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authorcedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-06-14 15:06:06 +0200
committercedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-06-14 15:06:06 +0200
commit92c59963f82f81aa3202657e7fdbb2592924ede3 (patch)
treeb7eb2474528a4998fa102e3ec9119b908cee08b4 /source/cRedstoneSimulator.cpp
parentAdded HOOK_WEATHER_CHANGE. (diff)
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Diffstat (limited to '')
-rw-r--r--source/cRedstoneSimulator.cpp1402
1 files changed, 701 insertions, 701 deletions
diff --git a/source/cRedstoneSimulator.cpp b/source/cRedstoneSimulator.cpp
index 652d5a943..44a6bdb4c 100644
--- a/source/cRedstoneSimulator.cpp
+++ b/source/cRedstoneSimulator.cpp
@@ -1,702 +1,702 @@
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
-
-#include "cRedstoneSimulator.h"
-#include "cPiston.h"
-#include "cWorld.h"
-#include "BlockID.h"
-#include "cCriticalSection.h"
-#include "cTorch.h"
-
-#include "cRedstone.h"
-
-
-
-cRedstoneSimulator::cRedstoneSimulator( cWorld* a_World )
- : super(a_World)
-{
-}
-
-
-
-
-
-cRedstoneSimulator::~cRedstoneSimulator()
-{
-}
-
-
-
-
-
-void cRedstoneSimulator::WakeUp( int a_X, int a_Y, int a_Z )
-{
- if( cRedstone::s_UseRedstone ) return; // Using the other/broken simulator
-
- cCSLock Lock( m_CS );
- m_Blocks.push_back( Vector3i( a_X, a_Y, a_Z ) );
-}
-
-
-
-
-
-void cRedstoneSimulator::Simulate( float a_Dt )
-{
- if( cRedstone::s_UseRedstone ) return; // Using the other/broken simulator
-
- // Toggle torches on/off
- while( !m_RefreshTorchesAround.empty() )
- {
- Vector3i pos = m_RefreshTorchesAround.front();
- m_RefreshTorchesAround.pop_front();
-
- RefreshTorchesAround( pos );
- }
-
- // Set repeaters to correct values, and decrement ticks
- for( RepeaterList::iterator itr = m_SetRepeaters.begin(); itr != m_SetRepeaters.end(); )
- {
- (*itr).Ticks--;
- if( (*itr).Ticks <= 0 )
- {
- char Block = m_World->GetBlock( (*itr).Position );
- if( (*itr).bPowerOn == true && Block == E_BLOCK_REDSTONE_REPEATER_OFF )
- {
- m_World->FastSetBlock( (*itr).Position.x, (*itr).Position.y, (*itr).Position.z, E_BLOCK_REDSTONE_REPEATER_ON, m_World->GetBlockMeta( (*itr).Position ) );
- m_Blocks.push_back( (*itr).Position );
- }
- else if( (*itr).bPowerOn == false && Block == E_BLOCK_REDSTONE_REPEATER_ON )
- {
- m_World->FastSetBlock( (*itr).Position.x, (*itr).Position.y, (*itr).Position.z, E_BLOCK_REDSTONE_REPEATER_OFF, m_World->GetBlockMeta( (*itr).Position ) );
- m_Blocks.push_back( (*itr).Position );
- }
-
- if( (*itr).bPowerOffNextTime )
- {
- (*itr).bPowerOn = false;
- (*itr).bPowerOffNextTime = false;
- (*itr).Ticks = 10; // TODO: Look up actual ticks from block metadata
- ++itr;
- }
- else
- {
- itr = m_SetRepeaters.erase( itr );
- }
- }
- else
- {
- ++itr;
- }
- }
-
- // Handle changed blocks
- {
- cCSLock Lock( m_CS );
- std::swap( m_Blocks, m_BlocksBuffer );
- }
- for( BlockList::iterator itr = m_BlocksBuffer.begin(); itr != m_BlocksBuffer.end(); ++itr )
- {
- HandleChange( *itr );
- }
- m_BlocksBuffer.clear();
-}
-
-
-
-
-
-void cRedstoneSimulator::RefreshTorchesAround( const Vector3i & a_BlockPos )
-{
- static Vector3i Surroundings [] = {
- Vector3i(-1, 0, 0),
- Vector3i( 1, 0, 0),
- Vector3i( 0, 0,-1),
- Vector3i( 0, 0, 1),
- Vector3i( 0, 1, 0), // Also toggle torch on top
- };
- char TargetBlockID = E_BLOCK_REDSTONE_TORCH_ON;
- char TargetRepeaterID = E_BLOCK_REDSTONE_REPEATER_OFF;
- if( IsPowered( a_BlockPos, true ) )
- {
- TargetBlockID = E_BLOCK_REDSTONE_TORCH_OFF;
- TargetRepeaterID = E_BLOCK_REDSTONE_REPEATER_ON;
- //if( m_World->GetBlock( a_BlockPos ) == E_BLOCK_DIRT )
- //{
- // m_World->FastSetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_STONE, 0 );
- //}
- }
- else
- {
- //if( m_World->GetBlock( a_BlockPos ) == E_BLOCK_STONE )
- //{
- // m_World->FastSetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_DIRT, 0 );
- //}
- }
-
- for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
- {
- Vector3i TorchPos = a_BlockPos + Surroundings[i];
- const char Block = m_World->GetBlock( TorchPos );
- switch( Block )
- {
- case E_BLOCK_REDSTONE_TORCH_ON:
- case E_BLOCK_REDSTONE_TORCH_OFF:
- if( Block != TargetBlockID )
- {
- char TorchMeta = m_World->GetBlockMeta( TorchPos );
- if( cTorch::IsAttachedTo( TorchPos, TorchMeta, a_BlockPos ) )
- {
- m_World->FastSetBlock( TorchPos.x, TorchPos.y, TorchPos.z, TargetBlockID, m_World->GetBlockMeta( TorchPos ) );
- m_Blocks.push_back( TorchPos );
- }
- }
- break;
- case E_BLOCK_REDSTONE_REPEATER_ON:
- case E_BLOCK_REDSTONE_REPEATER_OFF:
- if( Block != TargetRepeaterID && cRedstone::IsRepeaterPointingAway( TorchPos, m_World->GetBlockMeta( TorchPos ), a_BlockPos ) )
- {
- SetRepeater( TorchPos, 10, TargetRepeaterID == E_BLOCK_REDSTONE_REPEATER_ON );
- }
- break;
- default:
- break;
- };
- }
-}
-
-
-
-
-
-void cRedstoneSimulator::HandleChange( const Vector3i & a_BlockPos )
-{
- std::deque< Vector3i > SpreadStack;
-
- Vector3i Surroundings[] = {
- Vector3i( 1, 0, 0 ),
- Vector3i( 1, 1, 0 ),
- Vector3i( 1,-1, 0 ),
- Vector3i(-1, 0, 0 ),
- Vector3i(-1, 1, 0 ),
- Vector3i(-1,-1, 0 ),
- Vector3i( 0, 0, 1 ),
- Vector3i( 0, 1, 1 ),
- Vector3i( 0,-1, 1 ),
- Vector3i( 0, 0,-1 ),
- Vector3i( 0, 1,-1 ),
- Vector3i( 0,-1,-1 ),
- Vector3i( 0,-1, 0 ),
- };
-
- char Block = m_World->GetBlock( a_BlockPos );
-
- // First check whether torch should be on or off
- if( Block == E_BLOCK_REDSTONE_TORCH_ON || Block == E_BLOCK_REDSTONE_TORCH_OFF )
- {
- static Vector3i Surroundings [] = {
- Vector3i(-1, 0, 0),
- Vector3i( 1, 0, 0),
- Vector3i( 0, 0,-1),
- Vector3i( 0, 0, 1),
- Vector3i( 0,-1, 0),
- };
- for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
- {
- Vector3i pos = a_BlockPos + Surroundings[i];
- char OtherBlock = m_World->GetBlock( pos );
- if( (OtherBlock != E_BLOCK_AIR) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_ON) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_OFF) )
- {
- RefreshTorchesAround( pos );
- }
- }
- Block = m_World->GetBlock( a_BlockPos ); // Make sure we got the updated block
- }
- 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)
- {
- Vector3i Direction = cRedstone::GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) );
- Vector3i pos = a_BlockPos - Direction; // NOTE: It's minus Direction
- char OtherBlock = m_World->GetBlock( pos );
- if( (OtherBlock != E_BLOCK_AIR) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_ON) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_OFF) && (OtherBlock != E_BLOCK_REDSTONE_WIRE) )
- {
- RefreshTorchesAround( pos );
- }
- else
- {
- SetRepeater( a_BlockPos, 10, IsPowered( a_BlockPos, false ) );
- }
- Block = m_World->GetBlock( a_BlockPos );
- }
-
- BlockList Sources;
- // If torch is still on, use it as a source
- if( Block == E_BLOCK_REDSTONE_TORCH_ON )
- {
- Sources.push_back( a_BlockPos );
- }
- else if( Block == E_BLOCK_REDSTONE_REPEATER_ON )
- {
- static Vector3i Surroundings [] = { // It only spreads right in front, and one block up
- Vector3i( 0, 0, 0),
- Vector3i( 0, 1, 0),
- };
- Vector3i Direction = cRedstone::GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) );
- for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
- {
- Vector3i pos = a_BlockPos + Direction + Surroundings[i];
- if( PowerBlock( pos, a_BlockPos, 0xf ) )
- {
- SpreadStack.push_back( pos );
- }
- }
- }
-
- // Power all blocks legally connected to the sources
- if( Block != E_BLOCK_REDSTONE_REPEATER_ON )
- {
- BlockList NewSources = RemoveCurrent( a_BlockPos );
- Sources.insert( Sources.end(), NewSources.begin(), NewSources.end() );
- while( !Sources.empty() )
- {
- Vector3i SourcePos = Sources.back();
- Sources.pop_back();
-
- char Block = m_World->GetBlock( SourcePos );
- switch( Block )
- {
- case E_BLOCK_REDSTONE_TORCH_OFF:
- case E_BLOCK_REDSTONE_TORCH_ON:
- {
- static Vector3i Surroundings [] = {
- 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 OtherPos = SourcePos + Surroundings[i];
- if( PowerBlock( OtherPos, a_BlockPos, 0xf ) )
- {
- SpreadStack.push_back( OtherPos ); // Changed, so add to stack
- }
- }
- }
- break;
- case E_BLOCK_REDSTONE_REPEATER_OFF:
- case E_BLOCK_REDSTONE_REPEATER_ON:
- {
- static Vector3i Surroundings [] = {
- Vector3i( 0, 0, 0),
- Vector3i( 0, 1, 0),
- };
- Vector3i Direction = cRedstone::GetRepeaterDirection( m_World->GetBlockMeta( SourcePos ) );
- for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
- {
- Vector3i pos = SourcePos + Direction + Surroundings[i];
- if( PowerBlock( pos, a_BlockPos, 0xf ) )
- {
- SpreadStack.push_back( pos );
- }
- }
- }
- break;
- };
-
-
- }
- }
-
-
- // Do a floodfill
- while( !SpreadStack.empty() )
- {
- Vector3i pos = SpreadStack.back();
- SpreadStack.pop_back();
-
- char Meta = m_World->GetBlockMeta( pos );
-
- for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
- {
- Vector3i OtherPos = pos + Surroundings[i];
- if( PowerBlock( OtherPos, pos, Meta-1 ) )
- {
- SpreadStack.push_back( OtherPos ); // Changed, so add to stack
- }
- }
- }
-
- // Only after a redstone area has been completely simulated the redstone entities can react
- while( !m_RefreshPistons.empty() )
- {
- Vector3i pos = m_RefreshPistons.back();
- m_RefreshPistons.pop_back();
-
- char Block = m_World->GetBlock( pos );
- switch( Block )
- {
- case E_BLOCK_PISTON:
- case E_BLOCK_STICKY_PISTON:
- if( IsPowered( pos ) )
- {
- cPiston Piston( m_World );
- Piston.ExtendPiston( pos.x, pos.y, pos.z );
- }
- else
- {
- cPiston Piston( m_World );
- Piston.RetractPiston( pos.x, pos.y, pos.z );
- }
- break;
- default:
- break;
- };
- }
-}
-
-
-
-
-
-bool cRedstoneSimulator::PowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock, char a_Power )
-{
- char Block = m_World->GetBlock( a_BlockPos );
- switch( Block )
- {
- case E_BLOCK_REDSTONE_WIRE:
- {
- if( m_World->GetBlockMeta( a_BlockPos ) < a_Power )
- {
- m_World->SetBlockMeta( a_BlockPos, a_Power );
- return true;
- }
- }
- break;
- case E_BLOCK_PISTON:
- case E_BLOCK_STICKY_PISTON:
- {
- m_RefreshPistons.push_back( a_BlockPos );
- }
- break;
- case E_BLOCK_REDSTONE_REPEATER_OFF:
- case E_BLOCK_REDSTONE_REPEATER_ON:
- {
- if( cRedstone::IsRepeaterPointingAway( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock ) )
- {
- SetRepeater( a_BlockPos, 10, true );
- }
- }
- break;
- default:
- {
- if( Block != E_BLOCK_AIR && Block != E_BLOCK_REDSTONE_TORCH_ON && Block != E_BLOCK_REDSTONE_TORCH_OFF )
- {
- if( IsPowered( a_BlockPos, true ) )
- {
- m_RefreshTorchesAround.push_back( a_BlockPos );
- }
- }
- }
- break;
- };
-
- return false;
-}
-
-
-
-
-
-int cRedstoneSimulator::UnPowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock )
-{
- char Block = m_World->GetBlock( a_BlockPos );
- switch( Block )
- {
- case E_BLOCK_REDSTONE_WIRE:
- {
- if( m_World->GetBlockMeta( a_BlockPos ) > 0 )
- {
- m_World->SetBlockMeta( a_BlockPos, 0 );
- return 1;
- }
- }
- break;
- case E_BLOCK_PISTON:
- case E_BLOCK_STICKY_PISTON:
- {
- m_RefreshPistons.push_back( a_BlockPos );
- }
- break;
- case E_BLOCK_REDSTONE_TORCH_ON:
- {
- return 2;
- }
- break;
- case E_BLOCK_REDSTONE_REPEATER_ON:
- {
- if( cRedstone::IsRepeaterPointingTo( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock )
- || cRedstone::IsRepeaterPointingTo( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock - Vector3i(0, 1, 0) ) ) // Check if repeater is next/below wire
- {
- return 2;
- }
- else if( cRedstone::IsRepeaterPointingAway( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock ) )
- {
- SetRepeater( a_BlockPos, 10, false );
- }
- }
- case E_BLOCK_REDSTONE_REPEATER_OFF:
- if( cRedstone::IsRepeaterPointingAway( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock ) )
- {
- SetRepeater( a_BlockPos, 10, false );
- }
- break;
- default:
- if( Block != E_BLOCK_AIR && Block != E_BLOCK_REDSTONE_TORCH_ON && Block != E_BLOCK_REDSTONE_TORCH_OFF )
- {
- if( !IsPowered( a_BlockPos, true ) )
- {
- m_RefreshTorchesAround.push_back( a_BlockPos );
- }
- }
- break;
- };
-
- return 0;
-}
-
-
-
-
-
-// Removes current from all powered redstone wires until it reaches an energy source.
-// Also returns all energy sources it encountered
-cRedstoneSimulator::BlockList cRedstoneSimulator::RemoveCurrent( const Vector3i & a_BlockPos )
-{
-
-
- std::deque< Vector3i > SpreadStack;
- std::deque< Vector3i > FoundSources;
-
- Vector3i Surroundings[] = {
- Vector3i( 1, 0, 0 ),
- Vector3i( 1, 1, 0 ),
- Vector3i( 1,-1, 0 ),
- Vector3i(-1, 0, 0 ),
- Vector3i(-1, 1, 0 ),
- Vector3i(-1,-1, 0 ),
- Vector3i( 0, 0, 1 ),
- Vector3i( 0, 1, 1 ),
- Vector3i( 0,-1, 1 ),
- Vector3i( 0, 0,-1 ),
- Vector3i( 0, 1,-1 ),
- Vector3i( 0,-1,-1 ),
- Vector3i( 0,-1, 0 ),
- };
-
- char Block = m_World->GetBlock( a_BlockPos );
- if( Block == E_BLOCK_REDSTONE_REPEATER_ON || Block == E_BLOCK_REDSTONE_REPEATER_OFF )
- {
- static Vector3i Surroundings [] = { // Repeaters only spread right in front and 1 block up
- Vector3i( 0, 0, 0),
- Vector3i( 0, 1, 0),
- };
- Vector3i Direction = cRedstone::GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) );
- for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
- {
- Vector3i pos = a_BlockPos + Direction + 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 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;
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "cRedstoneSimulator.h"
+#include "cPiston.h"
+#include "cWorld.h"
+#include "BlockID.h"
+#include "cCriticalSection.h"
+#include "cTorch.h"
+
+#include "cRedstone.h"
+
+
+
+cRedstoneSimulator::cRedstoneSimulator( cWorld* a_World )
+ : super(a_World)
+{
+}
+
+
+
+
+
+cRedstoneSimulator::~cRedstoneSimulator()
+{
+}
+
+
+
+
+
+void cRedstoneSimulator::WakeUp( int a_X, int a_Y, int a_Z )
+{
+ if( cRedstone::s_UseRedstone ) return; // Using the other/broken simulator
+
+ cCSLock Lock( m_CS );
+ m_Blocks.push_back( Vector3i( a_X, a_Y, a_Z ) );
+}
+
+
+
+
+
+void cRedstoneSimulator::Simulate( float a_Dt )
+{
+ if( cRedstone::s_UseRedstone ) return; // Using the other/broken simulator
+
+ // Toggle torches on/off
+ while( !m_RefreshTorchesAround.empty() )
+ {
+ Vector3i pos = m_RefreshTorchesAround.front();
+ m_RefreshTorchesAround.pop_front();
+
+ RefreshTorchesAround( pos );
+ }
+
+ // Set repeaters to correct values, and decrement ticks
+ for( RepeaterList::iterator itr = m_SetRepeaters.begin(); itr != m_SetRepeaters.end(); )
+ {
+ (*itr).Ticks--;
+ if( (*itr).Ticks <= 0 )
+ {
+ char Block = m_World->GetBlock( (*itr).Position );
+ if( (*itr).bPowerOn == true && Block == E_BLOCK_REDSTONE_REPEATER_OFF )
+ {
+ m_World->FastSetBlock( (*itr).Position.x, (*itr).Position.y, (*itr).Position.z, E_BLOCK_REDSTONE_REPEATER_ON, m_World->GetBlockMeta( (*itr).Position ) );
+ m_Blocks.push_back( (*itr).Position );
+ }
+ else if( (*itr).bPowerOn == false && Block == E_BLOCK_REDSTONE_REPEATER_ON )
+ {
+ m_World->FastSetBlock( (*itr).Position.x, (*itr).Position.y, (*itr).Position.z, E_BLOCK_REDSTONE_REPEATER_OFF, m_World->GetBlockMeta( (*itr).Position ) );
+ m_Blocks.push_back( (*itr).Position );
+ }
+
+ if( (*itr).bPowerOffNextTime )
+ {
+ (*itr).bPowerOn = false;
+ (*itr).bPowerOffNextTime = false;
+ (*itr).Ticks = 10; // TODO: Look up actual ticks from block metadata
+ ++itr;
+ }
+ else
+ {
+ itr = m_SetRepeaters.erase( itr );
+ }
+ }
+ else
+ {
+ ++itr;
+ }
+ }
+
+ // Handle changed blocks
+ {
+ cCSLock Lock( m_CS );
+ std::swap( m_Blocks, m_BlocksBuffer );
+ }
+ for( BlockList::iterator itr = m_BlocksBuffer.begin(); itr != m_BlocksBuffer.end(); ++itr )
+ {
+ HandleChange( *itr );
+ }
+ m_BlocksBuffer.clear();
+}
+
+
+
+
+
+void cRedstoneSimulator::RefreshTorchesAround( const Vector3i & a_BlockPos )
+{
+ static Vector3i Surroundings [] = {
+ Vector3i(-1, 0, 0),
+ Vector3i( 1, 0, 0),
+ Vector3i( 0, 0,-1),
+ Vector3i( 0, 0, 1),
+ Vector3i( 0, 1, 0), // Also toggle torch on top
+ };
+ char TargetBlockID = E_BLOCK_REDSTONE_TORCH_ON;
+ char TargetRepeaterID = E_BLOCK_REDSTONE_REPEATER_OFF;
+ if( IsPowered( a_BlockPos, true ) )
+ {
+ TargetBlockID = E_BLOCK_REDSTONE_TORCH_OFF;
+ TargetRepeaterID = E_BLOCK_REDSTONE_REPEATER_ON;
+ //if( m_World->GetBlock( a_BlockPos ) == E_BLOCK_DIRT )
+ //{
+ // m_World->FastSetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_STONE, 0 );
+ //}
+ }
+ else
+ {
+ //if( m_World->GetBlock( a_BlockPos ) == E_BLOCK_STONE )
+ //{
+ // m_World->FastSetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_DIRT, 0 );
+ //}
+ }
+
+ for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
+ {
+ Vector3i TorchPos = a_BlockPos + Surroundings[i];
+ const char Block = m_World->GetBlock( TorchPos );
+ switch( Block )
+ {
+ case E_BLOCK_REDSTONE_TORCH_ON:
+ case E_BLOCK_REDSTONE_TORCH_OFF:
+ if( Block != TargetBlockID )
+ {
+ char TorchMeta = m_World->GetBlockMeta( TorchPos );
+ if( cTorch::IsAttachedTo( TorchPos, TorchMeta, a_BlockPos ) )
+ {
+ m_World->FastSetBlock( TorchPos.x, TorchPos.y, TorchPos.z, TargetBlockID, m_World->GetBlockMeta( TorchPos ) );
+ m_Blocks.push_back( TorchPos );
+ }
+ }
+ break;
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ case E_BLOCK_REDSTONE_REPEATER_OFF:
+ if( Block != TargetRepeaterID && cRedstone::IsRepeaterPointingAway( TorchPos, m_World->GetBlockMeta( TorchPos ), a_BlockPos ) )
+ {
+ SetRepeater( TorchPos, 10, TargetRepeaterID == E_BLOCK_REDSTONE_REPEATER_ON );
+ }
+ break;
+ default:
+ break;
+ };
+ }
+}
+
+
+
+
+
+void cRedstoneSimulator::HandleChange( const Vector3i & a_BlockPos )
+{
+ std::deque< Vector3i > SpreadStack;
+
+ Vector3i Surroundings[] = {
+ Vector3i( 1, 0, 0 ),
+ Vector3i( 1, 1, 0 ),
+ Vector3i( 1,-1, 0 ),
+ Vector3i(-1, 0, 0 ),
+ Vector3i(-1, 1, 0 ),
+ Vector3i(-1,-1, 0 ),
+ Vector3i( 0, 0, 1 ),
+ Vector3i( 0, 1, 1 ),
+ Vector3i( 0,-1, 1 ),
+ Vector3i( 0, 0,-1 ),
+ Vector3i( 0, 1,-1 ),
+ Vector3i( 0,-1,-1 ),
+ Vector3i( 0,-1, 0 ),
+ };
+
+ char Block = m_World->GetBlock( a_BlockPos );
+
+ // First check whether torch should be on or off
+ if( Block == E_BLOCK_REDSTONE_TORCH_ON || Block == E_BLOCK_REDSTONE_TORCH_OFF )
+ {
+ static Vector3i Surroundings [] = {
+ Vector3i(-1, 0, 0),
+ Vector3i( 1, 0, 0),
+ Vector3i( 0, 0,-1),
+ Vector3i( 0, 0, 1),
+ Vector3i( 0,-1, 0),
+ };
+ for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
+ {
+ Vector3i pos = a_BlockPos + Surroundings[i];
+ char OtherBlock = m_World->GetBlock( pos );
+ if( (OtherBlock != E_BLOCK_AIR) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_ON) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_OFF) )
+ {
+ RefreshTorchesAround( pos );
+ }
+ }
+ Block = m_World->GetBlock( a_BlockPos ); // Make sure we got the updated block
+ }
+ 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)
+ {
+ Vector3i Direction = cRedstone::GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) );
+ Vector3i pos = a_BlockPos - Direction; // NOTE: It's minus Direction
+ char OtherBlock = m_World->GetBlock( pos );
+ if( (OtherBlock != E_BLOCK_AIR) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_ON) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_OFF) && (OtherBlock != E_BLOCK_REDSTONE_WIRE) )
+ {
+ RefreshTorchesAround( pos );
+ }
+ else
+ {
+ SetRepeater( a_BlockPos, 10, IsPowered( a_BlockPos, false ) );
+ }
+ Block = m_World->GetBlock( a_BlockPos );
+ }
+
+ BlockList Sources;
+ // If torch is still on, use it as a source
+ if( Block == E_BLOCK_REDSTONE_TORCH_ON )
+ {
+ Sources.push_back( a_BlockPos );
+ }
+ else if( Block == E_BLOCK_REDSTONE_REPEATER_ON )
+ {
+ static Vector3i Surroundings [] = { // It only spreads right in front, and one block up
+ Vector3i( 0, 0, 0),
+ Vector3i( 0, 1, 0),
+ };
+ Vector3i Direction = cRedstone::GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) );
+ for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
+ {
+ Vector3i pos = a_BlockPos + Direction + Surroundings[i];
+ if( PowerBlock( pos, a_BlockPos, 0xf ) )
+ {
+ SpreadStack.push_back( pos );
+ }
+ }
+ }
+
+ // Power all blocks legally connected to the sources
+ if( Block != E_BLOCK_REDSTONE_REPEATER_ON )
+ {
+ BlockList NewSources = RemoveCurrent( a_BlockPos );
+ Sources.insert( Sources.end(), NewSources.begin(), NewSources.end() );
+ while( !Sources.empty() )
+ {
+ Vector3i SourcePos = Sources.back();
+ Sources.pop_back();
+
+ char Block = m_World->GetBlock( SourcePos );
+ switch( Block )
+ {
+ case E_BLOCK_REDSTONE_TORCH_OFF:
+ case E_BLOCK_REDSTONE_TORCH_ON:
+ {
+ static Vector3i Surroundings [] = {
+ 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 OtherPos = SourcePos + Surroundings[i];
+ if( PowerBlock( OtherPos, a_BlockPos, 0xf ) )
+ {
+ SpreadStack.push_back( OtherPos ); // Changed, so add to stack
+ }
+ }
+ }
+ break;
+ case E_BLOCK_REDSTONE_REPEATER_OFF:
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ {
+ static Vector3i Surroundings [] = {
+ Vector3i( 0, 0, 0),
+ Vector3i( 0, 1, 0),
+ };
+ Vector3i Direction = cRedstone::GetRepeaterDirection( m_World->GetBlockMeta( SourcePos ) );
+ for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
+ {
+ Vector3i pos = SourcePos + Direction + Surroundings[i];
+ if( PowerBlock( pos, a_BlockPos, 0xf ) )
+ {
+ SpreadStack.push_back( pos );
+ }
+ }
+ }
+ break;
+ };
+
+
+ }
+ }
+
+
+ // Do a floodfill
+ while( !SpreadStack.empty() )
+ {
+ Vector3i pos = SpreadStack.back();
+ SpreadStack.pop_back();
+
+ char Meta = m_World->GetBlockMeta( pos );
+
+ for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
+ {
+ Vector3i OtherPos = pos + Surroundings[i];
+ if( PowerBlock( OtherPos, pos, Meta-1 ) )
+ {
+ SpreadStack.push_back( OtherPos ); // Changed, so add to stack
+ }
+ }
+ }
+
+ // Only after a redstone area has been completely simulated the redstone entities can react
+ while( !m_RefreshPistons.empty() )
+ {
+ Vector3i pos = m_RefreshPistons.back();
+ m_RefreshPistons.pop_back();
+
+ char Block = m_World->GetBlock( pos );
+ switch( Block )
+ {
+ case E_BLOCK_PISTON:
+ case E_BLOCK_STICKY_PISTON:
+ if( IsPowered( pos ) )
+ {
+ cPiston Piston( m_World );
+ Piston.ExtendPiston( pos.x, pos.y, pos.z );
+ }
+ else
+ {
+ cPiston Piston( m_World );
+ Piston.RetractPiston( pos.x, pos.y, pos.z );
+ }
+ break;
+ default:
+ break;
+ };
+ }
+}
+
+
+
+
+
+bool cRedstoneSimulator::PowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock, char a_Power )
+{
+ char Block = m_World->GetBlock( a_BlockPos );
+ switch( Block )
+ {
+ case E_BLOCK_REDSTONE_WIRE:
+ {
+ if( m_World->GetBlockMeta( a_BlockPos ) < a_Power )
+ {
+ m_World->SetBlockMeta( a_BlockPos, a_Power );
+ return true;
+ }
+ }
+ break;
+ case E_BLOCK_PISTON:
+ case E_BLOCK_STICKY_PISTON:
+ {
+ m_RefreshPistons.push_back( a_BlockPos );
+ }
+ break;
+ case E_BLOCK_REDSTONE_REPEATER_OFF:
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ {
+ if( cRedstone::IsRepeaterPointingAway( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock ) )
+ {
+ SetRepeater( a_BlockPos, 10, true );
+ }
+ }
+ break;
+ default:
+ {
+ if( Block != E_BLOCK_AIR && Block != E_BLOCK_REDSTONE_TORCH_ON && Block != E_BLOCK_REDSTONE_TORCH_OFF )
+ {
+ if( IsPowered( a_BlockPos, true ) )
+ {
+ m_RefreshTorchesAround.push_back( a_BlockPos );
+ }
+ }
+ }
+ break;
+ };
+
+ return false;
+}
+
+
+
+
+
+int cRedstoneSimulator::UnPowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock )
+{
+ char Block = m_World->GetBlock( a_BlockPos );
+ switch( Block )
+ {
+ case E_BLOCK_REDSTONE_WIRE:
+ {
+ if( m_World->GetBlockMeta( a_BlockPos ) > 0 )
+ {
+ m_World->SetBlockMeta( a_BlockPos, 0 );
+ return 1;
+ }
+ }
+ break;
+ case E_BLOCK_PISTON:
+ case E_BLOCK_STICKY_PISTON:
+ {
+ m_RefreshPistons.push_back( a_BlockPos );
+ }
+ break;
+ case E_BLOCK_REDSTONE_TORCH_ON:
+ {
+ return 2;
+ }
+ break;
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ {
+ if( cRedstone::IsRepeaterPointingTo( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock )
+ || cRedstone::IsRepeaterPointingTo( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock - Vector3i(0, 1, 0) ) ) // Check if repeater is next/below wire
+ {
+ return 2;
+ }
+ else if( cRedstone::IsRepeaterPointingAway( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock ) )
+ {
+ SetRepeater( a_BlockPos, 10, false );
+ }
+ }
+ case E_BLOCK_REDSTONE_REPEATER_OFF:
+ if( cRedstone::IsRepeaterPointingAway( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock ) )
+ {
+ SetRepeater( a_BlockPos, 10, false );
+ }
+ break;
+ default:
+ if( Block != E_BLOCK_AIR && Block != E_BLOCK_REDSTONE_TORCH_ON && Block != E_BLOCK_REDSTONE_TORCH_OFF )
+ {
+ if( !IsPowered( a_BlockPos, true ) )
+ {
+ m_RefreshTorchesAround.push_back( a_BlockPos );
+ }
+ }
+ break;
+ };
+
+ return 0;
+}
+
+
+
+
+
+// Removes current from all powered redstone wires until it reaches an energy source.
+// Also returns all energy sources it encountered
+cRedstoneSimulator::BlockList cRedstoneSimulator::RemoveCurrent( const Vector3i & a_BlockPos )
+{
+
+
+ std::deque< Vector3i > SpreadStack;
+ std::deque< Vector3i > FoundSources;
+
+ Vector3i Surroundings[] = {
+ Vector3i( 1, 0, 0 ),
+ Vector3i( 1, 1, 0 ),
+ Vector3i( 1,-1, 0 ),
+ Vector3i(-1, 0, 0 ),
+ Vector3i(-1, 1, 0 ),
+ Vector3i(-1,-1, 0 ),
+ Vector3i( 0, 0, 1 ),
+ Vector3i( 0, 1, 1 ),
+ Vector3i( 0,-1, 1 ),
+ Vector3i( 0, 0,-1 ),
+ Vector3i( 0, 1,-1 ),
+ Vector3i( 0,-1,-1 ),
+ Vector3i( 0,-1, 0 ),
+ };
+
+ char Block = m_World->GetBlock( a_BlockPos );
+ if( Block == E_BLOCK_REDSTONE_REPEATER_ON || Block == E_BLOCK_REDSTONE_REPEATER_OFF )
+ {
+ static Vector3i Surroundings [] = { // Repeaters only spread right in front and 1 block up
+ Vector3i( 0, 0, 0),
+ Vector3i( 0, 1, 0),
+ };
+ Vector3i Direction = cRedstone::GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) );
+ for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
+ {
+ Vector3i pos = a_BlockPos + Direction + 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 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;
} \ No newline at end of file