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Added cPlayer::IsGameModeXXX() and cWorld::IsGameModeXXX() functions.

These are the preferred way of determining the gamemode, you should use those instead of doing manual comparisons to the gamemode value.
This commit is contained in:
madmaxoft 2013-07-28 11:30:54 +02:00
parent 0799661ff7
commit d3801c0296
3 changed files with 58 additions and 2 deletions

View File

@ -505,7 +505,6 @@ void cPlayer::KilledBy(cEntity * a_Killer)
void cPlayer::Respawn(void)
{
m_Health = GetMaxHealth();
m_FoodLevel = 20;
m_ClientHandle->SendRespawn();
@ -538,6 +537,36 @@ Vector3d cPlayer::GetEyePosition(void) const
bool cPlayer::IsGameModeCreative(void) const
{
return (m_GameMode == gmCreative) || // Either the player is explicitly in Creative
((m_GameMode == gmNotSet) && m_World->IsGameModeCreative()); // or they inherit from the world and the world is Creative
}
bool cPlayer::IsGameModeSurvival(void) const
{
return (m_GameMode == gmSurvival) || // Either the player is explicitly in Survival
((m_GameMode == gmNotSet) && m_World->IsGameModeSurvival()); // or they inherit from the world and the world is Survival
}
bool cPlayer::IsGameModeAdventure(void) const
{
return (m_GameMode == gmCreative) || // Either the player is explicitly in Adventure
((m_GameMode == gmNotSet) && m_World->IsGameModeCreative()); // or they inherit from the world and the world is Adventure
}
void cPlayer::OpenWindow(cWindow * a_Window)
{
if (a_Window != m_CurrentWindow)
@ -1283,6 +1312,11 @@ void cPlayer::HandleFood(void)
void cPlayer::ApplyFoodExhaustionFromMovement(cChunk & a_Chunk)
{
if (IsGameModeCreative())
{
return;
}
// Calculate the distance travelled, update the last pos:
Vector3d Movement(GetPosition() - m_LastFoodPos);
m_LastFoodPos = GetPosition();

View File

@ -73,7 +73,18 @@ public:
virtual void TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ) override;
/// Returns the current gamemode. Partly OBSOLETE, you should use IsGameModeXXX() functions wherever applicable
eGameMode GetGameMode(void) const { return m_GameMode; } // tolua_export
/// Returns true if the player is in Creative mode, either explicitly, or by inheriting from current world
bool IsGameModeCreative(void) const;
/// Returns true if the player is in Survival mode, either explicitly, or by inheriting from current world
bool IsGameModeSurvival(void) const;
/// Returns true if the player is in Adventure mode, either explicitly, or by inheriting from current world
bool IsGameModeAdventure(void) const;
std::string GetIP() { return m_IP; } // tolua_export
float GetLastBlockActionTime() { return m_LastBlockActionTime; } // tolua_export
int GetLastBlockActionCnt() { return m_LastBlockActionCnt; } // tolua_export

View File

@ -106,7 +106,18 @@ public:
SetTimeOfDay(a_TimeOfDay);
}
/// Returns the current game mode. Partly OBSOLETE, you should use IsGameModeXXX() functions wherever applicable
eGameMode GetGameMode(void) const { return m_GameMode; }
/// Returns true if the world is in Creative mode
bool IsGameModeCreative(void) const { return (m_GameMode == gmCreative); }
/// Returns true if the world is in Survival mode
bool IsGameModeSurvival(void) const { return (m_GameMode == gmSurvival); }
/// Returns true if the world is in Adventure mode
bool IsGameModeAdventure(void) const { return (m_GameMode == gmAdventure); }
bool IsPVPEnabled(void) const { return m_bEnabledPVP; }
bool IsDeepSnowEnabled(void) const { return m_IsDeepSnowEnabled; }