void cMonster::HandleDaylightBurning(cChunk & a_Chunk) { if (!m_BurnsInDaylight) { return; } int RelY = POSY_TOINT; if ((RelY < 0) || (RelY >= cChunkDef::Height)) { // Outside the world return; } int RelX = POSX_TOINT - GetChunkX() * cChunkDef::Width; int RelZ = POSZ_TOINT - GetChunkZ() * cChunkDef::Width; if (!a_Chunk.IsLightValid()) { m_World->QueueLightChunk(GetChunkX(), GetChunkZ()); return; } if ( (a_Chunk.GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight (a_Chunk.GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand (GetWorld()->GetTimeOfDay() < (12000 + 1000)) && // It is nighttime !IsOnFire() && // Not already burning (GetWorld()->GetWeather() != eWeather_Rain) // Not raining ) { // Burn for 100 ticks, then decide again StartBurning(100); } }
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); } }
void cSquid::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { m_PathfinderActivated = false; // Disable Pathfinding until it's fixed. TODO // We must first process current location, and only then tick, otherwise we risk processing a location in a chunk // that is not where the entity currently resides (FS #411) Vector3d Pos = GetPosition(); // TODO: Not a real behavior, but cool :D int RelY = FloorC(Pos.y); if ((RelY < 0) || (RelY >= cChunkDef::Height)) { return; } int RelX = FloorC(Pos.x) - a_Chunk.GetPosX() * cChunkDef::Width; int RelZ = FloorC(Pos.z) - a_Chunk.GetPosZ() * cChunkDef::Width; BLOCKTYPE BlockType; if (a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockType) && !IsBlockWater(BlockType) && !IsOnFire()) { // Burn for 10 ticks, then decide again StartBurning(10); } super::Tick(a_Dt, a_Chunk); }
void cMonster::HandleDaylightBurning(cChunk & a_Chunk) { if (!m_BurnsInDaylight) { return; } int RelY = (int)floor(GetPosY()); if ((RelY < 0) || (RelY >= cChunkDef::Height)) { // Outside the world return; } int RelX = (int)floor(GetPosX()) - GetChunkX() * cChunkDef::Width; int RelZ = (int)floor(GetPosZ()) - GetChunkZ() * cChunkDef::Width; if ( (a_Chunk.GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight (a_Chunk.GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand (GetWorld()->GetTimeOfDay() < (12000 + 1000)) && // It is nighttime !IsOnFire() // Not already burning ) { // Burn for 100 ticks, then decide again StartBurning(100); } }
void cZombie::Tick(float a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); // TODO Same as in cSkeleton :D if ((GetWorld()->GetTimeOfDay() < (12000 + 1000)) && !IsOnFire()) { // Burn for 10 ticks, then decide again StartBurning(10); } }
void cSquid::Tick(float a_Dt, cChunk & a_Chunk) { // We must first process current location, and only then tick, otherwise we risk processing a location in a chunk // that is not where the entity currently resides (FS #411) Vector3d Pos = GetPosition(); // TODO: Not a real behavior, but cool :D int RelY = (int)floor(Pos.y); if ((RelY < 0) || (RelY >= cChunkDef::Height)) { return; } int RelX = (int)floor(Pos.x) - a_Chunk.GetPosX() * cChunkDef::Width; int RelZ = (int)floor(Pos.z) - a_Chunk.GetPosZ() * cChunkDef::Width; if (!IsBlockWater(a_Chunk.GetBlock(RelX, RelY, RelZ)) && !IsOnFire()) { // Burn for 10 ticks, then decide again StartBurning(10); } super::Tick(a_Dt, a_Chunk); }
/* ================ idExplodingBarrel::Event_Burn ================ */ void idExplodingBarrel::Event_Burn( ) { StartBurning(); }