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authorTiger Wang <ziwei.tiger@hotmail.co.uk>2015-08-20 18:16:54 +0200
committerTiger Wang <ziwei.tiger@hotmail.co.uk>2015-08-20 18:16:54 +0200
commit7cf741abdeef7579ea3069ca42615e3f868c0194 (patch)
treed50a88d41bf43f0d46481782d50ab8623d287471 /src
parentMerge pull request #2391 from SamJBarney/CropGrowthFix (diff)
parentFixed food drain bugs (diff)
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Diffstat (limited to 'src')
-rw-r--r--src/ClientHandle.cpp38
-rw-r--r--src/ClientHandle.h9
-rw-r--r--src/Color.h2
-rw-r--r--src/Entities/Entity.cpp108
-rw-r--r--src/Entities/Entity.h44
-rw-r--r--src/Entities/Player.cpp258
-rw-r--r--src/Entities/Player.h15
-rw-r--r--src/Protocol/Protocol18x.cpp5
8 files changed, 162 insertions, 317 deletions
diff --git a/src/ClientHandle.cpp b/src/ClientHandle.cpp
index a0fd6cc10..679dd6a46 100644
--- a/src/ClientHandle.cpp
+++ b/src/ClientHandle.cpp
@@ -20,7 +20,6 @@
#include "ChatColor.h"
#include "Items/ItemHandler.h"
#include "Blocks/BlockHandler.h"
-#include "Blocks/BlockSlab.h"
#include "Blocks/BlockBed.h"
#include "Blocks/ChunkInterface.h"
#include "BlockInServerPluginInterface.h"
@@ -760,40 +759,31 @@ void cClientHandle::HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ,
return;
}
- /*
- // TODO: Invalid stance check
- if ((a_PosY >= a_Stance) || (a_Stance > a_PosY + 1.65))
+ Vector3d NewPosition(a_PosX, a_PosY, a_PosZ);
+ Vector3d OldPosition = GetPlayer()->GetPosition();
+ auto PreviousIsOnGround = GetPlayer()->IsOnGround();
+
+ // If the player has moved too far, "repair" them:
+ if ((OldPosition - NewPosition).SqrLength() > 100 * 100)
{
- LOGD("Invalid stance");
+ LOGD("Too far away (%0.2f), \"repairing\" the client", (OldPosition - NewPosition).Length());
SendPlayerMoveLook();
return;
}
- */
-
- // If the player has moved too far, "repair" them:
- Vector3d Pos(a_PosX, a_PosY, a_PosZ);
- if ((m_Player->GetPosition() - Pos).SqrLength() > 100 * 100)
+
+ if (cRoot::Get()->GetPluginManager()->CallHookPlayerMoving(*m_Player, OldPosition, NewPosition))
{
- LOGD("Too far away (%0.2f), \"repairing\" the client", (m_Player->GetPosition() - Pos).Length());
SendPlayerMoveLook();
return;
}
-
- // If a jump just started, process food exhaustion:
- if ((a_PosY > m_Player->GetPosY()) && !a_IsOnGround && m_Player->IsOnGround())
- {
- // we only add this exhaustion if the player is not swimming - otherwise we end up with both jump + swim exhaustion
- if (!m_Player->IsSwimming())
- {
- m_Player->GetStatManager().AddValue(statJumps, 1);
- m_Player->AddFoodExhaustion(m_Player->IsSprinting() ? 0.8 : 0.2);
- }
- }
+ // TODO: should do some checks to see if player is not moving through terrain
+ // TODO: Official server refuses position packets too far away from each other, kicking "hacked" clients; we should, too
- m_Player->MoveTo(Pos);
+ m_Player->SetPosition(NewPosition);
m_Player->SetStance(a_Stance);
m_Player->SetTouchGround(a_IsOnGround);
+ m_Player->UpdateMovementStats(NewPosition - OldPosition, PreviousIsOnGround);
}
@@ -1501,8 +1491,8 @@ void cClientHandle::HandlePlayerLook(float a_Rotation, float a_Pitch, bool a_IsO
void cClientHandle::HandlePlayerMoveLook(double a_PosX, double a_PosY, double a_PosZ, double a_Stance, float a_Rotation, float a_Pitch, bool a_IsOnGround)
{
- HandlePlayerLook(a_Rotation, a_Pitch, a_IsOnGround);
HandlePlayerPos(a_PosX, a_PosY, a_PosZ, a_Stance, a_IsOnGround);
+ HandlePlayerLook(a_Rotation, a_Pitch, a_IsOnGround);
}
diff --git a/src/ClientHandle.h b/src/ClientHandle.h
index a347732cd..b305648cb 100644
--- a/src/ClientHandle.h
+++ b/src/ClientHandle.h
@@ -321,7 +321,14 @@ public: // tolua_export
void HandlePlayerAbilities (bool a_CanFly, bool a_IsFlying, float FlyingSpeed, float WalkingSpeed);
void HandlePlayerLook (float a_Rotation, float a_Pitch, bool a_IsOnGround);
void HandlePlayerMoveLook (double a_PosX, double a_PosY, double a_PosZ, double a_Stance, float a_Rotation, float a_Pitch, bool a_IsOnGround); // While m_bPositionConfirmed (normal gameplay)
- void HandlePlayerPos (double a_PosX, double a_PosY, double a_PosZ, double a_Stance, bool a_IsOnGround);
+
+ /** Verifies and sets player position, performing relevant checks
+ Calls relevant methods to process movement related statistics
+ Requires state of previous position and on-ground status, so must be called when these are still intact
+ */
+ void HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ, double a_Stance, bool a_IsOnGround);
+
+
void HandlePluginMessage (const AString & a_Channel, const AString & a_Message);
void HandleRespawn (void);
void HandleRightClick (int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, const cItem & a_HeldItem);
diff --git a/src/Color.h b/src/Color.h
index 69e6a3f60..57775b0dd 100644
--- a/src/Color.h
+++ b/src/Color.h
@@ -15,7 +15,7 @@ class cColor
{
public:
- enum
+ enum : unsigned int
{
COLOR_MIN = 0,
COLOR_MAX = 255,
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp
index 4bad6b94c..a70ac6d1a 100644
--- a/src/Entities/Entity.cpp
+++ b/src/Entities/Entity.cpp
@@ -38,7 +38,7 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, d
m_bOnGround(false),
m_Gravity(-9.81f),
m_AirDrag(0.02f),
- m_LastPos(a_X, a_Y, a_Z),
+ m_LastPosition(a_X, a_Y, a_Z),
m_IsInitialized(false),
m_WorldTravellingFrom(nullptr),
m_EntityType(a_EntityType),
@@ -57,7 +57,8 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, d
m_TicksAlive(0),
m_HeadYaw(0.0),
m_Rot(0.0, 0.0, 0.0),
- m_Pos(a_X, a_Y, a_Z),
+ m_Position(a_X, a_Y, a_Z),
+ m_LastSentPosition(a_X, a_Y, a_Z),
m_WaterSpeed(0, 0, 0),
m_Mass (0.001), // Default 1g
m_Width(a_Width),
@@ -793,17 +794,7 @@ void cEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
if (m_AttachedTo != nullptr)
{
- Vector3d DeltaPos = m_Pos - m_AttachedTo->GetPosition();
- if (DeltaPos.Length() > 0.5)
- {
- SetPosition(m_AttachedTo->GetPosition());
-
- if (IsPlayer())
- {
- cPlayer * Player = reinterpret_cast<cPlayer *>(this);
- Player->UpdateMovementStats(DeltaPos);
- }
- }
+ SetPosition(m_AttachedTo->GetPosition());
}
else
{
@@ -1692,7 +1683,7 @@ void cEntity::TeleportToEntity(cEntity & a_Entity)
void cEntity::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ)
{
// ask the plugins to allow teleport to the new position.
- if (!cRoot::Get()->GetPluginManager()->CallHookEntityTeleport(*this, m_LastPos, Vector3d(a_PosX, a_PosY, a_PosZ)))
+ if (!cRoot::Get()->GetPluginManager()->CallHookEntityTeleport(*this, m_LastPosition, Vector3d(a_PosX, a_PosY, a_PosZ)))
{
SetPosition(a_PosX, a_PosY, a_PosZ);
m_World->BroadcastTeleportEntity(*this);
@@ -1727,9 +1718,9 @@ void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
}
// TODO: Pickups move disgracefully if relative move packets are sent as opposed to just velocity. Have a system to send relmove only when SetPosXXX() is called with a large difference in position
- int DiffX = FloorC(GetPosX() * 32.0) - FloorC(m_LastPos.x * 32.0);
- int DiffY = FloorC(GetPosY() * 32.0) - FloorC(m_LastPos.y * 32.0);
- int DiffZ = FloorC(GetPosZ() * 32.0) - FloorC(m_LastPos.z * 32.0);
+ int DiffX = FloorC(GetPosX() * 32.0) - FloorC(m_LastSentPosition.x * 32.0);
+ int DiffY = FloorC(GetPosY() * 32.0) - FloorC(m_LastSentPosition.y * 32.0);
+ int DiffZ = FloorC(GetPosZ() * 32.0) - FloorC(m_LastSentPosition.z * 32.0);
if ((DiffX != 0) || (DiffY != 0) || (DiffZ != 0)) // Have we moved?
{
@@ -1746,14 +1737,14 @@ void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
m_World->BroadcastEntityRelMove(*this, static_cast<char>(DiffX), static_cast<char>(DiffY), static_cast<char>(DiffZ), a_Exclude);
}
// Clients seem to store two positions, one for the velocity packet and one for the teleport / relmove packet
- // The latter is only changed with a relmove / teleport, and m_LastPos stores this position
- m_LastPos = GetPosition();
+ // The latter is only changed with a relmove / teleport, and m_LastSentPosition stores this position
+ m_LastSentPosition = GetPosition();
}
else
{
// Too big a movement, do a teleport
m_World->BroadcastTeleportEntity(*this, a_Exclude);
- m_LastPos = GetPosition(); // See above
+ m_LastSentPosition = GetPosition(); // See above
m_bDirtyOrientation = false;
}
}
@@ -1824,16 +1815,6 @@ bool cEntity::IsA(const char * a_ClassName) const
-void cEntity::SetRot(const Vector3f & a_Rot)
-{
- m_Rot = a_Rot;
- m_bDirtyOrientation = true;
-}
-
-
-
-
-
void cEntity::SetHeadYaw(double a_HeadYaw)
{
m_HeadYaw = a_HeadYaw;
@@ -1939,41 +1920,6 @@ void cEntity::SetWidth(double a_Width)
-
-void cEntity::AddPosX(double a_AddPosX)
-{
- m_Pos.x += a_AddPosX;
-}
-
-
-
-
-void cEntity::AddPosY(double a_AddPosY)
-{
- m_Pos.y += a_AddPosY;
-}
-
-
-
-
-void cEntity::AddPosZ(double a_AddPosZ)
-{
- m_Pos.z += a_AddPosZ;
-}
-
-
-
-
-void cEntity::AddPosition(double a_AddPosX, double a_AddPosY, double a_AddPosZ)
-{
- m_Pos.x += a_AddPosX;
- m_Pos.y += a_AddPosY;
- m_Pos.z += a_AddPosZ;
-}
-
-
-
-
void cEntity::AddSpeed(double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeedZ)
{
DoSetSpeed(m_Speed.x + a_AddSpeedX, m_Speed.y + a_AddSpeedY, m_Speed.z + a_AddSpeedZ);
@@ -2055,36 +2001,10 @@ Vector3d cEntity::GetLookVector(void) const
////////////////////////////////////////////////////////////////////////////////
// Set position
-void cEntity::SetPosition(double a_PosX, double a_PosY, double a_PosZ)
-{
- m_Pos.Set(a_PosX, a_PosY, a_PosZ);
-}
-
-
-
-
-
-void cEntity::SetPosX(double a_PosX)
-{
- m_Pos.x = a_PosX;
-}
-
-
-
-
-
-void cEntity::SetPosY(double a_PosY)
-{
- m_Pos.y = a_PosY;
-}
-
-
-
-
-
-void cEntity::SetPosZ(double a_PosZ)
+void cEntity::SetPosition(const Vector3d & a_Position)
{
- m_Pos.z = a_PosZ;
+ m_LastPosition = m_Position;
+ m_Position = a_Position;
}
diff --git a/src/Entities/Entity.h b/src/Entities/Entity.h
index 6024a5de5..0161db387 100644
--- a/src/Entities/Entity.h
+++ b/src/Entities/Entity.h
@@ -30,7 +30,7 @@
#define POSX_TOINT FloorC(GetPosX())
#define POSY_TOINT FloorC(GetPosY())
#define POSZ_TOINT FloorC(GetPosZ())
-#define POS_TOINT Vector3i(POSXTOINT, POSYTOINT, POSZTOINT)
+#define POS_TOINT GetPosition().Floor()
#define GET_AND_VERIFY_CURRENT_CHUNK(ChunkVarName, X, Z) cChunk * ChunkVarName = a_Chunk.GetNeighborChunk(X, Z); if ((ChunkVarName == nullptr) || !ChunkVarName->IsValid()) { return; }
@@ -190,11 +190,10 @@ public:
double GetHeadYaw (void) const { return m_HeadYaw; } // In degrees
double GetHeight (void) const { return m_Height; }
double GetMass (void) const { return m_Mass; }
- const Vector3d & GetPosition (void) const { return m_Pos; }
- double GetPosX (void) const { return m_Pos.x; }
- double GetPosY (void) const { return m_Pos.y; }
- double GetPosZ (void) const { return m_Pos.z; }
- const Vector3d & GetRot (void) const { return m_Rot; } // OBSOLETE, use individual GetYaw(), GetPitch, GetRoll() components
+ const Vector3d & GetPosition (void) const { return m_Position; }
+ double GetPosX (void) const { return m_Position.x; }
+ double GetPosY (void) const { return m_Position.y; }
+ double GetPosZ (void) const { return m_Position.z; }
double GetYaw (void) const { return m_Rot.x; } // In degrees, [-180, +180)
double GetPitch (void) const { return m_Rot.y; } // In degrees, [-180, +180), but normal client clips to [-90, +90]
double GetRoll (void) const { return m_Rot.z; } // In degrees, unused in current client
@@ -205,18 +204,17 @@ public:
double GetSpeedZ (void) const { return m_Speed.z; }
double GetWidth (void) const { return m_Width; }
- int GetChunkX(void) const {return static_cast<int>(floor(m_Pos.x / cChunkDef::Width)); }
- int GetChunkZ(void) const {return static_cast<int>(floor(m_Pos.z / cChunkDef::Width)); }
+ int GetChunkX(void) const { return FloorC(m_Position.x / cChunkDef::Width); }
+ int GetChunkZ(void) const { return FloorC(m_Position.z / cChunkDef::Width); }
void SetHeadYaw (double a_HeadYaw);
void SetHeight (double a_Height);
void SetMass (double a_Mass);
- void SetPosX (double a_PosX);
- void SetPosY (double a_PosY);
- void SetPosZ (double a_PosZ);
- void SetPosition(double a_PosX, double a_PosY, double a_PosZ);
- void SetPosition(const Vector3d & a_Pos) { SetPosition(a_Pos.x, a_Pos.y, a_Pos.z); }
- void SetRot (const Vector3f & a_Rot); // OBSOLETE, use individual SetYaw(), SetPitch(), SetRoll() components
+ void SetPosX (double a_PosX) { SetPosition({a_PosX, m_Position.y, m_Position.z}); }
+ void SetPosY (double a_PosY) { SetPosition({m_Position.x, a_PosY, m_Position.z}); }
+ void SetPosZ (double a_PosZ) { SetPosition({m_Position.x, m_Position.y, a_PosZ}); }
+ void SetPosition(double a_PosX, double a_PosY, double a_PosZ) { SetPosition({a_PosX, a_PosY, a_PosZ}); }
+ void SetPosition(const Vector3d & a_Position);
void SetYaw (double a_Yaw); // In degrees, normalizes to [-180, +180)
void SetPitch (double a_Pitch); // In degrees, normalizes to [-180, +180)
void SetRoll (double a_Roll); // In degrees, normalizes to [-180, +180)
@@ -238,10 +236,10 @@ public:
void SetWidth (double a_Width);
- void AddPosX (double a_AddPosX);
- void AddPosY (double a_AddPosY);
- void AddPosZ (double a_AddPosZ);
- void AddPosition(double a_AddPosX, double a_AddPosY, double a_AddPosZ);
+ void AddPosX (double a_AddPosX) { AddPosition(a_AddPosX, 0, 0); }
+ void AddPosY (double a_AddPosY) { AddPosition(0, a_AddPosY, 0); }
+ void AddPosZ (double a_AddPosZ) { AddPosition(0, 0, a_AddPosZ); }
+ void AddPosition(double a_AddPosX, double a_AddPosY, double a_AddPosZ) { SetPosition(m_Position + Vector3d(a_AddPosX, a_AddPosY, a_AddPosZ)); }
void AddPosition(const Vector3d & a_AddPos) { AddPosition(a_AddPos.x, a_AddPos.y, a_AddPos.z); }
void AddSpeed (double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeedZ);
void AddSpeed (const Vector3d & a_AddSpeed) { AddSpeed(a_AddSpeed.x, a_AddSpeed.y, a_AddSpeed.z); }
@@ -531,9 +529,7 @@ protected:
Data: http://minecraft.gamepedia.com/Entity#Motion_of_entities */
float m_AirDrag;
- /** Last position sent to client via the Relative Move or Teleport packets (not Velocity)
- Only updated if cEntity::BroadcastMovementUpdate() is called! */
- Vector3d m_LastPos;
+ Vector3d m_LastPosition;
/** True when entity is initialised (Initialize()) and false when destroyed pending deletion (Destroy()) */
bool m_IsInitialized;
@@ -610,7 +606,11 @@ private:
Vector3d m_Rot;
/** Position of the entity's XZ center and Y bottom */
- Vector3d m_Pos;
+ Vector3d m_Position;
+
+ /** Last position sent to client via the Relative Move or Teleport packets (not Velocity)
+ Only updated if cEntity::BroadcastMovementUpdate() is called! */
+ Vector3d m_LastSentPosition;
/** Measured in meter / second */
Vector3d m_WaterSpeed;
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp
index 40754f6d9..b8673420d 100644
--- a/src/Entities/Player.cpp
+++ b/src/Entities/Player.cpp
@@ -55,7 +55,6 @@ cPlayer::cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName) :
m_FoodSaturationLevel(5.0),
m_FoodTickTimer(0),
m_FoodExhaustionLevel(0.0),
- m_LastJumpHeight(0),
m_LastGroundHeight(0),
m_bTouchGround(false),
m_Stance(0.0),
@@ -113,7 +112,6 @@ cPlayer::cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName) :
);
}
- m_LastJumpHeight = static_cast<float>(GetPosY());
m_LastGroundHeight = static_cast<float>(GetPosY());
m_Stance = GetPosY() + 1.62;
@@ -244,23 +242,7 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
SendExperience();
}
- bool CanMove = true;
- if (!GetPosition().EqualsEps(m_LastPos, 0.02)) // Non negligible change in position from last tick? 0.02 tp prevent continous calling while floating sometimes.
- {
- // Apply food exhaustion from movement:
- ApplyFoodExhaustionFromMovement();
-
- if (cRoot::Get()->GetPluginManager()->CallHookPlayerMoving(*this, m_LastPos, GetPosition()))
- {
- CanMove = false;
- TeleportToCoords(m_LastPos.x, m_LastPos.y, m_LastPos.z);
- }
- }
-
- if (CanMove)
- {
- BroadcastMovementUpdate(m_ClientHandle.get());
- }
+ BroadcastMovementUpdate(m_ClientHandle.get());
if (m_Health > 0) // make sure player is alive
{
@@ -289,11 +271,6 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
m_LastPlayerListTime = std::chrono::steady_clock::now();
}
- if (IsFlying())
- {
- m_LastGroundHeight = static_cast<float>(GetPosY());
- }
-
if (m_TicksUntilNextSave == 0)
{
SaveToDisk();
@@ -474,61 +451,88 @@ void cPlayer::SetTouchGround(bool a_bTouchGround)
return;
}
- m_bTouchGround = a_bTouchGround;
-
- if (!m_bTouchGround)
- {
- if (GetPosY() > m_LastJumpHeight)
- {
- m_LastJumpHeight = static_cast<float>(GetPosY());
- }
- cWorld * World = GetWorld();
- if ((GetPosY() >= 0) && (GetPosY() < cChunkDef::Height))
- {
- BLOCKTYPE BlockType = World->GetBlock(POSX_TOINT, POSY_TOINT, POSZ_TOINT);
- if (BlockType != E_BLOCK_AIR)
- {
- m_bTouchGround = true;
- }
- if (
- (BlockType == E_BLOCK_WATER) ||
- (BlockType == E_BLOCK_STATIONARY_WATER) ||
- (BlockType == E_BLOCK_LADDER) ||
- (BlockType == E_BLOCK_VINES)
+ /* 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;
+ if (
+ !IsSwimming() && !IsFlying() &&
+ (
+ (
+ ((GetPosY() >= 1) && ((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()))
+ )
+ ) ||
+ (
+ ((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()))
+ )
+ ) ||
+ (
+ (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)
+ )
)
- {
- m_LastGroundHeight = static_cast<float>(GetPosY());
- }
- }
- }
- else
+ )
+ )
{
- float Dist = static_cast<float>(m_LastGroundHeight - floor(GetPosY()));
-
- if (Dist >= 2.0) // At least two blocks - TODO: Use m_LastJumpHeight instead of m_LastGroundHeight above
- {
- // Increment statistic
- m_Stats.AddValue(statDistFallen, FloorC<StatValue>(Dist * 100 + 0.5));
- }
-
- int Damage = static_cast<int>(Dist - 3.f);
- if (m_LastJumpHeight > m_LastGroundHeight)
- {
- Damage++;
- }
- m_LastJumpHeight = static_cast<float>(GetPosY());
-
+ auto Damage = static_cast<int>(m_LastGroundHeight - GetPosY() - 3.0);
if (Damage > 0)
{
// cPlayer makes sure damage isn't applied in creative, no need to check here
TakeDamage(dtFalling, nullptr, Damage, Damage, 0);
// Fall particles
- GetWorld()->BroadcastSoundParticleEffect(2006, POSX_TOINT, static_cast<int>(GetPosY()) - 1, POSZ_TOINT, Damage /* Used as particle effect speed modifier */);
+ 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_LastGroundHeight = static_cast<float>(GetPosY());
+ m_bTouchGround = true;
+ m_LastGroundHeight = GetPosY();
+ }
+ else
+ {
+ m_bTouchGround = false;
+ }
+
+ if (IsFlying() || IsSwimming() || 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)
+ 2. Initial login
+ Thus, it is too risky to compare their value against ours and kick them for hacking */
}
@@ -1322,11 +1326,10 @@ unsigned int cPlayer::AwardAchievement(const eStatistic a_Ach)
void cPlayer::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ)
{
// ask plugins to allow teleport to the new position.
- if (!cRoot::Get()->GetPluginManager()->CallHookEntityTeleport(*this, m_LastPos, Vector3d(a_PosX, a_PosY, a_PosZ)))
+ if (!cRoot::Get()->GetPluginManager()->CallHookEntityTeleport(*this, m_LastPosition, Vector3d(a_PosX, a_PosY, a_PosZ)))
{
SetPosition(a_PosX, a_PosY, a_PosZ);
m_LastGroundHeight = static_cast<float>(a_PosY);
- m_LastJumpHeight = static_cast<float>(a_PosY);
m_bIsTeleporting = true;
m_World->BroadcastTeleportEntity(*this, GetClientHandle());
@@ -1400,37 +1403,6 @@ void cPlayer::DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
-void cPlayer::MoveTo( const Vector3d & a_NewPos)
-{
- if ((a_NewPos.y < -990) && (GetPosY() > -100))
- {
- // When attached to an entity, the client sends position packets with weird coords:
- // Y = -999 and X, Z = attempting to create speed, usually up to 0.03
- // We cannot test m_AttachedTo, because when deattaching, the server thinks the client is already deattached while
- // the client may still send more of these nonsensical packets.
- if (m_AttachedTo != nullptr)
- {
- Vector3d AddSpeed(a_NewPos);
- AddSpeed.y = 0;
- m_AttachedTo->AddSpeed(AddSpeed);
- }
- return;
- }
-
- // TODO: should do some checks to see if player is not moving through terrain
- // TODO: Official server refuses position packets too far away from each other, kicking "hacked" clients; we should, too
-
- Vector3d DeltaPos = a_NewPos - GetPosition();
- UpdateMovementStats(DeltaPos);
-
- SetPosition( a_NewPos);
- SetStance(a_NewPos.y + 1.62);
-}
-
-
-
-
-
void cPlayer::SetVisible(bool a_bVisible)
{
// Need to Check if the player or other players are in gamemode spectator, but will break compatibility
@@ -1784,7 +1756,7 @@ bool cPlayer::LoadFromFile(const AString & a_FileName, cWorldPtr & a_World)
SetPosX(JSON_PlayerPosition[0].asDouble());
SetPosY(JSON_PlayerPosition[1].asDouble());
SetPosZ(JSON_PlayerPosition[2].asDouble());
- m_LastPos = GetPosition();
+ m_LastPosition = GetPosition();
}
Json::Value & JSON_PlayerRotation = root["rotation"];
@@ -2102,12 +2074,23 @@ bool cPlayer::IsClimbing(void) const
-void cPlayer::UpdateMovementStats(const Vector3d & a_DeltaPos)
+void cPlayer::UpdateMovementStats(const Vector3d & a_DeltaPos, bool a_PreviousIsOnGround)
{
- StatValue Value = FloorC<StatValue>(a_DeltaPos.Length() * 100 + 0.5);
+ if (m_bIsTeleporting)
+ {
+ m_bIsTeleporting = false;
+ return;
+ }
+ StatValue Value = FloorC<StatValue>(a_DeltaPos.Length() * 100 + 0.5);
if (m_AttachedTo == nullptr)
{
+ if (IsFlying())
+ {
+ m_Stats.AddValue(statDistFlown, Value);
+ // May be flying and doing any of the following:
+ }
+
if (IsClimbing())
{
if (a_DeltaPos.y > 0.0) // Going up
@@ -2128,14 +2111,22 @@ void cPlayer::UpdateMovementStats(const Vector3d & a_DeltaPos)
else if (IsOnGround())
{
m_Stats.AddValue(statDistWalked, Value);
- AddFoodExhaustion((m_IsSprinting ? 0.001 : 0.0001) * static_cast<double>(Value));
+ AddFoodExhaustion((IsSprinting() ? 0.001 : 0.0001) * static_cast<double>(Value));
}
else
{
- if (Value >= 25) // Ignore small / slow movement
+ // If a jump just started, process food exhaustion:
+ if ((a_DeltaPos.y > 0.0) && a_PreviousIsOnGround)
+ {
+ m_Stats.AddValue(statJumps, 1);
+ AddFoodExhaustion((IsSprinting() ? 0.008 : 0.002) * static_cast<double>(Value));
+ }
+ else if (a_DeltaPos.y < 0.0)
{
- m_Stats.AddValue(statDistFlown, Value);
+ // Increment statistic
+ m_Stats.AddValue(statDistFallen, (StatValue)(abs(a_DeltaPos.y) * 100 + 0.5));
}
+ // TODO: good opportunity to detect illegal flight (check for falling tho)
}
}
else
@@ -2164,59 +2155,6 @@ void cPlayer::UpdateMovementStats(const Vector3d & a_DeltaPos)
-void cPlayer::ApplyFoodExhaustionFromMovement()
-{
- if (IsGameModeCreative() || IsGameModeSpectator())
- {
- return;
- }
-
- // If we have just teleported, apply no exhaustion
- if (m_bIsTeleporting)
- {
- m_bIsTeleporting = false;
- return;
- }
-
- // If riding anything, apply no food exhaustion
- if (m_AttachedTo != nullptr)
- {
- return;
- }
-
- // Calculate the distance travelled, update the last pos:
- double SpeedX = m_Speed.x;
- double SpeedZ = m_Speed.z;
- double BaseExhaustion(sqrt((SpeedX * SpeedX) + (SpeedZ * SpeedZ)));
-
- // Apply the exhaustion based on distance travelled:
- if (IsFlying() || IsClimbing())
- {
- // Apply no exhaustion when flying or climbing.
- BaseExhaustion = 0;
- }
- else if (IsSprinting())
- {
- // 0.1 pt per meter sprinted
- BaseExhaustion = BaseExhaustion * 0.1;
- }
- else if (IsSwimming())
- {
- // 0.015 pt per meter swum
- BaseExhaustion = BaseExhaustion * 0.015;
- }
- else
- {
- // 0.01 pt per meter walked / sneaked
- BaseExhaustion = BaseExhaustion * 0.01;
- }
- m_FoodExhaustionLevel += BaseExhaustion;
-}
-
-
-
-
-
void cPlayer::LoadRank(void)
{
// Load the values from cRankManager:
diff --git a/src/Entities/Player.h b/src/Entities/Player.h
index 0fee6ef8a..8656f7336 100644
--- a/src/Entities/Player.h
+++ b/src/Entities/Player.h
@@ -117,8 +117,8 @@ public:
/** Returns true if the player is currently charging the bow */
bool IsChargingBow(void) const { return m_IsChargingBow; }
- void SetTouchGround( bool a_bTouchGround);
- inline void SetStance( const double a_Stance) { m_Stance = a_Stance; }
+ void SetTouchGround(bool a_bTouchGround);
+ inline void SetStance(const double a_Stance) { m_Stance = a_Stance; }
double GetEyeHeight(void) const; // tolua_export
Vector3d GetEyePosition(void) const; // tolua_export
virtual bool IsOnGround(void) const override { return m_bTouchGround; }
@@ -208,9 +208,6 @@ public:
@deprecated Use SetSpeed instead. */
void ForceSetSpeed(const Vector3d & a_Speed); // tolua_export
- /** Tries to move to a new position, with attachment-related checks (y == -999) */
- void MoveTo(const Vector3d & a_NewPos); // tolua_export
-
cWindow * GetWindow(void) { return m_CurrentWindow; } // tolua_export
const cWindow * GetWindow(void) const { return m_CurrentWindow; }
@@ -454,7 +451,7 @@ public:
// tolua_end
/** Update movement-related statistics. */
- void UpdateMovementStats(const Vector3d & a_DeltaPos);
+ void UpdateMovementStats(const Vector3d & a_DeltaPos, bool a_PreviousIsOnGround);
// tolua_begin
@@ -553,8 +550,7 @@ protected:
/** A "buffer" which adds up hunger before it is substracted from m_FoodSaturationLevel or m_FoodLevel. Each action adds a little */
double m_FoodExhaustionLevel;
- float m_LastJumpHeight;
- float m_LastGroundHeight;
+ double m_LastGroundHeight;
bool m_bTouchGround;
double m_Stance;
@@ -667,9 +663,6 @@ protected:
/** Tosses a list of items. */
void TossItems(const cItems & a_Items);
- /** Adds food exhaustion based on the difference between Pos and LastPos, sprinting status and swimming (in water block) */
- void ApplyFoodExhaustionFromMovement();
-
/** Returns the filename for the player data based on the UUID given.
This can be used both for online and offline UUIDs. */
AString GetUUIDFileName(const AString & a_UUID);
diff --git a/src/Protocol/Protocol18x.cpp b/src/Protocol/Protocol18x.cpp
index da5c451db..58cc839f0 100644
--- a/src/Protocol/Protocol18x.cpp
+++ b/src/Protocol/Protocol18x.cpp
@@ -1028,10 +1028,7 @@ void cProtocol180::SendPlayerMoveLook(void)
cPacketizer Pkt(*this, 0x08); // Player Position And Look packet
cPlayer * Player = m_Client->GetPlayer();
Pkt.WriteBEDouble(Player->GetPosX());
-
- // The "+ 0.001" is there because otherwise the player falls through the block they were standing on.
- Pkt.WriteBEDouble(Player->GetPosY() + 0.001);
-
+ Pkt.WriteBEDouble(Player->GetPosY());
Pkt.WriteBEDouble(Player->GetPosZ());
Pkt.WriteBEFloat(static_cast<float>(Player->GetYaw()));
Pkt.WriteBEFloat(static_cast<float>(Player->GetPitch()));