/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
*/
#include "content_sao.h"
+#include "util/serialize.h"
+#include "util/mathconstants.h"
#include "collision.h"
#include "environment.h"
#include "settings.h"
-#include "main.h" // For g_profiler
-#include "profiler.h"
#include "serialization.h" // For compressZlib
#include "tool.h" // For ToolCapabilities
#include "gamedef.h"
#include "player.h"
-#include "scriptapi.h"
+#include "server.h"
+#include "scripting_game.h"
#include "genericobject.h"
-#include "util/serialize.h"
-
-core::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
-
-/*
- DummyLoadSAO
-*/
-
-class DummyLoadSAO : public ServerActiveObject
-{
-public:
- DummyLoadSAO(ServerEnvironment *env, v3f pos, u8 type):
- ServerActiveObject(env, pos)
- {
- ServerActiveObject::registerType(type, create);
- }
- // Pretend to be the test object (to fool the client)
- u8 getType() const
- { return ACTIVEOBJECT_TYPE_TEST; }
- // And never save to disk
- bool isStaticAllowed() const
- { return false; }
-
- static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
- const std::string &data)
- {
- return new DummyLoadSAO(env, pos, 0);
- }
-
- void step(float dtime, bool send_recommended)
- {
- m_removed = true;
- infostream<<"DummyLoadSAO step"<<std::endl;
- }
+#include "log.h"
-private:
-};
-
-// Prototype (registers item for deserialization)
-DummyLoadSAO proto1_DummyLoadSAO(NULL, v3f(0,0,0), ACTIVEOBJECT_TYPE_RAT);
-DummyLoadSAO proto2_DummyLoadSAO(NULL, v3f(0,0,0), ACTIVEOBJECT_TYPE_OERKKI1);
-DummyLoadSAO proto3_DummyLoadSAO(NULL, v3f(0,0,0), ACTIVEOBJECT_TYPE_FIREFLY);
-DummyLoadSAO proto4_DummyLoadSAO(NULL, v3f(0,0,0), ACTIVEOBJECT_TYPE_MOBV2);
+std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
/*
TestSAO
{
ServerActiveObject::registerType(getType(), create);
}
- u8 getType() const
+ ActiveObjectType getType() const
{ return ACTIVEOBJECT_TYPE_TEST; }
-
+
static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
const std::string &data)
{
data += itos(m_base_position.Z);
ActiveObjectMessage aom(getId(), false, data);
- m_messages_out.push_back(aom);
- }
- }
-
-private:
- float m_timer1;
- float m_age;
-};
-
-// Prototype (registers item for deserialization)
-TestSAO proto_TestSAO(NULL, v3f(0,0,0));
-
-/*
- ItemSAO
-
- DEPRECATED: New dropped items are implemented in Lua; see
- builtin/item_entity.lua.
-*/
-
-class ItemSAO : public ServerActiveObject
-{
-public:
- u8 getType() const
- { return ACTIVEOBJECT_TYPE_ITEM; }
-
- float getMinimumSavedMovement()
- { return 0.1*BS; }
-
- static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
- const std::string &data)
- {
- std::istringstream is(data, std::ios::binary);
- char buf[1];
- // read version
- is.read(buf, 1);
- u8 version = buf[0];
- // check if version is supported
- if(version != 0)
- return NULL;
- std::string itemstring = deSerializeString(is);
- infostream<<"create(): Creating item \""
- <<itemstring<<"\""<<std::endl;
- return new ItemSAO(env, pos, itemstring);
- }
-
- ItemSAO(ServerEnvironment *env, v3f pos,
- const std::string itemstring):
- ServerActiveObject(env, pos),
- m_itemstring(itemstring),
- m_itemstring_changed(false),
- m_speed_f(0,0,0),
- m_last_sent_position(0,0,0)
- {
- ServerActiveObject::registerType(getType(), create);
- }
-
- void step(float dtime, bool send_recommended)
- {
- ScopeProfiler sp2(g_profiler, "step avg", SPT_AVG);
-
- assert(m_env);
-
- const float interval = 0.2;
- if(m_move_interval.step(dtime, interval)==false)
- return;
- dtime = interval;
-
- core::aabbox3d<f32> box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.);
- collisionMoveResult moveresult;
- // Apply gravity
- m_speed_f += v3f(0, -dtime*9.81*BS, 0);
- // Maximum movement without glitches
- f32 pos_max_d = BS*0.25;
- // Limit speed
- if(m_speed_f.getLength()*dtime > pos_max_d)
- m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime);
- v3f pos_f = getBasePosition();
- v3f pos_f_old = pos_f;
- v3f accel_f = v3f(0,0,0);
- f32 stepheight = 0;
- IGameDef *gamedef = m_env->getGameDef();
- moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
- pos_max_d, box, stepheight, dtime,
- pos_f, m_speed_f, accel_f);
-
- if(send_recommended == false)
- return;
-
- if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
- {
- // TODO: We shouldn't be sending this when the object is attached, but we can't check m_parent here
- setBasePosition(pos_f);
- m_last_sent_position = pos_f;
-
- std::ostringstream os(std::ios::binary);
- // command (0 = update position)
- writeU8(os, 0);
- // pos
- writeV3F1000(os, m_base_position);
- // create message and add to list
- ActiveObjectMessage aom(getId(), false, os.str());
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
}
- if(m_itemstring_changed)
- {
- m_itemstring_changed = false;
-
- std::ostringstream os(std::ios::binary);
- // command (1 = update itemstring)
- writeU8(os, 1);
- // itemstring
- os<<serializeString(m_itemstring);
- // create message and add to list
- ActiveObjectMessage aom(getId(), false, os.str());
- m_messages_out.push_back(aom);
- }
- }
-
- std::string getClientInitializationData()
- {
- std::ostringstream os(std::ios::binary);
- // version
- writeU8(os, 0);
- // pos
- writeV3F1000(os, m_base_position);
- // itemstring
- os<<serializeString(m_itemstring);
- return os.str();
}
- std::string getStaticData()
- {
- infostream<<__FUNCTION_NAME<<std::endl;
- std::ostringstream os(std::ios::binary);
- // version
- writeU8(os, 0);
- // itemstring
- os<<serializeString(m_itemstring);
- return os.str();
- }
-
- ItemStack createItemStack()
- {
- try{
- IItemDefManager *idef = m_env->getGameDef()->idef();
- ItemStack item;
- item.deSerialize(m_itemstring, idef);
- infostream<<__FUNCTION_NAME<<": m_itemstring=\""<<m_itemstring
- <<"\" -> item=\""<<item.getItemString()<<"\""
- <<std::endl;
- return item;
- }
- catch(SerializationError &e)
- {
- infostream<<__FUNCTION_NAME<<": serialization error: "
- <<"m_itemstring=\""<<m_itemstring<<"\""<<std::endl;
- return ItemStack();
- }
+ bool getCollisionBox(aabb3f *toset) {
+ return false;
}
- int punch(v3f dir,
- const ToolCapabilities *toolcap,
- ServerActiveObject *puncher,
- float time_from_last_punch)
- {
- // Take item into inventory
- ItemStack item = createItemStack();
- Inventory *inv = puncher->getInventory();
- if(inv != NULL)
- {
- std::string wieldlist = puncher->getWieldList();
- ItemStack leftover = inv->addItem(wieldlist, item);
- puncher->setInventoryModified();
- if(leftover.empty())
- {
- m_removed = true;
- }
- else
- {
- m_itemstring = leftover.getItemString();
- m_itemstring_changed = true;
- }
- }
-
- return 0;
+ bool collideWithObjects() {
+ return false;
}
-
private:
- std::string m_itemstring;
- bool m_itemstring_changed;
- v3f m_speed_f;
- v3f m_last_sent_position;
- IntervalLimiter m_move_interval;
+ float m_timer1;
+ float m_age;
};
// Prototype (registers item for deserialization)
-ItemSAO proto_ItemSAO(NULL, v3f(0,0,0), "");
-
-ServerActiveObject* createItemSAO(ServerEnvironment *env, v3f pos,
- const std::string itemstring)
-{
- return new ItemSAO(env, pos, itemstring);
-}
+TestSAO proto_TestSAO(NULL, v3f(0,0,0));
/*
LuaEntitySAO
m_last_sent_position_timer(0),
m_last_sent_move_precision(0),
m_armor_groups_sent(false),
- m_animations_sent(false),
- m_animations_bone_sent(false),
+ m_animation_speed(0),
+ m_animation_blend(0),
+ m_animation_loop(true),
+ m_animation_sent(false),
+ m_bone_position_sent(false),
+ m_attachment_parent_id(0),
m_attachment_sent(false)
{
// Only register type if no environment supplied
ServerActiveObject::registerType(getType(), create);
return;
}
-
+
// Initialize something to armor groups
- m_armor_groups["fleshy"] = 3;
- m_armor_groups["snappy"] = 2;
+ m_armor_groups["fleshy"] = 100;
}
LuaEntitySAO::~LuaEntitySAO()
{
if(m_registered){
- lua_State *L = m_env->getLua();
- scriptapi_luaentity_rm(L, m_id);
+ m_env->getScriptIface()->luaentity_Remove(m_id);
}
}
void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
{
ServerActiveObject::addedToEnvironment(dtime_s);
-
+
// Create entity from name
- lua_State *L = m_env->getLua();
- m_registered = scriptapi_luaentity_add(L, m_id, m_init_name.c_str());
- m_parent = NULL;
-
+ m_registered = m_env->getScriptIface()->
+ luaentity_Add(m_id, m_init_name.c_str());
+
if(m_registered){
// Get properties
- scriptapi_luaentity_get_properties(L, m_id, &m_prop);
+ m_env->getScriptIface()->
+ luaentity_GetProperties(m_id, &m_prop);
// Initialize HP from properties
m_hp = m_prop.hp_max;
// Activate entity, supplying serialized state
- scriptapi_luaentity_activate(L, m_id, m_init_state.c_str(), dtime_s);
+ m_env->getScriptIface()->
+ luaentity_Activate(m_id, m_init_state.c_str(), dtime_s);
}
}
return sao;
}
+bool LuaEntitySAO::isAttached()
+{
+ if(!m_attachment_parent_id)
+ return false;
+ // Check if the parent still exists
+ ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
+ if(obj)
+ return true;
+ return false;
+}
+
void LuaEntitySAO::step(float dtime, bool send_recommended)
{
if(!m_properties_sent)
std::string str = getPropertyPacket();
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
+ }
+
+ // If attached, check that our parent is still there. If it isn't, detach.
+ if(m_attachment_parent_id && !isAttached())
+ {
+ m_attachment_parent_id = 0;
+ m_attachment_bone = "";
+ m_attachment_position = v3f(0,0,0);
+ m_attachment_rotation = v3f(0,0,0);
+ sendPosition(false, true);
}
m_last_sent_position_timer += dtime;
-
+
// Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
// If the object gets detached this comes into effect automatically from the last known origin
- if(m_parent != NULL)
+ if(isAttached())
{
- v3f pos = m_parent->getBasePosition();
+ v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
m_base_position = pos;
m_velocity = v3f(0,0,0);
m_acceleration = v3f(0,0,0);
box.MaxEdge *= BS;
collisionMoveResult moveresult;
f32 pos_max_d = BS*0.25; // Distance per iteration
- f32 stepheight = 0; // Maximum climbable step height
v3f p_pos = m_base_position;
v3f p_velocity = m_velocity;
v3f p_acceleration = m_acceleration;
- IGameDef *gamedef = m_env->getGameDef();
- moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
- pos_max_d, box, stepheight, dtime,
- p_pos, p_velocity, p_acceleration);
+ moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
+ pos_max_d, box, m_prop.stepheight, dtime,
+ p_pos, p_velocity, p_acceleration,
+ this, m_prop.collideWithObjects);
+
// Apply results
m_base_position = p_pos;
m_velocity = p_velocity;
* dtime * m_acceleration;
m_velocity += dtime * m_acceleration;
}
+
+ if((m_prop.automatic_face_movement_dir) &&
+ (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){
+ m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
+ }
}
if(m_registered){
- lua_State *L = m_env->getLua();
- scriptapi_luaentity_step(L, m_id, dtime);
+ m_env->getScriptIface()->luaentity_Step(m_id, dtime);
}
if(send_recommended == false)
return;
- if(m_parent != NULL)
+ if(!isAttached())
{
// TODO: force send when acceleration changes enough?
float minchange = 0.2*BS;
m_armor_groups);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
}
- if(m_animations_sent == false){
- m_animations_sent = true;
- std::string str = gob_cmd_update_animations(m_animation_frames, m_animation_speed, m_animation_blend);
+ if(m_animation_sent == false){
+ m_animation_sent = true;
+ std::string str = gob_cmd_update_animation(
+ m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
}
- if(m_animations_bone_sent == false){
- m_animations_bone_sent = true;
- for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
- std::string str = gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y);
+ if(m_bone_position_sent == false){
+ m_bone_position_sent = true;
+ for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+ std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
}
}
std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
}
}
-std::string LuaEntitySAO::getClientInitializationData()
+std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
{
std::ostringstream os(std::ios::binary);
- writeU8(os, 0); // version
- os<<serializeString(""); // name
- writeS16(os, getId()); //id
- writeU8(os, 0); // is_player
- writeV3F1000(os, m_base_position);
- writeF1000(os, m_yaw);
- writeS16(os, m_hp);
- writeU8(os, 4 + m_animation_bone.size()); // number of messages stuffed in here
- os<<serializeLongString(getPropertyPacket()); // message 1
- os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
- os<<serializeLongString(gob_cmd_update_animations(m_animation_frames, m_animation_speed, m_animation_blend)); // 3
- if(m_animation_bone.size()){
- for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
- os<<serializeLongString(gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_animation_bone.size
+ if(protocol_version >= 14)
+ {
+ writeU8(os, 1); // version
+ os<<serializeString(""); // name
+ writeU8(os, 0); // is_player
+ writeS16(os, getId()); //id
+ writeV3F1000(os, m_base_position);
+ writeF1000(os, m_yaw);
+ writeS16(os, m_hp);
+
+ writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here
+ os<<serializeLongString(getPropertyPacket()); // message 1
+ os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+ os<<serializeLongString(gob_cmd_update_animation(
+ m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
+ for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+ os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
}
+ os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+ }
+ else
+ {
+ writeU8(os, 0); // version
+ os<<serializeString(""); // name
+ writeU8(os, 0); // is_player
+ writeV3F1000(os, m_base_position);
+ writeF1000(os, m_yaw);
+ writeS16(os, m_hp);
+ writeU8(os, 2); // number of messages stuffed in here
+ os<<serializeLongString(getPropertyPacket()); // message 1
+ os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
}
- os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
// return result
return os.str();
std::string LuaEntitySAO::getStaticData()
{
- verbosestream<<__FUNCTION_NAME<<std::endl;
+ verbosestream<<FUNCTION_NAME<<std::endl;
std::ostringstream os(std::ios::binary);
// version
writeU8(os, 1);
os<<serializeString(m_init_name);
// state
if(m_registered){
- lua_State *L = m_env->getLua();
- std::string state = scriptapi_luaentity_get_staticdata(L, m_id);
+ std::string state = m_env->getScriptIface()->
+ luaentity_GetStaticdata(m_id);
os<<serializeLongString(state);
} else {
os<<serializeLongString(m_init_state);
ServerActiveObject *puncher,
float time_from_last_punch)
{
- if(!m_registered){
+ if (!m_registered){
// Delete unknown LuaEntities when punched
m_removed = true;
return 0;
}
- // It's best that attachments cannot be punched
- if(m_parent != NULL)
+ // It's best that attachments cannot be punched
+ if (isAttached())
return 0;
-
+
ItemStack *punchitem = NULL;
ItemStack punchitem_static;
- if(puncher){
+ if (puncher) {
punchitem_static = puncher->getWieldedItem();
punchitem = &punchitem_static;
}
toolcap,
punchitem,
time_from_last_punch);
-
- if(result.did_punch)
- {
+
+ if (result.did_punch) {
setHP(getHP() - result.damage);
-
- actionstream<<getDescription()<<" punched by "
- <<puncher->getDescription()<<", damage "<<result.damage
- <<" hp, health now "<<getHP()<<" hp"<<std::endl;
-
- {
- std::string str = gob_cmd_punched(result.damage, getHP());
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+
+ if (result.damage > 0) {
+ std::string punchername = puncher ? puncher->getDescription() : "nil";
+
+ actionstream << getDescription() << " punched by "
+ << punchername << ", damage " << result.damage
+ << " hp, health now " << getHP() << " hp" << std::endl;
}
- if(getHP() == 0)
- m_removed = true;
+ std::string str = gob_cmd_punched(result.damage, getHP());
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push(aom);
}
- lua_State *L = m_env->getLua();
- scriptapi_luaentity_punch(L, m_id, puncher,
+ if (getHP() == 0)
+ m_removed = true;
+
+ m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
time_from_last_punch, toolcap, dir);
return result.wear;
void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
{
- if(!m_registered)
+ if (!m_registered)
return;
- lua_State *L = m_env->getLua();
- scriptapi_luaentity_rightclick(L, m_id, clicker);
+ // It's best that attachments cannot be clicked
+ if (isAttached())
+ return;
+ m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
}
void LuaEntitySAO::setPos(v3f pos)
{
- if(m_parent != NULL)
+ if(isAttached())
return;
m_base_position = pos;
sendPosition(false, true);
void LuaEntitySAO::moveTo(v3f pos, bool continuous)
{
- if(m_parent != NULL)
+ if(isAttached())
return;
m_base_position = pos;
if(!continuous)
m_armor_groups_sent = false;
}
-void LuaEntitySAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
+ItemGroupList LuaEntitySAO::getArmorGroups()
{
- m_animation_frames = frames;
+ return m_armor_groups;
+}
+
+void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
+{
+ m_animation_range = frame_range;
m_animation_speed = frame_speed;
m_animation_blend = frame_blend;
- m_animations_sent = false;
+ m_animation_loop = frame_loop;
+ m_animation_sent = false;
+}
+
+void LuaEntitySAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
+{
+ *frame_range = m_animation_range;
+ *frame_speed = m_animation_speed;
+ *frame_blend = m_animation_blend;
+ *frame_loop = m_animation_loop;
}
-void LuaEntitySAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
+void LuaEntitySAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
{
- m_animation_bone[bone] = core::vector2d<v3f>(position, rotation);
- m_animations_bone_sent = false;
+ m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+ m_bone_position_sent = false;
}
-void LuaEntitySAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation)
+void LuaEntitySAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
+{
+ *position = m_bone_position[bone].X;
+ *rotation = m_bone_position[bone].Y;
+}
+
+void LuaEntitySAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
{
// Attachments need to be handled on both the server and client.
// If we just attach on the server, we can only copy the position of the parent. Attachments
// This breaks some things so we also give the server the most accurate representation
// even if players only see the client changes.
- // Server attachment:
- m_parent = parent;
-
- // Client attachment:
- m_attachment_parent_id = parent->getId();
+ m_attachment_parent_id = parent_id;
m_attachment_bone = bone;
m_attachment_position = position;
m_attachment_rotation = rotation;
m_attachment_sent = false;
}
+void LuaEntitySAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
+ v3f *rotation)
+{
+ *parent_id = m_attachment_parent_id;
+ *bone = m_attachment_bone;
+ *position = m_attachment_position;
+ *rotation = m_attachment_rotation;
+}
+
+void LuaEntitySAO::addAttachmentChild(int child_id)
+{
+ m_attachment_child_ids.insert(child_id);
+}
+
+void LuaEntitySAO::removeAttachmentChild(int child_id)
+{
+ m_attachment_child_ids.erase(child_id);
+}
+
+std::set<int> LuaEntitySAO::getAttachmentChildIds()
+{
+ return m_attachment_child_ids;
+}
+
ObjectProperties* LuaEntitySAO::accessObjectProperties()
{
return &m_prop;
std::string str = gob_cmd_set_texture_mod(mod);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
}
void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
}
std::string LuaEntitySAO::getName()
void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
{
// If the object is attached client-side, don't waste bandwidth sending its position to clients
- if(m_parent != NULL)
+ if(isAttached())
return;
-
+
m_last_sent_move_precision = m_base_position.getDistanceFrom(
m_last_sent_position);
m_last_sent_position_timer = 0;
);
// create message and add to list
ActiveObjectMessage aom(getId(), false, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
+}
+
+bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
+ if (m_prop.physical)
+ {
+ //update collision box
+ toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
+ toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
+
+ toset->MinEdge += m_base_position;
+ toset->MaxEdge += m_base_position;
+
+ return true;
+ }
+
+ return false;
+}
+
+bool LuaEntitySAO::collideWithObjects(){
+ return m_prop.collideWithObjects;
}
/*
m_player(player_),
m_peer_id(peer_id_),
m_inventory(NULL),
+ m_damage(0),
m_last_good_position(0,0,0),
- m_last_good_position_age(0),
m_time_from_last_punch(0),
m_nocheat_dig_pos(32767, 32767, 32767),
m_nocheat_dig_time(0),
m_properties_sent(true),
m_privs(privs),
m_is_singleplayer(is_singleplayer),
- m_animations_sent(false),
- m_animations_bone_sent(false),
+ m_animation_speed(0),
+ m_animation_blend(0),
+ m_animation_loop(true),
+ m_animation_sent(false),
+ m_bone_position_sent(false),
+ m_attachment_parent_id(0),
m_attachment_sent(false),
+ m_nametag_color(video::SColor(255, 255, 255, 255)),
+ m_nametag_sent(false),
// public
- m_teleported(false),
- m_inventory_not_sent(false),
- m_hp_not_sent(false),
- m_wielded_item_not_sent(false)
-{
- assert(m_player);
- assert(m_peer_id != 0);
+ m_physics_override_speed(1),
+ m_physics_override_jump(1),
+ m_physics_override_gravity(1),
+ m_physics_override_sneak(true),
+ m_physics_override_sneak_glitch(true),
+ m_physics_override_sent(false)
+{
+ assert(m_player); // pre-condition
+ assert(m_peer_id != 0); // pre-condition
setBasePosition(m_player->getPosition());
m_inventory = &m_player->inventory;
- m_armor_groups["choppy"] = 2;
- m_armor_groups["fleshy"] = 3;
+ m_armor_groups["fleshy"] = 100;
m_prop.hp_max = PLAYER_MAX_HP;
m_prop.physical = false;
m_prop.colors.push_back(video::SColor(255, 255, 255, 255));
m_prop.spritediv = v2s16(1,1);
// end of default appearance
- m_prop.is_visible = (getHP() != 0); // TODO: Use a death animation instead for mesh players
+ m_prop.is_visible = true;
m_prop.makes_footstep_sound = true;
}
{
ServerActiveObject::addedToEnvironment(dtime_s);
ServerActiveObject::setBasePosition(m_player->getPosition());
- m_parent = NULL;
m_player->setPlayerSAO(this);
m_player->peer_id = m_peer_id;
m_last_good_position = m_player->getPosition();
- m_last_good_position_age = 0.0;
}
// Called before removing from environment
{
m_player->setPlayerSAO(NULL);
m_player->peer_id = 0;
+ m_env->savePlayer((RemotePlayer*)m_player);
+ m_env->removePlayer(m_player);
}
}
return false;
}
-bool PlayerSAO::unlimitedTransferDistance() const
-{
- return g_settings->getBool("unlimited_player_transfer_distance");
-}
-
-std::string PlayerSAO::getClientInitializationData()
+std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
{
std::ostringstream os(std::ios::binary);
- writeU8(os, 0); // version
- os<<serializeString(m_player->getName()); // name
- writeU8(os, 1); // is_player
- writeS16(os, getId()); //id
- writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
- writeF1000(os, m_player->getYaw());
- writeS16(os, getHP());
-
- writeU8(os, 4 + m_animation_bone.size()); // number of messages stuffed in here
- os<<serializeLongString(getPropertyPacket()); // message 1
- os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
- os<<serializeLongString(gob_cmd_update_animations(m_animation_frames, m_animation_speed, m_animation_blend)); // 3
- if(m_animation_bone.size()){
- for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
- os<<serializeLongString(gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_animation_bone.size
+
+ if(protocol_version >= 15)
+ {
+ writeU8(os, 1); // version
+ os<<serializeString(m_player->getName()); // name
+ writeU8(os, 1); // is_player
+ writeS16(os, getId()); //id
+ writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
+ writeF1000(os, m_player->getYaw());
+ writeS16(os, getHP());
+
+ writeU8(os, 6 + m_bone_position.size()); // number of messages stuffed in here
+ os<<serializeLongString(getPropertyPacket()); // message 1
+ os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+ os<<serializeLongString(gob_cmd_update_animation(
+ m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
+ for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+ os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
}
+ os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+ os<<serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
+ m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
+ m_physics_override_sneak_glitch)); // 5
+ os << serializeLongString(gob_cmd_update_nametag_attributes(m_nametag_color)); // 6
+ }
+ else
+ {
+ writeU8(os, 0); // version
+ os<<serializeString(m_player->getName()); // name
+ writeU8(os, 1); // is_player
+ writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
+ writeF1000(os, m_player->getYaw());
+ writeS16(os, getHP());
+ writeU8(os, 2); // number of messages stuffed in here
+ os<<serializeLongString(getPropertyPacket()); // message 1
+ os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
}
- os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
// return result
return os.str();
std::string PlayerSAO::getStaticData()
{
- assert(0);
+ FATAL_ERROR("Deprecated function (?)");
return "";
}
+bool PlayerSAO::isAttached()
+{
+ if(!m_attachment_parent_id)
+ return false;
+ // Check if the parent still exists
+ ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
+ if(obj)
+ return true;
+ return false;
+}
+
void PlayerSAO::step(float dtime, bool send_recommended)
{
if(!m_properties_sent)
std::string str = getPropertyPacket();
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
}
+ // If attached, check that our parent is still there. If it isn't, detach.
+ if(m_attachment_parent_id && !isAttached())
+ {
+ m_attachment_parent_id = 0;
+ m_attachment_bone = "";
+ m_attachment_position = v3f(0,0,0);
+ m_attachment_rotation = v3f(0,0,0);
+ m_player->setPosition(m_last_good_position);
+ ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
+ }
+
+ //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
+
+ // Set lag pool maximums based on estimated lag
+ const float LAG_POOL_MIN = 5.0;
+ float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
+ if(lag_pool_max < LAG_POOL_MIN)
+ lag_pool_max = LAG_POOL_MIN;
+ m_dig_pool.setMax(lag_pool_max);
+ m_move_pool.setMax(lag_pool_max);
+
+ // Increment cheat prevention timers
+ m_dig_pool.add(dtime);
+ m_move_pool.add(dtime);
m_time_from_last_punch += dtime;
m_nocheat_dig_time += dtime;
// Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
// If the object gets detached this comes into effect automatically from the last known origin
- if(m_parent != NULL)
+ if(isAttached())
{
- v3f pos = m_parent->getBasePosition();
+ v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
m_last_good_position = pos;
- m_last_good_position_age = 0;
m_player->setPosition(pos);
}
- else
- {
- if(m_is_singleplayer || g_settings->getBool("disable_anticheat"))
- {
- m_last_good_position = m_player->getPosition();
- m_last_good_position_age = 0;
- }
- else
- {
- /*
- Check player movements
-
- NOTE: Actually the server should handle player physics like the
- client does and compare player's position to what is calculated
- on our side. This is required when eg. players fly due to an
- explosion. Altough a node-based alternative might be possible
- too, and much more lightweight.
- */
-
- float player_max_speed = 0;
- float player_max_speed_up = 0;
- if(m_privs.count("fast") != 0){
- // Fast speed
- player_max_speed = BS * 20;
- player_max_speed_up = BS * 20;
- } else {
- // Normal speed
- player_max_speed = BS * 4.0;
- player_max_speed_up = BS * 4.0;
- }
- // Tolerance
- player_max_speed *= 2.5;
- player_max_speed_up *= 2.5;
-
- m_last_good_position_age += dtime;
- if(m_last_good_position_age >= 1.0){
- float age = m_last_good_position_age;
- v3f diff = (m_player->getPosition() - m_last_good_position);
- float d_vert = diff.Y;
- diff.Y = 0;
- float d_horiz = diff.getLength();
- /*infostream<<m_player->getName()<<"'s horizontal speed is "
- <<(d_horiz/age)<<std::endl;*/
- if(d_horiz <= age * player_max_speed &&
- (d_vert < 0 || d_vert < age * player_max_speed_up)){
- m_last_good_position = m_player->getPosition();
- } else {
- actionstream<<"Player "<<m_player->getName()
- <<" moved too fast; resetting position"
- <<std::endl;
- m_player->setPosition(m_last_good_position);
- m_teleported = true;
- }
- m_last_good_position_age = 0;
- }
- }
- }
if(send_recommended == false)
return;
// If the object is attached client-side, don't waste bandwidth sending its position to clients
- if(m_position_not_sent && m_parent == NULL)
+ if(m_position_not_sent && !isAttached())
{
m_position_not_sent = false;
float update_interval = m_env->getSendRecommendedInterval();
v3f pos;
- if(m_parent != NULL) // Just in case we ever do send attachment position too
- pos = m_parent->getBasePosition();
+ if(isAttached()) // Just in case we ever do send attachment position too
+ pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
else
pos = m_player->getPosition() + v3f(0,BS*1,0);
std::string str = gob_cmd_update_position(
);
// create message and add to list
ActiveObjectMessage aom(getId(), false, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
}
- if(m_wielded_item_not_sent)
- {
- m_wielded_item_not_sent = false;
- // GenericCAO has no special way to show this
- }
-
- if(m_armor_groups_sent == false){
+ if(m_armor_groups_sent == false) {
m_armor_groups_sent = true;
std::string str = gob_cmd_update_armor_groups(
m_armor_groups);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
+ }
+
+ if(m_physics_override_sent == false){
+ m_physics_override_sent = true;
+ std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
+ m_physics_override_jump, m_physics_override_gravity,
+ m_physics_override_sneak, m_physics_override_sneak_glitch);
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push(aom);
}
- if(m_animations_sent == false){
- m_animations_sent = true;
- std::string str = gob_cmd_update_animations(m_animation_frames, m_animation_speed, m_animation_blend);
+ if(m_animation_sent == false){
+ m_animation_sent = true;
+ std::string str = gob_cmd_update_animation(
+ m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
}
- if(m_animations_bone_sent == false){
- m_animations_bone_sent = true;
- for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
- std::string str = gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y);
+ if(m_bone_position_sent == false){
+ m_bone_position_sent = true;
+ for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+ std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
}
}
std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
+ }
+
+ if (m_nametag_sent == false) {
+ m_nametag_sent = true;
+ std::string str = gob_cmd_update_nametag_attributes(m_nametag_color);
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push(aom);
}
}
void PlayerSAO::setPos(v3f pos)
{
- if(m_parent != NULL)
+ if(isAttached())
return;
m_player->setPosition(pos);
// Movement caused by this command is always valid
m_last_good_position = pos;
- m_last_good_position_age = 0;
- // Force position change on client
- m_teleported = true;
+ ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
}
void PlayerSAO::moveTo(v3f pos, bool continuous)
{
- if(m_parent != NULL)
+ if(isAttached())
return;
m_player->setPosition(pos);
// Movement caused by this command is always valid
m_last_good_position = pos;
- m_last_good_position_age = 0;
- // Force position change on client
- m_teleported = true;
+ ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
+}
+
+void PlayerSAO::setYaw(float yaw)
+{
+ m_player->setYaw(yaw);
+ ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
+}
+
+void PlayerSAO::setPitch(float pitch)
+{
+ m_player->setPitch(pitch);
+ ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
}
int PlayerSAO::punch(v3f dir,
ServerActiveObject *puncher,
float time_from_last_punch)
{
- // It's best that attachments cannot be punched
- if(m_parent != NULL)
+ // It's best that attachments cannot be punched
+ if (isAttached())
return 0;
- if(!toolcap)
+ if (!toolcap)
return 0;
// No effect if PvP disabled
- if(g_settings->getBool("enable_pvp") == false){
- if(puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER){
+ if (g_settings->getBool("enable_pvp") == false) {
+ if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
std::string str = gob_cmd_punched(0, getHP());
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
return 0;
}
}
HitParams hitparams = getHitParams(m_armor_groups, toolcap,
time_from_last_punch);
- actionstream<<"Player "<<m_player->getName()<<" punched by "
- <<puncher->getDescription()<<", damage "<<hitparams.hp
- <<" HP"<<std::endl;
+ std::string punchername = "nil";
- setHP(getHP() - hitparams.hp);
+ if (puncher != 0)
+ punchername = puncher->getDescription();
- if(hitparams.hp != 0)
- {
- std::string str = gob_cmd_punched(hitparams.hp, getHP());
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ PlayerSAO *playersao = m_player->getPlayerSAO();
+
+ bool damage_handled = m_env->getScriptIface()->on_punchplayer(playersao,
+ puncher, time_from_last_punch, toolcap, dir,
+ hitparams.hp);
+
+ if (!damage_handled) {
+ setHP(getHP() - hitparams.hp);
+ } else { // override client prediction
+ if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
+ std::string str = gob_cmd_punched(0, getHP());
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push(aom);
+ }
+ }
+
+
+ actionstream << "Player " << m_player->getName() << " punched by "
+ << punchername;
+ if (!damage_handled) {
+ actionstream << ", damage " << hitparams.hp << " HP";
+ } else {
+ actionstream << ", damage handled by lua";
}
+ actionstream << std::endl;
return hitparams.wear;
}
return m_player->hp;
}
+s16 PlayerSAO::readDamage()
+{
+ s16 damage = m_damage;
+ m_damage = 0;
+ return damage;
+}
+
void PlayerSAO::setHP(s16 hp)
{
s16 oldhp = m_player->hp;
- if(hp < 0)
+ s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this,
+ hp - oldhp);
+ if (hp_change == 0)
+ return;
+ hp = oldhp + hp_change;
+
+ if (hp < 0)
hp = 0;
- else if(hp > PLAYER_MAX_HP)
+ else if (hp > PLAYER_MAX_HP)
hp = PLAYER_MAX_HP;
- if(hp < oldhp && g_settings->getBool("enable_damage") == false)
- {
- m_hp_not_sent = true; // fix wrong prediction on client
+ if(hp < oldhp && g_settings->getBool("enable_damage") == false) {
return;
}
m_player->hp = hp;
- if(hp != oldhp)
- m_hp_not_sent = true;
+ if (oldhp > hp)
+ m_damage += (oldhp - hp);
- // On death or reincarnation send an active object message
- if((hp == 0) != (oldhp == 0))
- {
- // Will send new is_visible value based on (getHP()!=0)
+ // Update properties on death
+ if ((hp == 0) != (oldhp == 0))
m_properties_sent = false;
- // Send new HP
- std::string str = gob_cmd_punched(0, getHP());
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
- }
+}
+
+u16 PlayerSAO::getBreath() const
+{
+ return m_player->getBreath();
+}
+
+void PlayerSAO::setBreath(u16 breath)
+{
+ m_player->setBreath(breath);
}
void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
m_armor_groups_sent = false;
}
-void PlayerSAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
+ItemGroupList PlayerSAO::getArmorGroups()
+{
+ return m_armor_groups;
+}
+
+void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
{
// store these so they can be updated to clients
- m_animation_frames = frames;
+ m_animation_range = frame_range;
m_animation_speed = frame_speed;
m_animation_blend = frame_blend;
- m_animations_sent = false;
+ m_animation_loop = frame_loop;
+ m_animation_sent = false;
}
-void PlayerSAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
+void PlayerSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
+{
+ *frame_range = m_animation_range;
+ *frame_speed = m_animation_speed;
+ *frame_blend = m_animation_blend;
+ *frame_loop = m_animation_loop;
+}
+
+void PlayerSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
{
// store these so they can be updated to clients
- m_animation_bone[bone] = core::vector2d<v3f>(position, rotation);
- m_animations_bone_sent = false;
+ m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+ m_bone_position_sent = false;
+}
+
+void PlayerSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
+{
+ *position = m_bone_position[bone].X;
+ *rotation = m_bone_position[bone].Y;
}
-void PlayerSAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation)
+void PlayerSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
{
// Attachments need to be handled on both the server and client.
// If we just attach on the server, we can only copy the position of the parent. Attachments
// This breaks some things so we also give the server the most accurate representation
// even if players only see the client changes.
- // Server attachment:
- m_parent = parent;
-
- // Client attachment:
- m_attachment_parent_id = parent->getId();
+ m_attachment_parent_id = parent_id;
m_attachment_bone = bone;
m_attachment_position = position;
m_attachment_rotation = rotation;
m_attachment_sent = false;
}
+void PlayerSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
+ v3f *rotation)
+{
+ *parent_id = m_attachment_parent_id;
+ *bone = m_attachment_bone;
+ *position = m_attachment_position;
+ *rotation = m_attachment_rotation;
+}
+
+void PlayerSAO::addAttachmentChild(int child_id)
+{
+ m_attachment_child_ids.insert(child_id);
+}
+
+void PlayerSAO::removeAttachmentChild(int child_id)
+{
+ m_attachment_child_ids.erase(child_id);
+}
+
+std::set<int> PlayerSAO::getAttachmentChildIds()
+{
+ return m_attachment_child_ids;
+}
+
ObjectProperties* PlayerSAO::accessObjectProperties()
{
return &m_prop;
m_properties_sent = false;
}
+void PlayerSAO::setNametagColor(video::SColor color)
+{
+ m_nametag_color = color;
+ m_nametag_sent = false;
+}
+
+video::SColor PlayerSAO::getNametagColor()
+{
+ return m_nametag_color;
+}
+
Inventory* PlayerSAO::getInventory()
{
return m_inventory;
return loc;
}
-void PlayerSAO::setInventoryModified()
-{
- m_inventory_not_sent = true;
-}
-
std::string PlayerSAO::getWieldList() const
{
return "main";
void PlayerSAO::setWieldIndex(int i)
{
- if(i != m_wield_index)
- {
+ if(i != m_wield_index) {
m_wield_index = i;
- m_wielded_item_not_sent = true;
}
}
std::string PlayerSAO::getPropertyPacket()
{
- m_prop.is_visible = (getHP() != 0);
+ m_prop.is_visible = (true);
return gob_cmd_set_properties(m_prop);
}
+bool PlayerSAO::checkMovementCheat()
+{
+ bool cheated = false;
+ if(isAttached() || m_is_singleplayer ||
+ g_settings->getBool("disable_anticheat"))
+ {
+ m_last_good_position = m_player->getPosition();
+ }
+ else
+ {
+ /*
+ Check player movements
+
+ NOTE: Actually the server should handle player physics like the
+ client does and compare player's position to what is calculated
+ on our side. This is required when eg. players fly due to an
+ explosion. Altough a node-based alternative might be possible
+ too, and much more lightweight.
+ */
+
+ float player_max_speed = 0;
+ if(m_privs.count("fast") != 0){
+ // Fast speed
+ player_max_speed = m_player->movement_speed_fast;
+ } else {
+ // Normal speed
+ player_max_speed = m_player->movement_speed_walk;
+ }
+ // Tolerance. With the lag pool we shouldn't need it.
+ //player_max_speed *= 2.5;
+ //player_max_speed_up *= 2.5;
+
+ v3f diff = (m_player->getPosition() - m_last_good_position);
+ float d_vert = diff.Y;
+ diff.Y = 0;
+ float d_horiz = diff.getLength();
+ float required_time = d_horiz/player_max_speed;
+ if(d_vert > 0 && d_vert/player_max_speed > required_time)
+ required_time = d_vert/player_max_speed;
+ if(m_move_pool.grab(required_time)){
+ m_last_good_position = m_player->getPosition();
+ } else {
+ actionstream<<"Player "<<m_player->getName()
+ <<" moved too fast; resetting position"
+ <<std::endl;
+ m_player->setPosition(m_last_good_position);
+ cheated = true;
+ }
+ }
+ return cheated;
+}
+
+bool PlayerSAO::getCollisionBox(aabb3f *toset) {
+ //update collision box
+ *toset = m_player->getCollisionbox();
+
+ toset->MinEdge += m_base_position;
+ toset->MaxEdge += m_base_position;
+
+ return true;
+}
+
+bool PlayerSAO::collideWithObjects(){
+ return true;
+}
+