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-rw-r--r--src/Simulator/FireSimulator.cpp10
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.cpp26
2 files changed, 16 insertions, 20 deletions
diff --git a/src/Simulator/FireSimulator.cpp b/src/Simulator/FireSimulator.cpp
index 4fbfffd43..311f8b4c4 100644
--- a/src/Simulator/FireSimulator.cpp
+++ b/src/Simulator/FireSimulator.cpp
@@ -95,8 +95,10 @@ void cFireSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChun
int NumMSecs = (int)a_Dt;
for (cCoordWithIntList::iterator itr = Data.begin(); itr != Data.end();)
{
- int idx = cChunkDef::MakeIndexNoCheck(itr->x, itr->y, itr->z);
- BLOCKTYPE BlockType = a_Chunk->GetBlock(idx);
+ int x = itr->x;
+ int y = itr->y;
+ int z = itr->z;
+ BLOCKTYPE BlockType = a_Chunk->GetBlock(x,y,z);
if (!IsAllowedBlock(BlockType))
{
@@ -125,7 +127,7 @@ void cFireSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChun
itr->x + a_ChunkX * cChunkDef::Width, itr->y, itr->z + a_ChunkZ * cChunkDef::Width
);
*/
- NIBBLETYPE BlockMeta = a_Chunk->GetMeta(idx);
+ NIBBLETYPE BlockMeta = a_Chunk->GetMeta(x, y, z);
if (BlockMeta == 0x0f)
{
// The fire burnt out completely
@@ -140,7 +142,7 @@ void cFireSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChun
if((itr->y > 0) && (!DoesBurnForever(a_Chunk->GetBlock(itr->x, itr->y - 1, itr->z))))
{
- a_Chunk->SetMeta(idx, BlockMeta + 1);
+ a_Chunk->SetMeta(x, y, z, BlockMeta + 1);
}
itr->Data = GetBurnStepTime(a_Chunk, itr->x, itr->y, itr->z); // TODO: Add some randomness into this
} // for itr - Data[]
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp
index a89c017df..f4355b33b 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.cpp
+++ b/src/Simulator/IncrementalRedstoneSimulator.cpp
@@ -11,7 +11,7 @@
#include "../Blocks/BlockDoor.h"
#include "../Blocks/BlockButton.h"
#include "../Blocks/BlockLever.h"
-#include "../Piston.h"
+#include "../Blocks/BlockPiston.h"
@@ -820,17 +820,16 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int
void cIncrementalRedstoneSimulator::HandlePiston(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
{
- cPiston Piston(&m_World);
int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
if (IsPistonPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x7)) // We only want the bottom three bits (4th controls extended-ness)
{
- Piston.ExtendPiston(BlockX, a_RelBlockY, BlockZ);
+ cBlockPistonHandler::ExtendPiston(BlockX, a_RelBlockY, BlockZ, &m_World);
}
else
{
- Piston.RetractPiston(BlockX, a_RelBlockY, BlockZ);
+ cBlockPistonHandler::RetractPiston(BlockX, a_RelBlockY, BlockZ, &m_World);
}
}
@@ -1496,41 +1495,36 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_RelBlockX, int a_RelBl
{
// Pistons cannot be powered through their front face; this function verifies that a source meets this requirement
- int OldX = a_RelBlockX, OldY = a_RelBlockY, OldZ = a_RelBlockZ;
- eBlockFace Face = cPiston::MetaDataToDirection(a_Meta);
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+ eBlockFace Face = cBlockPistonHandler::MetaDataToDirection(a_Meta);
+ int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
+ int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
{
if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }
- AddFaceDirection(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Face);
+ AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face);
if (!itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
{
return true;
}
- a_RelBlockX = OldX;
- a_RelBlockY = OldY;
- a_RelBlockZ = OldZ;
+ AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face, true);
}
for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr)
{
if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }
- AddFaceDirection(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Face);
+ AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face);
if (!itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
{
return true;
}
- a_RelBlockX = OldX;
- a_RelBlockY = OldY;
- a_RelBlockZ = OldZ;
+ AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face, true);
}
return false; // Source was in front of the piston's front face
}