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Merge pull request #52 from ravenscroftj/feature/food

A few fixes for the hunger/food system + tests for swimming and submerged in cPlayer.
This commit is contained in:
Alexander Harkness 2013-08-09 01:06:30 -07:00
commit 6f2c099f70
5 changed files with 64 additions and 24 deletions

View File

@ -504,9 +504,14 @@ void cClientHandle::HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ,
// If a jump just started, process food exhaustion:
if ((a_PosY > m_Player->GetPosY()) && !a_IsOnGround && m_Player->IsOnGround())
{
// we only add this exhaustion if the player is not swimming - otherwise we end up with both jump + swim exhaustion
if(! m_Player->IsSwimming() )
{
m_Player->AddFoodExhaustion(m_Player->IsSprinting() ? 0.8 : 0.2);
}
}
m_Player->MoveTo(Pos);
m_Player->SetStance(a_Stance);

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@ -50,6 +50,7 @@ public:
case E_ITEM_ROTTEN_FLESH: return FoodInfo(4, 0.8, 80);
case E_ITEM_SPIDER_EYE: return FoodInfo(2, 3.2, 100);
case E_ITEM_STEAK: return FoodInfo(8, 12.8);
case E_ITEM_MUSHROOM_SOUP: return FoodInfo(6, 7.2);
}
LOGWARNING("%s: Unknown food item (%d), returning zero nutrition", __FUNCTION__, m_ItemType);
return FoodInfo(0, 0.f);

View File

@ -181,6 +181,7 @@ cItemHandler *cItemHandler::CreateItemHandler(int a_ItemType)
case E_ITEM_RED_APPLE:
case E_ITEM_GOLDEN_APPLE:
case E_ITEM_ROTTEN_FLESH:
case E_ITEM_MUSHROOM_SOUP:
case E_ITEM_SPIDER_EYE:
{
return new cItemFoodHandler(a_ItemType);

View File

@ -61,6 +61,8 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
, m_SprintingMaxSpeed(0.13)
, m_IsCrouched(false)
, m_IsSprinting(false)
, m_IsSwimming(false)
, m_IsSubmerged(false)
, m_EatingFinishTick(-1)
{
LOGD("Created a player object for \"%s\" @ \"%s\" at %p, ID %d",
@ -181,13 +183,16 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
super::Tick(a_Dt, a_Chunk);
// set player swimming state
SetSwimState( a_Chunk);
// handle air drowning stuff
HandleAir(a_Chunk);
HandleAir();
if (m_bDirtyPosition)
{
// Apply food exhaustion from movement:
ApplyFoodExhaustionFromMovement(a_Chunk);
ApplyFoodExhaustionFromMovement();
cRoot::Get()->GetPluginManager()->CallHookPlayerMoving(*this);
BroadcastMovementUpdate(m_ClientHandle);
@ -400,7 +405,14 @@ void cPlayer::FinishEating(void)
return;
}
ItemHandler->OnFoodEaten(m_World, this, &Item);
GetInventory().RemoveOneEquippedItem();
//if the food is mushroom soup, return a bowl to the inventory
if( Item.m_ItemType == E_ITEM_MUSHROOM_SOUP ) {
cItem emptyBowl(E_ITEM_BOWL, 1, 0, "");
GetInventory().AddItem(emptyBowl, true, true);
}
}
@ -1319,20 +1331,35 @@ void cPlayer::UseEquippedItem()
GetInventory().DamageEquippedItem();
}
void cPlayer::SetSwimState(cChunk & a_Chunk)
{
void cPlayer::HandleAir(cChunk & a_Chunk)
BLOCKTYPE BlockIn;
int RelX = (int)floor(m_LastPosX) - a_Chunk.GetPosX() * cChunkDef::Width;
int RelY = (int)floor(m_LastPosY + 0.1);
int RelZ = (int)floor(m_LastPosZ) - a_Chunk.GetPosZ() * cChunkDef::Width;
// first we check if the player is swimming
// Use Unbounded, because we're being called *after* processing super::Tick(), which could have changed our chunk
VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockIn));
m_IsSwimming = IsBlockWater(BlockIn);
// now we check if the player is submerged
VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY+1, RelZ, BlockIn));
m_IsSubmerged = IsBlockWater(BlockIn);
}
void cPlayer::HandleAir()
{
// Ref.: http://www.minecraftwiki.net/wiki/Chunk_format
// see if the player is /submerged/ water (block above is water)
// Get the type of block the player's standing in:
BLOCKTYPE BlockIn;
int RelX = (int)floor(m_LastPosX) - a_Chunk.GetPosX() * cChunkDef::Width;
int RelY = (int)floor(m_LastPosY + 1.1);
int RelZ = (int)floor(m_LastPosZ) - a_Chunk.GetPosZ() * cChunkDef::Width;
// Use Unbounded, because we're being called *after* processing super::Tick(), which could have changed our chunk
VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockIn));
if (IsBlockWater(BlockIn))
if (IsSubmerged())
{
// either reduce air level or damage player
if(m_AirLevel < 1)
@ -1419,7 +1446,7 @@ void cPlayer::HandleFood(void)
void cPlayer::ApplyFoodExhaustionFromMovement(cChunk & a_Chunk)
void cPlayer::ApplyFoodExhaustionFromMovement()
{
if (IsGameModeCreative())
{
@ -1437,14 +1464,6 @@ void cPlayer::ApplyFoodExhaustionFromMovement(cChunk & a_Chunk)
return;
}
// Get the type of block the player's standing in:
BLOCKTYPE BlockIn;
int RelX = (int)floor(m_LastPosX) - a_Chunk.GetPosX() * cChunkDef::Width;
int RelY = (int)floor(m_LastPosY + 0.1);
int RelZ = (int)floor(m_LastPosZ) - a_Chunk.GetPosZ() * cChunkDef::Width;
// Use Unbounded, because we're being called *after* processing super::Tick(), which could have changed our chunk
VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockIn));
// Apply the exhaustion based on distance travelled:
double BaseExhaustion = Movement.Length();
if (IsSprinting())
@ -1452,7 +1471,7 @@ void cPlayer::ApplyFoodExhaustionFromMovement(cChunk & a_Chunk)
// 0.1 pt per meter sprinted
BaseExhaustion = BaseExhaustion * 0.1;
}
else if (IsBlockWater(BlockIn))
else if (IsSwimming())
{
// 0.015 pt per meter swum
BaseExhaustion = BaseExhaustion * 0.015;

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@ -253,6 +253,12 @@ public:
/// Starts or stops sprinting, sends the max speed update to the client, if needed
void SetSprint(bool a_IsSprinting);
/// Returns whether the player is swimming or not
virtual bool IsSwimming(void) const{ return m_IsSwimming; }
/// Return whether the player is under water or not
virtual bool IsSubmerged(void) const{ return m_IsSubmerged; }
// tolua_end
// cEntity overrides:
@ -260,6 +266,8 @@ public:
virtual bool IsSprinting(void) const { return m_IsSprinting; }
virtual bool IsRclking (void) const { return IsEating(); }
protected:
typedef std::map< std::string, bool > PermissionMap;
PermissionMap m_ResolvedPermissions;
@ -335,6 +343,9 @@ protected:
bool m_IsCrouched;
bool m_IsSprinting;
bool m_IsSwimming;
bool m_IsSubmerged;
/// The world tick in which eating will be finished. -1 if not eating
Int64 m_EatingFinishTick;
@ -347,10 +358,13 @@ protected:
void HandleFood(void);
/// Called in each tick to handle air-related processing i.e. drowning
void HandleAir(cChunk & a_Chunk);
void HandleAir();
/// Called once per tick to set IsSwimming and IsSubmerged
void SetSwimState(cChunk & a_Chunk);
/// Adds food exhaustion based on the difference between Pos and LastPos, sprinting status and swimming (in water block)
void ApplyFoodExhaustionFromMovement(cChunk & a_Chunk);
void ApplyFoodExhaustionFromMovement();
} ; // tolua_export