f06d686f63
Also removed unneeded variables.
1074 lines
33 KiB
C++
1074 lines
33 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "RedstoneSimulator.h"
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#include "../BlockEntities/DropSpenserEntity.h"
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#include "../Entities/TNTEntity.h"
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#include "../Blocks/BlockTorch.h"
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#include "../Blocks/BlockDoor.h"
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#include "../Piston.h"
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cRedstoneSimulator::cRedstoneSimulator(cWorld & a_World)
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: super(a_World)
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{
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}
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cRedstoneSimulator::~cRedstoneSimulator()
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{
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}
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void cRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
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{
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if ((a_Chunk == NULL) || !a_Chunk->IsValid())
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{
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return;
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}
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else if ((a_BlockY < 0) || (a_BlockY > cChunkDef::Height))
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{
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return;
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}
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int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
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int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
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if (!IsAllowedBlock(a_Chunk->GetBlock(RelX, a_BlockY, RelZ)))
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{
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return;
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}
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// Check for duplicates:
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cRedstoneSimulatorChunkData & ChunkData = a_Chunk->GetRedstoneSimulatorData();
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for (cRedstoneSimulatorChunkData::iterator itr = ChunkData.begin(); itr != ChunkData.end(); ++itr)
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{
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if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ))
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{
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return;
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}
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}
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ChunkData.push_back(cCoordWithInt(RelX, a_BlockY, RelZ));
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}
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void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
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{
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cRedstoneSimulatorChunkData & ChunkData = a_Chunk->GetRedstoneSimulatorData();
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if (ChunkData.empty())
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{
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return;
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}
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int BaseX = a_Chunk->GetPosX() * cChunkDef::Width;
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int BaseZ = a_Chunk->GetPosZ() * cChunkDef::Width;
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for (cRedstoneSimulatorChunkData::iterator dataitr = ChunkData.begin(), end = ChunkData.end(); dataitr != end;)
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{
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BLOCKTYPE BlockType = a_Chunk->GetBlock(dataitr->x, dataitr->y, dataitr->z);
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if (!IsAllowedBlock(BlockType))
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{
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dataitr = ChunkData.erase(dataitr);
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continue;
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}
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// Check to see if PoweredBlocks have invalid items (source is air or an unpowered source)
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for (PoweredBlocksList::iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end();)
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{
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sPoweredBlocks & Change = *itr;
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BLOCKTYPE SourceBlockType = m_World.GetBlock(Change.a_SourcePos);
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if (SourceBlockType != Change.a_SourceBlock)
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{
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itr = m_PoweredBlocks.erase(itr);
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}
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else if (
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// Changeable sources
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((SourceBlockType == E_BLOCK_REDSTONE_WIRE) && (m_World.GetBlockMeta(Change.a_SourcePos) == 0)) ||
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((SourceBlockType == E_BLOCK_LEVER) && !IsLeverOn(m_World.GetBlockMeta(Change.a_SourcePos))) ||
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((SourceBlockType == E_BLOCK_DETECTOR_RAIL) && (m_World.GetBlockMeta(Change.a_SourcePos) & 0x08) == 0x08) ||
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(((SourceBlockType == E_BLOCK_STONE_BUTTON) || (SourceBlockType == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(m_World.GetBlockMeta(Change.a_SourcePos))))
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)
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{
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itr = m_PoweredBlocks.erase(itr);
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}
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else
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{
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itr++;
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}
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}
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// Check to see if LinkedPoweredBlocks have invalid items: source, block powered through, or power destination block has changed
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for (LinkedBlocksList::iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end();)
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{
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sLinkedPoweredBlocks & Change = *itr;
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BLOCKTYPE SourceBlockType = m_World.GetBlock(Change.a_SourcePos);
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BLOCKTYPE MiddleBlockType = m_World.GetBlock(Change.a_MiddlePos);
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if (SourceBlockType != Change.a_SourceBlock)
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{
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itr = m_LinkedPoweredBlocks.erase(itr);
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}
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else if (MiddleBlockType != Change.a_MiddleBlock)
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{
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itr = m_LinkedPoweredBlocks.erase(itr);
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}
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else if (
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// Things that can send power through a block but which depends on meta
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((SourceBlockType == E_BLOCK_REDSTONE_WIRE) && (m_World.GetBlockMeta(Change.a_SourcePos) == 0)) ||
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((SourceBlockType == E_BLOCK_LEVER) && !IsLeverOn(m_World.GetBlockMeta(Change.a_SourcePos))) ||
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(((SourceBlockType == E_BLOCK_STONE_BUTTON) || (SourceBlockType == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(m_World.GetBlockMeta(Change.a_SourcePos))))
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)
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{
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itr = m_LinkedPoweredBlocks.erase(itr);
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}
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else
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{
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itr++;
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}
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}
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// PoweredBlock list was fine, now to the actual handling
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int a_X = BaseX + dataitr->x;
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int a_Z = BaseZ + dataitr->z;
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switch (BlockType)
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{
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case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(a_X, dataitr->y, a_Z); break;
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case E_BLOCK_LEVER: HandleRedstoneLever(a_X, dataitr->y, a_Z); break;
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case E_BLOCK_TNT: HandleTNT(a_X, dataitr->y, a_Z); break;
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case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(a_X, dataitr->y, a_Z); break;
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case E_BLOCK_REDSTONE_TORCH_OFF:
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case E_BLOCK_REDSTONE_TORCH_ON:
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{
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HandleRedstoneTorch(a_X, dataitr->y, a_Z, BlockType);
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break;
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}
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case E_BLOCK_STONE_BUTTON:
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case E_BLOCK_WOODEN_BUTTON:
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{
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HandleRedstoneButton(a_X, dataitr->y, a_Z, BlockType);
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break;
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}
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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case E_BLOCK_REDSTONE_REPEATER_ON:
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{
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HandleRedstoneRepeater(a_X, dataitr->y, a_Z, BlockType);
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break;
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}
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case E_BLOCK_PISTON:
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case E_BLOCK_STICKY_PISTON:
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{
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HandlePiston(a_X, dataitr->y, a_Z);
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break;
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}
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case E_BLOCK_REDSTONE_LAMP_OFF:
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case E_BLOCK_REDSTONE_LAMP_ON:
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{
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HandleRedstoneLamp(a_X, dataitr->y, a_Z, BlockType);
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break;
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}
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case E_BLOCK_DISPENSER:
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case E_BLOCK_DROPPER:
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{
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HandleDropSpenser(a_X, dataitr->y, a_Z);
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break;
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}
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case E_BLOCK_WOODEN_DOOR:
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case E_BLOCK_IRON_DOOR:
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{
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HandleDoor(a_X, dataitr->y, a_Z);
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break;
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}
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case E_BLOCK_ACTIVATOR_RAIL:
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case E_BLOCK_DETECTOR_RAIL:
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case E_BLOCK_POWERED_RAIL:
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{
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HandleRail(a_X, dataitr->y, a_Z, BlockType);
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break;
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}
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}
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++dataitr;
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}
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}
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void cRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState)
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{
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static const struct // Define which directions the torch can power
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{
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int x, y, z;
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} gCrossCoords[] =
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{
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{ 1, 0, 0},
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{-1, 0, 0},
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{ 0, 0, 1},
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{ 0, 0, -1},
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{ 0, 1, 0},
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} ;
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if (a_MyState == E_BLOCK_REDSTONE_TORCH_ON)
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{
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// Check if the block the torch is on is powered
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int X = a_BlockX; int Y = a_BlockY; int Z = a_BlockZ;
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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
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if (AreCoordsPowered(X, Y, Z))
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{
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// There was a match, torch goes off
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// FastSetBlock so the server doesn't fail an assert -_-
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m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
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return;
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}
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// Torch still on, make all 4(X, Z) + 1(Y) sides powered
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for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
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{
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BLOCKTYPE Type = m_World.GetBlock(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z);
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if (i < ARRAYCOUNT(gCrossCoords) - 1) // Sides of torch, not top (top is last)
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{
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if (
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((IsMechanism(Type)) || (Type == E_BLOCK_REDSTONE_WIRE)) && // Is it a mechanism or wire? Not block/other torch etc.
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(!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
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)
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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_TORCH_ON);
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}
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}
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else
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{
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// Top side, power whatever is there, including blocks
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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_TORCH_ON);
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}
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}
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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
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{
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BLOCKTYPE Type = m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
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if ((IsMechanism(Type)) || (Type == E_BLOCK_REDSTONE_WIRE)) // Still can't make a normal block powered though!
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{
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SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON);
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}
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}
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}
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else
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{
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// Check if the block the torch is on is powered
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int X = a_BlockX; int Y = a_BlockY; int Z = a_BlockZ;
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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
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// See if off state torch can be turned on again
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if (AreCoordsPowered(X, Y, Z))
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{
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return; // Something matches, torch still powered
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}
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// Block torch on not powered, can be turned on again!
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// FastSetBlock so the server doesn't fail an assert -_-
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m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
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}
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return;
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}
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void cRedstoneSimulator::HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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static const struct // Define which directions the redstone block can power
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{
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int x, y, z;
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} gCrossCoords[] =
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{
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{ 0, 0, 0}, // Oh, anomalous redstone. Only block that powers itself
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{ 1, 0, 0},
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{-1, 0, 0},
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{ 0, 0, 1},
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{ 0, 0, -1},
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{ 0, 1, 0},
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{ 0,-1, 0},
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} ;
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for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
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{
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// Power everything
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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_BLOCK_OF_REDSTONE);
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}
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return;
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}
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void cRedstoneSimulator::HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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if (IsLeverOn(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)))
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{
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static const struct // Define which directions the redstone lever can power (all sides)
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{
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int x, y, z;
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} gCrossCoords[] =
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{
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{ 1, 0, 0},
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{-1, 0, 0},
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{ 0, 0, 1},
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{ 0, 0, -1},
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{ 0, 1, 0},
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{ 0,-1, 0},
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} ;
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for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
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{
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// Power everything
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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_LEVER);
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}
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_LEVER);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_LEVER);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, E_BLOCK_LEVER);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, E_BLOCK_LEVER);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_LEVER);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_LEVER);
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}
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return;
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}
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void cRedstoneSimulator::HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType)
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{
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if (IsButtonOn(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)))
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{
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static const struct // Define which directions the redstone button can power (all sides)
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{
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int x, y, z;
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} gCrossCoords[] =
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{
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{ 1, 0, 0},
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{-1, 0, 0},
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{ 0, 0, 1},
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{ 0, 0, -1},
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{ 0, 1, 0},
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{ 0,-1, 0},
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} ;
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for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
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{
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// Power everything
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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_BlockType);
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}
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, a_BlockType);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, a_BlockType);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, a_BlockType);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, a_BlockType);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, a_BlockType);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, a_BlockType);
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}
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}
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void cRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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static const struct // Define which directions the wire can receive power from
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{
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int x, y, z;
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} gCrossCoords[] =
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{
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{ 1, 0, 0},
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{-1, 0, 0},
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{ 0, 0, 1},
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{ 0, 0, -1},
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{ 1, 1, 0}, // From here to end, check for wire placed on sides of blocks
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{-1, 1, 0},
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{ 0, 1, 1},
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{ 0, 1, -1},
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{ 1,-1, 0},
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{-1,-1, 0},
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{ 0,-1, 1},
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{ 0,-1, -1},
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} ;
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// Check to see if directly beside a power source
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if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
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{
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 15); // Maximum power
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}
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else
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{
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NIBBLETYPE MyMeta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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int TimesMetaSmaller = 0, TimesFoundAWire = 0;
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for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through all directions to transfer or receive power
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{
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BLOCKTYPE SurroundType;
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NIBBLETYPE SurroundMeta;
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m_World.GetBlockTypeMeta(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, SurroundType, SurroundMeta);
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if (SurroundType == E_BLOCK_REDSTONE_WIRE)
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{
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TimesFoundAWire++;
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if (SurroundMeta > 1) // Wires of power 1 or 0 cannot transfer power TO ME, don't bother checking
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{
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if (SurroundMeta > MyMeta) // Does surrounding wire have a higher power level than self?
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{
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, SurroundMeta - 1);
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}
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}
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if (SurroundMeta < MyMeta) // Go through all surroundings to see if self power is larger than everyone else's
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{
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TimesMetaSmaller++;
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}
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}
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}
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if (TimesMetaSmaller == TimesFoundAWire)
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{
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// All surrounding metas were smaller - self must have been a wire that was
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// transferring power to other wires around.
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// However, self not directly powered anymore, so source must have been removed,
|
|
// therefore, self must be set to meta zero
|
|
m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0);
|
|
}
|
|
}
|
|
|
|
if (m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) != 0) // A powered wire
|
|
{
|
|
//SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); // No matter what, block underneath gets powered
|
|
|
|
switch (GetWireDirection(a_BlockX, a_BlockY, a_BlockZ))
|
|
{
|
|
case REDSTONE_NONE:
|
|
{
|
|
static const struct // Define which directions the redstone wire can power
|
|
{
|
|
int x, y, z;
|
|
} gCrossCoords[] =
|
|
{
|
|
{ 1, 0, 0}, // Power block in front
|
|
{ 2, 0, 0}, // Power block in front of that (strongly power)
|
|
{-1, 0, 0},
|
|
{-2, 0, 0},
|
|
{ 0, 0, 1},
|
|
{ 0, 0, 2},
|
|
{ 0, 0, -1},
|
|
{ 0, 0, -2},
|
|
{ 0, 1, 0},
|
|
{ 0, 2, 0},
|
|
{ 0,-1, 0},
|
|
{ 0,-2, 0},
|
|
} ;
|
|
|
|
for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
|
|
{
|
|
// Power if block is solid, CURRENTLY all mechanisms are solid
|
|
if (g_BlockIsSolid[m_World.GetBlock(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z)])
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case REDSTONE_X_POS:
|
|
{
|
|
if (m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
|
|
{
|
|
SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
|
|
}
|
|
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_WIRE);
|
|
break;
|
|
}
|
|
case REDSTONE_X_NEG:
|
|
{
|
|
if (m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
|
|
{
|
|
SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
|
|
}
|
|
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_WIRE);
|
|
break;
|
|
}
|
|
case REDSTONE_Z_POS:
|
|
{
|
|
if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1) != E_BLOCK_REDSTONE_WIRE)
|
|
{
|
|
SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
|
|
}
|
|
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_WIRE);
|
|
break;
|
|
}
|
|
case REDSTONE_Z_NEG:
|
|
{
|
|
if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1) != E_BLOCK_REDSTONE_WIRE)
|
|
{
|
|
SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
|
|
}
|
|
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_WIRE);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState)
|
|
{
|
|
NIBBLETYPE a_Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
|
|
if (a_MyState == E_BLOCK_REDSTONE_REPEATER_OFF)
|
|
{
|
|
if (IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta & 0x3))
|
|
{
|
|
m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta);
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta & 0x3))
|
|
{
|
|
m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cRedstoneSimulator::HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ)
|
|
{
|
|
if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
|
|
{
|
|
cPiston Piston(&m_World);
|
|
Piston.ExtendPiston(a_BlockX, a_BlockY, a_BlockZ);
|
|
}
|
|
else
|
|
{
|
|
cPiston Piston(&m_World);
|
|
Piston.RetractPiston(a_BlockX, a_BlockY, a_BlockZ);
|
|
}
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cRedstoneSimulator::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);
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cRedstoneSimulator::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.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_LAMP_ON, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
|
|
{
|
|
m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_LAMP_OFF, 0);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cRedstoneSimulator::HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ)
|
|
{
|
|
if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
|
|
{
|
|
m_World.BroadcastSoundEffect("random.fuse", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
|
|
m_World.SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, 4); // 4 seconds to boom
|
|
m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
|
|
}
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cRedstoneSimulator::HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ)
|
|
{
|
|
if ((m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x08) == 0x08)
|
|
{
|
|
// Block position is located at top half of door
|
|
// Is Y - 1 both within world boundaries, a door block, and the bottom half of a door?
|
|
// The bottom half stores the open/closed information
|
|
if (
|
|
(a_BlockY - 1 >= 0) &&
|
|
((m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_WOODEN_DOOR) || (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_IRON_DOOR)) &&
|
|
(m_World.GetBlockMeta(a_BlockX, a_BlockY - 1, a_BlockZ & 0x08) == 0)
|
|
)
|
|
{
|
|
if ((m_World.GetBlockMeta(a_BlockX, a_BlockY - 1, a_BlockZ) & 0x04) == 0) // Closed door?
|
|
{
|
|
if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) // Powered? If so, toggle open
|
|
{
|
|
cBlockDoorHandler::ChangeDoor(&m_World, a_BlockX, a_BlockY, a_BlockZ);
|
|
}
|
|
}
|
|
else // Opened door
|
|
{
|
|
if (!AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) // Unpowered? Close if so
|
|
{
|
|
cBlockDoorHandler::ChangeDoor(&m_World, a_BlockX, a_BlockY, a_BlockZ);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x04) == 0) // Closed door?
|
|
{
|
|
if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) // Powered? If so, toggle open
|
|
{
|
|
cBlockDoorHandler::ChangeDoor(&m_World, a_BlockX, a_BlockY, a_BlockZ);
|
|
}
|
|
}
|
|
else // Opened door
|
|
{
|
|
if (!AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) // Unpowered? Close if so
|
|
{
|
|
cBlockDoorHandler::ChangeDoor(&m_World, a_BlockX, a_BlockY, a_BlockZ);
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cRedstoneSimulator::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)
|
|
{
|
|
static const struct // Define which directions the rail can power (all sides)
|
|
{
|
|
int x, y, z;
|
|
} gCrossCoords[] =
|
|
{
|
|
{ 1, 0, 0},
|
|
{-1, 0, 0},
|
|
{ 0, 0, 1},
|
|
{ 0, 0, -1},
|
|
{ 0, 1, 0},
|
|
{ 0,-1, 0},
|
|
} ;
|
|
|
|
for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
|
|
{
|
|
// Power everything
|
|
SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cRedstoneSimulator::AreCoordsPowered(int a_BlockX, int a_BlockY, int a_BlockZ)
|
|
{
|
|
for (PoweredBlocksList::iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) // Check powered list
|
|
{
|
|
sPoweredBlocks & Change = *itr;
|
|
|
|
if (Change.a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
for (LinkedBlocksList::iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) // Check linked powered list
|
|
{
|
|
sLinkedPoweredBlocks & Change = *itr;
|
|
|
|
if (Change.a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta)
|
|
{
|
|
// Check through powered blocks list
|
|
for (PoweredBlocksList::iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr)
|
|
{
|
|
sPoweredBlocks & Change = *itr;
|
|
|
|
switch (a_Meta)
|
|
{
|
|
case 0x0:
|
|
{
|
|
// Flip the coords to check the back of the repeater
|
|
if (Change.a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ + 1))) { return true; }
|
|
break;
|
|
}
|
|
case 0x1:
|
|
{
|
|
if (Change.a_SourcePos.Equals(Vector3i(a_BlockX - 1, a_BlockY, a_BlockZ))) { return true; }
|
|
break;
|
|
}
|
|
case 0x2:
|
|
{
|
|
if (Change.a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1))) { return true; }
|
|
break;
|
|
}
|
|
case 0x3:
|
|
{
|
|
if (Change.a_SourcePos.Equals(Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ))) { return true; }
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check linked powered list, 'middle' blocks
|
|
for (LinkedBlocksList::iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr)
|
|
{
|
|
sLinkedPoweredBlocks & Change = *itr;
|
|
|
|
switch (a_Meta)
|
|
{
|
|
case 0x0:
|
|
{
|
|
if (Change.a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ + 1))) { return true; }
|
|
break;
|
|
}
|
|
case 0x1:
|
|
{
|
|
if (Change.a_MiddlePos.Equals(Vector3i(a_BlockX - 1, a_BlockY, a_BlockZ))) { return true; }
|
|
break;
|
|
}
|
|
case 0x2:
|
|
{
|
|
if (Change.a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1))) { return true; }
|
|
break;
|
|
}
|
|
case 0x3:
|
|
{
|
|
if (Change.a_MiddlePos.Equals(Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ))) { return true; }
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return false; // Couldn't find power source behind repeater
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cRedstoneSimulator::SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceType)
|
|
{
|
|
switch (a_Direction)
|
|
{
|
|
case BLOCK_FACE_XM:
|
|
{
|
|
BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ);
|
|
if (!g_BlockIsSolid[MiddleBlock]) { return; }
|
|
|
|
SetBlockLinkedPowered(a_BlockX - 2, a_BlockY, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
|
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);
|
|
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);
|
|
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);
|
|
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);
|
|
break;
|
|
}
|
|
case BLOCK_FACE_XP:
|
|
{
|
|
BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ);
|
|
if (!g_BlockIsSolid[MiddleBlock]) { return; }
|
|
|
|
SetBlockLinkedPowered(a_BlockX + 2, a_BlockY, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
|
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);
|
|
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);
|
|
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);
|
|
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);
|
|
break;
|
|
}
|
|
case BLOCK_FACE_YM:
|
|
{
|
|
BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
|
|
if (!g_BlockIsSolid[MiddleBlock]) { return; }
|
|
|
|
SetBlockLinkedPowered(a_BlockX, a_BlockY - 2, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
|
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);
|
|
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);
|
|
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);
|
|
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);
|
|
break;
|
|
}
|
|
case BLOCK_FACE_YP:
|
|
{
|
|
BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ);
|
|
if (!g_BlockIsSolid[MiddleBlock]) { return; }
|
|
|
|
SetBlockLinkedPowered(a_BlockX, a_BlockY + 2, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
|
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);
|
|
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);
|
|
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);
|
|
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);
|
|
break;
|
|
}
|
|
case BLOCK_FACE_ZM:
|
|
{
|
|
BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1);
|
|
if (!g_BlockIsSolid[MiddleBlock]) { return; }
|
|
|
|
SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ - 2, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
|
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);
|
|
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);
|
|
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);
|
|
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);
|
|
break;
|
|
}
|
|
case BLOCK_FACE_ZP:
|
|
{
|
|
BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1);
|
|
if (!g_BlockIsSolid[MiddleBlock]) { return; }
|
|
|
|
SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ + 2, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
|
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);
|
|
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);
|
|
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);
|
|
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);
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
ASSERT(!"Unhandled face direction when attempting to set blocks as linked powered!");
|
|
break;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock)
|
|
{
|
|
if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) { return; } // Check for duplicates
|
|
|
|
sPoweredBlocks RC;
|
|
RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
|
|
RC.a_SourcePos = Vector3i(a_SourceX, a_SourceY, a_SourceZ);
|
|
RC.a_SourceBlock = a_SourceBlock;
|
|
m_PoweredBlocks.push_back(RC);
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cRedstoneSimulator::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,
|
|
BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddleBlock
|
|
)
|
|
{
|
|
if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) { return; } // Check for duplicates
|
|
|
|
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);
|
|
RC.a_SourceBlock = a_SourceBlock;
|
|
RC.a_MiddleBlock = a_MiddleBlock;
|
|
m_LinkedPoweredBlocks.push_back(RC);
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
cRedstoneSimulator::eRedstoneDirection cRedstoneSimulator::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 cRedstoneSimulator::IsLeverOn(NIBBLETYPE a_BlockMeta)
|
|
{
|
|
// Extract the ON bit from metadata and return if true if it is set:
|
|
return ((a_BlockMeta & 0x8) == 0x8);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cRedstoneSimulator::IsButtonOn(NIBBLETYPE a_BlockMeta)
|
|
{
|
|
return IsLeverOn(a_BlockMeta);
|
|
}
|
|
|
|
|
|
|
|
|