예제 #1
0
int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
{
	if (a_RelY > 0)
	{
		BLOCKTYPE BlockBelow = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ);
		if (IsForever(BlockBelow))
		{
			// Is burning atop of netherrack, burn forever (re-check in 10 sec)
			return 10000;
		}
		if (IsFuel(BlockBelow))
		{
			return m_BurnStepTimeFuel;
		}
	}
	if ((a_RelY < cChunkDef::Height - 1) && IsFuel(a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ)))
	{
		return m_BurnStepTimeFuel;
	}
	
	for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
	{
		BLOCKTYPE  BlockType;
		NIBBLETYPE BlockMeta;
		if (a_Chunk->UnboundedRelGetBlock(a_RelX + gCrossCoords[i].x, a_RelY, a_RelZ + gCrossCoords[i].z, BlockType, BlockMeta))
		{
			if (IsFuel(BlockType))
			{
				return m_BurnStepTimeFuel;
			}
		}
	}  // for i - gCrossCoords[]
	return m_BurnStepTimeNonfuel;
}
예제 #2
0
int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
{
	bool IsBlockBelowSolid = false;
	if (a_RelY > 0)
	{
		BLOCKTYPE BlockBelow = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ);
		if (IsForever(BlockBelow))
		{
			// Is burning atop of netherrack, burn forever (re-check in 10 sec)
			return 10000;
		}
		if (IsFuel(BlockBelow))
		{
			return m_BurnStepTimeFuel;
		}
		IsBlockBelowSolid = g_BlockIsSolid[BlockBelow];
	}
	
	for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
	{
		BLOCKTYPE  BlockType;
		NIBBLETYPE BlockMeta;
		if (a_Chunk->UnboundedRelGetBlock(a_RelX + gCrossCoords[i].x, a_RelY, a_RelZ + gCrossCoords[i].z, BlockType, BlockMeta))
		{
			if (IsFuel(BlockType))
			{
				return m_BurnStepTimeFuel;
			}
		}
	}  // for i - gCrossCoords[]

	if (!IsBlockBelowSolid && (a_RelY >= 0))
	{
		// Checked through everything, nothing was flammable
		// If block below isn't solid, we can't have fire, it would be a non-fueled fire
		// SetBlock just to make sure fire doesn't spawn
		a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0);
		return 0;
	}
	return m_BurnStepTimeNonfuel;
}