Better player damage prevention when falling on unloaded blocks, not involving getting stuck in there.

This commit is contained in:
Perttu Ahola 2011-10-16 18:45:17 +03:00
parent 0bf533f753
commit 369177aa80
3 changed files with 12 additions and 27 deletions

@ -1671,11 +1671,6 @@ void ClientEnvironment::step(float dtime)
*/
bool is_climbing = lplayer->is_climbing;
/*
Check if the player is frozen (don't apply physics)
*/
bool is_frozen = lplayer->is_frozen;
f32 player_speed = 0.001; // just some small value
player_speed = lplayer->getSpeed().getLength();
@ -1733,7 +1728,7 @@ void ClientEnvironment::step(float dtime)
v3f lplayerpos = lplayer->getPosition();
// Apply physics
if(free_move == false && is_climbing == false && is_frozen == false)
if(free_move == false && is_climbing == false)
{
// Gravity
v3f speed = lplayer->getSpeed();
@ -1767,7 +1762,7 @@ void ClientEnvironment::step(float dtime)
while(dtime_downcount > 0.001);
//std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
for(core::list<CollisionInfo>::Iterator
i = player_collisions.begin();
i != player_collisions.end(); i++)

@ -33,7 +33,6 @@ Player::Player():
in_water_stable(false),
is_climbing(false),
swimming_up(false),
is_frozen(false),
inventory_backup(NULL),
craftresult_is_preview(true),
hp(20),
@ -335,19 +334,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
/*
Calculate new position
*/
if(is_frozen) {
// Still move very slowly so as not to feel all completely stuck
position += m_speed * dtime * 0.001;
}
else {
position += m_speed * dtime;
}
position += m_speed * dtime;
/*
If the player enters an unloaded chunk this is set to true.
*/
is_frozen = false;
// Skip collision detection if a special movement mode is used
bool free_move = g_settings->getBool("free_move");
if(free_move)
@ -505,6 +493,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
<<"):"<<std::endl;*/
bool standing_on_unloaded = false;
/*
Go through every node around the player
*/
@ -512,6 +502,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
{
bool is_unloaded = false;
try{
// Player collides into walkable nodes
if(content_walkable(map.getNode(v3s16(x,y,z)).getContent()) == false)
@ -519,11 +510,9 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
}
catch(InvalidPositionException &e)
{
if(!is_frozen) {
// freeze when entering unloaded areas
is_frozen = true;
}
continue;
is_unloaded = true;
// Doing nothing here will block the player from
// walking over map borders
}
core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
@ -546,6 +535,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
&& nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
){
touching_ground = true;
if(is_unloaded)
standing_on_unloaded = true;
}
// If player doesn't intersect with node, ignore node.
@ -727,7 +718,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
if(collision_info)
{
// Report fall collision
if(old_speed.Y < m_speed.Y - 0.1)
if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
{
CollisionInfo info;
info.t = COLLISION_FALL;

@ -150,7 +150,6 @@ public:
bool in_water_stable;
bool is_climbing;
bool swimming_up;
bool is_frozen;
u8 light;