diff options
Diffstat (limited to '')
-rw-r--r-- | src/Entities/Player.cpp | 107 |
1 files changed, 80 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(); |