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Merge pull request #1019 from mc-server/cPlayerSetSpeed

cPlayer set speed
This commit is contained in:
Mattes D 2014-06-14 18:57:32 +02:00
commit c684812b30
4 changed files with 59 additions and 31 deletions

View File

@ -179,14 +179,9 @@ void cEntity::WrapRotation(void)
void cEntity::WrapSpeed(void) void cEntity::WrapSpeed(void)
{ {
// There shoudn't be a need for flipping the flag on because this function is called m_Speed.x = Clamp(m_Speed.x, -78.0, 78.0);
// after any update, so the flag is already turned on m_Speed.y = Clamp(m_Speed.y, -78.0, 78.0);
if (m_Speed.x > 78.0f) m_Speed.x = 78.0f; m_Speed.z = Clamp(m_Speed.z, -78.0, 78.0);
else if (m_Speed.x < -78.0f) m_Speed.x = -78.0f;
if (m_Speed.y > 78.0f) m_Speed.y = 78.0f;
else if (m_Speed.y < -78.0f) m_Speed.y = -78.0f;
if (m_Speed.z > 78.0f) m_Speed.z = 78.0f;
else if (m_Speed.z < -78.0f) m_Speed.z = -78.0f;
} }
@ -1076,6 +1071,17 @@ void cEntity::SetSwimState(cChunk & a_Chunk)
void cEntity::DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
{
m_Speed.Set(a_SpeedX, a_SpeedY, a_SpeedZ);
WrapSpeed();
}
void cEntity::HandleAir(void) void cEntity::HandleAir(void)
{ {
// Ref.: http://www.minecraftwiki.net/wiki/Chunk_format // Ref.: http://www.minecraftwiki.net/wiki/Chunk_format
@ -1428,9 +1434,7 @@ void cEntity::SetRoll(double a_Roll)
void cEntity::SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ) void cEntity::SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
{ {
m_Speed.Set(a_SpeedX, a_SpeedY, a_SpeedZ); DoSetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
WrapSpeed();
} }
@ -1438,9 +1442,7 @@ void cEntity::SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
void cEntity::SetSpeedX(double a_SpeedX) void cEntity::SetSpeedX(double a_SpeedX)
{ {
m_Speed.x = a_SpeedX; SetSpeed(a_SpeedX, m_Speed.y, m_Speed.z);
WrapSpeed();
} }
@ -1448,9 +1450,7 @@ void cEntity::SetSpeedX(double a_SpeedX)
void cEntity::SetSpeedY(double a_SpeedY) void cEntity::SetSpeedY(double a_SpeedY)
{ {
m_Speed.y = a_SpeedY; SetSpeed(m_Speed.x, a_SpeedY, m_Speed.z);
WrapSpeed();
} }
@ -1458,9 +1458,7 @@ void cEntity::SetSpeedY(double a_SpeedY)
void cEntity::SetSpeedZ(double a_SpeedZ) void cEntity::SetSpeedZ(double a_SpeedZ)
{ {
m_Speed.z = a_SpeedZ; SetSpeed(m_Speed.x, m_Speed.y, a_SpeedZ);
WrapSpeed();
} }

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@ -215,11 +215,22 @@ public:
void SetYaw (double a_Yaw); // In degrees, normalizes to [-180, +180) void SetYaw (double a_Yaw); // In degrees, normalizes to [-180, +180)
void SetPitch (double a_Pitch); // 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) void SetRoll (double a_Roll); // In degrees, normalizes to [-180, +180)
void SetSpeed (double a_SpeedX, double a_SpeedY, double a_SpeedZ);
void SetSpeed (const Vector3d & a_Speed) { SetSpeed(a_Speed.x, a_Speed.y, a_Speed.z); } /** Sets the speed of the entity, measured in m / sec */
void SetSpeedX (double a_SpeedX); void SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ);
void SetSpeedY (double a_SpeedY);
void SetSpeedZ (double a_SpeedZ); /** Sets the speed of the entity, measured in m / sec */
void SetSpeed(const Vector3d & a_Speed) { SetSpeed(a_Speed.x, a_Speed.y, a_Speed.z); }
/** Sets the speed in the X axis, leaving the other speed components intact. Measured in m / sec. */
void SetSpeedX(double a_SpeedX);
/** Sets the speed in the Y axis, leaving the other speed components intact. Measured in m / sec. */
void SetSpeedY(double a_SpeedY);
/** Sets the speed in the Z axis, leaving the other speed components intact. Measured in m / sec. */
void SetSpeedZ(double a_SpeedZ);
void SetWidth (double a_Width); void SetWidth (double a_Width);
void AddPosX (double a_AddPosX); void AddPosX (double a_AddPosX);
@ -429,6 +440,9 @@ protected:
static cCriticalSection m_CSCount; static cCriticalSection m_CSCount;
static int m_EntityCount; static int m_EntityCount;
/** Measured in meter/second (m/s) */
Vector3d m_Speed;
int m_UniqueID; int m_UniqueID;
int m_Health; int m_Health;
@ -486,11 +500,15 @@ protected:
/// Time, in ticks, since the last damage dealt by the void. Reset to zero when moving out of the void. /// Time, in ticks, since the last damage dealt by the void. Reset to zero when moving out of the void.
int m_TicksSinceLastVoidDamage; int m_TicksSinceLastVoidDamage;
/** Does the actual speed-setting. The default implementation just sets the member variable value;
overrides can provide further processing, such as forcing players to move at the given speed. */
virtual void DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ);
virtual void Destroyed(void) {} // Called after the entity has been destroyed virtual void Destroyed(void) {} // Called after the entity has been destroyed
/** Called in each tick to handle air-related processing i.e. drowning */ /** Called in each tick to handle air-related processing i.e. drowning */
virtual void HandleAir(); virtual void HandleAir(void);
/** Called once per tick to set IsSwimming and IsSubmerged */ /** Called once per tick to set IsSwimming and IsSubmerged */
virtual void SetSwimState(cChunk & a_Chunk); virtual void SetSwimState(cChunk & a_Chunk);
@ -506,9 +524,6 @@ private:
/** Measured in degrees, [-180, +180) */ /** Measured in degrees, [-180, +180) */
double m_HeadYaw; double m_HeadYaw;
/** Measured in meter/second (m/s) */
Vector3d m_Speed;
/** Measured in degrees, [-180, +180) */ /** Measured in degrees, [-180, +180) */
Vector3d m_Rot; Vector3d m_Rot;

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@ -1257,6 +1257,17 @@ Vector3d cPlayer::GetThrowSpeed(double a_SpeedCoeff) const
void cPlayer::ForceSetSpeed(const Vector3d & a_Speed) void cPlayer::ForceSetSpeed(const Vector3d & a_Speed)
{ {
SetSpeed(a_Speed); SetSpeed(a_Speed);
}
void cPlayer::DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
{
super::DoSetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
// Send the speed to the client so he actualy moves
m_ClientHandle->SendEntityVelocity(*this); m_ClientHandle->SendEntityVelocity(*this);
} }

View File

@ -194,7 +194,8 @@ public:
// Sets the current gamemode, doesn't check validity, doesn't send update packets to client // Sets the current gamemode, doesn't check validity, doesn't send update packets to client
void LoginSetGameMode(eGameMode a_GameMode); void LoginSetGameMode(eGameMode a_GameMode);
/** Forces the player to move in the given direction. */ /** Forces the player to move in the given direction.
@deprecated Use SetSpeed instead. */
void ForceSetSpeed(const Vector3d & a_Speed); // tolua_export void ForceSetSpeed(const Vector3d & a_Speed); // tolua_export
/** Tries to move to a new position, with attachment-related checks (y == -999) */ /** Tries to move to a new position, with attachment-related checks (y == -999) */
@ -512,6 +513,9 @@ protected:
/** Sets the speed and sends it to the client, so that they are forced to move so. */
virtual void DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ) override;
void ResolvePermissions(void); void ResolvePermissions(void);
void ResolveGroups(void); void ResolveGroups(void);