#include "player.h"
#include "scriptapi.h"
#include "genericobject.h"
+#include "util/serialize.h"
core::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime);
v3f pos_f = getBasePosition();
v3f pos_f_old = pos_f;
+ v3f accel_f = v3f(0,0,0);
+ f32 stepheight = 0;
IGameDef *gamedef = m_env->getGameDef();
moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
- pos_max_d, box, dtime, pos_f, m_speed_f);
+ pos_max_d, box, stepheight, dtime,
+ pos_f, m_speed_f, accel_f);
if(send_recommended == false)
return;
ServerActiveObject *puncher,
float time_from_last_punch)
{
- // Directly delete item in creative mode
- if(g_settings->getBool("creative_mode") == true)
- {
- m_removed = true;
- return 0;
- }
-
// Take item into inventory
ItemStack item = createItemStack();
Inventory *inv = puncher->getInventory();
}
}
-void LuaEntitySAO::addedToEnvironment()
+void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
{
- ServerActiveObject::addedToEnvironment();
+ ServerActiveObject::addedToEnvironment(dtime_s);
// Create entity from name
lua_State *L = m_env->getLua();
// Initialize HP from properties
m_hp = m_prop.hp_max;
// Activate entity, supplying serialized state
- scriptapi_luaentity_activate(L, m_id, m_init_state.c_str());
+ scriptapi_luaentity_activate(L, m_id, m_init_state.c_str(), dtime_s);
}
}
box.MaxEdge *= BS;
collisionMoveResult moveresult;
f32 pos_max_d = BS*0.25; // Distance per iteration
- v3f p_pos = getBasePosition();
+ f32 stepheight = 0; // Maximum climbable step height
+ v3f p_pos = m_base_position;
v3f p_velocity = m_velocity;
+ v3f p_acceleration = m_acceleration;
IGameDef *gamedef = m_env->getGameDef();
- moveresult = collisionMovePrecise(&m_env->getMap(), gamedef,
- pos_max_d, box, dtime, p_pos, p_velocity);
+ moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
+ pos_max_d, box, stepheight, dtime,
+ p_pos, p_velocity, p_acceleration);
// Apply results
- setBasePosition(p_pos);
+ m_base_position = p_pos;
m_velocity = p_velocity;
-
- m_velocity += dtime * m_acceleration;
+ m_acceleration = p_acceleration;
} else {
m_base_position += dtime * m_velocity + 0.5 * dtime
* dtime * m_acceleration;
m_last_good_position(0,0,0),
m_last_good_position_age(0),
m_time_from_last_punch(0),
+ m_nocheat_dig_pos(32767, 32767, 32767),
+ m_nocheat_dig_time(0),
m_wield_index(0),
m_position_not_sent(false),
m_armor_groups_sent(false),
}
// Called after id has been set and has been inserted in environment
-void PlayerSAO::addedToEnvironment()
+void PlayerSAO::addedToEnvironment(u32 dtime_s)
{
- ServerActiveObject::addedToEnvironment();
+ ServerActiveObject::addedToEnvironment(dtime_s);
ServerActiveObject::setBasePosition(m_player->getPosition());
m_player->setPlayerSAO(this);
m_player->peer_id = m_peer_id;
}
m_time_from_last_punch += dtime;
+ m_nocheat_dig_time += dtime;
- if(m_is_singleplayer)
+ if(m_is_singleplayer || g_settings->getBool("disable_anticheat"))
{
m_last_good_position = m_player->getPosition();
m_last_good_position_age = 0;
NOTE: Actually the server should handle player physics like the
client does and compare player's position to what is calculated
on our side. This is required when eg. players fly due to an
- explosion.
+ explosion. Altough a node-based alternative might be possible
+ too, and much more lightweight.
*/
float player_max_speed = 0;
}
}
-void PlayerSAO::createCreativeInventory()
-{
- if(m_inventory != &m_player->inventory)
- delete m_inventory;
-
- m_inventory = new Inventory(m_player->inventory);
- m_inventory->clearContents();
- scriptapi_get_creative_inventory(m_env->getLua(), this);
-}
-
std::string PlayerSAO::getPropertyPacket()
{
m_prop.is_visible = (getHP() != 0);