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-rw-r--r--src/Entities/Player.cpp179
1 files changed, 81 insertions, 98 deletions
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp
index 731ecd3e9..1ca37c105 100644
--- a/src/Entities/Player.cpp
+++ b/src/Entities/Player.cpp
@@ -140,6 +140,7 @@ cPlayer::cPlayer(const std::shared_ptr<cClientHandle> & a_Client) :
m_BowCharge(0),
m_FloaterID(cEntity::INVALID_ID),
m_Team(nullptr),
+ m_Spectating(nullptr),
m_TicksUntilNextSave(PLAYER_INVENTORY_SAVE_INTERVAL),
m_SkinParts(0)
{
@@ -658,6 +659,13 @@ void cPlayer::SetCrouch(const bool a_ShouldCrouch)
if (a_ShouldCrouch && IsStanding())
{
m_BodyStance = BodyStanceCrouching(*this);
+
+ // Handle spectator mode detach:
+ if (IsGameModeSpectator())
+ {
+ SpectateEntity(nullptr);
+ }
+
cRoot::Get()->GetPluginManager()->CallHookPlayerCrouched(*this);
}
else if (!a_ShouldCrouch && IsCrouched())
@@ -1414,17 +1422,30 @@ void cPlayer::SendRotation(double a_YawDegrees, double a_PitchDegrees)
-void cPlayer::SpectateEntity(cEntity * a_Target)
+void cPlayer::SpectateEntity(const cEntity * a_Target)
{
- if ((a_Target == nullptr) || (static_cast<cEntity *>(this) == a_Target))
+ if (a_Target == this)
{
- GetClientHandle()->SendCameraSetTo(*this);
- m_AttachedTo = nullptr;
+ // Canonicalise self-pointers:
+ a_Target = nullptr;
+ }
+
+ if (m_Spectating == a_Target)
+ {
+ // Already spectating requested target:
return;
}
- m_AttachedTo = a_Target;
- GetClientHandle()->SendCameraSetTo(*m_AttachedTo);
+ if (a_Target == nullptr)
+ {
+ m_ClientHandle->SendCameraSetTo(*this);
+ m_ClientHandle->SendPlayerMoveLook();
+ m_Spectating = nullptr;
+ return;
+ }
+
+ m_Spectating = a_Target;
+ m_ClientHandle->SendCameraSetTo(*a_Target);
}
@@ -2522,78 +2543,6 @@ void cPlayer::SetSkinParts(int a_Parts)
-void cPlayer::AttachTo(cEntity * a_AttachTo)
-{
- // Different attach, if this is a spectator
- if (IsGameModeSpectator())
- {
- SpectateEntity(a_AttachTo);
- return;
- }
-
- Super::AttachTo(a_AttachTo);
-}
-
-
-
-
-
-void cPlayer::Detach()
-{
- if (m_AttachedTo == nullptr)
- {
- // The player is not attached to anything. Bail out.
- return;
- }
-
- // Different detach, if this is a spectator:
- if (IsGameModeSpectator())
- {
- GetClientHandle()->SendCameraSetTo(*this);
- TeleportToEntity(*m_AttachedTo);
- m_AttachedTo = nullptr;
- return;
- }
-
- Super::Detach();
-
- // If they are teleporting, no need to figure out position:
- if (m_IsTeleporting)
- {
- return;
- }
-
- int PosX = POSX_TOINT;
- int PosY = POSY_TOINT;
- int PosZ = POSZ_TOINT;
-
- // Search for a position within an area to teleport player after detachment
- // Position must be solid land with two air blocks above.
- // If nothing found, player remains where they are
- for (int x = PosX - 1; x <= (PosX + 1); ++x)
- {
- for (int y = PosY; y <= (PosY + 3); ++y)
- {
- for (int z = PosZ - 1; z <= (PosZ + 1); ++z)
- {
- if (
- (m_World->GetBlock({ x, y, z }) == E_BLOCK_AIR) &&
- (m_World->GetBlock({ x, y + 1, z }) == E_BLOCK_AIR) &&
- cBlockInfo::IsSolid(m_World->GetBlock({ x, y - 1, z }))
- )
- {
- TeleportToCoords(x + 0.5, y, z + 0.5);
- return;
- }
- }
- }
- }
-}
-
-
-
-
-
AString cPlayer::GetUUIDFileName(const cUUID & a_UUID)
{
AString UUID = a_UUID.ToLongString();
@@ -2980,18 +2929,18 @@ float cPlayer::GetEnchantmentBlastKnockbackReduction()
-bool cPlayer::IsInvisible() const
+bool cPlayer::IsCrouched(void) const
{
- return !m_IsVisible || Super::IsInvisible();
+ return std::holds_alternative<BodyStanceCrouching>(m_BodyStance);
}
-bool cPlayer::IsCrouched(void) const
+bool cPlayer::IsSprinting(void) const
{
- return std::holds_alternative<BodyStanceCrouching>(m_BodyStance);
+ return std::holds_alternative<BodyStanceSprinting>(m_BodyStance);
}
@@ -3007,9 +2956,9 @@ bool cPlayer::IsElytraFlying(void) const
-bool cPlayer::IsSprinting(void) const
+bool cPlayer::IsInvisible() const
{
- return std::holds_alternative<BodyStanceSprinting>(m_BodyStance);
+ return !m_IsVisible || Super::IsInvisible();
}
@@ -3067,6 +3016,45 @@ void cPlayer::OnAddToWorld(cWorld & a_World)
+void cPlayer::OnDetach()
+{
+ if (m_IsTeleporting)
+ {
+ // If they are teleporting, no need to figure out position:
+ return;
+ }
+
+ int PosX = POSX_TOINT;
+ int PosY = POSY_TOINT;
+ int PosZ = POSZ_TOINT;
+
+ // Search for a position within an area to teleport player after detachment
+ // Position must be solid land with two air blocks above.
+ // If nothing found, player remains where they are.
+ for (int x = PosX - 1; x <= (PosX + 1); ++x)
+ {
+ for (int y = PosY; y <= (PosY + 3); ++y)
+ {
+ for (int z = PosZ - 1; z <= (PosZ + 1); ++z)
+ {
+ if (
+ (m_World->GetBlock({ x, y, z }) == E_BLOCK_AIR) &&
+ (m_World->GetBlock({ x, y + 1, z }) == E_BLOCK_AIR) &&
+ cBlockInfo::IsSolid(m_World->GetBlock({ x, y - 1, z }))
+ )
+ {
+ TeleportToCoords(x + 0.5, y, z + 0.5);
+ return;
+ }
+ }
+ }
+ }
+}
+
+
+
+
+
void cPlayer::OnRemoveFromWorld(cWorld & a_World)
{
Super::OnRemoveFromWorld(a_World);
@@ -3174,20 +3162,6 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
}
}
- // Handle the player detach, when the player is in spectator mode
- if (
- (IsGameModeSpectator()) &&
- (m_AttachedTo != nullptr) &&
- (
- (m_AttachedTo->IsDestroyed()) || // Watching entity destruction
- (m_AttachedTo->GetHealth() <= 0) || // Watching entity dead
- (IsCrouched()) // Or the player wants to be detached
- )
- )
- {
- Detach();
- }
-
if (!a_Chunk.IsValid())
{
// Players are ticked even if the parent chunk is invalid.
@@ -3217,6 +3191,15 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
m_BowCharge += 1;
}
+ // Handle syncing our position with the entity being spectated:
+ if (IsGameModeSpectator() && (m_Spectating != nullptr))
+ {
+ SetYaw(m_Spectating->GetYaw());
+ SetPitch(m_Spectating->GetPitch());
+ SetRoll(m_Spectating->GetRoll());
+ SetPosition(m_Spectating->GetPosition());
+ }
+
if (IsElytraFlying())
{
// Damage elytra, once per second: