Node definition manager refactor (#7016)
[oweals/minetest.git] / src / content_sao.cpp
index 31ee21e583542128e7c15ff266dd5b40d44dfcf7..247b6df0ab9bcaa669a79c801945622932fa7186 100644 (file)
@@ -28,6 +28,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "server.h"
 #include "scripting_server.h"
 #include "genericobject.h"
+#include "settings.h"
+#include <algorithm>
 
 std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
 
@@ -371,20 +373,20 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                        m_velocity += dtime * m_acceleration;
                }
 
-               if((m_prop.automatic_face_movement_dir) &&
-                               (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
-               {
-                       float optimal_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
-                                       + m_prop.automatic_face_movement_dir_offset;
+               if (m_prop.automatic_face_movement_dir &&
+                               (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
+
+                       float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
+                               + m_prop.automatic_face_movement_dir_offset;
                        float max_rotation_delta =
                                        dtime * m_prop.automatic_face_movement_max_rotation_per_sec;
+                       float delta = wrapDegrees_0_360(target_yaw - m_yaw);
 
-                       if ((m_prop.automatic_face_movement_max_rotation_per_sec > 0) &&
-                               (fabs(m_yaw - optimal_yaw) > max_rotation_delta)) {
-
-                               m_yaw = optimal_yaw < m_yaw ? m_yaw - max_rotation_delta : m_yaw + max_rotation_delta;
+                       if (delta > max_rotation_delta && 360 - delta > max_rotation_delta) {
+                               m_yaw += (delta < 180) ? max_rotation_delta : -max_rotation_delta;
+                               m_yaw = wrapDegrees_0_360(m_yaw);
                        } else {
-                               m_yaw = optimal_yaw;
+                               m_yaw = target_yaw;
                        }
                }
        }
@@ -800,7 +802,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, session_t p
        m_prop.collisionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
        m_prop.selectionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
        m_prop.pointable = true;
-       // start of default appearance, this should be overwritten by LUA
+       // 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();
@@ -810,13 +812,14 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, session_t p
        m_prop.colors.emplace_back(255, 255, 255, 255);
        m_prop.spritediv = v2s16(1,1);
        m_prop.eye_height = 1.625f;
-       // end of default appearance
+       // End of default appearance
        m_prop.is_visible = true;
        m_prop.makes_footstep_sound = true;
        m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
-       m_prop.can_zoom = true;
        m_hp = m_prop.hp_max;
        m_breath = m_prop.breath_max;
+       // Disable zoom in survival mode using a value of 0
+       m_prop.zoom_fov = g_settings->getBool("creative_mode") ? 15.0f : 0.0f;
 }
 
 PlayerSAO::~PlayerSAO()
@@ -919,9 +922,9 @@ 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 +940,37 @@ 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 +988,11 @@ 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 +1000,8 @@ void PlayerSAO::step(float dtime, bool send_recommended)
        //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;
+       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 +1014,10 @@ 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 +1027,21 @@ 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 +1093,7 @@ 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);
@@ -1391,26 +1401,38 @@ bool PlayerSAO::checkMovementCheat()
                too, and much more lightweight.
        */
 
-       float player_max_speed = 0;
+       float player_max_walk = 0; // horizontal movement
+       float player_max_jump = 0; // vertical upwards movement
 
-       if (m_privs.count("fast") != 0) {
-               // Fast speed
-               player_max_speed = m_player->movement_speed_fast * m_physics_override_speed;
-       } else {
-               // Normal speed
-               player_max_speed = m_player->movement_speed_walk * m_physics_override_speed;
-       }
-       // Tolerance. The lag pool does this a bit.
-       //player_max_speed *= 2.5;
+       if (m_privs.count("fast") != 0)
+               player_max_walk = m_player->movement_speed_fast; // Fast speed
+       else
+               player_max_walk = m_player->movement_speed_walk; // Normal speed
+       player_max_walk *= m_physics_override_speed;
+       player_max_jump = m_player->movement_speed_jump * m_physics_override_jump;
+       // FIXME: Bouncy nodes cause practically unbound increase in Y speed,
+       //        until this can be verified correctly, tolerate higher jumping speeds
+       player_max_jump *= 2.0;
+
+       // Don't divide by zero!
+       if (player_max_walk < 0.0001f)
+               player_max_walk = 0.0001f;
+       if (player_max_jump < 0.0001f)
+               player_max_jump = 0.0001f;
 
        v3f diff = (m_base_position - 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; // Moving upwards
+       float required_time = d_horiz / player_max_walk;
+
+       // FIXME: Checking downwards movement is not easily possible currently,
+       //        the server could calculate speed differences to examine the gravity
+       if (d_vert > 0) {
+               // In certain cases (water, ladders) walking speed is applied vertically
+               float s = MYMAX(player_max_jump, player_max_walk);
+               required_time = MYMAX(required_time, d_vert / s);
+       }
 
        if (m_move_pool.grab(required_time)) {
                m_last_good_position = m_base_position;