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Players stay in environment even when dead, damage flash and fall damage fixes

Don't set m_removed on dead players (dead players are indicated by hp == 0). Local
damage flash is shown whatever the cause was (even from Lua set_hp). PlayerCAO
damage flash matches duration of local damage flash. Fall damage is dealt much more consistently (this is done by disallowing jumping when speed.Y is very negative, up to now jumping could sometimes negate fall damage)
This commit is contained in:
Kahrl 2012-01-24 00:00:26 +01:00 committed by Perttu Ahola
parent e15de8b70d
commit 88cdd3a363
8 changed files with 104 additions and 70 deletions

View file

@ -1270,7 +1270,8 @@ void Server::AsyncRunStep()
/*
Handle player HPs (die if hp=0)
*/
HandlePlayerHP(player, 0);
if(player->hp == 0 && player->m_hp_not_sent)
DiePlayer(player);
/*
Send player inventories and HPs if necessary
@ -1284,9 +1285,9 @@ void Server::AsyncRunStep()
}
/*
Add to environment if is not in respawn screen
Add to environment
*/
if(!player->m_is_in_environment && !player->m_respawn_active){
if(!player->m_is_in_environment){
player->m_removed = false;
player->setId(0);
m_env->addActiveObject(player);
@ -2129,6 +2130,10 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
// Send HP
SendPlayerHP(player);
// Show death screen if necessary
if(player->hp == 0)
SendDeathscreen(m_con, player->peer_id, false, v3f(0,0,0));
// Send time of day
{
SharedBuffer<u8> data = makePacket_TOCLIENT_TIME_OF_DAY(
@ -2159,11 +2164,6 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
SendChatMessage(peer_id, L"# Server: WARNING: YOUR CLIENT IS OLD AND MAY WORK PROPERLY WITH THIS SERVER");
}
/*
Check HP, respawn if necessary
*/
HandlePlayerHP(player, 0);
/*
Print out action
*/
@ -2662,16 +2662,25 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
std::istringstream is(datastring, std::ios_base::binary);
u8 damage = readU8(is);
ServerRemotePlayer *srp = static_cast<ServerRemotePlayer*>(player);
if(g_settings->getBool("enable_damage"))
{
actionstream<<player->getName()<<" damaged by "
<<(int)damage<<" hp at "<<PP(player->getPosition()/BS)
<<std::endl;
HandlePlayerHP(player, damage);
srp->setHP(srp->getHP() - damage);
if(srp->getHP() == 0 && srp->m_hp_not_sent)
DiePlayer(srp);
if(srp->m_hp_not_sent)
SendPlayerHP(player);
}
else
{
// Force send (to correct the client's predicted HP)
SendPlayerHP(player);
}
}
@ -2751,8 +2760,6 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
if(player->hp != 0)
return;
srp->m_respawn_active = false;
RespawnPlayer(player);
actionstream<<player->getName()<<" respawns at "
@ -2811,6 +2818,13 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
infostream<<"TOSERVER_INTERACT: action="<<(int)action<<", item="<<item_i<<", pointed="<<pointed.dump()<<std::endl;
if(player->hp == 0)
{
infostream<<"TOSERVER_INTERACT: "<<srp->getName()
<<" tried to interact, but is dead!"<<std::endl;
return;
}
v3f player_pos = srp->m_last_good_position;
// Update wielded item
@ -3968,26 +3982,14 @@ void Server::SendTexturesRequested(u16 peer_id,core::list<TextureRequest> tosend
Something random
*/
void Server::HandlePlayerHP(Player *player, s16 damage)
void Server::DiePlayer(Player *player)
{
ServerRemotePlayer *srp = static_cast<ServerRemotePlayer*>(player);
if(srp->m_respawn_active)
return;
if(player->hp > damage)
{
if(damage != 0){
player->hp -= damage;
SendPlayerHP(player);
}
return;
}
infostream<<"Server::HandlePlayerHP(): Player "
infostream<<"Server::DiePlayer(): Player "
<<player->getName()<<" dies"<<std::endl;
player->hp = 0;
srp->setHP(0);
// Trigger scripted stuff
scriptapi_on_dieplayer(m_lua, srp);
@ -3999,24 +4001,13 @@ void Server::HandlePlayerHP(Player *player, s16 damage)
}
SendPlayerHP(player);
RemoteClient *client = getClient(player->peer_id);
if(client->net_proto_version >= 3)
{
SendDeathscreen(m_con, player->peer_id, false, v3f(0,0,0));
srp->m_removed = true;
srp->m_respawn_active = true;
}
else
{
RespawnPlayer(player);
}
SendDeathscreen(m_con, player->peer_id, false, v3f(0,0,0));
}
void Server::RespawnPlayer(Player *player)
{
player->hp = 20;
ServerRemotePlayer *srp = static_cast<ServerRemotePlayer*>(player);
srp->setHP(20);
bool repositioned = scriptapi_on_respawnplayer(m_lua, srp);
if(!repositioned){
v3f pos = findSpawnPos(m_env->getServerMap());
@ -4268,6 +4259,14 @@ ServerRemotePlayer *Server::emergePlayer(const char *name, u16 peer_id)
// Got one.
player->peer_id = peer_id;
// Re-add player to environment
if(player->m_removed)
{
player->m_removed = false;
player->setId(0);
m_env->addActiveObject(player);
}
// Reset inventory to creative if in creative mode
if(g_settings->getBool("creative_mode"))
{
@ -4305,12 +4304,13 @@ ServerRemotePlayer *Server::emergePlayer(const char *name, u16 peer_id)
v3f pos = findSpawnPos(m_env->getServerMap());
player = new ServerRemotePlayer(m_env, pos, peer_id, name);
ServerRemotePlayer *srp = static_cast<ServerRemotePlayer*>(player);
/* Add player to environment */
m_env->addPlayer(player);
m_env->addActiveObject(srp);
/* Run scripts */
ServerRemotePlayer *srp = static_cast<ServerRemotePlayer*>(player);
scriptapi_on_newplayer(m_lua, srp);
/* Add stuff to inventory */