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