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Fixed redstone simulator crash found in #570

This commit is contained in:
Tiger Wang
2014-01-29 19:19:14 +00:00
parent 07fb1bca23
commit ed7816419d
3 changed files with 25 additions and 18 deletions

View File

@@ -9,7 +9,6 @@
#include "../Blocks/BlockTorch.h"
#include "../Blocks/BlockDoor.h"
#include "../Piston.h"
#include "../Tracer.h"
@@ -170,7 +169,7 @@ void cRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChu
{
if (!IsAllowedBlock(Block))
{
ChunkData.erase(itr); // The new blocktype is not redstone; it must be removed from this list
itr->SecondData = true; // The new blocktype is not redstone; it must be queued to be removed from this list
}
else
{
@@ -185,7 +184,7 @@ void cRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChu
return;
}
ChunkData.push_back(cCoordWithBlock(RelX, a_BlockY, RelZ, Block));
ChunkData.push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false));
}
@@ -208,8 +207,14 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c
int BaseX = a_Chunk->GetPosX() * cChunkDef::Width;
int BaseZ = a_Chunk->GetPosZ() * cChunkDef::Width;
for (cRedstoneSimulatorChunkData::const_iterator dataitr = ChunkData.begin(); dataitr != ChunkData.end(); ++dataitr)
for (cRedstoneSimulatorChunkData::iterator dataitr = ChunkData.begin(); dataitr != ChunkData.end();)
{
if (dataitr->SecondData)
{
dataitr = ChunkData.erase(dataitr);
continue;
}
int a_X = BaseX + dataitr->x;
int a_Z = BaseZ + dataitr->z;
switch (dataitr->Data)
@@ -279,6 +284,7 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c
break;
}
}
++dataitr;
}
}
@@ -917,7 +923,7 @@ void cRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_BlockY, int a_B
case E_BLOCK_STONE_PRESSURE_PLATE:
{
// MCS feature - stone pressure plates can only be triggered by players :D
cPlayer * a_Player = m_World.FindClosestPlayer(Vector3f(a_BlockX + 0.5f, (float)a_BlockY, a_BlockZ + 0.5f), 0.5f);
cPlayer * a_Player = m_World.FindClosestPlayer(Vector3f(a_BlockX + 0.5f, (float)a_BlockY, a_BlockZ + 0.5f), 0.5f, false);
if (a_Player != NULL)
{
@@ -948,19 +954,14 @@ void cRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_BlockY, int a_B
virtual bool Item(cEntity * a_Entity) override
{
cTracer LineOfSight(m_World);
Vector3f EntityPos = a_Entity->GetPosition();
Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
float Distance = (EntityPos - BlockPos).Length();
if (Distance < 0.5)
{
if (!LineOfSight.Trace(BlockPos, (EntityPos - BlockPos), (int)(EntityPos - BlockPos).Length()))
{
m_Entity = a_Entity;
return true; // Break out, we only need to know for wooden plates that at least one entity is on top
}
m_Entity = a_Entity;
return true; // Break out, we only need to know for wooden plates that at least one entity is on top
}
return false;
}