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author | James Ravenscroft <ravenscroftj@gmail.com> | 2013-08-09 09:37:39 +0200 |
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committer | James Ravenscroft <ravenscroftj@gmail.com> | 2013-08-09 09:37:39 +0200 |
commit | dace1f7bd2e661b4c771322162e9e1b52551dd56 (patch) | |
tree | 9565683fe1b72633336954a49247d9fd6af9931f /source/Player.cpp | |
parent | Fixed the jump food exhaustion being added when player is swimming (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | source/Player.cpp | 37 |
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) |