fixed bug in sneaking

pull/1/head
Perttu Ahola 2011-02-14 11:43:42 +02:00
parent 32a29489f3
commit b1defb4def
3 changed files with 40 additions and 32 deletions

View File

@ -4466,9 +4466,6 @@ MapBlock * ServerMap::emergeBlock(
/*
This will create or load a sector if not found in memory.
If block exists on disk, it will be loaded.
NOTE: On old save formats, this will be slow, as it generates
lighting on blocks for them.
*/
ServerMapSector *sector;
try{

View File

@ -260,7 +260,8 @@ void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
*/
LocalPlayer::LocalPlayer():
m_last_walked_node(32767,32767,32767)
m_sneak_node(32767,32767,32767),
m_sneak_node_exists(false)
{
}
@ -359,10 +360,10 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
If sneaking, keep in range from the last walked node and don't
fall off from it
*/
if(control.sneak)
if(control.sneak && m_sneak_node_exists)
{
f32 maxd = 0.5*BS + sneak_max;
v3f lwn_f = intToFloat(m_last_walked_node);
v3f lwn_f = intToFloat(m_sneak_node);
position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
@ -532,40 +533,40 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
} // xyz
/*
If there is a walkable node directly under the player, save
the position of it.
*/
try{
v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
if(content_walkable(map.getNode(pos_i_bottom).d))
{
m_last_walked_node = pos_i_bottom;
}
}
catch(InvalidPositionException &e)
{
}
/*
Check the neighbors of m_last_walked_node that are closer to
the player. If walkable, set m_last_walked_node to such.
//Check the neighbors of m_sneak_node that are closer to
//the player. If walkable, set m_sneak_node to such.
Check the nodes under the player to see if the player can
sneak.
*/
{
v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
v3f lastwalkednode_pf = intToFloat(m_last_walked_node);
v2f lastwalkednode_p2df(lastwalkednode_pf.X, lastwalkednode_pf.Z);
v2f player_p2df(position.X, position.Z);
f32 min_distance_f = player_p2df.getDistanceFrom(lastwalkednode_p2df);
v3s16 new_last_walked_node = m_last_walked_node;
f32 min_distance_f = 100000.0*BS;
if(m_sneak_node_exists)
{
v3f sneaknode_pf = intToFloat(m_sneak_node);
v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
if(d_vert_f < 0.15*BS)
min_distance_f = d_horiz_f;
}
v3s16 new_sneak_node = m_sneak_node;
for(s16 x=-1; x<=1; x++)
for(s16 z=-1; z<=1; z++)
{
v3s16 p = m_last_walked_node + v3s16(x,0,z);
v3s16 p = pos_i_bottom + v3s16(x,0,z);
v3f pf = intToFloat(p);
v2f node_p2df(pf.X, pf.Z);
f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
if(distance_f > min_distance_f)
f32 max_axis_distance_f = MYMAX(
fabs(player_p2df.X-node_p2df.X),
fabs(player_p2df.Y-node_p2df.Y));
if(distance_f > min_distance_f ||
max_axis_distance_f > sneak_max+0.1*BS)
continue;
try{
if(content_walkable(map.getNode(p).d) == false)
continue;
@ -576,12 +577,20 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
}
min_distance_f = distance_f;
new_last_walked_node = p;
new_sneak_node = p;
}
m_last_walked_node = new_last_walked_node;
m_sneak_node = new_sneak_node;
m_sneak_node_exists = (min_distance_f < 100000.0*BS*0.9);
}
/*
If sneaking, the player's collision box can be in air, so
this has to be set explicitly
*/
if(m_sneak_node_exists)
touching_ground = true;
/*
Set new position
*/

View File

@ -323,7 +323,9 @@ public:
private:
// This is used for determining the sneaking range
v3s16 m_last_walked_node;
v3s16 m_sneak_node;
// Whether the player is allowed to sneak
bool m_sneak_node_exists;
};
#endif // !SERVER