PlayerSAO damage: Update to cope with variable player heights
authorparamat <paramat@users.noreply.github.com>
Fri, 10 Nov 2017 20:11:14 +0000 (20:11 +0000)
committerparamat <mat.gregory@virginmedia.com>
Tue, 14 Nov 2017 00:38:36 +0000 (00:38 +0000)
Nearby codestyle cleanup.

src/content_sao.cpp

index 31ee21e583542128e7c15ff266dd5b40d44dfcf7..e2bfdbef2450998bab56d0f1c5588f5cfec66f78 100644 (file)
@@ -28,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "server.h"
 #include "scripting_server.h"
 #include "genericobject.h"
+#include <algorithm>
 
 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)
 {
-       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 +938,37 @@ 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 +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(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 +998,8 @@ 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 +1012,10 @@ 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 +1025,21 @@ 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 +1091,7 @@ 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);