#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "IncrementalRedstoneSimulator.h" #include "BoundingBox.h" #include "../BlockEntities/DropSpenserEntity.h" #include "../BlockEntities/NoteEntity.h" #include "../BlockEntities/ChestEntity.h" #include "../BlockEntities/CommandBlockEntity.h" #include "../Entities/TNTEntity.h" #include "../Entities/Pickup.h" #include "../Blocks/BlockTorch.h" #include "../Blocks/BlockDoor.h" #include "../Blocks/BlockButton.h" #include "../Blocks/BlockLever.h" #include "../Blocks/BlockPiston.h" #include "../Blocks/BlockTripwireHook.h" cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulator(cWorld & a_World) : super(a_World), m_RedstoneSimulatorChunkData(), m_PoweredBlocks(), m_LinkedPoweredBlocks(), m_SimulatedPlayerToggleableBlocks(), m_RepeatersDelayList(), m_Chunk() { } cIncrementalRedstoneSimulator::~cIncrementalRedstoneSimulator() { } void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk, cChunk * a_OtherChunk) { if ((a_Chunk == NULL) || !a_Chunk->IsValid()) { return; } else if ((a_BlockY < 0) || (a_BlockY > cChunkDef::Height)) { return; } // We may be called with coordinates in a chunk that is not the first chunk parameter // In that case, the actual chunk (which the coordinates are in), will be passed as the second parameter // Use that Chunk pointer to get a relative position int RelX = 0; int RelZ = 0; BLOCKTYPE Block; NIBBLETYPE Meta; 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); // If a_OtherChunk is passed (not NULL), it is the chunk that had a block change, and a_Chunk will be the neighbouring chunk of that block // Because said neighbouring chunk does not know of this change but still needs to update its redstone, we set it to dirty a_Chunk->SetIsRedstoneDirty(true); } 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); } // 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();) { 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); itr = PoweredBlocks->erase(itr); continue; } else if ( // Changeable sources ((Block == E_BLOCK_REDSTONE_WIRE) && (Meta == 0)) || ((Block == E_BLOCK_LEVER) && !IsLeverOn(Meta)) || ((Block == E_BLOCK_DETECTOR_RAIL) && ((Meta & 0x08) == 0)) || (((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta))) || ((Block == E_BLOCK_TRIPWIRE_HOOK) && ((Meta & 0x08) == 0)) ) { 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); itr = PoweredBlocks->erase(itr); continue; } ++itr; } LinkedBlocksList * LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList(); // We loop through all values (insteading of breaking out at the first) to make sure everything is gone, as there can be multiple SourceBlock entries for one AddBlock coordinate for (LinkedBlocksList::iterator itr = LinkedPoweredBlocks->begin(); itr != LinkedPoweredBlocks->end();) { if (itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { if (!IsPotentialSource(Block)) { 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); 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))) ) { 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); continue; } } else if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { if (!IsViableMiddleBlock(Block)) { 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); continue; } } ++itr; } SimulatedPlayerToggleableList * SimulatedPlayerToggleableBlocks = a_Chunk->GetRedstoneSimulatorSimulatedPlayerToggleableList(); for (SimulatedPlayerToggleableList::iterator itr = SimulatedPlayerToggleableBlocks->begin(); itr != SimulatedPlayerToggleableBlocks->end(); ++itr) { 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_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z); SimulatedPlayerToggleableBlocks->erase(itr); break; } } RepeatersDelayList * RepeatersDelayList = a_Chunk->GetRedstoneSimulatorRepeatersDelayList(); for (RepeatersDelayList::iterator itr = RepeatersDelayList->begin(); itr != RepeatersDelayList->end(); ++itr) { if (!itr->a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ))) { continue; } if ((Block != E_BLOCK_REDSTONE_REPEATER_ON) && (Block != E_BLOCK_REDSTONE_REPEATER_OFF)) { RepeatersDelayList->erase(itr); break; } } if (a_OtherChunk != NULL) { // DO NOT touch our chunk's data structure if we are being called with coordinates from another chunk - this one caused me massive grief :P return; } cRedstoneSimulatorChunkData * RedstoneSimulatorChunkData = a_Chunk->GetRedstoneSimulatorData(); for (cRedstoneSimulatorChunkData::iterator itr = RedstoneSimulatorChunkData->begin(); itr != RedstoneSimulatorChunkData->end(); ++itr) { if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ)) // We are at an entry matching the current (changed) block { if (!IsAllowedBlock(Block)) { itr->DataTwo = true; // The new blocktype is not redstone; it must be queued to be removed from this list } else { itr->DataTwo = false; itr->Data = Block; // Update block information } return; } } if (!IsAllowedBlock(Block)) { return; } 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)); } void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) { m_RedstoneSimulatorChunkData = a_Chunk->GetRedstoneSimulatorData(); 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; 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; } HandleRedstoneRepeaterDelays(); for (cRedstoneSimulatorChunkData::iterator dataitr = m_RedstoneSimulatorChunkData->begin(); dataitr != m_RedstoneSimulatorChunkData->end();) { if (dataitr->DataTwo) { dataitr = m_RedstoneSimulatorChunkData->erase(dataitr); continue; } switch (dataitr->Data) { case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(dataitr->x, dataitr->y, dataitr->z); break; case E_BLOCK_TRIPWIRE: HandleTripwire(dataitr->x, dataitr->y, dataitr->z); break; case E_BLOCK_TRIPWIRE_HOOK: HandleTripwireHook(dataitr->x, dataitr->y, dataitr->z); break; case E_BLOCK_WOODEN_PRESSURE_PLATE: case E_BLOCK_STONE_PRESSURE_PLATE: case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: { HandlePressurePlate(dataitr->x, dataitr->y, dataitr->z, dataitr->Data); 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_TRAPPED_CHEST: HandleTrappedChest(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_REPEATER_OFF: case E_BLOCK_REDSTONE_REPEATER_ON: { HandleRedstoneRepeater(dataitr->x, dataitr->y, dataitr->z, dataitr->Data); 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; } } void cIncrementalRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) { if (AreCoordsOnChunkBoundary(a_BlockX, a_BlockY, a_BlockZ)) { // On a chunk boundary, alert all four sides (i.e. at least one neighbouring chunk) AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); // Pass the original coordinates, because when adding things to our simulator lists, we get the chunk that they are in, and therefore any updates need to preseve their position // RedstoneAddBlock to pass both the neighbouring chunk and the chunk which the coordinates are in and +- 2 in GetNeighbour() to accomodate for LinkedPowered blocks being 2 away from chunk boundaries RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 2, a_BlockZ), a_Chunk); RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 2, a_BlockZ), a_Chunk); RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 2), a_Chunk); RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ + 2), a_Chunk); return; } // Not on boundary, just alert this chunk for speed AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); } 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 { int x, y, z; } gCrossCoords[] = { { 1, 0, 0}, {-1, 0, 0}, { 0, 0, 1}, { 0, 0, -1}, { 0, 1, 0}, } ; if (a_MyState == E_BLOCK_REDSTONE_TORCH_ON) { // Check if the block the torch is on is powered 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 cChunk * Neighbour = m_Chunk->GetRelNeighborChunk(X, Z); if ((Neighbour == NULL) || !Neighbour->IsValid()) { return; } if (AreCoordsDirectlyPowered(X, Y, Z, Neighbour)) { // There was a match, torch goes off 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 = 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) && // Is it a mechanism? Not block/other torch etc. (!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_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_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_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YP); } } 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_Chunk->GetBlock(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ); if (IsMechanism(Type)) // Still can't make a normal block powered though! { 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_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 cChunk * Neighbour = m_Chunk->GetRelNeighborChunk(X, Z); if ((Neighbour == NULL) || !Neighbour->IsValid()) { return; } // See if off state torch can be turned on again if (AreCoordsDirectlyPowered(X, Y, Z, Neighbour)) { return; // Something matches, torch still powered } // Block torch on not powered, can be turned on again! m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_TORCH_ON, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)); } } void cIncrementalRedstoneSimulator::HandleRedstoneBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { 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_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); if (IsLeverOn(Meta)) { SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); eBlockFace Dir = cBlockLeverHandler::BlockMetaDataToBlockFace(Meta); Dir = ReverseBlockFace(Dir); SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir); } } 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; NIBBLETYPE MetaData = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true)) { if ((MetaData & 0x4) == 0) { 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_RelBlockX, a_RelBlockY, a_RelBlockZ, false)) { if ((MetaData & 0x4) != 0) { m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MetaData & ~0x04); m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0); } SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false); } } } void cIncrementalRedstoneSimulator::HandleRedstoneButton(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); if (IsButtonOn(Meta)) { SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); eBlockFace Dir = cBlockButtonHandler::BlockMetaDataToBlockFace(Meta); Dir = ReverseBlockFace(Dir); SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir); } } void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { static const struct // Define which directions the wire can receive power from { int x, y, z; } gCrossCoords[] = { { 1, 0, 0}, /* Wires on same level start */ {-1, 0, 0}, { 0, 0, 1}, { 0, 0, -1}, /* Wires on same level stop */ { 1, 1, 0}, /* Wires one higher, surrounding self start */ {-1, 1, 0}, { 0, 1, 1}, { 0, 1, -1}, /* Wires one higher, surrounding self stop */ { 1, -1, 0}, /* Wires one lower, surrounding self start */ {-1, -1, 0}, { 0, -1, 1}, { 0, -1, -1}, /* Wires one lower, surrounding self stop */ } ; static const struct // Define which directions the wire will check for repeater prescence { int x, y, z; } gSideCoords[] = { { 1, 0, 0 }, {-1, 0, 0 }, { 0, 0, 1 }, { 0, 0, -1 }, { 0, 1, 0 }, }; // Check to see if directly beside a power source unsigned char MyPower; if (!IsWirePowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower)) { 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; } m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); if (MyPower < 1) { return; } MyPower--; 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... { BLOCKTYPE Type = 0; if (a_RelBlockY + 1 >= cChunkDef::Height) { continue; } if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, Type)) { continue; } if (cBlockInfo::IsSolid(Type)) // If there is something solid above us (wire cut off)... { 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; } } 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 (Type == E_BLOCK_REDSTONE_WIRE) { SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); } } 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)) { 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_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_RelBlockX, a_RelBlockY, a_RelBlockZ)) { case REDSTONE_NONE: { 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_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; } } } void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState) { /* Repeater Orientation Mini Guide: =================================== | | Z Axis V X Axis ----> Repeater directions, values from a cWorld::GetBlockMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) lookup: East (Right) (X+): 0x1 West (Left) (X-): 0x3 North (Up) (Z-): 0x2 South (Down) (Z+): 0x0 // TODO: Add E_META_XXX enum entries for all meta values and update project with them Sun rises from East (X+) */ // Create a variable holding my meta to avoid multiple lookups. NIBBLETYPE a_Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON); if (!IsRepeaterLocked(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta)) // If we're locked, change nothing. Otherwise: { 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_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, true); } else if (!IsSelfPowered && IsOn) // Queue a power change if unpowered, on, and not locked. { QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, false); } } } void cIncrementalRedstoneSimulator::HandleRedstoneRepeaterDelays() { for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end();) { if (itr->a_ElapsedTicks >= itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks? { int RelBlockX = itr->a_RelBlockPos.x; int RelBlockY = itr->a_RelBlockPos.y; int RelBlockZ = itr->a_RelBlockPos.z; BLOCKTYPE Block; NIBBLETYPE Meta; m_Chunk->GetBlockTypeMeta(RelBlockX, RelBlockY, RelBlockZ, Block, Meta); if (itr->ShouldPowerOn) { if (Block != E_BLOCK_REDSTONE_REPEATER_ON) // For performance { m_Chunk->SetBlock(itr->a_RelBlockPos, E_BLOCK_REDSTONE_REPEATER_ON, Meta); } switch (Meta & 0x3) // We only want the direction (bottom) bits { case 0x0: { SetBlockPowered(RelBlockX, RelBlockY, RelBlockZ - 1, RelBlockX, RelBlockY, RelBlockZ); SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_ZM); break; } case 0x1: { SetBlockPowered(RelBlockX + 1, RelBlockY, RelBlockZ, RelBlockX, RelBlockY, RelBlockZ); SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_XP); break; } case 0x2: { SetBlockPowered(RelBlockX, RelBlockY, RelBlockZ + 1, RelBlockX, RelBlockY, RelBlockZ); SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_ZP); break; } case 0x3: { SetBlockPowered(RelBlockX - 1, RelBlockY, RelBlockZ, RelBlockX, RelBlockY, RelBlockZ); SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_XM); break; } } } else if (Block != E_BLOCK_REDSTONE_REPEATER_OFF) { m_Chunk->SetBlock(RelBlockX, RelBlockY, RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, Meta); } itr = m_RepeatersDelayList->erase(itr); } else { LOGD("Incremented a repeater @ {%i %i %i} | Elapsed ticks: %i | Target delay: %i", itr->a_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z, itr->a_ElapsedTicks, itr->a_DelayTicks); itr->a_ElapsedTicks++; itr++; } } } void cIncrementalRedstoneSimulator::HandlePiston(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; 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) { cBlockPistonHandler::ExtendPiston(BlockX, a_RelBlockY, BlockZ, &m_World); } else { cBlockPistonHandler::RetractPiston(BlockX, a_RelBlockY, BlockZ, &m_World); } } void cIncrementalRedstoneSimulator::HandleDropSpenser(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { class cSetPowerToDropSpenser : public cDropSpenserCallback { bool m_IsPowered; public: cSetPowerToDropSpenser(bool a_IsPowered) : m_IsPowered(a_IsPowered) {} virtual bool Item(cDropSpenserEntity * a_DropSpenser) override { a_DropSpenser->SetRedstonePower(m_IsPowered); return false; } } DrSpSP (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)); 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_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState) { if (a_MyState == E_BLOCK_REDSTONE_LAMP_OFF) { if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_LAMP_ON, 0); } } else { if (!AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_LAMP_OFF, 0); } } } void cIncrementalRedstoneSimulator::HandleTNT(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; if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { m_Chunk->BroadcastSoundEffect("game.tnt.primed", (double)BlockX, (double)a_RelBlockY, (double)BlockZ, 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 } } void cIncrementalRedstoneSimulator::HandleDoor(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; if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true)) { cChunkInterface ChunkInterface(m_World.GetChunkMap()); 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_RelBlockX, a_RelBlockY, a_RelBlockZ, false)) { cChunkInterface ChunkInterface(m_World.GetChunkMap()); 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); } } } void cIncrementalRedstoneSimulator::HandleCommandBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { class cSetPowerToCommandBlock : public cCommandBlockCallback { bool m_IsPowered; public: cSetPowerToCommandBlock(bool a_IsPowered) : m_IsPowered(a_IsPowered) {} virtual bool Item(cCommandBlockEntity * a_CommandBlock) override { a_CommandBlock->SetRedstonePower(m_IsPowered); return false; } } CmdBlockSP (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)); 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_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType) { switch (a_MyType) { case E_BLOCK_DETECTOR_RAIL: { if ((m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x08) == 0x08) { SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_MyType); } break; } case E_BLOCK_ACTIVATOR_RAIL: case E_BLOCK_POWERED_RAIL: { if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) | 0x08); } else { m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x07); } break; } default: LOGD("Unhandled type of rail in %s", __FUNCTION__); } } void cIncrementalRedstoneSimulator::HandleTrapdoor(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; if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true)) { m_World.SetTrapdoorOpen(BlockX, a_RelBlockY, BlockZ, true); SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true); } } else { if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false)) { m_World.SetTrapdoorOpen(BlockX, a_RelBlockY, BlockZ, false); SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false); } } } void cIncrementalRedstoneSimulator::HandleNoteBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { bool m_bAreCoordsPowered = AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); if (m_bAreCoordsPowered) { if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true)) { class cSetPowerToNoteBlock : public cNoteBlockCallback { bool m_IsPowered; public: cSetPowerToNoteBlock(bool a_IsPowered) : m_IsPowered(a_IsPowered) {} virtual bool Item(cNoteEntity * a_NoteBlock) override { if (m_IsPowered) { a_NoteBlock->MakeSound(); } return false; } } NoteBlockSP(m_bAreCoordsPowered); 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_RelBlockX, a_RelBlockY, a_RelBlockZ, false)) { SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false); } } } void cIncrementalRedstoneSimulator::HandleDaylightSensor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX, BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; int ChunkX, ChunkZ; cChunkDef::BlockToChunk(BlockX, BlockZ, ChunkX, ChunkZ); if (!m_World.IsChunkLighted(ChunkX, ChunkZ)) { m_World.QueueLightChunk(ChunkX, ChunkZ); } else { if (m_Chunk->GetTimeAlteredLight(m_World.GetBlockSkyLight(BlockX, a_RelBlockY + 1, BlockZ)) > 8) { SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); } else { WakeUp(BlockX, a_RelBlockY, BlockZ, m_Chunk); } } } 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(BlockX + 0.5f, (float)a_RelBlockY, BlockZ + 0.5f), 0.5f, false); if (a_Player != NULL) { 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_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x0); SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk); } 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 <= 0.5) { 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.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), 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", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 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", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F); } m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED); SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk); } 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 <= 0.5) { m_NumberOfEntities++; } return false; } bool GetPowerLevel(unsigned char & a_PowerLevel) const { a_PowerLevel = std::min((int)ceil(m_NumberOfEntities / 10.f), 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.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), 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", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 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", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F); } m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED); SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk); } break; } case E_BLOCK_WOODEN_PRESSURE_PLATE: { class cPressurePlateCallback : public cEntityCallback { public: 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) { } 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 <= 0.5) { m_FoundEntity = true; return true; // Break out, we only need to know for plates that at least one entity is on top } return false; } bool FoundEntity(void) const { return m_FoundEntity; } protected: bool m_FoundEntity; int m_X; int m_Y; int m_Z; } ; cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ); m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback); NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); if (PressurePlateCallback.FoundEntity()) { if (Meta == E_META_PRESSURE_PLATE_RAISED) { m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 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); 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", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F); } m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED); SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk); } break; } default: { LOGD("Unimplemented pressure plate type %s in cRedstoneSimulator", ItemToFullString(a_MyType).c_str()); break; } } } void cIncrementalRedstoneSimulator::HandleTripwireHook(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; int RelX = a_RelBlockX, RelZ = a_RelBlockZ; bool FoundActivated = false; eBlockFace FaceToGoTowards = cBlockTripwireHookHandler::MetadataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)); for (int i = 0; i < 40; ++i) // Tripwires can be connected up to 40 blocks { BLOCKTYPE Type; NIBBLETYPE Meta; AddFaceDirection(RelX, a_RelBlockY, RelZ, FaceToGoTowards); m_Chunk->UnboundedRelGetBlock(RelX, a_RelBlockY, RelZ, Type, Meta); if (Type == E_BLOCK_TRIPWIRE) { if (Meta == 0x1) { FoundActivated = true; } } else if (Type == E_BLOCK_TRIPWIRE_HOOK) { if (ReverseBlockFace(cBlockTripwireHookHandler::MetadataToDirection(Meta)) == FaceToGoTowards) { // Other hook facing in opposite direction - circuit completed! break; } else { // Tripwire hook not connected at all, AND away all the power state bits m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x3); SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk); return; } } else { // Tripwire hook not connected at all, AND away all the power state bits m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x3); SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk); return; } } if (FoundActivated) { // Connected and activated, set the 3rd and 4th highest bits m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) | 0xC); SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); } else { // Connected but not activated, AND away the highest bit m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, (m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x7) | 0x4); SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk); } } void cIncrementalRedstoneSimulator::HandleTrappedChest(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { class cGetTrappedChestPlayers : public cChestCallback { public: cGetTrappedChestPlayers(void) : m_NumberOfPlayers(0) { } virtual bool Item(cChestEntity * a_Chest) override { ASSERT(a_Chest->GetBlockType() == E_BLOCK_TRAPPED_CHEST); m_NumberOfPlayers = a_Chest->GetNumberOfPlayers(); return (m_NumberOfPlayers <= 0); } unsigned char GetPowerLevel(void) const { return std::min(m_NumberOfPlayers, MAX_POWER_LEVEL); } private: int m_NumberOfPlayers; } GTCP; int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX; int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ; if (m_Chunk->DoWithChestAt(BlockX, a_RelBlockY, BlockZ, GTCP)) { SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, GTCP.GetPowerLevel()); } else { SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk); } } void cIncrementalRedstoneSimulator::HandleTripwire(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; class cTripwireCallback : public cEntityCallback { public: cTripwireCallback(int a_BlockX, int a_BlockY, int a_BlockZ) : m_FoundEntity(false), m_X(a_BlockX), m_Y(a_BlockY), m_Z(a_BlockZ) { } virtual bool Item(cEntity * a_Entity) override { cBoundingBox bbWire(m_X, m_X + 1, m_Y, m_Y + 0.1, m_Z, m_Z + 1); cBoundingBox bbEntity(a_Entity->GetPosition(), a_Entity->GetWidth() / 2, a_Entity->GetHeight()); if (bbEntity.DoesIntersect(bbWire)) { m_FoundEntity = true; return true; // One entity is sufficient to trigger the wire } return false; } bool FoundEntity(void) const { return m_FoundEntity; } protected: bool m_FoundEntity; int m_X; int m_Y; int m_Z; }; cTripwireCallback TripwireCallback(BlockX, a_RelBlockY, BlockZ); m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), TripwireCallback); if (TripwireCallback.FoundEntity()) { m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x1); } else { m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x0); } } bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, cChunk * a_Chunk) { // Torches want to access neighbour's data when on a wall, hence the extra chunk parameter int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; for (PoweredBlocksList::const_iterator itr = a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->begin(); itr != a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->end(); ++itr) // Check powered list { if (itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { return true; } } return false; } 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(BlockX, a_RelBlockY, BlockZ))) { return true; } } return false; } 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(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(BlockX, a_RelBlockY, BlockZ + 1))) { return true; } break; } case 0x1: { if (itr->a_SourcePos.Equals(Vector3i(BlockX - 1, a_RelBlockY, BlockZ))) { return true; } break; } case 0x2: { if (itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ - 1))) { return true; } break; } case 0x3: { if (itr->a_SourcePos.Equals(Vector3i(BlockX + 1, a_RelBlockY, BlockZ))) { return true; } break; } } } for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } switch (a_Meta & 0x3) { case 0x0: { if (itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ + 1))) { return true; } break; } case 0x1: { if (itr->a_MiddlePos.Equals(Vector3i(BlockX - 1, a_RelBlockY, BlockZ))) { return true; } break; } case 0x2: { if (itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ - 1))) { return true; } break; } case 0x3: { if (itr->a_MiddlePos.Equals(Vector3i(BlockX + 1, a_RelBlockY, BlockZ))) { return true; } break; } } } return false; // Couldn't find power source behind repeater } 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 { // If the repeater is looking up or down (If parallel to the Z axis) case 0x0: case 0x2: { // 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_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_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON)) { 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; } // If the repeater is looking left or right (If parallel to the x axis) case 0x1: case 0x3: { // 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_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_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON)) { 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 } 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 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(BlockX, a_RelBlockY, BlockZ))) { continue; } AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face); if (!itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { return true; } 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(BlockX, a_RelBlockY, BlockZ))) { continue; } AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face); if (!itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { return true; } AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face, true); } return false; // Source was in front of the piston's front face } bool cIncrementalRedstoneSimulator::IsWirePowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel) { a_PowerLevel = 0; 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) // Check powered list { if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } a_PowerLevel = std::max(itr->a_PowerLevel, a_PowerLevel); // Get the highest power level (a_PowerLevel is initialised already and there CAN be multiple levels for one block) } for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list { if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } BLOCKTYPE Type = E_BLOCK_AIR; int RelSourceX = itr->a_SourcePos.x - m_Chunk->GetPosX() * cChunkDef::Width; int RelSourceZ = itr->a_SourcePos.z - m_Chunk->GetPosZ() * cChunkDef::Width; if (!m_Chunk->UnboundedRelGetBlockType(RelSourceX, itr->a_SourcePos.y, RelSourceZ, Type) || (Type == E_BLOCK_REDSTONE_WIRE)) { continue; } a_PowerLevel = std::max(itr->a_PowerLevel, a_PowerLevel); } return (a_PowerLevel != 0); // Answer the inital question: is the wire powered? } 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_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) { if (itr->WasLastStatePowered != IsCurrentStatePowered) // Was the last power state different to the current? { return false; // It was, coordinates are no longer simulated } else { return true; // It wasn't, don't resimulate block, and allow players to toggle } } } return false; // Block wasn't even in the list, not simulated } 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: { if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, MiddleBlock)) { return; } 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: { if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, MiddleBlock)) { return; } 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: { if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, MiddleBlock)) { return; } 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: { if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, MiddleBlock)) { return; } 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: { if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, MiddleBlock)) { return; } 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: { if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, MiddleBlock)) { return; } 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; } default: { ASSERT(!"Unhandled face direction when attempting to set blocks as linked powered!"); // Zombies, that wasn't supposed to happen... break; } } } void cIncrementalRedstoneSimulator::SetAllDirsAsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char a_PowerLevel) { static const struct { int x, y, z; } gCrossCoords[] = { { 1, 0, 0 }, { -1, 0, 0 }, { 0, 0, 1 }, { 0, 0, -1 }, { 0, 1, 0 }, { 0, -1, 0 } }; for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through struct to power all directions { SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_PowerLevel); } } 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) { 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; cChunk * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelBlockX, a_RelBlockZ); // Adjust coordinates for the later call using these values if ((Neighbour == NULL) || !Neighbour->IsValid()) { return; } PoweredBlocksList * Powered = Neighbour->GetRedstoneSimulatorPoweredBlocksList(); // We need to insert the value into the chunk who owns the block position for (PoweredBlocksList::iterator itr = Powered->begin(); itr != Powered->end(); ++itr) { 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; } } // No need to get neighbouring chunk as we can guarantee that when something is powering us, the entry will be in our chunk // TODO: on C++11 support, change this to a llama function pased to a std::remove_if for (PoweredBlocksList::iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) { if ( itr->a_BlockPos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ)) && itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) && (m_Chunk->GetBlock(a_RelSourceX, a_RelSourceY, a_RelSourceZ) == E_BLOCK_REDSTONE_WIRE) ) { BLOCKTYPE Block; NIBBLETYPE Meta; Neighbour->GetBlockTypeMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Block, Meta); if (Block == E_BLOCK_REDSTONE_WIRE) { if (Meta < a_PowerLevel) { m_PoweredBlocks->erase(itr); // Powering source with higher power level, allow it break; } else { // Powered wires try to power their source - don't let them! return; } } } } sPoweredBlocks RC; 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); } void cIncrementalRedstoneSimulator::SetBlockLinkedPowered( 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 ) { 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; if (!IsViableMiddleBlock(a_MiddleBlock)) { return; } cChunk * Neighbour = m_Chunk->GetNeighborChunk(BlockX, BlockZ); if ((Neighbour == NULL) || !Neighbour->IsValid()) { return; } LinkedBlocksList * Linked = Neighbour->GetRedstoneSimulatorLinkedBlocksList(); for (LinkedBlocksList::iterator itr = Linked->begin(); itr != Linked->end(); ++itr) // Check linked powered list { if ( 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, update power level, don't add a new listing itr->a_PowerLevel = a_PowerLevel; return; } } sLinkedPoweredBlocks RC; 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_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool WasLastStatePowered) { for (SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr) { if (!itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) { continue; } if (itr->WasLastStatePowered != WasLastStatePowered) { // If power states different, update listing itr->WasLastStatePowered = WasLastStatePowered; return; } else { // If states the same, just ignore return; } } // We have arrive here; no block must be in list - add one sSimulatedPlayerToggleableList RC; RC.a_RelBlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ); RC.WasLastStatePowered = WasLastStatePowered; m_SimulatedPlayerToggleableBlocks->push_back(RC); } 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_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 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 false; } } // Self not in list, add self to list sRepeatersDelayList RC; 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.) // Multiply by 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 true; } void cIncrementalRedstoneSimulator::SetSourceUnpowered(int a_SourceX, int a_SourceY, int a_SourceZ, cChunk * a_Chunk, bool a_IsFirstCall) { if (!a_IsFirstCall) // The neighbouring chunks passed when this parameter is false may be invalid { if ((a_Chunk == NULL) || !a_Chunk->IsValid()) { return; } } // TODO: on C++11 support, change both of these to llama functions pased to a std::remove_if for (PoweredBlocksList::iterator itr = a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->begin(); itr != a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->end();) { if (itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ))) { itr = a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->erase(itr); a_Chunk->SetIsRedstoneDirty(true); continue; } ++itr; } for (LinkedBlocksList::iterator itr = a_Chunk->GetRedstoneSimulatorLinkedBlocksList()->begin(); itr != a_Chunk->GetRedstoneSimulatorLinkedBlocksList()->end();) { if (itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ))) { itr = a_Chunk->GetRedstoneSimulatorLinkedBlocksList()->erase(itr); a_Chunk->SetIsRedstoneDirty(true); continue; } ++itr; } if (a_IsFirstCall && AreCoordsOnChunkBoundary(a_SourceX, a_SourceY, a_SourceZ)) { // +- 2 to accomodate linked powered blocks SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX - 2, a_SourceZ), false); SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX + 2, a_SourceZ), false); SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ - 2), false); SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ + 2), false); } } cIncrementalRedstoneSimulator::eRedstoneDirection cIncrementalRedstoneSimulator::GetWireDirection(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { int Dir = REDSTONE_NONE; BLOCKTYPE NegX = 0; if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, NegX)) { if (IsPotentialSource(NegX)) { Dir |= (REDSTONE_X_POS); } } BLOCKTYPE PosX = 0; if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, PosX)) { if (IsPotentialSource(PosX)) { Dir |= (REDSTONE_X_NEG); } } BLOCKTYPE NegZ = 0; if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, NegZ)) { if (IsPotentialSource(NegZ)) { 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; } } BLOCKTYPE PosZ = 0; if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, PosZ)) { if (IsPotentialSource(PosZ)) { 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; } bool cIncrementalRedstoneSimulator::IsLeverOn(NIBBLETYPE a_BlockMeta) { // Extract the ON bit from metadata and return if true if it is set: return ((a_BlockMeta & 0x8) == 0x8); }