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#pragma once
#include "Simulator.h"
#include "Vector3i.h"
class cRedstoneSimulator : public cSimulator
{
typedef cSimulator super;
public:
cRedstoneSimulator( cWorld* a_World );
~cRedstoneSimulator();
virtual void Simulate( float a_Dt ) override;
virtual bool IsAllowedBlock( BLOCKTYPE a_BlockID ) override { return true; }
virtual void WakeUp( int a_X, int a_Y, int a_Z ) override;
enum eRedstoneDirection
{
REDSTONE_NONE = 0,
REDSTONE_X_POS = 0x1,
REDSTONE_X_NEG = 0x2,
REDSTONE_Z_POS = 0x4,
REDSTONE_Z_NEG = 0x8,
};
eRedstoneDirection GetDirection( int a_X, int a_Y, int a_Z );
eRedstoneDirection GetDirection( const Vector3i & a_Pos ) { return GetDirection( a_Pos.x, a_Pos.y, a_Pos.z ); }
private:
struct sRepeaterChange
{
Vector3i Position;
int Ticks;
bool bPowerOn;
bool bPowerOffNextTime;
};
typedef std::deque <Vector3i> BlockList;
typedef std::deque< sRepeaterChange > RepeaterList;
RepeaterList m_SetRepeaters;
void SetRepeater( const Vector3i & a_Position, int a_Ticks, bool a_bPowerOn )
{
for( RepeaterList::iterator itr = m_SetRepeaters.begin(); itr != m_SetRepeaters.end(); ++itr )
{
sRepeaterChange & Change = *itr;
if( Change.Position.Equals( a_Position ) )
{
if( Change.bPowerOn && a_bPowerOn == false )
{
Change.bPowerOffNextTime = true;
}
if( a_bPowerOn == true )
{
Change.bPowerOffNextTime = false;
}
Change.bPowerOn |= a_bPowerOn;
return;
}
}
sRepeaterChange RC;
RC.Position = a_Position;
RC.Ticks = a_Ticks;
RC.bPowerOn = a_bPowerOn;
RC.bPowerOffNextTime = false;
m_SetRepeaters.push_back( RC );
}
virtual void AddBlock(int a_X, int a_Y, int a_Z) {}
void HandleChange( const Vector3i & a_BlockPos );
BlockList RemoveCurrent( const Vector3i & a_BlockPos );
bool PowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock, char a_Power );
int UnPowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock );
bool IsPowered( const Vector3i & a_BlockPos, bool a_bOnlyByWire = false );
bool IsPowering( const Vector3i & a_PowerPos, const Vector3i & a_BlockPos, eRedstoneDirection a_WireDirection, bool a_bOnlyByWire );
BlockList m_Blocks;
BlockList m_BlocksBuffer;
BlockList m_RefreshPistons;
BlockList m_RefreshTorchesAround;
void RefreshTorchesAround( const Vector3i & a_BlockPos );
cCriticalSection m_CS;
};
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