01577bed9d
git-svn-id: http://mc-server.googlecode.com/svn/trunk@374 0a769ca7-a7f5-676a-18bf-c427514a06d6
90 lines
2.4 KiB
C++
90 lines
2.4 KiB
C++
#pragma once
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#include "cSimulator.h"
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#include "Vector3i.h"
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class cRedstoneSimulator : public cSimulator
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{
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typedef cSimulator super;
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public:
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cRedstoneSimulator( cWorld* a_World );
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~cRedstoneSimulator();
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virtual void Simulate( float a_Dt );
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virtual bool IsAllowedBlock( char a_BlockID ) { return true; }
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virtual void WakeUp( int a_X, int a_Y, int a_Z );
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enum eRedstoneDirection
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{
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REDSTONE_NONE = 0,
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REDSTONE_X_POS = 0x1,
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REDSTONE_X_NEG = 0x2,
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REDSTONE_Z_POS = 0x4,
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REDSTONE_Z_NEG = 0x8,
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};
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eRedstoneDirection GetDirection( int a_X, int a_Y, int a_Z );
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eRedstoneDirection GetDirection( const Vector3i & a_Pos ) { return GetDirection( a_Pos.x, a_Pos.y, a_Pos.z ); }
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private:
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struct sRepeaterChange
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{
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Vector3i Position;
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int Ticks;
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bool bPowerOn;
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bool bPowerOffNextTime;
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};
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typedef std::deque <Vector3i> BlockList;
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typedef std::deque< sRepeaterChange > RepeaterList;
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RepeaterList m_SetRepeaters;
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void SetRepeater( const Vector3i & a_Position, int a_Ticks, bool a_bPowerOn )
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{
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for( RepeaterList::iterator itr = m_SetRepeaters.begin(); itr != m_SetRepeaters.end(); ++itr )
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{
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sRepeaterChange & Change = *itr;
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if( Change.Position.Equals( a_Position ) )
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{
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if( Change.bPowerOn && a_bPowerOn == false )
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{
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Change.bPowerOffNextTime = true;
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}
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if( a_bPowerOn == true )
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{
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Change.bPowerOffNextTime = false;
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}
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Change.bPowerOn |= a_bPowerOn;
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return;
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}
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}
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sRepeaterChange RC;
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RC.Position = a_Position;
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RC.Ticks = a_Ticks;
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RC.bPowerOn = a_bPowerOn;
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RC.bPowerOffNextTime = false;
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m_SetRepeaters.push_back( RC );
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}
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virtual void AddBlock(int a_X, int a_Y, int a_Z) {}
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void HandleChange( const Vector3i & a_BlockPos );
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BlockList RemoveCurrent( const Vector3i & a_BlockPos );
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bool PowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock, char a_Power );
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int UnPowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock );
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bool IsPowered( const Vector3i & a_BlockPos, bool a_bOnlyByWire = false );
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bool IsPowering( const Vector3i & a_PowerPos, const Vector3i & a_BlockPos, eRedstoneDirection a_WireDirection, bool a_bOnlyByWire );
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BlockList m_Blocks;
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BlockList m_BlocksBuffer;
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BlockList m_RefreshPistons;
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BlockList m_RefreshTorchesAround;
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void RefreshTorchesAround( const Vector3i & a_BlockPos );
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cCriticalSection m_CS;
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}; |