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#pragma once
#include "Simulator.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_BlockType ) override { return true; }
virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
enum eRedstoneDirection
{
REDSTONE_NONE = 0,
REDSTONE_X_POS = 0x1,
REDSTONE_X_NEG = 0x2,
REDSTONE_Z_POS = 0x4,
REDSTONE_Z_NEG = 0x8,
};
eRedstoneDirection GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ);
eRedstoneDirection GetWireDirection(const Vector3i & a_Pos) { return GetWireDirection(a_Pos.x, a_Pos.y, a_Pos.z); }
static bool IsRepeaterPointingTo (const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos);
static bool IsRepeaterPointingAway(const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos);
static NIBBLETYPE RepeaterRotationToMetaData(float a_Rotation);
static Vector3i GetRepeaterDirection(NIBBLETYPE a_MetaData);
static NIBBLETYPE LeverDirectionToMetaData(char a_Dir);
static bool IsLeverOn(cWorld * a_World, const Vector3i & a_BlockPos);
static bool IsLeverOn(NIBBLETYPE a_BlockMeta);
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);
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override {}
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_RefreshDispensers;
BlockList m_RefreshTorchesAround;
void RefreshTorchesAround( const Vector3i & a_BlockPos );
// TODO: The entire simulator is synchronized, no need to lock data structures; remove this
cCriticalSection m_CS;
};
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