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authorLars Müller <34514239+appgurueu@users.noreply.github.com>2021-10-20 21:51:21 +0200
committerGitHub <noreply@github.com>2021-10-20 21:51:21 +0200
commit0d345dc1bd56068b8d40f8ff712a9263c6ff7517 (patch)
tree3558b64dc2fefc38b3592bc75ce813f80123b23d /src/network/clientpackethandler.cpp
parent86b44ecd8280d8304aa26a600fc004d40a970020 (diff)
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Fix view bobbing not resetting when resting
partially fixes #11694, also fixes #11692
Diffstat (limited to 'src/network/clientpackethandler.cpp')
0 files changed, 0 insertions, 0 deletions
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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2013-2020 Minetest core developers & community

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "player_sao.h"
#include "nodedef.h"
#include "remoteplayer.h"
#include "scripting_server.h"
#include "server.h"
#include "serverenvironment.h"

PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, session_t peer_id_,
		bool is_singleplayer):
	UnitSAO(env_, v3f(0,0,0)),
	m_player(player_),
	m_peer_id(peer_id_),
	m_is_singleplayer(is_singleplayer)
{
	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.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 = 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.colors.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
	m_prop.is_visible = true;
	m_prop.backface_culling = false;
	m_prop.makes_footstep_sound = true;
	m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
	m_prop.show_on_minimap = 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;

	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;
}

v3f PlayerSAO::getEyeOffset() const
{
	return v3f(0, BS * m_prop.eye_height, 0);
}

std::string PlayerSAO::getDescription()
{
	return std::string("player ") + m_player->getName();
}

// Called after id has been set and has been inserted in environment
void PlayerSAO::addedToEnvironment(u32 dtime_s)
{
	ServerActiveObject::addedToEnvironment(dtime_s);
	ServerActiveObject::setBasePosition(m_base_position);
	m_player->setPlayerSAO(this);
	m_player->setPeerId(m_peer_id);
	m_last_good_position = m_base_position;
}

// Called before removing from environment
void PlayerSAO::removingFromEnvironment()
{
	ServerActiveObject::removingFromEnvironment();
	if (m_player->getPlayerSAO() == this) {
		unlinkPlayerSessionAndSave();
		for (u32 attached_particle_spawner : m_attached_particle_spawners) {
			m_env->deleteParticleSpawner(attached_particle_spawner, false);
		}
	}
}

std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
{
	std::ostringstream os(std::ios::binary);

	// Protocol >= 15
	writeU8(os, 1); // version
	os << serializeString16(m_player->getName()); // name
	writeU8(os, 1); // is_player
	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 << serializeString32(getPropertyPacket()); // message 1
	msg_os << serializeString32(generateUpdateArmorGroupsCommand()); // 2
	msg_os << serializeString32(generateUpdateAnimationCommand()); // 3
	for (const auto &bone_pos : m_bone_position) {
		msg_os << serializeString32(generateUpdateBonePositionCommand(
			bone_pos.first, bone_pos.second.X, bone_pos.second.Y)); // 3 + N
	}
	msg_os << serializeString32(generateUpdateAttachmentCommand()); // 4 + m_bone_position.size
	msg_os << serializeString32(generateUpdatePhysicsOverrideCommand()); // 5 + m_bone_position.size

	int message_count = 5 + m_bone_position.size();

	for (const auto &id : getAttachmentChildIds()) {
		if (ServerActiveObject *obj = m_env->getActiveObject(id)) {
			message_count++;
			msg_os << serializeString32(obj->generateUpdateInfantCommand(
				id, protocol_version));
		}
	}

	writeU8(os, message_count);
	std::string serialized = msg_os.str();
	os.write(serialized.c_str(), serialized.size());

	// return result
	return os.str();
}

void PlayerSAO::getStaticData(std::string * result) const
{
	FATAL_ERROR("Obsolete function");
}

void PlayerSAO::step(float dtime, bool send_recommended)
{
	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().getNode(p);
		const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
		// If node generates drown
		if (c.drowning > 0 && m_hp > 0) {
			if (m_breath > 0)
				setBreath(m_breath - 1);

			// No more breath, damage player
			if (m_breath == 0) {
				PlayerHPChangeReason reason(PlayerHPChangeReason::DROWNING);
				setHP(m_hp - c.drowning, reason);
				m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
			}
		}
	}

	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().getNode(p);
		const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
		// If player is alive & not drowning & not in ignore & not immortal, breathe