diff options
author | cedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-06-14 15:06:06 +0200 |
---|---|---|
committer | cedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-06-14 15:06:06 +0200 |
commit | 92c59963f82f81aa3202657e7fdbb2592924ede3 (patch) | |
tree | b7eb2474528a4998fa102e3ec9119b908cee08b4 /source/cRedstoneSimulator.cpp | |
parent | Added HOOK_WEATHER_CHANGE. (diff) | |
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Diffstat (limited to 'source/cRedstoneSimulator.cpp')
-rw-r--r-- | source/cRedstoneSimulator.cpp | 1402 |
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; }
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