diff options
Diffstat (limited to 'src/Entities')
-rw-r--r-- | src/Entities/Player.cpp | 83 | ||||
-rw-r--r-- | src/Entities/Player.h | 30 |
2 files changed, 112 insertions, 1 deletions
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp index 33ded6ab9..bede603e2 100644 --- a/src/Entities/Player.cpp +++ b/src/Entities/Player.cpp @@ -63,6 +63,7 @@ cPlayer::cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName) : m_GameMode(eGameMode_NotSet), m_IP(""), m_ClientHandle(a_Client), + m_FreezeCounter(-1), m_NormalMaxSpeed(1.0), m_SprintingMaxSpeed(1.3), m_FlyingMaxSpeed(1.0), @@ -112,6 +113,7 @@ cPlayer::cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName) : m_LastGroundHeight = static_cast<float>(GetPosY()); m_Stance = GetPosY() + 1.62; + FreezeInternal(GetPosition(), false); // Freeze. Will be unfrozen once the chunk is loaded if (m_GameMode == gmNotSet) { @@ -220,8 +222,35 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) m_Stats.AddValue(statMinutesPlayed, 1); + // Handle a frozen player + if (m_IsFrozen) + { + m_FreezeCounter += 1; + if (!m_IsManuallyFrozen && a_Chunk.IsValid()) + { + // If the player was automatically frozen, unfreeze if the chunk the player is inside is loaded + Unfreeze(); + } + else + { + // If the player was externally / manually frozen (plugin, etc.) or if the chunk isn't loaded yet: + // 1. Set the location to m_FrozenPosition every tick. + // 2. Zero out the speed every tick. + // 3. Send location updates every 60 ticks. + SetPosition(m_FrozenPosition); + SetSpeed(0, 0, 0); + if (m_FreezeCounter % 60 == 0) + { + BroadcastMovementUpdate(m_ClientHandle.get()); + m_ClientHandle->SendPlayerPosition(); + } + return; + } + } + if (!a_Chunk.IsValid()) { + FreezeInternal(GetPosition(), false); // This may happen if the cPlayer is created before the chunks have the chance of being loaded / generated (#83) return; } @@ -1263,6 +1292,46 @@ void cPlayer::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ) +void cPlayer::Freeze(const Vector3d & a_Location) +{ + FreezeInternal(a_Location, true); +} + + + + + +bool cPlayer::IsFrozen() +{ + return m_IsFrozen; +} + + + + + +int cPlayer::GetFrozenDuration() +{ + return m_FreezeCounter; +} + + + + + +void cPlayer::Unfreeze() +{ + m_FreezeCounter = -1; + m_IsFrozen = false; + SetPosition(m_FrozenPosition); + BroadcastMovementUpdate(m_ClientHandle.get()); + m_ClientHandle->SendPlayerPosition(); +} + + + + + void cPlayer::SendRotation(double a_YawDegrees, double a_PitchDegrees) { SetYaw(a_YawDegrees); @@ -1533,6 +1602,20 @@ void cPlayer::TossItems(const cItems & a_Items) } + + + +void cPlayer::FreezeInternal(const Vector3d & a_Location, bool a_ManuallyFrozen) +{ + m_IsFrozen = true; + m_FrozenPosition = a_Location; + m_IsManuallyFrozen = a_ManuallyFrozen; +} + + + + + bool cPlayer::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d a_NewPosition) { ASSERT(a_World != nullptr); diff --git a/src/Entities/Player.h b/src/Entities/Player.h index bff9599f7..10c9106a3 100644 --- a/src/Entities/Player.h +++ b/src/Entities/Player.h @@ -138,6 +138,18 @@ public: // tolua_begin + /** Prevent the player from moving and lock him into a_Location. */ + void Freeze(const Vector3d & a_Location); + + /** Is the player frozen? */ + bool IsFrozen(); + + /** How long has the player been frozen? */ + int GetFrozenDuration(); + + /** Cancels Freeze(...) and allows the player to move naturally. */ + void Unfreeze(); + /** Sends the "look" packet to the player, forcing them to set their rotation to the specified values. a_YawDegrees is clipped to range [-180, +180), a_PitchDegrees is clipped to range [-180, +180) but the client only uses [-90, +90] @@ -240,7 +252,7 @@ public: void SendMessageFatal (const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtFailure); } void SendMessagePrivateMsg (const AString & a_Message, const AString & a_Sender) { m_ClientHandle->SendChat(a_Message, mtPrivateMessage, a_Sender); } void SendMessage (const cCompositeChat & a_Message) { m_ClientHandle->SendChat(a_Message); } - + void SendSystemMessage (const AString & a_Message) { m_ClientHandle->SendChatSystem(a_Message, mtCustom); } void SendAboveActionBarMessage(const AString & a_Message) { m_ClientHandle->SendChatAboveActionBar(a_Message, mtCustom); } void SendSystemMessage (const cCompositeChat & a_Message) { m_ClientHandle->SendChatSystem(a_Message); } @@ -576,6 +588,18 @@ protected: cSlotNums m_InventoryPaintSlots; + /** if m_IsFrozen is true, we lock m_Location to this position. */ + Vector3d m_FrozenPosition; + + /** If true, we are locking m_Position to m_FrozenPosition. */ + bool m_IsFrozen; + + /** */ + int m_FreezeCounter; + + /** Was the player frozen manually by a plugin or automatically by the server? */ + bool m_IsManuallyFrozen; + /** Max speed, relative to the game default. 1 means regular speed, 2 means twice as fast, 0.5 means half-speed. Default value is 1. */ @@ -661,6 +685,10 @@ protected: /** Tosses a list of items. */ void TossItems(const cItems & a_Items); + /** Pins the player to a_Location until Unfreeze() is called. + If ManuallyFrozen is false, the player will unfreeze when the chunk is loaded. */ + void FreezeInternal(const Vector3d & a_Location, bool a_ManuallyFrozen); + /** 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); |