#include "server.h"
#include "scripting_server.h"
#include "genericobject.h"
+#include "settings.h"
#include <algorithm>
std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
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();
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()
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;