December 2014 files
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@@ -37,7 +37,7 @@ bool BonusChestFeature::place(Level *level, Random *random, int x, int y, int z,
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y++;
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}
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < 4; i++)
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{
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int x2, y2, z2;
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@@ -45,7 +45,7 @@ bool BonusChestFeature::place(Level *level, Random *random, int x, int y, int z,
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{
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x2 = x;
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y2 = y - 1; // 4J - the position passed in is actually two above the top solid block, as the calling function adds 1 to getTopSolidBlock, and that actually returns the block above anyway.
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// this would explain why there is a while loop above here (not used in force mode) to move the y back down again, shouldn't really be needed if 1 wasn't added to the getTopSolidBlock return value.
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// this would explain why there is a while loop above here (not used in force mode) to move the y back down again, shouldn't really be needed if 1 wasn't added to the getTopSolidBlock return value.
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z2 = z;
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}
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else
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@@ -55,34 +55,34 @@ bool BonusChestFeature::place(Level *level, Random *random, int x, int y, int z,
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z2 = z + random->nextInt(4) - random->nextInt(4);
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}
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if (force || ( level->isEmptyTile(x2, y2, z2) && level->isTopSolidBlocking(x2, y2 - 1, z2)))
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if (force || ( level->isEmptyTile(x2, y2, z2) && level->isTopSolidBlocking(x2, y2 - 1, z2)))
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{
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level->setTile(x2, y2, z2, Tile::chest_Id);
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shared_ptr<ChestTileEntity> chest = dynamic_pointer_cast<ChestTileEntity>(level->getTileEntity(x2, y2, z2));
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if (chest != NULL)
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level->setTileAndData(x2, y2, z2, Tile::chest_Id, 0, Tile::UPDATE_CLIENTS);
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shared_ptr<ChestTileEntity> chest = dynamic_pointer_cast<ChestTileEntity>(level->getTileEntity(x2, y2, z2));
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if (chest != NULL)
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{
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WeighedTreasure::addChestItems(random, treasureList, chest, numRolls);
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WeighedTreasure::addChestItems(random, treasureList, chest, numRolls);
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chest->isBonusChest = true; // 4J added
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}
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if (level->isEmptyTile(x2 - 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
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}
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if (level->isEmptyTile(x2 - 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
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{
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level->setTile(x2 - 1, y2, z2, Tile::torch_Id);
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}
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if (level->isEmptyTile(x2 + 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
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level->setTileAndData(x2 - 1, y2, z2, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS);
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}
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if (level->isEmptyTile(x2 + 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
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{
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level->setTile(x2 + 1, y2, z2, Tile::torch_Id);
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}
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if (level->isEmptyTile(x2, y2, z2 - 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
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level->setTileAndData(x2 + 1, y2, z2, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS);
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}
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if (level->isEmptyTile(x2, y2, z2 - 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
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{
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level->setTile(x2, y2, z2 - 1, Tile::torch_Id);
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}
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if (level->isEmptyTile(x2, y2, z2 + 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
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level->setTileAndData(x2, y2, z2 - 1, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS);
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}
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if (level->isEmptyTile(x2, y2, z2 + 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
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{
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level->setTile(x2, y2, z2 + 1, Tile::torch_Id);
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}
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return true;
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}
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}
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level->setTileAndData(x2, y2, z2 + 1, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS);
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}
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return true;
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}
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}
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return false;
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return false;
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}
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