Refactored item-eating from cClientHandle into cPlayer
git-svn-id: http://mc-server.googlecode.com/svn/trunk@519 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -981,77 +981,7 @@ void cClientHandle::HandleBlockPlace(cPacket_BlockPlace * a_Packet)
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a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ
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);
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// Hacked in edible items go!~
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// TODO: Handle hunger
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bool bEat = false;
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bool isDoor = false;
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switch (Item.m_ItemID)
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{
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case E_ITEM_APPLE:
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//m_Player->Heal(4); // 2 hearts
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m_Player->Feed(24); // 2 food bars
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bEat = true;
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break;
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case E_ITEM_GOLDEN_APPLE:
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//m_Player->Heal(20); // 10 hearts
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m_Player->Feed(60); // 5 food
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bEat = true;
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break;
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case E_ITEM_MUSHROOM_SOUP:
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///m_Player->Heal(10); // 5 hearts
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m_Player->Feed(48); // 4 food
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bEat = true;
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break;
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case E_ITEM_BREAD:
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//m_Player->Heal(5); // 2.5 hearts
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m_Player->Feed(30); // 2.5 food
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bEat = true;
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break;
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case E_ITEM_RAW_MEAT:
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//m_Player->Heal(3); // 1.5 hearts
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m_Player->Feed(18); // 1.5 food
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bEat = true;
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break;
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case E_ITEM_COOKED_MEAT:
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//m_Player->Heal(8); // 4 hearts
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m_Player->Feed(48); // 4 food
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bEat = true;
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break;
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case E_ITEM_RAW_FISH:
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//m_Player->Heal(2); // 1 heart
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m_Player->Feed(12); // 1 food
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bEat = true;
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break;
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case E_ITEM_COOKED_FISH:
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//m_Player->Heal(5); // 2.5 hearts
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m_Player->Feed(30); // 2.5 food
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bEat = true;
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break;
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case E_ITEM_RAW_CHICKEN:
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//m_Player->Heal(3);
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m_Player->Feed(12); // 1 food
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bEat = true;
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break;
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case E_ITEM_COOKED_CHICKEN:
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//m_Player->Heal(8);
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m_Player->Feed(36); // 3 food
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bEat = true;
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break;
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case E_ITEM_RAW_BEEF:
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//m_Player->Heal(3);
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m_Player->Feed(18); // 1.5 food
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bEat = true;
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break;
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case E_ITEM_STEAK:
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//m_Player->Heal(8);
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m_Player->Feed(48); // 4 food
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bEat = true;
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break;
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default:
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break;
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};
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if (bEat)
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if (m_Player->EatItem(Item.m_ItemID))
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{
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m_Player->GetInventory().RemoveItem(Item);
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return;
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@ -1062,6 +992,7 @@ void cClientHandle::HandleBlockPlace(cPacket_BlockPlace * a_Packet)
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// clicked in air
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return;
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}
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bool isDoor = false;
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//TODO: Wrong Blocks!
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int ClickedBlock = (int)m_Player->GetWorld()->GetBlock(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);
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@ -305,20 +305,31 @@ void cPlayer::Heal( int a_Health )
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}
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}
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void cPlayer::Feed( short a_Food )
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{
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if( m_FoodLevel < GetMaxFoodLevel() )
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{
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m_FoodLevel = MIN(a_Food + m_FoodLevel, GetMaxFoodLevel());
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cPacket_UpdateHealth Health;
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Health.m_Health = m_Health;
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Health.m_Food = GetFood();
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Health.m_Saturation = GetFoodSaturation();
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m_ClientHandle->Send( Health );
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bool cPlayer::Feed(short a_Food)
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{
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if (m_FoodLevel >= GetMaxFoodLevel())
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{
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return false;
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}
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m_FoodLevel = MIN(a_Food + m_FoodLevel, GetMaxFoodLevel());
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cPacket_UpdateHealth Health;
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Health.m_Health = m_Health;
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Health.m_Food = GetFood();
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Health.m_Saturation = GetFoodSaturation();
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m_ClientHandle->Send( Health );
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return true;
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}
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void cPlayer::TakeDamage( int a_Damage, cEntity* a_Instigator )
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{
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if ( !(m_GameMode == 1) ) {
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@ -985,3 +996,46 @@ void cPlayer::UseEquippedItem()
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bool cPlayer::EatItem(int a_ItemType)
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{
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// TODO: Handle hunger
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switch (a_ItemType)
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{
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case E_ITEM_APPLE: return Feed(24); // 2 food bars
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case E_ITEM_GOLDEN_APPLE: return Feed(60); // 5 food
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case E_ITEM_MUSHROOM_SOUP: return Feed(48); // 4 food
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case E_ITEM_BREAD: return Feed(30); // 2.5 food
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case E_ITEM_RAW_MEAT: return Feed(18); // 1.5 food
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case E_ITEM_COOKED_MEAT: return Feed(48); // 4 food
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case E_ITEM_RAW_FISH: return Feed(12); // 1 food
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case E_ITEM_COOKED_FISH: return Feed(30); // 2.5 food
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case E_ITEM_COOKED_CHICKEN: return Feed(36); // 3 food
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case E_ITEM_RAW_BEEF: return Feed(18); // 1.5 food
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case E_ITEM_STEAK: return Feed(48); // 4 food
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case E_ITEM_RAW_CHICKEN:
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{
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if (!Feed(12)) // 1 food
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{
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return false;
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}
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// TODO: A random chance to get food-poisoned
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return true;
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}
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case E_ITEM_ROTTEN_FLESH:
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{
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if (!Feed(24))
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{
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return false;
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}
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// TODO: Food-poisoning
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return true;
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}
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}
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return false;
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}
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@ -81,7 +81,10 @@ public:
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void TossItem( bool a_bDraggingItem, int a_Amount = 1 ); //tolua_export
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void Heal( int a_Health ); //tolua_export
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void Feed( short a_Food );
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/// Returns true if any food has been consumed, false if player "full"
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bool Feed(short a_Food);
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void TakeDamage( int a_Damage, cEntity* a_Instigator ); //tolua_export
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void KilledBy( cEntity* a_Killer ); //tolua_export
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void Respawn(); //tolua_export
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@ -97,8 +100,10 @@ public:
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const AString & GetLoadedWorldName() { return m_LoadedWorldName; }
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void UseEquippedItem();
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void UseEquippedItem(void);
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/// Returns true if the item type is edible && it has been consumed, false otherwise
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bool EatItem(int a_ItemType);
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protected:
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virtual void Destroyed();
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