summaryrefslogtreecommitdiff
path: root/src/player.cpp
diff options
context:
space:
mode:
authorPerttu Ahola <celeron55@gmail.com>2011-10-16 18:45:17 +0300
committerPerttu Ahola <celeron55@gmail.com>2011-10-16 18:45:17 +0300
commit369177aa8015d75f4cb18c65f435efc1f2a9e05a (patch)
tree7c686e54f150a17399d383fa6fd8d57a15ef7653 /src/player.cpp
parent0bf533f7534e84a23b5b9c8a5ca45e67c1cc3f00 (diff)
downloadminetest-369177aa8015d75f4cb18c65f435efc1f2a9e05a.tar.gz
minetest-369177aa8015d75f4cb18c65f435efc1f2a9e05a.tar.bz2
minetest-369177aa8015d75f4cb18c65f435efc1f2a9e05a.zip
Better player damage prevention when falling on unloaded blocks, not involving getting stuck in there.
Diffstat (limited to 'src/player.cpp')
-rw-r--r--src/player.cpp29
1 files changed, 10 insertions, 19 deletions
diff --git a/src/player.cpp b/src/player.cpp
index 6a774251c..732911828 100644
--- a/src/player.cpp
+++ b/src/player.cpp
@@ -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;