cRedstoneSimulator.cpp style improvements
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@ -1,3 +1,4 @@
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "IncrementalRedstoneSimulator.h"
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@ -12,25 +13,6 @@
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// Orientation mini guide:
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/*
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| Z Axis
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V
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X Axis ---->
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Block Direction, and value of _World.GetBlockMeta(a_BlockX , a_BlockY, a_BlockZ):
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East (Right) (X+): 0x1
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West (Left) (X-): 0x3
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North (Up) (Z-): 0x2
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South (Down) (Z+): 0x0
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//TODO: Define those in preprocessor and replace them everywhere in the entire project.
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Sun rises from East (X+)
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*/
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cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulator(cWorld & a_World)
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@ -682,6 +664,27 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block
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void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState)
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{
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/* Repeater Orientation Mini Guide:
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===================================
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| Z Axis
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V
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X Axis ---->
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Repeater directions, values from a cWorld::GetBlockMeta(a_BlockX , a_BlockY, a_BlockZ) lookup:
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East (Right) (X+): 0x1
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West (Left) (X-): 0x3
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North (Up) (Z-): 0x2
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South (Down) (Z+): 0x0
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// TODO: Add E_META_XXX enum entries for all meta values and update project with them
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Sun rises from East (X+)
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*/
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// Create a variable holding my meta to avoid multiple lookups.
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NIBBLETYPE a_Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON);
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@ -1225,26 +1228,24 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY
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bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta)
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{
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switch (a_Meta & 0x3) //compare my direction to my neighbor's
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switch (a_Meta & 0x3) // We only want the 'direction' part of our metadata
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{
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// If the repeater is looking up or down (If parallel to the Z axis)
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case 0x0:
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case 0x2:
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{
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// Check if eastern(right) neighbor is a powered on repeater who is facing us.
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if (m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ) == E_BLOCK_REDSTONE_REPEATER_ON) // Is right neighbor a
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if (m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ) == E_BLOCK_REDSTONE_REPEATER_ON) // Is right neighbor a powered repeater?
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{
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NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX + 1, a_BlockY, a_BlockZ) & 0x3;
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if (otherRepeaterDir == 0x3) { return true; } //If so, I am latched/locked.
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NIBBLETYPE OtherRepeaterDir = m_World.GetBlockMeta(a_BlockX + 1, a_BlockY, a_BlockZ) & 0x3;
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if (OtherRepeaterDir == 0x3) { return true; } // If so, I am latched/locked.
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}
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// Check if western(left) neighbor is a powered on repeater who is facing us.
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if (m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ) == E_BLOCK_REDSTONE_REPEATER_ON)
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{
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NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX -1, a_BlockY, a_BlockZ) & 0x3;
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if (otherRepeaterDir == 0x1) { return true; } //If so, I am latched/locked.
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NIBBLETYPE OtherRepeaterDir = m_World.GetBlockMeta(a_BlockX -1, a_BlockY, a_BlockZ) & 0x3;
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if (OtherRepeaterDir == 0x1) { return true; } // If so, I am latched/locked.
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}
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break;
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@ -1257,15 +1258,15 @@ bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_BlockX, int a_BlockY,
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// Check if southern(down) neighbor is a powered on repeater who is facing us.
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if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1) == E_BLOCK_REDSTONE_REPEATER_ON)
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{
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NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ + 1) & 0x3;
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if (otherRepeaterDir == 0x0) { return true; } //If so, am latched/locked.
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NIBBLETYPE OtherRepeaterDir = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ + 1) & 0x3;
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if (OtherRepeaterDir == 0x0) { return true; } // If so, am latched/locked.
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}
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// Check if northern(up) neighbor is a powered on repeater who is facing us.
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if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ -1) == E_BLOCK_REDSTONE_REPEATER_ON)
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{
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NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ - 1) & 0x3;
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if (otherRepeaterDir == 0x2) { return true; } //If so, I am latched/locked.
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NIBBLETYPE OtherRepeaterDir = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ - 1) & 0x3;
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if (OtherRepeaterDir == 0x2) { return true; } // If so, I am latched/locked.
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}
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break;
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