diff options
Diffstat (limited to 'src/Simulator/IncrementalRedstoneSimulator.cpp')
-rw-r--r-- | src/Simulator/IncrementalRedstoneSimulator.cpp | 1450 |
1 files changed, 908 insertions, 542 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp index 50cac8d7e..69c8b9f56 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.cpp +++ b/src/Simulator/IncrementalRedstoneSimulator.cpp @@ -9,14 +9,22 @@ #include "../Entities/Pickup.h" #include "../Blocks/BlockTorch.h" #include "../Blocks/BlockDoor.h" -#include "../Piston.h" +#include "../Blocks/BlockButton.h" +#include "../Blocks/BlockLever.h" +#include "../Blocks/BlockPiston.h" -cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulator(cWorld & a_World) - : super(a_World) +cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulator(cWorld & a_World) : + super(a_World), + m_RedstoneSimulatorChunkData(), + m_PoweredBlocks(), + m_LinkedPoweredBlocks(), + m_SimulatedPlayerToggleableBlocks(), + m_RepeatersDelayList(), + m_Chunk() { } @@ -51,36 +59,41 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, int RelZ = 0; BLOCKTYPE Block; NIBBLETYPE Meta; + cChunk * Chunk; if (a_OtherChunk != NULL) { RelX = a_BlockX - a_OtherChunk->GetPosX() * cChunkDef::Width; RelZ = a_BlockZ - a_OtherChunk->GetPosZ() * cChunkDef::Width; a_OtherChunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta); + Chunk = a_OtherChunk; } else { RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width; RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width; a_Chunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta); + Chunk = a_Chunk; } // Every time a block is changed (AddBlock called), we want to go through all lists and check to see if the coordiantes stored within are still valid // Checking only when a block is changed, as opposed to every tick, also improves performance PoweredBlocksList * PoweredBlocks = a_Chunk->GetRedstoneSimulatorPoweredBlocksList(); - for (PoweredBlocksList::iterator itr = PoweredBlocks->begin(); itr != PoweredBlocks->end(); ++itr) + for (PoweredBlocksList::iterator itr = PoweredBlocks->begin(); itr != PoweredBlocks->end();) { if (!itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { + ++itr; continue; } if (!IsPotentialSource(Block)) { LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from powered blocks list as it no longer connected to a source", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z); - PoweredBlocks->erase(itr); - break; + itr = PoweredBlocks->erase(itr); + Chunk->SetIsRedstoneDirty(true); + continue; } else if ( // Changeable sources @@ -93,9 +106,27 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, ) { LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from powered blocks list due to present/past metadata mismatch", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z); - PoweredBlocks->erase(itr); - break; + itr = PoweredBlocks->erase(itr); + Chunk->SetIsRedstoneDirty(true); + continue; + } + else if (Block == E_BLOCK_DAYLIGHT_SENSOR) + { + if (!m_World.IsChunkLighted(Chunk->GetPosX(), Chunk->GetPosZ())) + { + m_World.QueueLightChunk(Chunk->GetPosX(), Chunk->GetPosZ()); + } + else + { + if (Chunk->GetTimeAlteredLight(Chunk->GetSkyLight(RelX, a_BlockY + 1, RelZ)) <= 7) + { + itr = PoweredBlocks->erase(itr); + Chunk->SetIsRedstoneDirty(true); + continue; + } + } } + ++itr; } LinkedBlocksList * LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList(); @@ -108,17 +139,21 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, { LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer connected to a source", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z); itr = LinkedPoweredBlocks->erase(itr); + Chunk->SetIsRedstoneDirty(true); continue; } else if ( // Things that can send power through a block but which depends on meta ((Block == E_BLOCK_REDSTONE_WIRE) && (Meta == 0)) || ((Block == E_BLOCK_LEVER) && !IsLeverOn(Meta)) || - (((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta))) + (((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta))) || + (((Block == E_BLOCK_STONE_PRESSURE_PLATE) || (Block == E_BLOCK_WOODEN_PRESSURE_PLATE)) && (Meta == 0)) || + (((Block == E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE) || (Block == E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE)) && (Meta == 0)) ) { LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list due to present/past metadata mismatch", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z); itr = LinkedPoweredBlocks->erase(itr); + Chunk->SetIsRedstoneDirty(true); continue; } } @@ -128,6 +163,7 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, { LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer powered through a valid middle block", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z); itr = LinkedPoweredBlocks->erase(itr); + Chunk->SetIsRedstoneDirty(true); continue; } } @@ -137,14 +173,14 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, SimulatedPlayerToggleableList * SimulatedPlayerToggleableBlocks = a_Chunk->GetRedstoneSimulatorSimulatedPlayerToggleableList(); for (SimulatedPlayerToggleableList::iterator itr = SimulatedPlayerToggleableBlocks->begin(); itr != SimulatedPlayerToggleableBlocks->end(); ++itr) { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (!itr->a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ))) { continue; } if (!IsAllowedBlock(Block)) { - LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from toggleable simulated list as it is no longer redstone", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z); + LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from toggleable simulated list as it is no longer redstone", itr->a_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z); SimulatedPlayerToggleableBlocks->erase(itr); break; } @@ -153,7 +189,7 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, RepeatersDelayList * RepeatersDelayList = a_Chunk->GetRedstoneSimulatorRepeatersDelayList(); for (RepeatersDelayList::iterator itr = RepeatersDelayList->begin(); itr != RepeatersDelayList->end(); ++itr) { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (!itr->a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ))) { continue; } @@ -182,6 +218,7 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, } else { + itr->DataTwo = false; itr->Data = Block; // Update block information } return; @@ -192,8 +229,16 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, { return; } - - RedstoneSimulatorChunkData->push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false)); + + for (cRedstoneSimulatorChunkData::iterator itr = a_Chunk->GetRedstoneSimulatorQueuedData()->begin(); itr != a_Chunk->GetRedstoneSimulatorQueuedData()->end(); ++itr) + { + if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ)) + { + // Can't have duplicates in here either, in case something adds the block again before the structure can written to the main chunk data + return; + } + } + a_Chunk->GetRedstoneSimulatorQueuedData()->push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false)); } @@ -202,25 +247,29 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) { - // We still attempt to simulate all blocks in the chunk every tick, because of outside influence that needs to be taken into account - // For example, repeaters need to be ticked, pressure plates checked for entities, daylight sensor checked for light changes, etc. - // The easiest way to make this more efficient is probably just to reduce code within the handlers that put too much strain on server, like getting or setting blocks - // A marking dirty system might be a TODO for later on, perhaps - m_RedstoneSimulatorChunkData = a_Chunk->GetRedstoneSimulatorData(); - if (m_RedstoneSimulatorChunkData->empty()) + if (m_RedstoneSimulatorChunkData->empty() && a_Chunk->GetRedstoneSimulatorQueuedData()->empty()) { return; } + m_RedstoneSimulatorChunkData->insert(m_RedstoneSimulatorChunkData->end(), a_Chunk->GetRedstoneSimulatorQueuedData()->begin(), a_Chunk->GetRedstoneSimulatorQueuedData()->end()); + a_Chunk->GetRedstoneSimulatorQueuedData()->clear(); + m_PoweredBlocks = a_Chunk->GetRedstoneSimulatorPoweredBlocksList(); m_RepeatersDelayList = a_Chunk->GetRedstoneSimulatorRepeatersDelayList(); m_SimulatedPlayerToggleableBlocks = a_Chunk->GetRedstoneSimulatorSimulatedPlayerToggleableList(); m_LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList(); m_Chunk = a_Chunk; + bool ShouldUpdateSimulateOnceBlocks = false; - int BaseX = a_Chunk->GetPosX() * cChunkDef::Width; - int BaseZ = a_Chunk->GetPosZ() * cChunkDef::Width; + if (a_Chunk->IsRedstoneDirty()) + { + // Simulate the majority of devices only if something (blockwise or power-wise) has changed + // Make sure to allow the chunk to resimulate after the initial run if there was a power change (ShouldUpdateSimulateOnceBlocks helps to do this) + a_Chunk->SetIsRedstoneDirty(false); + ShouldUpdateSimulateOnceBlocks = true; + } for (cRedstoneSimulatorChunkData::iterator dataitr = m_RedstoneSimulatorChunkData->begin(); dataitr != m_RedstoneSimulatorChunkData->end();) { @@ -230,67 +279,27 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int continue; } - int a_X = BaseX + dataitr->x; - int a_Z = BaseZ + dataitr->z; switch (dataitr->Data) { - case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(a_X, dataitr->y, a_Z); break; - case E_BLOCK_LEVER: HandleRedstoneLever(a_X, dataitr->y, a_Z); break; - case E_BLOCK_FENCE_GATE: HandleFenceGate(a_X, dataitr->y, a_Z); break; - case E_BLOCK_TNT: HandleTNT(a_X, dataitr->y, a_Z); break; - case E_BLOCK_TRAPDOOR: HandleTrapdoor(a_X, dataitr->y, a_Z); break; - case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(a_X, dataitr->y, a_Z); break; - case E_BLOCK_NOTE_BLOCK: HandleNoteBlock(a_X, dataitr->y, a_Z); break; - case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(a_X, dataitr->y, a_Z); break; - case E_BLOCK_COMMAND_BLOCK: HandleCommandBlock(a_X, dataitr->y, a_Z); break; + case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(dataitr->x, dataitr->y, dataitr->z); break; - case E_BLOCK_REDSTONE_TORCH_OFF: - case E_BLOCK_REDSTONE_TORCH_ON: - { - HandleRedstoneTorch(a_X, dataitr->y, a_Z, dataitr->Data); - break; - } - case E_BLOCK_STONE_BUTTON: - case E_BLOCK_WOODEN_BUTTON: - { - HandleRedstoneButton(a_X, dataitr->y, a_Z, dataitr->Data); - break; - } case E_BLOCK_REDSTONE_REPEATER_OFF: case E_BLOCK_REDSTONE_REPEATER_ON: { - HandleRedstoneRepeater(a_X, dataitr->y, a_Z, dataitr->Data); - break; - } - case E_BLOCK_PISTON: - case E_BLOCK_STICKY_PISTON: - { - HandlePiston(a_X, dataitr->y, a_Z); - break; - } - case E_BLOCK_REDSTONE_LAMP_OFF: - case E_BLOCK_REDSTONE_LAMP_ON: - { - HandleRedstoneLamp(a_X, dataitr->y, a_Z, dataitr->Data); - break; - } - case E_BLOCK_DISPENSER: - case E_BLOCK_DROPPER: - { - HandleDropSpenser(a_X, dataitr->y, a_Z); - break; - } - case E_BLOCK_WOODEN_DOOR: - case E_BLOCK_IRON_DOOR: - { - HandleDoor(a_X, dataitr->y, a_Z); - break; - } - case E_BLOCK_ACTIVATOR_RAIL: - case E_BLOCK_DETECTOR_RAIL: - case E_BLOCK_POWERED_RAIL: - { - HandleRail(a_X, dataitr->y, a_Z, dataitr->Data); + bool FoundItem = false; + for (RepeatersDelayList::iterator repeateritr = m_RepeatersDelayList->begin(); repeateritr != m_RepeatersDelayList->end(); ++repeateritr) + { + if (repeateritr->a_RelBlockPos == Vector3i(dataitr->x, dataitr->y, dataitr->z)) + { + HandleRedstoneRepeater(dataitr->x, dataitr->y, dataitr->z, dataitr->Data, repeateritr); + FoundItem = true; + break; + } + } + if (!FoundItem && ShouldUpdateSimulateOnceBlocks) + { + HandleRedstoneRepeater(dataitr->x, dataitr->y, dataitr->z, dataitr->Data, m_RepeatersDelayList->end()); + } break; } case E_BLOCK_WOODEN_PRESSURE_PLATE: @@ -298,10 +307,70 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: { - HandlePressurePlate(a_X, dataitr->y, a_Z, dataitr->Data); + HandlePressurePlate(dataitr->x, dataitr->y, dataitr->z, dataitr->Data); break; } - default: LOGD("Unhandled block (!) or unimplemented redstone block: %s", ItemToString(dataitr->Data).c_str()); break; + default: break; + } + + if (ShouldUpdateSimulateOnceBlocks) + { + switch (dataitr->Data) + { + case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(dataitr->x, dataitr->y, dataitr->z); break; + case E_BLOCK_COMMAND_BLOCK: HandleCommandBlock(dataitr->x, dataitr->y, dataitr->z); break; + case E_BLOCK_NOTE_BLOCK: HandleNoteBlock(dataitr->x, dataitr->y, dataitr->z); break; + case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(dataitr->x, dataitr->y, dataitr->z); break; + case E_BLOCK_LEVER: HandleRedstoneLever(dataitr->x, dataitr->y, dataitr->z); break; + case E_BLOCK_FENCE_GATE: HandleFenceGate(dataitr->x, dataitr->y, dataitr->z); break; + case E_BLOCK_TNT: HandleTNT(dataitr->x, dataitr->y, dataitr->z); break; + case E_BLOCK_TRAPDOOR: HandleTrapdoor(dataitr->x, dataitr->y, dataitr->z); break; + + case E_BLOCK_ACTIVATOR_RAIL: + case E_BLOCK_DETECTOR_RAIL: + case E_BLOCK_POWERED_RAIL: + { + HandleRail(dataitr->x, dataitr->y, dataitr->z, dataitr->Data); + break; + } + case E_BLOCK_WOODEN_DOOR: + case E_BLOCK_IRON_DOOR: + { + HandleDoor(dataitr->x, dataitr->y, dataitr->z); + break; + } + case E_BLOCK_REDSTONE_LAMP_OFF: + case E_BLOCK_REDSTONE_LAMP_ON: + { + HandleRedstoneLamp(dataitr->x, dataitr->y, dataitr->z, dataitr->Data); + break; + } + case E_BLOCK_DISPENSER: + case E_BLOCK_DROPPER: + { + HandleDropSpenser(dataitr->x, dataitr->y, dataitr->z); + break; + } + case E_BLOCK_PISTON: + case E_BLOCK_STICKY_PISTON: + { + HandlePiston(dataitr->x, dataitr->y, dataitr->z); + break; + } + case E_BLOCK_REDSTONE_TORCH_OFF: + case E_BLOCK_REDSTONE_TORCH_ON: + { + HandleRedstoneTorch(dataitr->x, dataitr->y, dataitr->z, dataitr->Data); + break; + } + case E_BLOCK_STONE_BUTTON: + case E_BLOCK_WOODEN_BUTTON: + { + HandleRedstoneButton(dataitr->x, dataitr->y, dataitr->z); + break; + } + default: break; + } } ++dataitr; } @@ -340,7 +409,7 @@ void cIncrementalRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_Blo -void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState) +void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState) { static const struct // Define which directions the torch can power { @@ -357,54 +426,58 @@ void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_Bloc if (a_MyState == E_BLOCK_REDSTONE_TORCH_ON) { // Check if the block the torch is on is powered - int X = a_BlockX; int Y = a_BlockY; int Z = a_BlockZ; - AddFaceDirection(X, Y, Z, cBlockTorchHandler::MetaDataToDirection(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)), true); // Inverse true to get the block torch is on + int X = a_RelBlockX; int Y = a_RelBlockY; int Z = a_RelBlockZ; + AddFaceDirection(X, Y, Z, cBlockTorchHandler::MetaDataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)), true); // Inverse true to get the block torch is on if (AreCoordsDirectlyPowered(X, Y, Z)) { // There was a match, torch goes off - m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)); + m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)); return; } // Torch still on, make all 4(X, Z) + 1(Y) sides powered for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) { - BLOCKTYPE Type = m_World.GetBlock(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z); + BLOCKTYPE Type = 0; + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, Type)) + { + continue; + } if (i + 1 < ARRAYCOUNT(gCrossCoords)) // Sides of torch, not top (top is last) { if ( ((IsMechanism(Type)) || (Type == E_BLOCK_REDSTONE_WIRE)) && // Is it a mechanism or wire? Not block/other torch etc. - (!Vector3i(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z).Equals(Vector3i(X, Y, Z))) // CAN'T power block is that it is on + (!Vector3i(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z).Equals(Vector3i(X, Y, Z))) // CAN'T power block is that it is on ) { - SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON); + SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ); } } else { // Top side, power whatever is there, including blocks - SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON); + SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ); // Power all blocks surrounding block above torch - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, E_BLOCK_REDSTONE_TORCH_ON); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YP); } } - if (m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) != 0x5) // Is torch standing on ground? If NOT (i.e. on wall), power block beneath + if (m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) != 0x5) // Is torch standing on ground? If NOT (i.e. on wall), power block beneath { - BLOCKTYPE Type = m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ); + BLOCKTYPE Type = m_Chunk->GetBlock(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ); if ((IsMechanism(Type)) || (Type == E_BLOCK_REDSTONE_WIRE)) // Still can't make a normal block powered though! { - SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON); + SetBlockPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ); } } } else { // Check if the block the torch is on is powered - int X = a_BlockX; int Y = a_BlockY; int Z = a_BlockZ; - AddFaceDirection(X, Y, Z, cBlockTorchHandler::MetaDataToDirection(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)), true); // Inverse true to get the block torch is on + int X = a_RelBlockX; int Y = a_RelBlockY; int Z = a_RelBlockZ; + AddFaceDirection(X, Y, Z, cBlockTorchHandler::MetaDataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)), true); // Inverse true to get the block torch is on // See if off state torch can be turned on again if (AreCoordsDirectlyPowered(X, Y, Z)) @@ -413,7 +486,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_Bloc } // Block torch on not powered, can be turned on again! - m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)); + m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_TORCH_ON, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)); } } @@ -421,28 +494,47 @@ void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_Bloc -void cIncrementalRedstoneSimulator::HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleRedstoneBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_BLOCK_OF_REDSTONE); - SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_BLOCK_OF_REDSTONE); // Set self as powered + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ); // Set self as powered } -void cIncrementalRedstoneSimulator::HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleRedstoneLever(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - if (IsLeverOn(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ))) + NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + if (IsLeverOn(Meta)) { - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_LEVER); + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_LEVER); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_LEVER); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, E_BLOCK_LEVER); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, E_BLOCK_LEVER); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_LEVER); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_LEVER); + NIBBLETYPE Dir = cBlockLeverHandler::BlockMetaDataToBlockFace(Meta); + switch (Dir) // Now, flip the direction into the type used by SetBlockLinkedPowered() + { + case BLOCK_FACE_YP: + case BLOCK_FACE_XP: + case BLOCK_FACE_ZP: + { + Dir--; + break; + } + case BLOCK_FACE_XM: + case BLOCK_FACE_ZM: + case BLOCK_FACE_YM: + { + Dir++; + break; + } + default: + { + ASSERT(!"Unhandled lever metadata!"); + return; + } + } + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir); } } @@ -450,27 +542,29 @@ void cIncrementalRedstoneSimulator::HandleRedstoneLever(int a_BlockX, int a_Bloc -void cIncrementalRedstoneSimulator::HandleFenceGate(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleFenceGate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; cChunkInterface ChunkInterface(m_World.GetChunkMap()); - NIBBLETYPE MetaData = ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); + NIBBLETYPE MetaData = ChunkInterface.GetBlockMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); - if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) + if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { - if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true)) { - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaData | 0x4); - m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0); - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MetaData | 0x4); + m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0); + SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true); } } else { - if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, false)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false)) { - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaData & 0xFFFFFFFB); - m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0); - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MetaData & 0xFFFFFFFB); + m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0); + SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false); } } } @@ -479,18 +573,35 @@ void cIncrementalRedstoneSimulator::HandleFenceGate(int a_BlockX, int a_BlockY, -void cIncrementalRedstoneSimulator::HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType) +void cIncrementalRedstoneSimulator::HandleRedstoneButton(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - if (IsButtonOn(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ))) + NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + if (IsButtonOn(Meta)) { - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_BlockType); - - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, a_BlockType); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, a_BlockType); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, a_BlockType); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, a_BlockType); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, a_BlockType); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, a_BlockType); + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + + NIBBLETYPE Dir = cBlockButtonHandler::BlockMetaDataToBlockFace(Meta); + switch (Dir) // Now, flip the direction into the type used by SetBlockLinkedPowered() + { + case BLOCK_FACE_XP: + case BLOCK_FACE_ZP: + { + Dir--; + break; + } + case BLOCK_FACE_XM: + case BLOCK_FACE_ZM: + { + Dir++; + break; + } + default: + { + ASSERT(!"Unhandled button metadata!"); + return; + } + } + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir); } } @@ -498,7 +609,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneButton(int a_BlockX, int a_Blo -void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { static const struct // Define which directions the wire can receive power from { @@ -532,128 +643,122 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block }; // Check to see if directly beside a power source - if (IsWirePowered(a_BlockX, a_BlockY, a_BlockZ)) + unsigned char MyPower; + if (!IsWirePowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower)) { - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 15); // Maximum power + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0); + m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ); + return; } - else + + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); + + if (MyPower < 1) { - NIBBLETYPE MyMeta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); - NIBBLETYPE MetaToSet = MyMeta; - int TimesMetaSmaller = 0, TimesFoundAWire = 0; + return; + } + + MyPower--; - for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through all directions to transfer or receive power + for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through all directions to transfer or receive power + { + if ((i >= 4) && (i <= 7)) // If we are currently checking for wire surrounding ourself one block above... { - if ((i >= 4) && (i <= 7)) // If we are currently checking for wire surrounding ourself one block above... + BLOCKTYPE Type = 0; + if (a_RelBlockY + 1 >= cChunkDef::Height) { - if (cBlockInfo::IsSolid(m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ))) // If there is something solid above us (wire cut off)... - { - continue; // We don't receive power from that wire - } + continue; } - else if ((i >= 8) && (i <= 11)) // See above, but this is for wire below us + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, Type)) { - if (cBlockInfo::IsSolid(m_World.GetBlock(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y + 1, a_BlockZ + gCrossCoords[i].z))) - { - continue; - } + continue; } - - BLOCKTYPE SurroundType; - NIBBLETYPE SurroundMeta; - m_World.GetBlockTypeMeta(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, SurroundType, SurroundMeta); - - if (SurroundType == E_BLOCK_REDSTONE_WIRE) + if (cBlockInfo::IsSolid(Type)) // If there is something solid above us (wire cut off)... { - TimesFoundAWire++; - - if (SurroundMeta > 1) // Wires of power 1 or 0 cannot transfer power TO ME, don't bother checking - { - // Does surrounding wire have a higher power level than the highest so far (MetaToSet)? - // >= to fix a bug where wires bordering each other with the same power level will appear (in terms of meta) to power each other, when they aren't actually in the powered list - if (SurroundMeta >= MetaToSet) - { - MetaToSet = SurroundMeta - 1; // To improve performance - } - } - - if (SurroundMeta < MyMeta) // Go through all surroundings to see if self power is larger than everyone else's - { - TimesMetaSmaller++; - } - } + continue; // We don't receive power from that wire + } + } + else if ((i >= 8) && (i <= 11)) // See above, but this is for wire below us + { + BLOCKTYPE Type = 0; + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY, a_RelBlockZ + gCrossCoords[i].z, Type)) + { + continue; + } + if (cBlockInfo::IsSolid(Type)) + { + continue; + } } - if ((TimesMetaSmaller == TimesFoundAWire) && (MyMeta != 0)) + BLOCKTYPE Type = 0; + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, Type)) { - // All surrounding metas were smaller - self must have been a wire that was - // transferring power to other wires around. - // However, self not directly powered anymore, so source must have been removed, - // therefore, self must be set to meta zero - m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, 0); // SetMeta & WakeUpSims doesn't seem to work here, so SetBlock - return; // No need to process block power sets because self not powered + continue; } - else if (MyMeta != MetaToSet) + if (Type == E_BLOCK_REDSTONE_WIRE) { - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaToSet); + SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); } } - if (m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) != 0) // A powered wire + for (size_t i = 0; i < ARRAYCOUNT(gSideCoords); i++) // Look for repeaters immediately surrounding self and try to power them { - for (size_t i = 0; i < ARRAYCOUNT(gSideCoords); i++) // Look for repeaters immediately surrounding self and try to power them + BLOCKTYPE Type = 0; + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gSideCoords[i].x, a_RelBlockY + gSideCoords[i].y, a_RelBlockZ + gSideCoords[i].z, Type)) { - if (m_World.GetBlock(a_BlockX + gSideCoords[i].x, a_BlockY + gSideCoords[i].y, a_BlockZ + gSideCoords[i].z) == E_BLOCK_REDSTONE_REPEATER_OFF) - { - SetBlockPowered(a_BlockX + gSideCoords[i].x, a_BlockY + gSideCoords[i].y, a_BlockZ + gSideCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); - } + continue; + } + if (Type == E_BLOCK_REDSTONE_REPEATER_OFF) + { + SetBlockPowered(a_RelBlockX + gSideCoords[i].x, a_RelBlockY + gSideCoords[i].y, a_RelBlockZ + gSideCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); } + } - // Wire still powered, power blocks beneath - SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, E_BLOCK_REDSTONE_WIRE); + // Wire still powered, power blocks beneath + SetBlockPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, MyPower); - switch (GetWireDirection(a_BlockX, a_BlockY, a_BlockZ)) + switch (GetWireDirection(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) + { + case REDSTONE_NONE: { - case REDSTONE_NONE: - { - SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); - SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); - SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); - SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); - SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); + SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); + SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); + SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); + SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_WIRE); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_WIRE); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, E_BLOCK_REDSTONE_WIRE); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_WIRE); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_WIRE); - break; - } - case REDSTONE_X_POS: - { - SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_WIRE); - break; - } - case REDSTONE_X_NEG: - { - SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_WIRE); - break; - } - case REDSTONE_Z_POS: - { - SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_WIRE); - break; - } - case REDSTONE_Z_NEG: - { - SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_WIRE); - break; - } + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM, MyPower); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP, MyPower); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM, MyPower); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP, MyPower); + break; + } + case REDSTONE_X_POS: + { + SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP, MyPower); + break; + } + case REDSTONE_X_NEG: + { + SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM, MyPower); + break; + } + case REDSTONE_Z_POS: + { + SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP, MyPower); + break; + } + case REDSTONE_Z_NEG: + { + SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM, MyPower); + break; } } } @@ -662,7 +767,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block -void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState) +void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState, RepeatersDelayList::iterator a_Itr) { /* Repeater Orientation Mini Guide: =================================== @@ -673,7 +778,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_B X Axis ----> - Repeater directions, values from a cWorld::GetBlockMeta(a_BlockX , a_BlockY, a_BlockZ) lookup: + Repeater directions, values from a cWorld::GetBlockMeta(a_RelBlockX , a_RelBlockY, a_RelBlockZ) lookup: East (Right) (X+): 0x1 West (Left) (X-): 0x3 @@ -686,105 +791,123 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_B */ // Create a variable holding my meta to avoid multiple lookups. - NIBBLETYPE a_Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); + NIBBLETYPE a_Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON); - - if (!IsRepeaterLocked(a_BlockX, a_BlockY, a_BlockZ, a_Meta)) // If we're locked, change nothing. Otherwise: + + bool WereItrsChanged = false; + if (!IsRepeaterLocked(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta)) // If we're locked, change nothing. Otherwise: { - bool IsSelfPowered = IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta); + bool IsSelfPowered = IsRepeaterPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta); if (IsSelfPowered && !IsOn) // Queue a power change if powered, but not on and not locked. { - QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, true); + WereItrsChanged = QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, true); } else if (!IsSelfPowered && IsOn) // Queue a power change if unpowered, on, and not locked. { - QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, false); + WereItrsChanged = QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, false); + } + else if (a_Itr == m_RepeatersDelayList->end()) + { + return; } } + else if (a_Itr == m_RepeatersDelayList->end()) + { + return; + } - for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr) + if (WereItrsChanged) { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + for (a_Itr = m_RepeatersDelayList->begin(); a_Itr != m_RepeatersDelayList->end(); ++a_Itr) { - continue; + if (a_Itr->a_RelBlockPos == Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) + { + // Leave a_Itr at where we found the entry + break; + } } + } - if (itr->a_ElapsedTicks >= itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks? + // a_Itr may be passed with m_RepeatersDelayList::end, however, we can guarantee this iterator is always valid because... + // ...QueueRepeaterPowerChange is called to add an entry (and the above code updates iterator). However, if the repeater was locked or something similar... + // ...we will never get here because of the returns. + if (a_Itr->a_ElapsedTicks >= a_Itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks? + { + if (a_Itr->ShouldPowerOn) { - if (itr->ShouldPowerOn) + if (!IsOn) + { + m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); // For performance + } + + switch (a_Meta & 0x3) // We only want the direction (bottom) bits { - if (!IsOn) + case 0x0: { - m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); // For performance + SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM); + break; } - - switch (a_Meta & 0x3) // We only want the direction (bottom) bits + case 0x1: { - case 0x0: - { - SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_REPEATER_ON); - break; - } - case 0x1: - { - SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_REPEATER_ON); - break; - } - case 0x2: - { - SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_REPEATER_ON); - break; - } - case 0x3: - { - SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_REPEATER_ON); - break; - } + SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP); + break; } - - // Removal of the data entry will be handled in SimChunk - we still want to continue trying to power blocks, even if our delay time has reached - // Otherwise, the power state of blocks in front won't update after we have powered on - return; - } - else - { - if (IsOn) + case 0x2: { - m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta); + SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP); + break; + } + case 0x3: + { + SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM); + break; } - m_RepeatersDelayList->erase(itr); // We can remove off repeaters which don't need further updating - return; } + + // Removal of the data entry will be handled in SimChunk - we still want to continue trying to power blocks, even if our delay time has reached + // Otherwise, the power state of blocks in front won't update after we have powered on + return; } else { - // Apparently, incrementing ticks only works reliably here, and not in SimChunk; - // With a world with lots of redstone, the repeaters simply do not delay - // I am confounded to say why. Perhaps optimisation failure. - LOGD("Incremented a repeater @ {%i %i %i} | Elapsed ticks: %i | Target delay: %i", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z, itr->a_ElapsedTicks, itr->a_DelayTicks); - itr->a_ElapsedTicks++; + if (IsOn) + { + m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta); + } + m_RepeatersDelayList->erase(a_Itr); // We can remove off repeaters which don't need further updating + return; } } + else + { + // Apparently, incrementing ticks only works reliably here, and not in SimChunk; + // With a world with lots of redstone, the repeaters simply do not delay + // I am confounded to say why. Perhaps optimisation failure. + LOGD("Incremented a repeater @ {%i %i %i} | Elapsed ticks: %i | Target delay: %i", a_Itr->a_RelBlockPos.x, a_Itr->a_RelBlockPos.y, a_Itr->a_RelBlockPos.z, a_Itr->a_ElapsedTicks, a_Itr->a_DelayTicks); + a_Itr->a_ElapsedTicks++; + } } -void cIncrementalRedstoneSimulator::HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandlePiston(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - cPiston Piston(&m_World); - if (IsPistonPowered(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x7)) // We only want the bottom three bits (4th controls extended-ness) + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + + if (IsPistonPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x7)) // We only want the bottom three bits (4th controls extended-ness) { - Piston.ExtendPiston(a_BlockX, a_BlockY, a_BlockZ); + cBlockPistonHandler::ExtendPiston(BlockX, a_RelBlockY, BlockZ, &m_World); } else { - Piston.RetractPiston(a_BlockX, a_BlockY, a_BlockZ); + cBlockPistonHandler::RetractPiston(BlockX, a_RelBlockY, BlockZ, &m_World); } } @@ -792,7 +915,7 @@ void cIncrementalRedstoneSimulator::HandlePiston(int a_BlockX, int a_BlockY, int -void cIncrementalRedstoneSimulator::HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleDropSpenser(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { class cSetPowerToDropSpenser : public cDropSpenserCallback @@ -806,29 +929,31 @@ void cIncrementalRedstoneSimulator::HandleDropSpenser(int a_BlockX, int a_BlockY a_DropSpenser->SetRedstonePower(m_IsPowered); return false; } - } DrSpSP (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)); + } DrSpSP (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)); - m_World.DoWithDropSpenserAt(a_BlockX, a_BlockY, a_BlockZ, DrSpSP); + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + m_Chunk->DoWithDropSpenserAt(BlockX, a_RelBlockY, BlockZ, DrSpSP); } -void cIncrementalRedstoneSimulator::HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState) +void cIncrementalRedstoneSimulator::HandleRedstoneLamp(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState) { if (a_MyState == E_BLOCK_REDSTONE_LAMP_OFF) { - if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) + if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { - m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_LAMP_ON, 0); + m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_LAMP_ON, 0); } } else { - if (!AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) + if (!AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { - m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_LAMP_OFF, 0); + m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_LAMP_OFF, 0); } } } @@ -837,13 +962,16 @@ void cIncrementalRedstoneSimulator::HandleRedstoneLamp(int a_BlockX, int a_Block -void cIncrementalRedstoneSimulator::HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleTNT(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + + if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { - m_World.BroadcastSoundEffect("game.tnt.primed", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f); - m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0); - m_World.SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5); // 80 ticks to boom + m_Chunk->BroadcastSoundEffect("game.tnt.primed", BlockX * 8, a_RelBlockY * 8, BlockZ * 8, 0.5f, 0.6f); + m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_AIR, 0); + m_World.SpawnPrimedTNT(BlockX + 0.5, a_RelBlockY + 0.5, BlockZ + 0.5); // 80 ticks to boom } } @@ -851,26 +979,35 @@ void cIncrementalRedstoneSimulator::HandleTNT(int a_BlockX, int a_BlockY, int a_ -void cIncrementalRedstoneSimulator::HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleDoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + + if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { - if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true)) { cChunkInterface ChunkInterface(m_World.GetChunkMap()); - cBlockDoorHandler::ChangeDoor(ChunkInterface, a_BlockX, a_BlockY, a_BlockZ); - m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0); - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true); + if (!cBlockDoorHandler::IsOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ)) + { + cBlockDoorHandler::SetOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ, true); + m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0); + } + SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true); } } else { - if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, false)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false)) { cChunkInterface ChunkInterface(m_World.GetChunkMap()); - cBlockDoorHandler::ChangeDoor(ChunkInterface, a_BlockX, a_BlockY, a_BlockZ); - m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0); - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false); + if (cBlockDoorHandler::IsOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ)) + { + cBlockDoorHandler::SetOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ, false); + m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0); + } + SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false); } } } @@ -879,7 +1016,7 @@ void cIncrementalRedstoneSimulator::HandleDoor(int a_BlockX, int a_BlockY, int a -void cIncrementalRedstoneSimulator::HandleCommandBlock(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleCommandBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { class cSetPowerToCommandBlock : public cCommandBlockCallback @@ -893,37 +1030,39 @@ void cIncrementalRedstoneSimulator::HandleCommandBlock(int a_BlockX, int a_Block a_CommandBlock->SetRedstonePower(m_IsPowered); return false; } - } CmdBlockSP (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)); + } CmdBlockSP (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)); - m_World.DoWithCommandBlockAt(a_BlockX, a_BlockY, a_BlockZ, CmdBlockSP); + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + m_Chunk->DoWithCommandBlockAt(BlockX, a_RelBlockY, BlockZ, CmdBlockSP); } -void cIncrementalRedstoneSimulator::HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType) +void cIncrementalRedstoneSimulator::HandleRail(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType) { switch (a_MyType) { case E_BLOCK_DETECTOR_RAIL: { - if ((m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x08) == 0x08) + if ((m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x08) == 0x08) { - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_MyType); + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_MyType); } break; } case E_BLOCK_ACTIVATOR_RAIL: case E_BLOCK_POWERED_RAIL: { - if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) + if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) | 0x08); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) | 0x08); } else { - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x07); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x07); } break; } @@ -935,22 +1074,25 @@ void cIncrementalRedstoneSimulator::HandleRail(int a_BlockX, int a_BlockY, int a -void cIncrementalRedstoneSimulator::HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleTrapdoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + + if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { - if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true)) { - m_World.SetTrapdoorOpen(a_BlockX, a_BlockY, a_BlockZ, true); - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true); + m_World.SetTrapdoorOpen(BlockX, a_RelBlockY, BlockZ, true); + SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true); } } else { - if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, false)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false)) { - m_World.SetTrapdoorOpen(a_BlockX, a_BlockY, a_BlockZ, false); - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false); + m_World.SetTrapdoorOpen(BlockX, a_RelBlockY, BlockZ, false); + SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false); } } } @@ -959,13 +1101,13 @@ void cIncrementalRedstoneSimulator::HandleTrapdoor(int a_BlockX, int a_BlockY, i -void cIncrementalRedstoneSimulator::HandleNoteBlock(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleNoteBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - bool m_bAreCoordsPowered = AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ); + bool m_bAreCoordsPowered = AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); if (m_bAreCoordsPowered) { - if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true)) { class cSetPowerToNoteBlock : public cNoteBlockCallback @@ -984,15 +1126,17 @@ void cIncrementalRedstoneSimulator::HandleNoteBlock(int a_BlockX, int a_BlockY, } } NoteBlockSP(m_bAreCoordsPowered); - m_World.DoWithNoteBlockAt(a_BlockX, a_BlockY, a_BlockZ, NoteBlockSP); - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true); + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + m_Chunk->DoWithNoteBlockAt(BlockX, a_RelBlockY, BlockZ, NoteBlockSP); + SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true); } } else { - if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, false)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false)) { - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false); + SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false); } } } @@ -1001,10 +1145,10 @@ void cIncrementalRedstoneSimulator::HandleNoteBlock(int a_BlockX, int a_BlockY, -void cIncrementalRedstoneSimulator::HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleDaylightSensor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { int a_ChunkX, a_ChunkZ; - cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, a_ChunkX, a_ChunkZ); + cChunkDef::BlockToChunk(a_RelBlockX, a_RelBlockZ, a_ChunkX, a_ChunkZ); if (!m_World.IsChunkLighted(a_ChunkX, a_ChunkZ)) { @@ -1012,10 +1156,16 @@ void cIncrementalRedstoneSimulator::HandleDaylightSensor(int a_BlockX, int a_Blo } else { - NIBBLETYPE SkyLight = m_World.GetBlockSkyLight(a_BlockX, a_BlockY + 1, a_BlockZ) - m_World.GetSkyDarkness(); + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + NIBBLETYPE SkyLight = m_Chunk->GetTimeAlteredLight(m_World.GetBlockSkyLight(BlockX, a_RelBlockY + 1, BlockZ)); if (SkyLight > 8) { - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_DAYLIGHT_SENSOR); + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + } + else + { + WakeUp(BlockX, a_RelBlockY, BlockZ, m_Chunk); } } } @@ -1024,38 +1174,175 @@ void cIncrementalRedstoneSimulator::HandleDaylightSensor(int a_BlockX, int a_Blo -void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType) +void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType) { + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + switch (a_MyType) { case E_BLOCK_STONE_PRESSURE_PLATE: { // MCS feature - stone pressure plates can only be triggered by players :D - cPlayer * a_Player = m_World.FindClosestPlayer(Vector3f(a_BlockX + 0.5f, (float)a_BlockY, a_BlockZ + 0.5f), 0.5f, false); + cPlayer * a_Player = m_World.FindClosestPlayer(Vector3f(BlockX + 0.5f, (float)a_RelBlockY, BlockZ + 0.5f), 0.7f, false); if (a_Player != NULL) { - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x1); - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_STONE_PRESSURE_PLATE); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x1); + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType); } else { - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x0); - m_World.WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x0); + m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ); } break; } case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: + { + class cPressurePlateCallback : + public cEntityCallback + { + public: + cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ) : + m_NumberOfEntities(0), + m_X(a_BlockX), + m_Y(a_BlockY), + m_Z(a_BlockZ) + { + } + + virtual bool Item(cEntity * a_Entity) override + { + Vector3f EntityPos = a_Entity->GetPosition(); + Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f); + double Distance = (EntityPos - BlockPos).Length(); + + if (Distance <= 0.7) + { + m_NumberOfEntities++; + } + return false; + } + + bool GetPowerLevel(unsigned char & a_PowerLevel) const + { + a_PowerLevel = std::min(m_NumberOfEntities, MAX_POWER_LEVEL); + return (a_PowerLevel > 0); + } + + protected: + int m_NumberOfEntities; + + int m_X; + int m_Y; + int m_Z; + }; + + cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ); + m_World.ForEachEntity(PressurePlateCallback); + + unsigned char Power; + NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + if (PressurePlateCallback.GetPowerLevel(Power)) + { + if (Meta == E_META_PRESSURE_PLATE_RAISED) + { + m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.5F); + } + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED); + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Power); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType); + } + else + { + if (Meta == E_META_PRESSURE_PLATE_DEPRESSED) + { + m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.6F); + } + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED); + m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ); + } + + break; + } case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: + { + class cPressurePlateCallback : + public cEntityCallback + { + public: + cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ) : + m_NumberOfEntities(0), + m_X(a_BlockX), + m_Y(a_BlockY), + m_Z(a_BlockZ) + { + } + + virtual bool Item(cEntity * a_Entity) override + { + Vector3f EntityPos = a_Entity->GetPosition(); + Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f); + double Distance = (EntityPos - BlockPos).Length(); + + if (Distance <= 0.7) + { + m_NumberOfEntities++; + } + return false; + } + + bool GetPowerLevel(unsigned char & a_PowerLevel) const + { + a_PowerLevel = std::min((int)ceil(m_NumberOfEntities / (float)10), MAX_POWER_LEVEL); + return (a_PowerLevel > 0); + } + + protected: + int m_NumberOfEntities; + + int m_X; + int m_Y; + int m_Z; + }; + + cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ); + m_World.ForEachEntity(PressurePlateCallback); + + unsigned char Power; + NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + if (PressurePlateCallback.GetPowerLevel(Power)) + { + if (Meta == E_META_PRESSURE_PLATE_RAISED) + { + m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.5F); + } + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED); + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Power); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType); + } + else + { + if (Meta == E_META_PRESSURE_PLATE_DEPRESSED) + { + m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.6F); + } + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED); + m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ); + } + + break; + } case E_BLOCK_WOODEN_PRESSURE_PLATE: { class cPressurePlateCallback : public cEntityCallback { public: - cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) : - m_Entity(NULL), - m_World(a_World), + cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ) : + m_FoundEntity(false), m_X(a_BlockX), m_Y(a_BlockY), m_Z(a_BlockZ) @@ -1070,7 +1357,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc if (Distance <= 0.7) { - m_Entity = a_Entity; + m_FoundEntity = true; return true; // Break out, we only need to know for plates that at least one entity is on top } return false; @@ -1078,45 +1365,47 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc bool FoundEntity(void) const { - return m_Entity != NULL; + return m_FoundEntity; } protected: - cEntity * m_Entity; - cWorld * m_World; + bool m_FoundEntity; int m_X; int m_Y; int m_Z; } ; - cPressurePlateCallback PressurePlateCallback(a_BlockX, a_BlockY, a_BlockZ, &m_World); + cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ); m_World.ForEachEntity(PressurePlateCallback); - NIBBLETYPE Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); + NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); if (PressurePlateCallback.FoundEntity()) { - if (Meta == 0x0) + if (Meta == E_META_PRESSURE_PLATE_RAISED) { - m_World.BroadcastSoundEffect("random.click", (int) ((a_BlockX + 0.5) * 8.0), (int) ((a_BlockY + 0.1) * 8.0), (int) ((a_BlockZ + 0.5) * 8.0), 0.3F, 0.5F); + m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.5F); } - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x1); - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_MyType); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED); + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType); } else { - if (Meta == 0x1) + if (Meta == E_META_PRESSURE_PLATE_DEPRESSED) { - m_World.BroadcastSoundEffect("random.click", (int) ((a_BlockX + 0.5) * 8.0), (int) ((a_BlockY + 0.1) * 8.0), (int) ((a_BlockZ + 0.5) * 8.0), 0.3F, 0.6F); + m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.6F); } - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x0); - m_World.WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED); + m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ); } break; } default: + { LOGD("Unimplemented pressure plate type %s in cRedstoneSimulator", ItemToFullString(a_MyType).c_str()); break; + } } } @@ -1124,11 +1413,15 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc -bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_BlockX, int a_BlockY, int a_BlockZ) +bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) // Check powered list + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + + PoweredBlocksList * Powered = m_Chunk->GetNeighborChunk(BlockX, BlockZ)->GetRedstoneSimulatorPoweredBlocksList(); // Torches want to access neighbour's data when on a wall + for (PoweredBlocksList::const_iterator itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list { - if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { return true; } @@ -1140,11 +1433,14 @@ bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_BlockX, int a -bool cIncrementalRedstoneSimulator::AreCoordsLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ) +bool cIncrementalRedstoneSimulator::AreCoordsLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list { - if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { return true; } @@ -1155,37 +1451,38 @@ bool cIncrementalRedstoneSimulator::AreCoordsLinkedPowered(int a_BlockX, int a_B -// IsRepeaterPowered tests if a repeater should be powered by testing for power sources behind the repeater. -// It takes the coordinates of the repeater the the meta value. -bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta) + +bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta) { // Repeaters cannot be powered by any face except their back; verify that this is true for a source + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } + if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } switch (a_Meta & 0x3) { case 0x0: { // Flip the coords to check the back of the repeater - if (itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ + 1))) { return true; } + if (itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ + 1))) { return true; } break; } case 0x1: { - if (itr->a_SourcePos.Equals(Vector3i(a_BlockX - 1, a_BlockY, a_BlockZ))) { return true; } + if (itr->a_SourcePos.Equals(Vector3i(BlockX - 1, a_RelBlockY, BlockZ))) { return true; } break; } case 0x2: { - if (itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1))) { return true; } + if (itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ - 1))) { return true; } break; } case 0x3: { - if (itr->a_SourcePos.Equals(Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ))) { return true; } + if (itr->a_SourcePos.Equals(Vector3i(BlockX + 1, a_RelBlockY, BlockZ))) { return true; } break; } } @@ -1193,28 +1490,28 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } + if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } switch (a_Meta & 0x3) { case 0x0: { - if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ + 1))) { return true; } + if (itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ + 1))) { return true; } break; } case 0x1: { - if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX - 1, a_BlockY, a_BlockZ))) { return true; } + if (itr->a_MiddlePos.Equals(Vector3i(BlockX - 1, a_RelBlockY, BlockZ))) { return true; } break; } case 0x2: { - if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1))) { return true; } + if (itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ - 1))) { return true; } break; } case 0x3: { - if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ))) { return true; } + if (itr->a_MiddlePos.Equals(Vector3i(BlockX + 1, a_RelBlockY, BlockZ))) { return true; } break; } } @@ -1226,7 +1523,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY -bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta) +bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta) { switch (a_Meta & 0x3) // We only want the 'direction' part of our metadata { @@ -1234,18 +1531,19 @@ bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_BlockX, int a_BlockY, case 0x0: case 0x2: { - // Check if eastern(right) neighbor is a powered on repeater who is facing us. - if (m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ) == E_BLOCK_REDSTONE_REPEATER_ON) // Is right neighbor a powered repeater? + // Check if eastern(right) neighbor is a powered on repeater who is facing us + BLOCKTYPE Block = 0; + if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON)) // Is right neighbor a powered repeater? { - NIBBLETYPE OtherRepeaterDir = m_World.GetBlockMeta(a_BlockX + 1, a_BlockY, a_BlockZ) & 0x3; - if (OtherRepeaterDir == 0x3) { return true; } // If so, I am latched/locked. + NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ) & 0x3; + if (OtherRepeaterDir == 0x3) { return true; } // If so, I am latched/locked } - // Check if western(left) neighbor is a powered on repeater who is facing us. - if (m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ) == E_BLOCK_REDSTONE_REPEATER_ON) + // Check if western(left) neighbor is a powered on repeater who is facing us + if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON)) { - NIBBLETYPE OtherRepeaterDir = m_World.GetBlockMeta(a_BlockX -1, a_BlockY, a_BlockZ) & 0x3; - if (OtherRepeaterDir == 0x1) { return true; } // If so, I am latched/locked. + NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX -1, a_RelBlockY, a_RelBlockZ) & 0x3; + if (OtherRepeaterDir == 0x1) { return true; } // If so, I am latched/locked } break; @@ -1255,67 +1553,65 @@ bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_BlockX, int a_BlockY, case 0x1: case 0x3: { - // Check if southern(down) neighbor is a powered on repeater who is facing us. - if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1) == E_BLOCK_REDSTONE_REPEATER_ON) + // Check if southern(down) neighbor is a powered on repeater who is facing us + BLOCKTYPE Block = 0; + if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON)) { - NIBBLETYPE OtherRepeaterDir = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ + 1) & 0x3; - if (OtherRepeaterDir == 0x0) { return true; } // If so, am latched/locked. + NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1) & 0x3; + if (OtherRepeaterDir == 0x0) { return true; } // If so, am latched/locked } - // Check if northern(up) neighbor is a powered on repeater who is facing us. - if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ -1) == E_BLOCK_REDSTONE_REPEATER_ON) + // Check if northern(up) neighbor is a powered on repeater who is facing us + if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON)) { - NIBBLETYPE OtherRepeaterDir = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ - 1) & 0x3; - if (OtherRepeaterDir == 0x2) { return true; } // If so, I am latched/locked. + NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1) & 0x3; + if (OtherRepeaterDir == 0x2) { return true; } // If so, I am latched/locked } break; } } - return false; // None of the checks succeeded, I am not a locked repeater. + return false; // None of the checks succeeded, I am not a locked repeater } -bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta) +bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta) { // Pistons cannot be powered through their front face; this function verifies that a source meets this requirement - int OldX = a_BlockX, OldY = a_BlockY, OldZ = a_BlockZ; - eBlockFace Face = cPiston::MetaDataToDirection(a_Meta); + eBlockFace Face = cBlockPistonHandler::MetaDataToDirection(a_Meta); + int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX; + int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ; for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } + if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } - AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, Face); + AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face); - if (!itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (!itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { return true; } - a_BlockX = OldX; - a_BlockY = OldY; - a_BlockZ = OldZ; + AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face, true); } for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } + if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } - AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, Face); + AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face); - if (!itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (!itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { return true; } - a_BlockX = OldX; - a_BlockY = OldY; - a_BlockZ = OldZ; + AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face, true); } return false; // Source was in front of the piston's front face } @@ -1323,39 +1619,42 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_BlockX, int a_BlockY, -bool cIncrementalRedstoneSimulator::IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ) +bool cIncrementalRedstoneSimulator::IsWirePowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel) { - for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) - { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } + a_PowerLevel = 0; + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; - if (m_World.GetBlock(itr->a_SourcePos) != E_BLOCK_REDSTONE_WIRE) + for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) // Check powered list + { + if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { - return true; + continue; } + a_PowerLevel = itr->a_PowerLevel; } - for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) + for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } - - if (m_World.GetBlock(itr->a_SourcePos) != E_BLOCK_REDSTONE_WIRE) + if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { - return true; + continue; } + a_PowerLevel = itr->a_PowerLevel; } - return false; // Source was in front of the piston's front face + + return (a_PowerLevel != 0); // Answer the inital question: is the wire powered? } -bool cIncrementalRedstoneSimulator::AreCoordsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool IsCurrentStatePowered) +bool cIncrementalRedstoneSimulator::AreCoordsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool IsCurrentStatePowered) { for (SimulatedPlayerToggleableList::const_iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr) { - if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) { if (itr->WasLastStatePowered != IsCurrentStatePowered) // Was the last power state different to the current? { @@ -1374,79 +1673,98 @@ bool cIncrementalRedstoneSimulator::AreCoordsSimulated(int a_BlockX, int a_Block -void cIncrementalRedstoneSimulator::SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceType) +void cIncrementalRedstoneSimulator::SetDirectionLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, char a_Direction, unsigned char a_PowerLevel) { + BLOCKTYPE MiddleBlock = 0; switch (a_Direction) { case BLOCK_FACE_XM: { - BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ); + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, MiddleBlock)) + { + return; + } - SetBlockLinkedPowered(a_BlockX - 2, a_BlockY, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX - 1, a_BlockY + 1, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX - 1, a_BlockY - 1, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ + 1, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ - 1, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); + SetBlockLinkedPowered(a_RelBlockX - 2, a_RelBlockY, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); break; } case BLOCK_FACE_XP: { - BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ); + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, MiddleBlock)) + { + return; + } - SetBlockLinkedPowered(a_BlockX + 2, a_BlockY, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX + 1, a_BlockY + 1, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX + 1, a_BlockY - 1, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ + 1, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ - 1, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); + SetBlockLinkedPowered(a_RelBlockX + 2, a_RelBlockY, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); break; } case BLOCK_FACE_YM: { - BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ); + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, MiddleBlock)) + { + return; + } - SetBlockLinkedPowered(a_BlockX, a_BlockY - 2, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX + 1, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX - 1, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ + 1, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ - 1, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 2, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); break; } case BLOCK_FACE_YP: { - BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ); + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, MiddleBlock)) + { + return; + } - SetBlockLinkedPowered(a_BlockX, a_BlockY + 2, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX + 1, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX - 1, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ + 1, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ - 1, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 2, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); break; } case BLOCK_FACE_ZM: { - BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1); + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, MiddleBlock)) + { + return; + } - SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ - 2, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 2, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); break; } case BLOCK_FACE_ZP: { - BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1); + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, MiddleBlock)) + { + return; + } - SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ + 2, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); - SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 2, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); break; } @@ -1462,7 +1780,7 @@ void cIncrementalRedstoneSimulator::SetDirectionLinkedPowered(int a_BlockX, int -void cIncrementalRedstoneSimulator::SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock) +void cIncrementalRedstoneSimulator::SetAllDirsAsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char a_PowerLevel) { static const struct { @@ -1470,16 +1788,16 @@ void cIncrementalRedstoneSimulator::SetAllDirsAsPowered(int a_BlockX, int a_Bloc } gCrossCoords[] = { { 1, 0, 0 }, - {-1, 0, 0 }, + { -1, 0, 0 }, { 0, 0, 1 }, - { 0, 0,-1 }, + { 0, 0, -1 }, { 0, 1, 0 }, - { 0,-1, 0 } + { 0, -1, 0 } }; for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through struct to power all directions { - SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, a_SourceBlock); + SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_PowerLevel); } } @@ -1487,33 +1805,59 @@ void cIncrementalRedstoneSimulator::SetAllDirsAsPowered(int a_BlockX, int a_Bloc -void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock) +void cIncrementalRedstoneSimulator::SetBlockPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, unsigned char a_PowerLevel) { - BLOCKTYPE Block = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ); + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + int SourceX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelSourceX; + int SourceZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelSourceZ; + + BLOCKTYPE Block = 0; + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Block)) + { + return; + } if (Block == E_BLOCK_AIR) { // Don't set air, fixes some bugs (wires powering themselves) return; } - PoweredBlocksList * Powered = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorPoweredBlocksList(); + cChunk * Neighbour = m_Chunk->GetNeighborChunk(BlockX, BlockZ); + PoweredBlocksList * Powered = Neighbour->GetRedstoneSimulatorPoweredBlocksList(); + for (PoweredBlocksList::iterator itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list + { + if ( + itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) && + itr->a_SourcePos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ)) + ) + { + // Check for duplicates, update power level, don't add a new listing + itr->a_PowerLevel = a_PowerLevel; + return; + } + } - for (PoweredBlocksList::const_iterator itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list + PoweredBlocksList * OtherPowered = m_Chunk->GetNeighborChunk(SourceX, SourceZ)->GetRedstoneSimulatorPoweredBlocksList(); + for (PoweredBlocksList::const_iterator itr = OtherPowered->begin(); itr != OtherPowered->end(); ++itr) // Check powered list { if ( - itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) && - itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)) + itr->a_BlockPos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ)) && + itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) ) { - // Check for duplicates + // Powered wires try to power their source - don't let them! return; } } sPoweredBlocks RC; - RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ); - RC.a_SourcePos = Vector3i(a_SourceX, a_SourceY, a_SourceZ); + RC.a_BlockPos = Vector3i(BlockX, a_RelBlockY, BlockZ); + RC.a_SourcePos = Vector3i(SourceX, a_RelSourceY, SourceZ); + RC.a_PowerLevel = a_PowerLevel; Powered->push_back(RC); + Neighbour->SetIsRedstoneDirty(true); + m_Chunk->SetIsRedstoneDirty(true); } @@ -1521,54 +1865,73 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, void cIncrementalRedstoneSimulator::SetBlockLinkedPowered( - int a_BlockX, int a_BlockY, int a_BlockZ, - int a_MiddleX, int a_MiddleY, int a_MiddleZ, - int a_SourceX, int a_SourceY, int a_SourceZ, - BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddleBlock -) + int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, + int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ, + int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, + BLOCKTYPE a_MiddleBlock, unsigned char a_PowerLevel + ) { - BLOCKTYPE DestBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ); + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + int MiddleX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelMiddleX; + int MiddleZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelMiddleZ; + int SourceX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelSourceX; + int SourceZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelSourceZ; + + BLOCKTYPE DestBlock = 0; + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ, DestBlock)) + { + return; + } if (DestBlock == E_BLOCK_AIR) { // Don't set air, fixes some bugs (wires powering themselves) return; } + if ((DestBlock == E_BLOCK_REDSTONE_WIRE) && (m_Chunk->GetBlock(a_RelSourceX, a_RelSourceY, a_RelSourceZ) == E_BLOCK_REDSTONE_WIRE)) + { + return; + } if (!IsViableMiddleBlock(a_MiddleBlock)) { return; } - LinkedBlocksList * Linked = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorLinkedBlocksList(); - - for (LinkedBlocksList::const_iterator itr = Linked->begin(); itr != Linked->end(); ++itr) // Check linked powered list + cChunk * Neighbour = m_Chunk->GetNeighborChunk(BlockX, BlockZ); + LinkedBlocksList * Linked = Neighbour->GetRedstoneSimulatorLinkedBlocksList(); + for (LinkedBlocksList::iterator itr = Linked->begin(); itr != Linked->end(); ++itr) // Check linked powered list { if ( - itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) && - itr->a_MiddlePos.Equals(Vector3i(a_MiddleX, a_MiddleY, a_MiddleZ)) && - itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)) - ) + itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) && + itr->a_MiddlePos.Equals(Vector3i(MiddleX, a_RelMiddleY, MiddleZ)) && + itr->a_SourcePos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ)) + ) { - // Check for duplicates + // Check for duplicates, update power level, don't add a new listing + itr->a_PowerLevel = a_PowerLevel; return; } } sLinkedPoweredBlocks RC; - RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ); - RC.a_MiddlePos = Vector3i(a_MiddleX, a_MiddleY, a_MiddleZ); - RC.a_SourcePos = Vector3i(a_SourceX, a_SourceY, a_SourceZ); + RC.a_BlockPos = Vector3i(BlockX, a_RelBlockY, BlockZ); + RC.a_MiddlePos = Vector3i(MiddleX, a_RelMiddleY, MiddleZ); + RC.a_SourcePos = Vector3i(SourceX, a_RelSourceY, SourceZ); + RC.a_PowerLevel = a_PowerLevel; Linked->push_back(RC); + Neighbour->SetIsRedstoneDirty(true); + m_Chunk->SetIsRedstoneDirty(true); } -void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered) +void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool WasLastStatePowered) { for (SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr) { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (!itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) { continue; } @@ -1588,7 +1951,7 @@ void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_Bl // We have arrive here; no block must be in list - add one sSimulatedPlayerToggleableList RC; - RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ); + RC.a_RelBlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ); RC.WasLastStatePowered = WasLastStatePowered; m_SimulatedPlayerToggleableBlocks->push_back(RC); } @@ -1597,89 +1960,101 @@ void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_Bl -void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn) +bool cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn) { for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr) { - if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) { if (ShouldPowerOn == itr->ShouldPowerOn) // We are queued already for the same thing, don't replace entry { - return; + return false; } // Already in here (normal to allow repeater to continue on powering and updating blocks in front) - just update info and quit itr->a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; // See below for description itr->a_ElapsedTicks = 0; itr->ShouldPowerOn = ShouldPowerOn; - return; + return false; } } // Self not in list, add self to list sRepeatersDelayList RC; - RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ); + RC.a_RelBlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ); // Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.) - // * 2 because apparently, MCS ticks are way faster than vanilla ticks, so repeater aren't noticeably delayed + // * 2 because in MCS, 1 redstone tick = 1 world tick, but in Vanilla, 1 redstone tick = 2 world ticks, and we need to maintain compatibility RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; RC.a_ElapsedTicks = 0; RC.ShouldPowerOn = ShouldPowerOn; m_RepeatersDelayList->push_back(RC); - return; + return true; } -cIncrementalRedstoneSimulator::eRedstoneDirection cIncrementalRedstoneSimulator::GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ) +cIncrementalRedstoneSimulator::eRedstoneDirection cIncrementalRedstoneSimulator::GetWireDirection(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { int Dir = REDSTONE_NONE; - BLOCKTYPE NegX = m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ); - if (IsPotentialSource(NegX)) + BLOCKTYPE NegX = 0; + if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, NegX)) { - Dir |= (REDSTONE_X_POS); + if (IsPotentialSource(NegX)) + { + Dir |= (REDSTONE_X_POS); + } } - BLOCKTYPE PosX = m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ); - if (IsPotentialSource(PosX)) + BLOCKTYPE PosX = 0; + if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, PosX)) { - Dir |= (REDSTONE_X_NEG); + if (IsPotentialSource(PosX)) + { + Dir |= (REDSTONE_X_NEG); + } } - BLOCKTYPE NegZ = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1); - if (IsPotentialSource(NegZ)) + BLOCKTYPE NegZ = 0; + if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, NegZ)) { - if ((Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG)) // corner + if (IsPotentialSource(NegZ)) { - 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; + 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; } - Dir |= REDSTONE_Z_POS; } - BLOCKTYPE PosZ = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1); - if (IsPotentialSource(PosZ)) + BLOCKTYPE PosZ = 0; + if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, PosZ)) { - if ((Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG)) // corner + if (IsPotentialSource(PosZ)) { - 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; + 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; } - Dir |= REDSTONE_Z_NEG; } return (eRedstoneDirection)Dir; } @@ -1697,12 +2072,3 @@ bool cIncrementalRedstoneSimulator::IsLeverOn(NIBBLETYPE a_BlockMeta) - -bool cIncrementalRedstoneSimulator::IsButtonOn(NIBBLETYPE a_BlockMeta) -{ - return IsLeverOn(a_BlockMeta); -} - - - - |