diff options
-rw-r--r-- | source/ClientHandle.cpp | 7 | ||||
-rw-r--r-- | source/Items/ItemFood.h | 1 | ||||
-rw-r--r-- | source/Items/ItemHandler.cpp | 1 | ||||
-rw-r--r-- | source/Player.cpp | 59 | ||||
-rw-r--r-- | source/Player.h | 18 |
5 files changed, 63 insertions, 23 deletions
diff --git a/source/ClientHandle.cpp b/source/ClientHandle.cpp index 52c4b3061..85500a2e4 100644 --- a/source/ClientHandle.cpp +++ b/source/ClientHandle.cpp @@ -505,7 +505,12 @@ 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()) { - m_Player->AddFoodExhaustion(m_Player->IsSprinting() ? 0.8 : 0.2); + // 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); diff --git a/source/Items/ItemFood.h b/source/Items/ItemFood.h index 6434f3dc7..2ae572331 100644 --- a/source/Items/ItemFood.h +++ b/source/Items/ItemFood.h @@ -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); diff --git a/source/Items/ItemHandler.cpp b/source/Items/ItemHandler.cpp index c81916f5f..f3f4ac6e7 100644 --- a/source/Items/ItemHandler.cpp +++ b/source/Items/ItemHandler.cpp @@ -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); diff --git a/source/Player.cpp b/source/Player.cpp index fb752ed87..808976a6c 100644 --- a/source/Player.cpp +++ b/source/Player.cpp @@ -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", @@ -180,14 +182,17 @@ 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); + // handle air drowning stuff + 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::HandleAir(cChunk & a_Chunk) +void cPlayer::SetSwimState(cChunk & a_Chunk) { - // 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 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)); - if (IsBlockWater(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: + + 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; diff --git a/source/Player.h b/source/Player.h index 542656b5a..105e7d0a1 100644 --- a/source/Player.h +++ b/source/Player.h @@ -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 |