Added IsSwimming and IsSubmerged flags and access methods
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@ -32,7 +32,6 @@
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#include "Protocol/ProtocolRecognizer.h"
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#include "Protocol/ProtocolRecognizer.h"
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#define float2int(x) ((x)<0 ? ((int)(x))-1 : (int)(x))
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#define AddPistonDir(x, y, z, dir, amount) switch (dir) { case 0: (y)-=(amount); break; case 1: (y)+=(amount); break;\
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#define AddPistonDir(x, y, z, dir, amount) switch (dir) { case 0: (y)-=(amount); break; case 1: (y)+=(amount); break;\
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@ -505,9 +504,8 @@ void cClientHandle::HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ,
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if ((a_PosY > m_Player->GetPosY()) && !a_IsOnGround && m_Player->IsOnGround())
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if ((a_PosY > m_Player->GetPosY()) && !a_IsOnGround && m_Player->IsOnGround())
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{
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{
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// we only add this exhaustion if the player is not swimming - otherwise we end up with both jump + swim exhaustion
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// we only add this exhaustion if the player is not swimming - otherwise we end up with both jump + swim exhaustion
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cWorld * World = m_Player->GetWorld();
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BLOCKTYPE BlockType = World->GetBlock( float2int(m_Player->GetPosX()), float2int(m_Player->GetPosY()), float2int(m_Player->GetPosZ()) );
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if(! m_Player->IsSwimming() )
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if(! IsBlockWater(BlockType) )
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{
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{
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m_Player->AddFoodExhaustion(m_Player->IsSprinting() ? 0.8 : 0.2);
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m_Player->AddFoodExhaustion(m_Player->IsSprinting() ? 0.8 : 0.2);
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}
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}
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@ -61,6 +61,8 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
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, m_SprintingMaxSpeed(0.13)
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, m_SprintingMaxSpeed(0.13)
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, m_IsCrouched(false)
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, m_IsCrouched(false)
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, m_IsSprinting(false)
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, m_IsSprinting(false)
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, m_IsSwimming(false)
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, m_IsSubmerged(false)
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, m_EatingFinishTick(-1)
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, m_EatingFinishTick(-1)
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{
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{
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LOGD("Created a player object for \"%s\" @ \"%s\" at %p, ID %d",
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LOGD("Created a player object for \"%s\" @ \"%s\" at %p, ID %d",
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@ -181,8 +183,11 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
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super::Tick(a_Dt, a_Chunk);
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super::Tick(a_Dt, a_Chunk);
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//handle air drowning stuff
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// set player swimming state
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HandleAir(a_Chunk);
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SetSwimState( a_Chunk);
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// handle air drowning stuff
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HandleAir();
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if (m_bDirtyPosition)
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if (m_bDirtyPosition)
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{
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{
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@ -1326,20 +1331,34 @@ void cPlayer::UseEquippedItem()
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GetInventory().DamageEquippedItem();
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GetInventory().DamageEquippedItem();
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}
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}
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void cPlayer::SetSwimState(cChunk & a_Chunk)
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{
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void cPlayer::HandleAir(cChunk & a_Chunk)
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BLOCKTYPE BlockIn;
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int RelX = (int)floor(m_LastPosX) - a_Chunk.GetPosX() * cChunkDef::Width;
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int RelY = (int)floor(m_LastPosY + 0.1);
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int RelZ = (int)floor(m_LastPosZ) - a_Chunk.GetPosZ() * cChunkDef::Width;
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// first we check if the player is swimming
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// Use Unbounded, because we're being called *after* processing super::Tick(), which could have changed our chunk
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VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockIn));
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m_IsSwimming = IsBlockWater(BlockIn);
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// now we check if the player is submerged
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VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY+1, RelZ, BlockIn));
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m_IsSubmerged = IsBlockWater(BlockIn);
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}
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void cPlayer::HandleAir()
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{
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{
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// Ref.: http://www.minecraftwiki.net/wiki/Chunk_format
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// Ref.: http://www.minecraftwiki.net/wiki/Chunk_format
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// see if the player is /submerged/ water (block above is water)
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// see if the player is /submerged/ water (block above is water)
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// Get the type of block the player's standing in:
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// Get the type of block the player's standing in:
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BLOCKTYPE BlockIn;
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int RelX = (int)floor(m_LastPosX) - a_Chunk.GetPosX() * cChunkDef::Width;
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int RelY = (int)floor(m_LastPosY + 1.1);
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int RelZ = (int)floor(m_LastPosZ) - a_Chunk.GetPosZ() * cChunkDef::Width;
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// Use Unbounded, because we're being called *after* processing super::Tick(), which could have changed our chunk
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VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockIn));
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if (IsBlockWater(BlockIn))
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if (IsSubmerged())
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{
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{
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// either reduce air level or damage player
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// either reduce air level or damage player
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if(m_AirLevel < 1)
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if(m_AirLevel < 1)
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@ -260,6 +260,12 @@ public:
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virtual bool IsSprinting(void) const { return m_IsSprinting; }
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virtual bool IsSprinting(void) const { return m_IsSprinting; }
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virtual bool IsRclking (void) const { return IsEating(); }
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virtual bool IsRclking (void) const { return IsEating(); }
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/// Returns whether the player is swimming or not
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virtual bool IsSwimming(void) const{ return m_IsSwimming; }
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/// Return whether the player is under water or not
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virtual bool IsSubmerged(void) const{ return m_IsSubmerged; }
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protected:
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protected:
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typedef std::map< std::string, bool > PermissionMap;
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typedef std::map< std::string, bool > PermissionMap;
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PermissionMap m_ResolvedPermissions;
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PermissionMap m_ResolvedPermissions;
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@ -335,6 +341,9 @@ protected:
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bool m_IsCrouched;
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bool m_IsCrouched;
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bool m_IsSprinting;
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bool m_IsSprinting;
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bool m_IsSwimming;
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bool m_IsSubmerged;
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/// The world tick in which eating will be finished. -1 if not eating
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/// The world tick in which eating will be finished. -1 if not eating
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Int64 m_EatingFinishTick;
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Int64 m_EatingFinishTick;
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@ -347,7 +356,10 @@ protected:
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void HandleFood(void);
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void HandleFood(void);
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/// Called in each tick to handle air-related processing i.e. drowning
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/// Called in each tick to handle air-related processing i.e. drowning
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void HandleAir(cChunk & a_Chunk);
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void HandleAir();
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/// Called once per tick to set IsSwimming and IsSubmerged
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void SetSwimState(cChunk & a_Chunk);
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/// Adds food exhaustion based on the difference between Pos and LastPos, sprinting status and swimming (in water block)
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/// Adds food exhaustion based on the difference between Pos and LastPos, sprinting status and swimming (in water block)
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void ApplyFoodExhaustionFromMovement(cChunk & a_Chunk);
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void ApplyFoodExhaustionFromMovement(cChunk & a_Chunk);
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