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-rw-r--r--source/Player.cpp37
1 files changed, 28 insertions, 9 deletions
diff --git a/source/Player.cpp b/source/Player.cpp
index 6219523cf..eab6e08e5 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",
@@ -181,8 +183,11 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
super::Tick(a_Dt, a_Chunk);
- //handle air drowning stuff
- HandleAir(a_Chunk);
+ // set player swimming state
+ SetSwimState( a_Chunk);
+
+ // handle air drowning stuff
+ HandleAir();
if (m_bDirtyPosition)
{
@@ -1326,20 +1331,34 @@ 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)