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author | Tycho <work.tycho+git@gmail.com> | 2014-05-10 14:05:44 +0200 |
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committer | Tycho <work.tycho+git@gmail.com> | 2014-05-10 14:05:44 +0200 |
commit | d478e3cfb19c0347ba0b5513d3250af9d69443de (patch) | |
tree | aaba81bda1ee2e53e5e4d9fdad0c2998ba8edb0f /src/Simulator/IncrementalRedstoneSimulator.cpp | |
parent | Maybe coverage working? (diff) | |
parent | Merge pull request #992 from mc-server/coverity_fixes (diff) | |
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Diffstat (limited to 'src/Simulator/IncrementalRedstoneSimulator.cpp')
-rw-r--r-- | src/Simulator/IncrementalRedstoneSimulator.cpp | 969 |
1 files changed, 564 insertions, 405 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp index d37d2eecf..074063add 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.cpp +++ b/src/Simulator/IncrementalRedstoneSimulator.cpp @@ -9,6 +9,8 @@ #include "../Entities/Pickup.h" #include "../Blocks/BlockTorch.h" #include "../Blocks/BlockDoor.h" +#include "../Blocks/BlockButton.h" +#include "../Blocks/BlockLever.h" #include "../Piston.h" @@ -116,7 +118,9 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, // 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))) + (((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta))) || + (((Block == E_BLOCK_STONE_PRESSURE_PLATE) || (Block == E_BLOCK_WOODEN_PRESSURE_PLATE)) && (Meta == 0)) || + (((Block == E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE) || (Block == E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE)) && (Meta == 0)) ) { 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); @@ -139,14 +143,14 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, SimulatedPlayerToggleableList * SimulatedPlayerToggleableBlocks = a_Chunk->GetRedstoneSimulatorSimulatedPlayerToggleableList(); for (SimulatedPlayerToggleableList::iterator itr = SimulatedPlayerToggleableBlocks->begin(); itr != SimulatedPlayerToggleableBlocks->end(); ++itr) { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + 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_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z); + 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; } @@ -155,7 +159,7 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, RepeatersDelayList * RepeatersDelayList = a_Chunk->GetRedstoneSimulatorRepeatersDelayList(); for (RepeatersDelayList::iterator itr = RepeatersDelayList->begin(); itr != RepeatersDelayList->end(); ++itr) { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (!itr->a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ))) { continue; } @@ -221,9 +225,6 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int m_LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList(); m_Chunk = a_Chunk; - int BaseX = a_Chunk->GetPosX() * cChunkDef::Width; - int BaseZ = a_Chunk->GetPosZ() * cChunkDef::Width; - for (cRedstoneSimulatorChunkData::iterator dataitr = m_RedstoneSimulatorChunkData->begin(); dataitr != m_RedstoneSimulatorChunkData->end();) { if (dataitr->DataTwo) @@ -232,67 +233,65 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int continue; } - int a_X = BaseX + dataitr->x; - int a_Z = BaseZ + dataitr->z; switch (dataitr->Data) { - 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_FENCE_GATE: HandleFenceGate(a_X, dataitr->y, a_Z); break; - case E_BLOCK_TNT: HandleTNT(a_X, dataitr->y, a_Z); break; - case E_BLOCK_TRAPDOOR: HandleTrapdoor(a_X, dataitr->y, a_Z); break; - case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(a_X, dataitr->y, a_Z); break; - case E_BLOCK_NOTE_BLOCK: HandleNoteBlock(a_X, dataitr->y, a_Z); break; - case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(a_X, dataitr->y, a_Z); break; - case E_BLOCK_COMMAND_BLOCK: HandleCommandBlock(a_X, dataitr->y, a_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_REDSTONE_WIRE: HandleRedstoneWire(dataitr->x, dataitr->y, dataitr->z); break; + case E_BLOCK_NOTE_BLOCK: HandleNoteBlock(dataitr->x, dataitr->y, dataitr->z); break; + case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(dataitr->x, dataitr->y, dataitr->z); break; + case E_BLOCK_COMMAND_BLOCK: HandleCommandBlock(dataitr->x, dataitr->y, dataitr->z); break; case E_BLOCK_REDSTONE_TORCH_OFF: case E_BLOCK_REDSTONE_TORCH_ON: { - HandleRedstoneTorch(a_X, dataitr->y, a_Z, dataitr->Data); + HandleRedstoneTorch(dataitr->x, dataitr->y, dataitr->z, dataitr->Data); break; } case E_BLOCK_STONE_BUTTON: case E_BLOCK_WOODEN_BUTTON: { - HandleRedstoneButton(a_X, dataitr->y, a_Z, dataitr->Data); + HandleRedstoneButton(dataitr->x, dataitr->y, dataitr->z); break; } case E_BLOCK_REDSTONE_REPEATER_OFF: case E_BLOCK_REDSTONE_REPEATER_ON: { - HandleRedstoneRepeater(a_X, dataitr->y, a_Z, dataitr->Data); + HandleRedstoneRepeater(dataitr->x, dataitr->y, dataitr->z, dataitr->Data); break; } case E_BLOCK_PISTON: case E_BLOCK_STICKY_PISTON: { - HandlePiston(a_X, dataitr->y, a_Z); + HandlePiston(dataitr->x, dataitr->y, dataitr->z); break; } case E_BLOCK_REDSTONE_LAMP_OFF: case E_BLOCK_REDSTONE_LAMP_ON: { - HandleRedstoneLamp(a_X, dataitr->y, a_Z, dataitr->Data); + HandleRedstoneLamp(dataitr->x, dataitr->y, dataitr->z, dataitr->Data); break; } case E_BLOCK_DISPENSER: case E_BLOCK_DROPPER: { - HandleDropSpenser(a_X, dataitr->y, a_Z); + HandleDropSpenser(dataitr->x, dataitr->y, dataitr->z); break; } case E_BLOCK_WOODEN_DOOR: case E_BLOCK_IRON_DOOR: { - HandleDoor(a_X, dataitr->y, a_Z); + HandleDoor(dataitr->x, dataitr->y, dataitr->z); break; } case E_BLOCK_ACTIVATOR_RAIL: case E_BLOCK_DETECTOR_RAIL: case E_BLOCK_POWERED_RAIL: { - HandleRail(a_X, dataitr->y, a_Z, dataitr->Data); + HandleRail(dataitr->x, dataitr->y, dataitr->z, dataitr->Data); break; } case E_BLOCK_WOODEN_PRESSURE_PLATE: @@ -300,7 +299,7 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: { - HandlePressurePlate(a_X, dataitr->y, a_Z, dataitr->Data); + HandlePressurePlate(dataitr->x, dataitr->y, dataitr->z, dataitr->Data); break; } default: LOGD("Unhandled block (!) or unimplemented redstone block: %s", ItemToString(dataitr->Data).c_str()); break; @@ -342,7 +341,7 @@ void cIncrementalRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_Blo -void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState) +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 { @@ -359,54 +358,58 @@ void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_Bloc 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 + 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 if (AreCoordsDirectlyPowered(X, Y, Z)) { // There was a match, torch goes off - m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)); + 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 = m_World.GetBlock(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z); + 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)) || (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 + (!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_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); + 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_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); + 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_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, E_BLOCK_REDSTONE_TORCH_ON); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YP); } } - 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 + 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_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ); + BLOCKTYPE Type = m_Chunk->GetBlock(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ); 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); + 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_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 + 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 // See if off state torch can be turned on again if (AreCoordsDirectlyPowered(X, Y, Z)) @@ -415,7 +418,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_Bloc } // Block torch on not powered, can be turned on again! - m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)); + m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_TORCH_ON, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)); } } @@ -423,28 +426,47 @@ void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_Bloc -void cIncrementalRedstoneSimulator::HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleRedstoneBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - 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 + 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_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleRedstoneLever(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - if (IsLeverOn(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ))) + NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + if (IsLeverOn(Meta)) { - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_LEVER); + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); - 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); + NIBBLETYPE Dir = cBlockLeverHandler::BlockMetaDataToBlockFace(Meta); + switch (Dir) // Now, flip the direction into the type used by SetBlockLinkedPowered() + { + case BLOCK_FACE_YP: + case BLOCK_FACE_XP: + case BLOCK_FACE_ZP: + { + Dir--; + break; + } + case BLOCK_FACE_XM: + case BLOCK_FACE_ZM: + case BLOCK_FACE_YM: + { + Dir++; + break; + } + default: + { + ASSERT(!"Unhandled lever metadata!"); + return; + } + } + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir); } } @@ -452,27 +474,29 @@ void cIncrementalRedstoneSimulator::HandleRedstoneLever(int a_BlockX, int a_Bloc -void cIncrementalRedstoneSimulator::HandleFenceGate(int a_BlockX, int a_BlockY, int a_BlockZ) +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; cChunkInterface ChunkInterface(m_World.GetChunkMap()); - NIBBLETYPE MetaData = ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); + NIBBLETYPE MetaData = ChunkInterface.GetBlockMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); - if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) + if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { - if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true)) { - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaData | 0x4); - m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0); - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true); + 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_BlockX, a_BlockY, a_BlockZ, false)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false)) { - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaData & 0xFFFFFFFB); - m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0); - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MetaData & 0xFFFFFFFB); + m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0); + SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false); } } } @@ -481,18 +505,35 @@ void cIncrementalRedstoneSimulator::HandleFenceGate(int a_BlockX, int a_BlockY, -void cIncrementalRedstoneSimulator::HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType) +void cIncrementalRedstoneSimulator::HandleRedstoneButton(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - if (IsButtonOn(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ))) + NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + if (IsButtonOn(Meta)) { - 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); + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + + NIBBLETYPE Dir = cBlockButtonHandler::BlockMetaDataToBlockFace(Meta); + switch (Dir) // Now, flip the direction into the type used by SetBlockLinkedPowered() + { + case BLOCK_FACE_XP: + case BLOCK_FACE_ZP: + { + Dir--; + break; + } + case BLOCK_FACE_XM: + case BLOCK_FACE_ZM: + { + Dir++; + break; + } + default: + { + ASSERT(!"Unhandled button metadata!"); + return; + } + } + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir); } } @@ -500,7 +541,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneButton(int a_BlockX, int a_Blo -void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { static const struct // Define which directions the wire can receive power from { @@ -535,14 +576,16 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block // Check to see if directly beside a power source unsigned char MyPower; - if (!IsWirePowered(a_BlockX, a_BlockY, a_BlockZ, MyPower)) + if (!IsWirePowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower)) { - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0); - m_World.WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ); + 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_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MyPower); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); if (MyPower < 1) { @@ -555,74 +598,98 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block { if ((i >= 4) && (i <= 7)) // If we are currently checking for wire surrounding ourself one block above... { - if (cBlockInfo::IsSolid(m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ))) // If there is something solid above us (wire cut off)... + 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 { - if (cBlockInfo::IsSolid(m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ))) + 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; } } - if (m_World.GetBlock(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z) == E_BLOCK_REDSTONE_WIRE) + BLOCKTYPE Type = 0; + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, Type)) { - 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_WIRE, MyPower); + 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 { - if (m_World.GetBlock(a_BlockX + gSideCoords[i].x, a_BlockY + gSideCoords[i].y, a_BlockZ + gSideCoords[i].z) == E_BLOCK_REDSTONE_REPEATER_OFF) + BLOCKTYPE Type = 0; + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gSideCoords[i].x, a_RelBlockY + gSideCoords[i].y, a_RelBlockZ + gSideCoords[i].z, Type)) { - SetBlockPowered(a_BlockX + gSideCoords[i].x, a_BlockY + gSideCoords[i].y, a_BlockZ + gSideCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower); + 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_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, E_BLOCK_REDSTONE_WIRE, MyPower); + 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_BlockX, a_BlockY, a_BlockZ)) + switch (GetWireDirection(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { case REDSTONE_NONE: { - SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower); - SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower); - SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower); - SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower); + 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_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_WIRE, MyPower); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_WIRE, MyPower); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_WIRE, MyPower); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_WIRE, 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_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_WIRE, MyPower); + 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_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_WIRE, MyPower); + 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_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_WIRE, 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_ZP, MyPower); break; } case REDSTONE_Z_NEG: { - SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_WIRE, 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_ZM, MyPower); break; } } @@ -632,7 +699,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block -void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState) +void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState) { /* Repeater Orientation Mini Guide: =================================== @@ -643,7 +710,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_B X Axis ----> - Repeater directions, values from a cWorld::GetBlockMeta(a_BlockX , a_BlockY, a_BlockZ) lookup: + Repeater directions, values from a cWorld::GetBlockMeta(a_RelBlockX , a_RelBlockY, a_RelBlockZ) lookup: East (Right) (X+): 0x1 West (Left) (X-): 0x3 @@ -656,25 +723,25 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_B */ // Create a variable holding my meta to avoid multiple lookups. - NIBBLETYPE a_Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); + NIBBLETYPE a_Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON); - if (!IsRepeaterLocked(a_BlockX, a_BlockY, a_BlockZ, a_Meta)) // If we're locked, change nothing. Otherwise: + if (!IsRepeaterLocked(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta)) // If we're locked, change nothing. Otherwise: { - bool IsSelfPowered = IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta); + 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_BlockX, a_BlockY, a_BlockZ, a_Meta, true); + 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_BlockX, a_BlockY, a_BlockZ, a_Meta, false); + QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, false); } } for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr) { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (!itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) { continue; } @@ -685,33 +752,33 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_B { if (!IsOn) { - m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); // For performance + m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); // For performance } 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); + SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM); 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); + SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP); 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); + SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP); 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); + SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM); break; } } @@ -724,7 +791,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_B { if (IsOn) { - m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta); + m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta); } m_RepeatersDelayList->erase(itr); // We can remove off repeaters which don't need further updating return; @@ -735,7 +802,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_B // Apparently, incrementing ticks only works reliably here, and not in SimChunk; // With a world with lots of redstone, the repeaters simply do not delay // I am confounded to say why. Perhaps optimisation failure. - LOGD("Incremented a repeater @ {%i %i %i} | Elapsed ticks: %i | Target delay: %i", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z, itr->a_ElapsedTicks, itr->a_DelayTicks); + 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++; } } @@ -745,16 +812,19 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_B -void cIncrementalRedstoneSimulator::HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandlePiston(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { cPiston Piston(&m_World); - if (IsPistonPowered(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x7)) // We only want the bottom three bits (4th controls extended-ness) + 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) { - Piston.ExtendPiston(a_BlockX, a_BlockY, a_BlockZ); + Piston.ExtendPiston(BlockX, a_RelBlockY, BlockZ); } else { - Piston.RetractPiston(a_BlockX, a_BlockY, a_BlockZ); + Piston.RetractPiston(BlockX, a_RelBlockY, BlockZ); } } @@ -762,7 +832,7 @@ void cIncrementalRedstoneSimulator::HandlePiston(int a_BlockX, int a_BlockY, int -void cIncrementalRedstoneSimulator::HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleDropSpenser(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { class cSetPowerToDropSpenser : public cDropSpenserCallback @@ -776,29 +846,31 @@ void cIncrementalRedstoneSimulator::HandleDropSpenser(int a_BlockX, int a_BlockY a_DropSpenser->SetRedstonePower(m_IsPowered); return false; } - } DrSpSP (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)); + } DrSpSP (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)); - m_World.DoWithDropSpenserAt(a_BlockX, a_BlockY, a_BlockZ, DrSpSP); + 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_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState) +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_BlockX, a_BlockY, a_BlockZ)) + if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { - m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_LAMP_ON, 0); + m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_LAMP_ON, 0); } } else { - if (!AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) + if (!AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { - m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_LAMP_OFF, 0); + m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_LAMP_OFF, 0); } } } @@ -807,13 +879,16 @@ void cIncrementalRedstoneSimulator::HandleRedstoneLamp(int a_BlockX, int a_Block -void cIncrementalRedstoneSimulator::HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleTNT(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) + 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_World.BroadcastSoundEffect("game.tnt.primed", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f); - m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0); - m_World.SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5); // 80 ticks to boom + m_Chunk->BroadcastSoundEffect("game.tnt.primed", BlockX * 8, a_RelBlockY * 8, BlockZ * 8, 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 } } @@ -821,26 +896,29 @@ void cIncrementalRedstoneSimulator::HandleTNT(int a_BlockX, int a_BlockY, int a_ -void cIncrementalRedstoneSimulator::HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleDoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) + 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_BlockX, a_BlockY, a_BlockZ, true)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true)) { cChunkInterface ChunkInterface(m_World.GetChunkMap()); - cBlockDoorHandler::ChangeDoor(ChunkInterface, a_BlockX, a_BlockY, a_BlockZ); - m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0); - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true); + cBlockDoorHandler::ChangeDoor(ChunkInterface, a_RelBlockX, a_RelBlockY, a_RelBlockZ); + m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0); + SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true); } } else { - if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, false)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false)) { cChunkInterface ChunkInterface(m_World.GetChunkMap()); - cBlockDoorHandler::ChangeDoor(ChunkInterface, a_BlockX, a_BlockY, a_BlockZ); - m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0); - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false); + cBlockDoorHandler::ChangeDoor(ChunkInterface, a_RelBlockX, a_RelBlockY, a_RelBlockZ); + m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0); + SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false); } } } @@ -849,7 +927,7 @@ void cIncrementalRedstoneSimulator::HandleDoor(int a_BlockX, int a_BlockY, int a -void cIncrementalRedstoneSimulator::HandleCommandBlock(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleCommandBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { class cSetPowerToCommandBlock : public cCommandBlockCallback @@ -863,37 +941,39 @@ void cIncrementalRedstoneSimulator::HandleCommandBlock(int a_BlockX, int a_Block a_CommandBlock->SetRedstonePower(m_IsPowered); return false; } - } CmdBlockSP (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)); + } CmdBlockSP (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)); - m_World.DoWithCommandBlockAt(a_BlockX, a_BlockY, a_BlockZ, CmdBlockSP); + 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_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType) +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_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x08) == 0x08) + if ((m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x08) == 0x08) { - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_MyType); + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_MyType); } break; } case E_BLOCK_ACTIVATOR_RAIL: case E_BLOCK_POWERED_RAIL: { - if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) + if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) | 0x08); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) | 0x08); } else { - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x07); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x07); } break; } @@ -905,22 +985,25 @@ void cIncrementalRedstoneSimulator::HandleRail(int a_BlockX, int a_BlockY, int a -void cIncrementalRedstoneSimulator::HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleTrapdoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) + 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_BlockX, a_BlockY, a_BlockZ, true)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true)) { - m_World.SetTrapdoorOpen(a_BlockX, a_BlockY, a_BlockZ, true); - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true); + m_World.SetTrapdoorOpen(BlockX, a_RelBlockY, BlockZ, true); + SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true); } } else { - if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, false)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false)) { - m_World.SetTrapdoorOpen(a_BlockX, a_BlockY, a_BlockZ, false); - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false); + m_World.SetTrapdoorOpen(BlockX, a_RelBlockY, BlockZ, false); + SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false); } } } @@ -929,13 +1012,13 @@ void cIncrementalRedstoneSimulator::HandleTrapdoor(int a_BlockX, int a_BlockY, i -void cIncrementalRedstoneSimulator::HandleNoteBlock(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleNoteBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - bool m_bAreCoordsPowered = AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ); + bool m_bAreCoordsPowered = AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); if (m_bAreCoordsPowered) { - if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true)) { class cSetPowerToNoteBlock : public cNoteBlockCallback @@ -954,15 +1037,17 @@ void cIncrementalRedstoneSimulator::HandleNoteBlock(int a_BlockX, int a_BlockY, } } NoteBlockSP(m_bAreCoordsPowered); - m_World.DoWithNoteBlockAt(a_BlockX, a_BlockY, a_BlockZ, NoteBlockSP); - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true); + 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_BlockX, a_BlockY, a_BlockZ, false)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false)) { - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false); + SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false); } } } @@ -971,10 +1056,10 @@ void cIncrementalRedstoneSimulator::HandleNoteBlock(int a_BlockX, int a_BlockY, -void cIncrementalRedstoneSimulator::HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleDaylightSensor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { int a_ChunkX, a_ChunkZ; - cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, a_ChunkX, a_ChunkZ); + cChunkDef::BlockToChunk(a_RelBlockX, a_RelBlockZ, a_ChunkX, a_ChunkZ); if (!m_World.IsChunkLighted(a_ChunkX, a_ChunkZ)) { @@ -982,10 +1067,12 @@ void cIncrementalRedstoneSimulator::HandleDaylightSensor(int a_BlockX, int a_Blo } else { - NIBBLETYPE SkyLight = m_World.GetBlockSkyLight(a_BlockX, a_BlockY + 1, a_BlockZ) - m_World.GetSkyDarkness(); + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + NIBBLETYPE SkyLight = m_Chunk->GetTimeAlteredLight(m_World.GetBlockSkyLight(BlockX, a_RelBlockY + 1, BlockZ)); if (SkyLight > 8) { - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_DAYLIGHT_SENSOR); + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); } } } @@ -994,24 +1081,28 @@ void cIncrementalRedstoneSimulator::HandleDaylightSensor(int a_BlockX, int a_Blo -void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType) +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(a_BlockX + 0.5f, (float)a_BlockY, a_BlockZ + 0.5f), 0.5f, false); + cPlayer * a_Player = m_World.FindClosestPlayer(Vector3f(BlockX + 0.5f, (float)a_RelBlockY, BlockZ + 0.5f), 0.7f, false); if (a_Player != NULL) { - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x1); - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_STONE_PRESSURE_PLATE); + 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_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x0); - m_World.WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x0); + m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ); } break; } @@ -1056,95 +1147,98 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc int m_Z; }; - cPressurePlateCallback PressurePlateCallback(a_BlockX, a_BlockY, a_BlockZ); + cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ); m_World.ForEachEntity(PressurePlateCallback); unsigned char Power; - NIBBLETYPE Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); + NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); if (PressurePlateCallback.GetPowerLevel(Power)) { if (Meta == E_META_PRESSURE_PLATE_RAISED) { - m_World.BroadcastSoundEffect("random.click", (int)((a_BlockX + 0.5) * 8.0), (int)((a_BlockY + 0.1) * 8.0), (int)((a_BlockZ + 0.5) * 8.0), 0.3F, 0.5F); + m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.5F); } - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, E_META_PRESSURE_PLATE_DEPRESSED); - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_MyType, Power); + 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_World.BroadcastSoundEffect("random.click", (int)((a_BlockX + 0.5) * 8.0), (int)((a_BlockY + 0.1) * 8.0), (int)((a_BlockZ + 0.5) * 8.0), 0.3F, 0.6F); + m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.6F); } - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, E_META_PRESSURE_PLATE_RAISED); - m_World.WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED); + m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ); } 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 + class cPressurePlateCallback : + public cEntityCallback { - Vector3f EntityPos = a_Entity->GetPosition(); - Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f); - double Distance = (EntityPos - BlockPos).Length(); + 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) + { + } - if (Distance <= 0.7) + virtual bool Item(cEntity * a_Entity) override { - m_NumberOfEntities++; + 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 <= 0.7) + { + m_NumberOfEntities++; + } + return false; } - return false; - } - bool GetPowerLevel(unsigned char & a_PowerLevel) const - { - a_PowerLevel = std::min((int)ceil(m_NumberOfEntities / (float)10), MAX_POWER_LEVEL); - return (a_PowerLevel > 0); - } + bool GetPowerLevel(unsigned char & a_PowerLevel) const + { + a_PowerLevel = std::min((int)ceil(m_NumberOfEntities / (float)10), MAX_POWER_LEVEL); + return (a_PowerLevel > 0); + } - protected: - int m_NumberOfEntities; + protected: + int m_NumberOfEntities; - int m_X; - int m_Y; - int m_Z; - }; + int m_X; + int m_Y; + int m_Z; + }; - cPressurePlateCallback PressurePlateCallback(a_BlockX, a_BlockY, a_BlockZ); - m_World.ForEachEntity(PressurePlateCallback); + cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ); + m_World.ForEachEntity(PressurePlateCallback); - unsigned char Power; - NIBBLETYPE Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); - if (PressurePlateCallback.GetPowerLevel(Power)) - { - if (Meta == E_META_PRESSURE_PLATE_RAISED) + unsigned char Power; + NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + if (PressurePlateCallback.GetPowerLevel(Power)) { - m_World.BroadcastSoundEffect("random.click", (int)((a_BlockX + 0.5) * 8.0), (int)((a_BlockY + 0.1) * 8.0), (int)((a_BlockZ + 0.5) * 8.0), 0.3F, 0.5F); + if (Meta == E_META_PRESSURE_PLATE_RAISED) + { + m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 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); } - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, E_META_PRESSURE_PLATE_DEPRESSED); - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_MyType, Power); - } - else - { - if (Meta == E_META_PRESSURE_PLATE_DEPRESSED) + else { - m_World.BroadcastSoundEffect("random.click", (int)((a_BlockX + 0.5) * 8.0), (int)((a_BlockY + 0.1) * 8.0), (int)((a_BlockZ + 0.5) * 8.0), 0.3F, 0.6F); + if (Meta == E_META_PRESSURE_PLATE_DEPRESSED) + { + m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.6F); + } + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED); + m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ); } - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, E_META_PRESSURE_PLATE_RAISED); - m_World.WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ); - } break; } @@ -1189,27 +1283,28 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc int m_Z; } ; - cPressurePlateCallback PressurePlateCallback(a_BlockX, a_BlockY, a_BlockZ); + cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ); m_World.ForEachEntity(PressurePlateCallback); - NIBBLETYPE Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); + NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); if (PressurePlateCallback.FoundEntity()) { if (Meta == E_META_PRESSURE_PLATE_RAISED) { - m_World.BroadcastSoundEffect("random.click", (int) ((a_BlockX + 0.5) * 8.0), (int) ((a_BlockY + 0.1) * 8.0), (int) ((a_BlockZ + 0.5) * 8.0), 0.3F, 0.5F); + m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.5F); } - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, E_META_PRESSURE_PLATE_DEPRESSED); - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_MyType); + 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_World.BroadcastSoundEffect("random.click", (int) ((a_BlockX + 0.5) * 8.0), (int) ((a_BlockY + 0.1) * 8.0), (int) ((a_BlockZ + 0.5) * 8.0), 0.3F, 0.6F); + m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.6F); } - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, E_META_PRESSURE_PLATE_RAISED); - m_World.WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED); + m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ); } break; } @@ -1225,11 +1320,15 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc -bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_BlockX, int a_BlockY, int a_BlockZ) +bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) // Check powered list + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + + PoweredBlocksList * Powered = m_Chunk->GetNeighborChunk(BlockX, BlockZ)->GetRedstoneSimulatorPoweredBlocksList(); // Torches want to access neighbour's data when on a wall + for (PoweredBlocksList::const_iterator itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list { - if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { return true; } @@ -1241,11 +1340,14 @@ bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_BlockX, int a -bool cIncrementalRedstoneSimulator::AreCoordsLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ) +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(a_BlockX, a_BlockY, a_BlockZ))) + if (itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { return true; } @@ -1258,35 +1360,37 @@ bool cIncrementalRedstoneSimulator::AreCoordsLinkedPowered(int a_BlockX, int a_B // IsRepeaterPowered tests if a repeater should be powered by testing for power sources behind the repeater. // It takes the coordinates of the repeater the the meta value. -bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta) +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(a_BlockX, a_BlockY, a_BlockZ))) { continue; } + 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(a_BlockX, a_BlockY, a_BlockZ + 1))) { return true; } + if (itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ + 1))) { return true; } break; } case 0x1: { - if (itr->a_SourcePos.Equals(Vector3i(a_BlockX - 1, a_BlockY, a_BlockZ))) { return true; } + if (itr->a_SourcePos.Equals(Vector3i(BlockX - 1, a_RelBlockY, BlockZ))) { return true; } break; } case 0x2: { - if (itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1))) { return true; } + if (itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ - 1))) { return true; } break; } case 0x3: { - if (itr->a_SourcePos.Equals(Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ))) { return true; } + if (itr->a_SourcePos.Equals(Vector3i(BlockX + 1, a_RelBlockY, BlockZ))) { return true; } break; } } @@ -1294,28 +1398,28 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } + if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } switch (a_Meta & 0x3) { case 0x0: { - if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ + 1))) { return true; } + if (itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ + 1))) { return true; } break; } case 0x1: { - if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX - 1, a_BlockY, a_BlockZ))) { return true; } + if (itr->a_MiddlePos.Equals(Vector3i(BlockX - 1, a_RelBlockY, BlockZ))) { return true; } break; } case 0x2: { - if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1))) { return true; } + if (itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ - 1))) { return true; } break; } case 0x3: { - if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ))) { return true; } + if (itr->a_MiddlePos.Equals(Vector3i(BlockX + 1, a_RelBlockY, BlockZ))) { return true; } break; } } @@ -1327,7 +1431,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY -bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta) +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 { @@ -1336,16 +1440,17 @@ bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_BlockX, int a_BlockY, case 0x2: { // Check if eastern(right) neighbor is a powered on repeater who is facing us. - if (m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ) == E_BLOCK_REDSTONE_REPEATER_ON) // Is right neighbor a powered repeater? + 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_World.GetBlockMeta(a_BlockX + 1, a_BlockY, a_BlockZ) & 0x3; + 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_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ) == E_BLOCK_REDSTONE_REPEATER_ON) + if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON)) { - NIBBLETYPE OtherRepeaterDir = m_World.GetBlockMeta(a_BlockX -1, a_BlockY, a_BlockZ) & 0x3; + NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX -1, a_RelBlockY, a_RelBlockZ) & 0x3; if (OtherRepeaterDir == 0x1) { return true; } // If so, I am latched/locked. } @@ -1357,16 +1462,17 @@ bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_BlockX, int a_BlockY, case 0x3: { // Check if southern(down) neighbor is a powered on repeater who is facing us. - if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1) == E_BLOCK_REDSTONE_REPEATER_ON) + BLOCKTYPE Block = 0; + if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON)) { - NIBBLETYPE OtherRepeaterDir = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ + 1) & 0x3; + 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_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ -1) == E_BLOCK_REDSTONE_REPEATER_ON) + if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON)) { - NIBBLETYPE OtherRepeaterDir = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ - 1) & 0x3; + NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1) & 0x3; if (OtherRepeaterDir == 0x2) { return true; } // If so, I am latched/locked. } @@ -1380,43 +1486,45 @@ bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_BlockX, int a_BlockY, -bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta) +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 - int OldX = a_BlockX, OldY = a_BlockY, OldZ = a_BlockZ; + int OldX = a_RelBlockX, OldY = a_RelBlockY, OldZ = a_RelBlockZ; eBlockFace Face = cPiston::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(a_BlockX, a_BlockY, a_BlockZ))) { continue; } + if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } - AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, Face); + AddFaceDirection(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Face); - if (!itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (!itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { return true; } - a_BlockX = OldX; - a_BlockY = OldY; - a_BlockZ = OldZ; + a_RelBlockX = OldX; + a_RelBlockY = OldY; + a_RelBlockZ = OldZ; } for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } + if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } - AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, Face); + AddFaceDirection(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Face); - if (!itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (!itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { return true; } - a_BlockX = OldX; - a_BlockY = OldY; - a_BlockZ = OldZ; + a_RelBlockX = OldX; + a_RelBlockY = OldY; + a_RelBlockZ = OldZ; } return false; // Source was in front of the piston's front face } @@ -1424,13 +1532,15 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_BlockX, int a_BlockY, -bool cIncrementalRedstoneSimulator::IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ, unsigned char & a_PowerLevel) +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(a_BlockX, a_BlockY, a_BlockZ))) + if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } @@ -1439,7 +1549,7 @@ bool cIncrementalRedstoneSimulator::IsWirePowered(int a_BlockX, int a_BlockY, in for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } @@ -1453,11 +1563,11 @@ bool cIncrementalRedstoneSimulator::IsWirePowered(int a_BlockX, int a_BlockY, in -bool cIncrementalRedstoneSimulator::AreCoordsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool IsCurrentStatePowered) +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_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + 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? { @@ -1476,79 +1586,98 @@ bool cIncrementalRedstoneSimulator::AreCoordsSimulated(int a_BlockX, int a_Block -void cIncrementalRedstoneSimulator::SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceType, unsigned char a_PowerLevel) +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: { - BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ); + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, MiddleBlock)) + { + return; + } - SetBlockLinkedPowered(a_BlockX - 2, a_BlockY, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - 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, a_PowerLevel); - 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, a_PowerLevel); - 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, a_PowerLevel); - 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, a_PowerLevel); + 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: { - BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ); + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, MiddleBlock)) + { + return; + } - SetBlockLinkedPowered(a_BlockX + 2, a_BlockY, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - 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, a_PowerLevel); - 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, a_PowerLevel); - 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, a_PowerLevel); - 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, a_PowerLevel); + 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: { - BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ); + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, MiddleBlock)) + { + return; + } - SetBlockLinkedPowered(a_BlockX, a_BlockY - 2, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - 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, a_PowerLevel); - 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, a_PowerLevel); - 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, a_PowerLevel); - 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, a_PowerLevel); + 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: { - BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ); + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, MiddleBlock)) + { + return; + } - SetBlockLinkedPowered(a_BlockX, a_BlockY + 2, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - 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, a_PowerLevel); - 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, a_PowerLevel); - 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, a_PowerLevel); - 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, a_PowerLevel); + 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: { - BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1); + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, MiddleBlock)) + { + return; + } - SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ - 2, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - 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, a_PowerLevel); - 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, a_PowerLevel); - 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, a_PowerLevel); - 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, a_PowerLevel); + 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: { - BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1); + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, MiddleBlock)) + { + return; + } - SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ + 2, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - 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, a_PowerLevel); - 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, a_PowerLevel); - 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, a_PowerLevel); - 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, a_PowerLevel); + 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; } @@ -1564,7 +1693,7 @@ void cIncrementalRedstoneSimulator::SetDirectionLinkedPowered(int a_BlockX, int -void cIncrementalRedstoneSimulator::SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock, unsigned char a_PowerLevel) +void cIncrementalRedstoneSimulator::SetAllDirsAsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char a_PowerLevel) { static const struct { @@ -1572,16 +1701,16 @@ void cIncrementalRedstoneSimulator::SetAllDirsAsPowered(int a_BlockX, int a_Bloc } gCrossCoords[] = { { 1, 0, 0 }, - {-1, 0, 0 }, + { -1, 0, 0 }, { 0, 0, 1 }, - { 0, 0,-1 }, + { 0, 0, -1 }, { 0, 1, 0 }, - { 0,-1, 0 } + { 0, -1, 0 } }; for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through struct to power all directions { - SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, a_SourceBlock, a_PowerLevel); + SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_PowerLevel); } } @@ -1589,39 +1718,45 @@ void cIncrementalRedstoneSimulator::SetAllDirsAsPowered(int a_BlockX, int a_Bloc -void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, unsigned char 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) { - BLOCKTYPE Block = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ); + 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; + + BLOCKTYPE Block = 0; + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Block)) + { + return; + } if (Block == E_BLOCK_AIR) { // Don't set air, fixes some bugs (wires powering themselves) return; } - PoweredBlocksList * Powered = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorPoweredBlocksList(); + PoweredBlocksList * Powered = m_Chunk->GetNeighborChunk(BlockX, BlockZ)->GetRedstoneSimulatorPoweredBlocksList(); for (PoweredBlocksList::iterator itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list { if ( - itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) && - itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)) - ) + itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) && + itr->a_SourcePos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ)) + ) { - // Check for duplicates, update power level if everything else the same but either way, don't add a new listing - if (itr->a_PowerLevel != a_PowerLevel) - { - itr->a_PowerLevel = a_PowerLevel; - } + // Check for duplicates, update power level, don't add a new listing + itr->a_PowerLevel = a_PowerLevel; return; } } - PoweredBlocksList * OtherPowered = m_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ)->GetRedstoneSimulatorPoweredBlocksList(); + PoweredBlocksList * OtherPowered = m_Chunk->GetNeighborChunk(SourceX, SourceZ)->GetRedstoneSimulatorPoweredBlocksList(); for (PoweredBlocksList::const_iterator itr = OtherPowered->begin(); itr != OtherPowered->end(); ++itr) // Check powered list { if ( - itr->a_BlockPos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)) && - itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) - ) + itr->a_BlockPos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ)) && + itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) + ) { // Powered wires try to power their source - don't let them! return; @@ -1629,8 +1764,8 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, } sPoweredBlocks RC; - RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ); - RC.a_SourcePos = Vector3i(a_SourceX, a_SourceY, a_SourceZ); + 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); } @@ -1640,45 +1775,57 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, void cIncrementalRedstoneSimulator::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, unsigned char a_PowerLevel -) + 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 + ) { - BLOCKTYPE DestBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ); + 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; + + BLOCKTYPE DestBlock = 0; + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ, DestBlock)) + { + return; + } if (DestBlock == E_BLOCK_AIR) { // Don't set air, fixes some bugs (wires powering themselves) return; } + if ((DestBlock == E_BLOCK_REDSTONE_WIRE) && (m_Chunk->GetBlock(a_RelSourceX, a_RelSourceY, a_RelSourceZ) == E_BLOCK_REDSTONE_WIRE)) + { + return; + } if (!IsViableMiddleBlock(a_MiddleBlock)) { return; } - LinkedBlocksList * Linked = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorLinkedBlocksList(); + LinkedBlocksList * Linked = m_Chunk->GetNeighborChunk(BlockX, BlockZ)->GetRedstoneSimulatorLinkedBlocksList(); for (LinkedBlocksList::iterator itr = Linked->begin(); itr != Linked->end(); ++itr) // Check linked powered list { if ( - itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) && - itr->a_MiddlePos.Equals(Vector3i(a_MiddleX, a_MiddleY, a_MiddleZ)) && - itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)) + 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 if everything else the same but either way, don't add a new listing - if (itr->a_PowerLevel != a_PowerLevel) - { - itr->a_PowerLevel = a_PowerLevel; - } + // Check for duplicates, update power level, don't add a new listing + itr->a_PowerLevel = a_PowerLevel; return; } } 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_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); } @@ -1687,11 +1834,11 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered( -void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered) +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_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (!itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) { continue; } @@ -1711,7 +1858,7 @@ void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_Bl // We have arrive here; no block must be in list - add one sSimulatedPlayerToggleableList RC; - RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ); + RC.a_RelBlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ); RC.WasLastStatePowered = WasLastStatePowered; m_SimulatedPlayerToggleableBlocks->push_back(RC); } @@ -1720,11 +1867,11 @@ void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_Bl -void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn) +void 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_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + 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 { @@ -1741,7 +1888,7 @@ void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a // Self not in list, add self to list sRepeatersDelayList RC; - RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ); + 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.) // * 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 @@ -1757,52 +1904,64 @@ void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a -cIncrementalRedstoneSimulator::eRedstoneDirection cIncrementalRedstoneSimulator::GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ) +cIncrementalRedstoneSimulator::eRedstoneDirection cIncrementalRedstoneSimulator::GetWireDirection(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { int Dir = REDSTONE_NONE; - BLOCKTYPE NegX = m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ); - if (IsPotentialSource(NegX)) + BLOCKTYPE NegX = 0; + if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, NegX)) { - Dir |= (REDSTONE_X_POS); + if (IsPotentialSource(NegX)) + { + Dir |= (REDSTONE_X_POS); + } } - BLOCKTYPE PosX = m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ); - if (IsPotentialSource(PosX)) + BLOCKTYPE PosX = 0; + if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, PosX)) { - Dir |= (REDSTONE_X_NEG); + if (IsPotentialSource(PosX)) + { + Dir |= (REDSTONE_X_NEG); + } } - BLOCKTYPE NegZ = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1); - if (IsPotentialSource(NegZ)) + BLOCKTYPE NegZ = 0; + if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, NegZ)) { - if ((Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG)) // corner + if (IsPotentialSource(NegZ)) { - 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; + 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; } - Dir |= REDSTONE_Z_POS; } - BLOCKTYPE PosZ = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1); - if (IsPotentialSource(PosZ)) + BLOCKTYPE PosZ = 0; + if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, 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 + if (IsPotentialSource(PosZ)) { - Dir ^= REDSTONE_X_NEG; - Dir |= REDSTONE_X_POS; + 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; } - Dir |= REDSTONE_Z_NEG; } return (eRedstoneDirection)Dir; } |