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-rw-r--r--src/World.cpp25
1 files changed, 18 insertions, 7 deletions
diff --git a/src/World.cpp b/src/World.cpp
index f3837eb02..292ff9b94 100644
--- a/src/World.cpp
+++ b/src/World.cpp
@@ -714,6 +714,7 @@ void cWorld::GenerateRandomSpawn(void)
bool cWorld::CheckPlayerSpawnPoint(int a_PosX, int a_PosY, int a_PosZ)
{
+ // Check that spawnblock and surrounding blocks are neither solid nor water / lava
static const struct
{
int x, z;
@@ -725,26 +726,22 @@ bool cWorld::CheckPlayerSpawnPoint(int a_PosX, int a_PosY, int a_PosZ)
{ 0, -1 },
{ 0, 1 },
};
-
- // Checking that spawnblock and surrounding blocks are air and not water/lava
for (size_t i = 0; i < ARRAYCOUNT(Coords); i++)
{
BLOCKTYPE BlockType = GetBlock(a_PosX + Coords[i].x, a_PosY, a_PosZ + Coords[i].x);
-
if (cBlockInfo::IsSolid(BlockType) || IsBlockLiquid(BlockType))
{
return false;
}
} // for i - Coords[]
- // Check if block below is solid
- BLOCKTYPE BlockType = GetBlock(a_PosX, a_PosY - 1, a_PosZ);
- if (!cBlockInfo::IsSolid(BlockType))
+ // Check that the block below is solid:
+ if (!cBlockInfo::IsSolid(GetBlock(a_PosX, a_PosY - 1, a_PosZ)))
{
return false;
}
- // Checking that all the blocks above the spawnpoint is air.
+ // Check that all the blocks above the spawnpoint are not solid:
for (int i = a_PosY; i < cChunkDef::Height; i++)
{
BLOCKTYPE BlockType = GetBlock(a_PosX, i, a_PosZ);
@@ -2911,6 +2908,20 @@ bool cWorld::ForEachEntityInBox(const cBoundingBox & a_Box, cEntityCallback & a_
bool cWorld::DoWithEntityByID(int a_UniqueID, cEntityCallback & a_Callback)
{
+ // First check the entities-to-add:
+ {
+ cCSLock Lock(m_CSEntitiesToAdd);
+ for (auto & ent: m_EntitiesToAdd)
+ {
+ if (ent->GetUniqueID() == a_UniqueID)
+ {
+ a_Callback.Item(ent);
+ return true;
+ }
+ } // for ent - m_EntitiesToAdd[]
+ }
+
+ // Then check the chunkmap:
return m_ChunkMap->DoWithEntityByID(a_UniqueID, a_Callback);
}