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- /*
- 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
- the Free Software Foundation; either version 2.1 of the License, or
- (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU Lesser General Public License for more details.
- You should have received a copy of the GNU Lesser General Public License along
- with this program; if not, write to the Free Software Foundation, Inc.,
- 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
- */
- #include "content_sao.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 "scripting_game.h"
- #include "genericobject.h"
- #include "util/serialize.h"
- #include "util/mathconstants.h"
- std::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;
- }
- bool getCollisionBox(aabb3f *toset) {
- return false;
- }
- bool collideWithObjects() {
- return false;
- }
- 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);
- /*
- TestSAO
- */
- class TestSAO : public ServerActiveObject
- {
- public:
- TestSAO(ServerEnvironment *env, v3f pos):
- ServerActiveObject(env, pos),
- m_timer1(0),
- m_age(0)
- {
- ServerActiveObject::registerType(getType(), create);
- }
- u8 getType() const
- { return ACTIVEOBJECT_TYPE_TEST; }
-
- static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
- const std::string &data)
- {
- return new TestSAO(env, pos);
- }
- void step(float dtime, bool send_recommended)
- {
- m_age += dtime;
- if(m_age > 10)
- {
- m_removed = true;
- return;
- }
- m_base_position.Y += dtime * BS * 2;
- if(m_base_position.Y > 8*BS)
- m_base_position.Y = 2*BS;
- if(send_recommended == false)
- return;
- m_timer1 -= dtime;
- if(m_timer1 < 0.0)
- {
- m_timer1 += 0.125;
- std::string data;
- data += itos(0); // 0 = position
- data += " ";
- data += itos(m_base_position.X);
- data += " ";
- data += itos(m_base_position.Y);
- data += " ";
- data += itos(m_base_position.Z);
- ActiveObjectMessage aom(getId(), false, data);
- m_messages_out.push_back(aom);
- }
- }
- bool getCollisionBox(aabb3f *toset) {
- return false;
- }
- bool collideWithObjects() {
- return false;
- }
- 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;
- moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
- 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)
- {
- 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);
- }
- 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(u16 protocol_version)
- {
- 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();
- }
- }
- 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 getCollisionBox(aabb3f *toset) {
- return false;
- }
- 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;
- };
- // 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);
- }
- /*
- LuaEntitySAO
- */
- // Prototype (registers item for deserialization)
- LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
- LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
- const std::string &name, const std::string &state):
- ServerActiveObject(env, pos),
- m_init_name(name),
- m_init_state(state),
- m_registered(false),
- m_hp(-1),
- m_velocity(0,0,0),
- m_acceleration(0,0,0),
- m_yaw(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_sent(false),
- m_bone_position_sent(false),
- m_attachment_parent_id(0),
- m_attachment_sent(false)
- {
- // 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()
- {
- if(m_registered){
- m_env->getScriptIface()->luaentity_Remove(m_id);
- }
- }
- void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
- {
- ServerActiveObject::addedToEnvironment(dtime_s);
-
- // Create entity from name
- m_registered = m_env->getScriptIface()->
- luaentity_Add(m_id, m_init_name.c_str());
-
- if(m_registered){
- // Get properties
- m_env->getScriptIface()->
- luaentity_GetProperties(m_id, &m_prop);
- // Initialize HP from properties
- m_hp = m_prop.hp_max;
- // Activate entity, supplying serialized state
- m_env->getScriptIface()->
- luaentity_Activate(m_id, m_init_state.c_str(), dtime_s);
- }
- }
- ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
- const std::string &data)
- {
- std::string name;
- std::string state;
- s16 hp = 1;
- v3f velocity;
- float yaw = 0;
- if(data != ""){
- std::istringstream is(data, std::ios::binary);
- // read version
- u8 version = readU8(is);
- // check if version is supported
- if(version == 0){
- name = deSerializeString(is);
- state = deSerializeLongString(is);
- }
- else if(version == 1){
- name = deSerializeString(is);
- state = deSerializeLongString(is);
- hp = readS16(is);
- velocity = readV3F1000(is);
- yaw = readF1000(is);
- }
- }
- // create object
- infostream<<"LuaEntitySAO::create(name=\""<<name<<"\" state=\""
- <<state<<"\")"<<std::endl;
- LuaEntitySAO *sao = new LuaEntitySAO(env, pos, name, state);
- sao->m_hp = hp;
- sao->m_velocity = velocity;
- sao->m_yaw = yaw;
- 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)
- {
- m_properties_sent = true;
- std::string str = getPropertyPacket();
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(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(isAttached())
- {
- 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);
- }
- else
- {
- if(m_prop.physical){
- core::aabbox3d<f32> box = m_prop.collisionbox;
- box.MinEdge *= BS;
- box.MaxEdge *= BS;
- collisionMoveResult moveresult;
- f32 pos_max_d = BS*0.25; // Distance per iteration
- 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, 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;
- m_acceleration = p_acceleration;
- } else {
- m_base_position += dtime * m_velocity + 0.5 * dtime
- * 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){
- m_env->getScriptIface()->luaentity_Step(m_id, dtime);
- }
- if(send_recommended == false)
- return;
- if(!isAttached())
- {
- // TODO: force send when acceleration changes enough?
- float minchange = 0.2*BS;
- if(m_last_sent_position_timer > 1.0){
- minchange = 0.01*BS;
- } else if(m_last_sent_position_timer > 0.2){
- minchange = 0.05*BS;
- }
- float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
- move_d += m_last_sent_move_precision;
- float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
- if(move_d > minchange || vel_d > minchange ||
- fabs(m_yaw - m_last_sent_yaw) > 1.0){
- sendPosition(true, 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);
- }
- 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);
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
- }
- 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);
- }
- }
- if(m_attachment_sent == false){
- m_attachment_sent = true;
- 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);
- }
- }
- 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);
- 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)); // 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
- }
- // return result
- return os.str();
- }
- std::string LuaEntitySAO::getStaticData()
- {
- verbosestream<<__FUNCTION_NAME<<std::endl;
- std::ostringstream os(std::ios::binary);
- // version
- writeU8(os, 1);
- // name
- os<<serializeString(m_init_name);
- // state
- if(m_registered){
- std::string state = m_env->getScriptIface()->
- luaentity_GetStaticdata(m_id);
- os<<serializeLongString(state);
- } else {
- os<<serializeLongString(m_init_state);
- }
- // hp
- writeS16(os, m_hp);
- // velocity
- writeV3F1000(os, m_velocity);
- // yaw
- writeF1000(os, m_yaw);
- return os.str();
- }
- int LuaEntitySAO::punch(v3f dir,
- const ToolCapabilities *toolcap,
- ServerActiveObject *puncher,
- float time_from_last_punch)
- {
- if(!m_registered){
- // Delete unknown LuaEntities when punched
- m_removed = true;
- return 0;
- }
- // It's best that attachments cannot be punched
- if(isAttached())
- return 0;
-
- ItemStack *punchitem = NULL;
- ItemStack punchitem_static;
- if(puncher){
- punchitem_static = puncher->getWieldedItem();
- punchitem = &punchitem_static;
- }
- PunchDamageResult result = getPunchDamage(
- m_armor_groups,
- toolcap,
- punchitem,
- time_from_last_punch);
-
- if(result.did_punch)
- {
- setHP(getHP() - result.damage);
-
- std::string punchername = "nil";
- if ( puncher != 0 )
- punchername = puncher->getDescription();
- 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_back(aom);
- }
- 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)
- return;
- // 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(isAttached())
- return;
- m_base_position = pos;
- sendPosition(false, true);
- }
- void LuaEntitySAO::moveTo(v3f pos, bool continuous)
- {
- if(isAttached())
- return;
- m_base_position = pos;
- if(!continuous)
- sendPosition(true, true);
- }
- float LuaEntitySAO::getMinimumSavedMovement()
- {
- return 0.1 * BS;
- }
- std::string LuaEntitySAO::getDescription()
- {
- std::ostringstream os(std::ios::binary);
- os<<"LuaEntitySAO at (";
- os<<(m_base_position.X/BS)<<",";
- os<<(m_base_position.Y/BS)<<",";
- os<<(m_base_position.Z/BS);
- os<<")";
- return os.str();
- }
- void LuaEntitySAO::setHP(s16 hp)
- {
- if(hp < 0) hp = 0;
- m_hp = hp;
- }
- s16 LuaEntitySAO::getHP() const
- {
- return m_hp;
- }
- void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
- {
- m_armor_groups = armor_groups;
- m_armor_groups_sent = false;
- }
- void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
- {
- m_animation_range = frame_range;
- m_animation_speed = frame_speed;
- m_animation_blend = frame_blend;
- m_animation_sent = false;
- }
- void LuaEntitySAO::setBonePosition(std::string bone, v3f position, v3f rotation)
- {
- m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
- m_bone_position_sent = false;
- }
- void LuaEntitySAO::setAttachment(int parent_id, 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;
- }
- ObjectProperties* LuaEntitySAO::accessObjectProperties()
- {
- return &m_prop;
- }
- void LuaEntitySAO::notifyObjectPropertiesModified()
- {
- m_properties_sent = false;
- }
- void LuaEntitySAO::setVelocity(v3f velocity)
- {
- m_velocity = velocity;
- }
- v3f LuaEntitySAO::getVelocity()
- {
- return m_velocity;
- }
- void LuaEntitySAO::setAcceleration(v3f acceleration)
- {
- m_acceleration = acceleration;
- }
- v3f LuaEntitySAO::getAcceleration()
- {
- return m_acceleration;
- }
- void LuaEntitySAO::setYaw(float yaw)
- {
- m_yaw = yaw;
- }
- float LuaEntitySAO::getYaw()
- {
- return m_yaw;
- }
- void LuaEntitySAO::setTextureMod(const std::string &mod)
- {
- 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);
- }
- void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
- bool select_horiz_by_yawpitch)
- {
- std::string str = gob_cmd_set_sprite(
- p,
- num_frames,
- framelength,
- select_horiz_by_yawpitch
- );
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
- }
- std::string LuaEntitySAO::getName()
- {
- return m_init_name;
- }
- std::string LuaEntitySAO::getPropertyPacket()
- {
- return gob_cmd_set_properties(m_prop);
- }
- 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(isAttached())
- return;
-
- m_last_sent_move_precision = m_base_position.getDistanceFrom(
- m_last_sent_position);
- m_last_sent_position_timer = 0;
- m_last_sent_yaw = m_yaw;
- m_last_sent_position = m_base_position;
- m_last_sent_velocity = m_velocity;
- //m_last_sent_acceleration = m_acceleration;
- float update_interval = m_env->getSendRecommendedInterval();
- std::string str = gob_cmd_update_position(
- m_base_position,
- m_velocity,
- m_acceleration,
- m_yaw,
- do_interpolate,
- is_movement_end,
- update_interval
- );
- // create message and add to list
- ActiveObjectMessage aom(getId(), false, str);
- m_messages_out.push_back(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;
- }
- /*
- PlayerSAO
- */
- // No prototype, PlayerSAO does not need to be deserialized
- PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
- const std::set<std::string> &privs, bool is_singleplayer):
- ServerActiveObject(env_, v3f(0,0,0)),
- 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_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_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),
- m_physics_override_gravity(1),
- m_physics_override_sneak(true),
- m_physics_override_sneak_glitch(true),
- m_physics_override_sent(false)
- {
- assert(m_player);
- assert(m_peer_id != 0);
- setBasePosition(m_player->getPosition());
- m_inventory = &m_player->inventory;
- m_armor_groups["fleshy"] = 100;
- m_prop.hp_max = PLAYER_MAX_HP;
- m_prop.physical = false;
- m_prop.weight = 75;
- m_prop.collisionbox = core::aabbox3d<f32>(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
- // start of default appearance, this should be overwritten by LUA
- m_prop.visual = "upright_sprite";
- m_prop.visual_size = v2f(1, 2);
- m_prop.textures.clear();
- m_prop.textures.push_back("player.png");
- m_prop.textures.push_back("player_back.png");
- m_prop.colors.clear();
- 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 = true;
- m_prop.makes_footstep_sound = true;
- }
- PlayerSAO::~PlayerSAO()
- {
- if(m_inventory != &m_player->inventory)
- delete m_inventory;
- }
- std::string PlayerSAO::getDescription()
- {
- return std::string("player ") + m_player->getName();
- }
- // Called after id has been set and has been inserted in environment
- void PlayerSAO::addedToEnvironment(u32 dtime_s)
- {
- ServerActiveObject::addedToEnvironment(dtime_s);
- ServerActiveObject::setBasePosition(m_player->getPosition());
- m_player->setPlayerSAO(this);
- m_player->peer_id = m_peer_id;
- m_last_good_position = m_player->getPosition();
- }
- // Called before removing from environment
- void PlayerSAO::removingFromEnvironment()
- {
- ServerActiveObject::removingFromEnvironment();
- if(m_player->getPlayerSAO() == this)
- {
- m_player->setPlayerSAO(NULL);
- m_player->peer_id = 0;
- m_env->savePlayer(m_player->getName());
- m_env->removePlayer(m_player->getName());
- }
- }
- bool PlayerSAO::isStaticAllowed() const
- {
- return false;
- }
- bool PlayerSAO::unlimitedTransferDistance() const
- {
- return g_settings->getBool("unlimited_player_transfer_distance");
- }
- 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_player->getPosition() + v3f(0,BS*1,0));
- writeF1000(os, m_player->getYaw());
- writeS16(os, getHP());
- writeU8(os, 5 + 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)); // 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
- }
- 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
- }
- // return result
- return os.str();
- }
- std::string PlayerSAO::getStaticData()
- {
- assert(0);
- 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)
- {
- m_properties_sent = true;
- std::string str = getPropertyPacket();
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(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);
- 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;
- // 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(isAttached())
- {
- v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
- m_last_good_position = pos;
- m_player->setPosition(pos);
- }
- 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 && !isAttached())
- {
- m_position_not_sent = false;
- float update_interval = m_env->getSendRecommendedInterval();
- v3f pos;
- 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(
- pos,
- v3f(0,0,0),
- v3f(0,0,0),
- m_player->getYaw(),
- true,
- false,
- update_interval
- );
- // create message and add to list
- ActiveObjectMessage aom(getId(), false, str);
- m_messages_out.push_back(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){
- 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);
- }
- 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_back(aom);
- }
- 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);
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
- }
- 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);
- }
- }
- if(m_attachment_sent == false){
- m_attachment_sent = true;
- 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);
- }
- }
- void PlayerSAO::setBasePosition(const v3f &position)
- {
- // This needs to be ran for attachments too
- ServerActiveObject::setBasePosition(position);
- m_position_not_sent = true;
- }
- void PlayerSAO::setPos(v3f pos)
- {
- if(isAttached())
- return;
- m_player->setPosition(pos);
- // Movement caused by this command is always valid
- m_last_good_position = pos;
- // Force position change on client
- m_moved = true;
- }
- void PlayerSAO::moveTo(v3f pos, bool continuous)
- {
- if(isAttached())
- return;
- m_player->setPosition(pos);
- // Movement caused by this command is always valid
- m_last_good_position = pos;
- // Force position change on client
- m_moved = true;
- }
- void PlayerSAO::setYaw(float yaw)
- {
- m_player->setYaw(yaw);
- // Force change on client
- m_moved = true;
- }
- void PlayerSAO::setPitch(float pitch)
- {
- m_player->setPitch(pitch);
- // Force change on client
- m_moved = true;
- }
- int PlayerSAO::punch(v3f dir,
- const ToolCapabilities *toolcap,
- ServerActiveObject *puncher,
- float time_from_last_punch)
- {
- // It's best that attachments cannot be punched
- if(isAttached())
- return 0;
- if(!toolcap)
- return 0;
- // No effect if PvP disabled
- 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);
- return 0;
- }
- }
- HitParams hitparams = getHitParams(m_armor_groups, toolcap,
- time_from_last_punch);
- std::string punchername = "nil";
- if ( puncher != 0 )
- punchername = puncher->getDescription();
- actionstream<<"Player "<<m_player->getName()<<" punched by "
- <<punchername<<", damage "<<hitparams.hp
- <<" HP"<<std::endl;
- setHP(getHP() - hitparams.hp);
- return hitparams.wear;
- }
- void PlayerSAO::rightClick(ServerActiveObject *clicker)
- {
- }
- 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;
- if(hp < 0)
- hp = 0;
- 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
- return;
- }
- m_player->hp = hp;
- if(hp != oldhp) {
- m_hp_not_sent = true;
- if(oldhp > hp)
- m_damage += oldhp - hp;
- }
- // Update properties on death
- if((hp == 0) != (oldhp == 0))
- m_properties_sent = false;
- }
- 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 = armor_groups;
- m_armor_groups_sent = false;
- }
- void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
- {
- // 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_sent = false;
- }
- void PlayerSAO::setBonePosition(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::setAttachment(int parent_id, 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;
- }
- ObjectProperties* PlayerSAO::accessObjectProperties()
- {
- return &m_prop;
- }
- void PlayerSAO::notifyObjectPropertiesModified()
- {
- m_properties_sent = false;
- }
- Inventory* PlayerSAO::getInventory()
- {
- return m_inventory;
- }
- const Inventory* PlayerSAO::getInventory() const
- {
- return m_inventory;
- }
- InventoryLocation PlayerSAO::getInventoryLocation() const
- {
- InventoryLocation loc;
- loc.setPlayer(m_player->getName());
- return loc;
- }
- void PlayerSAO::setInventoryModified()
- {
- m_inventory_not_sent = true;
- }
- std::string PlayerSAO::getWieldList() const
- {
- return "main";
- }
- int PlayerSAO::getWieldIndex() const
- {
- return m_wield_index;
- }
- void PlayerSAO::setWieldIndex(int i)
- {
- if(i != m_wield_index)
- {
- m_wield_index = i;
- m_wielded_item_not_sent = true;
- }
- }
- void PlayerSAO::disconnected()
- {
- m_peer_id = 0;
- m_removed = true;
- if(m_player->getPlayerSAO() == this)
- {
- m_player->setPlayerSAO(NULL);
- m_player->peer_id = 0;
- }
- }
- std::string PlayerSAO::getPropertyPacket()
- {
- 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;
- 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();
- toset->MinEdge += m_base_position;
- toset->MaxEdge += m_base_position;
- return true;
- }
- bool PlayerSAO::collideWithObjects(){
- return true;
- }
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