#include "genericobject.h"
#include "settings.h"
#include <algorithm>
+#include <cmath>
std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
m_armor_groups["fleshy"] = 100;
}
-bool UnitSAO::isAttached() const
+ServerActiveObject *UnitSAO::getParent() const
{
if (!m_attachment_parent_id)
- return false;
+ return nullptr;
// Check if the parent still exists
ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
- if (obj)
- return true;
- return false;
+
+ return obj;
}
void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
m_armor_groups_sent = false;
}
-const ItemGroupList &UnitSAO::getArmorGroups()
+const ItemGroupList &UnitSAO::getArmorGroups() const
{
return m_armor_groups;
}
// This breaks some things so we also give the server the most accurate representation
// even if players only see the client changes.
+ int old_parent = m_attachment_parent_id;
m_attachment_parent_id = parent_id;
m_attachment_bone = bone;
m_attachment_position = position;
m_attachment_rotation = rotation;
m_attachment_sent = false;
+
+ if (parent_id != old_parent) {
+ onDetach(old_parent);
+ onAttach(parent_id);
+ }
}
void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
- v3f *rotation)
+ v3f *rotation) const
{
*parent_id = m_attachment_parent_id;
*bone = m_attachment_bone;
*rotation = m_attachment_rotation;
}
+void UnitSAO::clearChildAttachments()
+{
+ for (int child_id : m_attachment_child_ids) {
+ // Child can be NULL if it was deleted earlier
+ if (ServerActiveObject *child = m_env->getActiveObject(child_id))
+ child->setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
+ }
+ m_attachment_child_ids.clear();
+}
+
+void UnitSAO::clearParentAttachment()
+{
+ ServerActiveObject *parent = nullptr;
+ if (m_attachment_parent_id) {
+ parent = m_env->getActiveObject(m_attachment_parent_id);
+ setAttachment(0, "", m_attachment_position, m_attachment_rotation);
+ } else {
+ setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
+ }
+ // Do it
+ if (parent)
+ parent->removeAttachmentChild(m_id);
+}
+
void UnitSAO::addAttachmentChild(int child_id)
{
m_attachment_child_ids.insert(child_id);
m_attachment_child_ids.erase(child_id);
}
-const std::unordered_set<int> &UnitSAO::getAttachmentChildIds()
+const std::unordered_set<int> &UnitSAO::getAttachmentChildIds() const
{
return m_attachment_child_ids;
}
+void UnitSAO::onAttach(int parent_id)
+{
+ if (!parent_id)
+ return;
+
+ ServerActiveObject *parent = m_env->getActiveObject(parent_id);
+
+ if (!parent || parent->isGone())
+ return; // Do not try to notify soon gone parent
+
+ if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) {
+ // Call parent's on_attach field
+ m_env->getScriptIface()->luaentity_on_attach_child(parent_id, this);
+ }
+}
+
+void UnitSAO::onDetach(int parent_id)
+{
+ if (!parent_id)
+ return;
+
+ ServerActiveObject *parent = m_env->getActiveObject(parent_id);
+ if (getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
+ m_env->getScriptIface()->luaentity_on_detach(m_id, parent);
+
+ if (!parent || parent->isGone())
+ return; // Do not try to notify soon gone parent
+
+ if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
+ m_env->getScriptIface()->luaentity_on_detach_child(parent_id, this);
+}
+
ObjectProperties* UnitSAO::accessObjectProperties()
{
return &m_prop;
if(m_registered){
// Get properties
m_env->getScriptIface()->
- luaentity_GetProperties(m_id, &m_prop);
+ luaentity_GetProperties(m_id, this, &m_prop);
// Initialize HP from properties
m_hp = m_prop.hp_max;
// Activate entity, supplying serialized state
{
std::string name;
std::string state;
- s16 hp = 1;
+ u16 hp = 1;
v3f velocity;
- float yaw = 0;
- if (!data.empty()) {
+ v3f rotation;
+
+ while (!data.empty()) { // breakable, run for one iteration
std::istringstream is(data, std::ios::binary);
- // read version
+ // 'version' does not allow to incrementally extend the parameter list thus
+ // we need another variable to build on top of 'version=1'. Ugly hack but works™
+ u8 version2 = 0;
u8 version = readU8(is);
- // check if version is supported
- if(version == 0){
- name = deSerializeString(is);
- state = deSerializeLongString(is);
- }
- else if(version == 1){
- name = deSerializeString(is);
- state = deSerializeLongString(is);
- hp = readS16(is);
- velocity = readV3F1000(is);
- yaw = readF1000(is);
- }
+
+ name = deSerializeString(is);
+ state = deSerializeLongString(is);
+
+ if (version < 1)
+ break;
+
+ hp = readU16(is);
+ velocity = readV3F1000(is);
+ // yaw must be yaw to be backwards-compatible
+ rotation.Y = readF1000(is);
+
+ if (is.good()) // EOF for old formats
+ version2 = readU8(is);
+
+ if (version2 < 1) // PROTOCOL_VERSION < 37
+ break;
+
+ // version2 >= 1
+ rotation.X = readF1000(is);
+ rotation.Z = readF1000(is);
+
+ // if (version2 < 2)
+ // break;
+ // <read new values>
+ break;
}
// create object
- infostream<<"LuaEntitySAO::create(name=\""<<name<<"\" state=\""
- <<state<<"\")"<<std::endl;
+ infostream << "LuaEntitySAO::create(name=\"" << name << "\" state=\""
+ << state << "\")" << std::endl;
LuaEntitySAO *sao = new LuaEntitySAO(env, pos, name, state);
sao->m_hp = hp;
sao->m_velocity = velocity;
- sao->m_yaw = yaw;
+ sao->m_rotation = rotation;
return sao;
}
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);
+ float max_rotation_per_sec =
+ m_prop.automatic_face_movement_max_rotation_per_sec;
- 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);
+ if (max_rotation_per_sec > 0) {
+ m_rotation.Y = wrapDegrees_0_360(m_rotation.Y);
+ wrappedApproachShortest(m_rotation.Y, target_yaw,
+ dtime * max_rotation_per_sec, 360.f);
} else {
- m_yaw = target_yaw;
+ // Negative values of max_rotation_per_sec mean disabled.
+ m_rotation.Y = target_yaw;
}
}
}
float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
move_d += m_last_sent_move_precision;
float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
- if(move_d > minchange || vel_d > minchange ||
- fabs(m_yaw - m_last_sent_yaw) > 1.0){
+ if (move_d > minchange || vel_d > minchange ||
+ std::fabs(m_rotation.X - m_last_sent_rotation.X) > 1.0f ||
+ std::fabs(m_rotation.Y - m_last_sent_rotation.Y) > 1.0f ||
+ std::fabs(m_rotation.Z - m_last_sent_rotation.Z) > 1.0f) {
+
sendPosition(true, false);
}
}
{
std::ostringstream os(std::ios::binary);
- // protocol >= 14
+ // PROTOCOL_VERSION >= 37
writeU8(os, 1); // version
os << serializeString(""); // name
writeU8(os, 0); // is_player
- writeS16(os, getId()); //id
- writeV3F1000(os, m_base_position);
- writeF1000(os, m_yaw);
- writeS16(os, m_hp);
+ writeU16(os, getId()); //id
+ writeV3F32(os, m_base_position);
+ writeV3F32(os, m_rotation);
+ writeU16(os, m_hp);
std::ostringstream msg_os(std::ios::binary);
msg_os << serializeLongString(getPropertyPacket()); // message 1
(ii != m_attachment_child_ids.end()); ++ii) {
if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
message_count++;
+ // TODO after a protocol bump: only send the object initialization data
+ // to older clients (superfluous since this message exists)
msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
obj->getClientInitializationData(protocol_version)));
}
{
verbosestream<<FUNCTION_NAME<<std::endl;
std::ostringstream os(std::ios::binary);
- // version
+ // version must be 1 to keep backwards-compatibility. See version2
writeU8(os, 1);
// name
os<<serializeString(m_init_name);
} else {
os<<serializeLongString(m_init_state);
}
- // hp
- writeS16(os, m_hp);
- // velocity
+ writeU16(os, m_hp);
writeV3F1000(os, m_velocity);
// yaw
- writeF1000(os, m_yaw);
+ writeF1000(os, m_rotation.Y);
+
+ // version2. Increase this variable for new values
+ writeU8(os, 1); // PROTOCOL_VERSION >= 37
+
+ writeF1000(os, m_rotation.X);
+ writeF1000(os, m_rotation.Z);
+
+ // <write new values>
+
*result = os.str();
}
-int LuaEntitySAO::punch(v3f dir,
+u16 LuaEntitySAO::punch(v3f dir,
const ToolCapabilities *toolcap,
ServerActiveObject *puncher,
float time_from_last_punch)
return 0;
}
- // It's best that attachments cannot be punched
- if (isAttached())
- return 0;
+ FATAL_ERROR_IF(!puncher, "Punch action called without SAO");
- ItemStack *punchitem = NULL;
- ItemStack punchitem_static;
- if (puncher) {
- punchitem_static = puncher->getWieldedItem();
- punchitem = &punchitem_static;
- }
+ s32 old_hp = getHP();
+ ItemStack selected_item, hand_item;
+ ItemStack tool_item = puncher->getWieldedItem(&selected_item, &hand_item);
PunchDamageResult result = getPunchDamage(
m_armor_groups,
toolcap,
- punchitem,
+ &tool_item,
time_from_last_punch);
bool damage_handled = m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
if (!damage_handled) {
if (result.did_punch) {
- setHP(getHP() - result.damage,
+ setHP((s32)getHP() - result.damage,
PlayerHPChangeReason(PlayerHPChangeReason::SET_HP));
- if (result.damage > 0) {
- std::string punchername = puncher ? puncher->getDescription() : "nil";
-
- actionstream << getDescription() << " punched by "
- << punchername << ", damage " << result.damage
- << " hp, health now " << getHP() << " hp" << std::endl;
- }
-
- std::string str = gob_cmd_punched(result.damage, getHP());
+ std::string str = gob_cmd_punched(getHP());
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
}
- if (getHP() == 0) {
+ if (getHP() == 0 && !isGone()) {
m_pending_removal = true;
+ clearParentAttachment();
+ clearChildAttachments();
m_env->getScriptIface()->luaentity_on_death(m_id, puncher);
}
+ actionstream << puncher->getDescription() << " (id=" << puncher->getId() <<
+ ", hp=" << puncher->getHP() << ") punched " <<
+ getDescription() << " (id=" << m_id << ", hp=" << m_hp <<
+ "), damage=" << (old_hp - (s32)getHP()) <<
+ (damage_handled ? " (handled by Lua)" : "") << std::endl;
+
return result.wear;
}
{
if (!m_registered)
return;
- // It's best that attachments cannot be clicked
- if (isAttached())
- return;
+
m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
}
return os.str();
}
-void LuaEntitySAO::setHP(s16 hp, const PlayerHPChangeReason &reason)
+void LuaEntitySAO::setHP(s32 hp, const PlayerHPChangeReason &reason)
{
- if (hp < 0)
- hp = 0;
- m_hp = hp;
+ m_hp = rangelim(hp, 0, U16_MAX);
}
-s16 LuaEntitySAO::getHP() const
+u16 LuaEntitySAO::getHP() const
{
return m_hp;
}
m_last_sent_move_precision = m_base_position.getDistanceFrom(
m_last_sent_position);
m_last_sent_position_timer = 0;
- m_last_sent_yaw = m_yaw;
m_last_sent_position = m_base_position;
m_last_sent_velocity = m_velocity;
//m_last_sent_acceleration = m_acceleration;
+ m_last_sent_rotation = m_rotation;
float update_interval = m_env->getSendRecommendedInterval();
m_base_position,
m_velocity,
m_acceleration,
- m_yaw,
+ m_rotation,
do_interpolate,
is_movement_end,
update_interval
m_peer_id(peer_id_),
m_is_singleplayer(is_singleplayer)
{
- assert(m_peer_id != 0); // pre-condition
+ SANITY_CHECK(m_peer_id != PEER_ID_INEXISTENT);
m_prop.hp_max = PLAYER_MAX_HP_DEFAULT;
m_prop.breath_max = PLAYER_MAX_BREATH_DEFAULT;
m_prop.physical = false;
- m_prop.weight = 75;
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
m_prop.visual = "upright_sprite";
- m_prop.visual_size = v2f(1, 2);
+ m_prop.visual_size = v3f(1, 2, 1);
m_prop.textures.clear();
m_prop.textures.emplace_back("player.png");
m_prop.textures.emplace_back("player_back.png");
m_prop.eye_height = 1.625f;
// End of default appearance
m_prop.is_visible = true;
+ m_prop.backface_culling = false;
m_prop.makes_footstep_sound = true;
m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
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()
-{
- if(m_inventory != &m_player->inventory)
- delete m_inventory;
+ if (!g_settings->getBool("enable_damage"))
+ m_armor_groups["immortal"] = 1;
}
void PlayerSAO::finalize(RemotePlayer *player, const std::set<std::string> &privs)
assert(player);
m_player = player;
m_privs = privs;
- m_inventory = &m_player->inventory;
}
v3f PlayerSAO::getEyeOffset() const
writeU8(os, 1); // version
os << serializeString(m_player->getName()); // name
writeU8(os, 1); // is_player
- writeS16(os, getId()); //id
- writeV3F1000(os, m_base_position);
- writeF1000(os, m_yaw);
- writeS16(os, getHP());
+ writeS16(os, getId()); // id
+ writeV3F32(os, m_base_position);
+ writeV3F32(os, m_rotation);
+ writeU16(os, getHP());
std::ostringstream msg_os(std::ios::binary);
msg_os << serializeLongString(getPropertyPacket()); // message 1
void PlayerSAO::getStaticData(std::string * result) const
{
- FATAL_ERROR("Deprecated function");
+ FATAL_ERROR("Obsolete function");
}
void PlayerSAO::step(float dtime, bool send_recommended)
{
- if (m_drowning_interval.step(dtime, 2.0f)) {
+ if (!isImmortal() && 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);
+ MapNode n = m_env->getMap().getNode(p);
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
// If node generates drown
if (c.drowning > 0 && m_hp > 0) {
}
}
- if (m_breathing_interval.step(dtime, 0.5f)) {
+ if (m_breathing_interval.step(dtime, 0.5f) && !isImmortal()) {
// Get nose/mouth position, approximate with eye position
v3s16 p = floatToInt(getEyePosition(), BS);
- MapNode n = m_env->getMap().getNodeNoEx(p);
+ MapNode n = m_env->getMap().getNode(p);
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
- // If player is alive & no drowning, breathe
- if (m_hp > 0 && m_breath < m_prop.breath_max && c.drowning == 0)
+ // If player is alive & not drowning & not in ignore & not immortal, breathe
+ if (m_breath < m_prop.breath_max && c.drowning == 0 &&
+ n.getContent() != CONTENT_IGNORE && m_hp > 0)
setBreath(m_breath + 1);
}
- if (m_node_hurt_interval.step(dtime, 1.0f)) {
+ if (!isImmortal() && m_node_hurt_interval.step(dtime, 1.0f)) {
u32 damage_per_second = 0;
+ std::string nodename;
// Lowest and highest damage points are 0.1 within collisionbox
float dam_top = m_prop.collisionbox.MaxEdge.Y - 0.1f;
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);
+ MapNode n = m_env->getMap().getNode(p);
+ const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
+ if (c.damage_per_second > damage_per_second) {
+ damage_per_second = c.damage_per_second;
+ nodename = c.name;
+ }
}
// 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);
+ MapNode ntop = m_env->getMap().getNode(ptop);
+ const ContentFeatures &c = m_env->getGameDef()->ndef()->get(ntop);
+ if (c.damage_per_second > damage_per_second) {
+ damage_per_second = c.damage_per_second;
+ nodename = c.name;
+ }
if (damage_per_second != 0 && m_hp > 0) {
- s16 newhp = ((s32) damage_per_second > m_hp ? 0 : m_hp - damage_per_second);
- PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE);
+ s32 newhp = (s32)m_hp - (s32)damage_per_second;
+ PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE, nodename);
setHP(newhp, reason);
m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
}
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
+ m_env->getScriptIface()->player_event(this, "properties_changed");
}
// If attached, check that our parent is still there. If it isn't, detach.
m_time_from_last_teleport += dtime;
m_time_from_last_punch += dtime;
m_nocheat_dig_time += dtime;
+ m_max_speed_override_time = MYMAX(m_max_speed_override_time - dtime, 0.0f);
// Each frame, parent position is copied if the object is attached,
// otherwise it's calculated normally.
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 (m_position_not_sent) {
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
- pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
+ // When attached, the position is only sent to clients where the
+ // parent isn't known
+ if (isAttached())
+ pos = m_last_good_position;
else
pos = m_base_position;
pos,
v3f(0.0f, 0.0f, 0.0f),
v3f(0.0f, 0.0f, 0.0f),
- m_yaw,
+ m_rotation,
true,
false,
update_interval
// This needs to be ran for attachments too
ServerActiveObject::setBasePosition(position);
- m_position_not_sent = true;
+
+ // Updating is not wanted/required for player migration
+ if (m_env) {
+ m_position_not_sent = true;
+ }
}
void PlayerSAO::setPos(const v3f &pos)
if(isAttached())
return;
+ // Send mapblock of target location
+ v3s16 blockpos = v3s16(pos.X / MAP_BLOCKSIZE, pos.Y / MAP_BLOCKSIZE, pos.Z / MAP_BLOCKSIZE);
+ m_env->getGameDef()->SendBlock(m_peer_id, blockpos);
+
setBasePosition(pos);
// Movement caused by this command is always valid
m_last_good_position = pos;
m_env->getGameDef()->SendMovePlayer(m_peer_id);
}
-void PlayerSAO::setYaw(const float yaw)
+void PlayerSAO::setPlayerYaw(const float yaw)
{
- if (m_player && yaw != m_yaw)
+ v3f rotation(0, yaw, 0);
+ if (m_player && yaw != m_rotation.Y)
m_player->setDirty(true);
- UnitSAO::setYaw(yaw);
+ // Set player model yaw, not look view
+ UnitSAO::setRotation(rotation);
}
void PlayerSAO::setFov(const float fov)
m_wanted_range = range;
}
-void PlayerSAO::setYawAndSend(const float yaw)
+void PlayerSAO::setPlayerYawAndSend(const float yaw)
{
- setYaw(yaw);
+ setPlayerYaw(yaw);
m_env->getGameDef()->SendMovePlayer(m_peer_id);
}
-void PlayerSAO::setPitch(const float pitch)
+void PlayerSAO::setLookPitch(const float pitch)
{
if (m_player && pitch != m_pitch)
m_player->setDirty(true);
m_pitch = pitch;
}
-void PlayerSAO::setPitchAndSend(const float pitch)
+void PlayerSAO::setLookPitchAndSend(const float pitch)
{
- setPitch(pitch);
+ setLookPitch(pitch);
m_env->getGameDef()->SendMovePlayer(m_peer_id);
}
-int PlayerSAO::punch(v3f dir,
+u16 PlayerSAO::punch(v3f dir,
const ToolCapabilities *toolcap,
ServerActiveObject *puncher,
float time_from_last_punch)
{
- // It's best that attachments cannot be punched
- if (isAttached())
- return 0;
-
if (!toolcap)
return 0;
- // No effect if PvP disabled
- if (!g_settings->getBool("enable_pvp")) {
+ FATAL_ERROR_IF(!puncher, "Punch action called without SAO");
+
+ // No effect if PvP disabled or if immortal
+ if (isImmortal() || !g_settings->getBool("enable_pvp")) {
if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
- std::string str = gob_cmd_punched(0, getHP());
+ std::string str = gob_cmd_punched(getHP());
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
}
+ s32 old_hp = getHP();
HitParams hitparams = getHitParams(m_armor_groups, toolcap,
time_from_last_punch);
- std::string punchername = "nil";
-
- if (puncher != 0)
- punchername = puncher->getDescription();
-
PlayerSAO *playersao = m_player->getPlayerSAO();
bool damage_handled = m_env->getScriptIface()->on_punchplayer(playersao,
hitparams.hp);
if (!damage_handled) {
- setHP(getHP() - hitparams.hp,
+ setHP((s32)getHP() - (s32)hitparams.hp,
PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, puncher));
} else { // override client prediction
if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
- std::string str = gob_cmd_punched(0, getHP());
+ std::string str = gob_cmd_punched(getHP());
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
}
-
- actionstream << "Player " << m_player->getName() << " punched by "
- << punchername;
- if (!damage_handled) {
- actionstream << ", damage " << hitparams.hp << " HP";
- } else {
- actionstream << ", damage handled by lua";
- }
- actionstream << std::endl;
+ actionstream << puncher->getDescription() << " (id=" << puncher->getId() <<
+ ", hp=" << puncher->getHP() << ") punched " <<
+ getDescription() << " (id=" << m_id << ", hp=" << m_hp <<
+ "), damage=" << (old_hp - (s32)getHP()) <<
+ (damage_handled ? " (handled by Lua)" : "") << std::endl;
return hitparams.wear;
}
-s16 PlayerSAO::readDamage()
+void PlayerSAO::setHP(s32 hp, const PlayerHPChangeReason &reason)
{
- s16 damage = m_damage;
- m_damage = 0;
- return damage;
-}
+ s32 oldhp = m_hp;
-void PlayerSAO::setHP(s16 hp, const PlayerHPChangeReason &reason)
-{
- s16 oldhp = m_hp;
+ hp = rangelim(hp, 0, m_prop.hp_max);
- s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp, reason);
- if (hp_change == 0)
- return;
- hp = oldhp + hp_change;
+ if (oldhp != hp) {
+ s32 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp, reason);
+ if (hp_change == 0)
+ return;
- if (hp < 0)
- hp = 0;
- else if (hp > m_prop.hp_max)
- hp = m_prop.hp_max;
+ hp = rangelim(oldhp + hp_change, 0, m_prop.hp_max);
+ }
- if (hp < oldhp && !g_settings->getBool("enable_damage")) {
+ if (hp < oldhp && isImmortal())
return;
- }
m_hp = hp;
- if (oldhp > hp)
- m_damage += (oldhp - hp);
-
// Update properties on death
if ((hp == 0) != (oldhp == 0))
m_properties_sent = false;
if (m_player && breath != m_breath)
m_player->setDirty(true);
- m_breath = MYMIN(breath, m_prop.breath_max);
+ m_breath = rangelim(breath, 0, m_prop.breath_max);
if (send)
m_env->getGameDef()->SendPlayerBreath(this);
}
-Inventory* PlayerSAO::getInventory()
-{
- return m_inventory;
-}
-const Inventory* PlayerSAO::getInventory() const
+Inventory *PlayerSAO::getInventory() const
{
- return m_inventory;
+ return m_player ? &m_player->inventory : nullptr;
}
InventoryLocation PlayerSAO::getInventoryLocation() const
return loc;
}
-std::string PlayerSAO::getWieldList() const
+u16 PlayerSAO::getWieldIndex() const
{
- return "main";
+ return m_player->getWieldIndex();
}
-ItemStack PlayerSAO::getWieldedItem() const
+ItemStack PlayerSAO::getWieldedItem(ItemStack *selected, ItemStack *hand) 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;
- const InventoryList *mlist = inv->getList(getWieldList());
- if (mlist && getWieldIndex() < (s32)mlist->getSize())
- ret = mlist->getItem(getWieldIndex());
- if (ret.name.empty()) {
- const InventoryList *hlist = inv->getList("hand");
- if (hlist)
- ret = hlist->getItem(0);
- }
- return ret;
+ return m_player->getWieldedItem(selected, hand);
}
bool PlayerSAO::setWieldedItem(const ItemStack &item)
{
- Inventory *inv = getInventory();
- if (inv) {
- InventoryList *mlist = inv->getList(getWieldList());
- if (mlist) {
- mlist->changeItem(getWieldIndex(), item);
- return true;
- }
+ InventoryList *mlist = m_player->inventory.getList(getWieldList());
+ if (mlist) {
+ mlist->changeItem(m_player->getWieldIndex(), item);
+ return true;
}
return false;
}
-int PlayerSAO::getWieldIndex() const
-{
- return m_wield_index;
-}
-
-void PlayerSAO::setWieldIndex(int i)
-{
- if(i != m_wield_index) {
- m_wield_index = i;
- }
-}
-
void PlayerSAO::disconnected()
{
- m_peer_id = 0;
+ m_peer_id = PEER_ID_INEXISTENT;
m_pending_removal = true;
}
return gob_cmd_set_properties(m_prop);
}
+void PlayerSAO::setMaxSpeedOverride(const v3f &vel)
+{
+ if (m_max_speed_override_time == 0.0f)
+ m_max_speed_override = vel;
+ else
+ m_max_speed_override += vel;
+ if (m_player) {
+ float accel = MYMIN(m_player->movement_acceleration_default,
+ m_player->movement_acceleration_air);
+ m_max_speed_override_time = m_max_speed_override.getLength() / accel / BS;
+ }
+}
+
bool PlayerSAO::checkMovementCheat()
{
if (isAttached() || m_is_singleplayer ||
too, and much more lightweight.
*/
+ float override_max_H, override_max_V;
+ if (m_max_speed_override_time > 0.0f) {
+ override_max_H = MYMAX(fabs(m_max_speed_override.X), fabs(m_max_speed_override.Z));
+ override_max_V = fabs(m_max_speed_override.Y);
+ } else {
+ override_max_H = override_max_V = 0.0f;
+ }
+
float player_max_walk = 0; // horizontal movement
float player_max_jump = 0; // vertical upwards movement
else
player_max_walk = m_player->movement_speed_walk; // Normal speed
player_max_walk *= m_physics_override_speed;
+ player_max_walk = MYMAX(player_max_walk, override_max_H);
+
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;
+ player_max_jump = MYMAX(player_max_jump, override_max_V);
// Don't divide by zero!
if (player_max_walk < 0.0001f)
return true;
}
+
+float PlayerSAO::getZoomFOV() const
+{
+ return m_prop.zoom_fov;
+}