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# include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
# include "IncrementalRedstoneSimulator.h"
# include "../BlockEntities/DropSpenserEntity.h"
# include "../BlockEntities/NoteEntity.h"
# include "../BlockEntities/CommandBlockEntity.h"
# include "../Entities/TNTEntity.h"
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# include "../Entities/Pickup.h"
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# include "../Blocks/BlockTorch.h"
# include "../Blocks/BlockDoor.h"
# include "../Piston.h"
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cIncrementalRedstoneSimulator : : cIncrementalRedstoneSimulator ( cWorld & a_World )
: super ( a_World )
{
}
cIncrementalRedstoneSimulator : : ~ cIncrementalRedstoneSimulator ( )
{
}
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void cIncrementalRedstoneSimulator : : RedstoneAddBlock ( int a_BlockX , int a_BlockY , int a_BlockZ , cChunk * a_Chunk , cChunk * a_OtherChunk )
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{
if ( ( a_Chunk = = NULL ) | | ! a_Chunk - > IsValid ( ) )
{
return ;
}
else if ( ( a_BlockY < 0 ) | | ( a_BlockY > cChunkDef : : Height ) )
{
return ;
}
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// We may be called with coordinates in a chunk that is not the first chunk parameter
// In that case, the actual chunk (which the coordinates are in), will be passed as the second parameter
// Use that Chunk pointer to get a relative position
int RelX = 0 ;
int RelZ = 0 ;
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BLOCKTYPE Block ;
NIBBLETYPE Meta ;
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if ( a_OtherChunk ! = NULL )
{
RelX = a_BlockX - a_OtherChunk - > GetPosX ( ) * cChunkDef : : Width ;
RelZ = a_BlockZ - a_OtherChunk - > GetPosZ ( ) * cChunkDef : : Width ;
a_OtherChunk - > GetBlockTypeMeta ( RelX , a_BlockY , RelZ , Block , Meta ) ;
}
else
{
RelX = a_BlockX - a_Chunk - > GetPosX ( ) * cChunkDef : : Width ;
RelZ = a_BlockZ - a_Chunk - > GetPosZ ( ) * cChunkDef : : Width ;
a_Chunk - > GetBlockTypeMeta ( RelX , a_BlockY , RelZ , Block , Meta ) ;
}
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// Every time a block is changed (AddBlock called), we want to go through all lists and check to see if the coordiantes stored within are still valid
// Checking only when a block is changed, as opposed to every tick, also improves performance
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PoweredBlocksList * PoweredBlocks = a_Chunk - > GetRedstoneSimulatorPoweredBlocksList ( ) ;
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for ( PoweredBlocksList : : iterator itr = PoweredBlocks - > begin ( ) ; itr ! = PoweredBlocks - > end ( ) ; )
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{
if ( ! itr - > a_SourcePos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ) )
{
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+ + itr ;
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continue ;
}
if ( ! IsPotentialSource ( Block ) )
{
LOGD ( " cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from powered blocks list as it no longer connected to a source " , itr - > a_BlockPos . x , itr - > a_BlockPos . y , itr - > a_BlockPos . z ) ;
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itr = PoweredBlocks - > erase ( itr ) ;
continue ;
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}
else if (
// Changeable sources
( ( Block = = E_BLOCK_REDSTONE_WIRE ) & & ( Meta = = 0 ) ) | |
( ( Block = = E_BLOCK_LEVER ) & & ! IsLeverOn ( Meta ) ) | |
( ( Block = = E_BLOCK_DETECTOR_RAIL ) & & ( Meta & 0x08 ) = = 0 ) | |
( ( ( Block = = E_BLOCK_STONE_BUTTON ) | | ( Block = = E_BLOCK_WOODEN_BUTTON ) ) & & ( ! IsButtonOn ( Meta ) ) ) | |
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( ( ( Block = = E_BLOCK_STONE_PRESSURE_PLATE ) | | ( Block = = E_BLOCK_WOODEN_PRESSURE_PLATE ) ) & & ( Meta = = 0 ) ) | |
( ( ( Block = = E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE ) | | ( Block = = E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE ) ) & & ( Meta = = 0 ) )
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)
{
LOGD ( " cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from powered blocks list due to present/past metadata mismatch " , itr - > a_BlockPos . x , itr - > a_BlockPos . y , itr - > a_BlockPos . z ) ;
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itr = PoweredBlocks - > erase ( itr ) ;
continue ;
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}
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+ + itr ;
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}
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LinkedBlocksList * LinkedPoweredBlocks = a_Chunk - > GetRedstoneSimulatorLinkedBlocksList ( ) ;
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// We loop through all values (insteading of breaking out at the first) to make sure everything is gone, as there can be multiple SourceBlock entries for one AddBlock coordinate
for ( LinkedBlocksList : : iterator itr = LinkedPoweredBlocks - > begin ( ) ; itr ! = LinkedPoweredBlocks - > end ( ) ; )
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{
if ( itr - > a_SourcePos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ) )
{
if ( ! IsPotentialSource ( Block ) )
{
LOGD ( " cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer connected to a source " , itr - > a_BlockPos . x , itr - > a_BlockPos . y , itr - > a_BlockPos . z ) ;
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itr = LinkedPoweredBlocks - > erase ( itr ) ;
continue ;
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}
else if (
// Things that can send power through a block but which depends on meta
( ( Block = = E_BLOCK_REDSTONE_WIRE ) & & ( Meta = = 0 ) ) | |
( ( Block = = E_BLOCK_LEVER ) & & ! IsLeverOn ( Meta ) ) | |
( ( ( Block = = E_BLOCK_STONE_BUTTON ) | | ( Block = = E_BLOCK_WOODEN_BUTTON ) ) & & ( ! IsButtonOn ( Meta ) ) )
)
{
LOGD ( " cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list due to present/past metadata mismatch " , itr - > a_BlockPos . x , itr - > a_BlockPos . y , itr - > a_BlockPos . z ) ;
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itr = LinkedPoweredBlocks - > erase ( itr ) ;
continue ;
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}
}
else if ( itr - > a_MiddlePos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ) )
{
if ( ! IsViableMiddleBlock ( Block ) )
{
LOGD ( " cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer powered through a valid middle block " , itr - > a_BlockPos . x , itr - > a_BlockPos . y , itr - > a_BlockPos . z ) ;
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itr = LinkedPoweredBlocks - > erase ( itr ) ;
continue ;
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}
}
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+ + itr ;
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}
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SimulatedPlayerToggleableList * SimulatedPlayerToggleableBlocks = a_Chunk - > GetRedstoneSimulatorSimulatedPlayerToggleableList ( ) ;
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for ( SimulatedPlayerToggleableList : : iterator itr = SimulatedPlayerToggleableBlocks - > begin ( ) ; itr ! = SimulatedPlayerToggleableBlocks - > end ( ) ; + + itr )
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{
if ( ! itr - > a_BlockPos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ) )
{
continue ;
}
if ( ! IsAllowedBlock ( Block ) )
{
LOGD ( " cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from toggleable simulated list as it is no longer redstone " , itr - > a_BlockPos . x , itr - > a_BlockPos . y , itr - > a_BlockPos . z ) ;
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SimulatedPlayerToggleableBlocks - > erase ( itr ) ;
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break ;
}
}
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RepeatersDelayList * RepeatersDelayList = a_Chunk - > GetRedstoneSimulatorRepeatersDelayList ( ) ;
for ( RepeatersDelayList : : iterator itr = RepeatersDelayList - > begin ( ) ; itr ! = RepeatersDelayList - > end ( ) ; + + itr )
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{
if ( ! itr - > a_BlockPos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ) )
{
continue ;
}
if ( ( Block ! = E_BLOCK_REDSTONE_REPEATER_ON ) & & ( Block ! = E_BLOCK_REDSTONE_REPEATER_OFF ) )
{
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RepeatersDelayList - > erase ( itr ) ;
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break ;
}
}
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if ( a_OtherChunk ! = NULL )
{
// DO NOT touch our chunk's data structure if we are being called with coordinates from another chunk - this one caused me massive grief :P
return ;
}
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cRedstoneSimulatorChunkData * RedstoneSimulatorChunkData = a_Chunk - > GetRedstoneSimulatorData ( ) ;
for ( cRedstoneSimulatorChunkData : : iterator itr = RedstoneSimulatorChunkData - > begin ( ) ; itr ! = RedstoneSimulatorChunkData - > end ( ) ; + + itr )
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{
if ( ( itr - > x = = RelX ) & & ( itr - > y = = a_BlockY ) & & ( itr - > z = = RelZ ) ) // We are at an entry matching the current (changed) block
{
if ( ! IsAllowedBlock ( Block ) )
{
itr - > DataTwo = true ; // The new blocktype is not redstone; it must be queued to be removed from this list
}
else
{
itr - > Data = Block ; // Update block information
}
return ;
}
}
if ( ! IsAllowedBlock ( Block ) )
{
return ;
}
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RedstoneSimulatorChunkData - > push_back ( cCoordWithBlockAndBool ( RelX , a_BlockY , RelZ , Block , false ) ) ;
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}
void cIncrementalRedstoneSimulator : : SimulateChunk ( float a_Dt , int a_ChunkX , int a_ChunkZ , cChunk * a_Chunk )
{
// We still attempt to simulate all blocks in the chunk every tick, because of outside influence that needs to be taken into account
// For example, repeaters need to be ticked, pressure plates checked for entities, daylight sensor checked for light changes, etc.
// The easiest way to make this more efficient is probably just to reduce code within the handlers that put too much strain on server, like getting or setting blocks
// A marking dirty system might be a TODO for later on, perhaps
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m_RedstoneSimulatorChunkData = a_Chunk - > GetRedstoneSimulatorData ( ) ;
if ( m_RedstoneSimulatorChunkData - > empty ( ) )
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{
return ;
}
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m_PoweredBlocks = a_Chunk - > GetRedstoneSimulatorPoweredBlocksList ( ) ;
m_RepeatersDelayList = a_Chunk - > GetRedstoneSimulatorRepeatersDelayList ( ) ;
m_SimulatedPlayerToggleableBlocks = a_Chunk - > GetRedstoneSimulatorSimulatedPlayerToggleableList ( ) ;
m_LinkedPoweredBlocks = a_Chunk - > GetRedstoneSimulatorLinkedBlocksList ( ) ;
m_Chunk = a_Chunk ;
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int BaseX = a_Chunk - > GetPosX ( ) * cChunkDef : : Width ;
int BaseZ = a_Chunk - > GetPosZ ( ) * cChunkDef : : Width ;
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for ( cRedstoneSimulatorChunkData : : iterator dataitr = m_RedstoneSimulatorChunkData - > begin ( ) ; dataitr ! = m_RedstoneSimulatorChunkData - > end ( ) ; )
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{
if ( dataitr - > DataTwo )
{
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dataitr = m_RedstoneSimulatorChunkData - > erase ( dataitr ) ;
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continue ;
}
int a_X = BaseX + dataitr - > x ;
int a_Z = BaseZ + dataitr - > z ;
switch ( dataitr - > Data )
{
case E_BLOCK_BLOCK_OF_REDSTONE : HandleRedstoneBlock ( a_X , dataitr - > y , a_Z ) ; break ;
case E_BLOCK_LEVER : HandleRedstoneLever ( a_X , dataitr - > y , a_Z ) ; break ;
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case E_BLOCK_FENCE_GATE : HandleFenceGate ( a_X , dataitr - > y , a_Z ) ; break ;
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case E_BLOCK_TNT : HandleTNT ( a_X , dataitr - > y , a_Z ) ; break ;
case E_BLOCK_TRAPDOOR : HandleTrapdoor ( a_X , dataitr - > y , a_Z ) ; break ;
case E_BLOCK_REDSTONE_WIRE : HandleRedstoneWire ( a_X , dataitr - > y , a_Z ) ; break ;
case E_BLOCK_NOTE_BLOCK : HandleNoteBlock ( a_X , dataitr - > y , a_Z ) ; break ;
case E_BLOCK_DAYLIGHT_SENSOR : HandleDaylightSensor ( a_X , dataitr - > y , a_Z ) ; break ;
case E_BLOCK_COMMAND_BLOCK : HandleCommandBlock ( a_X , dataitr - > y , a_Z ) ; break ;
case E_BLOCK_REDSTONE_TORCH_OFF :
case E_BLOCK_REDSTONE_TORCH_ON :
{
HandleRedstoneTorch ( a_X , dataitr - > y , a_Z , dataitr - > Data ) ;
break ;
}
case E_BLOCK_STONE_BUTTON :
case E_BLOCK_WOODEN_BUTTON :
{
HandleRedstoneButton ( a_X , dataitr - > y , a_Z , dataitr - > Data ) ;
break ;
}
case E_BLOCK_REDSTONE_REPEATER_OFF :
case E_BLOCK_REDSTONE_REPEATER_ON :
{
HandleRedstoneRepeater ( a_X , dataitr - > y , a_Z , dataitr - > Data ) ;
break ;
}
case E_BLOCK_PISTON :
case E_BLOCK_STICKY_PISTON :
{
HandlePiston ( a_X , dataitr - > y , a_Z ) ;
break ;
}
case E_BLOCK_REDSTONE_LAMP_OFF :
case E_BLOCK_REDSTONE_LAMP_ON :
{
HandleRedstoneLamp ( a_X , dataitr - > y , a_Z , dataitr - > Data ) ;
break ;
}
case E_BLOCK_DISPENSER :
case E_BLOCK_DROPPER :
{
HandleDropSpenser ( a_X , dataitr - > y , a_Z ) ;
break ;
}
case E_BLOCK_WOODEN_DOOR :
case E_BLOCK_IRON_DOOR :
{
HandleDoor ( a_X , dataitr - > y , a_Z ) ;
break ;
}
case E_BLOCK_ACTIVATOR_RAIL :
case E_BLOCK_DETECTOR_RAIL :
case E_BLOCK_POWERED_RAIL :
{
HandleRail ( a_X , dataitr - > y , a_Z , dataitr - > Data ) ;
break ;
}
case E_BLOCK_WOODEN_PRESSURE_PLATE :
case E_BLOCK_STONE_PRESSURE_PLATE :
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case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE :
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE :
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{
HandlePressurePlate ( a_X , dataitr - > y , a_Z , dataitr - > Data ) ;
break ;
}
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default : LOGD ( " Unhandled block (!) or unimplemented redstone block: %s " , ItemToString ( dataitr - > Data ) . c_str ( ) ) ; break ;
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}
+ + dataitr ;
}
}
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void cIncrementalRedstoneSimulator : : WakeUp ( int a_BlockX , int a_BlockY , int a_BlockZ , cChunk * a_Chunk )
{
if (
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( ( a_BlockX % cChunkDef : : Width ) < = 1 ) | |
( ( a_BlockX % cChunkDef : : Width ) > = 14 ) | |
( ( a_BlockZ % cChunkDef : : Width ) < = 1 ) | |
( ( a_BlockZ % cChunkDef : : Width ) > = 14 )
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) // Are we on a chunk boundary? +- 2 because of LinkedPowered blocks
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{
// On a chunk boundary, alert all four sides (i.e. at least one neighbouring chunk)
AddBlock ( a_BlockX , a_BlockY , a_BlockZ , a_Chunk ) ;
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// Pass the original coordinates, because when adding things to our simulator lists, we get the chunk that they are in, and therefore any updates need to preseve their position
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// RedstoneAddBlock to pass both the neighbouring chunk and the chunk which the coordiantes are in and +- 2 in GetNeighbour() to accomodate for LinkedPowered blocks being 2 away from chunk boundaries
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RedstoneAddBlock ( a_BlockX , a_BlockY , a_BlockZ , a_Chunk - > GetNeighborChunk ( a_BlockX - 2 , a_BlockZ ) , a_Chunk ) ;
RedstoneAddBlock ( a_BlockX , a_BlockY , a_BlockZ , a_Chunk - > GetNeighborChunk ( a_BlockX + 2 , a_BlockZ ) , a_Chunk ) ;
RedstoneAddBlock ( a_BlockX , a_BlockY , a_BlockZ , a_Chunk - > GetNeighborChunk ( a_BlockX , a_BlockZ - 2 ) , a_Chunk ) ;
RedstoneAddBlock ( a_BlockX , a_BlockY , a_BlockZ , a_Chunk - > GetNeighborChunk ( a_BlockX , a_BlockZ + 2 ) , a_Chunk ) ;
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return ;
}
// Not on boundary, just alert this chunk for speed
AddBlock ( a_BlockX , a_BlockY , a_BlockZ , a_Chunk ) ;
}
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void cIncrementalRedstoneSimulator : : HandleRedstoneTorch ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE a_MyState )
{
static const struct / / Define which directions the torch can power
{
int x , y , z ;
} gCrossCoords [ ] =
{
{ 1 , 0 , 0 } ,
{ - 1 , 0 , 0 } ,
{ 0 , 0 , 1 } ,
{ 0 , 0 , - 1 } ,
{ 0 , 1 , 0 } ,
} ;
if ( a_MyState = = E_BLOCK_REDSTONE_TORCH_ON )
{
// Check if the block the torch is on is powered
int X = a_BlockX ; int Y = a_BlockY ; int Z = a_BlockZ ;
AddFaceDirection ( X , Y , Z , cBlockTorchHandler : : MetaDataToDirection ( m_World . GetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ ) ) , true ) ; // Inverse true to get the block torch is on
if ( AreCoordsDirectlyPowered ( X , Y , Z ) )
{
// There was a match, torch goes off
m_World . SetBlock ( a_BlockX , a_BlockY , a_BlockZ , E_BLOCK_REDSTONE_TORCH_OFF , m_World . GetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ ) ) ;
return ;
}
// Torch still on, make all 4(X, Z) + 1(Y) sides powered
for ( size_t i = 0 ; i < ARRAYCOUNT ( gCrossCoords ) ; i + + )
{
BLOCKTYPE Type = m_World . GetBlock ( a_BlockX + gCrossCoords [ i ] . x , a_BlockY + gCrossCoords [ i ] . y , a_BlockZ + gCrossCoords [ i ] . z ) ;
if ( i + 1 < ARRAYCOUNT ( gCrossCoords ) ) // Sides of torch, not top (top is last)
{
if (
( ( IsMechanism ( Type ) ) | | ( Type = = E_BLOCK_REDSTONE_WIRE ) ) & & // Is it a mechanism or wire? Not block/other torch etc.
( ! Vector3i ( a_BlockX + gCrossCoords [ i ] . x , a_BlockY + gCrossCoords [ i ] . y , a_BlockZ + gCrossCoords [ i ] . z ) . Equals ( Vector3i ( X , Y , Z ) ) ) // CAN'T power block is that it is on
)
{
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 ) ;
}
}
else
{
// 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
{
BLOCKTYPE Type = m_World . GetBlock ( a_BlockX , a_BlockY - 1 , a_BlockZ ) ;
if ( ( IsMechanism ( Type ) ) | | ( Type = = E_BLOCK_REDSTONE_WIRE ) ) // Still can't make a normal block powered though!
{
SetBlockPowered ( a_BlockX , a_BlockY - 1 , a_BlockZ , a_BlockX , a_BlockY , a_BlockZ , E_BLOCK_REDSTONE_TORCH_ON ) ;
}
}
}
else
{
// Check if the block the torch is on is powered
int X = a_BlockX ; int Y = a_BlockY ; int Z = a_BlockZ ;
AddFaceDirection ( X , Y , Z , cBlockTorchHandler : : MetaDataToDirection ( m_World . GetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ ) ) , true ) ; // Inverse true to get the block torch is on
// See if off state torch can be turned on again
if ( AreCoordsDirectlyPowered ( X , Y , Z ) )
{
return ; // Something matches, torch still powered
}
// Block torch on not powered, can be turned on again!
m_World . SetBlock ( a_BlockX , a_BlockY , a_BlockZ , E_BLOCK_REDSTONE_TORCH_ON , m_World . GetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ ) ) ;
}
}
void cIncrementalRedstoneSimulator : : HandleRedstoneBlock ( int a_BlockX , int a_BlockY , int a_BlockZ )
{
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
}
void cIncrementalRedstoneSimulator : : HandleRedstoneLever ( int a_BlockX , int a_BlockY , int a_BlockZ )
{
if ( IsLeverOn ( m_World . GetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ ) ) )
{
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 ) ;
SetDirectionLinkedPowered ( a_BlockX , a_BlockY , a_BlockZ , BLOCK_FACE_YM , E_BLOCK_LEVER ) ;
SetDirectionLinkedPowered ( a_BlockX , a_BlockY , a_BlockZ , BLOCK_FACE_YP , E_BLOCK_LEVER ) ;
SetDirectionLinkedPowered ( a_BlockX , a_BlockY , a_BlockZ , BLOCK_FACE_ZM , E_BLOCK_LEVER ) ;
SetDirectionLinkedPowered ( a_BlockX , a_BlockY , a_BlockZ , BLOCK_FACE_ZP , E_BLOCK_LEVER ) ;
}
}
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void cIncrementalRedstoneSimulator : : HandleFenceGate ( int a_BlockX , int a_BlockY , int a_BlockZ )
{
cChunkInterface ChunkInterface ( m_World . GetChunkMap ( ) ) ;
NIBBLETYPE MetaData = ChunkInterface . GetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ ) ;
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if ( AreCoordsPowered ( a_BlockX , a_BlockY , a_BlockZ ) )
{
if ( ! AreCoordsSimulated ( a_BlockX , a_BlockY , a_BlockZ , true ) )
{
m_World . SetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ , MetaData | 0x4 ) ;
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m_World . BroadcastSoundParticleEffect ( 1003 , a_BlockX , a_BlockY , a_BlockZ , 0 ) ;
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SetPlayerToggleableBlockAsSimulated ( a_BlockX , a_BlockY , a_BlockZ , true ) ;
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}
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}
else
{
if ( ! AreCoordsSimulated ( a_BlockX , a_BlockY , a_BlockZ , false ) )
{
m_World . SetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ , MetaData & 0xFFFFFFFB ) ;
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m_World . BroadcastSoundParticleEffect ( 1003 , a_BlockX , a_BlockY , a_BlockZ , 0 ) ;
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SetPlayerToggleableBlockAsSimulated ( a_BlockX , a_BlockY , a_BlockZ , false ) ;
}
}
}
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void cIncrementalRedstoneSimulator : : HandleRedstoneButton ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE a_BlockType )
{
if ( IsButtonOn ( m_World . GetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ ) ) )
{
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 ) ;
SetDirectionLinkedPowered ( a_BlockX , a_BlockY , a_BlockZ , BLOCK_FACE_YM , a_BlockType ) ;
SetDirectionLinkedPowered ( a_BlockX , a_BlockY , a_BlockZ , BLOCK_FACE_YP , a_BlockType ) ;
SetDirectionLinkedPowered ( a_BlockX , a_BlockY , a_BlockZ , BLOCK_FACE_ZM , a_BlockType ) ;
SetDirectionLinkedPowered ( a_BlockX , a_BlockY , a_BlockZ , BLOCK_FACE_ZP , a_BlockType ) ;
}
}
void cIncrementalRedstoneSimulator : : HandleRedstoneWire ( int a_BlockX , int a_BlockY , int a_BlockZ )
{
static const struct / / Define which directions the wire can receive power from
{
int x , y , z ;
} gCrossCoords [ ] =
{
{ 1 , 0 , 0 } , /* Wires on same level start */
{ - 1 , 0 , 0 } ,
{ 0 , 0 , 1 } ,
{ 0 , 0 , - 1 } , /* Wires on same level stop */
{ 1 , 1 , 0 } , /* Wires one higher, surrounding self start */
{ - 1 , 1 , 0 } ,
{ 0 , 1 , 1 } ,
{ 0 , 1 , - 1 } , /* Wires one higher, surrounding self stop */
{ 1 , - 1 , 0 } , /* Wires one lower, surrounding self start */
{ - 1 , - 1 , 0 } ,
{ 0 , - 1 , 1 } ,
{ 0 , - 1 , - 1 } , /* Wires one lower, surrounding self stop */
} ;
static const struct / / Define which directions the wire will check for repeater prescence
{
int x , y , z ;
} gSideCoords [ ] =
{
{ 1 , 0 , 0 } ,
{ - 1 , 0 , 0 } ,
{ 0 , 0 , 1 } ,
{ 0 , 0 , - 1 } ,
{ 0 , 1 , 0 } ,
} ;
// Check to see if directly beside a power source
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unsigned char MyPower ;
if ( ! IsWirePowered ( a_BlockX , a_BlockY , a_BlockZ , MyPower ) )
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{
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m_World . SetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ , 0 ) ;
m_World . WakeUpSimulators ( a_BlockX , a_BlockY , a_BlockZ ) ;
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return ;
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}
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m_World . SetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ , MyPower ) ;
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if ( MyPower < 1 )
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{
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return ;
}
MyPower - - ;
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for ( size_t i = 0 ; i < ARRAYCOUNT ( gCrossCoords ) ; i + + ) // Loop through all directions to transfer or receive power
{
if ( ( i > = 4 ) & & ( i < = 7 ) ) // If we are currently checking for wire surrounding ourself one block above...
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{
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if ( cBlockInfo : : IsSolid ( m_World . GetBlock ( a_BlockX , a_BlockY + 1 , a_BlockZ ) ) ) // If there is something solid above us (wire cut off)...
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{
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continue ; // We don't receive power from that wire
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}
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}
else if ( ( i > = 8 ) & & ( i < = 11 ) ) // See above, but this is for wire below us
{
if ( cBlockInfo : : IsSolid ( m_World . GetBlock ( a_BlockX , a_BlockY - 1 , a_BlockZ ) ) )
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{
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continue ;
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}
}
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if ( m_World . GetBlock ( a_BlockX + gCrossCoords [ i ] . x , a_BlockY + gCrossCoords [ i ] . y , a_BlockZ + gCrossCoords [ i ] . z ) = = E_BLOCK_REDSTONE_WIRE )
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{
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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 , MyPower ) ;
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}
}
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for ( size_t i = 0 ; i < ARRAYCOUNT ( gSideCoords ) ; i + + ) // Look for repeaters immediately surrounding self and try to power them
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{
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if ( m_World . GetBlock ( a_BlockX + gSideCoords [ i ] . x , a_BlockY + gSideCoords [ i ] . y , a_BlockZ + gSideCoords [ i ] . z ) = = E_BLOCK_REDSTONE_REPEATER_OFF )
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{
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SetBlockPowered ( a_BlockX + gSideCoords [ i ] . x , a_BlockY + gSideCoords [ i ] . y , a_BlockZ + gSideCoords [ i ] . z , a_BlockX , a_BlockY , a_BlockZ , E_BLOCK_REDSTONE_WIRE , MyPower ) ;
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}
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}
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// Wire still powered, power blocks beneath
SetBlockPowered ( a_BlockX , a_BlockY - 1 , a_BlockZ , a_BlockX , a_BlockY , a_BlockZ , E_BLOCK_REDSTONE_WIRE , MyPower ) ;
SetDirectionLinkedPowered ( a_BlockX , a_BlockY , a_BlockZ , BLOCK_FACE_YM , E_BLOCK_REDSTONE_WIRE , MyPower ) ;
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switch ( GetWireDirection ( a_BlockX , a_BlockY , a_BlockZ ) )
{
case REDSTONE_NONE :
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{
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SetBlockPowered ( a_BlockX + 1 , a_BlockY , a_BlockZ , a_BlockX , a_BlockY , a_BlockZ , E_BLOCK_REDSTONE_WIRE , MyPower ) ;
SetBlockPowered ( a_BlockX - 1 , a_BlockY , a_BlockZ , a_BlockX , a_BlockY , a_BlockZ , E_BLOCK_REDSTONE_WIRE , MyPower ) ;
SetBlockPowered ( a_BlockX , a_BlockY , a_BlockZ + 1 , a_BlockX , a_BlockY , a_BlockZ , E_BLOCK_REDSTONE_WIRE , MyPower ) ;
SetBlockPowered ( a_BlockX , a_BlockY , a_BlockZ - 1 , a_BlockX , a_BlockY , a_BlockZ , E_BLOCK_REDSTONE_WIRE , MyPower ) ;
SetDirectionLinkedPowered ( a_BlockX , a_BlockY , a_BlockZ , BLOCK_FACE_XM , E_BLOCK_REDSTONE_WIRE , MyPower ) ;
SetDirectionLinkedPowered ( a_BlockX , a_BlockY , a_BlockZ , BLOCK_FACE_XP , E_BLOCK_REDSTONE_WIRE , MyPower ) ;
SetDirectionLinkedPowered ( a_BlockX , a_BlockY , a_BlockZ , BLOCK_FACE_ZM , E_BLOCK_REDSTONE_WIRE , MyPower ) ;
SetDirectionLinkedPowered ( a_BlockX , a_BlockY , a_BlockZ , BLOCK_FACE_ZP , E_BLOCK_REDSTONE_WIRE , MyPower ) ;
break ;
}
case REDSTONE_X_POS :
{
SetBlockPowered ( a_BlockX + 1 , a_BlockY , a_BlockZ , a_BlockX , a_BlockY , a_BlockZ , E_BLOCK_REDSTONE_WIRE , MyPower ) ;
SetDirectionLinkedPowered ( a_BlockX , a_BlockY , a_BlockZ , BLOCK_FACE_XP , E_BLOCK_REDSTONE_WIRE , MyPower ) ;
break ;
}
case REDSTONE_X_NEG :
{
SetBlockPowered ( a_BlockX - 1 , a_BlockY , a_BlockZ , a_BlockX , a_BlockY , a_BlockZ , E_BLOCK_REDSTONE_WIRE , MyPower ) ;
SetDirectionLinkedPowered ( a_BlockX , a_BlockY , a_BlockZ , BLOCK_FACE_XM , E_BLOCK_REDSTONE_WIRE , MyPower ) ;
break ;
}
case REDSTONE_Z_POS :
{
SetBlockPowered ( a_BlockX , a_BlockY , a_BlockZ + 1 , a_BlockX , a_BlockY , a_BlockZ , E_BLOCK_REDSTONE_WIRE , MyPower ) ;
SetDirectionLinkedPowered ( a_BlockX , a_BlockY , a_BlockZ , BLOCK_FACE_ZP , E_BLOCK_REDSTONE_WIRE , MyPower ) ;
break ;
}
case REDSTONE_Z_NEG :
{
SetBlockPowered ( a_BlockX , a_BlockY , a_BlockZ - 1 , a_BlockX , a_BlockY , a_BlockZ , E_BLOCK_REDSTONE_WIRE , MyPower ) ;
SetDirectionLinkedPowered ( a_BlockX , a_BlockY , a_BlockZ , BLOCK_FACE_ZM , E_BLOCK_REDSTONE_WIRE , MyPower ) ;
break ;
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}
}
}
void cIncrementalRedstoneSimulator : : HandleRedstoneRepeater ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE a_MyState )
{
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/* 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 + )
*/
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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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if ( ! IsRepeaterLocked ( a_BlockX , a_BlockY , a_BlockZ , a_Meta ) ) // If we're locked, change nothing. Otherwise:
{
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bool IsSelfPowered = IsRepeaterPowered ( a_BlockX , a_BlockY , a_BlockZ , a_Meta ) ;
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if ( IsSelfPowered & & ! IsOn ) // Queue a power change if powered, but not on and not locked.
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{
QueueRepeaterPowerChange ( a_BlockX , a_BlockY , a_BlockZ , a_Meta , true ) ;
}
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else if ( ! IsSelfPowered & & IsOn ) // Queue a power change if unpowered, on, and not locked.
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{
QueueRepeaterPowerChange ( a_BlockX , a_BlockY , a_BlockZ , a_Meta , false ) ;
}
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}
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for ( RepeatersDelayList : : iterator itr = m_RepeatersDelayList - > begin ( ) ; itr ! = m_RepeatersDelayList - > end ( ) ; + + itr )
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{
if ( ! itr - > a_BlockPos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ) )
{
continue ;
}
if ( itr - > a_ElapsedTicks > = itr - > a_DelayTicks ) // Has the elapsed ticks reached the target ticks?
{
if ( itr - > ShouldPowerOn )
{
if ( ! IsOn )
{
m_World . SetBlock ( a_BlockX , a_BlockY , a_BlockZ , E_BLOCK_REDSTONE_REPEATER_ON , a_Meta ) ; // For performance
}
switch ( a_Meta & 0x3 ) // We only want the direction (bottom) bits
{
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 ;
}
}
// Removal of the data entry will be handled in SimChunk - we still want to continue trying to power blocks, even if our delay time has reached
// Otherwise, the power state of blocks in front won't update after we have powered on
return ;
}
else
{
if ( IsOn )
{
m_World . SetBlock ( a_BlockX , a_BlockY , a_BlockZ , E_BLOCK_REDSTONE_REPEATER_OFF , a_Meta ) ;
}
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m_RepeatersDelayList - > erase ( itr ) ; // We can remove off repeaters which don't need further updating
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return ;
}
}
else
{
// Apparently, incrementing ticks only works reliably here, and not in SimChunk;
// With a world with lots of redstone, the repeaters simply do not delay
// I am confounded to say why. Perhaps optimisation failure.
LOGD ( " Incremented a repeater @ {%i %i %i} | Elapsed ticks: %i | Target delay: %i " , itr - > a_BlockPos . x , itr - > a_BlockPos . y , itr - > a_BlockPos . z , itr - > a_ElapsedTicks , itr - > a_DelayTicks ) ;
itr - > a_ElapsedTicks + + ;
}
}
}
void cIncrementalRedstoneSimulator : : HandlePiston ( int a_BlockX , int a_BlockY , int a_BlockZ )
{
cPiston Piston ( & m_World ) ;
if ( IsPistonPowered ( a_BlockX , a_BlockY , a_BlockZ , m_World . GetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ ) & 0x7 ) ) // We only want the bottom three bits (4th controls extended-ness)
{
Piston . ExtendPiston ( a_BlockX , a_BlockY , a_BlockZ ) ;
}
else
{
Piston . RetractPiston ( a_BlockX , a_BlockY , a_BlockZ ) ;
}
}
void cIncrementalRedstoneSimulator : : HandleDropSpenser ( int a_BlockX , int a_BlockY , int a_BlockZ )
{
class cSetPowerToDropSpenser :
public cDropSpenserCallback
{
bool m_IsPowered ;
public :
cSetPowerToDropSpenser ( bool a_IsPowered ) : m_IsPowered ( a_IsPowered ) { }
virtual bool Item ( cDropSpenserEntity * a_DropSpenser ) override
{
a_DropSpenser - > SetRedstonePower ( m_IsPowered ) ;
return false ;
}
} DrSpSP ( AreCoordsPowered ( a_BlockX , a_BlockY , a_BlockZ ) ) ;
m_World . DoWithDropSpenserAt ( a_BlockX , a_BlockY , a_BlockZ , DrSpSP ) ;
}
void cIncrementalRedstoneSimulator : : HandleRedstoneLamp ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE a_MyState )
{
if ( a_MyState = = E_BLOCK_REDSTONE_LAMP_OFF )
{
if ( AreCoordsPowered ( a_BlockX , a_BlockY , a_BlockZ ) )
{
m_World . SetBlock ( a_BlockX , a_BlockY , a_BlockZ , E_BLOCK_REDSTONE_LAMP_ON , 0 ) ;
}
}
else
{
if ( ! AreCoordsPowered ( a_BlockX , a_BlockY , a_BlockZ ) )
{
m_World . SetBlock ( a_BlockX , a_BlockY , a_BlockZ , E_BLOCK_REDSTONE_LAMP_OFF , 0 ) ;
}
}
}
void cIncrementalRedstoneSimulator : : HandleTNT ( int a_BlockX , int a_BlockY , int a_BlockZ )
{
if ( AreCoordsPowered ( a_BlockX , a_BlockY , a_BlockZ ) )
{
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m_World . BroadcastSoundEffect ( " game.tnt.primed " , a_BlockX * 8 , a_BlockY * 8 , a_BlockZ * 8 , 0.5f , 0.6f ) ;
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m_World . SetBlock ( a_BlockX , a_BlockY , a_BlockZ , E_BLOCK_AIR , 0 ) ;
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m_World . SpawnPrimedTNT ( a_BlockX + 0.5 , a_BlockY + 0.5 , a_BlockZ + 0.5 ) ; // 80 ticks to boom
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}
}
void cIncrementalRedstoneSimulator : : HandleDoor ( int a_BlockX , int a_BlockY , int a_BlockZ )
{
if ( AreCoordsPowered ( a_BlockX , a_BlockY , a_BlockZ ) )
{
if ( ! AreCoordsSimulated ( a_BlockX , a_BlockY , a_BlockZ , true ) )
{
cChunkInterface ChunkInterface ( m_World . GetChunkMap ( ) ) ;
cBlockDoorHandler : : ChangeDoor ( ChunkInterface , a_BlockX , a_BlockY , a_BlockZ ) ;
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m_World . BroadcastSoundParticleEffect ( 1003 , a_BlockX , a_BlockY , a_BlockZ , 0 ) ;
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SetPlayerToggleableBlockAsSimulated ( a_BlockX , a_BlockY , a_BlockZ , true ) ;
}
}
else
{
if ( ! AreCoordsSimulated ( a_BlockX , a_BlockY , a_BlockZ , false ) )
{
cChunkInterface ChunkInterface ( m_World . GetChunkMap ( ) ) ;
cBlockDoorHandler : : ChangeDoor ( ChunkInterface , a_BlockX , a_BlockY , a_BlockZ ) ;
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m_World . BroadcastSoundParticleEffect ( 1003 , a_BlockX , a_BlockY , a_BlockZ , 0 ) ;
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SetPlayerToggleableBlockAsSimulated ( a_BlockX , a_BlockY , a_BlockZ , false ) ;
}
}
}
void cIncrementalRedstoneSimulator : : HandleCommandBlock ( int a_BlockX , int a_BlockY , int a_BlockZ )
{
class cSetPowerToCommandBlock :
public cCommandBlockCallback
{
bool m_IsPowered ;
public :
cSetPowerToCommandBlock ( bool a_IsPowered ) : m_IsPowered ( a_IsPowered ) { }
virtual bool Item ( cCommandBlockEntity * a_CommandBlock ) override
{
a_CommandBlock - > SetRedstonePower ( m_IsPowered ) ;
return false ;
}
} CmdBlockSP ( AreCoordsPowered ( a_BlockX , a_BlockY , a_BlockZ ) ) ;
m_World . DoWithCommandBlockAt ( a_BlockX , a_BlockY , a_BlockZ , CmdBlockSP ) ;
}
void cIncrementalRedstoneSimulator : : HandleRail ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE a_MyType )
{
switch ( a_MyType )
{
case E_BLOCK_DETECTOR_RAIL :
{
if ( ( m_World . GetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ ) & 0x08 ) = = 0x08 )
{
SetAllDirsAsPowered ( a_BlockX , a_BlockY , a_BlockZ , a_MyType ) ;
}
break ;
}
case E_BLOCK_ACTIVATOR_RAIL :
case E_BLOCK_POWERED_RAIL :
{
if ( AreCoordsPowered ( a_BlockX , a_BlockY , a_BlockZ ) )
{
m_World . SetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ , m_World . GetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ ) | 0x08 ) ;
}
else
{
m_World . SetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ , m_World . GetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ ) & 0x07 ) ;
}
break ;
}
default : LOGD ( " Unhandled type of rail in %s " , __FUNCTION__ ) ;
}
}
void cIncrementalRedstoneSimulator : : HandleTrapdoor ( int a_BlockX , int a_BlockY , int a_BlockZ )
{
if ( AreCoordsPowered ( a_BlockX , a_BlockY , a_BlockZ ) )
{
if ( ! AreCoordsSimulated ( a_BlockX , a_BlockY , a_BlockZ , true ) )
{
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m_World . SetTrapdoorOpen ( a_BlockX , a_BlockY , a_BlockZ , true ) ;
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SetPlayerToggleableBlockAsSimulated ( a_BlockX , a_BlockY , a_BlockZ , true ) ;
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}
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}
else
{
if ( ! AreCoordsSimulated ( a_BlockX , a_BlockY , a_BlockZ , false ) )
{
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m_World . SetTrapdoorOpen ( a_BlockX , a_BlockY , a_BlockZ , false ) ;
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SetPlayerToggleableBlockAsSimulated ( a_BlockX , a_BlockY , a_BlockZ , false ) ;
}
}
}
void cIncrementalRedstoneSimulator : : HandleNoteBlock ( int a_BlockX , int a_BlockY , int a_BlockZ )
{
bool m_bAreCoordsPowered = AreCoordsPowered ( a_BlockX , a_BlockY , a_BlockZ ) ;
if ( m_bAreCoordsPowered )
{
if ( ! AreCoordsSimulated ( a_BlockX , a_BlockY , a_BlockZ , true ) )
{
class cSetPowerToNoteBlock :
public cNoteBlockCallback
{
bool m_IsPowered ;
public :
cSetPowerToNoteBlock ( bool a_IsPowered ) : m_IsPowered ( a_IsPowered ) { }
virtual bool Item ( cNoteEntity * a_NoteBlock ) override
{
if ( m_IsPowered )
{
a_NoteBlock - > MakeSound ( ) ;
}
return false ;
}
} NoteBlockSP ( m_bAreCoordsPowered ) ;
m_World . DoWithNoteBlockAt ( a_BlockX , a_BlockY , a_BlockZ , NoteBlockSP ) ;
SetPlayerToggleableBlockAsSimulated ( a_BlockX , a_BlockY , a_BlockZ , true ) ;
}
}
else
{
if ( ! AreCoordsSimulated ( a_BlockX , a_BlockY , a_BlockZ , false ) )
{
SetPlayerToggleableBlockAsSimulated ( a_BlockX , a_BlockY , a_BlockZ , false ) ;
}
}
}
void cIncrementalRedstoneSimulator : : HandleDaylightSensor ( int a_BlockX , int a_BlockY , int a_BlockZ )
{
int a_ChunkX , a_ChunkZ ;
cChunkDef : : BlockToChunk ( a_BlockX , a_BlockZ , a_ChunkX , a_ChunkZ ) ;
if ( ! m_World . IsChunkLighted ( a_ChunkX , a_ChunkZ ) )
{
m_World . QueueLightChunk ( a_ChunkX , a_ChunkZ ) ;
}
else
{
NIBBLETYPE SkyLight = m_World . GetBlockSkyLight ( a_BlockX , a_BlockY + 1 , a_BlockZ ) - m_World . GetSkyDarkness ( ) ;
if ( SkyLight > 8 )
{
SetAllDirsAsPowered ( a_BlockX , a_BlockY , a_BlockZ , E_BLOCK_DAYLIGHT_SENSOR ) ;
}
}
}
void cIncrementalRedstoneSimulator : : HandlePressurePlate ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE a_MyType )
{
switch ( a_MyType )
{
case E_BLOCK_STONE_PRESSURE_PLATE :
{
// MCS feature - stone pressure plates can only be triggered by players :D
cPlayer * a_Player = m_World . FindClosestPlayer ( Vector3f ( a_BlockX + 0.5f , ( float ) a_BlockY , a_BlockZ + 0.5f ) , 0.5f , false ) ;
if ( a_Player ! = NULL )
{
m_World . SetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ , 0x1 ) ;
SetAllDirsAsPowered ( a_BlockX , a_BlockY , a_BlockZ , E_BLOCK_STONE_PRESSURE_PLATE ) ;
}
else
{
m_World . SetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ , 0x0 ) ;
m_World . WakeUpSimulators ( a_BlockX , a_BlockY , a_BlockZ ) ;
}
break ;
}
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case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE :
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{
class cPressurePlateCallback :
public cEntityCallback
{
public :
cPressurePlateCallback ( int a_BlockX , int a_BlockY , int a_BlockZ ) :
m_NumberOfEntities ( 0 ) ,
m_X ( a_BlockX ) ,
m_Y ( a_BlockY ) ,
m_Z ( a_BlockZ )
{
}
virtual bool Item ( cEntity * a_Entity ) override
{
Vector3f EntityPos = a_Entity - > GetPosition ( ) ;
Vector3f BlockPos ( m_X + 0.5f , ( float ) m_Y , m_Z + 0.5f ) ;
double Distance = ( EntityPos - BlockPos ) . Length ( ) ;
if ( Distance < = 0.7 )
{
m_NumberOfEntities + + ;
}
return false ;
}
bool GetPowerLevel ( unsigned char & a_PowerLevel ) const
{
a_PowerLevel = std : : min ( m_NumberOfEntities , MAX_POWER_LEVEL ) ;
return ( a_PowerLevel > 0 ) ;
}
protected :
int m_NumberOfEntities ;
int m_X ;
int m_Y ;
int m_Z ;
} ;
cPressurePlateCallback PressurePlateCallback ( a_BlockX , a_BlockY , a_BlockZ ) ;
m_World . ForEachEntity ( PressurePlateCallback ) ;
unsigned char Power ;
NIBBLETYPE Meta = m_World . GetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ ) ;
if ( PressurePlateCallback . GetPowerLevel ( Power ) )
{
if ( Meta = = E_META_PRESSURE_PLATE_RAISED )
{
m_World . BroadcastSoundEffect ( " random.click " , ( int ) ( ( a_BlockX + 0.5 ) * 8.0 ) , ( int ) ( ( a_BlockY + 0.1 ) * 8.0 ) , ( int ) ( ( a_BlockZ + 0.5 ) * 8.0 ) , 0.3F , 0.5F ) ;
}
m_World . SetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ , E_META_PRESSURE_PLATE_DEPRESSED ) ;
SetAllDirsAsPowered ( a_BlockX , a_BlockY , a_BlockZ , a_MyType , Power ) ;
}
else
{
if ( Meta = = E_META_PRESSURE_PLATE_DEPRESSED )
{
m_World . BroadcastSoundEffect ( " random.click " , ( int ) ( ( a_BlockX + 0.5 ) * 8.0 ) , ( int ) ( ( a_BlockY + 0.1 ) * 8.0 ) , ( int ) ( ( a_BlockZ + 0.5 ) * 8.0 ) , 0.3F , 0.6F ) ;
}
m_World . SetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ , E_META_PRESSURE_PLATE_RAISED ) ;
m_World . WakeUpSimulators ( a_BlockX , a_BlockY , a_BlockZ ) ;
}
break ;
}
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case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE :
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{ class cPressurePlateCallback :
public cEntityCallback
{
public :
cPressurePlateCallback ( int a_BlockX , int a_BlockY , int a_BlockZ ) :
m_NumberOfEntities ( 0 ) ,
m_X ( a_BlockX ) ,
m_Y ( a_BlockY ) ,
m_Z ( a_BlockZ )
{
}
virtual bool Item ( cEntity * a_Entity ) override
{
Vector3f EntityPos = a_Entity - > GetPosition ( ) ;
Vector3f BlockPos ( m_X + 0.5f , ( float ) m_Y , m_Z + 0.5f ) ;
double Distance = ( EntityPos - BlockPos ) . Length ( ) ;
if ( Distance < = 0.7 )
{
m_NumberOfEntities + + ;
}
return false ;
}
bool GetPowerLevel ( unsigned char & a_PowerLevel ) const
{
a_PowerLevel = std : : min ( ( int ) ceil ( m_NumberOfEntities / ( float ) 10 ) , MAX_POWER_LEVEL ) ;
return ( a_PowerLevel > 0 ) ;
}
protected :
int m_NumberOfEntities ;
int m_X ;
int m_Y ;
int m_Z ;
} ;
cPressurePlateCallback PressurePlateCallback ( a_BlockX , a_BlockY , a_BlockZ ) ;
m_World . ForEachEntity ( PressurePlateCallback ) ;
unsigned char Power ;
NIBBLETYPE Meta = m_World . GetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ ) ;
if ( PressurePlateCallback . GetPowerLevel ( Power ) )
{
if ( Meta = = E_META_PRESSURE_PLATE_RAISED )
{
m_World . BroadcastSoundEffect ( " random.click " , ( int ) ( ( a_BlockX + 0.5 ) * 8.0 ) , ( int ) ( ( a_BlockY + 0.1 ) * 8.0 ) , ( int ) ( ( a_BlockZ + 0.5 ) * 8.0 ) , 0.3F , 0.5F ) ;
}
m_World . SetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ , E_META_PRESSURE_PLATE_DEPRESSED ) ;
SetAllDirsAsPowered ( a_BlockX , a_BlockY , a_BlockZ , a_MyType , Power ) ;
}
else
{
if ( Meta = = E_META_PRESSURE_PLATE_DEPRESSED )
{
m_World . BroadcastSoundEffect ( " random.click " , ( int ) ( ( a_BlockX + 0.5 ) * 8.0 ) , ( int ) ( ( a_BlockY + 0.1 ) * 8.0 ) , ( int ) ( ( a_BlockZ + 0.5 ) * 8.0 ) , 0.3F , 0.6F ) ;
}
m_World . SetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ , E_META_PRESSURE_PLATE_RAISED ) ;
m_World . WakeUpSimulators ( a_BlockX , a_BlockY , a_BlockZ ) ;
}
break ;
}
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case E_BLOCK_WOODEN_PRESSURE_PLATE :
{
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class cPressurePlateCallback :
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public cEntityCallback
{
public :
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cPressurePlateCallback ( int a_BlockX , int a_BlockY , int a_BlockZ ) :
m_FoundEntity ( false ) ,
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m_X ( a_BlockX ) ,
m_Y ( a_BlockY ) ,
m_Z ( a_BlockZ )
{
}
virtual bool Item ( cEntity * a_Entity ) override
{
Vector3f EntityPos = a_Entity - > GetPosition ( ) ;
Vector3f BlockPos ( m_X + 0.5f , ( float ) m_Y , m_Z + 0.5f ) ;
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double Distance = ( EntityPos - BlockPos ) . Length ( ) ;
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if ( Distance < = 0.7 )
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{
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m_FoundEntity = true ;
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return true ; // Break out, we only need to know for plates that at least one entity is on top
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}
return false ;
}
bool FoundEntity ( void ) const
{
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return m_FoundEntity ;
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}
protected :
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bool m_FoundEntity ;
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int m_X ;
int m_Y ;
int m_Z ;
} ;
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cPressurePlateCallback PressurePlateCallback ( a_BlockX , a_BlockY , a_BlockZ ) ;
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m_World . ForEachEntity ( PressurePlateCallback ) ;
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NIBBLETYPE Meta = m_World . GetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ ) ;
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if ( PressurePlateCallback . FoundEntity ( ) )
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{
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if ( Meta = = E_META_PRESSURE_PLATE_RAISED )
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{
m_World . BroadcastSoundEffect ( " random.click " , ( int ) ( ( a_BlockX + 0.5 ) * 8.0 ) , ( int ) ( ( a_BlockY + 0.1 ) * 8.0 ) , ( int ) ( ( a_BlockZ + 0.5 ) * 8.0 ) , 0.3F , 0.5F ) ;
}
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m_World . SetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ , E_META_PRESSURE_PLATE_DEPRESSED ) ;
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SetAllDirsAsPowered ( a_BlockX , a_BlockY , a_BlockZ , a_MyType ) ;
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}
else
{
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if ( Meta = = E_META_PRESSURE_PLATE_DEPRESSED )
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{
m_World . BroadcastSoundEffect ( " random.click " , ( int ) ( ( a_BlockX + 0.5 ) * 8.0 ) , ( int ) ( ( a_BlockY + 0.1 ) * 8.0 ) , ( int ) ( ( a_BlockZ + 0.5 ) * 8.0 ) , 0.3F , 0.6F ) ;
}
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m_World . SetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ , E_META_PRESSURE_PLATE_RAISED ) ;
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m_World . WakeUpSimulators ( a_BlockX , a_BlockY , a_BlockZ ) ;
}
break ;
}
default :
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{
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LOGD ( " Unimplemented pressure plate type %s in cRedstoneSimulator " , ItemToFullString ( a_MyType ) . c_str ( ) ) ;
break ;
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}
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}
}
bool cIncrementalRedstoneSimulator : : AreCoordsDirectlyPowered ( int a_BlockX , int a_BlockY , int a_BlockZ )
{
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for ( PoweredBlocksList : : const_iterator itr = m_PoweredBlocks - > begin ( ) ; itr ! = m_PoweredBlocks - > end ( ) ; + + itr ) // Check powered list
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{
if ( itr - > a_BlockPos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ) )
{
return true ;
}
}
return false ;
}
bool cIncrementalRedstoneSimulator : : AreCoordsLinkedPowered ( int a_BlockX , int a_BlockY , int a_BlockZ )
{
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for ( LinkedBlocksList : : const_iterator itr = m_LinkedPoweredBlocks - > begin ( ) ; itr ! = m_LinkedPoweredBlocks - > end ( ) ; + + itr ) // Check linked powered list
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{
if ( itr - > a_BlockPos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ) )
{
return true ;
}
}
return false ;
}
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// IsRepeaterPowered tests if a repeater should be powered by testing for power sources behind the repeater.
// It takes the coordinates of the repeater the the meta value.
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bool cIncrementalRedstoneSimulator : : IsRepeaterPowered ( int a_BlockX , int a_BlockY , int a_BlockZ , NIBBLETYPE a_Meta )
{
// Repeaters cannot be powered by any face except their back; verify that this is true for a source
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for ( PoweredBlocksList : : const_iterator itr = m_PoweredBlocks - > begin ( ) ; itr ! = m_PoweredBlocks - > end ( ) ; + + itr )
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{
if ( ! itr - > a_BlockPos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ) ) { continue ; }
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switch ( a_Meta & 0x3 )
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{
case 0x0 :
{
// Flip the coords to check the back of the repeater
if ( itr - > a_SourcePos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ + 1 ) ) ) { return true ; }
break ;
}
case 0x1 :
{
if ( itr - > a_SourcePos . Equals ( Vector3i ( a_BlockX - 1 , a_BlockY , a_BlockZ ) ) ) { return true ; }
break ;
}
case 0x2 :
{
if ( itr - > a_SourcePos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ - 1 ) ) ) { return true ; }
break ;
}
case 0x3 :
{
if ( itr - > a_SourcePos . Equals ( Vector3i ( a_BlockX + 1 , a_BlockY , a_BlockZ ) ) ) { return true ; }
break ;
}
}
}
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for ( LinkedBlocksList : : const_iterator itr = m_LinkedPoweredBlocks - > begin ( ) ; itr ! = m_LinkedPoweredBlocks - > end ( ) ; + + itr )
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{
if ( ! itr - > a_BlockPos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ) ) { continue ; }
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switch ( a_Meta & 0x3 )
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{
case 0x0 :
{
if ( itr - > a_MiddlePos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ + 1 ) ) ) { return true ; }
break ;
}
case 0x1 :
{
if ( itr - > a_MiddlePos . Equals ( Vector3i ( a_BlockX - 1 , a_BlockY , a_BlockZ ) ) ) { return true ; }
break ;
}
case 0x2 :
{
if ( itr - > a_MiddlePos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ - 1 ) ) ) { return true ; }
break ;
}
case 0x3 :
{
if ( itr - > a_MiddlePos . Equals ( Vector3i ( a_BlockX + 1 , a_BlockY , a_BlockZ ) ) ) { return true ; }
break ;
}
}
}
return false ; // Couldn't find power source behind repeater
}
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bool cIncrementalRedstoneSimulator : : IsRepeaterLocked ( int a_BlockX , int a_BlockY , int a_BlockZ , NIBBLETYPE a_Meta )
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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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// 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 powered repeater?
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{
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NIBBLETYPE OtherRepeaterDir = m_World . GetBlockMeta ( a_BlockX + 1 , a_BlockY , a_BlockZ ) & 0x3 ;
if ( OtherRepeaterDir = = 0x3 ) { return true ; } // If so, I am latched/locked.
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}
2014-04-08 09:48:24 -04:00
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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 ;
if ( OtherRepeaterDir = = 0x1 ) { return true ; } // If so, I am latched/locked.
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}
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2014-04-07 12:12:06 -04:00
break ;
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}
2014-04-08 09:48:24 -04:00
2014-04-08 10:14:23 -04:00
// If the repeater is looking left or right (If parallel to the x axis)
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case 0x1 :
case 0x3 :
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{
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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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NIBBLETYPE OtherRepeaterDir = m_World . GetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ + 1 ) & 0x3 ;
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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NIBBLETYPE OtherRepeaterDir = m_World . GetBlockMeta ( a_BlockX , a_BlockY , a_BlockZ - 1 ) & 0x3 ;
if ( OtherRepeaterDir = = 0x2 ) { return true ; } // If so, I am latched/locked.
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}
2014-04-07 12:12:06 -04:00
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break ;
}
2014-04-06 14:09:33 -04:00
}
2014-04-08 13:49:53 -04:00
return false ; // None of the checks succeeded, I am not a locked repeater.
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}
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bool cIncrementalRedstoneSimulator : : IsPistonPowered ( int a_BlockX , int a_BlockY , int a_BlockZ , NIBBLETYPE a_Meta )
{
// Pistons cannot be powered through their front face; this function verifies that a source meets this requirement
int OldX = a_BlockX , OldY = a_BlockY , OldZ = a_BlockZ ;
eBlockFace Face = cPiston : : MetaDataToDirection ( a_Meta ) ;
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for ( PoweredBlocksList : : const_iterator itr = m_PoweredBlocks - > begin ( ) ; itr ! = m_PoweredBlocks - > end ( ) ; + + itr )
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{
if ( ! itr - > a_BlockPos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ) ) { continue ; }
AddFaceDirection ( a_BlockX , a_BlockY , a_BlockZ , Face ) ;
if ( ! itr - > a_SourcePos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ) )
{
return true ;
}
a_BlockX = OldX ;
a_BlockY = OldY ;
a_BlockZ = OldZ ;
}
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for ( LinkedBlocksList : : const_iterator itr = m_LinkedPoweredBlocks - > begin ( ) ; itr ! = m_LinkedPoweredBlocks - > end ( ) ; + + itr )
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{
if ( ! itr - > a_BlockPos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ) ) { continue ; }
AddFaceDirection ( a_BlockX , a_BlockY , a_BlockZ , Face ) ;
if ( ! itr - > a_MiddlePos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ) )
{
return true ;
}
a_BlockX = OldX ;
a_BlockY = OldY ;
a_BlockZ = OldZ ;
}
return false ; // Source was in front of the piston's front face
}
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bool cIncrementalRedstoneSimulator : : IsWirePowered ( int a_BlockX , int a_BlockY , int a_BlockZ , unsigned char & a_PowerLevel )
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{
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a_PowerLevel = 0 ;
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for ( PoweredBlocksList : : const_iterator itr = m_PoweredBlocks - > begin ( ) ; itr ! = m_PoweredBlocks - > end ( ) ; + + itr ) // Check powered list
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{
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if ( ! itr - > a_BlockPos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ) )
{
continue ;
}
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a_PowerLevel = std : : max ( a_PowerLevel , itr - > a_PowerLevel ) ;
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}
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for ( LinkedBlocksList : : const_iterator itr = m_LinkedPoweredBlocks - > begin ( ) ; itr ! = m_LinkedPoweredBlocks - > end ( ) ; + + itr ) // Check linked powered list
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{
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if ( ! itr - > a_BlockPos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ) )
{
continue ;
}
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a_PowerLevel = std : : max ( a_PowerLevel , itr - > a_PowerLevel ) ;
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}
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return ( a_PowerLevel ! = 0 ) ; // Source was in front of the piston's front face
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}
bool cIncrementalRedstoneSimulator : : AreCoordsSimulated ( int a_BlockX , int a_BlockY , int a_BlockZ , bool IsCurrentStatePowered )
{
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for ( SimulatedPlayerToggleableList : : const_iterator itr = m_SimulatedPlayerToggleableBlocks - > begin ( ) ; itr ! = m_SimulatedPlayerToggleableBlocks - > end ( ) ; + + itr )
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{
if ( itr - > a_BlockPos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ) )
{
if ( itr - > WasLastStatePowered ! = IsCurrentStatePowered ) // Was the last power state different to the current?
{
return false ; // It was, coordinates are no longer simulated
}
else
{
return true ; // It wasn't, don't resimulate block, and allow players to toggle
}
}
}
return false ; // Block wasn't even in the list, not simulated
}
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void cIncrementalRedstoneSimulator : : SetDirectionLinkedPowered ( int a_BlockX , int a_BlockY , int a_BlockZ , char a_Direction , BLOCKTYPE a_SourceType , unsigned char a_PowerLevel )
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{
switch ( a_Direction )
{
case BLOCK_FACE_XM :
{
BLOCKTYPE MiddleBlock = m_World . GetBlock ( a_BlockX - 1 , a_BlockY , a_BlockZ ) ;
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SetBlockLinkedPowered ( a_BlockX - 2 , a_BlockY , a_BlockZ , a_BlockX - 1 , a_BlockY , a_BlockZ , a_BlockX , a_BlockY , a_BlockZ , a_SourceType , MiddleBlock , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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break ;
}
case BLOCK_FACE_XP :
{
BLOCKTYPE MiddleBlock = m_World . GetBlock ( a_BlockX + 1 , a_BlockY , a_BlockZ ) ;
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SetBlockLinkedPowered ( a_BlockX + 2 , a_BlockY , a_BlockZ , a_BlockX + 1 , a_BlockY , a_BlockZ , a_BlockX , a_BlockY , a_BlockZ , a_SourceType , MiddleBlock , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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break ;
}
case BLOCK_FACE_YM :
{
BLOCKTYPE MiddleBlock = m_World . GetBlock ( a_BlockX , a_BlockY - 1 , a_BlockZ ) ;
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SetBlockLinkedPowered ( a_BlockX , a_BlockY - 2 , a_BlockZ , a_BlockX , a_BlockY - 1 , a_BlockZ , a_BlockX , a_BlockY , a_BlockZ , a_SourceType , MiddleBlock , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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break ;
}
case BLOCK_FACE_YP :
{
BLOCKTYPE MiddleBlock = m_World . GetBlock ( a_BlockX , a_BlockY + 1 , a_BlockZ ) ;
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SetBlockLinkedPowered ( a_BlockX , a_BlockY + 2 , a_BlockZ , a_BlockX , a_BlockY + 1 , a_BlockZ , a_BlockX , a_BlockY , a_BlockZ , a_SourceType , MiddleBlock , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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break ;
}
case BLOCK_FACE_ZM :
{
BLOCKTYPE MiddleBlock = m_World . GetBlock ( a_BlockX , a_BlockY , a_BlockZ - 1 ) ;
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SetBlockLinkedPowered ( a_BlockX , a_BlockY , a_BlockZ - 2 , a_BlockX , a_BlockY , a_BlockZ - 1 , a_BlockX , a_BlockY , a_BlockZ , a_SourceType , MiddleBlock , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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break ;
}
case BLOCK_FACE_ZP :
{
BLOCKTYPE MiddleBlock = m_World . GetBlock ( a_BlockX , a_BlockY , a_BlockZ + 1 ) ;
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SetBlockLinkedPowered ( a_BlockX , a_BlockY , a_BlockZ + 2 , a_BlockX , a_BlockY , a_BlockZ + 1 , a_BlockX , a_BlockY , a_BlockZ , a_SourceType , MiddleBlock , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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 , a_PowerLevel ) ;
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break ;
}
default :
{
ASSERT ( ! " Unhandled face direction when attempting to set blocks as linked powered! " ) ; // Zombies, that wasn't supposed to happen...
break ;
}
}
}
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void cIncrementalRedstoneSimulator : : SetAllDirsAsPowered ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE a_SourceBlock , unsigned char a_PowerLevel )
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{
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 ( size_t i = 0 ; i < ARRAYCOUNT ( gCrossCoords ) ; i + + ) // Loop through struct to power all directions
{
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SetBlockPowered ( a_BlockX + gCrossCoords [ i ] . x , a_BlockY + gCrossCoords [ i ] . y , a_BlockZ + gCrossCoords [ i ] . z , a_BlockX , a_BlockY , a_BlockZ , a_SourceBlock , a_PowerLevel ) ;
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}
}
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void cIncrementalRedstoneSimulator : : SetBlockPowered ( int a_BlockX , int a_BlockY , int a_BlockZ , int a_SourceX , int a_SourceY , int a_SourceZ , BLOCKTYPE a_SourceBlock , unsigned char a_PowerLevel )
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{
BLOCKTYPE Block = m_World . GetBlock ( a_BlockX , a_BlockY , a_BlockZ ) ;
if ( Block = = E_BLOCK_AIR )
{
// Don't set air, fixes some bugs (wires powering themselves)
return ;
}
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PoweredBlocksList * Powered = m_Chunk - > GetNeighborChunk ( a_BlockX , a_BlockZ ) - > GetRedstoneSimulatorPoweredBlocksList ( ) ;
for ( PoweredBlocksList : : iterator itr = Powered - > begin ( ) ; itr ! = Powered - > end ( ) ; + + itr ) // Check powered list
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{
if (
itr - > a_BlockPos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ) & &
itr - > a_SourcePos . Equals ( Vector3i ( a_SourceX , a_SourceY , a_SourceZ ) )
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)
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{
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// Check for duplicates, update power level if everything else the same but either way, don't add a new listing
if ( itr - > a_PowerLevel ! = a_PowerLevel )
{
itr - > a_PowerLevel = a_PowerLevel ;
}
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return ;
}
}
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PoweredBlocksList * OtherPowered = m_Chunk - > GetNeighborChunk ( a_SourceX , a_SourceZ ) - > GetRedstoneSimulatorPoweredBlocksList ( ) ;
for ( PoweredBlocksList : : const_iterator itr = OtherPowered - > begin ( ) ; itr ! = OtherPowered - > end ( ) ; + + itr ) // Check powered list
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{
if (
itr - > a_BlockPos . Equals ( Vector3i ( a_SourceX , a_SourceY , a_SourceZ ) ) & &
itr - > a_SourcePos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) )
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)
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{
// Powered wires try to power their source - don't let them!
return ;
}
}
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sPoweredBlocks RC ;
RC . a_BlockPos = Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ;
RC . a_SourcePos = Vector3i ( a_SourceX , a_SourceY , a_SourceZ ) ;
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RC . a_PowerLevel = a_PowerLevel ;
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Powered - > push_back ( RC ) ;
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}
void cIncrementalRedstoneSimulator : : 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 ,
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BLOCKTYPE a_SourceBlock , BLOCKTYPE a_MiddleBlock , unsigned char a_PowerLevel
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)
{
BLOCKTYPE DestBlock = m_World . GetBlock ( a_BlockX , a_BlockY , a_BlockZ ) ;
if ( DestBlock = = E_BLOCK_AIR )
{
// Don't set air, fixes some bugs (wires powering themselves)
return ;
}
if ( ! IsViableMiddleBlock ( a_MiddleBlock ) )
{
return ;
}
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LinkedBlocksList * Linked = m_Chunk - > GetNeighborChunk ( a_BlockX , a_BlockZ ) - > GetRedstoneSimulatorLinkedBlocksList ( ) ;
for ( LinkedBlocksList : : iterator itr = Linked - > begin ( ) ; itr ! = Linked - > end ( ) ; + + itr ) // Check linked powered list
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{
if (
itr - > a_BlockPos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ) & &
itr - > a_MiddlePos . Equals ( Vector3i ( a_MiddleX , a_MiddleY , a_MiddleZ ) ) & &
itr - > a_SourcePos . Equals ( Vector3i ( a_SourceX , a_SourceY , a_SourceZ ) )
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)
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{
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// Check for duplicates, update power level if everything else the same but either way, don't add a new listing
if ( itr - > a_PowerLevel ! = a_PowerLevel )
{
itr - > a_PowerLevel = a_PowerLevel ;
}
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return ;
}
}
sLinkedPoweredBlocks RC ;
RC . a_BlockPos = Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ;
RC . a_MiddlePos = Vector3i ( a_MiddleX , a_MiddleY , a_MiddleZ ) ;
RC . a_SourcePos = Vector3i ( a_SourceX , a_SourceY , a_SourceZ ) ;
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RC . a_PowerLevel = a_PowerLevel ;
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Linked - > push_back ( RC ) ;
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}
void cIncrementalRedstoneSimulator : : SetPlayerToggleableBlockAsSimulated ( int a_BlockX , int a_BlockY , int a_BlockZ , bool WasLastStatePowered )
{
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for ( SimulatedPlayerToggleableList : : iterator itr = m_SimulatedPlayerToggleableBlocks - > begin ( ) ; itr ! = m_SimulatedPlayerToggleableBlocks - > end ( ) ; + + itr )
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{
if ( ! itr - > a_BlockPos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ) )
{
continue ;
}
if ( itr - > WasLastStatePowered ! = WasLastStatePowered )
{
// If power states different, update listing
itr - > WasLastStatePowered = WasLastStatePowered ;
return ;
}
else
{
// If states the same, just ignore
return ;
}
}
// We have arrive here; no block must be in list - add one
sSimulatedPlayerToggleableList RC ;
RC . a_BlockPos = Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ;
RC . WasLastStatePowered = WasLastStatePowered ;
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m_SimulatedPlayerToggleableBlocks - > push_back ( RC ) ;
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}
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void cIncrementalRedstoneSimulator : : QueueRepeaterPowerChange ( int a_BlockX , int a_BlockY , int a_BlockZ , NIBBLETYPE a_Meta , bool ShouldPowerOn )
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{
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for ( RepeatersDelayList : : iterator itr = m_RepeatersDelayList - > begin ( ) ; itr ! = m_RepeatersDelayList - > end ( ) ; + + itr )
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{
if ( itr - > a_BlockPos . Equals ( Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ) )
{
if ( ShouldPowerOn = = itr - > ShouldPowerOn ) // We are queued already for the same thing, don't replace entry
{
return ;
}
// Already in here (normal to allow repeater to continue on powering and updating blocks in front) - just update info and quit
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itr - > a_DelayTicks = ( ( ( a_Meta & 0xC ) > > 0x2 ) + 1 ) * 2 ; // See below for description
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itr - > a_ElapsedTicks = 0 ;
itr - > ShouldPowerOn = ShouldPowerOn ;
return ;
}
}
// Self not in list, add self to list
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sRepeatersDelayList RC ;
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RC . a_BlockPos = Vector3i ( a_BlockX , a_BlockY , a_BlockZ ) ;
// Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.)
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// * 2 because in MCS, 1 redstone tick = 1 world tick, but in Vanilla, 1 redstone tick = 2 world ticks, and we need to maintain compatibility
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RC . a_DelayTicks = ( ( ( a_Meta & 0xC ) > > 0x2 ) + 1 ) * 2 ;
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RC . a_ElapsedTicks = 0 ;
RC . ShouldPowerOn = ShouldPowerOn ;
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m_RepeatersDelayList - > push_back ( RC ) ;
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return ;
}
cIncrementalRedstoneSimulator : : eRedstoneDirection cIncrementalRedstoneSimulator : : GetWireDirection ( int a_BlockX , int a_BlockY , int a_BlockZ )
{
int Dir = REDSTONE_NONE ;
BLOCKTYPE NegX = m_World . GetBlock ( a_BlockX - 1 , a_BlockY , a_BlockZ ) ;
if ( IsPotentialSource ( NegX ) )
{
Dir | = ( REDSTONE_X_POS ) ;
}
BLOCKTYPE PosX = m_World . GetBlock ( a_BlockX + 1 , a_BlockY , a_BlockZ ) ;
if ( IsPotentialSource ( PosX ) )
{
Dir | = ( REDSTONE_X_NEG ) ;
}
BLOCKTYPE NegZ = m_World . GetBlock ( a_BlockX , a_BlockY , a_BlockZ - 1 ) ;
if ( IsPotentialSource ( NegZ ) )
{
if ( ( Dir & REDSTONE_X_POS ) & & ! ( Dir & REDSTONE_X_NEG ) ) // corner
{
Dir ^ = REDSTONE_X_POS ;
Dir | = REDSTONE_X_NEG ;
}
if ( ( Dir & REDSTONE_X_NEG ) & & ! ( Dir & REDSTONE_X_POS ) ) // corner
{
Dir ^ = REDSTONE_X_NEG ;
Dir | = REDSTONE_X_POS ;
}
Dir | = REDSTONE_Z_POS ;
}
BLOCKTYPE PosZ = m_World . GetBlock ( a_BlockX , a_BlockY , a_BlockZ + 1 ) ;
if ( IsPotentialSource ( PosZ ) )
{
if ( ( Dir & REDSTONE_X_POS ) & & ! ( Dir & REDSTONE_X_NEG ) ) // corner
{
Dir ^ = REDSTONE_X_POS ;
Dir | = REDSTONE_X_NEG ;
}
if ( ( Dir & REDSTONE_X_NEG ) & & ! ( Dir & REDSTONE_X_POS ) ) // corner
{
Dir ^ = REDSTONE_X_NEG ;
Dir | = REDSTONE_X_POS ;
}
Dir | = REDSTONE_Z_NEG ;
}
return ( eRedstoneDirection ) Dir ;
}
bool cIncrementalRedstoneSimulator : : IsLeverOn ( NIBBLETYPE a_BlockMeta )
{
// Extract the ON bit from metadata and return if true if it is set:
return ( ( a_BlockMeta & 0x8 ) = = 0x8 ) ;
}