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authorGargaj <gargaj@conspiracy.hu>2015-11-10 14:02:07 +0100
committerGargaj <gargaj@conspiracy.hu>2015-12-13 15:16:15 +0100
commit66e65898838e3d5d40dfb225fd6c34f0f354b2e3 (patch)
tree159a72d2f877d4672d1a633853584c5b5e723f21 /src/Entities/Player.cpp
parentMerge pull request #2743 from SafwatHalaby/wart (diff)
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Diffstat (limited to 'src/Entities/Player.cpp')
-rw-r--r--src/Entities/Player.cpp97
1 files changed, 0 insertions, 97 deletions
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp
index 3bea60af7..33ded6ab9 100644
--- a/src/Entities/Player.cpp
+++ b/src/Entities/Player.cpp
@@ -55,8 +55,6 @@ cPlayer::cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName) :
m_FoodSaturationLevel(5.0),
m_FoodTickTimer(0),
m_FoodExhaustionLevel(0.0),
- m_LastGroundHeight(0),
- m_bTouchGround(false),
m_Stance(0.0),
m_Inventory(*this),
m_EnderChestContents(9, 3),
@@ -451,101 +449,6 @@ void cPlayer::SetTouchGround(bool a_bTouchGround)
return;
}
- /* Not pretty looking, and is more suited to wherever server-sided collision detection is implemented.
- The following condition sets on-ground-ness if
- The player isn't swimming or flying (client hardcoded conditions) and
- they're on a block (Y is exact) - ensure any they could be standing on (including on the edges) is solid or
- they're on a slab (Y significand is 0.5) - ditto with slab check
- they're on a snow layer (Y divisible by 0.125) - ditto with snow layer check
- */
-
- static const auto HalfWidth = GetWidth() / 2;
- static const auto EPS = 0.0001;
-
- /* Since swimming is decided in a tick and is asynchronous to this, we have to check for dampeners ourselves.
- The behaviour as of 1.8.8 is the following:
- - Landing in water alleviates all fall damage
- - Passing through any liquid (water + lava) and cobwebs "slows" the player down,
- i.e. resets the fall distance to that block, but only after checking for fall damage
- (this means that plummeting into lava will still kill the player via fall damage, although cobwebs
- will slow players down enough to have multiple updates that keep them alive)
-
- With this in mind, we first check the block at the player's feet, and decide which behaviour we want to go with.
- */
- BLOCKTYPE BlockAtFoot = (cChunkDef::IsValidHeight(GetPosY())) ? GetWorld()->GetBlock(POS_TOINT) : E_BLOCK_AIR;
- bool IsFootInWater = IsBlockWater(BlockAtFoot);
- bool IsFootInLiquid = IsFootInWater || IsBlockLava(BlockAtFoot) || (BlockAtFoot == E_BLOCK_COBWEB); // okay so cobweb is not _technically_ a liquid...
-
- if (
- !IsFlying() &&
- (
- (
- (cChunkDef::IsValidHeight(GetPosY()) && ((GetPosY() - POSY_TOINT) <= EPS)) &&
- (
- cBlockInfo::IsSolid(GetWorld()->GetBlock((GetPosition() + Vector3d(0, -1, 0)).Floor())) ||
- cBlockInfo::IsSolid(GetWorld()->GetBlock((GetPosition() + Vector3d(HalfWidth, -1, 0)).Floor())) ||
- cBlockInfo::IsSolid(GetWorld()->GetBlock((GetPosition() + Vector3d(-HalfWidth, -1, 0)).Floor())) ||
- cBlockInfo::IsSolid(GetWorld()->GetBlock((GetPosition() + Vector3d(0, -1, HalfWidth)).Floor())) ||
- cBlockInfo::IsSolid(GetWorld()->GetBlock((GetPosition() + Vector3d(0, -1, -HalfWidth)).Floor()))
- )
- ) ||
- (
- (cChunkDef::IsValidHeight(GetPosY()) && (GetPosY() >= POSY_TOINT) && ((GetPosY() - (POSY_TOINT + 0.5)) <= EPS)) &&
- (
- cBlockSlabHandler::IsAnySlabType(GetWorld()->GetBlock((GetPosition() + Vector3d(0, 0, 0)).Floor())) ||
- cBlockSlabHandler::IsAnySlabType(GetWorld()->GetBlock((GetPosition() + Vector3d(HalfWidth, 0, 0)).Floor())) ||
- cBlockSlabHandler::IsAnySlabType(GetWorld()->GetBlock((GetPosition() + Vector3d(-HalfWidth, 0, 0)).Floor())) ||
- cBlockSlabHandler::IsAnySlabType(GetWorld()->GetBlock((GetPosition() + Vector3d(0, 0, HalfWidth)).Floor())) ||
- cBlockSlabHandler::IsAnySlabType(GetWorld()->GetBlock((GetPosition() + Vector3d(0, 0, -HalfWidth)).Floor()))
- )
- ) ||
- (
- (cChunkDef::IsValidHeight(GetPosY()) && (fmod(GetPosY(), 0.125) <= EPS)) &&
- (
- (GetWorld()->GetBlock((GetPosition() + Vector3d(0, 0, 0)).Floor()) == E_BLOCK_SNOW) ||
- (GetWorld()->GetBlock((GetPosition() + Vector3d(HalfWidth, 0, 0)).Floor()) == E_BLOCK_SNOW) ||
- (GetWorld()->GetBlock((GetPosition() + Vector3d(-HalfWidth, 0, 0)).Floor()) == E_BLOCK_SNOW) ||
- (GetWorld()->GetBlock((GetPosition() + Vector3d(0, 0, HalfWidth)).Floor()) == E_BLOCK_SNOW) ||
- (GetWorld()->GetBlock((GetPosition() + Vector3d(0, 0, -HalfWidth)).Floor()) == E_BLOCK_SNOW)
- )
- )
- )
- )
- {
- auto Damage = static_cast<int>(m_LastGroundHeight - GetPosY() - 3.0);
- if ((Damage > 0) && !IsFootInWater)
- {
- // cPlayer makes sure damage isn't applied in creative, no need to check here
- TakeDamage(dtFalling, nullptr, Damage, Damage, 0);
-
- // Fall particles
- Damage = std::min(15, Damage);
- GetClientHandle()->SendParticleEffect(
- "blockdust",
- GetPosition(),
- { 0, 0, 0 },
- (Damage - 1.f) * ((0.3f - 0.1f) / (15.f - 1.f)) + 0.1f, // Map damage (1 - 15) to particle speed (0.1 - 0.3)
- static_cast<int>((Damage - 1.f) * ((50.f - 20.f) / (15.f - 1.f)) + 20.f), // Map damage (1 - 15) to particle quantity (20 - 50)
- { { GetWorld()->GetBlock(POS_TOINT - Vector3i(0, 1, 0)), 0 } }
- );
- }
-
- m_bTouchGround = true;
- m_LastGroundHeight = GetPosY();
- }
- else
- {
- m_bTouchGround = false;
- }
-
- /* Note: it is currently possible to fall through lava and still die from fall damage
- because of the client skipping an update about the lava block. This can only be resolved by
- interpolating between positions. */
- if (IsFlying() || IsFootInLiquid || IsClimbing())
- {
- m_LastGroundHeight = GetPosY();
- }
-
UNUSED(a_bTouchGround);
/* Unfortunately whatever the reason, there are still desyncs in on-ground status between the client and server. For example:
1. Walking off a ledge (whatever height)