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Merge pull request #362 from mc-server/redstonefixes

Multiple bugfixes
This commit is contained in:
Mattes D 2013-11-28 10:59:44 -08:00
commit 13dade5a83
12 changed files with 510 additions and 236 deletions

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@ -1666,6 +1666,9 @@
<ClCompile Include="..\src\HTTPServer\NameValueParser.cpp">
<Filter>Source Files\HTTPServer</Filter>
</ClCompile>
<ClCompile Include="..\source\BlockEntities\BlockEntity.cpp">
<Filter>Source Files\BlockEntities</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Text Include="..\MCServer\API.txt">

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@ -18,13 +18,13 @@ cBlockButtonHandler::cBlockButtonHandler(BLOCKTYPE a_BlockType)
void cBlockButtonHandler::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)
{
// Flip the ON bit on/off using the XOR bitwise operation
NIBBLETYPE Meta = ((a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) ^ 0x08) & 0x0f);
NIBBLETYPE Meta = (a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) | 0x08);
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_BlockType, Meta);
a_World->BroadcastSoundEffect("random.click", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, (Meta & 0x08) ? 0.6f : 0.5f);
// Queue a button reset (unpress)
a_World->QueueSetBlock(a_BlockX, a_BlockY, a_BlockZ, m_BlockType, ((a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) ^ 0x08) & 0x0f), m_BlockType == E_BLOCK_STONE_BUTTON ? 20 : 30);
a_World->QueueSetBlock(a_BlockX, a_BlockY, a_BlockZ, m_BlockType, (a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x07), m_BlockType == E_BLOCK_STONE_BUTTON ? 20 : 30);
}

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@ -81,10 +81,13 @@ public:
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);
NIBBLETYPE Meta;
a_Chunk.UnboundedRelGetBlockMeta(a_RelX, a_RelY, a_RelZ, Meta);
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)]);
BLOCKTYPE BlockIsOn; a_Chunk.UnboundedRelGetBlockType(a_RelX, a_RelY, a_RelZ, BlockIsOn);
return (a_RelY > 0) && (g_BlockIsSolid[BlockIsOn]);
}
} ;

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@ -20,7 +20,7 @@ cBlockLeverHandler::cBlockLeverHandler(BLOCKTYPE a_BlockType)
void cBlockLeverHandler::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)
{
// Flip the ON bit on/off using the XOR bitwise operation
NIBBLETYPE Meta = ((a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) ^ 0x08) & 0x0f);
NIBBLETYPE Meta = (a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) ^ 0x08);
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_BlockType, Meta);
a_World->BroadcastSoundEffect("random.click", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, (Meta & 0x08) ? 0.6f : 0.5f);

View File

@ -46,13 +46,13 @@ public:
// Determine lever direction:
switch (a_Dir)
{
case BLOCK_FACE_TOP: return 0x6;
case BLOCK_FACE_EAST: return 0x1;
case BLOCK_FACE_WEST: return 0x2;
case BLOCK_FACE_SOUTH: return 0x3;
case BLOCK_FACE_NORTH: return 0x4;
case BLOCK_FACE_BOTTOM: return 0x0;
default: return 0x6;
case BLOCK_FACE_YP: return 0x6;
case BLOCK_FACE_XP: return 0x1;
case BLOCK_FACE_XM: return 0x2;
case BLOCK_FACE_ZP: return 0x3;
case BLOCK_FACE_ZM: return 0x4;
case BLOCK_FACE_YM: return 0x0;
default: return 0x6;
}
}
@ -61,6 +61,39 @@ public:
{
return "step.wood";
}
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;
case 0x5:
case 0x6: return BLOCK_FACE_YP;
case 0x7:
case 0x0: return BLOCK_FACE_YM;
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.UnboundedRelGetBlockMeta(a_RelX, a_RelY, a_RelZ, Meta);
AddFaceDirection(a_RelX, a_RelY, a_RelZ, BlockMetaDataToBlockFace(Meta), true);
BLOCKTYPE BlockIsOn; a_Chunk.UnboundedRelGetBlockType(a_RelX, a_RelY, a_RelZ, BlockIsOn);
return (a_RelY > 0) && (g_BlockIsSolid[BlockIsOn]);
}
} ;

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@ -93,6 +93,14 @@ void cBlockPistonHeadHandler::OnDestroyedByPlayer(cWorld * a_World, cPlayer * a_
if ((Block == E_BLOCK_STICKY_PISTON) || (Block == E_BLOCK_PISTON))
{
a_World->DigBlock(newX, newY, newZ);
if (a_Player->IsGameModeCreative())
{
return; // No pickups if creative
}
cItems Pickups;
Pickups.push_back(cItem(Block, 1));
a_World->SpawnItemPickups(Pickups, a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5);
}
}

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@ -1655,12 +1655,12 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
default:
{
if (m_World->GetTickRandomNumber(10) == 5)
if (m_World->GetTickRandomNumber(100) <= 25) // 25% chance of pickups
{
cItems Drops;
cBlockHandler * Handler = BlockHandler(Block);
Handler->ConvertToPickups(Drops, area.GetBlockMeta(bx + x, by + y, bz + z));
Handler->ConvertToPickups(Drops, area.GetBlockMeta(bx + x, by + y, bz + z)); // Stone becomes cobblestone, coal ore becomes coal, etc.
m_World->SpawnItemPickups(Drops, bx + x, by + y, bz + z);
}
area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_AIR);
@ -1674,9 +1674,9 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
// Wake up all simulators for the area, so that water and lava flows and sand falls into the blasted holes (FS #391):
WakeUpSimulatorsInArea(
bx - ExplosionSizeInt, bx + ExplosionSizeInt + 1,
bx - ExplosionSizeInt - 1, bx + ExplosionSizeInt + 1,
MinY, MaxY,
bz - ExplosionSizeInt, bz + ExplosionSizeInt + 1
bz - ExplosionSizeInt - 1, bz + ExplosionSizeInt + 1
);
}

View File

@ -24,7 +24,6 @@ const int PISTON_TICK_DELAY = 6;
cPiston::cPiston(cWorld * a_World)
: m_World(a_World)
{
}
@ -132,19 +131,21 @@ void cPiston::RetractPiston(int pistx, int pisty, int pistz)
// Already retracted, bail out
return;
}
m_World->BroadcastBlockAction(pistx, pisty, pistz, 1, pistonMeta & ~(8), pistonBlock);
m_World->BroadcastSoundEffect("tile.piston.in", pistx * 8, pisty * 8, pistz * 8, 0.5f, 0.7f);
m_World->SetBlock(pistx, pisty, pistz, pistonBlock, pistonMeta & ~(8));
// Check the extension:
AddDir(pistx, pisty, pistz, pistonMeta, 1);
if (m_World->GetBlock(pistx, pisty, pistz) != E_BLOCK_PISTON_EXTENSION)
{
LOGD("%s: Piston without an extension?", __FUNCTION__);
LOGD("%s: Piston without an extension - still extending, or just in an invalid state?", __FUNCTION__);
return;
}
AddDir(pistx, pisty, pistz, pistonMeta, -1);
m_World->BroadcastBlockAction(pistx, pisty, pistz, 1, pistonMeta & ~(8), pistonBlock);
m_World->BroadcastSoundEffect("tile.piston.in", pistx * 8, pisty * 8, pistz * 8, 0.5f, 0.7f);
m_World->SetBlock(pistx, pisty, pistz, pistonBlock, pistonMeta & ~(8));
AddDir(pistx, pisty, pistz, pistonMeta, 1);
// Retract the extension, pull block if appropriate
if (IsSticky(pistonBlock))
{

View File

@ -85,25 +85,33 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c
continue;
}
// Check to see if PoweredBlocks have invalid items (source is air or an unpowered source)
// Check to see if PoweredBlocks have invalid items (source is air or unpowered)
for (PoweredBlocksList::iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end();)
{
sPoweredBlocks & Change = *itr;
BLOCKTYPE SourceBlockType = m_World.GetBlock(Change.a_SourcePos);
int RelX = Change.a_SourcePos.x - a_ChunkX * cChunkDef::Width;
int RelZ = Change.a_SourcePos.z - a_ChunkZ * cChunkDef::Width;
BLOCKTYPE SourceBlockType;
NIBBLETYPE SourceBlockMeta;
a_Chunk->UnboundedRelGetBlock(RelX, Change.a_SourcePos.y, RelZ, SourceBlockType, SourceBlockMeta);
if (SourceBlockType != Change.a_SourceBlock)
{
itr = m_PoweredBlocks.erase(itr);
LOGD("cRedstoneSimulator: Erased block %s from powered blocks list due to present/past block type mismatch", ItemToFullString(Change.a_SourceBlock));
}
else if (
// Changeable sources
((SourceBlockType == E_BLOCK_REDSTONE_WIRE) && (m_World.GetBlockMeta(Change.a_SourcePos) == 0)) ||
((SourceBlockType == E_BLOCK_LEVER) && !IsLeverOn(m_World.GetBlockMeta(Change.a_SourcePos))) ||
((SourceBlockType == E_BLOCK_DETECTOR_RAIL) && (m_World.GetBlockMeta(Change.a_SourcePos) & 0x08) == 0x08) ||
(((SourceBlockType == E_BLOCK_STONE_BUTTON) || (SourceBlockType == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(m_World.GetBlockMeta(Change.a_SourcePos))))
((SourceBlockType == E_BLOCK_REDSTONE_WIRE) && (SourceBlockMeta == 0)) ||
((SourceBlockType == E_BLOCK_LEVER) && !IsLeverOn(SourceBlockMeta)) ||
((SourceBlockType == E_BLOCK_DETECTOR_RAIL) && (SourceBlockMeta & 0x08) == 0x08) ||
(((SourceBlockType == E_BLOCK_STONE_BUTTON) || (SourceBlockType == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(SourceBlockMeta)))
)
{
itr = m_PoweredBlocks.erase(itr);
LOGD("cRedstoneSimulator: Erased block %s from powered blocks list due to present/past metadata mismatch", ItemToFullString(Change.a_SourceBlock));
}
else
{
@ -115,25 +123,37 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c
for (LinkedBlocksList::iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end();)
{
sLinkedPoweredBlocks & Change = *itr;
BLOCKTYPE SourceBlockType = m_World.GetBlock(Change.a_SourcePos);
BLOCKTYPE MiddleBlockType = m_World.GetBlock(Change.a_MiddlePos);
int RelX = Change.a_SourcePos.x - a_ChunkX * cChunkDef::Width;
int RelZ = Change.a_SourcePos.z - a_ChunkZ * cChunkDef::Width;
int MidRelX = Change.a_MiddlePos.x - a_ChunkX * cChunkDef::Width;
int MidRelZ = Change.a_MiddlePos.z - a_ChunkZ * cChunkDef::Width;
BLOCKTYPE SourceBlockType;
NIBBLETYPE SourceBlockMeta;
BLOCKTYPE MiddleBlockType;
a_Chunk->UnboundedRelGetBlock(RelX, Change.a_SourcePos.y, RelZ, SourceBlockType, SourceBlockMeta);
a_Chunk->UnboundedRelGetBlockType(MidRelX, Change.a_MiddlePos.y, MidRelZ, MiddleBlockType);
if (SourceBlockType != Change.a_SourceBlock)
{
itr = m_LinkedPoweredBlocks.erase(itr);
LOGD("cRedstoneSimulator: Erased block %s from linked powered blocks list due to present/past block type mismatch", ItemToFullString(Change.a_SourceBlock));
}
else if (MiddleBlockType != Change.a_MiddleBlock)
{
itr = m_LinkedPoweredBlocks.erase(itr);
LOGD("cRedstoneSimulator: Erased block %s from linked powered blocks list due to present/past middle block mismatch", ItemToFullString(Change.a_SourceBlock));
}
else if (
// Things that can send power through a block but which depends on meta
((SourceBlockType == E_BLOCK_REDSTONE_WIRE) && (m_World.GetBlockMeta(Change.a_SourcePos) == 0)) ||
((SourceBlockType == E_BLOCK_LEVER) && !IsLeverOn(m_World.GetBlockMeta(Change.a_SourcePos))) ||
(((SourceBlockType == E_BLOCK_STONE_BUTTON) || (SourceBlockType == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(m_World.GetBlockMeta(Change.a_SourcePos))))
((SourceBlockType == E_BLOCK_REDSTONE_WIRE) && (SourceBlockMeta == 0)) ||
((SourceBlockType == E_BLOCK_LEVER) && !IsLeverOn(SourceBlockMeta)) ||
(((SourceBlockType == E_BLOCK_STONE_BUTTON) || (SourceBlockType == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(SourceBlockMeta)))
)
{
itr = m_LinkedPoweredBlocks.erase(itr);
LOGD("cRedstoneSimulator: Erased block %s from linked powered blocks list due to present/past metadata mismatch", ItemToFullString(Change.a_SourceBlock));
}
else
{
@ -233,7 +253,6 @@ void cRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_B
if (AreCoordsPowered(X, Y, Z))
{
// There was a match, torch goes off
// FastSetBlock so the server doesn't fail an assert -_-
m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
return;
}
@ -256,10 +275,12 @@ void cRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_B
{
// Top side, power whatever is there, including blocks
SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON);
// Power all blocks surrounding block above torch
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, E_BLOCK_REDSTONE_TORCH_ON);
}
}
if (m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) != 0x5) // Is torch standing on ground? If not (i.e. on wall), power block beneath
if (m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) != 0x5) // Is torch standing on ground? If NOT (i.e. on wall), power block beneath
{
BLOCKTYPE Type = m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
@ -282,7 +303,6 @@ void cRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_B
}
// Block torch on not powered, can be turned on again!
// FastSetBlock so the server doesn't fail an assert -_-
m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
}
return;
@ -294,25 +314,8 @@ void cRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_B
void cRedstoneSimulator::HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
{
static const struct // Define which directions the redstone block can power
{
int x, y, z;
} gCrossCoords[] =
{
{ 0, 0, 0}, // Oh, anomalous redstone. Only block that powers itself
{ 1, 0, 0},
{-1, 0, 0},
{ 0, 0, 1},
{ 0, 0, -1},
{ 0, 1, 0},
{ 0,-1, 0},
} ;
for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
{
// Power everything
SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_BLOCK_OF_REDSTONE);
}
SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_BLOCK_OF_REDSTONE);
SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_BLOCK_OF_REDSTONE); // Set self as powered
return;
}
@ -324,24 +327,7 @@ void cRedstoneSimulator::HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_B
{
if (IsLeverOn(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)))
{
static const struct // Define which directions the redstone lever can power (all sides)
{
int x, y, z;
} gCrossCoords[] =
{
{ 1, 0, 0},
{-1, 0, 0},
{ 0, 0, 1},
{ 0, 0, -1},
{ 0, 1, 0},
{ 0,-1, 0},
} ;
for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
{
// Power everything
SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_LEVER);
}
SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_LEVER);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_LEVER);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_LEVER);
@ -361,24 +347,7 @@ void cRedstoneSimulator::HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_
{
if (IsButtonOn(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)))
{
static const struct // Define which directions the redstone button can power (all sides)
{
int x, y, z;
} gCrossCoords[] =
{
{ 1, 0, 0},
{-1, 0, 0},
{ 0, 0, 1},
{ 0, 0, -1},
{ 0, 1, 0},
{ 0,-1, 0},
} ;
for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
{
// Power everything
SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, a_BlockType);
}
SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_BlockType);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, a_BlockType);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, a_BlockType);
@ -418,6 +387,7 @@ void cRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_Bl
if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
{
m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 15); // Maximum power
SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); // Power block beneath
}
else
{
@ -456,44 +426,26 @@ void cRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_Bl
// However, self not directly powered anymore, so source must have been removed,
// therefore, self must be set to meta zero
m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0);
}
return; // No need to process block power sets because self not powered
}
SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); // Power block beneath
}
if (m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) != 0) // A powered wire
{
//SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); // No matter what, block underneath gets powered
switch (GetWireDirection(a_BlockX, a_BlockY, a_BlockZ))
{
case REDSTONE_NONE:
{
static const struct // Define which directions the redstone wire can power
{
int x, y, z;
} gCrossCoords[] =
{
{ 1, 0, 0}, // Power block in front
{ 2, 0, 0}, // Power block in front of that (strongly power)
{-1, 0, 0},
{-2, 0, 0},
{ 0, 0, 1},
{ 0, 0, 2},
{ 0, 0, -1},
{ 0, 0, -2},
{ 0, 1, 0},
{ 0, 2, 0},
{ 0,-1, 0},
{ 0,-2, 0},
} ;
SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
{
// Power if block is solid, CURRENTLY all mechanisms are solid
if (g_BlockIsSolid[m_World.GetBlock(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z)])
{
SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
}
}
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_WIRE);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_WIRE);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, E_BLOCK_REDSTONE_WIRE);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, E_BLOCK_REDSTONE_WIRE);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_WIRE);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_WIRE);
break;
}
case REDSTONE_X_POS:
@ -543,44 +495,52 @@ void cRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_Bl
void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState)
{
NIBBLETYPE a_Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
if (a_MyState == E_BLOCK_REDSTONE_REPEATER_OFF)
// We do this so that the repeater can continually update block power status (without being affected by it's own block type, which would happen if the block powering code was in an IF statement)
bool IsOn = false;
if (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON)
{
if (IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta & 0x3))
IsOn = true;
}
NIBBLETYPE a_Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
if (IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta & 0x3))
{
if (!IsOn)
{
m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta);
switch (a_Meta & 0x3) // We only want the direction (bottom) bits
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); // Only set if not on; SetBlock otherwise server doesn't set it in time for SimulateChunk's invalidation
}
switch (a_Meta & 0x3) // We only want the direction (bottom) bits
{
case 0x0:
{
case 0x0:
{
SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_REPEATER_ON);
break;
}
case 0x1:
{
SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_REPEATER_ON);
break;
}
case 0x2:
{
SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_REPEATER_ON);
break;
}
case 0x3:
{
SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_REPEATER_ON);
break;
}
SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_REPEATER_ON);
break;
}
case 0x1:
{
SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_REPEATER_ON);
break;
}
case 0x2:
{
SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_REPEATER_ON);
break;
}
case 0x3:
{
SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_REPEATER_ON);
break;
}
}
}
else
{
if (!IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta & 0x3))
if (IsOn)
{
m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta);
}
@ -594,14 +554,13 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
void cRedstoneSimulator::HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ)
{
cPiston Piston(&m_World);
if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
{
cPiston Piston(&m_World);
Piston.ExtendPiston(a_BlockX, a_BlockY, a_BlockZ);
}
else
{
cPiston Piston(&m_World);
Piston.RetractPiston(a_BlockX, a_BlockY, a_BlockZ);
}
return;
@ -734,24 +693,7 @@ void cRedstoneSimulator::HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BL
{
if ((m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x08) == 0x08)
{
static const struct // Define which directions the rail can power (all sides)
{
int x, y, z;
} gCrossCoords[] =
{
{ 1, 0, 0},
{-1, 0, 0},
{ 0, 0, 1},
{ 0, 0, -1},
{ 0, 1, 0},
{ 0,-1, 0},
} ;
for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
{
// Power everything
SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, a_MyType);
}
SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_MyType);
}
break;
}
@ -810,6 +752,8 @@ bool cRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_Blo
{
sPoweredBlocks & Change = *itr;
if (!Change.a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
switch (a_Meta)
{
case 0x0:
@ -841,6 +785,8 @@ bool cRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_Blo
{
sLinkedPoweredBlocks & Change = *itr;
if (!Change.a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
switch (a_Meta)
{
case 0x0:
@ -879,78 +825,228 @@ void cRedstoneSimulator::SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, i
case BLOCK_FACE_XM:
{
BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ);
if (!g_BlockIsSolid[MiddleBlock]) { return; }
SetBlockLinkedPowered(a_BlockX - 2, a_BlockY, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY + 1, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY - 1, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ + 1, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ - 1, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
if (a_SourceType == E_BLOCK_REDSTONE_WIRE) // Wires can't power another wire through a block
{
if (m_World.GetBlock(a_BlockX - 2, a_BlockY, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX - 2, a_BlockY, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX - 1, a_BlockY + 1, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY + 1, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY - 1, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ + 1) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ + 1, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ - 1) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ - 1, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
}
else
{
SetBlockLinkedPowered(a_BlockX - 2, a_BlockY, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY + 1, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY - 1, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ + 1, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ - 1, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
break;
}
case BLOCK_FACE_XP:
{
BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ);
if (!g_BlockIsSolid[MiddleBlock]) { return; }
SetBlockLinkedPowered(a_BlockX + 2, a_BlockY, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY + 1, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY - 1, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ + 1, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ - 1, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
if (a_SourceType == E_BLOCK_REDSTONE_WIRE)
{
if (m_World.GetBlock(a_BlockX + 2, a_BlockY, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX + 2, a_BlockY, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX + 1, a_BlockY + 1, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY + 1, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY - 1, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ + 1) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ + 1, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ - 1) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ - 1, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
}
else
{
SetBlockLinkedPowered(a_BlockX + 2, a_BlockY, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY + 1, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY - 1, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ + 1, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ - 1, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
break;
}
case BLOCK_FACE_YM:
{
BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
if (!g_BlockIsSolid[MiddleBlock]) { return; }
SetBlockLinkedPowered(a_BlockX, a_BlockY - 2, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ + 1, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ - 1, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
if (a_SourceType == E_BLOCK_REDSTONE_WIRE)
{
if (m_World.GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX, a_BlockY - 2, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ + 1, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ - 1, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
}
else
{
SetBlockLinkedPowered(a_BlockX, a_BlockY - 2, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ + 1, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ - 1, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
break;
}
case BLOCK_FACE_YP:
{
BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ);
if (!g_BlockIsSolid[MiddleBlock]) { return; }
SetBlockLinkedPowered(a_BlockX, a_BlockY + 2, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ + 1, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ - 1, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
if (a_SourceType == E_BLOCK_REDSTONE_WIRE)
{
if (m_World.GetBlock(a_BlockX, a_BlockY + 2, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX, a_BlockY + 2, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX + 1, a_BlockY + 1, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX - 1, a_BlockY + 1, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ + 1) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ + 1, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ - 1) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ - 1, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
}
else
{
SetBlockLinkedPowered(a_BlockX, a_BlockY + 2, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ + 1, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ - 1, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
break;
}
case BLOCK_FACE_ZM:
{
BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1);
if (!g_BlockIsSolid[MiddleBlock]) { return; }
SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ - 2, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
if (a_SourceType == E_BLOCK_REDSTONE_WIRE)
{
if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 2) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ - 2, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ - 1) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ - 1) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ - 1) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
}
else
{
SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ - 2, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
break;
}
case BLOCK_FACE_ZP:
{
BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1);
if (!g_BlockIsSolid[MiddleBlock]) { return; }
SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ + 2, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
if (a_SourceType == E_BLOCK_REDSTONE_WIRE)
{
if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 2) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ + 2, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ + 1) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ + 1) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ + 1) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
if (m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) != E_BLOCK_REDSTONE_WIRE)
{
SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
}
else
{
SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ + 2, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
}
break;
}
default:
{
ASSERT(!"Unhandled face direction when attempting to set blocks as linked powered!");
ASSERT(!"Unhandled face direction when attempting to set blocks as linked powered!"); // Zombies, that wasn't supposed to happen...
break;
}
}
@ -961,8 +1057,35 @@ void cRedstoneSimulator::SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, i
void cRedstoneSimulator::SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock)
{
static const struct
{
int x, y, z;
} gCrossCoords[] =
{
{ 1, 0, 0 },
{-1, 0, 0 },
{ 0, 0, 1 },
{ 0, 0,-1 },
{ 0, 1, 0 },
{ 0,-1, 0 }
};
for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through struct to power all directions
{
SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, a_SourceBlock);
}
return;
}
void cRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock)
{
if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_AIR) { return; } // Don't set air, fixes some bugs (wires powering themselves)
if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) { return; } // Check for duplicates
sPoweredBlocks RC;
@ -983,7 +1106,9 @@ void cRedstoneSimulator::SetBlockLinkedPowered(int a_BlockX, int a_BlockY, int a
BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddleBlock
)
{
if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_AIR) { return; } // Don't set air, fixes some bugs (wires powering themselves)
if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) { return; } // Check for duplicates
if (!IsViableMiddleBlock(m_World.GetBlock(a_MiddleX, a_MiddleY, a_MiddleZ))) { return; } // See if middle block is viable
sLinkedPoweredBlocks RC;
RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);

View File

@ -32,7 +32,6 @@ public:
REDSTONE_Z_NEG = 0x8,
};
eRedstoneDirection GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ);
eRedstoneDirection GetWireDirection(const Vector3i & a_Pos) { return GetWireDirection(a_Pos.x, a_Pos.y, a_Pos.z); }
private:
@ -64,59 +63,95 @@ private:
// In addition to being non-performant, it would stop the player from actually breaking said device
/* ====== SOURCES ====== */
///<summary>Handles the redstone torch</summary>
/// <summary>Handles the redstone torch</summary>
void HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
///<summary>Handles the redstone block</summary>
/// <summary>Handles the redstone block</summary>
void HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
///<summary>Handles levers</summary>
/// <summary>Handles levers</summary>
void HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ);
///<summary>Handles buttons</summary>
/// <summary>Handles buttons</summary>
void HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
/* ==================== */
/* ====== CARRIERS ====== */
///<summary>Handles redstone wire</summary>
/// <summary>Handles redstone wire</summary>
void HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ);
///<summary>Handles repeaters</summary>
/// <summary>Handles repeaters</summary>
void HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
/* ====================== */
/* ====== DEVICES ====== */
///<summary>Handles pistons</summary>
/// <summary>Handles pistons</summary>
void HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ);
///<summary>Handles dispensers and droppers</summary>
/// <summary>Handles dispensers and droppers</summary>
void HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ);
///<summary>Handles TNT (exploding)</summary>
/// <summary>Handles TNT (exploding)</summary>
void HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ);
///<summary>Handles redstone lamps</summary>
/// <summary>Handles redstone lamps</summary>
void HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
///<summary>Handles doords</summary>
/// <summary>Handles doords</summary>
void HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ);
///<summary>Handles activator, detector, and powered rails</summary>
/// <summary>Handles activator, detector, and powered rails</summary>
void HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
/* ===================== */
/* ====== Helper functions ====== */
/// <summary>Marks a block as powered</summary>
void SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock);
/// <summary>Marks a block as being powered through another block</summary>
void SetBlockLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_MiddleX, int a_MiddleY, int a_MiddleZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddeBlock);
void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceType);
/// <summary>Marks the second block in a direction as linked powered</summary>
void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock);
/// <summary>Marks all blocks immediately surrounding a coordinate as powered</summary>
void SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock);
/// <summary>Returns if a coordinate is powered or linked powered</summary>
bool AreCoordsPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
/// <summary>Returns if a repeater is powered</summary>
bool IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
/// <summary>Returns if lever metadata marks it as emitting power</summary>
bool IsLeverOn(NIBBLETYPE a_BlockMeta);
/// <summary>Returns if button metadata marks it as emitting power</summary>
bool IsButtonOn(NIBBLETYPE a_BlockMeta);
/* ============================== */
/* ====== Misc Functions ====== */
/// <summary>Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation</summary>
inline static bool IsViableMiddleBlock(BLOCKTYPE Block)
{
if (!g_BlockIsSolid[Block]) { return false; }
switch (Block)
{
// Add SOLID but not viable middle blocks here
case E_BLOCK_REDSTONE_REPEATER_ON:
case E_BLOCK_REDSTONE_REPEATER_OFF:
{
return false;
}
default:
{
return true;
}
}
}
/// <summary>Returns if a block is a mechanism (something that accepts power and does something)</summary>
inline static bool IsMechanism(BLOCKTYPE Block)
{
switch (Block)
{
case E_BLOCK_ACTIVATOR_RAIL:
case E_BLOCK_PISTON:
case E_BLOCK_STICKY_PISTON:
case E_BLOCK_DISPENSER:
case E_BLOCK_DROPPER:
case E_BLOCK_FENCE_GATE:
case E_BLOCK_HOPPER:
case E_BLOCK_NOTE_BLOCK:
case E_BLOCK_TNT:
case E_BLOCK_TRAPDOOR:
case E_BLOCK_REDSTONE_LAMP_OFF:
case E_BLOCK_REDSTONE_LAMP_ON:
case E_BLOCK_WOODEN_DOOR:
@ -131,6 +166,7 @@ private:
}
}
/// <summary>Returns if a block has the potential to output power</summary>
inline static bool IsPotentialSource(BLOCKTYPE Block)
{
switch (Block)
@ -142,10 +178,8 @@ private:
case E_BLOCK_REDSTONE_TORCH_ON:
case E_BLOCK_LEVER:
case E_BLOCK_REDSTONE_REPEATER_ON:
case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_BLOCK_OF_REDSTONE:
case E_BLOCK_ACTIVE_COMPARATOR:
case E_BLOCK_INACTIVE_COMPARATOR:
{
return true;
}
@ -153,6 +187,7 @@ private:
}
}
/// <summary>Returns if a block is any sort of redstone device</summary>
inline static bool IsRedstone(BLOCKTYPE Block)
{
switch (Block)

View File

@ -237,7 +237,8 @@ cWorld::cWorld(const AString & a_WorldName) :
m_Weather(eWeather_Sunny),
m_WeatherInterval(24000), // Guaranteed 1 day of sunshine at server start :)
m_TickThread(*this),
m_SkyDarkness(0)
m_SkyDarkness(0),
m_bSpawnExplicitlySet(false)
{
LOGD("cWorld::cWorld(\"%s\")", a_WorldName.c_str());
@ -328,6 +329,20 @@ void cWorld::SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ)
void cWorld::InitializeSpawn(void)
{
if (!m_bSpawnExplicitlySet) // Check if spawn position was already explicitly set or not
{
GenerateRandomSpawn(); // Generate random solid-land coordinate and then write it to the world configuration
cIniFile IniFile;
IniFile.ReadFile(m_IniFileName);
IniFile.SetValueF("SpawnPosition", "X", m_SpawnX);
IniFile.SetValueF("SpawnPosition", "Y", m_SpawnY);
IniFile.SetValueF("SpawnPosition", "Z", m_SpawnZ);
IniFile.WriteFile(m_IniFileName);
}
int ChunkX = 0, ChunkY = 0, ChunkZ = 0;
BlockToChunk((int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ, ChunkX, ChunkY, ChunkZ);
@ -382,10 +397,6 @@ void cWorld::InitializeSpawn(void)
Progress.Stop();
}
// TODO: Better spawn detection - move spawn out of the water if it isn't set in the INI already
m_SpawnY = (double)GetHeight((int)m_SpawnX, (int)m_SpawnZ) + 1.6f; // +1.6f eye height
#ifdef TEST_LINEBLOCKTRACER
// DEBUG: Test out the cLineBlockTracer class by tracing a few lines:
class cTracerCallbacks :
@ -446,10 +457,9 @@ void cWorld::InitializeSpawn(void)
void cWorld::Start(void)
{
// TODO: Find a proper spawn location, based on the biomes (not in ocean)
m_SpawnX = (double)((m_TickRand.randInt() % 1000) - 500);
m_SpawnX = 0;
m_SpawnY = cChunkDef::Height;
m_SpawnZ = (double)((m_TickRand.randInt() % 1000) - 500);
m_SpawnZ = 0;
m_GameMode = eGameMode_Creative;
cIniFile IniFile;
@ -474,9 +484,36 @@ void cWorld::Start(void)
break;
}
} // switch (m_Dimension)
m_SpawnX = IniFile.GetValueSetF("SpawnPosition", "X", m_SpawnX);
m_SpawnY = IniFile.GetValueSetF("SpawnPosition", "Y", m_SpawnY);
m_SpawnZ = IniFile.GetValueSetF("SpawnPosition", "Z", m_SpawnZ);
// Try to find the "SpawnPosition" key in the world configuration
// Set a boolean value if so
int KeyNum = IniFile.FindKey("SpawnPosition");
unsigned int NumSpawnPositionKeys = ((KeyNum != -1) ? (IniFile.GetNumValues(KeyNum)) : 0);
if (NumSpawnPositionKeys > 0)
{
for (unsigned int i = 0; i < NumSpawnPositionKeys; i++)
{
AString ValueName = IniFile.GetValueName(KeyNum, i);
if (
(ValueName.compare("X") == 0) ||
(ValueName.compare("Y") == 0) ||
(ValueName.compare("Z") == 0)
)
{
m_bSpawnExplicitlySet = true;
LOGD("Spawnpoint explicitly set!");
}
}
}
if (m_bSpawnExplicitlySet)
{
m_SpawnX = IniFile.GetValueF("SpawnPosition", "X", m_SpawnX);
m_SpawnY = IniFile.GetValueF("SpawnPosition", "Y", m_SpawnY);
m_SpawnZ = IniFile.GetValueF("SpawnPosition", "Z", m_SpawnZ);
}
m_StorageSchema = IniFile.GetValueSet ("Storage", "Schema", m_StorageSchema);
m_MaxCactusHeight = IniFile.GetValueSetI("Plants", "MaxCactusHeight", 3);
m_MaxSugarcaneHeight = IniFile.GetValueSetI("Plants", "MaxSugarcaneHeight", 3);
@ -574,6 +611,31 @@ void cWorld::Start(void)
void cWorld::GenerateRandomSpawn(void)
{
LOGD("Generating random spawnpoint...");
while (GetBiomeAt((int)m_SpawnX, (int)m_SpawnZ) == biOcean) // Anything but ocean is fine
{
if ((GetTickRandomNumber(4) % 2) == 0) // Randomise whether to increment X or Z coords
{
m_SpawnX += cChunkDef::Width;
}
else
{
m_SpawnZ += cChunkDef::Width;
}
}
m_SpawnY = (double)GetHeight((int)m_SpawnX, (int)m_SpawnZ) + 1.6f; // 1.6f to accomodate player height
LOGD("Generated random spawnpoint %i %i %i", (int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ);
}
void cWorld::Stop(void)
{
// Delete the clients that have been in this world:
@ -984,7 +1046,7 @@ void cWorld::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_Blo
return;
}
// TODO: Add damage to entities, add support for pickups, and implement block hardiness
// TODO: Add damage to entities and implement block hardiness
Vector3d explosion_pos = Vector3d(a_BlockX, a_BlockY, a_BlockZ);
cVector3iArray BlocksAffected;
m_ChunkMap->DoExplosionAt(a_ExplosionSize, a_BlockX, a_BlockY, a_BlockZ, BlocksAffected);

View File

@ -635,6 +635,7 @@ private:
/// This random generator is to be used only in the Tick() method, and thus only in the World-Tick-thread (MTRand is not exactly thread-safe)
MTRand m_TickRand;
bool m_bSpawnExplicitlySet;
double m_SpawnX;
double m_SpawnY;
double m_SpawnZ;
@ -742,7 +743,10 @@ private:
/// Ticks all clients that are in this world
void TickClients(float a_Dt);
void UpdateSkyDarkness();
void UpdateSkyDarkness(void);
/// <summary>Generates a random spawnpoint on solid land by walking chunks and finding their biomes</summary>
void GenerateRandomSpawn(void);
/// Creates a new fluid simulator, loads its settings from the inifile (a_FluidName section)
cFluidSimulator * InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock);