diff --git a/src/content_sao.cpp b/src/content_sao.cpp index 31ee21e5..e2bfdbef 100644 --- a/src/content_sao.cpp +++ b/src/content_sao.cpp @@ -28,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "server.h" #include "scripting_server.h" #include "genericobject.h" +#include std::map ServerActiveObject::m_types; @@ -919,9 +920,9 @@ void PlayerSAO::getStaticData(std::string * result) const void PlayerSAO::step(float dtime, bool send_recommended) { - if (m_drowning_interval.step(dtime, 2.0)) { - // get head position - v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS); + if (m_drowning_interval.step(dtime, 2.0f)) { + // Get nose/mouth position, approximate with eye position + v3s16 p = floatToInt(getEyePosition(), BS); MapNode n = m_env->getMap().getNodeNoEx(p); const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n); // If node generates drown @@ -937,32 +938,37 @@ void PlayerSAO::step(float dtime, bool send_recommended) } } - if (m_breathing_interval.step(dtime, 0.5)) { - // get head position - v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS); + if (m_breathing_interval.step(dtime, 0.5f)) { + // Get nose/mouth position, approximate with eye position + v3s16 p = floatToInt(getEyePosition(), 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 player is alive & no drowning, breathe if (m_hp > 0 && m_breath < m_prop.breath_max && 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); - + if (m_node_hurt_interval.step(dtime, 1.0f)) { 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); + // Lowest and highest damage points are 0.1 within collisionbox + float dam_top = m_prop.collisionbox.MaxEdge.Y - 0.1f; + + // Sequence of damage points, starting 0.1 above feet and progressing + // upwards in 1 node intervals, stopping below top damage point. + for (float dam_height = 0.1f; dam_height < dam_top; dam_height++) { + v3s16 p = floatToInt(m_base_position + + v3f(0.0f, dam_height * BS, 0.0f), BS); + MapNode n = m_env->getMap().getNodeNoEx(p); + damage_per_second = std::max(damage_per_second, + m_env->getGameDef()->ndef()->get(n).damage_per_second); + } + + // Top damage point + v3s16 ptop = floatToInt(m_base_position + + v3f(0.0f, dam_top * BS, 0.0f), BS); + MapNode ntop = m_env->getMap().getNodeNoEx(ptop); + damage_per_second = std::max(damage_per_second, + m_env->getGameDef()->ndef()->get(ntop).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); @@ -980,12 +986,11 @@ void PlayerSAO::step(float dtime, bool send_recommended) } // If attached, check that our parent is still there. If it isn't, detach. - if(m_attachment_parent_id && !isAttached()) - { + 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_attachment_position = v3f(0.0f, 0.0f, 0.0f); + m_attachment_rotation = v3f(0.0f, 0.0f, 0.0f); setBasePosition(m_last_good_position); m_env->getGameDef()->SendMovePlayer(m_peer_id); } @@ -993,8 +998,8 @@ void PlayerSAO::step(float dtime, bool send_recommended) //dstream<<"PlayerSAO::step: dtime: "<getMaxLagEstimate() * 2.0; + const float LAG_POOL_MIN = 5.0f; + float lag_pool_max = m_env->getMaxLagEstimate() * 2.0f; if(lag_pool_max < LAG_POOL_MIN) lag_pool_max = LAG_POOL_MIN; m_dig_pool.setMax(lag_pool_max); @@ -1007,8 +1012,10 @@ void PlayerSAO::step(float dtime, bool send_recommended) 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 + // 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; @@ -1018,20 +1025,21 @@ void PlayerSAO::step(float dtime, bool send_recommended) if (!send_recommended) return; - // If the object is attached client-side, don't waste bandwidth sending its position to clients - if(m_position_not_sent && !isAttached()) - { + // 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 + if (isAttached()) // Just in case we ever do send attachment position too pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition(); else pos = m_base_position; + std::string str = gob_cmd_update_position( pos, - v3f(0,0,0), - v3f(0,0,0), + v3f(0.0f, 0.0f, 0.0f), + v3f(0.0f, 0.0f, 0.0f), m_yaw, true, false, @@ -1083,7 +1091,7 @@ void PlayerSAO::step(float dtime, bool send_recommended) } } - if (!m_attachment_sent){ + if (!m_attachment_sent) { m_attachment_sent = true; std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);