diff options
Diffstat (limited to 'src/Simulator')
-rw-r--r-- | src/Simulator/FireSimulator.cpp | 15 | ||||
-rw-r--r-- | src/Simulator/IncrementalRedstoneSimulator.cpp | 12 | ||||
-rw-r--r-- | src/Simulator/IncrementalRedstoneSimulator.h | 2 |
3 files changed, 20 insertions, 9 deletions
diff --git a/src/Simulator/FireSimulator.cpp b/src/Simulator/FireSimulator.cpp index b77fa1658..4967c83f9 100644 --- a/src/Simulator/FireSimulator.cpp +++ b/src/Simulator/FireSimulator.cpp @@ -162,14 +162,27 @@ bool cFireSimulator::IsFuel(BLOCKTYPE a_BlockType) switch (a_BlockType) { case E_BLOCK_PLANKS: + case E_BLOCK_DOUBLE_WOODEN_SLAB: + case E_BLOCK_WOODEN_SLAB: + case E_BLOCK_WOODEN_STAIRS: + case E_BLOCK_SPRUCE_WOOD_STAIRS: + case E_BLOCK_BIRCH_WOOD_STAIRS: + case E_BLOCK_JUNGLE_WOOD_STAIRS: case E_BLOCK_LEAVES: + case E_BLOCK_NEW_LEAVES: case E_BLOCK_LOG: + case E_BLOCK_NEW_LOG: case E_BLOCK_WOOL: case E_BLOCK_BOOKCASE: case E_BLOCK_FENCE: case E_BLOCK_TNT: case E_BLOCK_VINES: case E_BLOCK_HAY_BALE: + case E_BLOCK_TALL_GRASS: + case E_BLOCK_BIG_FLOWER: + case E_BLOCK_DANDELION: + case E_BLOCK_FLOWER: + case E_BLOCK_CARPET: { return true; } @@ -239,7 +252,7 @@ int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, in { return m_BurnStepTimeFuel; } - IsBlockBelowSolid = g_BlockIsSolid[BlockBelow]; + IsBlockBelowSolid = cBlockInfo::IsSolid(BlockBelow); } for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp index 91de9e0cc..f377b0aa7 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.cpp +++ b/src/Simulator/IncrementalRedstoneSimulator.cpp @@ -566,14 +566,14 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block { if ((i >= 4) && (i <= 7)) // If we are currently checking for wire surrounding ourself one block above... { - if (g_BlockIsSolid[m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ)]) // If there is something solid above us (wire cut off)... + if (cBlockInfo::IsSolid(m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ))) // If there is something solid above us (wire cut off)... { continue; // We don't receive power from that wire } } else if ((i >= 8) && (i <= 11)) // See above, but this is for wire below us { - if (g_BlockIsSolid[m_World.GetBlock(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y + 1, a_BlockZ + gCrossCoords[i].z)]) + if (cBlockInfo::IsSolid(m_World.GetBlock(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y + 1, a_BlockZ + gCrossCoords[i].z))) { continue; } @@ -937,17 +937,15 @@ void cIncrementalRedstoneSimulator::HandleTrapdoor(int a_BlockX, int a_BlockY, i { if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true)) { - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) | 0x4); - m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0); + m_World.SetTrapdoorOpen(a_BlockX, a_BlockY, a_BlockZ, true); SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true); - } + } } else { if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, false)) { - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0xB); // Take into account that the fourth bit is needed for trapdoors too - m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0); + m_World.SetTrapdoorOpen(a_BlockX, a_BlockY, a_BlockZ, false); SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false); } } diff --git a/src/Simulator/IncrementalRedstoneSimulator.h b/src/Simulator/IncrementalRedstoneSimulator.h index e6bc28621..8b7363366 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.h +++ b/src/Simulator/IncrementalRedstoneSimulator.h @@ -170,7 +170,7 @@ private: /* ====== Misc Functions ====== */ /** Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation */ - inline static bool IsViableMiddleBlock(BLOCKTYPE Block) { return g_BlockFullyOccupiesVoxel[Block]; } + inline static bool IsViableMiddleBlock(BLOCKTYPE Block) { return cBlockInfo::FullyOccupiesVoxel(Block); } /** Returns if a block is a mechanism (something that accepts power and does something) */ inline static bool IsMechanism(BLOCKTYPE Block) |