forked from Kolyah35/minecraft-pe-0.6.1
the whole game
This commit is contained in:
924
src/world/entity/player/Player.cpp
Executable file
924
src/world/entity/player/Player.cpp
Executable file
@@ -0,0 +1,924 @@
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#include "Player.h"
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#include "Inventory.h"
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#include "../item/ItemEntity.h"
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#include "../../level/Level.h"
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#include "../../item/ItemInstance.h"
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#include "../../item/BowItem.h"
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#include "../../inventory/BaseContainerMenu.h"
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#include "../../../nbt/CompoundTag.h"
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#include "../../../network/RakNetInstance.h"
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#include "../../../network/packet/AnimatePacket.h"
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#include "../../inventory/FurnaceMenu.h"
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#include "../SharedFlags.h"
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#include "../../level/tile/BedTile.h"
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#include "../../Direction.h"
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#include "../EntityEvent.h"
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#include "../../Difficulty.h"
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#include "../../item/ArmorItem.h"
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const float Player::DEFAULT_WALK_SPEED = 0.1f;
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const float Player::DEFAULT_FLY_SPEED = 0.02f;
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// @todo: Move out to ArmorInventory
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static ListTag* saveArmor(ItemInstance* armor);
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static void loadArmor(ItemInstance* armor, ListTag* listTag);
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Player::Player(Level* level, bool isCreative)
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: super(level),
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userType(0),
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playerHasRespawnPosition(false),
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hasFakeInventory(false),
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containerMenu(NULL),
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useItemDuration(0),
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playerIsSleeping(false),
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sleepCounter(0),
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bedOffsetX(0),
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bedOffsetY(0),
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bedOffsetZ(0),
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respawnPosition(0, -1, 0),
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allPlayersSleeping(false)
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{
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canRemove = false;
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_init();
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entityRendererId = ER_PLAYER_RENDERER;
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autoSendPosRot = false;
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inventory = new Inventory(this, isCreative);
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//inventoryMenu = /*new*/ InventoryMenu(inventory, !level.isOnline);
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//containerMenu = inventoryMenu;
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heightOffset = 1.62f;
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Pos spawnPos = level->getSharedSpawnPos();
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this->moveTo((float)spawnPos.x + 0.5f, (float)(spawnPos.y + 1), (float)spawnPos.z + 0.5f, 0, 0);
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health = MAX_HEALTH;
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modelName = "humanoid";
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rotOffs = 180;
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flameTime = 20;
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textureName = "mob/char.png";
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entityData.define(DATA_PLAYER_FLAGS_ID, (PlayerFlagIDType) 0);
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entityData.define(DATA_BED_POSITION_ID, Pos());
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//entityData.define(DATA_PLAYER_RUNNING_ID, (SynchedEntityData::TypeChar) 0);
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}
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Player::~Player() {
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delete inventory;
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}
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bool Player::isSleeping() {
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return playerIsSleeping;
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}
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int Player::startSleepInBed( int x, int y, int z ) {
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if(!level->isClientSide) {
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if(isSleeping() || !isAlive()) {
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return BedSleepingResult::OTHER_PROBLEM;
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}
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if(Mth::abs(this->x - x) > 3 || Mth::abs(this->y - y) > 4 || Mth::abs(this->z - z) > 3) {
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return BedSleepingResult::TOO_FAR_AWAY;
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}
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if(level->dimension->isNaturalDimension()) {
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return BedSleepingResult::NOT_POSSIBLE_HERE;
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}
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if(level->isDay()) {
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return BedSleepingResult::NOT_POSSIBLE_NOW;
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}
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float hRange = 8;
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float vRange = 5;
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EntityList monsters;
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level->getEntitiesOfClass(MobTypes::BaseEnemy, AABB(x- hRange, y - vRange, z - hRange, x + hRange, y + vRange, z + hRange), monsters);
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if(!monsters.empty()) {
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return BedSleepingResult::NOT_SAFE;
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}
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}
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setSize(0.2f, 0.2f);
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heightOffset = 0.2f;
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if(level->hasChunkAt(x, y, z)) {
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int data = level->getData(x, y, z);
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int direction = BedTile::getDirection(data);
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float xo = 0.5f, zo = 0.5f;
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switch(direction) {
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case Direction::SOUTH:
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zo = 0.9f;
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break;
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case Direction::NORTH:
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zo = 0.1f;
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break;
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case Direction::WEST:
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xo = 0.1f;
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break;
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case Direction::EAST:
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xo = 0.9f;
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break;
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}
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setBedOffset(direction);
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setPos(x + xo, y + 15.0f / 16.0f, z + zo);
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} else {
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setPos(x + 0.5f, y + 1.0f / 16.0f, z + 0.5f);
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}
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playerIsSleeping = true;
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sleepCounter = 0;
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bedPosition = Pos(x, y, z);
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xd = zd = yd = 0;
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if(!level->isClientSide) {
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level->updateSleepingPlayerList();
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}
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entityData.set<Pos>(DATA_BED_POSITION_ID, bedPosition);
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entityData.setFlag<SharedFlagsInformation::SharedFlagsInformationType>(DATA_PLAYER_FLAGS_ID, PLAYER_SLEEP_FLAG);
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return BedSleepingResult::OK;
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}
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void Player::stopSleepInBed( bool forcefulWakeUp, bool updateLevelList, bool saveRespawnPoint ) {
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if(!isSleeping())
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return;
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setSize(0.6f, 1.8f);
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setDefaultHeadHeight();
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Pos standUp = bedPosition;
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if(level->getTile(int(bedPosition.x), int(bedPosition.y), int(bedPosition.z)) == Tile::bed->id) {
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BedTile::setOccupied(level, int(bedPosition.x), int(bedPosition.y), int(bedPosition.z), false);
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bool foundStandUpPosition = BedTile::findStandUpPosition(level, int(bedPosition.x), int(bedPosition.y), int(bedPosition.z), 0, standUp);
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if(!foundStandUpPosition) {
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standUp = Pos(bedPosition.x, bedPosition.y, bedPosition.z);
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}
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setPos(standUp.x + 0.5f, standUp.y + heightOffset + 0.1f, standUp.z + 0.5f);
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}
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playerIsSleeping = false;
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if(!level->isClientSide && updateLevelList) {
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level->updateSleepingPlayerList();
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}
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if(forcefulWakeUp) {
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sleepCounter = 0;
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} else {
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sleepCounter = SLEEP_DURATION;
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}
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// Quick fix to make the spawn position always saved, not sure if we always want to save this position but I like it.
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if(true || saveRespawnPoint) {
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Pos newRespawnPos;
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BedTile::findStandUpPosition(level, bedPosition.x, bedPosition.y, bedPosition.z, 0, newRespawnPos);
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setRespawnPosition(newRespawnPos);
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}
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entityData.clearFlag<SharedFlagsInformation::SharedFlagsInformationType>(DATA_PLAYER_FLAGS_ID, PLAYER_SLEEP_FLAG);
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allPlayersSleeping = false;
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}
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int Player::getSleepTimer() {
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return allPlayersSleeping ? sleepCounter : 0;
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}
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void Player::setAllPlayersSleeping() {
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sleepCounter = 0;
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allPlayersSleeping = true;
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}
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void Player::setBedOffset( int bedDirection ) {
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bedOffsetX = 0;
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bedOffsetZ = 0;
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switch(bedDirection) {
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case Direction::SOUTH:
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bedOffsetZ = -1.8f;
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break;
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case Direction::NORTH:
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bedOffsetZ = 1.8f;
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break;
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case Direction::WEST:
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bedOffsetX = 1.8f;
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break;
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case Direction::EAST:
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bedOffsetX = -1.8f;
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break;
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}
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}
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bool Player::isSleepingLongEnough() {
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return isSleeping() && sleepCounter >= SLEEP_DURATION;
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}
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float Player::getSleepRotation() {
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if(isSleeping()) {
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int data = level->getData(bedPosition.x, bedPosition.y, bedPosition.z);
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int direction = BedTile::getDirection(data);
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switch(direction) {
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case Direction::SOUTH:
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return 90;
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case Direction::WEST:
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return 0;
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case Direction::NORTH:
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return 270;
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case Direction::EAST:
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return 180;
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}
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}
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return 0;
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}
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bool Player::checkBed() {
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return (level->getTile(bedPosition.x, bedPosition.y, bedPosition.z) == Tile::bed->id);
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}
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void Player::tick() {
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bool shouldSleep = entityData.getFlag<SharedFlagsInformation::SharedFlagsInformationType>(DATA_PLAYER_FLAGS_ID, PLAYER_SLEEP_FLAG);
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if(shouldSleep != isSleeping()) {
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if(isSleeping()) {
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stopSleepInBed(true, true, true);
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} else {
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bedPosition = entityData.getPos(DATA_BED_POSITION_ID);
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startSleepInBed(bedPosition.x, bedPosition.y, bedPosition.z);
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}
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}
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if(isSleeping()) {
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sleepCounter++;
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if(sleepCounter > SLEEP_DURATION) {
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sleepCounter = SLEEP_DURATION;
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}
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if(!level->isClientSide) {
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if(!checkBed()) {
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stopSleepInBed(true, true, false);
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} else if(level->isDay()) {
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stopSleepInBed(false, true, true);
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}
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}
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} else if(sleepCounter > 0) {
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sleepCounter++;
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if(sleepCounter >= (SLEEP_DURATION + WAKE_UP_DURATION)) {
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sleepCounter = 0;
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}
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}
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super::tick();
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if (!level->isClientSide) {
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foodData.tick(this);
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// if (containerMenu != NULL && !containerMenu->stillValid(this)) {
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// closeContainer();
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// }
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}
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}
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int Player::getMaxHealth() {
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return MAX_HEALTH;
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}
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//
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// Use items
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//
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bool Player::isUsingItem() {
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return !useItem.isNull();
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}
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ItemInstance* Player::getUseItem() {
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return &useItem;
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}
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void Player::spawnEatParticles(const ItemInstance* useItem, int count) {
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if (useItem->getUseAnimation() == UseAnim::drink) {
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level->playSound(this, "random.drink", 0.5f, level->random.nextFloat() * 0.1f + 0.9f);
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}
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else if (useItem->getUseAnimation() == UseAnim::eat) {
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for (int i = 0; i < count; i++) {
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const float xx = -xRot * Mth::PI / 180;
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const float yy = -yRot * Mth::PI / 180;
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Vec3 d((random.nextFloat() - 0.5f) * 0.1f, Mth::random() * 0.1f + 0.1f, 0);
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d.xRot(xx);
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d.yRot(yy);
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Vec3 p((random.nextFloat() - 0.5f) * 0.3f, -random.nextFloat() * 0.6f - 0.3f, 0.6f);
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p.xRot(xx);
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p.yRot(yy);
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p = p.add(x, y + getHeadHeight(), z);
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level->addParticle(PARTICLETYPE(iconcrack), p.x, p.y, p.z, d.x, d.y + 0.05f, d.z, useItem->getItem()->id);
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}
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level->playSound(this, "random.eat", .5f + .5f * random.nextInt(2), (random.nextFloat() - random.nextFloat()) * 0.2f + 1.0f);
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}
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}
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void Player::startUsingItem(ItemInstance instance, int duration) {
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if(instance == useItem) return;
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useItem = instance;
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useItemDuration = duration;
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if(!level->isClientSide) {
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setSharedFlag(SharedFlagsInformation::FLAG_USINGITEM, true);
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}
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}
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void Player::stopUsingItem() {
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if(getCarriedItem() != NULL && useItem.id == getCarriedItem()->id)
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getCarriedItem()->setAuxValue(useItem.getAuxValue());
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useItem.setNull();
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useItemDuration = 0;
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if(!level->isClientSide) {
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setSharedFlag(SharedFlagsInformation::FLAG_USINGITEM, false);
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}
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}
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void Player::releaseUsingItem() {
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if(!useItem.isNull()) {
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useItem.releaseUsing(level, this, useItemDuration);
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}
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stopUsingItem();
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}
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void Player::completeUsingItem() {
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if(!useItem.isNull()) {
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spawnEatParticles(&useItem, 10);
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// Check if the item is valid, and if we should overwrite the
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// inventory item afterwards.
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ItemInstance* selected = inventory->getSelected();
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bool doOverwrite = selected && ItemInstance::matches(&useItem, selected);
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ItemInstance itemInstance = useItem.useTimeDepleted(level, this);
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if (doOverwrite) {
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*selected = useItem;
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if (selected->count == 0)
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inventory->clearSlot(inventory->selected);
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}
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/*
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int oldCount = useItem.count;
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if (!itemInstance.matches(&useItem)) {
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ItemInstance* selected = inventory->getSelected();
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if (ItemInstance::matches(&useItem, selected)) {
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if (selected) *selected = itemInstance;
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if (itemInstance.count == 0) {
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inventory->clearSlot(inventory->selected);
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}
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}
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}
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*/
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stopUsingItem();
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}
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}
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int Player::getUseItemDuration() {
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return useItemDuration;
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}
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int Player::getTicksUsingItem() {
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if(isUsingItem()) {
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return useItem.getUseDuration() - useItemDuration;
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}
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return 0;
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}
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void Player::travel(float xa, float ya) {
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if (abilities.flying) {
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float ydo = yd;
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float ofs = flyingSpeed;
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flyingSpeed = 0.05f;
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super::travel(xa, ya);
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yd = ydo * 0.6f;
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flyingSpeed = ofs;
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} else {
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super::travel(xa, ya);
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}
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}
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/*protected*/
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bool Player::isImmobile() {
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return health <= 0 || isSleeping();
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}
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/*protected*/
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void Player::closeContainer() {
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containerMenu = NULL;
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//containerMenu = inventoryMenu;
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}
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void Player::resetPos(bool clearMore) {
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if(!isSleeping()) {
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heightOffset = 1.62f;
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setSize(0.6f, 1.8f);
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super::resetPos(clearMore);
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}
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invisible = false;
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if (clearMore) {
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health = getMaxHealth();
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deathTime = 0;
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playerIsSleeping = false;
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}
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}
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/*protected*/
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void Player::updateAi() {
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updateAttackAnim();
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}
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int Player::getItemInHandIcon(ItemInstance* item, int layer) {
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int icon = item->getIcon();
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if(useItem.id != 0 && item->id == Item::bow->id) {
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int ticksHeld = (item->getUseDuration() - useItemDuration);
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if(ticksHeld >= BowItem::MAX_DRAW_DURATION - 2) {
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return 5 + 8 * 16;
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}
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if(ticksHeld > (2 * BowItem::MAX_DRAW_DURATION) / 3) {
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return 5 + 7*16;
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}
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if(ticksHeld > 0) {
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return 5 + 6 * 16;
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}
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}
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return icon;
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}
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void Player::aiStep() {
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if (level->difficulty == Difficulty::PEACEFUL && health < MAX_HEALTH) {
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if (tickCount % (12 * SharedConstants::TicksPerSecond) == 0) heal(1);
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}
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//inventory.tick();
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oBob = bob;
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// moved the super::aiStep() part to the local player
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float tBob = (float) Mth::sqrt(xd * xd + zd * zd);
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float tTilt = (float) Mth::atan(-yd * 0.2f) * 15.f;
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if (tBob > 0.1f) tBob = 0.1f;
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if (!onGround || health <= 0) tBob = 0;
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if (onGround || health <= 0) tTilt = 0;
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bob += (tBob - bob) * 0.4f;
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tilt += (tTilt - tilt) * 0.8f;
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if (health > 0) {
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EntityList& entities = level->getEntities(this, bb.grow(1, 0, 1));
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for (unsigned int i = 0; i < entities.size(); i++) {
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Entity* e = entities[i];
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if (!e->removed) {
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touch(e);
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}
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}
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}
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}
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/*private*/
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void Player::touch(Entity* entity) {
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entity->playerTouch(this);
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}
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||||
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int Player::getScore() {
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return score;
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}
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void Player::die(Entity* source) {
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super::die(source);
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this->setSize(0.2f, 0.2f);
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setPos(x, y, z);
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yd = 0.1f;
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//inventory->dropAll(level->isClientSide);
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||||
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if (source != NULL) {
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xd = -(float) Mth::cos((hurtDir + yRot) * Mth::PI / 180) * 0.1f;
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||||
zd = -(float) Mth::sin((hurtDir + yRot) * Mth::PI / 180) * 0.1f;
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||||
} else {
|
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xd = zd = 0;
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}
|
||||
this->heightOffset = 0.1f;
|
||||
}
|
||||
|
||||
void Player::reset() {
|
||||
super::reset();
|
||||
this->_init();
|
||||
}
|
||||
|
||||
void Player::_init() {
|
||||
oBob = bob = 0;
|
||||
swinging = 0;
|
||||
swingTime = 0;
|
||||
score = 0;
|
||||
}
|
||||
|
||||
float Player::getWalkingSpeedModifier() {
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
|
||||
void Player::awardKillScore(Entity* victim, int score) {
|
||||
this->score += score;
|
||||
}
|
||||
|
||||
bool Player::isShootable() {
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Player::isCreativeModeAllowed() {
|
||||
return true;
|
||||
}
|
||||
|
||||
//void Player::drop() {
|
||||
// //drop(inventory.removeItem(inventory.selected, 1), false);
|
||||
//}
|
||||
|
||||
void Player::drop(ItemInstance* item) {
|
||||
drop(item, false);
|
||||
}
|
||||
|
||||
void Player::drop(ItemInstance* item, bool randomly) {
|
||||
if (item == NULL || item->isNull())
|
||||
return;
|
||||
|
||||
ItemEntity* thrownItem = new ItemEntity(level, x, y - 0.3f + getHeadHeight(), z, *item);
|
||||
{ //@todo:itementity
|
||||
delete item;
|
||||
item = NULL;
|
||||
}
|
||||
thrownItem->throwTime = 20 * 2;
|
||||
|
||||
float pow = 0.1f;
|
||||
if (randomly) {
|
||||
float _pow = random.nextFloat() * 0.5f;
|
||||
float dir = random.nextFloat() * Mth::PI * 2;
|
||||
thrownItem->xd = -Mth::sin(dir) * _pow;
|
||||
thrownItem->zd = Mth::cos(dir) * _pow;
|
||||
thrownItem->yd = 0.2f;
|
||||
|
||||
} else {
|
||||
pow = 0.3f;
|
||||
thrownItem->xd = -Mth::sin(yRot / 180 * Mth::PI) * Mth::cos(xRot / 180 * Mth::PI) * pow;
|
||||
thrownItem->zd = Mth::cos(yRot / 180 * Mth::PI) * Mth::cos(xRot / 180 * Mth::PI) * pow;
|
||||
thrownItem->yd = -Mth::sin(xRot / 180 * Mth::PI) * pow + 0.1f;
|
||||
pow = 0.02f;
|
||||
|
||||
float dir = random.nextFloat() * Mth::PI * 2;
|
||||
pow *= random.nextFloat();
|
||||
thrownItem->xd += Mth::cos(dir) * pow;
|
||||
thrownItem->yd += (random.nextFloat() - random.nextFloat()) * 0.1f;
|
||||
thrownItem->zd += Mth::sin(dir) * pow;
|
||||
}
|
||||
|
||||
reallyDrop(thrownItem);
|
||||
}
|
||||
|
||||
/*protected*/
|
||||
void Player::reallyDrop(ItemEntity* thrownItem) {
|
||||
level->addEntity(thrownItem);
|
||||
}
|
||||
|
||||
float Player::getDestroySpeed(Tile* tile) {
|
||||
float speed = inventory->getDestroySpeed(tile);
|
||||
//if (isUnderLiquid(Material.water)) speed /= 5;
|
||||
//if (!onGround) speed /= 5;
|
||||
return speed;
|
||||
}
|
||||
|
||||
bool Player::canDestroy(Tile* tile) {
|
||||
return inventory->canDestroy(tile);
|
||||
}
|
||||
|
||||
//@SuppressWarnings("unchecked")
|
||||
void Player::readAdditionalSaveData(CompoundTag* entityTag) {
|
||||
super::readAdditionalSaveData(entityTag);
|
||||
|
||||
if (entityTag->contains("Inventory", Tag::TAG_List)) {
|
||||
ListTag* inventoryList = entityTag->getList("Inventory");
|
||||
inventory->load(inventoryList);
|
||||
}
|
||||
if (entityTag->contains("Armor", Tag::TAG_List)) {
|
||||
loadArmor(armor, entityTag->getList("Armor"));
|
||||
}
|
||||
|
||||
dimension = entityTag->getInt("Dimension");
|
||||
|
||||
//return;
|
||||
if(entityTag->contains("Sleeping") && entityTag->contains("SleepTimer")
|
||||
&& entityTag->contains("BedPositionX") && entityTag->contains("BedPositionY") && entityTag->contains("BedPositionZ")) {
|
||||
playerIsSleeping = entityTag->getBoolean("Sleeping");
|
||||
sleepCounter = entityTag->getShort("SleepTimer");
|
||||
bedPosition = Pos(entityTag->getInt("BedPositionX"), entityTag->getInt("BedPositionY"), entityTag->getInt("BedPositionZ"));
|
||||
} else {
|
||||
playerIsSleeping = false;
|
||||
bedPosition = Pos(0,0,0);
|
||||
}
|
||||
|
||||
if(!playerIsSleeping) {
|
||||
stopSleepInBed(true, true, false);
|
||||
entityData.clearFlag<SharedFlagsInformation::SharedFlagsInformationType>(DATA_PLAYER_FLAGS_ID, PLAYER_SLEEP_FLAG);
|
||||
} else {
|
||||
playerIsSleeping = false;
|
||||
startSleepInBed(bedPosition.x, bedPosition.y, bedPosition.z);
|
||||
entityData.setFlag<SharedFlagsInformation::SharedFlagsInformationType>(DATA_PLAYER_FLAGS_ID, PLAYER_SLEEP_FLAG);
|
||||
}
|
||||
entityData.set<Pos>(DATA_BED_POSITION_ID, bedPosition);
|
||||
if (entityTag->contains("SpawnX") && entityTag->contains("SpawnY") && entityTag->contains("SpawnZ")) {
|
||||
respawnPosition.set(entityTag->getInt("SpawnX"), entityTag->getInt("SpawnY"), entityTag->getInt("SpawnZ"));
|
||||
}
|
||||
playerHasRespawnPosition = respawnPosition.y >= 0;
|
||||
}
|
||||
|
||||
void Player::addAdditonalSaveData(CompoundTag* entityTag) {
|
||||
super::addAdditonalSaveData(entityTag);
|
||||
|
||||
ListTag* inventoryTag = inventory->save(new ListTag());
|
||||
// if (inventoryTag->size() > 0)
|
||||
entityTag->put("Inventory", inventoryTag);
|
||||
//else
|
||||
// delete inventoryTag;
|
||||
|
||||
ListTag* armorTag = saveArmor(armor);
|
||||
entityTag->put("Armor", armorTag);
|
||||
|
||||
entityTag->putInt("Dimension", dimension);
|
||||
//return;
|
||||
|
||||
entityTag->putBoolean("Sleeping", isSleeping());
|
||||
entityTag->putShort("SleepTimer", sleepCounter);
|
||||
entityTag->putInt("BedPositionX", bedPosition.x);
|
||||
entityTag->putInt("BedPositionY", bedPosition.y);
|
||||
entityTag->putInt("BedPositionZ", bedPosition.z);
|
||||
|
||||
entityTag->putInt("SpawnX", respawnPosition.x);
|
||||
entityTag->putInt("SpawnY", respawnPosition.y);
|
||||
entityTag->putInt("SpawnZ", respawnPosition.z);
|
||||
}
|
||||
|
||||
//static Pos getRespawnPosition(Level level, CompoundTag entityTag) {
|
||||
// if (entityTag.contains("SpawnX") && entityTag.contains("SpawnY") && entityTag.contains("SpawnZ")) {
|
||||
// return /*new*/ Pos(entityTag.getInt("SpawnX"), entityTag.getInt("SpawnY"), entityTag.getInt("SpawnZ"));
|
||||
// }
|
||||
// return level.getSharedSpawnPos();
|
||||
//}
|
||||
|
||||
void Player::startCrafting(int x, int y, int z, int tableSize) {
|
||||
}
|
||||
|
||||
void Player::startStonecutting(int x, int y, int z) {
|
||||
}
|
||||
|
||||
void Player::openFurnace(FurnaceTileEntity* e) {
|
||||
}
|
||||
|
||||
void Player::take(Entity* e, int orgCount) {
|
||||
}
|
||||
|
||||
float Player::getHeadHeight() {
|
||||
return 0.12f; // heightOffset; // 0.12f;
|
||||
}
|
||||
|
||||
/*protected*/
|
||||
void Player::setDefaultHeadHeight() {
|
||||
heightOffset = 1.62f;
|
||||
}
|
||||
|
||||
bool Player::isHurt() {
|
||||
return health > 0 && health < getMaxHealth();
|
||||
}
|
||||
|
||||
bool Player::hurt(Entity* source, int dmg) {
|
||||
if (abilities.invulnerable) return false;
|
||||
|
||||
noActionTime = 0;
|
||||
if (health <= 0) return false;
|
||||
if(isSleeping() && !level->isClientSide) {
|
||||
stopSleepInBed(true, true, false);
|
||||
}
|
||||
|
||||
if (source != NULL && (source->getCreatureBaseType() == MobTypes::BaseEnemy
|
||||
|| source->getEntityTypeId() == EntityTypes::IdArrow)) {
|
||||
|
||||
if (source->isMob() && level->adventureSettings.noMvP)
|
||||
return false;
|
||||
|
||||
if (level->difficulty == Difficulty::PEACEFUL) dmg = 0;
|
||||
else if (level->difficulty == Difficulty::EASY) dmg = dmg / 3 + 1;
|
||||
else if (level->difficulty == Difficulty::HARD) dmg = dmg * 3 / 2;
|
||||
}
|
||||
|
||||
if (dmg == 0) return false;
|
||||
|
||||
// Entity* attacker = source;
|
||||
// //if (attacker instanceof Arrow) {
|
||||
// // if (((Arrow) attacker).owner != NULL) {
|
||||
// // attacker = ((Arrow) attacker).owner;
|
||||
// // }
|
||||
// //}
|
||||
return super::hurt(source, dmg);
|
||||
}
|
||||
|
||||
void Player::interact(Entity* entity) {
|
||||
if (entity->interact(this)) return;
|
||||
ItemInstance* item = inventory->getSelected();
|
||||
if (item != NULL && entity->isMob()) {
|
||||
item->interactEnemy((Mob*)entity);
|
||||
if (item->count <= 0) {
|
||||
//item.snap(this);
|
||||
inventory->clearSlot(inventory->selected);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//void Player::swing() {
|
||||
//LOGI("swinging: %d\n", swinging);
|
||||
// if (!swinging || swingTime >= 3 || swingTime < 0) {
|
||||
// swingTime = -1;
|
||||
// swinging = true;
|
||||
// }
|
||||
|
||||
//level->raknetInstance->send(owner, new AnimatePacket(AnimatePacket::Swing, this));
|
||||
//}
|
||||
//}
|
||||
|
||||
void Player::attack(Entity* entity) {
|
||||
int dmg = inventory->getAttackDamage(entity);
|
||||
if (dmg > 0) {
|
||||
entity->hurt(this, dmg);
|
||||
ItemInstance* item = inventory->getSelected();
|
||||
if (item != NULL && entity->isMob() && abilities.instabuild != true) {
|
||||
item->hurtEnemy((Mob*) entity);
|
||||
if (item->count <= 0) {
|
||||
//item->snap(this);
|
||||
inventory->clearSlot(inventory->selected);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Player::respawn() {
|
||||
}
|
||||
|
||||
/*protected static*/
|
||||
void Player::animateRespawn(Player* player, Level* level) {
|
||||
//for (int i = 0; i < 45; i++) {
|
||||
// float angle = i * Mth::PI * 4.0f / 25.0f;
|
||||
// float xo = Mth::cos(angle) * .7f;
|
||||
// float zo = Mth::sin(angle) * .7f;
|
||||
//}
|
||||
}
|
||||
|
||||
/*virtual*/
|
||||
void Player::animateRespawn() {}
|
||||
|
||||
//void carriedChanged(ItemInstance carried) {
|
||||
//}
|
||||
ItemInstance* Player::getCarriedItem() {
|
||||
return inventory->getSelected();
|
||||
}
|
||||
|
||||
void Player::remove() {
|
||||
invisible = true;
|
||||
super::remove();
|
||||
}
|
||||
|
||||
//@Override
|
||||
bool Player::isInWall() {
|
||||
return super::isInWall();
|
||||
}
|
||||
|
||||
bool Player::hasResource( int id ) {
|
||||
return inventory->hasResource(id);
|
||||
}
|
||||
|
||||
/**
|
||||
* This method is currently only relevant to client-side players. It will
|
||||
* try to load the messageId from the language file and display it to the
|
||||
* client.
|
||||
*/
|
||||
void Player::displayClientMessage(const std::string& messageId) {
|
||||
}
|
||||
|
||||
Pos Player::getRespawnPosition() {
|
||||
return respawnPosition;
|
||||
}
|
||||
|
||||
void Player::setRespawnPosition(const Pos& respawnPosition) { // @attn WARNING CHECK THIS THROUGH @fix @todo: rewrite
|
||||
if (respawnPosition.y < 0) {
|
||||
playerHasRespawnPosition = false;
|
||||
}
|
||||
else {
|
||||
playerHasRespawnPosition = true;
|
||||
}
|
||||
this->respawnPosition = respawnPosition;
|
||||
}
|
||||
|
||||
bool Player::isPlayer() { return true; }
|
||||
|
||||
/*static*/
|
||||
bool Player::isPlayer( Entity* e ) {
|
||||
return e && e->isPlayer();
|
||||
}
|
||||
|
||||
Player* Player::asPlayer( Entity* e ) {
|
||||
return isPlayer(e)? (Player*) e : NULL;
|
||||
}
|
||||
|
||||
void Player::openContainer(ChestTileEntity* container)
|
||||
{
|
||||
}
|
||||
|
||||
void Player::tileEntityDestroyed( int tileEntityId ) {
|
||||
|
||||
//LOGI("TileEntityDestroyed, container: %p, %p\n", this, containerMenu);
|
||||
|
||||
if (!containerMenu) return;
|
||||
|
||||
//LOGI("TileEntityDestroyed, id: %d, %p, %d\n", this, tileEntityId, ((FurnaceMenu*)containerMenu)->furnaceTileEntityId);
|
||||
|
||||
if (containerMenu->tileEntityDestroyedIsInvalid(tileEntityId))
|
||||
closeContainer();
|
||||
}
|
||||
|
||||
bool Player::canUseCarriedItemWhileMoving() {
|
||||
ItemInstance* item = getCarriedItem();
|
||||
return item &&
|
||||
( item->id == Item::bow->id
|
||||
|| item->getItem()->isFood());
|
||||
}
|
||||
|
||||
void Player::handleEntityEvent( char id ) {
|
||||
if (id == EntityEvent::USE_ITEM_COMPLETE) {
|
||||
completeUsingItem();
|
||||
} else {
|
||||
super::handleEntityEvent(id);
|
||||
}
|
||||
}
|
||||
|
||||
ItemInstance* Player::getSelectedItem() {
|
||||
return inventory->getSelected();
|
||||
}
|
||||
|
||||
bool Player::hasRespawnPosition(){
|
||||
return playerHasRespawnPosition;
|
||||
}
|
||||
|
||||
void Player::openTextEdit( TileEntity* tileEntity ) {
|
||||
// Do nothing on the server, this is a client thing :)
|
||||
}
|
||||
|
||||
//
|
||||
// Armor code. Move this out to an ArmorInventory
|
||||
//
|
||||
static ListTag* saveArmor(ItemInstance* armor) {
|
||||
ListTag* listTag = new ListTag();
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
CompoundTag* tag = new CompoundTag();
|
||||
armor[i].save(tag);
|
||||
listTag->add(tag);
|
||||
}
|
||||
return listTag;
|
||||
}
|
||||
|
||||
static void loadArmor(ItemInstance* armor, ListTag* listTag) {
|
||||
if (!listTag)
|
||||
return;
|
||||
|
||||
const int count = Mth::Min(4, listTag->size());
|
||||
for (int i = 0; i < count; ++i) {
|
||||
Tag* tag = listTag->get(i);
|
||||
if (tag->getId() != Tag::TAG_Compound) continue;
|
||||
|
||||
armor[i].load((CompoundTag*) tag);
|
||||
}
|
||||
}
|
||||
|
||||
ItemInstance* Player::getArmor(int slot) {
|
||||
if (slot < 0 || slot >= NUM_ARMOR)
|
||||
return NULL;
|
||||
|
||||
if (armor[slot].isNull())
|
||||
return NULL;
|
||||
|
||||
return &armor[slot];
|
||||
}
|
||||
|
||||
void Player::setArmor(int slot, const ItemInstance* item) {
|
||||
if (item == NULL)
|
||||
armor[slot].setNull();
|
||||
else {
|
||||
armor[slot] = *item;
|
||||
}
|
||||
}
|
||||
|
||||
void Player::hurtArmor( int dmg ) {
|
||||
dmg = Mth::Max(1, dmg / 4);
|
||||
|
||||
for (int i = 0; i < NUM_ARMOR; i++) {
|
||||
ItemInstance& item = armor[i];
|
||||
if (!ItemInstance::isArmorItem(&item))
|
||||
continue;
|
||||
|
||||
item.hurt(dmg);
|
||||
if (item.count == 0) {
|
||||
item.setNull();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int Player::getArmorTypeHash() {
|
||||
return (armor[0].id ) +
|
||||
(armor[1].id << 8) +
|
||||
(armor[2].id << 16) +
|
||||
(armor[3].id << 24);
|
||||
}
|
||||
|
||||
int Player::getArmorValue() {
|
||||
int val = 0;
|
||||
|
||||
for (int i = 0; i < NUM_ARMOR; i++) {
|
||||
ItemInstance& item = armor[i];
|
||||
if (!ItemInstance::isArmorItem(&item))
|
||||
continue;
|
||||
|
||||
int baseProtection = ((ArmorItem*) item.getItem())->defense;
|
||||
val += baseProtection;
|
||||
}
|
||||
return val;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user