#include "nodedef.h"
#include "remoteplayer.h"
#include "server.h"
-#include "serverscripting.h"
+#include "scripting_server.h"
#include "genericobject.h"
std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
// No prototype, PlayerSAO does not need to be deserialized
-PlayerSAO::PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer):
+PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id_,
+ bool is_singleplayer):
UnitSAO(env_, v3f(0,0,0)),
- m_player(NULL),
+ m_player(player_),
m_peer_id(peer_id_),
m_inventory(NULL),
m_damage(0),
m_physics_override_jump(1),
m_physics_override_gravity(1),
m_physics_override_sneak(true),
- m_physics_override_sneak_glitch(true),
+ m_physics_override_sneak_glitch(false),
+ m_physics_override_new_move(true),
m_physics_override_sent(false)
{
assert(m_peer_id != 0); // pre-condition
delete m_inventory;
}
-void PlayerSAO::initialize(RemotePlayer *player, const std::set<std::string> &privs)
+void PlayerSAO::finalize(RemotePlayer *player, const std::set<std::string> &privs)
{
assert(player);
m_player = player;
m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
msg_os << serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
- m_physics_override_sneak_glitch)); // 5
+ m_physics_override_sneak_glitch, m_physics_override_new_move)); // 5
// (GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only.
msg_os << serializeLongString(gob_cmd_update_nametag_attributes(m_prop.nametag_color)); // 6
int message_count = 6 + m_bone_position.size();
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);
+
+ 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);
+
+ if (damage_per_second != 0 && m_hp > 0) {
+ s16 newhp = ((s32) damage_per_second > m_hp ? 0 : m_hp - damage_per_second);
+ setHP(newhp);
+ m_env->getGameDef()->SendPlayerHPOrDie(this);
+ }
+ }
+
if (!m_properties_sent) {
m_properties_sent = true;
std::string str = getPropertyPacket();
m_physics_override_sent = true;
std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
m_physics_override_jump, m_physics_override_gravity,
- m_physics_override_sneak, m_physics_override_sneak_glitch);
+ m_physics_override_sneak, m_physics_override_sneak_glitch,
+ m_physics_override_new_move);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
ItemStack PlayerSAO::getWieldedItem() const
+{
+ const Inventory *inv = getInventory();
+ ItemStack ret;
+ const InventoryList *mlist = inv->getList(getWieldList());
+ if (mlist && getWieldIndex() < (s32)mlist->getSize())
+ ret = mlist->getItem(getWieldIndex());
+ return ret;
+}
+
+ItemStack PlayerSAO::getWieldedItemOrHand() const
{
const Inventory *inv = getInventory();
ItemStack ret;
if (inv) {
InventoryList *mlist = inv->getList(getWieldList());
if (mlist) {
- ItemStack olditem = mlist->getItem(getWieldIndex());
- if (olditem.name.empty()) {
- InventoryList *hlist = inv->getList("hand");
- if (hlist) {
- hlist->changeItem(0, item);
- return true;
- }
- }
mlist->changeItem(getWieldIndex(), item);
return true;
}