]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/content_sao.cpp
Send player damage to all clients and apply [brighten
[dragonfireclient.git] / src / content_sao.cpp
index 47b94a5d93af316a38ec1debf26155bed13907f4..9b4ae6100e0eec7d422de0f94f4e4558b7576468 100644 (file)
@@ -27,9 +27,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "tool.h" // For ToolCapabilities
 #include "gamedef.h"
 #include "player.h"
-#include "scriptapi.h"
+#include "scripting_game.h"
 #include "genericobject.h"
 #include "util/serialize.h"
+#include "util/mathconstants.h"
 
 std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
 
@@ -68,6 +69,10 @@ class DummyLoadSAO : public ServerActiveObject
                return false;
        }
 
+       bool collideWithObjects() {
+               return false;
+       }
+
 private:
 };
 
@@ -140,6 +145,10 @@ class TestSAO : public ServerActiveObject
                return false;
        }
 
+       bool collideWithObjects() {
+               return false;
+       }
+
 private:
        float m_timer1;
        float m_age;
@@ -325,6 +334,9 @@ class ItemSAO : public ServerActiveObject
                return false;
        }
 
+       bool collideWithObjects() {
+               return false;
+       }
 
 private:
        std::string m_itemstring;
@@ -387,8 +399,7 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
 LuaEntitySAO::~LuaEntitySAO()
 {
        if(m_registered){
-               lua_State *L = m_env->getLua();
-               scriptapi_luaentity_rm(L, m_id);
+               m_env->getScriptIface()->luaentity_Remove(m_id);
        }
 }
 
@@ -397,16 +408,18 @@ 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_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);
        }
 }
 
@@ -496,13 +509,14 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                        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;
                        moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
-                                       pos_max_d, box, stepheight, dtime,
-                                       p_pos, p_velocity, p_acceleration,this);
+                                       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;
@@ -512,11 +526,14 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                                        * dtime * m_acceleration;
                        m_velocity += dtime * m_acceleration;
                }
+
+               if(m_prop.automatic_face_movement_dir){
+                       m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI;
+               }
        }
 
        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)
@@ -626,8 +643,8 @@ std::string LuaEntitySAO::getStaticData()
        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);
@@ -694,8 +711,7 @@ int LuaEntitySAO::punch(v3f dir,
                        m_removed = true;
        }
 
-       lua_State *L = m_env->getLua();
-       scriptapi_luaentity_punch(L, m_id, puncher,
+       m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
                        time_from_last_punch, toolcap, dir);
 
        return result.wear;
@@ -708,8 +724,7 @@ void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
        // It's best that attachments cannot be clicked
        if(isAttached())
                return;
-       lua_State *L = m_env->getLua();
-       scriptapi_luaentity_rightclick(L, m_id, clicker);
+       m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
 }
 
 void LuaEntitySAO::setPos(v3f pos)
@@ -911,6 +926,10 @@ bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
        return false;
 }
 
+bool LuaEntitySAO::collideWithObjects(){
+       return m_prop.collideWithObjects;
+}
+
 /*
        PlayerSAO
 */
@@ -923,8 +942,8 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
        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),
@@ -934,13 +953,17 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
        m_properties_sent(true),
        m_privs(privs),
        m_is_singleplayer(is_singleplayer),
+       m_animation_speed(0),
+       m_animation_blend(0),
        m_animation_sent(false),
        m_bone_position_sent(false),
+       m_attachment_parent_id(0),
        m_attachment_sent(false),
        // public
        m_moved(false),
        m_inventory_not_sent(false),
        m_hp_not_sent(false),
+       m_breath_not_sent(false),
        m_wielded_item_not_sent(false),
        m_physics_override_speed(1),
        m_physics_override_jump(1),
@@ -991,7 +1014,6 @@ void PlayerSAO::addedToEnvironment(u32 dtime_s)
        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
@@ -1095,6 +1117,19 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                m_moved = true;
        }
 
+       //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;
 
@@ -1104,66 +1139,8 @@ void PlayerSAO::step(float dtime, bool send_recommended)
        {
                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_moved = true;
-                               }
-                               m_last_good_position_age = 0;
-                       }
-               }
-       }
 
        if(send_recommended == false)
                return;
@@ -1256,7 +1233,6 @@ void PlayerSAO::setPos(v3f pos)
        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_moved = true;
 }
@@ -1268,7 +1244,6 @@ void PlayerSAO::moveTo(v3f pos, bool continuous)
        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_moved = true;
 }
@@ -1324,14 +1299,6 @@ int PlayerSAO::punch(v3f dir,
 
        setHP(getHP() - hitparams.hp);
 
-       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);
-       }
-
        return hitparams.wear;
 }
 
@@ -1344,6 +1311,13 @@ s16 PlayerSAO::getHP() const
        return m_player->hp;
 }
 
+s16 PlayerSAO::readDamage()
+{
+       s16 damage = m_damage;
+       m_damage = 0;
+       return damage;
+}
+
 void PlayerSAO::setHP(s16 hp)
 {
        s16 oldhp = m_player->hp;
@@ -1361,19 +1335,25 @@ void PlayerSAO::setHP(s16 hp)
 
        m_player->hp = hp;
 
-       if(hp != oldhp)
+       if(hp != oldhp) {
                m_hp_not_sent = true;
+               if(oldhp > hp)
+                       m_damage += oldhp - hp;
+       }
 
-       // On death or reincarnation send an active object message
+       // Update properties on death
        if((hp == 0) != (oldhp == 0))
-       {
-               // Will send new is_visible value based on (getHP()!=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)
@@ -1482,6 +1462,62 @@ std::string PlayerSAO::getPropertyPacket()
        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;
+               float player_max_speed_up = 0;
+               if(m_privs.count("fast") != 0){
+                       // Fast speed
+                       player_max_speed = m_player->movement_speed_fast;
+                       player_max_speed_up = m_player->movement_speed_fast;
+               } else {
+                       // Normal speed
+                       player_max_speed = m_player->movement_speed_walk;
+                       player_max_speed_up = 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);
+                       m_moved = true;
+                       cheated = true;
+               }
+       }
+       return cheated;
+}
+
 bool PlayerSAO::getCollisionBox(aabb3f *toset) {
        //update collision box
        *toset = m_player->getCollisionbox();
@@ -1491,3 +1527,8 @@ bool PlayerSAO::getCollisionBox(aabb3f *toset) {
 
        return true;
 }
+
+bool PlayerSAO::collideWithObjects(){
+       return true;
+}
+