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Added comments regarding latching and orientation

No real code was changed.
This commit is contained in:
wiseoldman95 2014-04-08 17:14:23 +03:00
parent 4d32f41b8b
commit 506f5def04

View File

@ -12,7 +12,25 @@
// Orientation mini guide:
/*
^
|
| Z Axis
X Axis ---->
Block Direction, and value of _World.GetBlockMeta(a_BlockX , a_BlockY, a_BlockZ):
Right (X+): 0x1
Left (X-): 0x3
Up (z+): 0x2
Down (z-): 0x0
//TODO: Define those in preprocessor and replace them everywhere in the entire project.
Sun rises from right (X+)
*/
cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulator(cWorld & a_World) cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulator(cWorld & a_World)
: super(a_World) : super(a_World)
@ -1206,50 +1224,54 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY
bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta) bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta)
{ {
// Change checking direction according to meta rotation.
switch (a_Meta & 0x3) //compare my direction to my neighbor's switch (a_Meta & 0x3) //compare my direction to my neighbor's
{ {
// If the repeater is facing one direction, do one thing. // If the repeater is looking up or down (If parallel to the Z axis)
case 0x0: case 0x0:
case 0x2: case 0x2:
{ {
//Check if 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
{ {
NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX + 1, a_BlockY, a_BlockZ) & 0x3; NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX + 1, a_BlockY, a_BlockZ) & 0x3;
if (otherRepeaterDir == 0x3) { return true; } if (otherRepeaterDir == 0x3) { return true; } //If so, I am latched/locked.
} }
//Check if 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) 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; NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX -1, a_BlockY, a_BlockZ) & 0x3;
if (otherRepeaterDir == 0x1) { return true; } if (otherRepeaterDir == 0x1) { return true; } //If so, I am latched/locked.
} }
break; break;
} }
// If another, do the other. // If the repeater is looking left or right (If parallel to the x axis)
case 0x1: case 0x1:
case 0x3: case 0x3:
{ {
//Check if upper 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) 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; NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ + 1) & 0x3;
if (otherRepeaterDir == 0x0) { return true; } if (otherRepeaterDir == 0x0) { return true; } //If so, am latched/locked.
} }
//Check if bottom 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) 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; NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ - 1) & 0x3;
if (otherRepeaterDir == 0x2) { return true; } if (otherRepeaterDir == 0x2) { return true; } //If so, I am latched/locked.
} }
break; break;
} }
} }
return false; return false; //None of the checks succeeded, I am not a locked repeater.
} }