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