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-rw-r--r--source/ClientHandle.cpp6
-rw-r--r--source/Player.cpp37
-rw-r--r--source/Player.h14
3 files changed, 43 insertions, 14 deletions
diff --git a/source/ClientHandle.cpp b/source/ClientHandle.cpp
index 328e7de70..6df0cfa48 100644
--- a/source/ClientHandle.cpp
+++ b/source/ClientHandle.cpp
@@ -32,7 +32,6 @@
#include "Protocol/ProtocolRecognizer.h"
-#define float2int(x) ((x)<0 ? ((int)(x))-1 : (int)(x))
#define AddPistonDir(x, y, z, dir, amount) switch (dir) { case 0: (y)-=(amount); break; case 1: (y)+=(amount); break;\
@@ -505,9 +504,8 @@ void cClientHandle::HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ,
if ((a_PosY > m_Player->GetPosY()) && !a_IsOnGround && m_Player->IsOnGround())
{
// we only add this exhaustion if the player is not swimming - otherwise we end up with both jump + swim exhaustion
- cWorld * World = m_Player->GetWorld();
- BLOCKTYPE BlockType = World->GetBlock( float2int(m_Player->GetPosX()), float2int(m_Player->GetPosY()), float2int(m_Player->GetPosZ()) );
- if(! IsBlockWater(BlockType) )
+
+ if(! m_Player->IsSwimming() )
{
m_Player->AddFoodExhaustion(m_Player->IsSprinting() ? 0.8 : 0.2);
}
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)
diff --git a/source/Player.h b/source/Player.h
index 542656b5a..ab9a17cf2 100644
--- a/source/Player.h
+++ b/source/Player.h
@@ -260,6 +260,12 @@ public:
virtual bool IsSprinting(void) const { return m_IsSprinting; }
virtual bool IsRclking (void) const { return IsEating(); }
+ /// 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; }
+
protected:
typedef std::map< std::string, bool > PermissionMap;
PermissionMap m_ResolvedPermissions;
@@ -335,6 +341,9 @@ 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;
@@ -347,7 +356,10 @@ 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);