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-rw-r--r--src/Entities/Player.cpp107
-rw-r--r--src/Entities/Player.h2
2 files changed, 82 insertions, 27 deletions
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp
index 804a92284..f4e7eee44 100644
--- a/src/Entities/Player.cpp
+++ b/src/Entities/Player.cpp
@@ -251,36 +251,11 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
// Handle a frozen player
if (m_IsFrozen)
{
- m_FreezeCounter += 1;
- if (!m_IsManuallyFrozen && a_Chunk.IsValid())
- {
- // If the player was automatically frozen, unfreeze if the chunk the player is inside is loaded
- Unfreeze();
- }
- else
- {
- // If the player was externally / manually frozen (plugin, etc.) or if the chunk isn't loaded yet:
- // 1. Set the location to m_FrozenPosition every tick.
- // 2. Zero out the speed every tick.
- // 3. Send location updates every 60 ticks.
- SetPosition(m_FrozenPosition);
- SetSpeed(0, 0, 0);
- if (m_FreezeCounter % 60 == 0)
- {
- BroadcastMovementUpdate(m_ClientHandle.get());
- m_ClientHandle->SendPlayerPosition();
- }
- return;
- }
- }
-
- if (!a_Chunk.IsValid())
- {
- FreezeInternal(GetPosition(), false);
- // This may happen if the cPlayer is created before the chunks have the chance of being loaded / generated (#83)
return;
}
+ ASSERT(a_Chunk.IsValid());
+
super::Tick(a_Dt, a_Chunk);
// Handle charging the bow:
@@ -339,6 +314,79 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
+void cPlayer::TickFreezeCode(bool a_MyChunkIsSent)
+{
+ // This function is ticked by the player's client handle. This ensures it always ticks, even if the player
+ // is standing in an unloaded chunk, unlike cPlayer::Tick. We need this because the freeze handling code must
+ // also tick in unloaded chunks.
+ if (m_IsFrozen)
+ {
+ m_FreezeCounter += 1;
+ if ((!m_IsManuallyFrozen) && (a_MyChunkIsSent))
+ {
+ cWorld::cLock Lock(*GetWorld());
+ // If the player was automatically frozen, unfreeze if the chunk the player is inside is loaded
+ Unfreeze();
+
+ // Pull the player out of any solids that might have loaded on them.
+ PREPARE_REL_AND_CHUNK(GetPosition(), *(GetParentChunk()));
+ if (RelSuccess)
+ {
+ int NewY = Rel.y;
+ if (NewY < 0)
+ {
+ NewY = 0;
+ }
+ while (NewY < cChunkDef::Height - 2)
+ {
+ // If we find a position with enough space for the player
+ if (
+ (Chunk->GetBlock(Rel.x, NewY, Rel.z) == E_BLOCK_AIR) &&
+ (Chunk->GetBlock(Rel.x, NewY + 1, Rel.z) == E_BLOCK_AIR)
+ )
+ {
+ // If the found position is not the same as the original
+ if (NewY != Rel.y)
+ {
+ SetPosition(GetPosition().x, NewY, GetPosition().z);
+ GetClientHandle()->SendPlayerPosition();
+ }
+ break;
+ }
+ ++NewY;
+ }
+ }
+ }
+ else
+ {
+ // If the player was externally / manually frozen (plugin, etc.) or if the chunk isn't loaded yet:
+ // 1. Set the location to m_FrozenPosition every tick.
+ // 2. Zero out the speed every tick.
+ // 3. Send location updates every 60 ticks.
+
+ if ((m_FreezeCounter % 60 == 0) || ((m_FrozenPosition - GetPosition()).SqrLength() > 2 * 2))
+ {
+ SetPosition(m_FrozenPosition);
+ SetSpeed(0, 0, 0);
+ BroadcastMovementUpdate(m_ClientHandle.get());
+ m_ClientHandle->SendPlayerPosition();
+ }
+ return;
+ }
+ }
+ else
+ {
+ if (!a_MyChunkIsSent)
+ {
+ FreezeInternal(GetPosition(), false);
+ }
+ }
+}
+
+
+
+
+
int cPlayer::CalcLevelFromXp(int a_XpTotal)
{
// level 0 to 15
@@ -1392,6 +1440,7 @@ void cPlayer::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ)
if (!cRoot::Get()->GetPluginManager()->CallHookEntityTeleport(*this, m_LastPosition, Vector3d(a_PosX, a_PosY, a_PosZ)))
{
SetPosition(a_PosX, a_PosY, a_PosZ);
+ FreezeInternal(GetPosition(), false);
m_LastGroundHeight = static_cast<float>(a_PosY);
m_bIsTeleporting = true;
@@ -1746,6 +1795,9 @@ bool cPlayer::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d
return false;
}
+ // The clienthandle caches the coords of the chunk we're standing at. Invalidate this.
+ GetClientHandle()->InvalidateCachedSentChunk();
+
// Prevent further ticking in this world
SetIsTicking(false);
@@ -1757,6 +1809,7 @@ bool cPlayer::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d
// Set position to the new position
SetPosition(a_NewPosition);
+ FreezeInternal(a_NewPosition, false);
// Stop all mobs from targeting this player
StopEveryoneFromTargetingMe();
diff --git a/src/Entities/Player.h b/src/Entities/Player.h
index fae0e6177..777a533c9 100644
--- a/src/Entities/Player.h
+++ b/src/Entities/Player.h
@@ -50,6 +50,8 @@ public:
virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
+ void TickFreezeCode(bool a_MyChunkIsSent);
+
virtual void HandlePhysics(std::chrono::milliseconds a_Dt, cChunk &) override { UNUSED(a_Dt); }
/** Returns the currently equipped weapon; empty item if none */