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path: root/source/Simulator/RedstoneSimulator.cpp
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#include "Globals.h"  // NOTE: MSVC stupidness requires this to be the same across all modules

#include "RedstoneSimulator.h"
#include "../BlockEntities/DropSpenserEntity.h"
#include "../Entities/TNTEntity.h"
#include "../Blocks/BlockTorch.h"
#include "../Blocks/BlockDoor.h"
#include "../Piston.h"





cRedstoneSimulator::cRedstoneSimulator(cWorld & a_World)
	: super(a_World)
{
}





cRedstoneSimulator::~cRedstoneSimulator()
{
}





void cRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
{
	if ((a_Chunk == NULL) || !a_Chunk->IsValid())
	{
		return;
	}
	else if ((a_BlockY < 0) || (a_BlockY > cChunkDef::Height))
	{
		return;
	}

	int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
	int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;

	if (!IsAllowedBlock(a_Chunk->GetBlock(RelX, a_BlockY, RelZ)))
	{
		return;
	}

	// Check for duplicates:
	cRedstoneSimulatorChunkData & ChunkData = a_Chunk->GetRedstoneSimulatorData();
	for (cRedstoneSimulatorChunkData::iterator itr = ChunkData.begin(); itr != ChunkData.end(); ++itr)
	{
		if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ))
		{
			return;
		}
	}

	ChunkData.push_back(cCoordWithInt(RelX, a_BlockY, RelZ));
}





void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
{
	cRedstoneSimulatorChunkData & ChunkData = a_Chunk->GetRedstoneSimulatorData();
	if (ChunkData.empty())
	{
		return;
	}

	int BaseX = a_Chunk->GetPosX() * cChunkDef::Width;
	int BaseZ = a_Chunk->GetPosZ() * cChunkDef::Width;

	for (cRedstoneSimulatorChunkData::iterator dataitr = ChunkData.begin(), end = ChunkData.end(); dataitr != end;)
	{
		BLOCKTYPE BlockType = a_Chunk->GetBlock(dataitr->x, dataitr->y, dataitr->z);
		if (!IsAllowedBlock(BlockType))
		{
			dataitr = ChunkData.erase(dataitr);
			continue;
		}

		// Check to see if PoweredBlocks have invalid items (source is air or unpowered)
		for (PoweredBlocksList::iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end();)
		{
			sPoweredBlocks & Change = *itr;

			int RelX = Change.a_SourcePos.x - a_ChunkX * cChunkDef::Width;
			int RelZ = Change.a_SourcePos.z - a_ChunkZ * cChunkDef::Width;

			BLOCKTYPE SourceBlockType;
			NIBBLETYPE SourceBlockMeta;
			a_Chunk->UnboundedRelGetBlock(RelX, Change.a_SourcePos.y, RelZ, SourceBlockType, SourceBlockMeta);

			if (SourceBlockType != Change.a_SourceBlock)
			{
				itr = m_PoweredBlocks.erase(itr);
			}
			else if (
				// Changeable sources
				((SourceBlockType == E_BLOCK_REDSTONE_WIRE) && (SourceBlockMeta == 0)) ||
				((SourceBlockType == E_BLOCK_LEVER) && !IsLeverOn(SourceBlockMeta)) ||
				((SourceBlockType == E_BLOCK_DETECTOR_RAIL) && (SourceBlockMeta & 0x08) == 0x08) ||
				(((SourceBlockType == E_BLOCK_STONE_BUTTON) || (SourceBlockType == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(SourceBlockMeta)))
				)
			{
				itr = m_PoweredBlocks.erase(itr);
			}
			else
			{
				itr++;
			}
		}

		// Check to see if LinkedPoweredBlocks have invalid items: source, block powered through, or power destination block has changed
		for (LinkedBlocksList::iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end();)
		{
			sLinkedPoweredBlocks & Change = *itr;
			
			int RelX = Change.a_SourcePos.x - a_ChunkX * cChunkDef::Width;
			int RelZ = Change.a_SourcePos.z - a_ChunkZ * cChunkDef::Width;
			int MidRelX = Change.a_MiddlePos.x - a_ChunkX * cChunkDef::Width;
			int MidRelZ = Change.a_MiddlePos.z - a_ChunkZ * cChunkDef::Width;

			BLOCKTYPE SourceBlockType;
			NIBBLETYPE SourceBlockMeta;
			BLOCKTYPE MiddleBlockType;
			a_Chunk->UnboundedRelGetBlock(RelX, Change.a_SourcePos.y, RelZ, SourceBlockType, SourceBlockMeta);
			a_Chunk->UnboundedRelGetBlockType(MidRelX, Change.a_MiddlePos.y, MidRelZ, MiddleBlockType);

			if (SourceBlockType != Change.a_SourceBlock)
			{
				itr = m_LinkedPoweredBlocks.erase(itr);
			}
			else if (MiddleBlockType != Change.a_MiddleBlock)
			{
				itr = m_LinkedPoweredBlocks.erase(itr);
			}
			else if (
				// Things that can send power through a block but which depends on meta
				((SourceBlockType == E_BLOCK_REDSTONE_WIRE) && (SourceBlockMeta == 0)) ||
				((SourceBlockType == E_BLOCK_LEVER) && !IsLeverOn(SourceBlockMeta)) ||
				(((SourceBlockType == E_BLOCK_STONE_BUTTON) || (SourceBlockType == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(SourceBlockMeta)))
				)
			{
				itr = m_LinkedPoweredBlocks.erase(itr);
			}
			else
			{
				itr++;
			}
		}

		// PoweredBlock list was fine, now to the actual handling
		int a_X = BaseX + dataitr->x;
		int a_Z = BaseZ + dataitr->z;
		switch (BlockType)
		{
			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_TNT:					HandleTNT(a_X, dataitr->y, a_Z);			break;
			case E_BLOCK_REDSTONE_WIRE:			HandleRedstoneWire(a_X, dataitr->y, a_Z);	break;

			case E_BLOCK_REDSTONE_TORCH_OFF:
			case E_BLOCK_REDSTONE_TORCH_ON:
			{
				HandleRedstoneTorch(a_X, dataitr->y, a_Z, BlockType);
				break;
			}
			case E_BLOCK_STONE_BUTTON:
			case E_BLOCK_WOODEN_BUTTON:
			{
				HandleRedstoneButton(a_X, dataitr->y, a_Z, BlockType);
				break;
			}
			case E_BLOCK_REDSTONE_REPEATER_OFF:
			case E_BLOCK_REDSTONE_REPEATER_ON:
			{
				HandleRedstoneRepeater(a_X, dataitr->y, a_Z, BlockType);
				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, BlockType);
				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, BlockType);
				break;
			}
		}

		++dataitr;
	}
}





void cRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, 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_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

		if (AreCoordsPowered(X, Y, Z))
		{
			// There was a match, torch goes off
			// FastSetBlock so the server doesn't fail an assert -_-
			m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
			return;
		}

		// Torch still on, make all 4(X, Z) + 1(Y) sides powered
		for (int 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);
			if (i < ARRAYCOUNT(gCrossCoords) - 1) // 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
					)
				{
					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);
				}
			}
			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);
				// Power all blocks surrounding block above torch
				SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, E_BLOCK_REDSTONE_TORCH_ON);
			}
		}

		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
		{
			BLOCKTYPE Type = m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);

			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);
			}
		}
	}
	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

		// See if off state torch can be turned on again
		if (AreCoordsPowered(X, Y, Z))
		{
			return; // Something matches, torch still powered
		}

		// Block torch on not powered, can be turned on again!
		// FastSetBlock so the server doesn't fail an assert -_-
		m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
	}
	return;
}





void cRedstoneSimulator::HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
{
	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
	return;
}





void cRedstoneSimulator::HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ)
{
	if (IsLeverOn(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)))
	{
		SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_LEVER);

		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);
	}
	return;
}





void cRedstoneSimulator::HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType)
{
	if (IsButtonOn(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)))
	{
		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);
	}
}





void cRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ)
{
	static const struct // Define which directions the wire can receive power from
	{
		int x, y, z;
	} gCrossCoords[] =
	{
		{ 1, 0,  0},
		{-1, 0,  0},
		{ 0, 0,  1},
		{ 0, 0, -1},
		{ 1, 1,  0}, // From here to end, check for wire placed on sides of blocks
		{-1, 1,  0},
		{ 0, 1,  1},
		{ 0, 1, -1},
		{ 1,-1,  0},
		{-1,-1,  0},
		{ 0,-1,  1},
		{ 0,-1, -1},
	} ;

	// Check to see if directly beside a power source
	if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
	{
		m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 15); // Maximum power
		SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); // Power block beneath
	}
	else
	{
		NIBBLETYPE MyMeta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
		int TimesMetaSmaller = 0, TimesFoundAWire = 0;

		for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through all directions to transfer or receive power
		{
			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)
			{
				TimesFoundAWire++;

				if (SurroundMeta > 1) // Wires of power 1 or 0 cannot transfer power TO ME, don't bother checking
				{
					if (SurroundMeta > MyMeta) // Does surrounding wire have a higher power level than self?
					{
						m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, SurroundMeta - 1);
					}
				}
				
				if (SurroundMeta < MyMeta) // Go through all surroundings to see if self power is larger than everyone else's
				{
					TimesMetaSmaller++;
				}
			}			
		}

		if (TimesMetaSmaller == TimesFoundAWire)
		{
			// 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.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0);
			return; // No need to process block power sets because self not powered
		}

		SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); // Power block beneath
	}

	if (m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) != 0) // A powered wire
	{
		switch (GetWireDirection(a_BlockX, a_BlockY, a_BlockZ))
		{
			case REDSTONE_NONE:
			{
				SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);

				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_YP, 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:
			{
				if (m_World.GetBlock(a_BlockX + 1, 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);
				}
				SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_WIRE);
				break;
			}
			case REDSTONE_X_NEG:
			{
				if (m_World.GetBlock(a_BlockX - 1, 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);
				}
				SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_WIRE);
				break;
			}
			case REDSTONE_Z_POS:
			{
				if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1) != E_BLOCK_REDSTONE_WIRE)
				{
					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:
			{
				if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1) != E_BLOCK_REDSTONE_WIRE)
				{
					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;
			}
		}
	}
	return;
}





void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState)
{
	// We do this so that the repeater can continually update block power status (without being affected by it's own block type, which would happen if the block powering code was in an IF statement)
	bool IsOn = false;
	if (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON)
	{
		IsOn = true;
	}

	NIBBLETYPE a_Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);

	if (IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta & 0x3))
	{
		if (!IsOn) { m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); } // Only set if not on; SetBlock otherwise server doesn't set it in time for SimulateChunk's invalidation
		switch (a_Meta & 0x3) // We only want the direction (bottom) bits
		{
			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;
			}
		}
	}
	else
	{
		if (IsOn)
		{
			m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta);
		}
	}
	return;
}





void cRedstoneSimulator::HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ)
{	
	if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
	{
		cPiston Piston(&m_World);
		Piston.ExtendPiston(a_BlockX, a_BlockY, a_BlockZ);
	}
	else
	{
		cPiston Piston(&m_World);
		Piston.RetractPiston(a_BlockX, a_BlockY, a_BlockZ);
	}
	return;
}





void cRedstoneSimulator::HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ)
{
	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_BlockX, a_BlockY, a_BlockZ));

	m_World.DoWithDropSpenserAt(a_BlockX, a_BlockY, a_BlockZ, DrSpSP);
	return;
}





void cRedstoneSimulator::HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState)
{
	if (a_MyState == E_BLOCK_REDSTONE_LAMP_OFF)
	{
		if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
		{
			m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_LAMP_ON, 0);
		}
	}
	else
	{
		if (!AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
		{
			m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_LAMP_OFF, 0);
		}
	}
	return;
}





void cRedstoneSimulator::HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ)
{
	if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
	{
		m_World.BroadcastSoundEffect("random.fuse", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
		m_World.SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, 4);  // 4 seconds to boom
		m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
	}
	return;
}





void cRedstoneSimulator::HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ)
{
	if ((m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x08) == 0x08)
	{
		// Block position is located at top half of door
		// Is Y - 1 both within world boundaries, a door block, and the bottom half of a door?
		// The bottom half stores the open/closed information
		if (
			(a_BlockY - 1 >= 0) &&
			((m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_WOODEN_DOOR) || (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_IRON_DOOR)) &&
			(m_World.GetBlockMeta(a_BlockX, a_BlockY - 1, a_BlockZ & 0x08) == 0)
			)
		{
			if ((m_World.GetBlockMeta(a_BlockX, a_BlockY - 1, a_BlockZ) & 0x04) == 0) // Closed door?
			{
				if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) // Powered? If so, toggle open
				{
					cBlockDoorHandler::ChangeDoor(&m_World, a_BlockX, a_BlockY, a_BlockZ);
				}
			}
			else // Opened door
			{
				if (!AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) // Unpowered? Close if so
				{
					cBlockDoorHandler::ChangeDoor(&m_World, a_BlockX, a_BlockY, a_BlockZ);
				}
			}
		}
	}
	else
	{
		if ((m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x04) == 0) // Closed door?
		{
			if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) // Powered? If so, toggle open
			{
				cBlockDoorHandler::ChangeDoor(&m_World, a_BlockX, a_BlockY, a_BlockZ);
			}
		}
		else // Opened door
		{
			if (!AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) // Unpowered? Close if so
			{
				cBlockDoorHandler::ChangeDoor(&m_World, a_BlockX, a_BlockY, a_BlockZ);
			}
		}
	}
	return;
}





void cRedstoneSimulator::HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType)
{
	switch (a_MyType)
	{
		case E_BLOCK_DETECTOR_RAIL:
		{
			if ((m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x08) == 0x08)
			{
				SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_MyType);
			}
			break;
		}
		case E_BLOCK_ACTIVATOR_RAIL:
		case E_BLOCK_POWERED_RAIL:
		{
			if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
			{
				m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) | 0x08);
			}
			else
			{
				m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x07);
			}
			break;
		}
	}
}





bool cRedstoneSimulator::AreCoordsPowered(int a_BlockX, int a_BlockY, int a_BlockZ)
{
	for (PoweredBlocksList::iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) // Check powered list
	{
		sPoweredBlocks & Change = *itr;

		if (Change.a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
		{
			return true;
		}
	}

	for (LinkedBlocksList::iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) // Check linked powered list
	{
		sLinkedPoweredBlocks & Change = *itr;

		if (Change.a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
		{
			return true;
		}
	}
	return false;
}





bool cRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta)
{
	// Check through powered blocks list
	for (PoweredBlocksList::iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr)
	{
		sPoweredBlocks & Change = *itr;

		if (!Change.a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }

		switch (a_Meta)
		{
			case 0x0:
			{
				// Flip the coords to check the back of the repeater
				if (Change.a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ + 1))) { return true; }
				break;
			}
			case 0x1:
			{
				if (Change.a_SourcePos.Equals(Vector3i(a_BlockX - 1, a_BlockY, a_BlockZ))) { return true; }
				break;
			}
			case 0x2:
			{
				if (Change.a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1))) { return true; }
				break;
			}
			case 0x3:
			{
				if (Change.a_SourcePos.Equals(Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ))) { return true; }
				break;
			}
		}
	}

	// Check linked powered list, 'middle' blocks
	for (LinkedBlocksList::iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr)
	{
		sLinkedPoweredBlocks & Change = *itr;

		if (!Change.a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }

		switch (a_Meta)
		{
			case 0x0:
			{
				if (Change.a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ + 1))) { return true; }
				break;
			}
			case 0x1:
			{
				if (Change.a_MiddlePos.Equals(Vector3i(a_BlockX - 1, a_BlockY, a_BlockZ))) { return true; }
				break;
			}
			case 0x2:
			{
				if (Change.a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1))) { return true; }
				break;
			}
			case 0x3:
			{
				if (Change.a_MiddlePos.Equals(Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ))) { return true; }
				break;
			}
		}
	}
	return false; // Couldn't find power source behind repeater
}





void cRedstoneSimulator::SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceType)
{
	switch (a_Direction)
	{
		case BLOCK_FACE_XM:
		{
			BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ);

			if (a_SourceType == E_BLOCK_REDSTONE_WIRE) // Wires can't power another wire through a block
			{
				if (m_World.GetBlock(a_BlockX - 2, a_BlockY, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
				{
					SetBlockLinkedPowered(a_BlockX - 2, a_BlockY, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
				}
				if (m_World.GetBlock(a_BlockX - 1, a_BlockY + 1, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
				if (m_World.GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
				if (m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ + 1) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
				if (m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ - 1) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
			}
			else
			{
				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);
			}
			break;
		}
		case BLOCK_FACE_XP:
		{
			BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ);

			if (a_SourceType == E_BLOCK_REDSTONE_WIRE)
			{
				if (m_World.GetBlock(a_BlockX + 2, a_BlockY, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
				{
					SetBlockLinkedPowered(a_BlockX + 2, a_BlockY, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
				}
				if (m_World.GetBlock(a_BlockX + 1, a_BlockY + 1, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
				if (m_World.GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
				if (m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ + 1) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
				if (m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ - 1) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
			}
			else
			{
				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);
			}		
			break;
		}
		case BLOCK_FACE_YM:
		{
			BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);

			if (a_SourceType == E_BLOCK_REDSTONE_WIRE)
			{
				if (m_World.GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
				{
					SetBlockLinkedPowered(a_BlockX, a_BlockY - 2, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
				}
				if (m_World.GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
				if (m_World.GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
				if (m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
				if (m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
			}
			else
			{
				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);
			}
			break;
		}
		case BLOCK_FACE_YP:
		{
			BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ);

			if (a_SourceType == E_BLOCK_REDSTONE_WIRE)
			{
				if (m_World.GetBlock(a_BlockX, a_BlockY + 2, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
				{
					SetBlockLinkedPowered(a_BlockX, a_BlockY + 2, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
				}
				if (m_World.GetBlock(a_BlockX + 1, a_BlockY + 1, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
				if (m_World.GetBlock(a_BlockX - 1, a_BlockY + 1, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
				if (m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ + 1) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
				if (m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ - 1) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
			}
			else
			{
				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);
			}		
			break;
		}
		case BLOCK_FACE_ZM:
		{
			BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1);

			if (a_SourceType == E_BLOCK_REDSTONE_WIRE)
			{
				if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 2) != E_BLOCK_REDSTONE_WIRE)
				{
					SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ - 2, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
				}
				if (m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ - 1) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
				if (m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ - 1) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
				if (m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ - 1) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
				if (m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
			}
			else
			{
				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);
			}
			break;
		}
		case BLOCK_FACE_ZP:
		{
			BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1);

			if (a_SourceType == E_BLOCK_REDSTONE_WIRE)
			{
				if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 2) != E_BLOCK_REDSTONE_WIRE)
				{
					SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ + 2, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
				}
				if (m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ + 1) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
				if (m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ + 1) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
				if (m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ + 1) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
				if (m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) != E_BLOCK_REDSTONE_WIRE)
				{
					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);
				}
			}
			else
			{
				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);
			}
			break;
		}
		default:
		{
			ASSERT(!"Unhandled face direction when attempting to set blocks as linked powered!"); // Zombies, that wasn't supposed to happen...
			break;
		}
	}
	return;
}





void cRedstoneSimulator::SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock)
{
	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 },
		{ 0,-1, 0 }
	};

	for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
	{
		SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, a_SourceBlock);
	}
	return;
}





void cRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock)
{
	if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_AIR) { return; } // Don't set air, fixes some bugs (wires powering themselves)
	if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) { return; } // Check for duplicates

	sPoweredBlocks RC;
	RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
	RC.a_SourcePos = Vector3i(a_SourceX, a_SourceY, a_SourceZ);
	RC.a_SourceBlock = a_SourceBlock;
	m_PoweredBlocks.push_back(RC);
	return;
}





void cRedstoneSimulator::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
	)
{
	if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_AIR) { return; } // Don't set air, fixes some bugs (wires powering themselves)
	if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) { return; } // Check for duplicates
	if (!IsViableMiddleBlock(m_World.GetBlock(a_MiddleX, a_MiddleY, a_MiddleZ))) { return; } // See if middle block is viable

	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_SourceBlock = a_SourceBlock;
	RC.a_MiddleBlock = a_MiddleBlock;
	m_LinkedPoweredBlocks.push_back(RC);
	return;
}





cRedstoneSimulator::eRedstoneDirection cRedstoneSimulator::GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ)
{
	int Dir = REDSTONE_NONE;

	BLOCKTYPE NegX = m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ);
	if (IsPotentialSource(NegX))
	{
		Dir |= (REDSTONE_X_POS);
	}
	
	BLOCKTYPE PosX = m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ);
	if (IsPotentialSource(PosX))
	{
		Dir |= (REDSTONE_X_NEG);
	}
	
	BLOCKTYPE NegZ = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1);
	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 = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1);
	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 cRedstoneSimulator::IsLeverOn(NIBBLETYPE a_BlockMeta)
{
	// Extract the ON bit from metadata and return if true if it is set:
	return ((a_BlockMeta & 0x8) == 0x8);
}





bool cRedstoneSimulator::IsButtonOn(NIBBLETYPE a_BlockMeta)
{
	return IsLeverOn(a_BlockMeta);
}