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cRedstoneSimulator.cpp style improvements

This commit is contained in:
Tiger Wang 2014-04-08 18:49:53 +01:00
parent ea17441e8a
commit c3fcc5b132

View File

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