#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "cRedstoneSimulator.h" #include "cPiston.h" #include "cWorld.h" #include "BlockID.h" #include "cCriticalSection.h" #include "cTorch.h" #include "cRedstone.h" cRedstoneSimulator::cRedstoneSimulator( cWorld* a_World ) : super(a_World) { } cRedstoneSimulator::~cRedstoneSimulator() { } void cRedstoneSimulator::WakeUp( int a_X, int a_Y, int a_Z ) { if( cRedstone::s_UseRedstone ) return; // Using the other/broken simulator cCSLock Lock( m_CS ); m_Blocks.push_back( Vector3i( a_X, a_Y, a_Z ) ); } void cRedstoneSimulator::Simulate( float a_Dt ) { if( cRedstone::s_UseRedstone ) return; // Using the other/broken simulator // Toggle torches on/off while( !m_RefreshTorchesAround.empty() ) { Vector3i pos = m_RefreshTorchesAround.back(); m_RefreshTorchesAround.pop_back(); RefreshTorchesAround( pos ); } // Handle changed blocks { cCSLock Lock( m_CS ); std::swap( m_Blocks, m_BlocksBuffer ); } for( BlockList::iterator itr = m_BlocksBuffer.begin(); itr != m_BlocksBuffer.end(); ++itr ) { HandleChange( *itr ); } m_BlocksBuffer.clear(); } void cRedstoneSimulator::RefreshTorchesAround( const Vector3i & a_BlockPos ) { static Vector3i Surroundings [] = { Vector3i(-1, 0, 0), Vector3i( 1, 0, 0), Vector3i( 0, 0,-1), Vector3i( 0, 0, 1), Vector3i( 0, 1, 0), // Also toggle torch on top }; char TargetBlockID = E_BLOCK_REDSTONE_TORCH_ON; if( IsPowered( a_BlockPos, true ) ) { TargetBlockID = E_BLOCK_REDSTONE_TORCH_OFF; if( m_World->GetBlock( a_BlockPos ) == E_BLOCK_DIRT ) { m_World->FastSetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_STONE, 0 ); } } else { if( m_World->GetBlock( a_BlockPos ) == E_BLOCK_STONE ) { m_World->FastSetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_DIRT, 0 ); } } for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) { Vector3i TorchPos = a_BlockPos + Surroundings[i]; const char Block = m_World->GetBlock( TorchPos ); if( Block == E_BLOCK_REDSTONE_TORCH_ON || Block == E_BLOCK_REDSTONE_TORCH_OFF ) { if( Block != TargetBlockID ) { char TorchMeta = m_World->GetBlockMeta( TorchPos ); if( cTorch::IsAttachedTo( TorchPos, TorchMeta, a_BlockPos ) ) { m_World->FastSetBlock( TorchPos.x, TorchPos.y, TorchPos.z, TargetBlockID, m_World->GetBlockMeta( TorchPos ) ); m_Blocks.push_back( TorchPos ); } } } } } void cRedstoneSimulator::HandleChange( const Vector3i & a_BlockPos ) { std::deque< Vector3i > SpreadStack; Vector3i Surroundings[] = { Vector3i( 1, 0, 0 ), Vector3i( 1, 1, 0 ), Vector3i( 1,-1, 0 ), Vector3i(-1, 0, 0 ), Vector3i(-1, 1, 0 ), Vector3i(-1,-1, 0 ), Vector3i( 0, 0, 1 ), Vector3i( 0, 1, 1 ), Vector3i( 0,-1, 1 ), Vector3i( 0, 0,-1 ), Vector3i( 0, 1,-1 ), Vector3i( 0,-1,-1 ), Vector3i( 0,-1, 0 ), }; char Block = m_World->GetBlock( a_BlockPos ); // First check whether torch should be on or off if( Block == E_BLOCK_REDSTONE_TORCH_ON || Block == E_BLOCK_REDSTONE_TORCH_OFF ) { static Vector3i Surroundings [] = { Vector3i(-1, 0, 0), Vector3i( 1, 0, 0), Vector3i( 0, 0,-1), Vector3i( 0, 0, 1), Vector3i( 0,-1, 0), }; for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) { Vector3i pos = a_BlockPos + Surroundings[i]; char OtherBlock = m_World->GetBlock( pos ); if( (OtherBlock != E_BLOCK_AIR) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_ON) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_OFF) ) { RefreshTorchesAround( pos ); } } Block = m_World->GetBlock( a_BlockPos ); // Make sure we got the updated block } BlockList Sources; // If torch is still on, use it as a source if( Block == E_BLOCK_REDSTONE_TORCH_ON ) { Sources.push_back( a_BlockPos ); } // Power all blocks legally connected to the sources { BlockList NewSources = RemoveCurrent( a_BlockPos ); Sources.insert( Sources.end(), NewSources.begin(), NewSources.end() ); while( !Sources.empty() ) { static Vector3i Surroundings [] = { Vector3i(-1, 0, 0), Vector3i( 1, 0, 0), Vector3i( 0, 0,-1), Vector3i( 0, 0, 1), }; Vector3i SourcePos = Sources.back(); for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) { Vector3i OtherPos = SourcePos + Surroundings[i]; if( PowerBlock( OtherPos, a_BlockPos, 0xf ) ) { SpreadStack.push_back( OtherPos ); // Changed, so add to stack } } Sources.pop_back(); } } // Do a floodfill while( !SpreadStack.empty() ) { Vector3i pos = SpreadStack.back(); SpreadStack.pop_back(); char Meta = m_World->GetBlockMeta( pos ); for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) { Vector3i OtherPos = pos + Surroundings[i]; if( PowerBlock( OtherPos, pos, Meta-1 ) ) { SpreadStack.push_back( OtherPos ); // Changed, so add to stack } } } // Only after a redstone area has been completely simulated the redstone entities can react while( !m_RefreshPistons.empty() ) { Vector3i pos = m_RefreshPistons.back(); m_RefreshPistons.pop_back(); char Block = m_World->GetBlock( pos ); switch( Block ) { case E_BLOCK_PISTON: if( IsPowered( pos ) ) { cPiston Piston( m_World ); Piston.ExtendPiston( pos.x, pos.y, pos.z ); } else { cPiston Piston( m_World ); Piston.RetractPiston( pos.x, pos.y, pos.z ); } break; default: break; }; } } bool cRedstoneSimulator::PowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock, char a_Power ) { char Block = m_World->GetBlock( a_BlockPos ); switch( Block ) { case E_BLOCK_REDSTONE_WIRE: { if( m_World->GetBlockMeta( a_BlockPos ) < a_Power ) { m_World->SetBlockMeta( a_BlockPos, a_Power ); return true; } } break; case E_BLOCK_PISTON: { m_RefreshPistons.push_back( a_BlockPos ); } break; default: { if( Block != E_BLOCK_AIR && Block != E_BLOCK_REDSTONE_TORCH_ON && Block != E_BLOCK_REDSTONE_TORCH_OFF ) { if( IsPowered( a_BlockPos, true ) ) { m_RefreshTorchesAround.push_back( a_BlockPos ); } } } break; }; return false; } int cRedstoneSimulator::UnPowerBlock( const Vector3i & a_BlockPos ) { char Block = m_World->GetBlock( a_BlockPos ); switch( Block ) { case E_BLOCK_REDSTONE_WIRE: { if( m_World->GetBlockMeta( a_BlockPos ) > 0 ) { m_World->SetBlockMeta( a_BlockPos, 0 ); return 1; } } break; case E_BLOCK_PISTON: { m_RefreshPistons.push_back( a_BlockPos ); } break; case E_BLOCK_REDSTONE_TORCH_ON: { return 2; } break; default: if( Block != E_BLOCK_AIR && Block != E_BLOCK_REDSTONE_TORCH_ON && Block != E_BLOCK_REDSTONE_TORCH_OFF ) { if( !IsPowered( a_BlockPos, true ) ) { m_RefreshTorchesAround.push_back( a_BlockPos ); } } break; }; return 0; } // Removes current from all powered redstone wires until it reaches an energy source. // Also returns all energy sources it encountered cRedstoneSimulator::BlockList cRedstoneSimulator::RemoveCurrent( const Vector3i & a_BlockPos ) { std::deque< Vector3i > SpreadStack; std::deque< Vector3i > FoundSources; Vector3i Surroundings[] = { Vector3i( 1, 0, 0 ), Vector3i( 1, 1, 0 ), Vector3i( 1,-1, 0 ), Vector3i(-1, 0, 0 ), Vector3i(-1, 1, 0 ), Vector3i(-1,-1, 0 ), Vector3i( 0, 0, 1 ), Vector3i( 0, 1, 1 ), Vector3i( 0,-1, 1 ), Vector3i( 0, 0,-1 ), Vector3i( 0, 1,-1 ), Vector3i( 0,-1,-1 ), Vector3i( 0,-1, 0 ), }; char Block = m_World->GetBlock( a_BlockPos ); if( Block == E_BLOCK_REDSTONE_TORCH_OFF || Block == E_BLOCK_REDSTONE_TORCH_ON ) { static Vector3i Surroundings [] = { // Torches only spread on the same level Vector3i(-1, 0, 0), Vector3i( 1, 0, 0), Vector3i( 0, 0,-1), Vector3i( 0, 0, 1), }; for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) { Vector3i pos = Vector3i( a_BlockPos ) + Surroundings[i]; int RetVal = UnPowerBlock( pos ); if( RetVal == 1 ) { SpreadStack.push_back( pos ); // Changed, so add to stack } else if( RetVal == 2 ) { FoundSources.push_back( pos ); } } } else { SpreadStack.push_back( a_BlockPos ); } while( !SpreadStack.empty() ) { Vector3i pos = SpreadStack.back(); SpreadStack.pop_back(); for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) { Vector3i OtherPos = pos + Surroundings[i]; int RetVal = UnPowerBlock( OtherPos ); if( RetVal == 1 ) { SpreadStack.push_back( OtherPos ); // Changed, so add to stack } else if( RetVal == 2 ) { FoundSources.push_back( OtherPos ); } } } return FoundSources; } bool cRedstoneSimulator::IsPowered( const Vector3i & a_BlockPos, bool a_bOnlyByWire /* = false */ ) { char NegX = m_World->GetBlock( a_BlockPos.x-1, a_BlockPos.y, a_BlockPos.z ); if( !a_bOnlyByWire && NegX == E_BLOCK_REDSTONE_TORCH_ON ) return true; if( NegX == E_BLOCK_REDSTONE_WIRE ) { if( m_World->GetBlockMeta( a_BlockPos.x-1, a_BlockPos.y, a_BlockPos.z ) > 0 ) { if( GetDirection( a_BlockPos.x-1, a_BlockPos.y, a_BlockPos.z ) == REDSTONE_X_POS ) { return true; } } } char PosX = m_World->GetBlock( a_BlockPos.x+1, a_BlockPos.y, a_BlockPos.z ); if( !a_bOnlyByWire && PosX == E_BLOCK_REDSTONE_TORCH_ON ) return true; if( PosX == E_BLOCK_REDSTONE_WIRE ) { if( m_World->GetBlockMeta( a_BlockPos.x+1, a_BlockPos.y, a_BlockPos.z ) > 0 ) { if( GetDirection( a_BlockPos.x+1, a_BlockPos.y, a_BlockPos.z ) == REDSTONE_X_NEG ) { return true; } } } char NegZ = m_World->GetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z-1 ); if( !a_bOnlyByWire && NegZ == E_BLOCK_REDSTONE_TORCH_ON ) return true; if( NegZ == E_BLOCK_REDSTONE_WIRE ) { if( m_World->GetBlockMeta( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z-1 ) > 0 ) { if( GetDirection( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z-1 ) == REDSTONE_Z_POS ) { return true; } } } char PosZ = m_World->GetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z+1 ); if( !a_bOnlyByWire && PosZ == E_BLOCK_REDSTONE_TORCH_ON ) return true; if( PosZ == E_BLOCK_REDSTONE_WIRE ) { if( m_World->GetBlockMeta( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z+1 ) > 0 ) { if( GetDirection( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z+1 ) == REDSTONE_Z_NEG ) { return true; } } } // Only wires can power the bottom block char PosY = m_World->GetBlock( a_BlockPos.x, a_BlockPos.y+1, a_BlockPos.z ); if( PosY == E_BLOCK_REDSTONE_WIRE ) { if( m_World->GetBlockMeta( a_BlockPos.x, a_BlockPos.y+1, a_BlockPos.z ) > 0 ) { return true; } } return false; } // Believe me, it works!! cRedstoneSimulator::eRedstoneDirection cRedstoneSimulator::GetDirection( int a_X, int a_Y, int a_Z ) { int Dir = REDSTONE_NONE; char NegX = m_World->GetBlock( a_X-1, a_Y, a_Z ); if( NegX == E_BLOCK_REDSTONE_WIRE || NegX == E_BLOCK_REDSTONE_TORCH_ON ) { Dir |= (REDSTONE_X_POS); } char PosX = m_World->GetBlock( a_X+1, a_Y, a_Z ); if( PosX == E_BLOCK_REDSTONE_WIRE || PosX == E_BLOCK_REDSTONE_TORCH_ON ) { Dir |= (REDSTONE_X_NEG); } char NegZ = m_World->GetBlock( a_X, a_Y, a_Z-1 ); if( NegZ == E_BLOCK_REDSTONE_WIRE || NegZ == E_BLOCK_REDSTONE_TORCH_ON ) { if( (Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG ) ) //corner { Dir ^= REDSTONE_X_POS; Dir |= REDSTONE_X_NEG; } if( (Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS ) ) //corner { Dir ^= REDSTONE_X_NEG; Dir |= REDSTONE_X_POS; } Dir |= REDSTONE_Z_POS; } char PosZ = m_World->GetBlock( a_X, a_Y, a_Z+1 ); if( PosZ == E_BLOCK_REDSTONE_WIRE || PosZ == E_BLOCK_REDSTONE_TORCH_ON ) { if( (Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG ) ) //corner { Dir ^= REDSTONE_X_POS; Dir |= REDSTONE_X_NEG; } if( (Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS ) ) //corner { Dir ^= REDSTONE_X_NEG; Dir |= REDSTONE_X_POS; } Dir |= REDSTONE_Z_NEG; } return (eRedstoneDirection)Dir; }