex());
1405         if (ret.name.empty()) {
1406                 const InventoryList *hlist = inv->getList("hand");
1407                 if (hlist)
1408                         ret = hlist->getItem(0);
1409         }
1410         return ret;
1411 }
1412
1413 bool PlayerSAO::setWieldedItem(const ItemStack &item)
1414 {
1415         Inventory *inv = getInventory();
1416         if (inv) {
1417                 InventoryList *mlist = inv->getList(getWieldList());
1418                 if (mlist) {
1419                         mlist->changeItem(getWieldIndex(), item);
1420                         return true;
1421                 }
1422         }
1423         return false;
1424 }
1425
1426 int PlayerSAO::getWieldIndex() const
1427 {
1428         return m_wield_index;
1429 }
1430
1431 void PlayerSAO::setWieldIndex(int i)
1432 {
1433         if(i != m_wield_index) {
1434                 m_wield_index = i;
1435         }
1436 }
1437
1438 void PlayerSAO::disconnected()
1439 {
1440         m_peer_id = 0;
1441         m_pending_removal = true;
1442 }
1443
1444 void PlayerSAO::unlinkPlayerSessionAndSave()
1445 {
1446         assert(m_player->getPlayerSAO() == this);
1447         m_player->setPeerId(PEER_ID_INEXISTENT);
1448         m_env->savePlayer(m_player);
1449         m_player->setPlayerSAO(NULL);
1450         m_env->removePlayer(m_player);
1451 }
1452
1453 std::string PlayerSAO::getPropertyPacket()
1454 {
1455         m_prop.is_visible = (true);
1456         return gob_cmd_set_properties(m_prop);
1457 }
1458
1459 bool PlayerSAO::checkMovementCheat()
1460 {
1461         if (isAttached() || m_is_singleplayer ||
1462                         g_settings->getBool("disable_anticheat")) {
1463                 m_last_good_position = m_base_position;
1464                 return false;
1465         }
1466
1467         bool cheated = false;
1468         /*
1469                 Check player movements
1470
1471                 NOTE: Actually the server should handle player physics like the
1472                 client does and compare player's position to what is calculated
1473                 on our side. This is required when eg. players fly due to an
1474                 explosion. Altough a node-based alternative might be possible
1475                 too, and much more lightweight.
1476         */
1477
1478         float player_max_walk = 0; // horizontal movement
1479         float player_max_jump = 0; // vertical upwards movement
1480
1481         if (m_privs.count("fast") != 0)
1482                 player_max_walk = m_player->movement_speed_fast; // Fast speed
1483         else
1484                 player_max_walk = m_player->movement_speed_walk; // Normal speed
1485         player_max_walk *= m_physics_override_speed;
1486         player_max_jump = m_player->movement_speed_jump * m_physics_override_jump;
1487         // FIXME: Bouncy nodes cause practically unbound increase in Y speed,
1488         //        until this can be verified correctly, tolerate higher jumping speeds
1489         player_max_jump *= 2.0;
1490
1491         // Don't divide by zero!
1492         if (player_max_walk < 0.0001f)
1493                 player_max_walk = 0.0001f;
1494         if (player_max_jump < 0.0001f)
1495                 player_max_jump = 0.0001f;
1496
1497         v3f diff = (m_base_position - m_last_good_position);
1498         float d_vert = diff.Y;
1499         diff.Y = 0;
1500         float d_horiz = diff.getLength();
1501         float required_time = d_horiz / player_max_walk;
1502
1503         // FIXME: Checking downwards movement is not easily possible currently,
1504         //        the server could calculate speed differences to examine the gravity
1505         if (d_vert > 0) {
1506                 // In certain cases (water, ladders) walking speed is applied vertically
1507                 float s = MYMAX(player_max_jump, player_max_walk);
1508                 required_time = MYMAX(required_time, d_vert / s);
1509         }
1510
1511         if (m_move_pool.grab(required_time)) {
1512                 m_last_good_position = m_base_position;
1513         } else {
1514                 const float LAG_POOL_MIN = 5.0;
1515                 float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
1516                 lag_pool_max = MYMAX(lag_pool_max, LAG_POOL_MIN);
1517                 if (m_time_from_last_teleport > lag_pool_max) {
1518                         actionstream << "Player " << m_player->getName()
1519                                         << " moved too fast; resetting position"
1520                                         << std::endl;
1521                         cheated = true;
1522                 }
1523                 setBasePosition(m_last_good_position);
1524         }
1525         return cheated;
1526 }
1527
1528 bool PlayerSAO::getCollisionBox(aabb3f *toset) const
1529 {
1530         //update collision box
1531         toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
1532         toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
1533
1534         toset->MinEdge += m_base_position;
1535         toset->MaxEdge += m_base_position;
1536         return true;
1537 }
1538
1539 bool PlayerSAO::getSelectionBox(aabb3f *toset) const
1540 {
1541         if (!m_prop.is_visible || !m_prop.pointable) {
1542                 return false;
1543         }
1544
1545         toset->MinEdge = m_prop.selectionbox.MinEdge * BS;
1546         toset->MaxEdge = m_prop.selectionbox.MaxEdge * BS;
1547
1548         return true;
1549 }
1550
1551 float PlayerSAO::getZoomFOV() const
1552 {
1553         return m_prop.zoom_fov;
1554 }