Players stay in environment even when dead, damage flash and fall damage fixes

Don't set m_removed on dead players (dead players are indicated by hp == 0). Local
damage flash is shown whatever the cause was (even from Lua set_hp). PlayerCAO
damage flash matches duration of local damage flash. Fall damage is dealt much more consistently (this is done by disallowing jumping when speed.Y is very negative, up to now jumping could sometimes negate fall damage)
This commit is contained in:
Kahrl 2012-01-24 00:00:26 +01:00 committed by Perttu Ahola
parent e15de8b70d
commit 88cdd3a363
8 changed files with 104 additions and 70 deletions

@ -1171,8 +1171,18 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
std::istringstream is(datastring, std::ios_base::binary);
Player *player = m_env.getLocalPlayer();
assert(player != NULL);
u8 oldhp = player->hp;
u8 hp = readU8(is);
player->hp = hp;
if(hp < oldhp)
{
// Add to ClientEvent queue
ClientEvent event;
event.type = CE_PLAYER_DAMAGE;
event.player_damage.amount = oldhp - hp;
m_client_event_queue.push_back(event);
}
}
else if(command == TOCLIENT_MOVE_PLAYER)
{

@ -2067,6 +2067,7 @@ private:
bool m_is_local_player;
LocalPlayer *m_local_player;
float m_damage_visual_timer;
bool m_dead;
public:
PlayerCAO(IGameDef *gamedef, ClientEnvironment *env):
@ -2078,7 +2079,8 @@ public:
m_yaw(0),
m_is_local_player(false),
m_local_player(NULL),
m_damage_visual_timer(0)
m_damage_visual_timer(0),
m_dead(false)
{
if(gamedef == NULL)
ClientActiveObject::registerType(getType(), create);
@ -2100,6 +2102,8 @@ public:
m_position = readV3F1000(is);
// yaw
m_yaw = readF1000(is);
// dead
m_dead = readU8(is);
pos_translator.init(m_position);
@ -2129,6 +2133,8 @@ public:
{
if(m_is_local_player)
return NULL;
if(m_dead)
return NULL;
return &m_selection_box;
}
v3f getPosition()
@ -2204,6 +2210,7 @@ public:
m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
updateTextures("");
updateVisibility();
updateNodePos();
}
@ -2221,11 +2228,11 @@ public:
if(m_node == NULL)
return;
m_node->setVisible(true);
u8 li = decode_light(light_at_pos);
video::SColor color(255,li,li,li);
setMeshColor(m_node->getMesh(), color);
updateVisibility();
}
v3s16 getLightPosition()
@ -2233,6 +2240,14 @@ public:
return floatToInt(m_position+v3f(0,BS*1.5,0), BS);
}
void updateVisibility()
{
if(m_node == NULL)
return;
m_node->setVisible(!m_dead);
}
void updateNodePos()
{
if(m_node == NULL)
@ -2248,6 +2263,7 @@ public:
void step(float dtime, ClientEnvironment *env)
{
pos_translator.translate(dtime);
updateVisibility();
updateNodePos();
if(m_damage_visual_timer > 0){
@ -2279,13 +2295,16 @@ public:
{
// damage
s16 damage = readS16(is);
if(m_is_local_player)
m_env->damageLocalPlayer(damage, false);
m_damage_visual_timer = 0.5;
m_damage_visual_timer = 0.05;
if(damage >= 2)
m_damage_visual_timer += 0.05 * damage;
updateTextures("^[brighten");
}
else if(cmd == 2) // died or respawned
{
m_dead = readU8(is);
updateVisibility();
}
}
void updateTextures(const std::string &mod)

@ -797,6 +797,8 @@ void ServerEnvironment::clearAllObjects()
i.atEnd()==false; i++)
{
ServerActiveObject* obj = i.getNode()->getValue();
if(obj->getType() == ACTIVEOBJECT_TYPE_PLAYER)
continue;
u16 id = i.getNode()->getKey();
v3f objectpos = obj->getBasePosition();
// Delete static object if block is loaded
@ -1983,16 +1985,7 @@ void ClientEnvironment::step(float dtime)
{
f32 damage_f = (info.speed - tolerance)/BS*factor;
u16 damage = (u16)(damage_f+0.5);
if(lplayer->hp > damage)
lplayer->hp -= damage;
else
lplayer->hp = 0;
ClientEnvEvent event;
event.type = CEE_PLAYER_DAMAGE;
event.player_damage.amount = damage;
event.player_damage.send_to_server = true;
m_client_event_queue.push_back(event);
damageLocalPlayer(damage, true);
}
}
}
@ -2022,11 +2015,7 @@ void ClientEnvironment::step(float dtime)
if(damage_per_second != 0)
{
ClientEnvEvent event;
event.type = CEE_PLAYER_DAMAGE;
event.player_damage.amount = damage_per_second;
event.player_damage.send_to_server = true;
m_client_event_queue.push_back(event);
damageLocalPlayer(damage_per_second, true);
}
}

@ -713,14 +713,17 @@ void LocalPlayer::applyControl(float dtime)
}
else if(touching_ground)
{
v3f speed = getSpeed();
/*
NOTE: The d value in move() affects jump height by
raising the height at which the jump speed is kept
at its starting value
*/
speed.Y = 6.5*BS;
setSpeed(speed);
v3f speed = getSpeed();
if(speed.Y >= -0.5*BS)
{
speed.Y = 6.5*BS;
setSpeed(speed);
}
}
// Use the oscillating value for getting out of water
// (so that the player doesn't fly on the surface)

@ -1270,7 +1270,8 @@ void Server::AsyncRunStep()
/*
Handle player HPs (die if hp=0)
*/
HandlePlayerHP(player, 0);
if(player->hp == 0 && player->m_hp_not_sent)
DiePlayer(player);
/*
Send player inventories and HPs if necessary
@ -1284,9 +1285,9 @@ void Server::AsyncRunStep()
}
/*
Add to environment if is not in respawn screen
Add to environment
*/
if(!player->m_is_in_environment && !player->m_respawn_active){
if(!player->m_is_in_environment){
player->m_removed = false;
player->setId(0);
m_env->addActiveObject(player);
@ -2129,6 +2130,10 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
// Send HP
SendPlayerHP(player);
// Show death screen if necessary
if(player->hp == 0)
SendDeathscreen(m_con, player->peer_id, false, v3f(0,0,0));
// Send time of day
{
SharedBuffer<u8> data = makePacket_TOCLIENT_TIME_OF_DAY(
@ -2159,11 +2164,6 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
SendChatMessage(peer_id, L"# Server: WARNING: YOUR CLIENT IS OLD AND MAY WORK PROPERLY WITH THIS SERVER");
}
/*
Check HP, respawn if necessary
*/
HandlePlayerHP(player, 0);
/*
Print out action
*/
@ -2662,16 +2662,25 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
std::istringstream is(datastring, std::ios_base::binary);
u8 damage = readU8(is);
ServerRemotePlayer *srp = static_cast<ServerRemotePlayer*>(player);
if(g_settings->getBool("enable_damage"))
{
actionstream<<player->getName()<<" damaged by "
<<(int)damage<<" hp at "<<PP(player->getPosition()/BS)
<<std::endl;
HandlePlayerHP(player, damage);
srp->setHP(srp->getHP() - damage);
if(srp->getHP() == 0 && srp->m_hp_not_sent)
DiePlayer(srp);
if(srp->m_hp_not_sent)
SendPlayerHP(player);
}
else
{
// Force send (to correct the client's predicted HP)
SendPlayerHP(player);
}
}
@ -2751,8 +2760,6 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
if(player->hp != 0)
return;
srp->m_respawn_active = false;
RespawnPlayer(player);
actionstream<<player->getName()<<" respawns at "
@ -2811,6 +2818,13 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
infostream<<"TOSERVER_INTERACT: action="<<(int)action<<", item="<<item_i<<", pointed="<<pointed.dump()<<std::endl;
if(player->hp == 0)
{
infostream<<"TOSERVER_INTERACT: "<<srp->getName()
<<" tried to interact, but is dead!"<<std::endl;
return;
}
v3f player_pos = srp->m_last_good_position;
// Update wielded item
@ -3968,26 +3982,14 @@ void Server::SendTexturesRequested(u16 peer_id,core::list<TextureRequest> tosend
Something random
*/
void Server::HandlePlayerHP(Player *player, s16 damage)
void Server::DiePlayer(Player *player)
{
ServerRemotePlayer *srp = static_cast<ServerRemotePlayer*>(player);
if(srp->m_respawn_active)
return;
if(player->hp > damage)
{
if(damage != 0){
player->hp -= damage;
SendPlayerHP(player);
}
return;
}
infostream<<"Server::HandlePlayerHP(): Player "
infostream<<"Server::DiePlayer(): Player "
<<player->getName()<<" dies"<<std::endl;
player->hp = 0;
srp->setHP(0);
// Trigger scripted stuff
scriptapi_on_dieplayer(m_lua, srp);
@ -3999,24 +4001,13 @@ void Server::HandlePlayerHP(Player *player, s16 damage)
}
SendPlayerHP(player);
RemoteClient *client = getClient(player->peer_id);
if(client->net_proto_version >= 3)
{
SendDeathscreen(m_con, player->peer_id, false, v3f(0,0,0));
srp->m_removed = true;
srp->m_respawn_active = true;
}
else
{
RespawnPlayer(player);
}
SendDeathscreen(m_con, player->peer_id, false, v3f(0,0,0));
}
void Server::RespawnPlayer(Player *player)
{
player->hp = 20;
ServerRemotePlayer *srp = static_cast<ServerRemotePlayer*>(player);
srp->setHP(20);
bool repositioned = scriptapi_on_respawnplayer(m_lua, srp);
if(!repositioned){
v3f pos = findSpawnPos(m_env->getServerMap());
@ -4268,6 +4259,14 @@ ServerRemotePlayer *Server::emergePlayer(const char *name, u16 peer_id)
// Got one.
player->peer_id = peer_id;
// Re-add player to environment
if(player->m_removed)
{
player->m_removed = false;
player->setId(0);
m_env->addActiveObject(player);
}
// Reset inventory to creative if in creative mode
if(g_settings->getBool("creative_mode"))
{
@ -4305,12 +4304,13 @@ ServerRemotePlayer *Server::emergePlayer(const char *name, u16 peer_id)
v3f pos = findSpawnPos(m_env->getServerMap());
player = new ServerRemotePlayer(m_env, pos, peer_id, name);
ServerRemotePlayer *srp = static_cast<ServerRemotePlayer*>(player);
/* Add player to environment */
m_env->addPlayer(player);
m_env->addActiveObject(srp);
/* Run scripts */
ServerRemotePlayer *srp = static_cast<ServerRemotePlayer*>(player);
scriptapi_on_newplayer(m_lua, srp);
/* Add stuff to inventory */

@ -592,7 +592,7 @@ private:
Something random
*/
void HandlePlayerHP(Player *player, s16 damage);
void DiePlayer(Player *player);
void RespawnPlayer(Player *player);
void UpdateCrafting(u16 peer_id);

@ -34,7 +34,6 @@ ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env):
m_wield_index(0),
m_inventory_not_sent(false),
m_hp_not_sent(false),
m_respawn_active(false),
m_is_in_environment(false),
m_time_from_last_punch(0),
m_position_not_sent(false)
@ -159,6 +158,8 @@ std::string ServerRemotePlayer::getClientInitializationData()
writeV3F1000(os, getPosition());
// yaw
writeF1000(os, getYaw());
// dead
writeU8(os, getHP() == 0);
return os.str();
}
@ -247,6 +248,19 @@ void ServerRemotePlayer::setHP(s16 hp_)
if(hp != oldhp)
m_hp_not_sent = true;
// On death or reincarnation send an active object message
if((hp == 0) != (oldhp == 0))
{
std::ostringstream os(std::ios::binary);
// command (2 = update death state)
writeU8(os, 2);
// dead?
writeU8(os, hp == 0);
// create message and add to list
ActiveObjectMessage aom(getId(), false, os.str());
m_messages_out.push_back(aom);
}
}
s16 ServerRemotePlayer::getHP()
{

@ -90,7 +90,6 @@ public:
int m_wield_index;
bool m_inventory_not_sent;
bool m_hp_not_sent;
bool m_respawn_active;
bool m_is_in_environment;
// Incremented by step(), read and reset by Server
float m_time_from_last_punch;