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cuberite-2a/src/Simulator/IncrementalRedstoneSimulator/RedstoneHandler.cpp

117 lines
5.9 KiB
C++

#include "Globals.h"
#include "RedstoneHandler.h"
#include "RedstoneDataHelper.h"
#include "ForEachSourceCallback.h"
#include "CommandBlockHandler.h"
#include "DoorHandler.h"
#include "RedstoneTorchHandler.h"
#include "RedstoneWireHandler.h"
#include "RedstoneRepeaterHandler.h"
#include "RedstoneToggleHandler.h"
#include "RedstoneLampHandler.h"
#include "RedstoneBlockHandler.h"
#include "PistonHandler.h"
#include "SmallGateHandler.h"
#include "NoteBlockHandler.h"
#include "ObserverHandler.h"
#include "TNTHandler.h"
#include "PoweredRailHandler.h"
#include "PressurePlateHandler.h"
#include "TripwireHookHandler.h"
#include "DropSpenserHandler.h"
#include "RedstoneComparatorHandler.h"
#include "TrappedChestHandler.h"
#include "HopperHandler.h"
#define INVOKE_FOR_HANDLERS(Callback) \
switch (BlockType) \
{ \
case E_BLOCK_ACTIVATOR_RAIL: \
case E_BLOCK_DETECTOR_RAIL: \
case E_BLOCK_POWERED_RAIL: return PoweredRailHandler::Callback; \
case E_BLOCK_ACTIVE_COMPARATOR: \
case E_BLOCK_INACTIVE_COMPARATOR: return RedstoneComparatorHandler::Callback; \
case E_BLOCK_DISPENSER: \
case E_BLOCK_DROPPER: return DropSpenserHandler::Callback; \
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: \
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: \
case E_BLOCK_STONE_PRESSURE_PLATE: \
case E_BLOCK_WOODEN_PRESSURE_PLATE: return PressurePlateHandler::Callback; \
case E_BLOCK_ACACIA_FENCE_GATE: \
case E_BLOCK_BIRCH_FENCE_GATE: \
case E_BLOCK_DARK_OAK_FENCE_GATE: \
case E_BLOCK_FENCE_GATE: \
case E_BLOCK_IRON_TRAPDOOR: \
case E_BLOCK_JUNGLE_FENCE_GATE: \
case E_BLOCK_SPRUCE_FENCE_GATE: \
case E_BLOCK_TRAPDOOR: return SmallGateHandler::Callback; \
case E_BLOCK_REDSTONE_LAMP_OFF: \
case E_BLOCK_REDSTONE_LAMP_ON: return RedstoneLampHandler::Callback; \
case E_BLOCK_REDSTONE_REPEATER_OFF: \
case E_BLOCK_REDSTONE_REPEATER_ON: return RedstoneRepeaterHandler::Callback; \
case E_BLOCK_REDSTONE_TORCH_OFF: \
case E_BLOCK_REDSTONE_TORCH_ON: return RedstoneTorchHandler::Callback; \
case E_BLOCK_OBSERVER: return ObserverHandler::Callback; \
case E_BLOCK_PISTON: \
case E_BLOCK_STICKY_PISTON: return PistonHandler::Callback; \
case E_BLOCK_LEVER: \
case E_BLOCK_STONE_BUTTON: \
case E_BLOCK_WOODEN_BUTTON: return RedstoneToggleHandler::Callback; \
case E_BLOCK_BLOCK_OF_REDSTONE: return RedstoneBlockHandler::Callback; \
case E_BLOCK_COMMAND_BLOCK: return CommandBlockHandler::Callback; \
case E_BLOCK_HOPPER: return HopperHandler::Callback; \
case E_BLOCK_NOTE_BLOCK: return NoteBlockHandler::Callback; \
case E_BLOCK_REDSTONE_WIRE: return RedstoneWireHandler::Callback; \
case E_BLOCK_TNT: return TNTHandler::Callback; \
case E_BLOCK_TRAPPED_CHEST: return TrappedChestHandler::Callback; \
case E_BLOCK_TRIPWIRE_HOOK: return TripwireHookHandler::Callback; \
default: \
{ \
if (cBlockDoorHandler::IsDoorBlockType(BlockType)) \
{ \
return DoorHandler::Callback; \
} \
} \
}
namespace RedstoneHandler
{
PowerLevel GetPowerDeliveredToPosition(const cChunk & Chunk, const Vector3i Position, const BLOCKTYPE BlockType, const Vector3i QueryPosition, const BLOCKTYPE QueryBlockType, const bool IsLinked)
{
INVOKE_FOR_HANDLERS(GetPowerDeliveredToPosition(Chunk, Position, BlockType, QueryPosition, QueryBlockType, IsLinked));
// Fell through the switch statement
// Block at Position doesn't have a corresponding redstone handler
// ErasePowerData will have been called in AddBlock
// Default:
return 0;
}
void Update(cChunk & Chunk, cChunk & CurrentlyTicking, const Vector3i Position, const BLOCKTYPE BlockType, const NIBBLETYPE Meta, const PowerLevel PowerLevel)
{
INVOKE_FOR_HANDLERS(Update(Chunk, CurrentlyTicking, Position, BlockType, Meta, PowerLevel));
}
void ForValidSourcePositions(const cChunk & Chunk, const Vector3i Position, const BLOCKTYPE BlockType, const NIBBLETYPE Meta, ForEachSourceCallback & Callback)
{
INVOKE_FOR_HANDLERS(ForValidSourcePositions(Chunk, Position, BlockType, Meta, Callback));
}
void SetWireState(const cChunk & Chunk, const Vector3i Position)
{
RedstoneWireHandler::SetWireState(Chunk, Position);
}
}