01577bed9d
git-svn-id: http://mc-server.googlecode.com/svn/trunk@374 0a769ca7-a7f5-676a-18bf-c427514a06d6
699 lines
18 KiB
C++
699 lines
18 KiB
C++
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "cRedstoneSimulator.h"
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#include "cPiston.h"
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#include "cWorld.h"
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#include "BlockID.h"
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#include "cCriticalSection.h"
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#include "cTorch.h"
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#include "cRedstone.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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if( cRedstone::s_UseRedstone ) return; // Using the other/broken simulator
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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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if( cRedstone::s_UseRedstone ) return; // Using the other/broken simulator
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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 == true && 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 == false && 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 && cRedstone::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 = cRedstone::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 = cRedstone::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 = cRedstone::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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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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{
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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( cRedstone::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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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 ) > 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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}
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break;
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case E_BLOCK_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_TORCH_ON:
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{
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return 2;
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}
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break;
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case E_BLOCK_REDSTONE_REPEATER_ON:
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{
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if( cRedstone::IsRepeaterPointingTo( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock )
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|| cRedstone::IsRepeaterPointingTo( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock - Vector3i(0, 1, 0) ) ) // Check if repeater is next/below wire
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{
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return 2;
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}
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else if( cRedstone::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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}
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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if( cRedstone::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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default:
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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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break;
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};
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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 = cRedstone::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 );
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if( RetVal == 1 )
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{
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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 )
|
|
{
|
|
char 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( cRedstone::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 */ )
|
|
{
|
|
char Block = m_World->GetBlock( a_BlockPos );
|
|
if( Block == E_BLOCK_REDSTONE_REPEATER_OFF || Block == E_BLOCK_REDSTONE_REPEATER_ON )
|
|
{
|
|
Vector3i Behind = a_BlockPos - cRedstone::GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) );
|
|
char 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( cRedstone::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;
|
|
} |