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author | Tiger Wang <ziwei.tiger@outlook.com> | 2020-08-28 22:35:38 +0200 |
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committer | Tiger Wang <ziwei.tiger@outlook.com> | 2020-08-28 22:35:38 +0200 |
commit | 071aee6c79534ad7181a7dd72db11041268b0de1 (patch) | |
tree | e9f01ccf56e5a242cf70faba99ebebd537bb9ee6 /src/ChunkMap.cpp | |
parent | Chunk: Make StayCount/AlwaysTicked unsigned (diff) | |
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Diffstat (limited to 'src/ChunkMap.cpp')
-rw-r--r-- | src/ChunkMap.cpp | 38 |
1 files changed, 22 insertions, 16 deletions
diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp index d373e510b..b93327ddc 100644 --- a/src/ChunkMap.cpp +++ b/src/ChunkMap.cpp @@ -418,25 +418,31 @@ void cChunkMap::FastSetBlock(Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLET void cChunkMap::CollectPickupsByPlayer(cPlayer & a_Player) { - int BlockX = static_cast<int>(a_Player.GetPosX()); // Truncating doesn't matter much; we're scanning entire chunks anyway - int BlockY = static_cast<int>(a_Player.GetPosY()); - int BlockZ = static_cast<int>(a_Player.GetPosZ()); - int ChunkX = 0, ChunkZ = 0; - cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); - int OtherChunkX = ChunkX + ((BlockX > 8) ? 1 : -1); - int OtherChunkZ = ChunkZ + ((BlockZ > 8) ? 1 : -1); + cCSLock Lock(m_CSChunks); - // We suppose that each player keeps their chunks in memory, therefore it makes little sense to try to re-load or even generate them. - // The only time the chunks are not valid is when the player is downloading the initial world and they should not call this at that moment + auto BoundingBox = a_Player.GetBoundingBox(); + BoundingBox.Expand(1, 0.5, 1); - cCSLock Lock(m_CSChunks); - GetChunkNoLoad(ChunkX, ChunkZ)->CollectPickupsByPlayer(a_Player); + ForEachEntityInBox(BoundingBox, [&a_Player](cEntity & Entity) + { + // Only pickups and projectiles can be picked up: + if (Entity.IsPickup()) + { + /* + LOG("Pickup %d being collected by player \"%s\", distance %f", + (*itr)->GetUniqueID(), a_Player->GetName().c_str(), SqrDist + ); + */ + static_cast<cPickup &>(Entity).CollectedBy(a_Player); + } + else if (Entity.IsProjectile()) + { + static_cast<cProjectileEntity &>(Entity).CollectedBy(a_Player); + } - // Check the neighboring chunks as well: - GetChunkNoLoad(OtherChunkX, ChunkZ)->CollectPickupsByPlayer (a_Player); - GetChunkNoLoad(OtherChunkX, OtherChunkZ)->CollectPickupsByPlayer(a_Player); - GetChunkNoLoad(ChunkX, ChunkZ)->CollectPickupsByPlayer (a_Player); - GetChunkNoLoad(ChunkX, OtherChunkZ)->CollectPickupsByPlayer(a_Player); + // The entities will MarkDirty when they Destroy themselves + return false; + }); } |