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void cMonster::HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn)
{
if (!m_BurnsInDaylight)
{
return;
}
int RelY = POSY_TOINT;
if ((RelY < 0) || (RelY >= cChunkDef::Height))
{
// Outside the world
return;
}
if (!a_Chunk.IsLightValid())
{
m_World->QueueLightChunk(GetChunkX(), GetChunkZ());
return;
}
if (!IsOnFire() && WouldBurn)
{
// Burn for 100 ticks, then decide again
StartBurning(100);
}
}
bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk)
{
int RelY = FloorC(a_Location.y);
if (RelY <= 0)
{
// The mob is about to die, no point in burning
return false;
}
if (RelY >= cChunkDef::Height)
{
// Always burn above the world
return true;
}
PREPARE_REL_AND_CHUNK(a_Location, a_Chunk);
if (!RelSuccess)
{
return false;
}
if (
(Chunk->GetBlock(Rel.x, Rel.y, Rel.z) != E_BLOCK_SOULSAND) && // Not on soulsand
(GetWorld()->GetTimeOfDay() < 12000 + 1000) && // Daytime
GetWorld()->IsWeatherSunnyAt(POSX_TOINT, POSZ_TOINT) // Not raining
)
{
int MobHeight = static_cast<int>(a_Location.y) + round(GetHeight()) - 1; // The height of the mob head
if (MobHeight >= cChunkDef::Height)
{
return true;
}
// Start with the highest block and scan down to the mob's head.
// If a non transparent is found, return false (do not burn). Otherwise return true.
// Note that this loop is not a performance concern as transparent blocks are rare and the loop almost always bailes out
// instantly.(An exception is e.g. standing under a long column of glass).
int CurrentBlock = Chunk->GetHeight(Rel.x, Rel.z);
while (CurrentBlock >= MobHeight)
{
BLOCKTYPE Block = Chunk->GetBlock(Rel.x, CurrentBlock, Rel.z);
if (
// Do not burn if a block above us meets one of the following conditions:
(!cBlockInfo::IsTransparent(Block)) ||
(Block == E_BLOCK_LEAVES) ||
(Block == E_BLOCK_NEW_LEAVES) ||
(IsBlockWater(Block))
)
{
return false;
}
--CurrentBlock;
}
return true;
}
return false;
}
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