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-rw-r--r--src/Entities/Player.cpp83
1 files changed, 83 insertions, 0 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);