sneaking bug fixing

master
Perttu Ahola 2011-02-14 16:11:28 +02:00
parent 607f548712
commit d34c19f553
1 changed files with 33 additions and 21 deletions

View File

@ -337,7 +337,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
Make it a bit larger than the maximum distance of movement Make it a bit larger than the maximum distance of movement
*/ */
//f32 d = pos_max_d * 1.1; //f32 d = pos_max_d * 1.1;
// A fairly large value in here makes moving much smoother // A fairly large value in here makes moving smoother
f32 d = 0.15*BS; f32 d = 0.15*BS;
// This should always apply, otherwise there are glitches // This should always apply, otherwise there are glitches
@ -418,9 +418,9 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++) for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
{ {
try{ try{
if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false){ // Player collides into walkable nodes
if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false)
continue; continue;
}
} }
catch(InvalidPositionException &e) catch(InvalidPositionException &e)
{ {
@ -533,24 +533,24 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
} // xyz } // xyz
/* /*
//Check the neighbors of m_sneak_node that are closer to Check the nodes under the player to see from which node the
//the player. If walkable, set m_sneak_node to such. player is sneaking from, if any.
Check the nodes under the player to see if the player can
sneak.
*/ */
{ {
v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0)); v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
v2f player_p2df(position.X, position.Z); v2f player_p2df(position.X, position.Z);
f32 min_distance_f = 100000.0*BS; f32 min_distance_f = 100000.0*BS;
if(m_sneak_node_exists) // If already seeking from some node, compare to it.
/*if(m_sneak_node_exists)
{ {
v3f sneaknode_pf = intToFloat(m_sneak_node); v3f sneaknode_pf = intToFloat(m_sneak_node);
v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z); v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df); f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y); f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
// Ignore if player is not on the same level (likely dropped)
if(d_vert_f < 0.15*BS) if(d_vert_f < 0.15*BS)
min_distance_f = d_horiz_f; min_distance_f = d_horiz_f;
} }*/
v3s16 new_sneak_node = m_sneak_node; v3s16 new_sneak_node = m_sneak_node;
for(s16 x=-1; x<=1; x++) for(s16 x=-1; x<=1; x++)
for(s16 z=-1; z<=1; z++) for(s16 z=-1; z<=1; z++)
@ -564,12 +564,16 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
fabs(player_p2df.Y-node_p2df.Y)); fabs(player_p2df.Y-node_p2df.Y));
if(distance_f > min_distance_f || if(distance_f > min_distance_f ||
max_axis_distance_f > sneak_max+0.1*BS) max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
continue; continue;
try{ try{
// The node to be sneaked on has to be walkable
if(content_walkable(map.getNode(p).d) == false) if(content_walkable(map.getNode(p).d) == false)
continue; continue;
// And the node above it has to be nonwalkable
if(content_walkable(map.getNode(p+v3s16(0,1,0)).d) == true)
continue;
} }
catch(InvalidPositionException &e) catch(InvalidPositionException &e)
{ {
@ -580,19 +584,27 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
new_sneak_node = p; new_sneak_node = p;
} }
m_sneak_node = new_sneak_node; bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
m_sneak_node_exists = (min_distance_f < 100000.0*BS*0.9);
if(control.sneak && m_sneak_node_exists)
{
if(sneak_node_found)
m_sneak_node = new_sneak_node;
}
else
{
m_sneak_node = new_sneak_node;
m_sneak_node_exists = sneak_node_found;
}
/*
If sneaking, the player's collision box can be in air, so
this has to be set explicitly
*/
if(sneak_node_found && control.sneak)
touching_ground = true;
} }
/*
If sneaking, the player's collision box can be in air, so
this has to be set explicitly
NOTE: Not allowed, because jumping in the situation can drop
the player
*/
/*if(m_sneak_node_exists)
touching_ground = true;*/
/* /*
Set new position Set new position
*/ */