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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
parent0bf533f7534e84a23b5b9c8a5ca45e67c1cc3f00 (diff)
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Better player damage prevention when falling on unloaded blocks, not involving getting stuck in there.
-rw-r--r--src/environment.cpp9
-rw-r--r--src/player.cpp29
-rw-r--r--src/player.h1
3 files changed, 12 insertions, 27 deletions
diff --git a/src/environment.cpp b/src/environment.cpp
index d7bbadd05..1d684129d 100644
--- a/src/environment.cpp
+++ b/src/environment.cpp
@@ -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++)
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;
diff --git a/src/player.h b/src/player.h
index ce1001992..a352c1bd9 100644
--- a/src/player.h
+++ b/src/player.h
@@ -150,7 +150,6 @@ public:
bool in_water_stable;
bool is_climbing;
bool swimming_up;
- bool is_frozen;
u8 light;