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Redstone Megacommit [SEE DESC]

+ Updated BlockID - look for yourself
* Improved button, repeater, lever, and comparator code ->
simplification and splitting of some stuff from the redstone simulator
file
* Fixed buttons not breaking when in an invalid game state
* Fixed QueueSetBlock -> improved (AGAIN) piston code
+ Rewrote redstone simulator

Fixes: #57, #58, #205, and part of #131.
Fixes FS issues: 281, 116, and 102
This commit is contained in:
Tiger Wang
2013-11-18 22:30:34 +00:00
parent b5821998b4
commit bc1e236d54
16 changed files with 1143 additions and 1098 deletions

View File

@@ -14,11 +14,11 @@ public:
virtual void OnUse(cWorld * a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ) override;
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{
// Reset meta to 0
a_Pickups.push_back(cItem(m_BlockType == E_BLOCK_WOODEN_BUTTON ? E_BLOCK_WOODEN_BUTTON : E_BLOCK_STONE_BUTTON, 1, 0));
a_Pickups.push_back(cItem(m_BlockType, 1, 0));
}
@@ -51,10 +51,10 @@ public:
{
switch (a_BlockFace)
{
case BLOCK_FACE_ZP: { return 0x4; }
case BLOCK_FACE_ZM: { return 0x3; }
case BLOCK_FACE_XP: { return 0x2; }
case BLOCK_FACE_XM: { return 0x1; }
case BLOCK_FACE_ZM: { return 0x4; }
case BLOCK_FACE_ZP: { return 0x3; }
case BLOCK_FACE_XM: { return 0x2; }
case BLOCK_FACE_XP: { return 0x1; }
default:
{
ASSERT(!"Unhandled block face!");
@@ -62,6 +62,30 @@ public:
}
}
}
inline static NIBBLETYPE BlockMetaDataToBlockFace(NIBBLETYPE a_Meta)
{
switch (a_Meta & 0x7)
{
case 0x1: return BLOCK_FACE_XP;
case 0x2: return BLOCK_FACE_XM;
case 0x3: return BLOCK_FACE_ZP;
case 0x4: return BLOCK_FACE_ZM;
default:
{
ASSERT(!"Unhandled block meta!");
return BLOCK_FACE_NONE;
}
}
}
virtual bool CanBeAt(int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
{
NIBBLETYPE Meta = a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ);
AddFaceDirection(a_RelX, a_RelY, a_RelZ, BlockMetaDataToBlockFace(Meta), true);
return (a_RelY > 0) && (g_BlockIsSolid[a_Chunk.GetBlock(a_RelX, a_RelY, a_RelZ)]);
}
} ;