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-rw-r--r--source/ClientHandle.cpp7
-rw-r--r--source/Items/ItemFood.h1
-rw-r--r--source/Items/ItemHandler.cpp1
-rw-r--r--source/Player.cpp59
-rw-r--r--source/Player.h18
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