1
0

Fixed the monster burn code.

The old code failed when the monster was out of Y range.
This commit is contained in:
Mattes D 2015-12-30 01:15:13 +01:00
parent 7a778e2911
commit 902f428342

View File

@ -1098,6 +1098,19 @@ void cMonster::HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn)
bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk) bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk)
{ {
// If the Y coord is out of range, return the most logical result without considering anything else:
int RelY = FloorC(a_Location.y);
if (RelY < 0)
{
// Never burn under the world
return false;
}
if (RelY >= cChunkDef::Height)
{
// Always burn above the world
return true;
}
cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(a_Location.x), FloorC(a_Location.z)); cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(a_Location.x), FloorC(a_Location.z));
if ((Chunk == nullptr) || (!Chunk->IsValid())) if ((Chunk == nullptr) || (!Chunk->IsValid()))
{ {
@ -1105,13 +1118,12 @@ bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk)
} }
int RelX = FloorC(a_Location.x) - Chunk->GetPosX() * cChunkDef::Width; int RelX = FloorC(a_Location.x) - Chunk->GetPosX() * cChunkDef::Width;
int RelY = FloorC(a_Location.y);
int RelZ = FloorC(a_Location.z) - Chunk->GetPosZ() * cChunkDef::Width; int RelZ = FloorC(a_Location.z) - Chunk->GetPosZ() * cChunkDef::Width;
if ( if (
(Chunk->GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight (Chunk->GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight
(Chunk->GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand (Chunk->GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand
(GetWorld()->GetTimeOfDay() < (12000 + 1000)) && // It is nighttime (GetWorld()->GetTimeOfDay() < 12000 + 1000) && // Daytime
GetWorld()->IsWeatherSunnyAt(POSX_TOINT, POSZ_TOINT) // Not raining GetWorld()->IsWeatherSunnyAt(POSX_TOINT, POSZ_TOINT) // Not raining
) )
{ {