X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Fcontent_sao.cpp;h=816f47b723b8c7b9439180748c67b0ee0da48000;hb=644d0ab2bb44df8a3aefb387736930150b7d0aed;hp=f0004da010938541b6adef4554ceda57298244c9;hpb=04839f233f37faa9af406ea66fc6c199127781eb;p=oweals%2Fminetest.git diff --git a/src/content_sao.cpp b/src/content_sao.cpp index f0004da01..816f47b72 100644 --- a/src/content_sao.cpp +++ b/src/content_sao.cpp @@ -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 std::map 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; } } } @@ -393,19 +395,6 @@ void LuaEntitySAO::step(float dtime, bool send_recommended) m_env->getScriptIface()->luaentity_Step(m_id, dtime); } - // Remove LuaEntity beyond terrain edges - { - ServerMap *map = dynamic_cast(&m_env->getMap()); - assert(map); - if (!m_pending_removal && - map->saoPositionOverLimit(m_base_position)) { - infostream << "Removing SAO " << m_id << "(" << m_init_name - << "), outside of limits" << std::endl; - m_pending_removal = true; - return; - } - } - if (!send_recommended) return; @@ -784,7 +773,7 @@ bool LuaEntitySAO::collideWithObjects() const // No prototype, PlayerSAO does not need to be deserialized -PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id_, +PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, session_t peer_id_, bool is_singleplayer): UnitSAO(env_, v3f(0,0,0)), m_player(player_), @@ -800,7 +789,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id 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(); @@ -809,13 +798,15 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id m_prop.colors.clear(); m_prop.colors.emplace_back(255, 255, 255, 255); m_prop.spritediv = v2s16(1,1); - // end of default appearance + m_prop.eye_height = 1.625f; + // 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() @@ -834,7 +825,7 @@ void PlayerSAO::finalize(RemotePlayer *player, const std::set &priv v3f PlayerSAO::getEyeOffset() const { - return v3f(0, BS * 1.625f, 0); + return v3f(0, BS * m_prop.eye_height, 0); } std::string PlayerSAO::getDescription() @@ -848,7 +839,7 @@ void PlayerSAO::addedToEnvironment(u32 dtime_s) ServerActiveObject::addedToEnvironment(dtime_s); ServerActiveObject::setBasePosition(m_base_position); m_player->setPlayerSAO(this); - m_player->peer_id = m_peer_id; + m_player->setPeerId(m_peer_id); m_last_good_position = m_base_position; } @@ -918,9 +909,9 @@ 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 @@ -936,32 +927,37 @@ 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); @@ -979,12 +975,11 @@ 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); } @@ -992,8 +987,8 @@ 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); @@ -1006,8 +1001,10 @@ 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; @@ -1017,20 +1014,21 @@ 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, @@ -1082,7 +1080,7 @@ 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); @@ -1359,7 +1357,7 @@ void PlayerSAO::disconnected() void PlayerSAO::unlinkPlayerSessionAndSave() { assert(m_player->getPlayerSAO() == this); - m_player->peer_id = 0; + m_player->setPeerId(PEER_ID_INEXISTENT); m_env->savePlayer(m_player); m_player->setPlayerSAO(NULL); m_env->removePlayer(m_player); @@ -1390,26 +1388,38 @@ 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;