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Made player drowning implementation

This commit is contained in:
James Ravenscroft
2013-08-08 10:32:34 +01:00
parent 3f4abe8c95
commit e6c33b0256
2 changed files with 56 additions and 2 deletions

View File

@@ -40,6 +40,8 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
, m_IP("")
, m_LastBlockActionTime( 0 )
, m_LastBlockActionCnt( 0 )
, m_AirLevel( MAX_AIR_LEVEL )
, m_AirTickTimer( DROWNING_TICKS )
, m_bVisible( true )
, m_LastGroundHeight( 0 )
, m_bTouchGround( false )
@@ -178,6 +180,10 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
}
super::Tick(a_Dt, a_Chunk);
//handle air drowning stuff
HandleAir(a_Chunk);
if (m_bDirtyPosition)
{
// Apply food exhaustion from movement:
@@ -1200,7 +1206,7 @@ bool cPlayer::LoadFromDisk()
}
m_Health = root.get("health", 0).asInt();
m_AirLevel = root.get("air", MAX_AIR_LEVEL).asInt();
m_FoodLevel = root.get("food", MAX_FOOD_LEVEL).asInt();
m_FoodSaturationLevel = root.get("foodSaturation", MAX_FOOD_LEVEL).asDouble();
m_FoodTickTimer = root.get("foodTickTimer", 0).asInt();
@@ -1246,6 +1252,7 @@ bool cPlayer::SaveToDisk()
root["rotation"] = JSON_PlayerRotation;
root["inventory"] = JSON_Inventory;
root["health"] = m_Health;
root["air"] = m_AirLevel;
root["food"] = m_FoodLevel;
root["foodSaturation"] = m_FoodSaturationLevel;
root["foodTickTimer"] = m_FoodTickTimer;
@@ -1313,7 +1320,43 @@ void cPlayer::UseEquippedItem()
}
void cPlayer::HandleAir(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 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));
if (IsBlockWater(BlockIn))
{
//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)