diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/Entities/Entity.cpp | 95 | ||||
-rw-r--r-- | src/Entities/Entity.h | 23 | ||||
-rw-r--r-- | src/Entities/Player.cpp | 117 | ||||
-rw-r--r-- | src/Entities/Player.h | 22 | ||||
-rw-r--r-- | src/Mobs/IronGolem.h | 4 | ||||
-rw-r--r-- | src/Mobs/Squid.h | 3 |
6 files changed, 137 insertions, 127 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp index ae98a1e91..e22f689d9 100644 --- a/src/Entities/Entity.cpp +++ b/src/Entities/Entity.cpp @@ -57,6 +57,8 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, d , m_Mass (0.001) // Default 1g , m_Width(a_Width) , m_Height(a_Height) + , m_IsSubmerged(false) + , m_IsSwimming(false) { cCSLock Lock(m_CSCount); m_EntityCount++; @@ -529,7 +531,17 @@ void cEntity::Tick(float a_Dt, cChunk & a_Chunk) { TickInVoid(a_Chunk); } - else { m_TicksSinceLastVoidDamage = 0; } + else + m_TicksSinceLastVoidDamage = 0; + + if (IsMob() || IsPlayer()) + { + // Set swimming state + SetSwimState(a_Chunk); + + // Handle drowning + HandleAir(); + } } @@ -907,6 +919,87 @@ void cEntity::TickInVoid(cChunk & a_Chunk) +void cEntity::SetSwimState(cChunk & a_Chunk) +{ + int RelY = (int)floor(m_LastPosY + 0.1); + if ((RelY < 0) || (RelY >= cChunkDef::Height - 1)) + { + m_IsSwimming = false; + m_IsSubmerged = false; + return; + } + + BLOCKTYPE BlockIn; + int RelX = (int)floor(m_LastPosX) - a_Chunk.GetPosX() * cChunkDef::Width; + int RelZ = (int)floor(m_LastPosZ) - a_Chunk.GetPosZ() * cChunkDef::Width; + + // Check if the player is swimming: + // Use Unbounded, because we're being called *after* processing super::Tick(), which could have changed our chunk + if (!a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockIn)) + { + // This sometimes happens on Linux machines + // Ref.: http://forum.mc-server.org/showthread.php?tid=1244 + LOGD("SetSwimState failure: RelX = %d, RelZ = %d, LastPos = {%.02f, %.02f}, Pos = %.02f, %.02f}", + RelX, RelY, m_LastPosX, m_LastPosZ, GetPosX(), GetPosZ() + ); + m_IsSwimming = false; + m_IsSubmerged = false; + return; + } + m_IsSwimming = IsBlockWater(BlockIn); + + // Check if the player is submerged: + VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY + 1, RelZ, BlockIn)); + m_IsSubmerged = IsBlockWater(BlockIn); +} + + + + + +void cEntity::HandleAir(void) +{ + // Ref.: http://www.minecraftwiki.net/wiki/Chunk_format + // See if the entity is /submerged/ water (block above is water) + // Get the type of block the entity is standing in: + + if (IsSubmerged()) + { + SetSpeedY(1); // Float in the water + + // Either reduce air level or damage player + if (m_AirLevel < 1) + { + if (m_AirTickTimer < 1) + { + // Damage player + TakeDamage(dtDrowning, NULL, 1, 1, 0); + // Reset timer + m_AirTickTimer = DROWNING_TICKS; + } + else + { + m_AirTickTimer -= 1; + } + } + else + { + // Reduce air supply + m_AirLevel -= 1; + } + } + else + { + // Set the air back to maximum + m_AirLevel = MAX_AIR_LEVEL; + m_AirTickTimer = DROWNING_TICKS; + } +} + + + + + /// Called when the entity starts burning void cEntity::OnStartedBurning(void) { diff --git a/src/Entities/Entity.h b/src/Entities/Entity.h index 62dc42c3f..f6fa58bb2 100644 --- a/src/Entities/Entity.h +++ b/src/Entities/Entity.h @@ -110,6 +110,8 @@ public: BURN_TICKS_PER_DAMAGE = 20, ///< How many ticks to wait between damaging an entity when it is burning BURN_DAMAGE = 1, ///< How much damage to deal when the entity is burning BURN_TICKS = 200, ///< How long to keep an entity burning after it has stood in lava / fire + MAX_AIR_LEVEL = 300, ///< Maximum air an entity can have + DROWNING_TICKS = 20, ///< Number of ticks per heart of damage } ; cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, double a_Width, double a_Height); @@ -344,7 +346,14 @@ public: virtual bool IsRiding (void) const {return false; } virtual bool IsSprinting(void) const {return false; } virtual bool IsRclking (void) const {return false; } - virtual bool IsInvisible(void) const {return false; } + virtual bool IsInvisible(void) const { return false; } + + /** 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; } + /** Gets remaining air of a monster */ + int GetAirLevel(void) const { return m_AirLevel; } // tolua_end @@ -412,6 +421,18 @@ protected: virtual void Destroyed(void) {} // Called after the entity has been destroyed void SetWorld(cWorld * a_World) { m_World = a_World; } + + /** Called in each tick to handle air-related processing i.e. drowning */ + virtual void HandleAir(); + /** Called once per tick to set IsSwimming and IsSubmerged */ + virtual void SetSwimState(cChunk & a_Chunk); + + /** If an entity is currently swimming in or submerged under water */ + bool m_IsSwimming, m_IsSubmerged; + + /** Air level of a mobile */ + int m_AirLevel; + int m_AirTickTimer; private: // Measured in degrees, [-180, +180) diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp index 377194efc..2a5baedb6 100644 --- a/src/Entities/Player.cpp +++ b/src/Entities/Player.cpp @@ -7,7 +7,6 @@ #include "../UI/Window.h" #include "../UI/WindowOwner.h" #include "../World.h" -#include "Pickup.h" #include "../Bindings/PluginManager.h" #include "../BlockEntities/BlockEntity.h" #include "../GroupManager.h" @@ -36,8 +35,6 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName) : super(etPlayer, 0.6, 1.8) - , m_AirLevel( MAX_AIR_LEVEL ) - , m_AirTickTimer(DROWNING_TICKS) , m_bVisible(true) , m_FoodLevel(MAX_FOOD_LEVEL) , m_FoodSaturationLevel(5) @@ -108,9 +105,23 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName) a_PlayerName.c_str(), GetPosX(), GetPosY(), GetPosZ() ); } + m_LastJumpHeight = (float)(GetPosY()); m_LastGroundHeight = (float)(GetPosY()); m_Stance = GetPosY() + 1.62; + + if (m_GameMode == gmNotSet) + { + cWorld * World = cRoot::Get()->GetWorld(GetLoadedWorldName()); + if (World == NULL) + { + World = cRoot::Get()->GetDefaultWorld(); + } + if (World->IsGameModeCreative()) + { + m_CanFly = true; + } + } cRoot::Get()->GetServer()->PlayerCreated(this); } @@ -197,12 +208,6 @@ 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(); - // Handle charging the bow: if (m_IsChargingBow) { @@ -1630,27 +1635,12 @@ bool cPlayer::LoadFromDisk() m_CurrentXp = (short) root.get("xpCurrent", 0).asInt(); m_IsFlying = root.get("isflying", 0).asBool(); - //SetExperience(root.get("experience", 0).asInt()); - m_GameMode = (eGameMode) root.get("gamemode", eGameMode_NotSet).asInt(); if (m_GameMode == eGameMode_Creative) { m_CanFly = true; } - else if (m_GameMode == eGameMode_NotSet) - { - cWorld * World = cRoot::Get()->GetWorld(GetLoadedWorldName()); - if (World == NULL) - { - World = cRoot::Get()->GetDefaultWorld(); - } - - if (World->GetGameMode() == eGameMode_Creative) - { - m_CanFly = true; - } - } m_Inventory.LoadFromJson(root["inventory"]); @@ -1767,85 +1757,6 @@ void cPlayer::UseEquippedItem(void) -void cPlayer::SetSwimState(cChunk & a_Chunk) -{ - int RelY = (int)floor(m_LastPosY + 0.1); - if ((RelY < 0) || (RelY >= cChunkDef::Height - 1)) - { - m_IsSwimming = false; - m_IsSubmerged = false; - return; - } - - BLOCKTYPE BlockIn; - int RelX = (int)floor(m_LastPosX) - a_Chunk.GetPosX() * cChunkDef::Width; - int RelZ = (int)floor(m_LastPosZ) - a_Chunk.GetPosZ() * cChunkDef::Width; - - // Check if the player is swimming: - // Use Unbounded, because we're being called *after* processing super::Tick(), which could have changed our chunk - if (!a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockIn)) - { - // This sometimes happens on Linux machines - // Ref.: http://forum.mc-server.org/showthread.php?tid=1244 - LOGD("SetSwimState failure: RelX = %d, RelZ = %d, LastPos = {%.02f, %.02f}, Pos = %.02f, %.02f}", - RelX, RelY, m_LastPosX, m_LastPosZ, GetPosX(), GetPosZ() - ); - m_IsSwimming = false; - m_IsSubmerged = false; - return; - } - m_IsSwimming = IsBlockWater(BlockIn); - - // Check if the player is submerged: - VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY + 1, RelZ, BlockIn)); - m_IsSubmerged = IsBlockWater(BlockIn); -} - - - - - -void cPlayer::HandleAir(void) -{ - // 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) - { - if (m_AirTickTimer < 1) - { - // damage player - TakeDamage(dtDrowning, NULL, 1, 1, 0); - // reset timer - m_AirTickTimer = DROWNING_TICKS; - } - else - { - m_AirTickTimer -= 1; - } - } - else - { - // reduce air supply - m_AirLevel -= 1; - } - } - else - { - // set the air back to maximum - m_AirLevel = MAX_AIR_LEVEL; - m_AirTickTimer = DROWNING_TICKS; - } -} - - - - - void cPlayer::HandleFood(void) { // Ref.: http://www.minecraftwiki.net/wiki/Hunger diff --git a/src/Entities/Player.h b/src/Entities/Player.h index 46d0de69d..449df978f 100644 --- a/src/Entities/Player.h +++ b/src/Entities/Player.h @@ -31,8 +31,6 @@ public: MAX_HEALTH = 20, MAX_FOOD_LEVEL = 20, EATING_TICKS = 30, ///< Number of ticks it takes to eat an item - MAX_AIR_LEVEL = 300, - DROWNING_TICKS = 10, //number of ticks per heart of damage } ; // tolua_end @@ -241,8 +239,6 @@ public: int GetFoodTickTimer (void) const { return m_FoodTickTimer; } double GetFoodExhaustionLevel (void) const { return m_FoodExhaustionLevel; } int GetFoodPoisonedTicksRemaining(void) const { return m_FoodPoisonedTicksRemaining; } - - int GetAirLevel (void) const { return m_AirLevel; } /// Returns true if the player is satiated, i. e. their foodlevel is at the max and they cannot eat anymore bool IsSatiated(void) const { return (m_FoodLevel >= MAX_FOOD_LEVEL); } @@ -353,12 +349,6 @@ public: /// If true the player can fly even when he's not in creative. void SetCanFly(bool a_CanFly); - /// 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; } - /// Returns wheter the player can fly or not. virtual bool CanFly(void) const { return m_CanFly; } // tolua_end @@ -389,12 +379,6 @@ protected: XP_TO_LEVEL30 = 825 } ; - /// Player's air level (for swimming) - int m_AirLevel; - - /// used to time ticks between damage taken via drowning/suffocation - int m_AirTickTimer; - bool m_bVisible; // Food-related variables: @@ -490,12 +474,6 @@ protected: /// Called in each tick if the player is fishing to make sure the floater dissapears when the player doesn't have a fishing rod as equipped item. void HandleFloater(void); - - /// Called in each tick to handle air-related processing i.e. drowning - 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(); diff --git a/src/Mobs/IronGolem.h b/src/Mobs/IronGolem.h index d49ff4cab..41c60438c 100644 --- a/src/Mobs/IronGolem.h +++ b/src/Mobs/IronGolem.h @@ -18,6 +18,10 @@ public: CLASS_PROTODEF(cIronGolem); virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override; + + // Iron golems do not drown + virtual void HandleAir(void) override {} + virtual void SetSwimState(cChunk & a_Chunk) override {} } ; diff --git a/src/Mobs/Squid.h b/src/Mobs/Squid.h index ad299b95c..a9dba8b70 100644 --- a/src/Mobs/Squid.h +++ b/src/Mobs/Squid.h @@ -21,6 +21,9 @@ public: virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override; + // Squids do not drown (or float) + virtual void HandleAir(void) override {} + virtual void SetSwimState(cChunk & a_Chunk) override {} } ; |