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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() const
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, this, &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 u16 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         ItemStack selected_item, hand_item;
642         ItemStack tool_item = puncher->getWieldedItem(&selected_item, &hand_item);
643
644         PunchDamageResult result = getPunchDamage(
645                         m_armor_groups,
646                         toolcap,
647                         &tool_item,
648                         time_from_last_punch);
649
650         bool damage_handled = m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
651                         time_from_last_punch, toolcap, dir, result.did_punch ? result.damage : 0);
652
653         if (!damage_handled) {
654                 if (result.did_punch) {
655                         setHP((s32)getHP() - result.damage,
656                                 PlayerHPChangeReason(PlayerHPChangeReason::SET_HP));
657
658                         std::string str = gob_cmd_punched(getHP());
659                         // create message and add to list
660                         ActiveObjectMessage aom(getId(), true, str);
661                         m_messages_out.push(aom);
662                 }
663         }
664
665         if (getHP() == 0 && !isGone()) {
666                 m_pending_removal = true;
667                 clearParentAttachment();
668                 clearChildAttachments();
669                 m_env->getScriptIface()->luaentity_on_death(m_id, puncher);
670         }
671
672         actionstream << puncher->getDescription() << " (id=" << puncher->getId() <<
673                         ", hp=" << puncher->getHP() << ") punched " <<
674                         getDescription() << " (id=" << m_id << ", hp=" << m_hp <<
675                         "), damage=" << (old_hp - (s32)getHP()) <<
676                         (damage_handled ? " (handled by Lua)" : "") << std::endl;
677
678         return result.wear;
679 }
680
681 void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
682 {
683         if (!m_registered)
684                 return;
685
686         m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
687 }
688
689 void LuaEntitySAO::setPos(const v3f &pos)
690 {
691         if(isAttached())
692                 return;
693         m_base_position = pos;
694         sendPosition(false, true);
695 }
696
697 void LuaEntitySAO::moveTo(v3f pos, bool continuous)
698 {
699         if(isAttached())
700                 return;
701         m_base_position = pos;
702         if(!continuous)
703                 sendPosition(true, true);
704 }
705
706 float LuaEntitySAO::getMinimumSavedMovement()
707 {
708         return 0.1 * BS;
709 }
710
711 std::string LuaEntitySAO::getDescription()
712 {
713         std::ostringstream os(std::ios::binary);
714         os<<"LuaEntitySAO at (";
715         os<<(m_base_position.X/BS)<<",";
716         os<<(m_base_position.Y/BS)<<",";
717         os<<(m_base_position.Z/BS);
718         os<<")";
719         return os.str();
720 }
721
722 void LuaEntitySAO::setHP(s32 hp, const PlayerHPChangeReason &reason)
723 {
724         m_hp = rangelim(hp, 0, U16_MAX);
725 }
726
727 u16 LuaEntitySAO::getHP() const
728 {
729         return m_hp;
730 }
731
732 void LuaEntitySAO::setVelocity(v3f velocity)
733 {
734         m_velocity = velocity;
735 }
736
737 v3f LuaEntitySAO::getVelocity()
738 {
739         return m_velocity;
740 }
741
742 void LuaEntitySAO::setAcceleration(v3f acceleration)
743 {
744         m_acceleration = acceleration;
745 }
746
747 v3f LuaEntitySAO::getAcceleration()
748 {
749         return m_acceleration;
750 }
751
752 void LuaEntitySAO::setTextureMod(const std::string &mod)
753 {
754         std::string str = gob_cmd_set_texture_mod(mod);
755         m_current_texture_modifier = mod;
756         // create message and add to list
757         ActiveObjectMessage aom(getId(), true, str);
758         m_messages_out.push(aom);
759 }
760
761 std::string LuaEntitySAO::getTextureMod() const
762 {
763         return m_current_texture_modifier;
764 }
765
766 void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
767                 bool select_horiz_by_yawpitch)
768 {
769         std::string str = gob_cmd_set_sprite(
770                 p,
771                 num_frames,
772                 framelength,
773                 select_horiz_by_yawpitch
774         );
775         // create message and add to list
776         ActiveObjectMessage aom(getId(), true, str);
777         m_messages_out.push(aom);
778 }
779
780 std::string LuaEntitySAO::getName()
781 {
782         return m_init_name;
783 }
784
785 std::string LuaEntitySAO::getPropertyPacket()
786 {
787         return gob_cmd_set_properties(m_prop);
788 }
789
790 void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
791 {
792         // If the object is attached client-side, don't waste bandwidth sending its position to clients
793         if(isAttached())
794                 return;
795
796         m_last_sent_move_precision = m_base_position.getDistanceFrom(
797                         m_last_sent_position);
798         m_last_sent_position_timer = 0;
799         m_last_sent_position = m_base_position;
800         m_last_sent_velocity = m_velocity;
801         //m_last_sent_acceleration = m_acceleration;
802         m_last_sent_rotation = m_rotation;
803
804         float update_interval = m_env->getSendRecommendedInterval();
805
806         std::string str = gob_cmd_update_position(
807                 m_base_position,
808                 m_velocity,
809                 m_acceleration,
810                 m_rotation,
811                 do_interpolate,
812                 is_movement_end,
813                 update_interval
814         );
815         // create message and add to list
816         ActiveObjectMessage aom(getId(), false, str);
817         m_messages_out.push(aom);
818 }
819
820 bool LuaEntitySAO::getCollisionBox(aabb3f *toset) const
821 {
822         if (m_prop.physical)
823         {
824                 //update collision box
825                 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
826                 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
827
828                 toset->MinEdge += m_base_position;
829                 toset->MaxEdge += m_base_position;
830
831                 return true;
832         }
833
834         return false;
835 }
836
837 bool LuaEntitySAO::getSelectionBox(aabb3f *toset) const
838 {
839         if (!m_prop.is_visible || !m_prop.pointable) {
840                 return false;
841         }
842
843         toset->MinEdge = m_prop.selectionbox.MinEdge * BS;
844         toset->MaxEdge = m_prop.selectionbox.MaxEdge * BS;
845
846         return true;
847 }
848
849 bool LuaEntitySAO::collideWithObjects() const
850 {
851         return m_prop.collideWithObjects;
852 }
853
854 /*
855         PlayerSAO
856 */
857
858 // No prototype, PlayerSAO does not need to be deserialized
859
860 PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, session_t peer_id_,
861                 bool is_singleplayer):
862         UnitSAO(env_, v3f(0,0,0)),
863         m_player(player_),
864         m_peer_id(peer_id_),
865         m_is_singleplayer(is_singleplayer)
866 {
867         SANITY_CHECK(m_peer_id != PEER_ID_INEXISTENT);
868
869         m_prop.hp_max = PLAYER_MAX_HP_DEFAULT;
870         m_prop.breath_max = PLAYER_MAX_BREATH_DEFAULT;
871         m_prop.physical = false;
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 void PlayerSAO::finalize(RemotePlayer *player, const std::set<std::string> &privs)
900 {
901         assert(player);
902         m_player = player;
903         m_privs = privs;
904 }
905
906 v3f PlayerSAO::getEyeOffset() const
907 {
908         return v3f(0, BS * m_prop.eye_height, 0);
909 }
910
911 std::string PlayerSAO::getDescription()
912 {
913         return std::string("player ") + m_player->getName();
914 }
915
916 // Called after id has been set and has been inserted in environment
917 void PlayerSAO::addedToEnvironment(u32 dtime_s)
918 {
919         ServerActiveObject::addedToEnvironment(dtime_s);
920         ServerActiveObject::setBasePosition(m_base_position);
921         m_player->setPlayerSAO(this);
922         m_player->setPeerId(m_peer_id);
923         m_last_good_position = m_base_position;
924 }
925
926 // Called before removing from environment
927 void PlayerSAO::removingFromEnvironment()
928 {
929         ServerActiveObject::removingFromEnvironment();
930         if (m_player->getPlayerSAO() == this) {
931                 unlinkPlayerSessionAndSave();
932                 for (u32 attached_particle_spawner : m_attached_particle_spawners) {
933                         m_env->deleteParticleSpawner(attached_particle_spawner, false);
934                 }
935         }
936 }
937
938 std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
939 {
940         std::ostringstream os(std::ios::binary);
941
942         // Protocol >= 15
943         writeU8(os, 1); // version
944         os << serializeString(m_player->getName()); // name
945         writeU8(os, 1); // is_player
946         writeS16(os, getId()); // id
947         writeV3F32(os, m_base_position);
948         writeV3F32(os, m_rotation);
949         writeU16(os, getHP());
950
951         std::ostringstream msg_os(std::ios::binary);
952         msg_os << serializeLongString(getPropertyPacket()); // message 1
953         msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
954         msg_os << serializeLongString(gob_cmd_update_animation(
955                 m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
956         for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
957                         ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
958                 msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
959                         (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
960         }
961         msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
962                 m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
963         msg_os << serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
964                         m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
965                         m_physics_override_sneak_glitch, m_physics_override_new_move)); // 5
966         // (GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only.
967         msg_os << serializeLongString(gob_cmd_update_nametag_attributes(m_prop.nametag_color)); // 6
968         int message_count = 6 + m_bone_position.size();
969         for (std::unordered_set<int>::const_iterator ii = m_attachment_child_ids.begin();
970                         ii != m_attachment_child_ids.end(); ++ii) {
971                 if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
972                         message_count++;
973                         msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
974                                 obj->getClientInitializationData(protocol_version)));
975                 }
976         }
977
978         writeU8(os, message_count);
979         os.write(msg_os.str().c_str(), msg_os.str().size());
980
981         // return result
982         return os.str();
983 }
984
985 void PlayerSAO::getStaticData(std::string * result) const
986 {
987         FATAL_ERROR("Obsolete function");
988 }
989
990 void PlayerSAO::step(float dtime, bool send_recommended)
991 {
992         if (!isImmortal() && m_drowning_interval.step(dtime, 2.0f)) {
993                 // Get nose/mouth position, approximate with eye position
994                 v3s16 p = floatToInt(getEyePosition(), BS);
995                 MapNode n = m_env->getMap().getNode(p);
996                 const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
997                 // If node generates drown
998                 if (c.drowning > 0 && m_hp > 0) {
999                         if (m_breath > 0)
1000                                 setBreath(m_breath - 1);
1001
1002                         // No more breath, damage player
1003                         if (m_breath == 0) {
1004                                 PlayerHPChangeReason reason(PlayerHPChangeReason::DROWNING);
1005                                 setHP(m_hp - c.drowning, reason);
1006                                 m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
1007                         }
1008                 }
1009         }
1010
1011         if (m_breathing_interval.step(dtime, 0.5f) && !isImmortal()) {
1012                 // Get nose/mouth position, approximate with eye position
1013                 v3s16 p = floatToInt(getEyePosition(), BS);
1014                 MapNode n = m_env->getMap().getNode(p);
1015                 const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
1016                 // If player is alive & not drowning & not in ignore & not immortal, breathe
1017                 if (m_breath < m_prop.breath_max && c.drowning == 0 &&
1018                                 n.getContent() != CONTENT_IGNORE && m_hp > 0)
1019                         setBreath(m_breath + 1);
1020         }
1021
1022         if (!isImmortal() && m_node_hurt_interval.step(dtime, 1.0f)) {
1023                 u32 damage_per_second = 0;
1024                 std::string nodename;
1025                 // Lowest and highest damage points are 0.1 within collisionbox
1026                 float dam_top = m_prop.collisionbox.MaxEdge.Y - 0.1f;
1027
1028                 // Sequence of damage points, starting 0.1 above feet and progressing
1029                 // upwards in 1 node intervals, stopping below top damage point.
1030                 for (float dam_height = 0.1f; dam_height < dam_top; dam_height++) {
1031                         v3s16 p = floatToInt(m_base_position +
1032                                 v3f(0.0f, dam_height * BS, 0.0f), BS);
1033                         MapNode n = m_env->getMap().getNode(p);
1034                         const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
1035                         if (c.damage_per_second > damage_per_second) {
1036                                 damage_per_second = c.damage_per_second;
1037                                 nodename = c.name;
1038                         }
1039                 }
1040
1041                 // Top damage point
1042                 v3s16 ptop = floatToInt(m_base_position +
1043                         v3f(0.0f, dam_top * BS, 0.0f), BS);
1044                 MapNode ntop = m_env->getMap().getNode(ptop);
1045                 const ContentFeatures &c = m_env->getGameDef()->ndef()->get(ntop);
1046                 if (c.damage_per_second > damage_per_second) {
1047                         damage_per_second = c.damage_per_second;
1048                         nodename = c.name;
1049                 }
1050
1051                 if (damage_per_second != 0 && m_hp > 0) {
1052                         s32 newhp = (s32)m_hp - (s32)damage_per_second;
1053                         PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE, nodename);
1054                         setHP(newhp, reason);
1055                         m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
1056                 }
1057         }
1058
1059         if (!m_properties_sent) {
1060                 m_properties_sent = true;
1061                 std::string str = getPropertyPacket();
1062                 // create message and add to list
1063                 ActiveObjectMessage aom(getId(), true, str);
1064                 m_messages_out.push(aom);
1065                 m_env->getScriptIface()->player_event(this, "properties_changed");
1066         }
1067
1068         // If attached, check that our parent is still there. If it isn't, detach.
1069         if (m_attachment_parent_id && !isAttached()) {
1070                 m_attachment_parent_id = 0;
1071                 m_attachment_bone = "";
1072                 m_attachment_position = v3f(0.0f, 0.0f, 0.0f);
1073                 m_attachment_rotation = v3f(0.0f, 0.0f, 0.0f);
1074                 setBasePosition(m_last_good_position);
1075                 m_env->getGameDef()->SendMovePlayer(m_peer_id);
1076         }
1077
1078         //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
1079
1080         // Set lag pool maximums based on estimated lag
1081         const float LAG_POOL_MIN = 5.0f;
1082         float lag_pool_max = m_env->getMaxLagEstimate() * 2.0f;
1083         if(lag_pool_max < LAG_POOL_MIN)
1084                 lag_pool_max = LAG_POOL_MIN;
1085         m_dig_pool.setMax(lag_pool_max);
1086         m_move_pool.setMax(lag_pool_max);
1087
1088         // Increment cheat prevention timers
1089         m_dig_pool.add(dtime);
1090         m_move_pool.add(dtime);
1091         m_time_from_last_teleport += dtime;
1092         m_time_from_last_punch += dtime;
1093         m_nocheat_dig_time += dtime;
1094         m_max_speed_override_time = MYMAX(m_max_speed_override_time - dtime, 0.0f);
1095
1096         // Each frame, parent position is copied if the object is attached,
1097         // otherwise it's calculated normally.
1098         // If the object gets detached this comes into effect automatically from
1099         // the last known origin.
1100         if (isAttached()) {
1101                 v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
1102                 m_last_good_position = pos;
1103                 setBasePosition(pos);
1104         }
1105
1106         if (!send_recommended)
1107                 return;
1108
1109         if (m_position_not_sent) {
1110                 m_position_not_sent = false;
1111                 float update_interval = m_env->getSendRecommendedInterval();
1112                 v3f pos;
1113                 // When attached, the position is only sent to clients where the
1114                 // parent isn't known
1115                 if (isAttached())
1116                         pos = m_last_good_position;
1117                 else
1118                         pos = m_base_position;
1119
1120                 std::string str = gob_cmd_update_position(
1121                         pos,
1122                         v3f(0.0f, 0.0f, 0.0f),
1123                         v3f(0.0f, 0.0f, 0.0f),
1124                         m_rotation,
1125                         true,
1126                         false,
1127                         update_interval
1128                 );
1129                 // create message and add to list
1130                 ActiveObjectMessage aom(getId(), false, str);
1131                 m_messages_out.push(aom);
1132         }
1133
1134         if (!m_armor_groups_sent) {
1135                 m_armor_groups_sent = true;
1136                 std::string str = gob_cmd_update_armor_groups(
1137                                 m_armor_groups);
1138                 // create message and add to list
1139                 ActiveObjectMessage aom(getId(), true, str);
1140                 m_messages_out.push(aom);
1141         }
1142
1143         if (!m_physics_override_sent) {
1144                 m_physics_override_sent = true;
1145                 std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
1146                                 m_physics_override_jump, m_physics_override_gravity,
1147                                 m_physics_override_sneak, m_physics_override_sneak_glitch,
1148                                 m_physics_override_new_move);
1149                 // create message and add to list
1150                 ActiveObjectMessage aom(getId(), true, str);
1151                 m_messages_out.push(aom);
1152         }
1153
1154         if (!m_animation_sent) {
1155                 m_animation_sent = true;
1156                 std::string str = gob_cmd_update_animation(
1157                         m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
1158                 // create message and add to list
1159                 ActiveObjectMessage aom(getId(), true, str);
1160                 m_messages_out.push(aom);
1161         }
1162
1163         if (!m_bone_position_sent) {
1164                 m_bone_position_sent = true;
1165                 for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
1166                                 ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
1167                         std::string str = gob_cmd_update_bone_position((*ii).first,
1168                                         (*ii).second.X, (*ii).second.Y);
1169                         // create message and add to list
1170                         ActiveObjectMessage aom(getId(), true, str);
1171                         m_messages_out.push(aom);
1172                 }
1173         }
1174
1175         if (!m_attachment_sent) {
1176                 m_attachment_sent = true;
1177                 std::string str = gob_cmd_update_attachment(m_attachment_parent_id,
1178                                 m_attachment_bone, m_attachment_position, m_attachment_rotation);
1179                 // create message and add to list
1180                 ActiveObjectMessage aom(getId(), true, str);
1181                 m_messages_out.push(aom);
1182         }
1183 }
1184
1185 void PlayerSAO::setBasePosition(const v3f &position)
1186 {
1187         if (m_player && position != m_base_position)
1188                 m_player->setDirty(true);
1189
1190         // This needs to be ran for attachments too
1191         ServerActiveObject::setBasePosition(position);
1192
1193         // Updating is not wanted/required for player migration
1194         if (m_env) {
1195                 m_position_not_sent = true;
1196         }
1197 }
1198
1199 void PlayerSAO::setPos(const v3f &pos)
1200 {
1201         if(isAttached())
1202                 return;
1203
1204         // Send mapblock of target location
1205         v3s16 blockpos = v3s16(pos.X / MAP_BLOCKSIZE, pos.Y / MAP_BLOCKSIZE, pos.Z / MAP_BLOCKSIZE);
1206         m_env->getGameDef()->SendBlock(m_peer_id, blockpos);
1207
1208         setBasePosition(pos);
1209         // Movement caused by this command is always valid
1210         m_last_good_position = pos;
1211         m_move_pool.empty();
1212         m_time_from_last_teleport = 0.0;
1213         m_env->getGameDef()->SendMovePlayer(m_peer_id);
1214 }
1215
1216 void PlayerSAO::moveTo(v3f pos, bool continuous)
1217 {
1218         if(isAttached())
1219                 return;
1220
1221         setBasePosition(pos);
1222         // Movement caused by this command is always valid
1223         m_last_good_position = pos;
1224         m_move_pool.empty();
1225         m_time_from_last_teleport = 0.0;
1226         m_env->getGameDef()->SendMovePlayer(m_peer_id);
1227 }
1228
1229 void PlayerSAO::setPlayerYaw(const float yaw)
1230 {
1231         v3f rotation(0, yaw, 0);
1232         if (m_player && yaw != m_rotation.Y)
1233                 m_player->setDirty(true);
1234
1235         // Set player model yaw, not look view
1236         UnitSAO::setRotation(rotation);
1237 }
1238
1239 void PlayerSAO::setFov(const float fov)
1240 {
1241         if (m_player && fov != m_fov)
1242                 m_player->setDirty(true);
1243
1244         m_fov = fov;
1245 }
1246
1247 void PlayerSAO::setWantedRange(const s16 range)
1248 {
1249         if (m_player && range != m_wanted_range)
1250                 m_player->setDirty(true);
1251
1252         m_wanted_range = range;
1253 }
1254
1255 void PlayerSAO::setPlayerYawAndSend(const float yaw)
1256 {
1257         setPlayerYaw(yaw);
1258         m_env->getGameDef()->SendMovePlayer(m_peer_id);
1259 }
1260
1261 void PlayerSAO::setLookPitch(const float pitch)
1262 {
1263         if (m_player && pitch != m_pitch)
1264                 m_player->setDirty(true);
1265
1266         m_pitch = pitch;
1267 }
1268
1269 void PlayerSAO::setLookPitchAndSend(const float pitch)
1270 {
1271         setLookPitch(pitch);
1272         m_env->getGameDef()->SendMovePlayer(m_peer_id);
1273 }
1274
1275 u16 PlayerSAO::punch(v3f dir,
1276         const ToolCapabilities *toolcap,
1277         ServerActiveObject *puncher,
1278         float time_from_last_punch)
1279 {
1280         if (!toolcap)
1281                 return 0;
1282
1283         FATAL_ERROR_IF(!puncher, "Punch action called without SAO");
1284
1285         // No effect if PvP disabled or if immortal
1286         if (isImmortal() || !g_settings->getBool("enable_pvp")) {
1287                 if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
1288                         std::string str = gob_cmd_punched(getHP());
1289                         // create message and add to list
1290                         ActiveObjectMessage aom(getId(), true, str);
1291                         m_messages_out.push(aom);
1292                         return 0;
1293                 }
1294         }
1295
1296         s32 old_hp = getHP();
1297         HitParams hitparams = getHitParams(m_armor_groups, toolcap,
1298                         time_from_last_punch);
1299
1300         PlayerSAO *playersao = m_player->getPlayerSAO();
1301
1302         bool damage_handled = m_env->getScriptIface()->on_punchplayer(playersao,
1303                                 puncher, time_from_last_punch, toolcap, dir,
1304                                 hitparams.hp);
1305
1306         if (!damage_handled) {
1307                 setHP((s32)getHP() - (s32)hitparams.hp,
1308                                 PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, puncher));
1309         } else { // override client prediction
1310                 if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
1311                         std::string str = gob_cmd_punched(getHP());
1312                         // create message and add to list
1313                         ActiveObjectMessage aom(getId(), true, str);
1314                         m_messages_out.push(aom);
1315                 }
1316         }
1317
1318         actionstream << puncher->getDescription() << " (id=" << puncher->getId() <<
1319                 ", hp=" << puncher->getHP() << ") punched " <<
1320                 getDescription() << " (id=" << m_id << ", hp=" << m_hp <<
1321                 "), damage=" << (old_hp - (s32)getHP()) <<
1322                 (damage_handled ? " (handled by Lua)" : "") << std::endl;
1323
1324         return hitparams.wear;
1325 }
1326
1327 void PlayerSAO::setHP(s32 hp, const PlayerHPChangeReason &reason)
1328 {
1329         s32 oldhp = m_hp;
1330
1331         hp = rangelim(hp, 0, m_prop.hp_max);
1332
1333         if (oldhp != hp) {
1334                 s32 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp, reason);
1335                 if (hp_change == 0)
1336                         return;
1337
1338                 hp = rangelim(oldhp + hp_change, 0, m_prop.hp_max);
1339         }
1340
1341         if (hp < oldhp && isImmortal())
1342                 return;
1343
1344         m_hp = hp;
1345
1346         // Update properties on death
1347         if ((hp == 0) != (oldhp == 0))
1348                 m_properties_sent = false;
1349 }
1350
1351 void PlayerSAO::setBreath(const u16 breath, bool send)
1352 {
1353         if (m_player && breath != m_breath)
1354                 m_player->setDirty(true);
1355
1356         m_breath = rangelim(breath, 0, m_prop.breath_max);
1357
1358         if (send)
1359                 m_env->getGameDef()->SendPlayerBreath(this);
1360 }
1361
1362 Inventory *PlayerSAO::getInventory() const
1363 {
1364         return m_player ? &m_player->inventory : nullptr;
1365 }
1366
1367 InventoryLocation PlayerSAO::getInventoryLocation() const
1368 {
1369         InventoryLocation loc;
1370         loc.setPlayer(m_player->getName());
1371         return loc;
1372 }
1373
1374 u16 PlayerSAO::getWieldIndex() const
1375 {
1376         return m_player->getWieldIndex();
1377 }
1378
1379 ItemStack PlayerSAO::getWieldedItem(ItemStack *selected, ItemStack *hand) const
1380 {
1381         return m_player->getWieldedItem(selected, hand);
1382 }
1383
1384 bool PlayerSAO::setWieldedItem(const ItemStack &item)
1385 {
1386         InventoryList *mlist = m_player->inventory.getList(getWieldList());
1387         if (mlist) {
1388                 mlist->changeItem(m_player->getWieldIndex(), item);
1389                 return true;
1390         }
1391         return false;
1392 }
1393
1394 void PlayerSAO::disconnected()
1395 {
1396         m_peer_id = PEER_ID_INEXISTENT;
1397         m_pending_removal = true;
1398 }
1399
1400 void PlayerSAO::unlinkPlayerSessionAndSave()
1401 {
1402         assert(m_player->getPlayerSAO() == this);
1403         m_player->setPeerId(PEER_ID_INEXISTENT);
1404         m_env->savePlayer(m_player);
1405         m_player->setPlayerSAO(NULL);
1406         m_env->removePlayer(m_player);
1407 }
1408
1409 std::string PlayerSAO::getPropertyPacket()
1410 {
1411         m_prop.is_visible = (true);
1412         return gob_cmd_set_properties(m_prop);
1413 }
1414
1415 void PlayerSAO::setMaxSpeedOverride(const v3f &vel)
1416 {
1417         if (m_max_speed_override_time == 0.0f)
1418                 m_max_speed_override = vel;
1419         else
1420                 m_max_speed_override += vel;
1421         if (m_player) {
1422                 float accel = MYMIN(m_player->movement_acceleration_default,
1423                                 m_player->movement_acceleration_air);
1424                 m_max_speed_override_time = m_max_speed_override.getLength() / accel / BS;
1425         }
1426 }
1427
1428 bool PlayerSAO::checkMovementCheat()
1429 {
1430         if (isAttached() || m_is_singleplayer ||
1431                         g_settings->getBool("disable_anticheat")) {
1432                 m_last_good_position = m_base_position;
1433                 return false;
1434         }
1435
1436         bool cheated = false;
1437         /*
1438                 Check player movements
1439
1440                 NOTE: Actually the server should handle player physics like the
1441                 client does and compare player's position to what is calculated
1442                 on our side. This is required when eg. players fly due to an
1443                 explosion. Altough a node-based alternative might be possible
1444                 too, and much more lightweight.
1445         */
1446
1447         float override_max_H, override_max_V;
1448         if (m_max_speed_override_time > 0.0f) {
1449                 override_max_H = MYMAX(fabs(m_max_speed_override.X), fabs(m_max_speed_override.Z));
1450                 override_max_V = fabs(m_max_speed_override.Y);
1451         } else {
1452                 override_max_H = override_max_V = 0.0f;
1453         }
1454
1455         float player_max_walk = 0; // horizontal movement
1456         float player_max_jump = 0; // vertical upwards movement
1457
1458         if (m_privs.count("fast") != 0)
1459                 player_max_walk = m_player->movement_speed_fast; // Fast speed
1460         else
1461                 player_max_walk = m_player->movement_speed_walk; // Normal speed
1462         player_max_walk *= m_physics_override_speed;
1463         player_max_walk = MYMAX(player_max_walk, override_max_H);
1464
1465         player_max_jump = m_player->movement_speed_jump * m_physics_override_jump;
1466         // FIXME: Bouncy nodes cause practically unbound increase in Y speed,
1467         //        until this can be verified correctly, tolerate higher jumping speeds
1468         player_max_jump *= 2.0;
1469         player_max_jump = MYMAX(player_max_jump, override_max_V);
1470
1471         // Don't divide by zero!
1472         if (player_max_walk < 0.0001f)
1473                 player_max_walk = 0.0001f;
1474         if (player_max_jump < 0.0001f)
1475                 player_max_jump = 0.0001f;
1476
1477         v3f diff = (m_base_position - m_last_good_position);
1478         float d_vert = diff.Y;
1479         diff.Y = 0;
1480         float d_horiz = diff.getLength();
1481         float required_time = d_horiz / player_max_walk;
1482
1483         // FIXME: Checking downwards movement is not easily possible currently,
1484         //        the server could calculate speed differences to examine the gravity
1485         if (d_vert > 0) {
1486                 // In certain cases (water, ladders) walking speed is applied vertically
1487                 float s = MYMAX(player_max_jump, player_max_walk);
1488                 required_time = MYMAX(required_time, d_vert / s);
1489         }
1490
1491         if (m_move_pool.grab(required_time)) {
1492                 m_last_good_position = m_base_position;
1493         } else {
1494                 const float LAG_POOL_MIN = 5.0;
1495                 float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
1496                 lag_pool_max = MYMAX(lag_pool_max, LAG_POOL_MIN);
1497                 if (m_time_from_last_teleport > lag_pool_max) {
1498                         actionstream << "Player " << m_player->getName()
1499                                         << " moved too fast; resetting position"
1500                                         << std::endl;
1501                         cheated = true;
1502                 }
1503                 setBasePosition(m_last_good_position);
1504         }
1505         return cheated;
1506 }
1507
1508 bool PlayerSAO::getCollisionBox(aabb3f *toset) const
1509 {
1510         //update collision box
1511         toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
1512         toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
1513
1514         toset->MinEdge += m_base_position;
1515         toset->MaxEdge += m_base_position;
1516         return true;
1517 }
1518
1519 bool PlayerSAO::getSelectionBox(aabb3f *toset) const
1520 {
1521         if (!m_prop.is_visible || !m_prop.pointable) {
1522                 return false;
1523         }
1524
1525         toset->MinEdge = m_prop.selectionbox.MinEdge * BS;
1526         toset->MaxEdge = m_prop.selectionbox.MaxEdge * BS;
1527
1528         return true;
1529 }
1530
1531 float PlayerSAO::getZoomFOV() const
1532 {
1533         return m_prop.zoom_fov;
1534 }