sneaking bug fixing
authorPerttu Ahola <celeron55@gmail.com>
Mon, 14 Feb 2011 14:11:28 +0000 (16:11 +0200)
committerPerttu Ahola <celeron55@gmail.com>
Mon, 14 Feb 2011 14:11:28 +0000 (16:11 +0200)
src/player.cpp

index 02eb83871b2bb02b1039a3bef4290d8cb513c41f..9f8a97e7f12a65cfdd234b6415e12fa7b60f402f 100644 (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
        */
        //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;
 
        // 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++)
        {
                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;
-                       }
                }
                catch(InvalidPositionException &e)
                {
@@ -533,24 +533,24 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
        } // xyz
 
        /*
-               //Check the neighbors of m_sneak_node that are closer to
-               //the player. If walkable, set m_sneak_node to such.
-               Check the nodes under the player to see if the player can
-               sneak.
+               Check the nodes under the player to see from which node the
+               player is sneaking from, if any.
        */
        {
                v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
                v2f player_p2df(position.X, position.Z);
                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);
                        v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
                        f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
                        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)
                                min_distance_f = d_horiz_f;
-               }
+               }*/
                v3s16 new_sneak_node = m_sneak_node;
                for(s16 x=-1; x<=1; x++)
                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));
                                        
                        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;
 
                        try{
+                               // The node to be sneaked on has to be walkable
                                if(content_walkable(map.getNode(p).d) == false)
                                        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)
                        {
@@ -580,19 +584,27 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
                        new_sneak_node = p;
                }
                
-               m_sneak_node = new_sneak_node;
-               m_sneak_node_exists = (min_distance_f < 100000.0*BS*0.9);
+               bool sneak_node_found = (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
        */