bool repositioned = m_script->on_respawnplayer(playersao);
if(!repositioned){
- v3f pos = findSpawnPos(m_env->getServerMap());
+ v3f pos = findSpawnPos();
// setPos will send the new position to client
playersao->setPos(pos);
}
return porting::path_share + DIR_DELIM + "builtin";
}
-v3f findSpawnPos(ServerMap &map)
+v3f Server::findSpawnPos()
{
- //return v3f(50,50,50)*BS;
+ ServerMap &map = m_env->getServerMap();
+ v3f nodeposf;
+ if (g_settings->getV3FNoEx("static_spawnpoint", nodeposf)) {
+ return nodeposf * BS;
+ }
- v3s16 nodepos;
+ // Default position is static_spawnpoint
+ // We will return it if we don't found a good place
+ v3s16 nodepos(nodeposf.X, nodeposf.Y, nodeposf.Z);
-#if 0
- nodepos = v2s16(0,0);
- groundheight = 20;
-#endif
-
-#if 1
s16 water_level = map.getWaterLevel();
+ bool is_good = false;
+
// Try to find a good place a few times
- for(s32 i=0; i<1000; i++)
- {
+ for(s32 i = 0; i < 1000 && !is_good; i++) {
s32 range = 1 + i;
// We're going to try to throw the player to this position
v2s16 nodepos2d = v2s16(
continue;
nodepos = v3s16(nodepos2d.X, groundheight, nodepos2d.Y);
- bool is_good = false;
+
s32 air_count = 0;
for (s32 i = 0; i < 10; i++) {
v3s16 blockpos = getNodeBlockPos(nodepos);
}
nodepos.Y++;
}
- if(is_good){
- // Found a good place
- //infostream<<"Searched through "<<i<<" places."<<std::endl;
- break;
- }
}
-#endif
return intToFloat(nodepos, BS);
}
// Set player position
infostream<<"Server: Finding spawn place for player \""
<<name<<"\""<<std::endl;
- v3f pos = findSpawnPos(m_env->getServerMap());
+ v3f pos = findSpawnPos();
player->setPosition(pos);
// Make sure the player is saved
CDR_DENY
};
-/*
- Some random functions
-*/
-v3f findSpawnPos(ServerMap &map);
-
class MapEditEventIgnorer
{
public:
void DeleteClient(u16 peer_id, ClientDeletionReason reason);
void UpdateCrafting(Player *player);
+ v3f findSpawnPos();
+
// When called, connection mutex should be locked
RemoteClient* getClient(u16 peer_id,ClientState state_min=CS_Active);
RemoteClient* getClientNoEx(u16 peer_id,ClientState state_min=CS_Active);