From 902f428342d362c8029b7896e55b42fdea12319a Mon Sep 17 00:00:00 2001 From: Mattes D Date: Wed, 30 Dec 2015 01:15:13 +0100 Subject: [PATCH] Fixed the monster burn code. The old code failed when the monster was out of Y range. --- src/Mobs/Monster.cpp | 18 +++++++++++++++--- 1 file changed, 15 insertions(+), 3 deletions(-) diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp index 571118b7d..7d8c3de02 100644 --- a/src/Mobs/Monster.cpp +++ b/src/Mobs/Monster.cpp @@ -1098,6 +1098,19 @@ void cMonster::HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn) 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)); if ((Chunk == nullptr) || (!Chunk->IsValid())) { @@ -1105,14 +1118,13 @@ bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk) } 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; if ( (Chunk->GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight (Chunk->GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand - (GetWorld()->GetTimeOfDay() < (12000 + 1000)) && // It is nighttime - GetWorld()->IsWeatherSunnyAt(POSX_TOINT, POSZ_TOINT) // Not raining + (GetWorld()->GetTimeOfDay() < 12000 + 1000) && // Daytime + GetWorld()->IsWeatherSunnyAt(POSX_TOINT, POSZ_TOINT) // Not raining ) { return true;