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#pragma once

#include "Simulator.h"





class cRedstoneSimulator :
	public cSimulator
{
	typedef cSimulator super;
public:
	cRedstoneSimulator( cWorld* a_World );
	~cRedstoneSimulator();

	virtual void Simulate( float a_Dt ) override;
	virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override { return true; }

	virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;

	enum eRedstoneDirection
	{
		REDSTONE_NONE =  0,
		REDSTONE_X_POS = 0x1,
		REDSTONE_X_NEG = 0x2,
		REDSTONE_Z_POS = 0x4,
		REDSTONE_Z_NEG = 0x8,
	};
	eRedstoneDirection GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ);
	eRedstoneDirection GetWireDirection(const Vector3i & a_Pos) { return GetWireDirection(a_Pos.x, a_Pos.y, a_Pos.z); }

	static bool IsRepeaterPointingTo  (const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos);
	static bool IsRepeaterPointingAway(const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos);
	static NIBBLETYPE RepeaterRotationToMetaData(float a_Rotation);
	static Vector3i GetRepeaterDirection(NIBBLETYPE a_MetaData);
	static NIBBLETYPE LeverDirectionToMetaData(char a_Dir);
	static bool IsLeverOn(cWorld * a_World, const Vector3i & a_BlockPos);
	static bool IsLeverOn(NIBBLETYPE a_BlockMeta);


private:
	struct sRepeaterChange
	{
		Vector3i Position;
		int Ticks;
		bool bPowerOn;
		bool bPowerOffNextTime;
	};

	typedef std::deque <Vector3i> BlockList;

	typedef std::deque< sRepeaterChange > RepeaterList;
	RepeaterList m_SetRepeaters;
	
	void SetRepeater(const Vector3i & a_Position, int a_Ticks, bool a_bPowerOn);

	virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override {}

	void HandleChange( const Vector3i & a_BlockPos );
	BlockList RemoveCurrent( const Vector3i & a_BlockPos );

	bool PowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock, char a_Power );
	int UnPowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock );

	bool IsPowered( const Vector3i & a_BlockPos, bool a_bOnlyByWire = false );
	bool IsPowering( const Vector3i & a_PowerPos, const Vector3i & a_BlockPos, eRedstoneDirection a_WireDirection, bool a_bOnlyByWire );
	
	BlockList m_Blocks;
	BlockList m_BlocksBuffer;

	BlockList m_RefreshPistons;
	BlockList m_RefreshDispensers;

	BlockList m_RefreshTorchesAround;
	
	void RefreshTorchesAround( const Vector3i & a_BlockPos );

	// TODO: The entire simulator is synchronized, no need to lock data structures; remove this
	cCriticalSection m_CS;
};