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PlayerSAO damage: Update to cope with variable player heights
Nearby codestyle cleanup.
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@ -28,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "server.h"
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#include "scripting_server.h"
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#include "genericobject.h"
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#include <algorithm>
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std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
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@ -919,9 +920,9 @@ void PlayerSAO::getStaticData(std::string * result) const
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void PlayerSAO::step(float dtime, bool send_recommended)
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{
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if (m_drowning_interval.step(dtime, 2.0)) {
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// get head position
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v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
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if (m_drowning_interval.step(dtime, 2.0f)) {
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// Get nose/mouth position, approximate with eye position
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v3s16 p = floatToInt(getEyePosition(), BS);
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MapNode n = m_env->getMap().getNodeNoEx(p);
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const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
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// If node generates drown
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@ -937,32 +938,37 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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}
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}
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if (m_breathing_interval.step(dtime, 0.5)) {
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// get head position
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v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
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if (m_breathing_interval.step(dtime, 0.5f)) {
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// Get nose/mouth position, approximate with eye position
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v3s16 p = floatToInt(getEyePosition(), BS);
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MapNode n = m_env->getMap().getNodeNoEx(p);
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const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
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// If player is alive & no drowning, breath
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// If player is alive & no drowning, breathe
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if (m_hp > 0 && m_breath < m_prop.breath_max && c.drowning == 0)
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setBreath(m_breath + 1);
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}
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if (m_node_hurt_interval.step(dtime, 1.0)) {
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// Feet, middle and head
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v3s16 p1 = floatToInt(m_base_position + v3f(0, BS*0.1, 0), BS);
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MapNode n1 = m_env->getMap().getNodeNoEx(p1);
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v3s16 p2 = floatToInt(m_base_position + v3f(0, BS*0.8, 0), BS);
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MapNode n2 = m_env->getMap().getNodeNoEx(p2);
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v3s16 p3 = floatToInt(m_base_position + v3f(0, BS*1.6, 0), BS);
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MapNode n3 = m_env->getMap().getNodeNoEx(p3);
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if (m_node_hurt_interval.step(dtime, 1.0f)) {
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u32 damage_per_second = 0;
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damage_per_second = MYMAX(damage_per_second,
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m_env->getGameDef()->ndef()->get(n1).damage_per_second);
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damage_per_second = MYMAX(damage_per_second,
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m_env->getGameDef()->ndef()->get(n2).damage_per_second);
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damage_per_second = MYMAX(damage_per_second,
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m_env->getGameDef()->ndef()->get(n3).damage_per_second);
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// Lowest and highest damage points are 0.1 within collisionbox
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float dam_top = m_prop.collisionbox.MaxEdge.Y - 0.1f;
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// Sequence of damage points, starting 0.1 above feet and progressing
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// upwards in 1 node intervals, stopping below top damage point.
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for (float dam_height = 0.1f; dam_height < dam_top; dam_height++) {
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v3s16 p = floatToInt(m_base_position +
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v3f(0.0f, dam_height * BS, 0.0f), BS);
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MapNode n = m_env->getMap().getNodeNoEx(p);
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damage_per_second = std::max(damage_per_second,
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m_env->getGameDef()->ndef()->get(n).damage_per_second);
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}
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// Top damage point
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v3s16 ptop = floatToInt(m_base_position +
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v3f(0.0f, dam_top * BS, 0.0f), BS);
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MapNode ntop = m_env->getMap().getNodeNoEx(ptop);
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damage_per_second = std::max(damage_per_second,
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m_env->getGameDef()->ndef()->get(ntop).damage_per_second);
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if (damage_per_second != 0 && m_hp > 0) {
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s16 newhp = ((s32) damage_per_second > m_hp ? 0 : m_hp - damage_per_second);
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@ -980,12 +986,11 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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}
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// If attached, check that our parent is still there. If it isn't, detach.
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if(m_attachment_parent_id && !isAttached())
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{
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if (m_attachment_parent_id && !isAttached()) {
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m_attachment_parent_id = 0;
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m_attachment_bone = "";
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m_attachment_position = v3f(0,0,0);
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m_attachment_rotation = v3f(0,0,0);
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m_attachment_position = v3f(0.0f, 0.0f, 0.0f);
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m_attachment_rotation = v3f(0.0f, 0.0f, 0.0f);
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setBasePosition(m_last_good_position);
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m_env->getGameDef()->SendMovePlayer(m_peer_id);
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}
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@ -993,8 +998,8 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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//dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
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// Set lag pool maximums based on estimated lag
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const float LAG_POOL_MIN = 5.0;
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float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
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const float LAG_POOL_MIN = 5.0f;
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float lag_pool_max = m_env->getMaxLagEstimate() * 2.0f;
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if(lag_pool_max < LAG_POOL_MIN)
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lag_pool_max = LAG_POOL_MIN;
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m_dig_pool.setMax(lag_pool_max);
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@ -1007,8 +1012,10 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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m_time_from_last_punch += dtime;
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m_nocheat_dig_time += dtime;
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// Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
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// If the object gets detached this comes into effect automatically from the last known origin
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// Each frame, parent position is copied if the object is attached,
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// otherwise it's calculated normally.
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// If the object gets detached this comes into effect automatically from
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// the last known origin.
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if (isAttached()) {
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v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
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m_last_good_position = pos;
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@ -1018,9 +1025,9 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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if (!send_recommended)
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return;
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// If the object is attached client-side, don't waste bandwidth sending its position to clients
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if(m_position_not_sent && !isAttached())
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{
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// If the object is attached client-side, don't waste bandwidth sending its
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// position to clients.
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if (m_position_not_sent && !isAttached()) {
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m_position_not_sent = false;
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float update_interval = m_env->getSendRecommendedInterval();
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v3f pos;
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@ -1028,10 +1035,11 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
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else
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pos = m_base_position;
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std::string str = gob_cmd_update_position(
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pos,
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v3f(0,0,0),
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v3f(0,0,0),
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v3f(0.0f, 0.0f, 0.0f),
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v3f(0.0f, 0.0f, 0.0f),
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m_yaw,
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true,
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false,
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