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-rw-r--r--src/content_sao.cpp751
1 files changed, 353 insertions, 398 deletions
diff --git a/src/content_sao.cpp b/src/content_sao.cpp
index 77ab51a02..be1c52fe6 100644
--- a/src/content_sao.cpp
+++ b/src/content_sao.cpp
@@ -19,18 +19,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "content_sao.h"
#include "util/serialize.h"
-#include "util/mathconstants.h"
#include "collision.h"
#include "environment.h"
-#include "settings.h"
-#include "serialization.h" // For compressZlib
#include "tool.h" // For ToolCapabilities
#include "gamedef.h"
+#include "nodedef.h"
#include "remoteplayer.h"
#include "server.h"
-#include "scripting_game.h"
+#include "scripting_server.h"
#include "genericobject.h"
-#include "log.h"
std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
@@ -93,13 +90,8 @@ public:
}
}
- bool getCollisionBox(aabb3f *toset) {
- return false;
- }
-
- bool collideWithObjects() {
- return false;
- }
+ bool getCollisionBox(aabb3f *toset) const { return false; }
+ bool collideWithObjects() const { return false; }
private:
float m_timer1;
@@ -110,6 +102,133 @@ private:
TestSAO proto_TestSAO(NULL, v3f(0,0,0));
/*
+ UnitSAO
+ */
+
+UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos):
+ ServerActiveObject(env, pos),
+ m_hp(-1),
+ m_yaw(0),
+ m_properties_sent(true),
+ m_armor_groups_sent(false),
+ m_animation_range(0,0),
+ 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)
+{
+ // Initialize something to armor groups
+ m_armor_groups["fleshy"] = 100;
+}
+
+bool UnitSAO::isAttached() const
+{
+ 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 UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
+{
+ m_armor_groups = armor_groups;
+ m_armor_groups_sent = false;
+}
+
+const ItemGroupList &UnitSAO::getArmorGroups()
+{
+ return m_armor_groups;
+}
+
+void UnitSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
+{
+ // store these so they can be updated to clients
+ m_animation_range = frame_range;
+ m_animation_speed = frame_speed;
+ m_animation_blend = frame_blend;
+ m_animation_loop = frame_loop;
+ m_animation_sent = false;
+}
+
+void UnitSAO::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 UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
+{
+ // store these so they can be updated to clients
+ m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+ m_bone_position_sent = false;
+}
+
+void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
+{
+ *position = m_bone_position[bone].X;
+ *rotation = m_bone_position[bone].Y;
+}
+
+void UnitSAO::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
+ // are still sent to clients at an interval so players might see them lagging, plus we can't
+ // read and attach to skeletal bones.
+ // If we just attach on the client, the server still sees the child at its original location.
+ // This breaks some things so we also give the server the most accurate representation
+ // even if players only see the client changes.
+
+ m_attachment_parent_id = parent_id;
+ m_attachment_bone = bone;
+ m_attachment_position = position;
+ m_attachment_rotation = rotation;
+ m_attachment_sent = false;
+}
+
+void UnitSAO::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 UnitSAO::addAttachmentChild(int child_id)
+{
+ m_attachment_child_ids.insert(child_id);
+}
+
+void UnitSAO::removeAttachmentChild(int child_id)
+{
+ m_attachment_child_ids.erase(child_id);
+}
+
+const UNORDERED_SET<int> &UnitSAO::getAttachmentChildIds()
+{
+ return m_attachment_child_ids;
+}
+
+ObjectProperties* UnitSAO::accessObjectProperties()
+{
+ return &m_prop;
+}
+
+void UnitSAO::notifyObjectPropertiesModified()
+{
+ m_properties_sent = false;
+}
+
+/*
LuaEntitySAO
*/
@@ -124,29 +243,18 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
m_registered(false),
m_velocity(0,0,0),
m_acceleration(0,0,0),
- m_properties_sent(true),
m_last_sent_yaw(0),
m_last_sent_position(0,0,0),
m_last_sent_velocity(0,0,0),
m_last_sent_position_timer(0),
m_last_sent_move_precision(0),
- m_armor_groups_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_current_texture_modifier("")
{
// Only register type if no environment supplied
if(env == NULL){
ServerActiveObject::registerType(getType(), create);
return;
}
-
- // Initialize something to armor groups
- m_armor_groups["fleshy"] = 100;
}
LuaEntitySAO::~LuaEntitySAO()
@@ -218,17 +326,6 @@ ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
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)
@@ -272,7 +369,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
v3f p_pos = m_base_position;
v3f p_velocity = m_velocity;
v3f p_acceleration = m_acceleration;
- moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
+ 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);
@@ -309,6 +406,20 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
m_env->getScriptIface()->luaentity_Step(m_id, dtime);
}
+ // Remove LuaEntity beyond terrain edges
+ {
+ ServerMap *map = dynamic_cast<ServerMap *>(&m_env->getMap());
+ assert(map);
+ if (!m_pending_deactivation &&
+ map->saoPositionOverLimit(m_base_position)) {
+ infostream << "Remove SAO " << m_id << "(" << m_init_name
+ << "), outside of limits" << std::endl;
+ m_pending_deactivation = true;
+ m_removed = true;
+ return;
+ }
+ }
+
if(send_recommended == false)
return;
@@ -373,59 +484,48 @@ std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
{
std::ostringstream os(std::ios::binary);
- 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);
-
- std::ostringstream msg_os(std::ios::binary);
- msg_os << serializeLongString(getPropertyPacket()); // message 1
- msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
- msg_os << serializeLongString(gob_cmd_update_animation(
- m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
- for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
- ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
- msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
- (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
- }
- msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
- m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
- int message_count = 4 + m_bone_position.size();
- for (UNORDERED_SET<int>::const_iterator ii = m_attachment_child_ids.begin();
- (ii != m_attachment_child_ids.end()); ++ii) {
- if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
- message_count++;
- msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
- obj->getClientInitializationData(protocol_version)));
- }
- }
+ // protocol >= 14
+ writeU8(os, 1); // version
+ os << serializeString(""); // name
+ writeU8(os, 0); // is_player
+ writeS16(os, getId()); //id
+ writeV3F1000(os, m_base_position);
+ writeF1000(os, m_yaw);
+ writeS16(os, m_hp);
- writeU8(os, message_count);
- os.write(msg_os.str().c_str(), msg_os.str().size());
+ std::ostringstream msg_os(std::ios::binary);
+ msg_os << serializeLongString(getPropertyPacket()); // message 1
+ msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+ msg_os << serializeLongString(gob_cmd_update_animation(
+ m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
+ for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
+ ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
+ msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
+ (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
}
- 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
+ msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
+ m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+ int message_count = 4 + m_bone_position.size();
+ for (UNORDERED_SET<int>::const_iterator ii = m_attachment_child_ids.begin();
+ (ii != m_attachment_child_ids.end()); ++ii) {
+ if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
+ message_count++;
+ msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
+ obj->getClientInitializationData(protocol_version)));
+ }
}
+ msg_os << serializeLongString(gob_cmd_set_texture_mod(m_current_texture_modifier));
+ message_count++;
+
+ writeU8(os, message_count);
+ os.write(msg_os.str().c_str(), msg_os.str().size());
+
// return result
return os.str();
}
-std::string LuaEntitySAO::getStaticData()
+void LuaEntitySAO::getStaticData(std::string *result) const
{
verbosestream<<FUNCTION_NAME<<std::endl;
std::ostringstream os(std::ios::binary);
@@ -447,7 +547,7 @@ std::string LuaEntitySAO::getStaticData()
writeV3F1000(os, m_velocity);
// yaw
writeF1000(os, m_yaw);
- return os.str();
+ *result = os.str();
}
int LuaEntitySAO::punch(v3f dir,
@@ -478,28 +578,32 @@ int LuaEntitySAO::punch(v3f dir,
punchitem,
time_from_last_punch);
- if (result.did_punch) {
- setHP(getHP() - result.damage);
+ bool damage_handled = m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
+ time_from_last_punch, toolcap, dir, result.did_punch ? result.damage : 0);
- if (result.damage > 0) {
- std::string punchername = puncher ? puncher->getDescription() : "nil";
+ if (!damage_handled) {
+ if (result.did_punch) {
+ setHP(getHP() - result.damage);
- actionstream << getDescription() << " punched by "
- << punchername << ", damage " << result.damage
- << " hp, health now " << getHP() << " hp" << std::endl;
- }
+ if (result.damage > 0) {
+ std::string punchername = puncher ? puncher->getDescription() : "nil";
- 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);
+ actionstream << getDescription() << " punched by "
+ << punchername << ", damage " << result.damage
+ << " hp, health now " << getHP() << " hp" << std::endl;
+ }
+
+ std::string str = gob_cmd_punched(result.damage, getHP());
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push(aom);
+ }
}
if (getHP() == 0)
m_removed = true;
- m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
- time_from_last_punch, toolcap, dir);
+
return result.wear;
}
@@ -558,97 +662,6 @@ s16 LuaEntitySAO::getHP() const
return m_hp;
}
-void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
-{
- m_armor_groups = armor_groups;
- m_armor_groups_sent = false;
-}
-
-ItemGroupList LuaEntitySAO::getArmorGroups()
-{
- 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_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::setBonePosition(const std::string &bone, v3f position, v3f rotation)
-{
- m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
- m_bone_position_sent = false;
-}
-
-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
- // are still sent to clients at an interval so players might see them lagging, plus we can't
- // read and attach to skeletal bones.
- // If we just attach on the client, the server still sees the child at its original location.
- // This breaks some things so we also give the server the most accurate representation
- // even if players only see the client changes.
-
- 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);
-}
-
-UNORDERED_SET<int> LuaEntitySAO::getAttachmentChildIds()
-{
- return m_attachment_child_ids;
-}
-
-ObjectProperties* LuaEntitySAO::accessObjectProperties()
-{
- return &m_prop;
-}
-
-void LuaEntitySAO::notifyObjectPropertiesModified()
-{
- m_properties_sent = false;
-}
-
void LuaEntitySAO::setVelocity(v3f velocity)
{
m_velocity = velocity;
@@ -672,11 +685,17 @@ v3f LuaEntitySAO::getAcceleration()
void LuaEntitySAO::setTextureMod(const std::string &mod)
{
std::string str = gob_cmd_set_texture_mod(mod);
+ m_current_texture_modifier = mod;
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
+std::string LuaEntitySAO::getTextureMod() const
+{
+ return m_current_texture_modifier;
+}
+
void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
bool select_horiz_by_yawpitch)
{
@@ -731,7 +750,8 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
m_messages_out.push(aom);
}
-bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
+bool LuaEntitySAO::getCollisionBox(aabb3f *toset) const
+{
if (m_prop.physical)
{
//update collision box
@@ -747,7 +767,8 @@ bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
return false;
}
-bool LuaEntitySAO::collideWithObjects(){
+bool LuaEntitySAO::collideWithObjects() const
+{
return m_prop.collideWithObjects;
}
@@ -757,47 +778,41 @@ bool LuaEntitySAO::collideWithObjects(){
// No prototype, PlayerSAO does not need to be deserialized
-PlayerSAO::PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer):
+PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id_,
+ bool is_singleplayer):
UnitSAO(env_, v3f(0,0,0)),
- m_player(NULL),
+ m_player(player_),
m_peer_id(peer_id_),
m_inventory(NULL),
m_damage(0),
m_last_good_position(0,0,0),
+ m_time_from_last_teleport(0),
m_time_from_last_punch(0),
m_nocheat_dig_pos(32767, 32767, 32767),
m_nocheat_dig_time(0),
m_wield_index(0),
m_position_not_sent(false),
- m_armor_groups_sent(false),
- m_properties_sent(true),
m_is_singleplayer(is_singleplayer),
- 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_breath(PLAYER_MAX_BREATH),
m_pitch(0),
m_fov(0),
m_wanted_range(0),
+ m_extended_attributes_modified(false),
// public
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_sneak_glitch(false),
+ m_physics_override_new_move(true),
m_physics_override_sent(false)
{
assert(m_peer_id != 0); // pre-condition
- m_armor_groups["fleshy"] = 100;
m_prop.hp_max = PLAYER_MAX_HP;
m_prop.physical = false;
m_prop.weight = 75;
- m_prop.collisionbox = aabb3f(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
+ m_prop.collisionbox = aabb3f(-0.3f, -1.0f, -0.3f, 0.3f, 0.75f, 0.3f);
// start of default appearance, this should be overwritten by LUA
m_prop.visual = "upright_sprite";
m_prop.visual_size = v2f(1, 2);
@@ -819,7 +834,7 @@ PlayerSAO::~PlayerSAO()
delete m_inventory;
}
-void PlayerSAO::initialize(RemotePlayer *player, const std::set<std::string> &privs)
+void PlayerSAO::finalize(RemotePlayer *player, const std::set<std::string> &privs)
{
assert(player);
m_player = player;
@@ -827,6 +842,11 @@ void PlayerSAO::initialize(RemotePlayer *player, const std::set<std::string> &pr
m_inventory = &m_player->inventory;
}
+v3f PlayerSAO::getEyeOffset() const
+{
+ return v3f(0, BS * 1.625f, 0);
+}
+
std::string PlayerSAO::getDescription()
{
return std::string("player ") + m_player->getName();
@@ -855,93 +875,113 @@ void PlayerSAO::removingFromEnvironment()
}
}
-bool PlayerSAO::isStaticAllowed() const
-{
- return false;
-}
-
std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
{
std::ostringstream os(std::ios::binary);
- 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_base_position + v3f(0,BS*1,0));
- writeF1000(os, m_yaw);
- writeS16(os, getHP());
-
- std::ostringstream msg_os(std::ios::binary);
- msg_os << serializeLongString(getPropertyPacket()); // message 1
- msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
- msg_os << serializeLongString(gob_cmd_update_animation(
- m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
- for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
- ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
- msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
- (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
- }
- msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
- m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
- msg_os << serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
- m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
- m_physics_override_sneak_glitch)); // 5
- // (GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only.
- msg_os << serializeLongString(gob_cmd_update_nametag_attributes(m_prop.nametag_color)); // 6
- int message_count = 6 + m_bone_position.size();
- for (UNORDERED_SET<int>::const_iterator ii = m_attachment_child_ids.begin();
- ii != m_attachment_child_ids.end(); ++ii) {
- if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
- message_count++;
- msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
- obj->getClientInitializationData(protocol_version)));
- }
- }
-
- writeU8(os, message_count);
- os.write(msg_os.str().c_str(), msg_os.str().size());
+ // Protocol >= 15
+ writeU8(os, 1); // version
+ os << serializeString(m_player->getName()); // name
+ writeU8(os, 1); // is_player
+ writeS16(os, getId()); //id
+ writeV3F1000(os, m_base_position + v3f(0,BS*1,0));
+ writeF1000(os, m_yaw);
+ writeS16(os, getHP());
+
+ std::ostringstream msg_os(std::ios::binary);
+ msg_os << serializeLongString(getPropertyPacket()); // message 1
+ msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+ msg_os << serializeLongString(gob_cmd_update_animation(
+ m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
+ for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
+ ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
+ msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
+ (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
}
- else
- {
- writeU8(os, 0); // version
- os<<serializeString(m_player->getName()); // name
- writeU8(os, 1); // is_player
- writeV3F1000(os, m_base_position + v3f(0,BS*1,0));
- writeF1000(os, m_yaw);
- 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
+ msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
+ m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+ msg_os << serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
+ m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
+ m_physics_override_sneak_glitch, m_physics_override_new_move)); // 5
+ // (GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only.
+ msg_os << serializeLongString(gob_cmd_update_nametag_attributes(m_prop.nametag_color)); // 6
+ int message_count = 6 + m_bone_position.size();
+ for (UNORDERED_SET<int>::const_iterator ii = m_attachment_child_ids.begin();
+ ii != m_attachment_child_ids.end(); ++ii) {
+ if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
+ message_count++;
+ msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
+ obj->getClientInitializationData(protocol_version)));
+ }
}
+ writeU8(os, message_count);
+ os.write(msg_os.str().c_str(), msg_os.str().size());
+
// return result
return os.str();
}
-std::string PlayerSAO::getStaticData()
-{
- FATAL_ERROR("Deprecated function (?)");
- return "";
-}
-
-bool PlayerSAO::isAttached()
+void PlayerSAO::getStaticData(std::string *result) const
{
- 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;
+ FATAL_ERROR("Deprecated function");
}
void PlayerSAO::step(float dtime, bool send_recommended)
{
- if(!m_properties_sent)
- {
+ if (m_drowning_interval.step(dtime, 2.0)) {
+ // get head position
+ v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
+ MapNode n = m_env->getMap().getNodeNoEx(p);
+ const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
+ // If node generates drown
+ if (c.drowning > 0 && m_hp > 0) {
+ if (m_breath > 0)
+ setBreath(m_breath - 1);
+
+ // No more breath, damage player
+ if (m_breath == 0) {
+ setHP(m_hp - c.drowning);
+ m_env->getGameDef()->SendPlayerHPOrDie(this);
+ }
+ }
+ }
+
+ if (m_breathing_interval.step(dtime, 0.5)) {
+ // get head position
+ v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
+ MapNode n = m_env->getMap().getNodeNoEx(p);
+ const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
+ // If player is alive & no drowning, breath
+ if (m_hp > 0 && m_breath < PLAYER_MAX_BREATH && c.drowning == 0)
+ setBreath(m_breath + 1);
+ }
+
+ if (m_node_hurt_interval.step(dtime, 1.0)) {
+ // Feet, middle and head
+ v3s16 p1 = floatToInt(m_base_position + v3f(0, BS*0.1, 0), BS);
+ MapNode n1 = m_env->getMap().getNodeNoEx(p1);
+ v3s16 p2 = floatToInt(m_base_position + v3f(0, BS*0.8, 0), BS);
+ MapNode n2 = m_env->getMap().getNodeNoEx(p2);
+ v3s16 p3 = floatToInt(m_base_position + v3f(0, BS*1.6, 0), BS);
+ MapNode n3 = m_env->getMap().getNodeNoEx(p3);
+
+ u32 damage_per_second = 0;
+ damage_per_second = MYMAX(damage_per_second,
+ m_env->getGameDef()->ndef()->get(n1).damage_per_second);
+ damage_per_second = MYMAX(damage_per_second,
+ m_env->getGameDef()->ndef()->get(n2).damage_per_second);
+ damage_per_second = MYMAX(damage_per_second,
+ m_env->getGameDef()->ndef()->get(n3).damage_per_second);
+
+ if (damage_per_second != 0 && m_hp > 0) {
+ s16 newhp = ((s32) damage_per_second > m_hp ? 0 : m_hp - damage_per_second);
+ setHP(newhp);
+ m_env->getGameDef()->SendPlayerHPOrDie(this);
+ }
+ }
+
+ if (!m_properties_sent) {
m_properties_sent = true;
std::string str = getPropertyPacket();
// create message and add to list
@@ -957,7 +997,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
m_attachment_position = v3f(0,0,0);
m_attachment_rotation = v3f(0,0,0);
setBasePosition(m_last_good_position);
- ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
+ m_env->getGameDef()->SendMovePlayer(m_peer_id);
}
//dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
@@ -973,6 +1013,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
// Increment cheat prevention timers
m_dig_pool.add(dtime);
m_move_pool.add(dtime);
+ m_time_from_last_teleport += dtime;
m_time_from_last_punch += dtime;
m_nocheat_dig_time += dtime;
@@ -1024,7 +1065,8 @@ void PlayerSAO::step(float dtime, bool send_recommended)
m_physics_override_sent = true;
std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
m_physics_override_jump, m_physics_override_gravity,
- m_physics_override_sneak, m_physics_override_sneak_glitch);
+ m_physics_override_sneak, m_physics_override_sneak_glitch,
+ m_physics_override_new_move);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
@@ -1079,7 +1121,9 @@ void PlayerSAO::setPos(const v3f &pos)
setBasePosition(pos);
// Movement caused by this command is always valid
m_last_good_position = pos;
- ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
+ m_move_pool.empty();
+ m_time_from_last_teleport = 0.0;
+ m_env->getGameDef()->SendMovePlayer(m_peer_id);
}
void PlayerSAO::moveTo(v3f pos, bool continuous)
@@ -1090,7 +1134,9 @@ void PlayerSAO::moveTo(v3f pos, bool continuous)
setBasePosition(pos);
// Movement caused by this command is always valid
m_last_good_position = pos;
- ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
+ m_move_pool.empty();
+ m_time_from_last_teleport = 0.0;
+ m_env->getGameDef()->SendMovePlayer(m_peer_id);
}
void PlayerSAO::setYaw(const float yaw)
@@ -1120,7 +1166,7 @@ void PlayerSAO::setWantedRange(const s16 range)
void PlayerSAO::setYawAndSend(const float yaw)
{
setYaw(yaw);
- ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
+ m_env->getGameDef()->SendMovePlayer(m_peer_id);
}
void PlayerSAO::setPitch(const float pitch)
@@ -1134,7 +1180,7 @@ void PlayerSAO::setPitch(const float pitch)
void PlayerSAO::setPitchAndSend(const float pitch)
{
setPitch(pitch);
- ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
+ m_env->getGameDef()->SendMovePlayer(m_peer_id);
}
int PlayerSAO::punch(v3f dir,
@@ -1198,10 +1244,6 @@ int PlayerSAO::punch(v3f dir,
return hitparams.wear;
}
-void PlayerSAO::rightClick(ServerActiveObject *)
-{
-}
-
s16 PlayerSAO::readDamage()
{
s16 damage = m_damage;
@@ -1237,105 +1279,15 @@ void PlayerSAO::setHP(s16 hp)
m_properties_sent = false;
}
-void PlayerSAO::setBreath(const u16 breath)
+void PlayerSAO::setBreath(const u16 breath, bool send)
{
if (m_player && breath != m_breath)
m_player->setDirty(true);
- m_breath = breath;
-}
+ m_breath = MYMIN(breath, PLAYER_MAX_BREATH);
-void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
-{
- m_armor_groups = armor_groups;
- m_armor_groups_sent = false;
-}
-
-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_range = frame_range;
- m_animation_speed = frame_speed;
- m_animation_blend = frame_blend;
- m_animation_loop = frame_loop;
- m_animation_sent = false;
-}
-
-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_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(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
- // are still sent to clients at an interval so players might see them lagging, plus we can't
- // read and attach to skeletal bones.
- // If we just attach on the client, the server still sees the child at its original location.
- // This breaks some things so we also give the server the most accurate representation
- // even if players only see the client changes.
-
- 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);
-}
-
-UNORDERED_SET<int> PlayerSAO::getAttachmentChildIds()
-{
- return m_attachment_child_ids;
-}
-
-ObjectProperties* PlayerSAO::accessObjectProperties()
-{
- return &m_prop;
-}
-
-void PlayerSAO::notifyObjectPropertiesModified()
-{
- m_properties_sent = false;
+ if (send)
+ m_env->getGameDef()->SendPlayerBreath(this);
}
Inventory* PlayerSAO::getInventory()
@@ -1366,6 +1318,16 @@ ItemStack PlayerSAO::getWieldedItem() const
const InventoryList *mlist = inv->getList(getWieldList());
if (mlist && getWieldIndex() < (s32)mlist->getSize())
ret = mlist->getItem(getWieldIndex());
+ return ret;
+}
+
+ItemStack PlayerSAO::getWieldedItemOrHand() const
+{
+ const Inventory *inv = getInventory();
+ ItemStack ret;
+ const InventoryList *mlist = inv->getList(getWieldList());
+ if (mlist && getWieldIndex() < (s32)mlist->getSize())
+ ret = mlist->getItem(getWieldIndex());
if (ret.name.empty()) {
const InventoryList *hlist = inv->getList("hand");
if (hlist)
@@ -1380,14 +1342,6 @@ bool PlayerSAO::setWieldedItem(const ItemStack &item)
if (inv) {
InventoryList *mlist = inv->getList(getWieldList());
if (mlist) {
- ItemStack olditem = mlist->getItem(getWieldIndex());
- if (olditem.name.empty()) {
- InventoryList *hlist = inv->getList("hand");
- if (hlist) {
- hlist->changeItem(0, item);
- return true;
- }
- }
mlist->changeItem(getWieldIndex(), item);
return true;
}
@@ -1472,24 +1426,25 @@ bool PlayerSAO::checkMovementCheat()
if (m_move_pool.grab(required_time)) {
m_last_good_position = m_base_position;
} else {
- actionstream << "Player " << m_player->getName()
- << " moved too fast; resetting position"
- << std::endl;
+ const float LAG_POOL_MIN = 5.0;
+ float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
+ lag_pool_max = MYMAX(lag_pool_max, LAG_POOL_MIN);
+ if (m_time_from_last_teleport > lag_pool_max) {
+ actionstream << "Player " << m_player->getName()
+ << " moved too fast; resetting position"
+ << std::endl;
+ cheated = true;
+ }
setBasePosition(m_last_good_position);
- cheated = true;
}
return cheated;
}
-bool PlayerSAO::getCollisionBox(aabb3f *toset)
+bool PlayerSAO::getCollisionBox(aabb3f *toset) const
{
- *toset = aabb3f(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30);
+ *toset = aabb3f(-0.3f * BS, 0.0f, -0.3f * BS, 0.3f * BS, 1.75f * BS, 0.3f * BS);
+
toset->MinEdge += m_base_position;
toset->MaxEdge += m_base_position;
return true;
}
-
-bool PlayerSAO::collideWithObjects()
-{
- return true;
-}