PlayerSAO damage: Update to cope with variable player heights

Nearby codestyle cleanup.
master
paramat 2017-11-10 20:11:14 +00:00 committed by paramat
parent 41bc0efe71
commit a0c8c05242
1 changed files with 45 additions and 37 deletions

View File

@ -28,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "server.h" #include "server.h"
#include "scripting_server.h" #include "scripting_server.h"
#include "genericobject.h" #include "genericobject.h"
#include <algorithm>
std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types; std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
@ -919,9 +920,9 @@ void PlayerSAO::getStaticData(std::string * result) const
void PlayerSAO::step(float dtime, bool send_recommended) void PlayerSAO::step(float dtime, bool send_recommended)
{ {
if (m_drowning_interval.step(dtime, 2.0)) { if (m_drowning_interval.step(dtime, 2.0f)) {
// get head position // Get nose/mouth position, approximate with eye position
v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS); v3s16 p = floatToInt(getEyePosition(), BS);
MapNode n = m_env->getMap().getNodeNoEx(p); MapNode n = m_env->getMap().getNodeNoEx(p);
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n); const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
// If node generates drown // If node generates drown
@ -937,32 +938,37 @@ void PlayerSAO::step(float dtime, bool send_recommended)
} }
} }
if (m_breathing_interval.step(dtime, 0.5)) { if (m_breathing_interval.step(dtime, 0.5f)) {
// get head position // Get nose/mouth position, approximate with eye position
v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS); v3s16 p = floatToInt(getEyePosition(), BS);
MapNode n = m_env->getMap().getNodeNoEx(p); MapNode n = m_env->getMap().getNodeNoEx(p);
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n); 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) if (m_hp > 0 && m_breath < m_prop.breath_max && c.drowning == 0)
setBreath(m_breath + 1); setBreath(m_breath + 1);
} }
if (m_node_hurt_interval.step(dtime, 1.0)) { if (m_node_hurt_interval.step(dtime, 1.0f)) {
// 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; u32 damage_per_second = 0;
damage_per_second = MYMAX(damage_per_second, // Lowest and highest damage points are 0.1 within collisionbox
m_env->getGameDef()->ndef()->get(n1).damage_per_second); float dam_top = m_prop.collisionbox.MaxEdge.Y - 0.1f;
damage_per_second = MYMAX(damage_per_second,
m_env->getGameDef()->ndef()->get(n2).damage_per_second); // Sequence of damage points, starting 0.1 above feet and progressing
damage_per_second = MYMAX(damage_per_second, // upwards in 1 node intervals, stopping below top damage point.
m_env->getGameDef()->ndef()->get(n3).damage_per_second); 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) { if (damage_per_second != 0 && m_hp > 0) {
s16 newhp = ((s32) damage_per_second > m_hp ? 0 : m_hp - damage_per_second); 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 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_parent_id = 0;
m_attachment_bone = ""; m_attachment_bone = "";
m_attachment_position = v3f(0,0,0); m_attachment_position = v3f(0.0f, 0.0f, 0.0f);
m_attachment_rotation = v3f(0,0,0); m_attachment_rotation = v3f(0.0f, 0.0f, 0.0f);
setBasePosition(m_last_good_position); setBasePosition(m_last_good_position);
m_env->getGameDef()->SendMovePlayer(m_peer_id); m_env->getGameDef()->SendMovePlayer(m_peer_id);
} }
@ -993,8 +998,8 @@ void PlayerSAO::step(float dtime, bool send_recommended)
//dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl; //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
// Set lag pool maximums based on estimated lag // Set lag pool maximums based on estimated lag
const float LAG_POOL_MIN = 5.0; const float LAG_POOL_MIN = 5.0f;
float lag_pool_max = m_env->getMaxLagEstimate() * 2.0; float lag_pool_max = m_env->getMaxLagEstimate() * 2.0f;
if(lag_pool_max < LAG_POOL_MIN) if(lag_pool_max < LAG_POOL_MIN)
lag_pool_max = LAG_POOL_MIN; lag_pool_max = LAG_POOL_MIN;
m_dig_pool.setMax(lag_pool_max); 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_time_from_last_punch += dtime;
m_nocheat_dig_time += dtime; m_nocheat_dig_time += dtime;
// Each frame, parent position is copied if the object is attached, otherwise it's calculated normally // Each frame, parent position is copied if the object is attached,
// If the object gets detached this comes into effect automatically from the last known origin // otherwise it's calculated normally.
// If the object gets detached this comes into effect automatically from
// the last known origin.
if (isAttached()) { if (isAttached()) {
v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition(); v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
m_last_good_position = pos; m_last_good_position = pos;
@ -1018,20 +1025,21 @@ void PlayerSAO::step(float dtime, bool send_recommended)
if (!send_recommended) if (!send_recommended)
return; return;
// If the object is attached client-side, don't waste bandwidth sending its position to clients // If the object is attached client-side, don't waste bandwidth sending its
if(m_position_not_sent && !isAttached()) // position to clients.
{ if (m_position_not_sent && !isAttached()) {
m_position_not_sent = false; m_position_not_sent = false;
float update_interval = m_env->getSendRecommendedInterval(); float update_interval = m_env->getSendRecommendedInterval();
v3f pos; 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(); pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
else else
pos = m_base_position; pos = m_base_position;
std::string str = gob_cmd_update_position( std::string str = gob_cmd_update_position(
pos, pos,
v3f(0,0,0), v3f(0.0f, 0.0f, 0.0f),
v3f(0,0,0), v3f(0.0f, 0.0f, 0.0f),
m_yaw, m_yaw,
true, true,
false, 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; m_attachment_sent = true;
std::string str = gob_cmd_update_attachment(m_attachment_parent_id, std::string str = gob_cmd_update_attachment(m_attachment_parent_id,
m_attachment_bone, m_attachment_position, m_attachment_rotation); m_attachment_bone, m_attachment_position, m_attachment_rotation);