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-rw-r--r--src/Mobs/Behaviors/BehaviorDayLightBurner.cpp152
1 files changed, 80 insertions, 72 deletions
diff --git a/src/Mobs/Behaviors/BehaviorDayLightBurner.cpp b/src/Mobs/Behaviors/BehaviorDayLightBurner.cpp
index f15247071..9f182a359 100644
--- a/src/Mobs/Behaviors/BehaviorDayLightBurner.cpp
+++ b/src/Mobs/Behaviors/BehaviorDayLightBurner.cpp
@@ -1,85 +1,93 @@
-void cMonster::HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn)
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "BehaviorDayLightBurner.h"
+#include "../Monster.h"
+#include "../../World.h"
+#include "../../Entities/Player.h"
+#include "../../Entities/Entity.h"
+
+cBehaviorDayLightBurner::cBehaviorDayLightBurner(cMonster * a_Parent) : m_Parent(a_Parent)
{
- if (!m_BurnsInDaylight)
- {
- return;
- }
+ ASSERT(m_Parent != nullptr);
+}
- int RelY = POSY_TOINT;
- if ((RelY < 0) || (RelY >= cChunkDef::Height))
- {
- // Outside the world
- return;
- }
- if (!a_Chunk.IsLightValid())
- {
- m_World->QueueLightChunk(GetChunkX(), GetChunkZ());
- return;
- }
+void cBehaviorDayLightBurner::Tick(cChunk & a_Chunk, bool WouldBurn)
+{
+ 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);
- }
+ if (!IsOnFire() && WouldBurn)
+ {
+ // Burn for 100 ticks, then decide again
+ StartBurning(100);
+ }
}
-bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk)
+bool cBehaviorDayLightBurner::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;
- }
+ 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;
- }
+ 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;
+ 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;
+ }
+ return false;
}