b65a22fc1f
Don't compare booleans to false / true, use them directly. git-svn-id: http://mc-server.googlecode.com/svn/trunk@1048 0a769ca7-a7f5-676a-18bf-c427514a06d6
887 lines
20 KiB
C++
887 lines
20 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 "../Piston.h"
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#include "../World.h"
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#include "../BlockID.h"
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#include "../Torch.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::WakeUp( int a_X, int a_Y, int a_Z )
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{
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cCSLock Lock( m_CS );
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m_Blocks.push_back( Vector3i( a_X, a_Y, a_Z ) );
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}
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void cRedstoneSimulator::Simulate( float a_Dt )
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{
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// Toggle torches on/off
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while( !m_RefreshTorchesAround.empty() )
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{
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Vector3i pos = m_RefreshTorchesAround.front();
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m_RefreshTorchesAround.pop_front();
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RefreshTorchesAround( pos );
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}
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// Set repeaters to correct values, and decrement ticks
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for( RepeaterList::iterator itr = m_SetRepeaters.begin(); itr != m_SetRepeaters.end(); )
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{
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(*itr).Ticks--;
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if( (*itr).Ticks <= 0 )
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{
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char Block = m_World->GetBlock( (*itr).Position );
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if ((*itr).bPowerOn && (Block == E_BLOCK_REDSTONE_REPEATER_OFF))
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{
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m_World->FastSetBlock( (*itr).Position.x, (*itr).Position.y, (*itr).Position.z, E_BLOCK_REDSTONE_REPEATER_ON, m_World->GetBlockMeta( (*itr).Position ) );
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m_Blocks.push_back( (*itr).Position );
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}
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else if (!(*itr).bPowerOn && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
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{
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m_World->FastSetBlock( (*itr).Position.x, (*itr).Position.y, (*itr).Position.z, E_BLOCK_REDSTONE_REPEATER_OFF, m_World->GetBlockMeta( (*itr).Position ) );
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m_Blocks.push_back( (*itr).Position );
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}
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if( (*itr).bPowerOffNextTime )
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{
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(*itr).bPowerOn = false;
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(*itr).bPowerOffNextTime = false;
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(*itr).Ticks = 10; // TODO: Look up actual ticks from block metadata
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++itr;
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}
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else
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{
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itr = m_SetRepeaters.erase( itr );
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}
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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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// Handle changed blocks
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{
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cCSLock Lock( m_CS );
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std::swap( m_Blocks, m_BlocksBuffer );
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}
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for( BlockList::iterator itr = m_BlocksBuffer.begin(); itr != m_BlocksBuffer.end(); ++itr )
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{
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HandleChange( *itr );
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}
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m_BlocksBuffer.clear();
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}
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void cRedstoneSimulator::RefreshTorchesAround( const Vector3i & a_BlockPos )
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{
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static Vector3i Surroundings [] = {
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Vector3i(-1, 0, 0),
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Vector3i( 1, 0, 0),
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Vector3i( 0, 0,-1),
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Vector3i( 0, 0, 1),
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Vector3i( 0, 1, 0), // Also toggle torch on top
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};
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char TargetBlockID = E_BLOCK_REDSTONE_TORCH_ON;
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char TargetRepeaterID = E_BLOCK_REDSTONE_REPEATER_OFF;
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if( IsPowered( a_BlockPos, true ) )
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{
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TargetBlockID = E_BLOCK_REDSTONE_TORCH_OFF;
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TargetRepeaterID = E_BLOCK_REDSTONE_REPEATER_ON;
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//if( m_World->GetBlock( a_BlockPos ) == E_BLOCK_DIRT )
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//{
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// m_World->FastSetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_STONE, 0 );
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//}
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}
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else
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{
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//if( m_World->GetBlock( a_BlockPos ) == E_BLOCK_STONE )
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//{
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// m_World->FastSetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_DIRT, 0 );
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//}
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}
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for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
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{
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Vector3i TorchPos = a_BlockPos + Surroundings[i];
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const char Block = m_World->GetBlock( TorchPos );
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switch( Block )
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{
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case E_BLOCK_REDSTONE_TORCH_ON:
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case E_BLOCK_REDSTONE_TORCH_OFF:
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if( Block != TargetBlockID )
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{
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char TorchMeta = m_World->GetBlockMeta( TorchPos );
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if( cTorch::IsAttachedTo( TorchPos, TorchMeta, a_BlockPos ) )
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{
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m_World->FastSetBlock( TorchPos.x, TorchPos.y, TorchPos.z, TargetBlockID, m_World->GetBlockMeta( TorchPos ) );
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m_Blocks.push_back( TorchPos );
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}
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}
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break;
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case E_BLOCK_REDSTONE_REPEATER_ON:
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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if ((Block != TargetRepeaterID) && IsRepeaterPointingAway( TorchPos, m_World->GetBlockMeta( TorchPos ), a_BlockPos ) )
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{
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SetRepeater( TorchPos, 10, TargetRepeaterID == E_BLOCK_REDSTONE_REPEATER_ON );
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}
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break;
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default:
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break;
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};
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}
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}
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void cRedstoneSimulator::HandleChange( const Vector3i & a_BlockPos )
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{
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std::deque< Vector3i > SpreadStack;
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Vector3i Surroundings[] = {
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Vector3i( 1, 0, 0 ),
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Vector3i( 1, 1, 0 ),
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Vector3i( 1,-1, 0 ),
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Vector3i(-1, 0, 0 ),
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Vector3i(-1, 1, 0 ),
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Vector3i(-1,-1, 0 ),
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Vector3i( 0, 0, 1 ),
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Vector3i( 0, 1, 1 ),
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Vector3i( 0,-1, 1 ),
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Vector3i( 0, 0,-1 ),
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Vector3i( 0, 1,-1 ),
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Vector3i( 0,-1,-1 ),
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Vector3i( 0,-1, 0 ),
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};
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char Block = m_World->GetBlock( a_BlockPos );
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// First check whether torch should be on or off
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if( Block == E_BLOCK_REDSTONE_TORCH_ON || Block == E_BLOCK_REDSTONE_TORCH_OFF )
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{
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static Vector3i Surroundings [] = {
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Vector3i(-1, 0, 0),
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Vector3i( 1, 0, 0),
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Vector3i( 0, 0,-1),
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Vector3i( 0, 0, 1),
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Vector3i( 0,-1, 0),
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};
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for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
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{
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Vector3i pos = a_BlockPos + Surroundings[i];
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char OtherBlock = m_World->GetBlock( pos );
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if( (OtherBlock != E_BLOCK_AIR) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_ON) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_OFF) )
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{
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RefreshTorchesAround( pos );
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}
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}
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Block = m_World->GetBlock( a_BlockPos ); // Make sure we got the updated block
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}
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else if( Block == E_BLOCK_REDSTONE_REPEATER_ON || Block == E_BLOCK_REDSTONE_REPEATER_OFF ) // Check if repeater is powered by a 'powered block' (not wires/torch)
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{
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Vector3i Direction = GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) );
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Vector3i pos = a_BlockPos - Direction; // NOTE: It's minus Direction
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char OtherBlock = m_World->GetBlock( pos );
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if( (OtherBlock != E_BLOCK_AIR) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_ON) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_OFF) && (OtherBlock != E_BLOCK_REDSTONE_WIRE) )
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{
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RefreshTorchesAround( pos );
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}
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else
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{
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SetRepeater( a_BlockPos, 10, IsPowered( a_BlockPos, false ) );
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}
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Block = m_World->GetBlock( a_BlockPos );
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}
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BlockList Sources;
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// If torch is still on, use it as a source
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if( Block == E_BLOCK_REDSTONE_TORCH_ON )
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{
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Sources.push_back( a_BlockPos );
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}
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else if( Block == E_BLOCK_REDSTONE_REPEATER_ON )
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{
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static Vector3i Surroundings [] = { // It only spreads right in front, and one block up
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Vector3i( 0, 0, 0),
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Vector3i( 0, 1, 0),
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};
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Vector3i Direction = GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) );
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for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
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{
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Vector3i pos = a_BlockPos + Direction + Surroundings[i];
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if( PowerBlock( pos, a_BlockPos, 0xf ) )
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{
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SpreadStack.push_back( pos );
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}
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}
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}
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// Power all blocks legally connected to the sources
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if( Block != E_BLOCK_REDSTONE_REPEATER_ON )
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{
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BlockList NewSources = RemoveCurrent( a_BlockPos );
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Sources.insert( Sources.end(), NewSources.begin(), NewSources.end() );
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while( !Sources.empty() )
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{
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Vector3i SourcePos = Sources.back();
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Sources.pop_back();
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char Block = m_World->GetBlock( SourcePos );
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switch( Block )
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{
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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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static Vector3i Surroundings [] = {
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Vector3i(-1, 0, 0),
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Vector3i( 1, 0, 0),
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Vector3i( 0, 0,-1),
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Vector3i( 0, 0, 1),
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};
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for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
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{
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Vector3i OtherPos = SourcePos + Surroundings[i];
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if( PowerBlock( OtherPos, a_BlockPos, 0xf ) )
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{
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SpreadStack.push_back( OtherPos ); // Changed, so add to stack
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}
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}
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}
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break;
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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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static Vector3i Surroundings [] = {
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Vector3i( 0, 0, 0),
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Vector3i( 0, 1, 0),
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};
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Vector3i Direction = GetRepeaterDirection( m_World->GetBlockMeta( SourcePos ) );
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for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
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{
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Vector3i pos = SourcePos + Direction + Surroundings[i];
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if( PowerBlock( pos, a_BlockPos, 0xf ) )
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{
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SpreadStack.push_back( pos );
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}
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}
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}
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break;
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};
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}
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}
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// Do a floodfill
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while( !SpreadStack.empty() )
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{
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Vector3i pos = SpreadStack.back();
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SpreadStack.pop_back();
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char Meta = m_World->GetBlockMeta( pos );
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for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
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{
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Vector3i OtherPos = pos + Surroundings[i];
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if( PowerBlock( OtherPos, pos, Meta-1 ) )
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{
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SpreadStack.push_back( OtherPos ); // Changed, so add to stack
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}
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}
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}
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// Only after a redstone area has been completely simulated the redstone entities can react
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while( !m_RefreshPistons.empty() )
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{
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Vector3i pos = m_RefreshPistons.back();
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m_RefreshPistons.pop_back();
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char Block = m_World->GetBlock( pos );
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switch( Block )
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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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if( IsPowered( pos ) )
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{
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cPiston Piston( m_World );
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Piston.ExtendPiston( pos.x, pos.y, pos.z );
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}
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else
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{
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cPiston Piston( m_World );
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Piston.RetractPiston( pos.x, pos.y, pos.z );
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}
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break;
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default:
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break;
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};
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}
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}
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bool cRedstoneSimulator::PowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock, char a_Power )
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{
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char Block = m_World->GetBlock( a_BlockPos );
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switch( Block )
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{
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case E_BLOCK_REDSTONE_WIRE:
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{
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if( m_World->GetBlockMeta( a_BlockPos ) < a_Power )
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{
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m_World->SetBlockMeta( a_BlockPos, a_Power );
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return true;
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}
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}
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break;
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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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m_RefreshPistons.push_back( a_BlockPos );
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}
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break;
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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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if (IsRepeaterPointingAway( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock ))
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{
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SetRepeater( a_BlockPos, 10, true );
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}
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}
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break;
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default:
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{
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if( Block != E_BLOCK_AIR && Block != E_BLOCK_REDSTONE_TORCH_ON && Block != E_BLOCK_REDSTONE_TORCH_OFF )
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{
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if( IsPowered( a_BlockPos, true ) )
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{
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m_RefreshTorchesAround.push_back( a_BlockPos );
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}
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}
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}
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break;
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};
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return false;
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}
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int cRedstoneSimulator::UnPowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock)
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{
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BLOCKTYPE BlockType = m_World->GetBlock(a_BlockPos);
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switch (BlockType)
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{
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case E_BLOCK_REDSTONE_WIRE:
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{
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if( m_World->GetBlockMeta( a_BlockPos ) > 0 )
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{
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m_World->SetBlockMeta( a_BlockPos, 0 );
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return 1;
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}
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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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m_RefreshPistons.push_back( a_BlockPos );
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break;
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}
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case E_BLOCK_REDSTONE_TORCH_ON:
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{
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return 2;
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break;
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}
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case E_BLOCK_REDSTONE_REPEATER_ON:
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{
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if (
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IsRepeaterPointingTo(a_BlockPos, m_World->GetBlockMeta(a_BlockPos), a_FromBlock ) || // Repeater is next to wire
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IsRepeaterPointingTo(a_BlockPos, m_World->GetBlockMeta(a_BlockPos), a_FromBlock - Vector3i(0, 1, 0)) // Repeater is below wire
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)
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{
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return 2;
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}
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else if (IsRepeaterPointingAway( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock ) )
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{
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SetRepeater( a_BlockPos, 10, false );
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}
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// fall-through:
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}
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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{
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if (IsRepeaterPointingAway( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock ))
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{
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SetRepeater( a_BlockPos, 10, false );
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}
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break;
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}
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default:
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{
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if ((BlockType != E_BLOCK_AIR) && (BlockType != E_BLOCK_REDSTONE_TORCH_ON) && (BlockType != E_BLOCK_REDSTONE_TORCH_OFF))
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{
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if (!IsPowered(a_BlockPos, true))
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{
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m_RefreshTorchesAround.push_back( a_BlockPos );
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}
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}
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break;
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}
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} // switch (BlockType)
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return 0;
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}
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// Removes current from all powered redstone wires until it reaches an energy source.
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// Also returns all energy sources it encountered
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cRedstoneSimulator::BlockList cRedstoneSimulator::RemoveCurrent( const Vector3i & a_BlockPos )
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{
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std::deque< Vector3i > SpreadStack;
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std::deque< Vector3i > FoundSources;
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Vector3i Surroundings[] = {
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Vector3i( 1, 0, 0 ),
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Vector3i( 1, 1, 0 ),
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Vector3i( 1,-1, 0 ),
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Vector3i(-1, 0, 0 ),
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Vector3i(-1, 1, 0 ),
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Vector3i(-1,-1, 0 ),
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Vector3i( 0, 0, 1 ),
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Vector3i( 0, 1, 1 ),
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Vector3i( 0,-1, 1 ),
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Vector3i( 0, 0,-1 ),
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Vector3i( 0, 1,-1 ),
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Vector3i( 0,-1,-1 ),
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Vector3i( 0,-1, 0 ),
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};
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char Block = m_World->GetBlock( a_BlockPos );
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if( Block == E_BLOCK_REDSTONE_REPEATER_ON || Block == E_BLOCK_REDSTONE_REPEATER_OFF )
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{
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static Vector3i Surroundings [] = { // Repeaters only spread right in front and 1 block up
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Vector3i( 0, 0, 0),
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Vector3i( 0, 1, 0),
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};
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Vector3i Direction = GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) );
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for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
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{
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Vector3i pos = a_BlockPos + Direction + Surroundings[i];
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int RetVal = UnPowerBlock( pos, a_BlockPos );
|
|
if( RetVal == 1 )
|
|
{
|
|
SpreadStack.push_back( pos ); // Changed, so add to stack
|
|
}
|
|
else if( RetVal == 2 )
|
|
{
|
|
FoundSources.push_back( pos );
|
|
}
|
|
}
|
|
}
|
|
else if( Block == E_BLOCK_REDSTONE_TORCH_OFF || Block == E_BLOCK_REDSTONE_TORCH_ON )
|
|
{
|
|
static Vector3i Surroundings [] = { // Torches only spread on the same level
|
|
Vector3i(-1, 0, 0),
|
|
Vector3i( 1, 0, 0),
|
|
Vector3i( 0, 0,-1),
|
|
Vector3i( 0, 0, 1),
|
|
};
|
|
|
|
for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
|
|
{
|
|
Vector3i pos = Vector3i( a_BlockPos ) + Surroundings[i];
|
|
int RetVal = UnPowerBlock( pos, a_BlockPos );
|
|
if( RetVal == 1 )
|
|
{
|
|
SpreadStack.push_back( pos ); // Changed, so add to stack
|
|
}
|
|
else if( RetVal == 2 )
|
|
{
|
|
FoundSources.push_back( pos );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SpreadStack.push_back( a_BlockPos );
|
|
}
|
|
|
|
|
|
while( !SpreadStack.empty() )
|
|
{
|
|
Vector3i pos = SpreadStack.back();
|
|
SpreadStack.pop_back();
|
|
|
|
for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
|
|
{
|
|
Vector3i OtherPos = pos + Surroundings[i];
|
|
int RetVal = UnPowerBlock( OtherPos, pos );
|
|
if( RetVal == 1 )
|
|
{
|
|
SpreadStack.push_back( OtherPos ); // Changed, so add to stack
|
|
}
|
|
else if( RetVal == 2 )
|
|
{
|
|
FoundSources.push_back( OtherPos );
|
|
}
|
|
}
|
|
}
|
|
|
|
return FoundSources;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cRedstoneSimulator::IsPowering( const Vector3i & a_PowerPos, const Vector3i & a_BlockPos, eRedstoneDirection a_WireDirection, bool a_bOnlyByWire )
|
|
{
|
|
BLOCKTYPE PowerBlock = m_World->GetBlock( a_PowerPos );
|
|
if (!a_bOnlyByWire && (PowerBlock == E_BLOCK_REDSTONE_TORCH_ON)) return true;
|
|
if (PowerBlock == E_BLOCK_REDSTONE_REPEATER_ON ) // A repeater pointing towards block is regarded as wire
|
|
{
|
|
if (IsRepeaterPointingTo( a_PowerPos, m_World->GetBlockMeta( a_PowerPos ), a_BlockPos ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
if (PowerBlock == E_BLOCK_REDSTONE_WIRE)
|
|
{
|
|
if (m_World->GetBlockMeta(a_PowerPos) > 0)
|
|
{
|
|
if (GetDirection(a_PowerPos) == a_WireDirection)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cRedstoneSimulator::IsPowered( const Vector3i & a_BlockPos, bool a_bOnlyByWire /* = false */ )
|
|
{
|
|
BLOCKTYPE Block = m_World->GetBlock( a_BlockPos );
|
|
if ((Block == E_BLOCK_REDSTONE_REPEATER_OFF) || (Block == E_BLOCK_REDSTONE_REPEATER_ON))
|
|
{
|
|
Vector3i Behind = a_BlockPos - GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) );
|
|
BLOCKTYPE BehindBlock = m_World->GetBlock( Behind );
|
|
if (BehindBlock == E_BLOCK_REDSTONE_TORCH_ON)
|
|
{
|
|
return true;
|
|
}
|
|
if (BehindBlock == E_BLOCK_REDSTONE_WIRE)
|
|
{
|
|
if( m_World->GetBlockMeta( Behind ) > 0 )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
if (BehindBlock == E_BLOCK_REDSTONE_REPEATER_ON)
|
|
{
|
|
if (IsRepeaterPointingTo( Behind, m_World->GetBlockMeta( Behind ), a_BlockPos))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
if( IsPowering( Vector3i( a_BlockPos.x-1, a_BlockPos.y, a_BlockPos.z ), a_BlockPos, REDSTONE_X_POS, a_bOnlyByWire ) )
|
|
return true;
|
|
if( IsPowering( Vector3i( a_BlockPos.x+1, a_BlockPos.y, a_BlockPos.z ), a_BlockPos, REDSTONE_X_NEG, a_bOnlyByWire ) )
|
|
return true;
|
|
if( IsPowering( Vector3i( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z-1 ), a_BlockPos, REDSTONE_Z_POS, a_bOnlyByWire ) )
|
|
return true;
|
|
if( IsPowering( Vector3i( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z+1 ), a_BlockPos, REDSTONE_Z_NEG, a_bOnlyByWire ) )
|
|
return true;
|
|
|
|
// Only wires can power the bottom block
|
|
char PosY = m_World->GetBlock( a_BlockPos.x, a_BlockPos.y+1, a_BlockPos.z );
|
|
if( PosY == E_BLOCK_REDSTONE_WIRE )
|
|
{
|
|
if( m_World->GetBlockMeta( a_BlockPos.x, a_BlockPos.y+1, a_BlockPos.z ) > 0 )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
|
|
// Believe me, it works!! TODO: Add repeaters and low/high wires
|
|
cRedstoneSimulator::eRedstoneDirection cRedstoneSimulator::GetDirection( int a_X, int a_Y, int a_Z )
|
|
{
|
|
int Dir = REDSTONE_NONE;
|
|
|
|
char NegX = m_World->GetBlock( a_X-1, a_Y, a_Z );
|
|
if( NegX == E_BLOCK_REDSTONE_WIRE || NegX == E_BLOCK_REDSTONE_TORCH_ON )
|
|
{
|
|
Dir |= (REDSTONE_X_POS);
|
|
}
|
|
char PosX = m_World->GetBlock( a_X+1, a_Y, a_Z );
|
|
if( PosX == E_BLOCK_REDSTONE_WIRE || PosX == E_BLOCK_REDSTONE_TORCH_ON )
|
|
{
|
|
Dir |= (REDSTONE_X_NEG);
|
|
}
|
|
char NegZ = m_World->GetBlock( a_X, a_Y, a_Z-1 );
|
|
if( NegZ == E_BLOCK_REDSTONE_WIRE || NegZ == E_BLOCK_REDSTONE_TORCH_ON )
|
|
{
|
|
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;
|
|
}
|
|
char PosZ = m_World->GetBlock( a_X, a_Y, a_Z+1 );
|
|
if( PosZ == E_BLOCK_REDSTONE_WIRE || PosZ == E_BLOCK_REDSTONE_TORCH_ON )
|
|
{
|
|
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::IsRepeaterPointingTo(const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos)
|
|
{
|
|
switch (a_MetaData & 0x3)
|
|
{
|
|
case 0x0:
|
|
{
|
|
if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 0, 0, 1 ) ) )
|
|
{
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case 0x1:
|
|
{
|
|
if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i(-1, 0, 0 ) ) )
|
|
{
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case 0x2:
|
|
{
|
|
if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 0, 0,-1 ) ) )
|
|
{
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case 0x3:
|
|
{
|
|
if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 1, 0, 0 ) ) )
|
|
{
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cRedstoneSimulator::IsRepeaterPointingAway( const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos )
|
|
{
|
|
switch (a_MetaData & 0x3)
|
|
{
|
|
case 0x0:
|
|
{
|
|
if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 0, 0,-1 ) ) )
|
|
{
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case 0x1:
|
|
{
|
|
if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 1, 0, 0 ) ) )
|
|
{
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case 0x2:
|
|
{
|
|
if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 0, 0, 1 ) ) )
|
|
{
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case 0x3:
|
|
{
|
|
if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i(-1, 0, 0 ) ) )
|
|
{
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
NIBBLETYPE cRedstoneSimulator::RepeaterRotationToMetaData(float a_Rotation)
|
|
{
|
|
a_Rotation += 90 + 45; // So its not aligned with axis
|
|
if (a_Rotation > 360.f)
|
|
{
|
|
a_Rotation -= 360.f;
|
|
}
|
|
|
|
if ((a_Rotation >= 0.f) && (a_Rotation < 90.f))
|
|
{
|
|
return 0x1;
|
|
}
|
|
else if ((a_Rotation >= 180) && (a_Rotation < 270))
|
|
{
|
|
return 0x3;
|
|
}
|
|
else if ((a_Rotation >= 90) && (a_Rotation < 180))
|
|
{
|
|
return 0x2;
|
|
}
|
|
else
|
|
{
|
|
return 0x0;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
Vector3i cRedstoneSimulator::GetRepeaterDirection(NIBBLETYPE a_MetaData)
|
|
{
|
|
switch (a_MetaData & 0x3)
|
|
{
|
|
case 0x0: return Vector3i( 0, 0,-1);
|
|
case 0x1: return Vector3i( 1, 0, 0);
|
|
case 0x2: return Vector3i( 0, 0, 1);
|
|
case 0x3: return Vector3i(-1, 0, 0);
|
|
}
|
|
return Vector3i();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cRedstoneSimulator::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)
|
|
{
|
|
Change.bPowerOffNextTime = true;
|
|
}
|
|
if (a_bPowerOn)
|
|
{
|
|
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 );
|
|
}
|
|
|
|
|
|
|
|
|