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https://github.com/luanti-org/luanti.git
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added player link support
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parent
14a64000ea
commit
c17133d80a
6 changed files with 157 additions and 89 deletions
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@ -18,12 +18,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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*/
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#include "content_cao.h"
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#include "clientlinkableobject.h"
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/*
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PlayerCAO
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*/
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class PlayerCAO : public ClientActiveObject
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class PlayerCAO : public ClientActiveObject, public ClientLinkableObject
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{
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private:
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core::aabbox3d<f32> m_selection_box;
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@ -212,8 +213,10 @@ public:
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void step(float dtime, ClientEnvironment *env)
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{
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pos_translator.translate(dtime);
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updateNodePos();
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if(!isLinked()) {
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pos_translator.translate(dtime);
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updateNodePos();
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}
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if(m_damage_visual_timer > 0){
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m_damage_visual_timer -= dtime;
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@ -252,6 +255,11 @@ public:
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m_damage_visual_timer = 0.5;
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updateTextures("^[brighten");
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}
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else if (handleLinkUnlinkMessages(cmd,&is,this->m_env))
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{
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//Link unlink already done in handleLinkUnlinkMessages!
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}
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}
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void updateTextures(const std::string &mod)
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@ -277,6 +285,27 @@ public:
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}
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}
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}
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void setPosition(v3f toset, float dtime){
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if (isLinked()) {
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this->m_position = toset + this->m_linkOffset;
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pos_translator.update(this->m_position,false);
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updateNodePos();
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if(m_is_local_player) {
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m_local_player->setPosition(this->m_position);
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}
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}
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else {
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errorstream<<"Got linked position update but not linked"<< std::endl;
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}
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}
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void updateLinkState(bool value) {
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if(m_is_local_player) {
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m_local_player->Link(value);
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}
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}
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inline v3f getPosition() { return m_position; }
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@ -1890,6 +1890,7 @@ void ClientEnvironment::step(float dtime)
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Get the speed the player is going
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*/
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bool is_climbing = lplayer->is_climbing;
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bool linked = lplayer->m_linked;
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f32 player_speed = lplayer->getSpeed().getLength();
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@ -1918,96 +1919,98 @@ void ClientEnvironment::step(float dtime)
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/*
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Stuff that has a maximum time increment
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*/
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//TODO at this position possibly a better solution is required!
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if (!linked) {
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u32 loopcount = 0;
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do
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{
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loopcount++;
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u32 loopcount = 0;
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do
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{
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loopcount++;
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f32 dtime_part;
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if(dtime_downcount > dtime_max_increment)
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{
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dtime_part = dtime_max_increment;
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dtime_downcount -= dtime_part;
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}
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else
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{
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dtime_part = dtime_downcount;
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/*
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Setting this to 0 (no -=dtime_part) disables an infinite loop
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when dtime_part is so small that dtime_downcount -= dtime_part
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does nothing
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*/
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dtime_downcount = 0;
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}
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/*
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Handle local player
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*/
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{
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v3f lplayerpos = lplayer->getPosition();
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// Apply physics
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if(free_move == false && is_climbing == false)
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f32 dtime_part;
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if(dtime_downcount > dtime_max_increment)
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{
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// Gravity
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v3f speed = lplayer->getSpeed();
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if(lplayer->swimming_up == false)
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speed.Y -= 9.81 * BS * dtime_part * 2;
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// Water resistance
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if(lplayer->in_water_stable || lplayer->in_water)
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{
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f32 max_down = 2.0*BS;
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if(speed.Y < -max_down) speed.Y = -max_down;
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f32 max = 2.5*BS;
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if(speed.getLength() > max)
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{
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speed = speed / speed.getLength() * max;
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}
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}
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lplayer->setSpeed(speed);
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dtime_part = dtime_max_increment;
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dtime_downcount -= dtime_part;
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}
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else
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{
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dtime_part = dtime_downcount;
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/*
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Setting this to 0 (no -=dtime_part) disables an infinite loop
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when dtime_part is so small that dtime_downcount -= dtime_part
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does nothing
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*/
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dtime_downcount = 0;
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}
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/*
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Move the lplayer.
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This also does collision detection.
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Handle local player
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*/
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lplayer->move(dtime_part, *m_map, position_max_increment,
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&player_collisions);
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}
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}
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while(dtime_downcount > 0.001);
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//std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
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for(core::list<CollisionInfo>::Iterator
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i = player_collisions.begin();
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i != player_collisions.end(); i++)
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{
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CollisionInfo &info = *i;
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if(info.t == COLLISION_FALL)
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{
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//f32 tolerance = BS*10; // 2 without damage
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f32 tolerance = BS*12; // 3 without damage
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f32 factor = 1;
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if(info.speed > tolerance)
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{
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f32 damage_f = (info.speed - tolerance)/BS*factor;
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u16 damage = (u16)(damage_f+0.5);
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if(lplayer->hp > damage)
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lplayer->hp -= damage;
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else
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lplayer->hp = 0;
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v3f lplayerpos = lplayer->getPosition();
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ClientEnvEvent event;
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event.type = CEE_PLAYER_DAMAGE;
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event.player_damage.amount = damage;
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event.player_damage.send_to_server = true;
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m_client_event_queue.push_back(event);
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// Apply physics
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if(free_move == false && is_climbing == false)
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{
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// Gravity
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v3f speed = lplayer->getSpeed();
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if(lplayer->swimming_up == false)
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speed.Y -= 9.81 * BS * dtime_part * 2;
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// Water resistance
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if(lplayer->in_water_stable || lplayer->in_water)
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{
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f32 max_down = 2.0*BS;
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if(speed.Y < -max_down) speed.Y = -max_down;
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f32 max = 2.5*BS;
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if(speed.getLength() > max)
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{
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speed = speed / speed.getLength() * max;
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}
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}
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lplayer->setSpeed(speed);
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}
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/*
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Move the lplayer.
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This also does collision detection.
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*/
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lplayer->move(dtime_part, *m_map, position_max_increment,
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&player_collisions);
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}
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}
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while(dtime_downcount > 0.001);
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//std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
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for(core::list<CollisionInfo>::Iterator
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i = player_collisions.begin();
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i != player_collisions.end(); i++)
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{
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CollisionInfo &info = *i;
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if(info.t == COLLISION_FALL)
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{
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//f32 tolerance = BS*10; // 2 without damage
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f32 tolerance = BS*12; // 3 without damage
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f32 factor = 1;
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if(info.speed > tolerance)
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{
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f32 damage_f = (info.speed - tolerance)/BS*factor;
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u16 damage = (u16)(damage_f+0.5);
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if(lplayer->hp > damage)
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lplayer->hp -= damage;
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else
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lplayer->hp = 0;
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ClientEnvEvent event;
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event.type = CEE_PLAYER_DAMAGE;
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event.player_damage.amount = damage;
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event.player_damage.send_to_server = true;
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m_client_event_queue.push_back(event);
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}
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}
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}
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}
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@ -183,7 +183,8 @@ void Player::deSerialize(std::istream &is)
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LocalPlayer::LocalPlayer(IGameDef *gamedef):
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Player(gamedef),
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m_sneak_node(32767,32767,32767),
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m_sneak_node_exists(false)
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m_sneak_node_exists(false),
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m_linked(false)
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{
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// Initialize hp to 0, so that no hearts will be shown if server
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// doesn't support health points
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@ -251,6 +251,13 @@ public:
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PlayerControl control;
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inline void Link(bool value) {
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m_linked = value;
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}
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bool m_linked;
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private:
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// This is used for determining the sneaking range
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v3s16 m_sneak_node;
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@ -101,13 +101,17 @@ void ServerRemotePlayer::step(float dtime, bool send_recommended)
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if(send_recommended == false)
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return;
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if(isLinked())
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return;
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if(m_position_not_sent)
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{
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m_position_not_sent = false;
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std::ostringstream os(std::ios::binary);
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// command (0 = update position)
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writeU8(os, 0);
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writeU8(os,AO_Message_type::SetPosition );
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// pos
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writeV3F1000(os, getPosition());
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// yaw
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@ -173,7 +177,7 @@ void ServerRemotePlayer::punch(ServerActiveObject *puncher,
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{
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std::ostringstream os(std::ios::binary);
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// command (1 = punched)
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writeU8(os, 1);
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writeU8(os, AO_Message_type::Punched);
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// damage
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writeS16(os, hitprop.hp);
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// create message and add to list
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@ -323,4 +327,24 @@ s16 ServerRemotePlayer::getHP()
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return hp;
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}
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bool ServerRemotePlayer::sendLinkMsg(ServerActiveObject* parent,v3f offset) {
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std::ostringstream os(std::ios::binary);
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writeU8(os, AO_Message_type::Link);
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// parameters
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writeU16(os, parent->getId());
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writeV3F1000(os, offset);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, os.str());
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m_messages_out.push_back(aom);
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return true;
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}
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bool ServerRemotePlayer::sendUnlinkMsg() {
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std::ostringstream os(std::ios::binary);
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writeU8(os, AO_Message_type::UnLink);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, os.str());
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m_messages_out.push_back(aom);
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return true;
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}
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@ -22,13 +22,14 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "player.h"
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#include "serverobject.h"
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#include "serverlinkableobject.h"
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#include "content_object.h" // Object type IDs
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/*
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Player on the server
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*/
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class ServerRemotePlayer : public Player, public ServerActiveObject
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class ServerRemotePlayer : public Player, public ServerActiveObject, public ServerLinkableObject
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{
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public:
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ServerRemotePlayer(ServerEnvironment *env);
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@ -97,6 +98,9 @@ public:
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// Incremented by step(), read and reset by Server
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float m_time_from_last_punch;
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bool sendLinkMsg(ServerActiveObject* parent,v3f offset);
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bool sendUnlinkMsg();
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private:
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bool m_position_not_sent;
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};
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