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All mobs now drown (fixes #54)

* Implemented mob drowning
* Iron Golems and squids are excluded
This commit is contained in:
Tiger Wang
2014-01-24 23:58:51 +00:00
parent 1112f5adc6
commit fd7fc7e59e
6 changed files with 137 additions and 127 deletions

View File

@@ -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)
{