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-rw-r--r--src/Bindings/CMakeLists.txt2
-rw-r--r--src/BlockEntities/CommandBlockEntity.h7
-rw-r--r--src/BlockEntities/DispenserEntity.cpp2
-rw-r--r--src/BlockID.cpp56
-rw-r--r--src/BlockInfo.cpp42
-rw-r--r--src/BlockInfo.h31
-rw-r--r--src/Blocks/BlockMobHead.h4
-rw-r--r--src/Blocks/BlockPiston.h2
-rw-r--r--src/Blocks/BlockPortal.h2
-rw-r--r--src/Blocks/BlockPumpkin.h6
-rw-r--r--src/Blocks/ChunkInterface.cpp66
-rw-r--r--src/Blocks/ChunkInterface.h63
-rw-r--r--src/Blocks/GetHandlerCompileTimeTemplate.h54
-rw-r--r--src/Blocks/WorldInterface.h7
-rw-r--r--src/Chunk.cpp6
-rw-r--r--src/Chunk.h13
-rw-r--r--src/Entities/Entity.cpp20
-rw-r--r--src/Entities/EntityEffect.cpp4
-rw-r--r--src/Entities/Player.cpp4
-rw-r--r--src/Entities/ThrownEggEntity.cpp10
-rw-r--r--src/Entities/ThrownSnowballEntity.cpp4
-rw-r--r--src/Generating/FinishGen.cpp1
-rw-r--r--src/Globals.h21
-rw-r--r--src/Items/ItemSpawnEgg.h56
-rw-r--r--src/MobSpawner.cpp100
-rw-r--r--src/MobSpawner.h12
-rw-r--r--src/Mobs/AggressiveMonster.cpp2
-rw-r--r--src/Mobs/AggressiveMonster.h2
-rw-r--r--src/Mobs/Monster.cpp116
-rw-r--r--src/Mobs/Monster.h50
-rw-r--r--src/Mobs/MonsterTypes.h41
-rw-r--r--src/Mobs/Mooshroom.cpp2
-rw-r--r--src/Mobs/PassiveAggressiveMonster.cpp2
-rw-r--r--src/Mobs/PassiveAggressiveMonster.h2
-rw-r--r--src/Mobs/PassiveMonster.cpp2
-rw-r--r--src/Mobs/PassiveMonster.h2
-rw-r--r--src/Protocol/Protocol125.cpp32
-rw-r--r--src/Protocol/Protocol17x.cpp30
-rw-r--r--src/Protocol/Protocol18x.cpp30
-rw-r--r--src/Simulator/CMakeLists.txt1
-rw-r--r--src/Simulator/FireSimulator.h2
-rw-r--r--src/Simulator/FluidSimulator.h7
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.cpp2222
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.h313
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.inc2534
-rw-r--r--src/Simulator/NoopRedstoneSimulator.h4
-rw-r--r--src/Simulator/RedstoneSimulator.cpp19
-rw-r--r--src/Simulator/RedstoneSimulator.h15
-rw-r--r--src/Simulator/SandSimulator.cpp1
-rw-r--r--src/Simulator/SandSimulator.h9
-rw-r--r--src/Simulator/Simulator.cpp45
-rw-r--r--src/Simulator/Simulator.h18
-rw-r--r--src/Simulator/Simulator.inc45
-rw-r--r--src/Simulator/SimulatorManager.cpp2
-rw-r--r--src/Simulator/SimulatorManager.h4
-rw-r--r--src/World.cpp12
-rw-r--r--src/World.h11
-rw-r--r--src/WorldStorage/NBTChunkSerializer.cpp82
58 files changed, 3188 insertions, 3066 deletions
diff --git a/src/Bindings/CMakeLists.txt b/src/Bindings/CMakeLists.txt
index 7a1769e9a..930ee9771 100644
--- a/src/Bindings/CMakeLists.txt
+++ b/src/Bindings/CMakeLists.txt
@@ -129,6 +129,8 @@ set_source_files_properties(${CMAKE_SOURCE_DIR}/src/Bindings/Bindings.cpp PROPER
set_source_files_properties(${CMAKE_SOURCE_DIR}/src/Bindings/Bindings.h PROPERTIES GENERATED TRUE)
set_source_files_properties(${CMAKE_SOURCE_DIR}/src/Bindings/LuaState_Call.inc PROPERTIES GENERATED TRUE)
+set_source_files_properties(${CMAKE_SOURCE_DIR}/src/Bindings/Bindings.cpp PROPERTIES COMPILE_FLAGS -Wno-error)
+
if(NOT MSVC)
add_library(Bindings ${SRCS} ${HDRS})
diff --git a/src/BlockEntities/CommandBlockEntity.h b/src/BlockEntities/CommandBlockEntity.h
index d02bf7d7b..22cd44322 100644
--- a/src/BlockEntities/CommandBlockEntity.h
+++ b/src/BlockEntities/CommandBlockEntity.h
@@ -10,7 +10,7 @@
#pragma once
#include "BlockEntity.h"
-
+#include "RedstonePoweredEntity.h"
@@ -27,7 +27,8 @@ namespace Json
// tolua_begin
class cCommandBlockEntity :
- public cBlockEntity
+ public cBlockEntity,
+ public cRedstonePoweredEntity
{
typedef cBlockEntity super;
@@ -52,7 +53,7 @@ public:
// tolua_begin
/// Sets the internal redstone power flag to "on" or "off", depending on the parameter. Calls Activate() if appropriate
- void SetRedstonePower(bool a_IsPowered);
+ virtual void SetRedstonePower(bool a_IsPowered) override;
/// Sets the command block to execute a command in the next tick
void Activate(void);
diff --git a/src/BlockEntities/DispenserEntity.cpp b/src/BlockEntities/DispenserEntity.cpp
index c02c68afa..d3c06653f 100644
--- a/src/BlockEntities/DispenserEntity.cpp
+++ b/src/BlockEntities/DispenserEntity.cpp
@@ -109,7 +109,7 @@ void cDispenserEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
{
double MobX = 0.5 + (DispX + DispChunk->GetPosX() * cChunkDef::Width);
double MobZ = 0.5 + (DispZ + DispChunk->GetPosZ() * cChunkDef::Width);
- if (m_World->SpawnMob(MobX, DispY, MobZ, (cMonster::eType)m_Contents.GetSlot(a_SlotNum).m_ItemDamage) >= 0)
+ if (m_World->SpawnMob(MobX, DispY, MobZ, (eMonsterType)m_Contents.GetSlot(a_SlotNum).m_ItemDamage) >= 0)
{
m_Contents.ChangeSlotCount(a_SlotNum, -1);
}
diff --git a/src/BlockID.cpp b/src/BlockID.cpp
index 07a1fc9e5..9026d81f2 100644
--- a/src/BlockID.cpp
+++ b/src/BlockID.cpp
@@ -261,34 +261,34 @@ int StringToMobType(const AString & a_MobString)
const char * m_String;
} MobMap [] =
{
- {cMonster::mtCreeper, "Creeper"},
- {cMonster::mtSkeleton, "Skeleton"},
- {cMonster::mtSpider, "Spider"},
- {cMonster::mtGiant, "Giant"},
- {cMonster::mtZombie, "Zombie"},
- {cMonster::mtSlime, "Slime"},
- {cMonster::mtGhast, "Ghast"},
- {cMonster::mtZombiePigman, "ZombiePigman"},
- {cMonster::mtEnderman, "Enderman"},
- {cMonster::mtCaveSpider, "CaveSpider"},
- {cMonster::mtSilverfish, "SilverFish"},
- {cMonster::mtBlaze, "Blaze"},
- {cMonster::mtMagmaCube, "MagmaCube"},
- {cMonster::mtEnderDragon, "EnderDragon"},
- {cMonster::mtWither, "Wither"},
- {cMonster::mtBat, "Bat"},
- {cMonster::mtWitch, "Witch"},
- {cMonster::mtPig, "Pig"},
- {cMonster::mtSheep, "Sheep"},
- {cMonster::mtCow, "Cow"},
- {cMonster::mtChicken, "Chicken"},
- {cMonster::mtSquid, "Squid"},
- {cMonster::mtWolf, "Wolf"},
- {cMonster::mtMooshroom, "Mooshroom"},
- {cMonster::mtSnowGolem, "SnowGolem"},
- {cMonster::mtOcelot, "Ocelot"},
- {cMonster::mtIronGolem, "IronGolem"},
- {cMonster::mtVillager, "Villager"},
+ {mtCreeper, "Creeper"},
+ {mtSkeleton, "Skeleton"},
+ {mtSpider, "Spider"},
+ {mtGiant, "Giant"},
+ {mtZombie, "Zombie"},
+ {mtSlime, "Slime"},
+ {mtGhast, "Ghast"},
+ {mtZombiePigman, "ZombiePigman"},
+ {mtEnderman, "Enderman"},
+ {mtCaveSpider, "CaveSpider"},
+ {mtSilverfish, "SilverFish"},
+ {mtBlaze, "Blaze"},
+ {mtMagmaCube, "MagmaCube"},
+ {mtEnderDragon, "EnderDragon"},
+ {mtWither, "Wither"},
+ {mtBat, "Bat"},
+ {mtWitch, "Witch"},
+ {mtPig, "Pig"},
+ {mtSheep, "Sheep"},
+ {mtCow, "Cow"},
+ {mtChicken, "Chicken"},
+ {mtSquid, "Squid"},
+ {mtWolf, "Wolf"},
+ {mtMooshroom, "Mooshroom"},
+ {mtSnowGolem, "SnowGolem"},
+ {mtOcelot, "Ocelot"},
+ {mtIronGolem, "IronGolem"},
+ {mtVillager, "Villager"},
};
for (size_t i = 0; i < ARRAYCOUNT(MobMap); i++)
{
diff --git a/src/BlockInfo.cpp b/src/BlockInfo.cpp
index 0324cabf5..99bf36d66 100644
--- a/src/BlockInfo.cpp
+++ b/src/BlockInfo.cpp
@@ -6,26 +6,6 @@
-
-
-cBlockInfo::cBlockInfo()
- : m_LightValue(0x00)
- , m_SpreadLightFalloff(0x0f)
- , m_Transparent(false)
- , m_OneHitDig(false)
- , m_PistonBreakable(false)
- , m_IsSnowable(false)
- , m_IsSolid(true)
- , m_FullyOccupiesVoxel(false)
- , m_CanBeTerraformed(false)
- , m_PlaceSound("")
- , m_Handler(NULL)
-{}
-
-
-
-
-
cBlockInfo::~cBlockInfo()
{
delete m_Handler;
@@ -33,28 +13,6 @@ cBlockInfo::~cBlockInfo()
}
-
-
-
-/** This accessor makes sure that the cBlockInfo structures are properly initialized exactly once.
-It does so by using the C++ singleton approximation - storing the actual singleton as the function's static variable.
-It works only if it is called for the first time before the app spawns other threads. */
-cBlockInfo & cBlockInfo::Get(BLOCKTYPE a_Type)
-{
- static cBlockInfo ms_Info[256];
- static bool IsBlockInfoInitialized = false;
- if (!IsBlockInfoInitialized)
- {
- cBlockInfo::Initialize(ms_Info);
- IsBlockInfoInitialized = true;
- }
- return ms_Info[a_Type];
-}
-
-
-
-
-
void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
{
for (unsigned int i = 0; i < 256; ++i)
diff --git a/src/BlockInfo.h b/src/BlockInfo.h
index 567070a7f..bfa62a132 100644
--- a/src/BlockInfo.h
+++ b/src/BlockInfo.h
@@ -11,14 +11,27 @@ class cBlockHandler;
-
// tolua_begin
class cBlockInfo
{
public:
/** Returns the associated BlockInfo structure for the specified block type. */
- static cBlockInfo & Get(BLOCKTYPE a_Type);
+
+ /** This accessor makes sure that the cBlockInfo structures are properly initialized exactly once.
+It does so by using the C++ singleton approximation - storing the actual singleton as the function's static variable.
+It works only if it is called for the first time before the app spawns other threads. */
+ static cBlockInfo & Get(BLOCKTYPE a_Type)
+ {
+ static cBlockInfo ms_Info[256];
+ static bool IsBlockInfoInitialized = false;
+ if (!IsBlockInfoInitialized)
+ {
+ cBlockInfo::Initialize(ms_Info);
+ IsBlockInfoInitialized = true;
+ }
+ return ms_Info[a_Type];
+ }
/** How much light do the blocks emit on their own? */
@@ -78,7 +91,19 @@ protected:
typedef cBlockInfo cBlockInfoArray[256];
/** Creates a default BlockInfo structure, initializes all values to their defaults */
- cBlockInfo();
+ cBlockInfo()
+ : m_LightValue(0x00)
+ , m_SpreadLightFalloff(0x0f)
+ , m_Transparent(false)
+ , m_OneHitDig(false)
+ , m_PistonBreakable(false)
+ , m_IsSnowable(false)
+ , m_IsSolid(true)
+ , m_FullyOccupiesVoxel(false)
+ , m_CanBeTerraformed(false)
+ , m_PlaceSound("")
+ , m_Handler(NULL)
+ {}
/** Cleans up the stored values */
~cBlockInfo();
diff --git a/src/Blocks/BlockMobHead.h b/src/Blocks/BlockMobHead.h
index b51155802..e21e42334 100644
--- a/src/Blocks/BlockMobHead.h
+++ b/src/Blocks/BlockMobHead.h
@@ -151,7 +151,7 @@ public:
a_ChunkInterface.SetBlock(a_BlockX - 1, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
// Spawn the wither:
- a_WorldInterface.SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtWither);
+ a_WorldInterface.SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, mtWither);
// Award Achievement
a_WorldInterface.ForEachPlayer(PlayerCallback);
@@ -181,7 +181,7 @@ public:
a_ChunkInterface.SetBlock(a_BlockX, a_BlockY, a_BlockZ - 1, E_BLOCK_AIR, 0);
// Spawn the wither:
- a_WorldInterface.SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtWither);
+ a_WorldInterface.SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, mtWither);
// Award Achievement
a_WorldInterface.ForEachPlayer(PlayerCallback);
diff --git a/src/Blocks/BlockPiston.h b/src/Blocks/BlockPiston.h
index 0bec603e3..78959595b 100644
--- a/src/Blocks/BlockPiston.h
+++ b/src/Blocks/BlockPiston.h
@@ -4,7 +4,7 @@
#include "BlockHandler.h"
-
+class cWorld;
class cBlockPistonHandler :
diff --git a/src/Blocks/BlockPortal.h b/src/Blocks/BlockPortal.h
index 8fac2a126..97ba26ee3 100644
--- a/src/Blocks/BlockPortal.h
+++ b/src/Blocks/BlockPortal.h
@@ -50,7 +50,7 @@ public:
int PosX = a_Chunk.GetPosX() * cChunkDef::Width + a_RelX;
int PosZ = a_Chunk.GetPosZ() * cChunkDef::Width + a_RelZ;
- a_WorldInterface.SpawnMob(PosX, a_RelY, PosZ, cMonster::mtZombiePigman);
+ a_WorldInterface.SpawnMob(PosX, a_RelY, PosZ, mtZombiePigman);
}
virtual bool CanBeAt(cChunkInterface & a_ChunkInterface, int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
diff --git a/src/Blocks/BlockPumpkin.h b/src/Blocks/BlockPumpkin.h
index 15ac80fd7..275d1422a 100644
--- a/src/Blocks/BlockPumpkin.h
+++ b/src/Blocks/BlockPumpkin.h
@@ -36,7 +36,7 @@ public:
a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
- a_WorldInterface.SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtSnowGolem);
+ a_WorldInterface.SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, mtSnowGolem);
return;
}
@@ -61,7 +61,7 @@ public:
a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
// Spawn the golem:
- a_WorldInterface.SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtIronGolem);
+ a_WorldInterface.SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, mtIronGolem);
}
else if (
(a_ChunkInterface.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) == E_BLOCK_IRON_BLOCK) &&
@@ -76,7 +76,7 @@ public:
a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
// Spawn the golem:
- a_WorldInterface.SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtIronGolem);
+ a_WorldInterface.SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, mtIronGolem);
}
}
diff --git a/src/Blocks/ChunkInterface.cpp b/src/Blocks/ChunkInterface.cpp
index 540581ae7..a4c96a478 100644
--- a/src/Blocks/ChunkInterface.cpp
+++ b/src/Blocks/ChunkInterface.cpp
@@ -2,8 +2,74 @@
#include "Globals.h"
#include "ChunkInterface.h"
+#include "ChunkMap.h"
#include "BlockHandler.h"
+BLOCKTYPE cChunkInterface::GetBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ return m_ChunkMap->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
+}
+BLOCKTYPE cChunkInterface::GetBlock(const Vector3i & a_Pos)
+{
+ return GetBlock(a_Pos.x, a_Pos.y, a_Pos.z);
+}
+NIBBLETYPE cChunkInterface::GetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ return m_ChunkMap->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
+}
+
+bool cChunkInterface::GetBlockTypeMeta(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta)
+{
+ return m_ChunkMap->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
+}
+
+/** Sets the block at the specified coords to the specified value.
+Full processing, incl. updating neighbors, is performed.
+*/
+void cChunkInterface::SetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
+{
+ m_ChunkMap->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
+}
+
+void cChunkInterface::SetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_MetaData)
+{
+ m_ChunkMap->SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, a_MetaData);
+}
+
+void cChunkInterface::QueueSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_TickDelay, BLOCKTYPE a_PreviousBlockType, cWorldInterface & a_WorldInterface)
+{
+ m_ChunkMap->QueueSetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta, a_WorldInterface.GetWorldAge() + a_TickDelay, a_PreviousBlockType);
+}
+
+/** Sets the block at the specified coords to the specified value.
+The replacement doesn't trigger block updates.
+The replaced blocks aren't checked for block entities (block entity is leaked if it exists at this block)
+*/
+void cChunkInterface::FastSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
+{
+ m_ChunkMap->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
+}
+
+void cChunkInterface::FastSetBlock(const Vector3i & a_Pos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
+{
+ FastSetBlock( a_Pos.x, a_Pos.y, a_Pos.z, a_BlockType, a_BlockMeta);
+}
+
+void cChunkInterface::UseBlockEntity(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ m_ChunkMap->UseBlockEntity(a_Player, a_BlockX, a_BlockY, a_BlockZ);
+}
+
+bool cChunkInterface::ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback)
+{
+ return m_ChunkMap->ForEachChunkInRect(a_MinChunkX, a_MaxChunkX, a_MinChunkZ, a_MaxChunkZ, a_Callback);
+}
+
+bool cChunkInterface::WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes)
+{
+ return m_ChunkMap->WriteBlockArea(a_Area, a_MinBlockX, a_MinBlockY, a_MinBlockZ, a_DataTypes);
+}
+
bool cChunkInterface::DigBlock(cWorldInterface & a_WorldInterface, int a_X, int a_Y, int a_Z)
{
cBlockHandler * Handler = cBlockInfo::GetHandler(GetBlock(a_X, a_Y, a_Z));
diff --git a/src/Blocks/ChunkInterface.h b/src/Blocks/ChunkInterface.h
index d5f1f1273..51647dc04 100644
--- a/src/Blocks/ChunkInterface.h
+++ b/src/Blocks/ChunkInterface.h
@@ -1,13 +1,12 @@
#pragma once
-#include "../ChunkMap.h"
#include "../ForEachChunkProvider.h"
#include "WorldInterface.h"
-
+class cChunkMap;
class cChunkInterface:
public cForEachChunkProvider
@@ -16,70 +15,34 @@ public:
cChunkInterface(cChunkMap * a_ChunkMap) : m_ChunkMap(a_ChunkMap) {}
- BLOCKTYPE GetBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
- {
- return m_ChunkMap->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
- }
- BLOCKTYPE GetBlock(const Vector3i & a_Pos)
- {
- return GetBlock(a_Pos.x, a_Pos.y, a_Pos.z);
- }
- NIBBLETYPE GetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ)
- {
- return m_ChunkMap->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
- }
+ BLOCKTYPE GetBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
+ BLOCKTYPE GetBlock(const Vector3i & a_Pos);
+ NIBBLETYPE GetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ);
- bool GetBlockTypeMeta(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta)
- {
- return m_ChunkMap->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
- }
+ bool GetBlockTypeMeta(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta);
/** Sets the block at the specified coords to the specified value.
Full processing, incl. updating neighbors, is performed.
*/
- void SetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
- {
- m_ChunkMap->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
- }
+ void SetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
- void SetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_MetaData)
- {
- m_ChunkMap->SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, a_MetaData);
- }
+ void SetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_MetaData);
- void QueueSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_TickDelay, BLOCKTYPE a_PreviousBlockType, cWorldInterface & a_WorldInterface)
- {
- m_ChunkMap->QueueSetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta, a_WorldInterface.GetWorldAge() + a_TickDelay, a_PreviousBlockType);
- }
+ void QueueSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_TickDelay, BLOCKTYPE a_PreviousBlockType, cWorldInterface & a_WorldInterface);
/** Sets the block at the specified coords to the specified value.
The replacement doesn't trigger block updates.
The replaced blocks aren't checked for block entities (block entity is leaked if it exists at this block)
*/
- void FastSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
- {
- m_ChunkMap->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
- }
+ void FastSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
- void FastSetBlock(const Vector3i & a_Pos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
- {
- FastSetBlock( a_Pos.x, a_Pos.y, a_Pos.z, a_BlockType, a_BlockMeta);
- }
+ void FastSetBlock(const Vector3i & a_Pos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
- void UseBlockEntity(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ)
- {
- m_ChunkMap->UseBlockEntity(a_Player, a_BlockX, a_BlockY, a_BlockZ);
- }
+ void UseBlockEntity(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ);
- virtual bool ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback) override
- {
- return m_ChunkMap->ForEachChunkInRect(a_MinChunkX, a_MaxChunkX, a_MinChunkZ, a_MaxChunkZ, a_Callback);
- }
+ virtual bool ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback) override;
- virtual bool WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes) override
- {
- return m_ChunkMap->WriteBlockArea(a_Area, a_MinBlockX, a_MinBlockY, a_MinBlockZ, a_DataTypes);
- }
+ virtual bool WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes) override;
bool DigBlock(cWorldInterface & a_WorldInterface, int a_X, int a_Y, int a_Z);
diff --git a/src/Blocks/GetHandlerCompileTimeTemplate.h b/src/Blocks/GetHandlerCompileTimeTemplate.h
new file mode 100644
index 000000000..658497bf2
--- /dev/null
+++ b/src/Blocks/GetHandlerCompileTimeTemplate.h
@@ -0,0 +1,54 @@
+
+#pragma once
+
+class cBlockTorchHandler;
+class cBlockLeverHandler;
+class cBlockButtonHandler;
+class cBlockTripwireHookHandler;
+class cBlockDoorHandler;
+class cBlockPistonHandler;
+
+template<BLOCKTYPE T>
+class GetHandlerCompileTime;
+
+template<>
+class GetHandlerCompileTime<E_BLOCK_TORCH>
+{
+public:
+ typedef cBlockTorchHandler type;
+};
+
+template<>
+class GetHandlerCompileTime<E_BLOCK_LEVER>
+{
+public:
+ typedef cBlockLeverHandler type;
+};
+
+template<>
+class GetHandlerCompileTime<E_BLOCK_STONE_BUTTON>
+{
+public:
+ typedef cBlockButtonHandler type;
+};
+
+template<>
+class GetHandlerCompileTime<E_BLOCK_TRIPWIRE_HOOK>
+{
+public:
+ typedef cBlockTripwireHookHandler type;
+};
+
+template<>
+class GetHandlerCompileTime<E_BLOCK_WOODEN_DOOR>
+{
+public:
+ typedef cBlockDoorHandler type;
+};
+
+template<>
+class GetHandlerCompileTime<E_BLOCK_PISTON>
+{
+public:
+ typedef cBlockPistonHandler type;
+};
diff --git a/src/Blocks/WorldInterface.h b/src/Blocks/WorldInterface.h
index 889ef1d87..106c314e7 100644
--- a/src/Blocks/WorldInterface.h
+++ b/src/Blocks/WorldInterface.h
@@ -2,14 +2,15 @@
#pragma once
#include "BroadcastInterface.h"
-#include "../Mobs/Monster.h"
+#include "../Mobs/MonsterTypes.h"
class cItems;
typedef cItemCallback<cBlockEntity> cBlockEntityCallback;
-
+class cMonster;
+class cPlayer;
class cWorldInterface
@@ -33,7 +34,7 @@ public:
virtual void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ, bool IsPlayerCreated = false) = 0;
/** Spawns a mob of the specified type. Returns the mob's EntityID if recognized and spawned, <0 otherwise */
- virtual int SpawnMob(double a_PosX, double a_PosY, double a_PosZ, cMonster::eType a_MonsterType) = 0;
+ virtual int SpawnMob(double a_PosX, double a_PosY, double a_PosZ, eMonsterType a_MonsterType) = 0;
/** Spawns an experience orb at the given location with the given reward. It returns the UniqueID of the spawned experience orb. */
virtual int SpawnExperienceOrb(double a_X, double a_Y, double a_Z, int a_Reward) = 0;
diff --git a/src/Chunk.cpp b/src/Chunk.cpp
index 8b2655cc9..a7dec3fe3 100644
--- a/src/Chunk.cpp
+++ b/src/Chunk.cpp
@@ -1366,9 +1366,9 @@ void cChunk::CreateBlockEntities(void)
void cChunk::WakeUpSimulators(void)
{
- cSimulator * WaterSimulator = m_World->GetWaterSimulator();
- cSimulator * LavaSimulator = m_World->GetLavaSimulator();
- cSimulator * RedstoneSimulator = m_World->GetRedstoneSimulator();
+ cSimulator<cChunk, cWorld> * WaterSimulator = m_World->GetWaterSimulator();
+ cSimulator<cChunk, cWorld> * LavaSimulator = m_World->GetLavaSimulator();
+ cSimulator<cChunk, cWorld> * RedstoneSimulator = m_World->GetRedstoneSimulator();
int BaseX = m_PosX * cChunkDef::Width;
int BaseZ = m_PosZ * cChunkDef::Width;
for (int x = 0; x < Width; x++)
diff --git a/src/Chunk.h b/src/Chunk.h
index e88e72bdc..a3de730dc 100644
--- a/src/Chunk.h
+++ b/src/Chunk.h
@@ -9,6 +9,8 @@
#include "Simulator/SandSimulator.h"
#include "Simulator/IncrementalRedstoneSimulator.h"
+#include "Blocks/GetHandlerCompileTimeTemplate.h"
+
@@ -415,11 +417,6 @@ public:
cSandSimulatorChunkData & GetSandSimulatorData (void) { return m_SandSimulatorData; }
cRedstoneSimulatorChunkData * GetRedstoneSimulatorData(void) { return &m_RedstoneSimulatorData; }
- cRedstoneSimulatorChunkData * GetRedstoneSimulatorQueuedData(void) { return &m_RedstoneSimulatorQueuedData; }
- cIncrementalRedstoneSimulator::PoweredBlocksList * GetRedstoneSimulatorPoweredBlocksList(void) { return &m_RedstoneSimulatorPoweredBlocksList; }
- cIncrementalRedstoneSimulator::LinkedBlocksList * GetRedstoneSimulatorLinkedBlocksList(void) { return &m_RedstoneSimulatorLinkedBlocksList; }
- cIncrementalRedstoneSimulator::SimulatedPlayerToggleableList * GetRedstoneSimulatorSimulatedPlayerToggleableList(void) { return &m_RedstoneSimulatorSimulatedPlayerToggleableList; }
- cIncrementalRedstoneSimulator::RepeatersDelayList * GetRedstoneSimulatorRepeatersDelayList(void) { return &m_RedstoneSimulatorRepeatersDelayList; }
bool IsRedstoneDirty(void) const { return m_IsRedstoneDirty; }
void SetIsRedstoneDirty(bool a_Flag) { m_IsRedstoneDirty = a_Flag; }
@@ -505,11 +502,7 @@ private:
cSandSimulatorChunkData m_SandSimulatorData;
cRedstoneSimulatorChunkData m_RedstoneSimulatorData;
- cRedstoneSimulatorChunkData m_RedstoneSimulatorQueuedData;
- cIncrementalRedstoneSimulator::PoweredBlocksList m_RedstoneSimulatorPoweredBlocksList;
- cIncrementalRedstoneSimulator::LinkedBlocksList m_RedstoneSimulatorLinkedBlocksList;
- cIncrementalRedstoneSimulator::SimulatedPlayerToggleableList m_RedstoneSimulatorSimulatedPlayerToggleableList;
- cIncrementalRedstoneSimulator::RepeatersDelayList m_RedstoneSimulatorRepeatersDelayList;
+
/** Indicates if simulate-once blocks should be updated by the redstone simulator */
bool m_IsRedstoneDirty;
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp
index 8ef24828e..c733d60ad 100644
--- a/src/Entities/Entity.cpp
+++ b/src/Entities/Entity.cpp
@@ -334,10 +334,10 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
cMonster * Monster = (cMonster *)this;
switch (Monster->GetMobType())
{
- case cMonster::mtSkeleton:
- case cMonster::mtZombie:
- case cMonster::mtWither:
- case cMonster::mtZombiePigman:
+ case mtSkeleton:
+ case mtZombie:
+ case mtWither:
+ case mtZombiePigman:
{
a_TDI.FinalDamage += (int)ceil(2.5 * SmiteLevel);
break;
@@ -353,9 +353,9 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
cMonster * Monster = (cMonster *)this;
switch (Monster->GetMobType())
{
- case cMonster::mtSpider:
- case cMonster::mtCaveSpider:
- case cMonster::mtSilverfish:
+ case mtSpider:
+ case mtCaveSpider:
+ case mtSilverfish:
{
a_TDI.RawDamage += (int)ceil(2.5 * BaneOfArthropodsLevel);
// TODO: Add slowness effect
@@ -385,9 +385,9 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
cMonster * Monster = (cMonster *)this;
switch (Monster->GetMobType())
{
- case cMonster::mtGhast:
- case cMonster::mtZombiePigman:
- case cMonster::mtMagmaCube:
+ case mtGhast:
+ case mtZombiePigman:
+ case mtMagmaCube:
{
break;
};
diff --git a/src/Entities/EntityEffect.cpp b/src/Entities/EntityEffect.cpp
index 98c5d23b4..b1ddaa30e 100644
--- a/src/Entities/EntityEffect.cpp
+++ b/src/Entities/EntityEffect.cpp
@@ -436,8 +436,8 @@ void cEntityEffectPoison::OnTick(cPawn & a_Target)
// Doesn't effect undead mobs, spiders
if (
Target.IsUndead() ||
- (Target.GetMobType() == cMonster::mtSpider) ||
- (Target.GetMobType() == cMonster::mtCaveSpider)
+ (Target.GetMobType() == mtSpider) ||
+ (Target.GetMobType() == mtCaveSpider)
)
{
return;
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp
index 1bdb752c5..a8a4061a6 100644
--- a/src/Entities/Player.cpp
+++ b/src/Entities/Player.cpp
@@ -2060,8 +2060,8 @@ void cPlayer::UpdateMovementStats(const Vector3d & a_DeltaPos)
cMonster * Monster = (cMonster *)m_AttachedTo;
switch (Monster->GetMobType())
{
- case cMonster::mtPig: m_Stats.AddValue(statDistPig, Value); break;
- case cMonster::mtHorse: m_Stats.AddValue(statDistHorse, Value); break;
+ case mtPig: m_Stats.AddValue(statDistPig, Value); break;
+ case mtHorse: m_Stats.AddValue(statDistHorse, Value); break;
default: break;
}
break;
diff --git a/src/Entities/ThrownEggEntity.cpp b/src/Entities/ThrownEggEntity.cpp
index 456083108..5ae85bee8 100644
--- a/src/Entities/ThrownEggEntity.cpp
+++ b/src/Entities/ThrownEggEntity.cpp
@@ -48,13 +48,13 @@ void cThrownEggEntity::TrySpawnChicken(const Vector3d & a_HitPos)
{
if (m_World->GetTickRandomNumber(7) == 1)
{
- m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, cMonster::mtChicken);
+ m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, mtChicken);
}
else if (m_World->GetTickRandomNumber(32) == 1)
{
- m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, cMonster::mtChicken);
- m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, cMonster::mtChicken);
- m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, cMonster::mtChicken);
- m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, cMonster::mtChicken);
+ m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, mtChicken);
+ m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, mtChicken);
+ m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, mtChicken);
+ m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, mtChicken);
}
}
diff --git a/src/Entities/ThrownSnowballEntity.cpp b/src/Entities/ThrownSnowballEntity.cpp
index d94e75898..496397100 100644
--- a/src/Entities/ThrownSnowballEntity.cpp
+++ b/src/Entities/ThrownSnowballEntity.cpp
@@ -32,8 +32,8 @@ void cThrownSnowballEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d &
int TotalDamage = 0;
if (a_EntityHit.IsMob())
{
- cMonster::eType MobType = ((cMonster &) a_EntityHit).GetMobType();
- if (MobType == cMonster::mtBlaze)
+ eMonsterType MobType = ((cMonster &) a_EntityHit).GetMobType();
+ if (MobType == mtBlaze)
{
TotalDamage = 3;
}
diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp
index eb57a5faa..96e3dc26b 100644
--- a/src/Generating/FinishGen.cpp
+++ b/src/Generating/FinishGen.cpp
@@ -15,6 +15,7 @@
#include "../Simulator/FluidSimulator.h" // for cFluidSimulator::CanWashAway()
#include "../Simulator/FireSimulator.h"
#include "../World.h"
+#include "inifile/iniFile.h"
diff --git a/src/Globals.h b/src/Globals.h
index de1024010..c75c4e99b 100644
--- a/src/Globals.h
+++ b/src/Globals.h
@@ -261,6 +261,27 @@ void inline LOGERROR(const char* a_Format, ...)
vprintf(a_Format, argList);
va_end(argList);
}
+
+void inline LOGWARNING(const char* a_Format, ...) FORMATSTRING(1, 2);
+
+void inline LOGWARNING(const char* a_Format, ...)
+{
+ va_list argList;
+ va_start(argList, a_Format);
+ vprintf(a_Format, argList);
+ va_end(argList);
+}
+
+void inline LOGD(const char* a_Format, ...) FORMATSTRING(1, 2);
+
+void inline LOGD(const char* a_Format, ...)
+{
+ va_list argList;
+ va_start(argList, a_Format);
+ vprintf(a_Format, argList);
+ va_end(argList);
+}
+
#endif
diff --git a/src/Items/ItemSpawnEgg.h b/src/Items/ItemSpawnEgg.h
index bba97afa1..617ecd808 100644
--- a/src/Items/ItemSpawnEgg.h
+++ b/src/Items/ItemSpawnEgg.h
@@ -33,9 +33,9 @@ public:
a_BlockY--;
}
- cMonster::eType MonsterType = ItemDamageToMonsterType(a_Item.m_ItemDamage);
+ eMonsterType MonsterType = ItemDamageToMonsterType(a_Item.m_ItemDamage);
if (
- (MonsterType != cMonster::mtInvalidType) && // Valid monster type
+ (MonsterType != mtInvalidType) && // Valid monster type
(a_World->SpawnMob(a_BlockX + 0.5, a_BlockY, a_BlockZ + 0.5, MonsterType) >= 0)) // Spawning succeeded
{
if (!a_Player->IsGameModeCreative())
@@ -52,36 +52,36 @@ public:
/** Converts the Spawn egg item damage to the monster type to spawn.
Returns mtInvalidType for invalid damage values. */
- static cMonster::eType ItemDamageToMonsterType(short a_ItemDamage)
+ static eMonsterType ItemDamageToMonsterType(short a_ItemDamage)
{
switch (a_ItemDamage)
{
- case E_META_SPAWN_EGG_BAT: return cMonster::mtBat;
- case E_META_SPAWN_EGG_BLAZE: return cMonster::mtBlaze;
- case E_META_SPAWN_EGG_CAVE_SPIDER: return cMonster::mtCaveSpider;
- case E_META_SPAWN_EGG_CHICKEN: return cMonster::mtChicken;
- case E_META_SPAWN_EGG_COW: return cMonster::mtCow;
- case E_META_SPAWN_EGG_CREEPER: return cMonster::mtCreeper;
- case E_META_SPAWN_EGG_ENDERMAN: return cMonster::mtEnderman;
- case E_META_SPAWN_EGG_GHAST: return cMonster::mtGhast;
- case E_META_SPAWN_EGG_HORSE: return cMonster::mtHorse;
- case E_META_SPAWN_EGG_MAGMA_CUBE: return cMonster::mtMagmaCube;
- case E_META_SPAWN_EGG_MOOSHROOM: return cMonster::mtMooshroom;
- case E_META_SPAWN_EGG_OCELOT: return cMonster::mtOcelot;
- case E_META_SPAWN_EGG_PIG: return cMonster::mtPig;
- case E_META_SPAWN_EGG_SHEEP: return cMonster::mtSheep;
- case E_META_SPAWN_EGG_SILVERFISH: return cMonster::mtSilverfish;
- case E_META_SPAWN_EGG_SKELETON: return cMonster::mtSkeleton;
- case E_META_SPAWN_EGG_SLIME: return cMonster::mtSlime;
- case E_META_SPAWN_EGG_SPIDER: return cMonster::mtSpider;
- case E_META_SPAWN_EGG_SQUID: return cMonster::mtSquid;
- case E_META_SPAWN_EGG_VILLAGER: return cMonster::mtVillager;
- case E_META_SPAWN_EGG_WITCH: return cMonster::mtWitch;
- case E_META_SPAWN_EGG_WOLF: return cMonster::mtWolf;
- case E_META_SPAWN_EGG_ZOMBIE: return cMonster::mtZombie;
- case E_META_SPAWN_EGG_ZOMBIE_PIGMAN: return cMonster::mtZombiePigman;
+ case E_META_SPAWN_EGG_BAT: return mtBat;
+ case E_META_SPAWN_EGG_BLAZE: return mtBlaze;
+ case E_META_SPAWN_EGG_CAVE_SPIDER: return mtCaveSpider;
+ case E_META_SPAWN_EGG_CHICKEN: return mtChicken;
+ case E_META_SPAWN_EGG_COW: return mtCow;
+ case E_META_SPAWN_EGG_CREEPER: return mtCreeper;
+ case E_META_SPAWN_EGG_ENDERMAN: return mtEnderman;
+ case E_META_SPAWN_EGG_GHAST: return mtGhast;
+ case E_META_SPAWN_EGG_HORSE: return mtHorse;
+ case E_META_SPAWN_EGG_MAGMA_CUBE: return mtMagmaCube;
+ case E_META_SPAWN_EGG_MOOSHROOM: return mtMooshroom;
+ case E_META_SPAWN_EGG_OCELOT: return mtOcelot;
+ case E_META_SPAWN_EGG_PIG: return mtPig;
+ case E_META_SPAWN_EGG_SHEEP: return mtSheep;
+ case E_META_SPAWN_EGG_SILVERFISH: return mtSilverfish;
+ case E_META_SPAWN_EGG_SKELETON: return mtSkeleton;
+ case E_META_SPAWN_EGG_SLIME: return mtSlime;
+ case E_META_SPAWN_EGG_SPIDER: return mtSpider;
+ case E_META_SPAWN_EGG_SQUID: return mtSquid;
+ case E_META_SPAWN_EGG_VILLAGER: return mtVillager;
+ case E_META_SPAWN_EGG_WITCH: return mtWitch;
+ case E_META_SPAWN_EGG_WOLF: return mtWolf;
+ case E_META_SPAWN_EGG_ZOMBIE: return mtZombie;
+ case E_META_SPAWN_EGG_ZOMBIE_PIGMAN: return mtZombiePigman;
}
- return cMonster::mtInvalidType;
+ return mtInvalidType;
}
} ;
diff --git a/src/MobSpawner.cpp b/src/MobSpawner.cpp
index db05b70af..ea3fe8c72 100644
--- a/src/MobSpawner.cpp
+++ b/src/MobSpawner.cpp
@@ -8,12 +8,12 @@
-cMobSpawner::cMobSpawner(cMonster::eFamily a_MonsterFamily, const std::set<cMonster::eType>& a_AllowedTypes) :
+cMobSpawner::cMobSpawner(cMonster::eFamily a_MonsterFamily, const std::set<eMonsterType>& a_AllowedTypes) :
m_MonsterFamily(a_MonsterFamily),
m_NewPack(true),
- m_MobType(cMonster::mtInvalidType)
+ m_MobType(mtInvalidType)
{
- for (std::set<cMonster::eType>::const_iterator itr = a_AllowedTypes.begin(); itr != a_AllowedTypes.end(); ++itr)
+ for (std::set<eMonsterType>::const_iterator itr = a_AllowedTypes.begin(); itr != a_AllowedTypes.end(); ++itr)
{
if (cMonster::FamilyFromType(*itr) == a_MonsterFamily)
{
@@ -44,9 +44,9 @@ bool cMobSpawner::CheckPackCenter(BLOCKTYPE a_BlockType)
-void cMobSpawner::addIfAllowed(cMonster::eType toAdd, std::set<cMonster::eType>& toAddIn)
+void cMobSpawner::addIfAllowed(eMonsterType toAdd, std::set<eMonsterType>& toAddIn)
{
- std::set<cMonster::eType>::iterator itr = m_AllowedTypes.find(toAdd);
+ std::set<eMonsterType>::iterator itr = m_AllowedTypes.find(toAdd);
if (itr != m_AllowedTypes.end())
{
toAddIn.insert(toAdd);
@@ -57,49 +57,49 @@ void cMobSpawner::addIfAllowed(cMonster::eType toAdd, std::set<cMonster::eType>&
-cMonster::eType cMobSpawner::ChooseMobType(EMCSBiome a_Biome)
+eMonsterType cMobSpawner::ChooseMobType(EMCSBiome a_Biome)
{
- std::set<cMonster::eType> allowedMobs;
+ std::set<eMonsterType> allowedMobs;
if (a_Biome == biMushroomIsland || a_Biome == biMushroomShore)
{
- addIfAllowed(cMonster::mtMooshroom, allowedMobs);
+ addIfAllowed(mtMooshroom, allowedMobs);
}
else if (a_Biome == biNether)
{
- addIfAllowed(cMonster::mtGhast, allowedMobs);
- addIfAllowed(cMonster::mtZombiePigman, allowedMobs);
- addIfAllowed(cMonster::mtMagmaCube, allowedMobs);
+ addIfAllowed(mtGhast, allowedMobs);
+ addIfAllowed(mtZombiePigman, allowedMobs);
+ addIfAllowed(mtMagmaCube, allowedMobs);
}
else if (a_Biome == biEnd)
{
- addIfAllowed(cMonster::mtEnderman, allowedMobs);
+ addIfAllowed(mtEnderman, allowedMobs);
}
else
{
- addIfAllowed(cMonster::mtBat, allowedMobs);
- addIfAllowed(cMonster::mtSpider, allowedMobs);
- addIfAllowed(cMonster::mtZombie, allowedMobs);
- addIfAllowed(cMonster::mtSkeleton, allowedMobs);
- addIfAllowed(cMonster::mtCreeper, allowedMobs);
- addIfAllowed(cMonster::mtSquid, allowedMobs);
+ addIfAllowed(mtBat, allowedMobs);
+ addIfAllowed(mtSpider, allowedMobs);
+ addIfAllowed(mtZombie, allowedMobs);
+ addIfAllowed(mtSkeleton, allowedMobs);
+ addIfAllowed(mtCreeper, allowedMobs);
+ addIfAllowed(mtSquid, allowedMobs);
if (a_Biome != biDesert && a_Biome != biBeach && a_Biome != biOcean)
{
- addIfAllowed(cMonster::mtSheep, allowedMobs);
- addIfAllowed(cMonster::mtPig, allowedMobs);
- addIfAllowed(cMonster::mtCow, allowedMobs);
- addIfAllowed(cMonster::mtChicken, allowedMobs);
- addIfAllowed(cMonster::mtEnderman, allowedMobs);
- addIfAllowed(cMonster::mtSlime, allowedMobs); // MG TODO : much more complicated rule
+ addIfAllowed(mtSheep, allowedMobs);
+ addIfAllowed(mtPig, allowedMobs);
+ addIfAllowed(mtCow, allowedMobs);
+ addIfAllowed(mtChicken, allowedMobs);
+ addIfAllowed(mtEnderman, allowedMobs);
+ addIfAllowed(mtSlime, allowedMobs); // MG TODO : much more complicated rule
if (a_Biome == biForest || a_Biome == biForestHills || a_Biome == biTaiga || a_Biome == biTaigaHills)
{
- addIfAllowed(cMonster::mtWolf, allowedMobs);
+ addIfAllowed(mtWolf, allowedMobs);
}
else if (a_Biome == biJungle || a_Biome == biJungleHills)
{
- addIfAllowed(cMonster::mtOcelot, allowedMobs);
+ addIfAllowed(mtOcelot, allowedMobs);
}
}
}
@@ -107,7 +107,7 @@ cMonster::eType cMobSpawner::ChooseMobType(EMCSBiome a_Biome)
size_t allowedMobsSize = allowedMobs.size();
if (allowedMobsSize > 0)
{
- std::set<cMonster::eType>::iterator itr = allowedMobs.begin();
+ std::set<eMonsterType>::iterator itr = allowedMobs.begin();
int iRandom = m_Random.NextInt((int)allowedMobsSize, a_Biome);
for (int i = 0; i < iRandom; i++)
@@ -117,14 +117,14 @@ cMonster::eType cMobSpawner::ChooseMobType(EMCSBiome a_Biome)
return *itr;
}
- return cMonster::mtInvalidType;
+ return mtInvalidType;
}
-bool cMobSpawner::CanSpawnHere(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, cMonster::eType a_MobType, EMCSBiome a_Biome)
+bool cMobSpawner::CanSpawnHere(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, eMonsterType a_MobType, EMCSBiome a_Biome)
{
BLOCKTYPE TargetBlock = E_BLOCK_AIR;
if (m_AllowedTypes.find(a_MobType) != m_AllowedTypes.end() && a_Chunk->UnboundedRelGetBlockType(a_RelX, a_RelY, a_RelZ, TargetBlock))
@@ -143,21 +143,21 @@ bool cMobSpawner::CanSpawnHere(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_R
switch (a_MobType)
{
- case cMonster::mtSquid:
+ case mtSquid:
{
return IsBlockWater(TargetBlock) && (a_RelY >= 45) && (a_RelY <= 62);
}
- case cMonster::mtBat:
+ case mtBat:
{
return (a_RelY <= 63) && (BlockLight <= 4) && (SkyLight <= 4) && (TargetBlock == E_BLOCK_AIR) && !cBlockInfo::IsTransparent(BlockAbove);
}
- case cMonster::mtChicken:
- case cMonster::mtCow:
- case cMonster::mtPig:
- case cMonster::mtHorse:
- case cMonster::mtSheep:
+ case mtChicken:
+ case mtCow:
+ case mtPig:
+ case mtHorse:
+ case mtSheep:
{
return (
(TargetBlock == E_BLOCK_AIR) &&
@@ -168,7 +168,7 @@ bool cMobSpawner::CanSpawnHere(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_R
);
}
- case cMonster::mtOcelot:
+ case mtOcelot:
{
return (
(TargetBlock == E_BLOCK_AIR) &&
@@ -181,7 +181,7 @@ bool cMobSpawner::CanSpawnHere(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_R
);
}
- case cMonster::mtEnderman:
+ case mtEnderman:
{
if (a_RelY < 250)
{
@@ -202,7 +202,7 @@ bool cMobSpawner::CanSpawnHere(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_R
break;
}
- case cMonster::mtSpider:
+ case mtSpider:
{
bool CanSpawn = true;
bool HasFloor = false;
@@ -228,9 +228,9 @@ bool cMobSpawner::CanSpawnHere(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_R
return CanSpawn && HasFloor && (SkyLight <= 7) && (BlockLight <= 7);
}
- case cMonster::mtCreeper:
- case cMonster::mtSkeleton:
- case cMonster::mtZombie:
+ case mtCreeper:
+ case mtSkeleton:
+ case mtZombie:
{
return (
(TargetBlock == E_BLOCK_AIR) &&
@@ -242,8 +242,8 @@ bool cMobSpawner::CanSpawnHere(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_R
);
}
- case cMonster::mtMagmaCube:
- case cMonster::mtSlime:
+ case mtMagmaCube:
+ case mtSlime:
{
return (
(TargetBlock == E_BLOCK_AIR) &&
@@ -255,8 +255,8 @@ bool cMobSpawner::CanSpawnHere(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_R
);
}
- case cMonster::mtGhast:
- case cMonster::mtZombiePigman:
+ case mtGhast:
+ case mtZombiePigman:
{
return (
(TargetBlock == E_BLOCK_AIR) &&
@@ -266,7 +266,7 @@ bool cMobSpawner::CanSpawnHere(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_R
);
}
- case cMonster::mtWolf:
+ case mtWolf:
{
return (
(TargetBlock == E_BLOCK_GRASS) &&
@@ -305,15 +305,15 @@ cMonster* cMobSpawner::TryToSpawnHere(cChunk * a_Chunk, int a_RelX, int a_RelY,
if (m_NewPack)
{
m_MobType = ChooseMobType(a_Biome);
- if (m_MobType == cMonster::mtInvalidType)
+ if (m_MobType == mtInvalidType)
{
return toReturn;
}
- if (m_MobType == cMonster::mtWolf)
+ if (m_MobType == mtWolf)
{
a_MaxPackSize = 8;
}
- else if (m_MobType == cMonster::mtGhast)
+ else if (m_MobType == mtGhast)
{
a_MaxPackSize = 1;
}
diff --git a/src/MobSpawner.h b/src/MobSpawner.h
index f3c56fe2d..6b3a913ec 100644
--- a/src/MobSpawner.h
+++ b/src/MobSpawner.h
@@ -30,7 +30,7 @@ public :
// a_AllowedTypes is the set of types allowed for mobs it will spawn. Empty set
// would result in no spawn at all
// Allowed mobs thah are not of the right Family will not be include (no warning)
- cMobSpawner(cMonster::eFamily MobFamily, const std::set<cMonster::eType> & a_AllowedTypes);
+ cMobSpawner(cMonster::eFamily MobFamily, const std::set<eMonsterType> & a_AllowedTypes);
/// Check if specified block can be a Pack center for this spawner
bool CheckPackCenter(BLOCKTYPE a_BlockType);
@@ -53,20 +53,20 @@ public :
protected :
// return true if specified type of mob can spawn on specified block
- bool CanSpawnHere(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, cMonster::eType a_MobType, EMCSBiome a_Biome);
+ bool CanSpawnHere(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, eMonsterType a_MobType, EMCSBiome a_Biome);
// return a random type that can spawn on specified biome.
// returns E_ENTITY_TYPE_DONOTUSE if none is possible
- cMonster::eType ChooseMobType(EMCSBiome a_Biome);
+ eMonsterType ChooseMobType(EMCSBiome a_Biome);
// add toAdd inside toAddIn, if toAdd is in m_AllowedTypes
- void addIfAllowed(cMonster::eType toAdd, std::set<cMonster::eType> & toAddIn);
+ void addIfAllowed(eMonsterType toAdd, std::set<eMonsterType> & toAddIn);
protected :
cMonster::eFamily m_MonsterFamily;
- std::set<cMonster::eType> m_AllowedTypes;
+ std::set<eMonsterType> m_AllowedTypes;
bool m_NewPack;
- cMonster::eType m_MobType;
+ eMonsterType m_MobType;
std::set<cMonster*> m_Spawned;
cFastRandom m_Random;
} ;
diff --git a/src/Mobs/AggressiveMonster.cpp b/src/Mobs/AggressiveMonster.cpp
index 5f5b1853d..be2f71f7a 100644
--- a/src/Mobs/AggressiveMonster.cpp
+++ b/src/Mobs/AggressiveMonster.cpp
@@ -11,7 +11,7 @@
-cAggressiveMonster::cAggressiveMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) :
+cAggressiveMonster::cAggressiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) :
super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height)
{
m_EMPersonality = AGGRESSIVE;
diff --git a/src/Mobs/AggressiveMonster.h b/src/Mobs/AggressiveMonster.h
index d70ff04a3..2549ba2d3 100644
--- a/src/Mobs/AggressiveMonster.h
+++ b/src/Mobs/AggressiveMonster.h
@@ -14,7 +14,7 @@ class cAggressiveMonster :
public:
- cAggressiveMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height);
+ cAggressiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height);
virtual void Tick (float a_Dt, cChunk & a_Chunk) override;
virtual void InStateChasing(float a_Dt) override;
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp
index 339367f47..12ca6bbbe 100644
--- a/src/Mobs/Monster.cpp
+++ b/src/Mobs/Monster.cpp
@@ -24,38 +24,38 @@ The strings need to be lowercase (for more efficient comparisons in StringToMobT
*/
static const struct
{
- cMonster::eType m_Type;
+ eMonsterType m_Type;
const char * m_lcName;
} g_MobTypeNames[] =
{
- {cMonster::mtBat, "bat"},
- {cMonster::mtBlaze, "blaze"},
- {cMonster::mtCaveSpider, "cavespider"},
- {cMonster::mtChicken, "chicken"},
- {cMonster::mtCow, "cow"},
- {cMonster::mtCreeper, "creeper"},
- {cMonster::mtEnderman, "enderman"},
- {cMonster::mtEnderDragon, "enderdragon"},
- {cMonster::mtGhast, "ghast"},
- {cMonster::mtHorse, "horse"},
- {cMonster::mtIronGolem, "irongolem"},
- {cMonster::mtMagmaCube, "magmacube"},
- {cMonster::mtMooshroom, "mooshroom"},
- {cMonster::mtOcelot, "ocelot"},
- {cMonster::mtPig, "pig"},
- {cMonster::mtSheep, "sheep"},
- {cMonster::mtSilverfish, "silverfish"},
- {cMonster::mtSkeleton, "skeleton"},
- {cMonster::mtSlime, "slime"},
- {cMonster::mtSnowGolem, "snowgolem"},
- {cMonster::mtSpider, "spider"},
- {cMonster::mtSquid, "squid"},
- {cMonster::mtVillager, "villager"},
- {cMonster::mtWitch, "witch"},
- {cMonster::mtWither, "wither"},
- {cMonster::mtWolf, "wolf"},
- {cMonster::mtZombie, "zombie"},
- {cMonster::mtZombiePigman, "zombiepigman"},
+ {mtBat, "bat"},
+ {mtBlaze, "blaze"},
+ {mtCaveSpider, "cavespider"},
+ {mtChicken, "chicken"},
+ {mtCow, "cow"},
+ {mtCreeper, "creeper"},
+ {mtEnderman, "enderman"},
+ {mtEnderDragon, "enderdragon"},
+ {mtGhast, "ghast"},
+ {mtHorse, "horse"},
+ {mtIronGolem, "irongolem"},
+ {mtMagmaCube, "magmacube"},
+ {mtMooshroom, "mooshroom"},
+ {mtOcelot, "ocelot"},
+ {mtPig, "pig"},
+ {mtSheep, "sheep"},
+ {mtSilverfish, "silverfish"},
+ {mtSkeleton, "skeleton"},
+ {mtSlime, "slime"},
+ {mtSnowGolem, "snowgolem"},
+ {mtSpider, "spider"},
+ {mtSquid, "squid"},
+ {mtVillager, "villager"},
+ {mtWitch, "witch"},
+ {mtWither, "wither"},
+ {mtWolf, "wolf"},
+ {mtZombie, "zombie"},
+ {mtZombiePigman, "zombiepigman"},
} ;
@@ -65,7 +65,7 @@ static const struct
////////////////////////////////////////////////////////////////////////////////
// cMonster:
-cMonster::cMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height)
+cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height)
: super(etMonster, a_Width, a_Height)
, m_EMState(IDLE)
, m_EMPersonality(AGGRESSIVE)
@@ -491,50 +491,50 @@ void cMonster::KilledBy(TakeDamageInfo & a_TDI)
switch (m_MobType)
{
// Animals
- case cMonster::mtChicken:
- case cMonster::mtCow:
- case cMonster::mtHorse:
- case cMonster::mtPig:
- case cMonster::mtSheep:
- case cMonster::mtSquid:
- case cMonster::mtMooshroom:
- case cMonster::mtOcelot:
- case cMonster::mtWolf:
+ case mtChicken:
+ case mtCow:
+ case mtHorse:
+ case mtPig:
+ case mtSheep:
+ case mtSquid:
+ case mtMooshroom:
+ case mtOcelot:
+ case mtWolf:
{
Reward = m_World->GetTickRandomNumber(2) + 1;
break;
}
// Monsters
- case cMonster::mtCaveSpider:
- case cMonster::mtCreeper:
- case cMonster::mtEnderman:
- case cMonster::mtGhast:
- case cMonster::mtSilverfish:
- case cMonster::mtSkeleton:
- case cMonster::mtSpider:
- case cMonster::mtWitch:
- case cMonster::mtZombie:
- case cMonster::mtZombiePigman:
- case cMonster::mtSlime:
- case cMonster::mtMagmaCube:
+ case mtCaveSpider:
+ case mtCreeper:
+ case mtEnderman:
+ case mtGhast:
+ case mtSilverfish:
+ case mtSkeleton:
+ case mtSpider:
+ case mtWitch:
+ case mtZombie:
+ case mtZombiePigman:
+ case mtSlime:
+ case mtMagmaCube:
{
Reward = 6 + (m_World->GetTickRandomNumber(2));
break;
}
- case cMonster::mtBlaze:
+ case mtBlaze:
{
Reward = 10;
break;
}
// Bosses
- case cMonster::mtEnderDragon:
+ case mtEnderDragon:
{
Reward = 12000;
break;
}
- case cMonster::mtWither:
+ case mtWither:
{
Reward = 50;
break;
@@ -755,7 +755,7 @@ bool cMonster::IsUndead(void)
-AString cMonster::MobTypeToString(cMonster::eType a_MobType)
+AString cMonster::MobTypeToString(eMonsterType a_MobType)
{
// Mob types aren't sorted, so we need to search linearly:
for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
@@ -774,7 +774,7 @@ AString cMonster::MobTypeToString(cMonster::eType a_MobType)
-cMonster::eType cMonster::StringToMobType(const AString & a_Name)
+eMonsterType cMonster::StringToMobType(const AString & a_Name)
{
AString lcName = StrToLower(a_Name);
@@ -815,7 +815,7 @@ cMonster::eType cMonster::StringToMobType(const AString & a_Name)
-cMonster::eFamily cMonster::FamilyFromType(eType a_Type)
+cMonster::eFamily cMonster::FamilyFromType(eMonsterType a_Type)
{
// Passive-agressive mobs are counted in mob spawning code as passive
@@ -880,7 +880,7 @@ int cMonster::GetSpawnDelay(cMonster::eFamily a_MobFamily)
-cMonster * cMonster::NewMonsterFromType(cMonster::eType a_MobType)
+cMonster * cMonster::NewMonsterFromType(eMonsterType a_MobType)
{
cFastRandom Random;
cMonster * toReturn = NULL;
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h
index 4865cb99e..9fd67d67c 100644
--- a/src/Mobs/Monster.h
+++ b/src/Mobs/Monster.h
@@ -6,6 +6,7 @@
#include "../BlockID.h"
#include "../Item.h"
#include "../Enchantments.h"
+#include "MonsterTypes.h"
@@ -23,41 +24,6 @@ class cMonster :
{
typedef cPawn super;
public:
- /// This identifies individual monster type, as well as their network type-ID
- enum eType
- {
- mtInvalidType = -1,
-
- mtBat = E_META_SPAWN_EGG_BAT,
- mtBlaze = E_META_SPAWN_EGG_BLAZE,
- mtCaveSpider = E_META_SPAWN_EGG_CAVE_SPIDER,
- mtChicken = E_META_SPAWN_EGG_CHICKEN,
- mtCow = E_META_SPAWN_EGG_COW,
- mtCreeper = E_META_SPAWN_EGG_CREEPER,
- mtEnderDragon = E_META_SPAWN_EGG_ENDER_DRAGON,
- mtEnderman = E_META_SPAWN_EGG_ENDERMAN,
- mtGhast = E_META_SPAWN_EGG_GHAST,
- mtGiant = E_META_SPAWN_EGG_GIANT,
- mtHorse = E_META_SPAWN_EGG_HORSE,
- mtIronGolem = E_META_SPAWN_EGG_IRON_GOLEM,
- mtMagmaCube = E_META_SPAWN_EGG_MAGMA_CUBE,
- mtMooshroom = E_META_SPAWN_EGG_MOOSHROOM,
- mtOcelot = E_META_SPAWN_EGG_OCELOT,
- mtPig = E_META_SPAWN_EGG_PIG,
- mtSheep = E_META_SPAWN_EGG_SHEEP,
- mtSilverfish = E_META_SPAWN_EGG_SILVERFISH,
- mtSkeleton = E_META_SPAWN_EGG_SKELETON,
- mtSlime = E_META_SPAWN_EGG_SLIME,
- mtSnowGolem = E_META_SPAWN_EGG_SNOW_GOLEM,
- mtSpider = E_META_SPAWN_EGG_SPIDER,
- mtSquid = E_META_SPAWN_EGG_SQUID,
- mtVillager = E_META_SPAWN_EGG_VILLAGER,
- mtWitch = E_META_SPAWN_EGG_WITCH,
- mtWither = E_META_SPAWN_EGG_WITHER,
- mtWolf = E_META_SPAWN_EGG_WOLF,
- mtZombie = E_META_SPAWN_EGG_ZOMBIE,
- mtZombiePigman = E_META_SPAWN_EGG_ZOMBIE_PIGMAN,
- } ;
enum eFamily
{
@@ -80,7 +46,7 @@ public:
a_MobType is the type of the mob (also used in the protocol ( http://wiki.vg/Entities#Mobs 2012_12_22))
a_SoundHurt and a_SoundDeath are assigned into m_SoundHurt and m_SoundDeath, respectively
*/
- cMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height);
+ cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height);
CLASS_PROTODEF(cMonster)
@@ -98,7 +64,7 @@ public:
virtual bool ReachedDestination(void);
// tolua_begin
- eType GetMobType(void) const {return m_MobType; }
+ eMonsterType GetMobType(void) const {return m_MobType; }
eFamily GetMobFamily(void) const;
// tolua_end
@@ -168,13 +134,13 @@ public:
void SetCustomNameAlwaysVisible(bool a_CustomNameAlwaysVisible);
/// Translates MobType enum to a string, empty string if unknown
- static AString MobTypeToString(eType a_MobType);
+ static AString MobTypeToString(eMonsterType a_MobType);
/// Translates MobType string to the enum, mtInvalidType if not recognized
- static eType StringToMobType(const AString & a_MobTypeName);
+ static eMonsterType StringToMobType(const AString & a_MobTypeName);
/// Returns the mob family based on the type
- static eFamily FamilyFromType(eType a_MobType);
+ static eFamily FamilyFromType(eMonsterType a_MobType);
/// Returns the spawn delay (number of game ticks between spawn attempts) for the given mob family
static int GetSpawnDelay(cMonster::eFamily a_MobFamily);
@@ -185,7 +151,7 @@ public:
a_MobType is the type of the mob to be created
Asserts and returns null if mob type is not specified
*/
- static cMonster * NewMonsterFromType(eType a_MobType);
+ static cMonster * NewMonsterFromType(eMonsterType a_MobType);
protected:
@@ -249,7 +215,7 @@ protected:
float m_IdleInterval;
float m_DestroyTimer;
- eType m_MobType;
+ eMonsterType m_MobType;
AString m_CustomName;
bool m_CustomNameAlwaysVisible;
diff --git a/src/Mobs/MonsterTypes.h b/src/Mobs/MonsterTypes.h
new file mode 100644
index 000000000..7a73e99f4
--- /dev/null
+++ b/src/Mobs/MonsterTypes.h
@@ -0,0 +1,41 @@
+
+#pragma once
+
+/// This identifies individual monster type, as well as their network type-ID
+// tolua_begin
+enum eMonsterType
+{
+ mtInvalidType = -1,
+
+ mtBat = E_META_SPAWN_EGG_BAT,
+ mtBlaze = E_META_SPAWN_EGG_BLAZE,
+ mtCaveSpider = E_META_SPAWN_EGG_CAVE_SPIDER,
+ mtChicken = E_META_SPAWN_EGG_CHICKEN,
+ mtCow = E_META_SPAWN_EGG_COW,
+ mtCreeper = E_META_SPAWN_EGG_CREEPER,
+ mtEnderDragon = E_META_SPAWN_EGG_ENDER_DRAGON,
+ mtEnderman = E_META_SPAWN_EGG_ENDERMAN,
+ mtGhast = E_META_SPAWN_EGG_GHAST,
+ mtGiant = E_META_SPAWN_EGG_GIANT,
+ mtHorse = E_META_SPAWN_EGG_HORSE,
+ mtIronGolem = E_META_SPAWN_EGG_IRON_GOLEM,
+ mtMagmaCube = E_META_SPAWN_EGG_MAGMA_CUBE,
+ mtMooshroom = E_META_SPAWN_EGG_MOOSHROOM,
+ mtOcelot = E_META_SPAWN_EGG_OCELOT,
+ mtPig = E_META_SPAWN_EGG_PIG,
+ mtSheep = E_META_SPAWN_EGG_SHEEP,
+ mtSilverfish = E_META_SPAWN_EGG_SILVERFISH,
+ mtSkeleton = E_META_SPAWN_EGG_SKELETON,
+ mtSlime = E_META_SPAWN_EGG_SLIME,
+ mtSnowGolem = E_META_SPAWN_EGG_SNOW_GOLEM,
+ mtSpider = E_META_SPAWN_EGG_SPIDER,
+ mtSquid = E_META_SPAWN_EGG_SQUID,
+ mtVillager = E_META_SPAWN_EGG_VILLAGER,
+ mtWitch = E_META_SPAWN_EGG_WITCH,
+ mtWither = E_META_SPAWN_EGG_WITHER,
+ mtWolf = E_META_SPAWN_EGG_WOLF,
+ mtZombie = E_META_SPAWN_EGG_ZOMBIE,
+ mtZombiePigman = E_META_SPAWN_EGG_ZOMBIE_PIGMAN,
+} ;
+// tolua_end
+
diff --git a/src/Mobs/Mooshroom.cpp b/src/Mobs/Mooshroom.cpp
index 81bd3e3b4..99958720f 100644
--- a/src/Mobs/Mooshroom.cpp
+++ b/src/Mobs/Mooshroom.cpp
@@ -67,7 +67,7 @@ void cMooshroom::OnRightClicked(cPlayer & a_Player)
cItems Drops;
Drops.push_back(cItem(E_BLOCK_RED_MUSHROOM, 5, 0));
m_World->SpawnItemPickups(Drops, GetPosX(), GetPosY(), GetPosZ(), 10);
- m_World->SpawnMob(GetPosX(), GetPosY(), GetPosZ(), cMonster::mtCow);
+ m_World->SpawnMob(GetPosX(), GetPosY(), GetPosZ(), mtCow);
Destroy();
} break;
}
diff --git a/src/Mobs/PassiveAggressiveMonster.cpp b/src/Mobs/PassiveAggressiveMonster.cpp
index 24501b1ba..e0cc2fd21 100644
--- a/src/Mobs/PassiveAggressiveMonster.cpp
+++ b/src/Mobs/PassiveAggressiveMonster.cpp
@@ -9,7 +9,7 @@
-cPassiveAggressiveMonster::cPassiveAggressiveMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) :
+cPassiveAggressiveMonster::cPassiveAggressiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) :
super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height)
{
m_EMPersonality = PASSIVE;
diff --git a/src/Mobs/PassiveAggressiveMonster.h b/src/Mobs/PassiveAggressiveMonster.h
index a0da50e8e..72f472281 100644
--- a/src/Mobs/PassiveAggressiveMonster.h
+++ b/src/Mobs/PassiveAggressiveMonster.h
@@ -13,7 +13,7 @@ class cPassiveAggressiveMonster :
typedef cAggressiveMonster super;
public:
- cPassiveAggressiveMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height);
+ cPassiveAggressiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height);
virtual bool DoTakeDamage(TakeDamageInfo & a_TDI) override;
} ;
diff --git a/src/Mobs/PassiveMonster.cpp b/src/Mobs/PassiveMonster.cpp
index 2861d7314..be3043e3d 100644
--- a/src/Mobs/PassiveMonster.cpp
+++ b/src/Mobs/PassiveMonster.cpp
@@ -8,7 +8,7 @@
-cPassiveMonster::cPassiveMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) :
+cPassiveMonster::cPassiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) :
super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height)
{
m_EMPersonality = PASSIVE;
diff --git a/src/Mobs/PassiveMonster.h b/src/Mobs/PassiveMonster.h
index 70574585a..9221d9a6e 100644
--- a/src/Mobs/PassiveMonster.h
+++ b/src/Mobs/PassiveMonster.h
@@ -13,7 +13,7 @@ class cPassiveMonster :
typedef cMonster super;
public:
- cPassiveMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height);
+ cPassiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height);
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
diff --git a/src/Protocol/Protocol125.cpp b/src/Protocol/Protocol125.cpp
index ba4cfa7ef..385e6a623 100644
--- a/src/Protocol/Protocol125.cpp
+++ b/src/Protocol/Protocol125.cpp
@@ -2004,7 +2004,7 @@ void cProtocol125::WriteMobMetadata(const cMonster & a_Mob)
{
switch (a_Mob.GetMobType())
{
- case cMonster::mtCreeper:
+ case mtCreeper:
{
WriteByte(0x10);
WriteChar(((const cCreeper &)a_Mob).IsBlowing() ? 1 : -1); // Blowing up?
@@ -2012,25 +2012,25 @@ void cProtocol125::WriteMobMetadata(const cMonster & a_Mob)
WriteByte(((const cCreeper &)a_Mob).IsCharged() ? 1 : 0); // Lightning-charged?
break;
}
- case cMonster::mtBat:
+ case mtBat:
{
WriteByte(0x10);
WriteByte(((const cBat &)a_Mob).IsHanging() ? 1 : 0); // Upside down?
break;
}
- case cMonster::mtPig:
+ case mtPig:
{
WriteByte(0x10);
WriteByte(((const cPig &)a_Mob).IsSaddled() ? 1 : 0); // Saddled?
break;
}
- case cMonster::mtVillager:
+ case mtVillager:
{
WriteByte(0x50);
WriteInt(((const cVillager &)a_Mob).GetVilType()); // What sort of TESTIFICATE?
break;
}
- case cMonster::mtZombie:
+ case mtZombie:
{
WriteByte(0xC);
WriteByte(((const cZombie &)a_Mob).IsBaby() ? 1 : 0); // Baby zombie?
@@ -2040,13 +2040,13 @@ void cProtocol125::WriteMobMetadata(const cMonster & a_Mob)
WriteByte(((const cZombie &)a_Mob).IsConverting() ? 1 : 0); // Converted-but-converting-back zombllager?
break;
}
- case cMonster::mtGhast:
+ case mtGhast:
{
WriteByte(0x10);
WriteByte(((const cGhast &)a_Mob).IsCharging()); // About to spit a flameball?
break;
}
- case cMonster::mtWolf:
+ case mtWolf:
{
Byte WolfStatus = 0;
if (((const cWolf &)a_Mob).IsSitting())
@@ -2070,7 +2070,7 @@ void cProtocol125::WriteMobMetadata(const cMonster & a_Mob)
WriteByte(((const cWolf &)a_Mob).IsBegging() ? 1 : 0); // Ultra cute mode?
break;
}
- case cMonster::mtSheep:
+ case mtSheep:
{
// [1](1111)
// [] = Is sheared? () = Color, from 0 to 15
@@ -2086,7 +2086,7 @@ void cProtocol125::WriteMobMetadata(const cMonster & a_Mob)
WriteByte(SheepMetadata);
break;
}
- case cMonster::mtEnderman:
+ case mtEnderman:
{
WriteByte(0x10);
WriteByte((Byte)(((const cEnderman &)a_Mob).GetCarriedBlock())); // Block that he stole from your house
@@ -2096,19 +2096,19 @@ void cProtocol125::WriteMobMetadata(const cMonster & a_Mob)
WriteByte(((const cEnderman &)a_Mob).IsScreaming() ? 1 : 0); // Screaming at your face?
break;
}
- case cMonster::mtSkeleton:
+ case mtSkeleton:
{
WriteByte(0xD);
WriteByte(((const cSkeleton &)a_Mob).IsWither() ? 1 : 0); // It's a skeleton, but it's not
break;
}
- case cMonster::mtWitch:
+ case mtWitch:
{
WriteByte(0x15);
WriteByte(((const cWitch &)a_Mob).IsAngry() ? 1 : 0); // Aggravated? Doesn't seem to do anything
break;
}
- case cMonster::mtWither:
+ case mtWither:
{
WriteByte(0x54); // Int at index 20
WriteInt((Int32)((const cWither &)a_Mob).GetWitherInvulnerableTicks());
@@ -2116,11 +2116,11 @@ void cProtocol125::WriteMobMetadata(const cMonster & a_Mob)
WriteFloat((float)(a_Mob.GetHealth()));
break;
}
- case cMonster::mtSlime:
- case cMonster::mtMagmaCube:
+ case mtSlime:
+ case mtMagmaCube:
{
WriteByte(0x10);
- if (a_Mob.GetMobType() == cMonster::mtSlime)
+ if (a_Mob.GetMobType() == mtSlime)
{
WriteByte((Byte)((const cSlime &)a_Mob).GetSize()); // Size of slime - HEWGE, meh, cute BABBY SLIME
}
@@ -2130,7 +2130,7 @@ void cProtocol125::WriteMobMetadata(const cMonster & a_Mob)
}
break;
}
- case cMonster::mtHorse:
+ case mtHorse:
{
int Flags = 0;
if (((const cHorse &)a_Mob).IsTame())
diff --git a/src/Protocol/Protocol17x.cpp b/src/Protocol/Protocol17x.cpp
index 67a4c47a7..7efcad626 100644
--- a/src/Protocol/Protocol17x.cpp
+++ b/src/Protocol/Protocol17x.cpp
@@ -2752,7 +2752,7 @@ void cProtocol172::cPacketizer::WriteMobMetadata(const cMonster & a_Mob)
{
switch (a_Mob.GetMobType())
{
- case cMonster::mtCreeper:
+ case mtCreeper:
{
WriteByte(0x10);
WriteByte(((const cCreeper &)a_Mob).IsBlowing() ? 1 : -1);
@@ -2761,28 +2761,28 @@ void cProtocol172::cPacketizer::WriteMobMetadata(const cMonster & a_Mob)
break;
}
- case cMonster::mtBat:
+ case mtBat:
{
WriteByte(0x10);
WriteByte(((const cBat &)a_Mob).IsHanging() ? 1 : 0);
break;
}
- case cMonster::mtPig:
+ case mtPig:
{
WriteByte(0x10);
WriteByte(((const cPig &)a_Mob).IsSaddled() ? 1 : 0);
break;
}
- case cMonster::mtVillager:
+ case mtVillager:
{
WriteByte(0x50);
WriteInt(((const cVillager &)a_Mob).GetVilType());
break;
}
- case cMonster::mtZombie:
+ case mtZombie:
{
WriteByte(0x0c);
WriteByte(((const cZombie &)a_Mob).IsBaby() ? 1 : 0);
@@ -2793,14 +2793,14 @@ void cProtocol172::cPacketizer::WriteMobMetadata(const cMonster & a_Mob)
break;
}
- case cMonster::mtGhast:
+ case mtGhast:
{
WriteByte(0x10);
WriteByte(((const cGhast &)a_Mob).IsCharging());
break;
}
- case cMonster::mtWolf:
+ case mtWolf:
{
const cWolf & Wolf = (const cWolf &)a_Mob;
Byte WolfStatus = 0;
@@ -2828,7 +2828,7 @@ void cProtocol172::cPacketizer::WriteMobMetadata(const cMonster & a_Mob)
break;
}
- case cMonster::mtSheep:
+ case mtSheep:
{
WriteByte(0x10);
Byte SheepMetadata = 0;
@@ -2841,7 +2841,7 @@ void cProtocol172::cPacketizer::WriteMobMetadata(const cMonster & a_Mob)
break;
}
- case cMonster::mtEnderman:
+ case mtEnderman:
{
WriteByte(0x10);
WriteByte((Byte)(((const cEnderman &)a_Mob).GetCarriedBlock()));
@@ -2852,21 +2852,21 @@ void cProtocol172::cPacketizer::WriteMobMetadata(const cMonster & a_Mob)
break;
}
- case cMonster::mtSkeleton:
+ case mtSkeleton:
{
WriteByte(0x0d);
WriteByte(((const cSkeleton &)a_Mob).IsWither() ? 1 : 0);
break;
}
- case cMonster::mtWitch:
+ case mtWitch:
{
WriteByte(0x15);
WriteByte(((const cWitch &)a_Mob).IsAngry() ? 1 : 0);
break;
}
- case cMonster::mtWither:
+ case mtWither:
{
WriteByte(0x54); // Int at index 20
WriteInt(((const cWither &)a_Mob).GetWitherInvulnerableTicks());
@@ -2875,21 +2875,21 @@ void cProtocol172::cPacketizer::WriteMobMetadata(const cMonster & a_Mob)
break;
}
- case cMonster::mtSlime:
+ case mtSlime:
{
WriteByte(0x10);
WriteByte(((const cSlime &)a_Mob).GetSize());
break;
}
- case cMonster::mtMagmaCube:
+ case mtMagmaCube:
{
WriteByte(0x10);
WriteByte(((const cMagmaCube &)a_Mob).GetSize());
break;
}
- case cMonster::mtHorse:
+ case mtHorse:
{
const cHorse & Horse = (const cHorse &)a_Mob;
int Flags = 0;
diff --git a/src/Protocol/Protocol18x.cpp b/src/Protocol/Protocol18x.cpp
index f62d350fe..f83bea5bb 100644
--- a/src/Protocol/Protocol18x.cpp
+++ b/src/Protocol/Protocol18x.cpp
@@ -3035,7 +3035,7 @@ void cProtocol180::cPacketizer::WriteMobMetadata(const cMonster & a_Mob)
{
switch (a_Mob.GetMobType())
{
- case cMonster::mtCreeper:
+ case mtCreeper:
{
WriteByte(0x10);
WriteByte(((const cCreeper &)a_Mob).IsBlowing() ? 1 : -1);
@@ -3044,28 +3044,28 @@ void cProtocol180::cPacketizer::WriteMobMetadata(const cMonster & a_Mob)
break;
}
- case cMonster::mtBat:
+ case mtBat:
{
WriteByte(0x10);
WriteByte(((const cBat &)a_Mob).IsHanging() ? 1 : 0);
break;
}
- case cMonster::mtPig:
+ case mtPig:
{
WriteByte(0x10);
WriteByte(((const cPig &)a_Mob).IsSaddled() ? 1 : 0);
break;
}
- case cMonster::mtVillager:
+ case mtVillager:
{
WriteByte(0x50);
WriteInt(((const cVillager &)a_Mob).GetVilType());
break;
}
- case cMonster::mtZombie:
+ case mtZombie:
{
WriteByte(0x0c);
WriteByte(((const cZombie &)a_Mob).IsBaby() ? 1 : 0);
@@ -3076,14 +3076,14 @@ void cProtocol180::cPacketizer::WriteMobMetadata(const cMonster & a_Mob)
break;
}
- case cMonster::mtGhast:
+ case mtGhast:
{
WriteByte(0x10);
WriteByte(((const cGhast &)a_Mob).IsCharging());
break;
}
- case cMonster::mtWolf:
+ case mtWolf:
{
const cWolf & Wolf = (const cWolf &)a_Mob;
Byte WolfStatus = 0;
@@ -3111,7 +3111,7 @@ void cProtocol180::cPacketizer::WriteMobMetadata(const cMonster & a_Mob)
break;
}
- case cMonster::mtSheep:
+ case mtSheep:
{
WriteByte(0x10);
Byte SheepMetadata = 0;
@@ -3124,7 +3124,7 @@ void cProtocol180::cPacketizer::WriteMobMetadata(const cMonster & a_Mob)
break;
}
- case cMonster::mtEnderman:
+ case mtEnderman:
{
WriteByte(0x30);
WriteShort((Byte)(((const cEnderman &)a_Mob).GetCarriedBlock()));
@@ -3135,21 +3135,21 @@ void cProtocol180::cPacketizer::WriteMobMetadata(const cMonster & a_Mob)
break;
}
- case cMonster::mtSkeleton:
+ case mtSkeleton:
{
WriteByte(0x0d);
WriteByte(((const cSkeleton &)a_Mob).IsWither() ? 1 : 0);
break;
}
- case cMonster::mtWitch:
+ case mtWitch:
{
WriteByte(0x15);
WriteByte(((const cWitch &)a_Mob).IsAngry() ? 1 : 0);
break;
}
- case cMonster::mtWither:
+ case mtWither:
{
WriteByte(0x54); // Int at index 20
WriteInt(((const cWither &)a_Mob).GetWitherInvulnerableTicks());
@@ -3158,21 +3158,21 @@ void cProtocol180::cPacketizer::WriteMobMetadata(const cMonster & a_Mob)
break;
}
- case cMonster::mtSlime:
+ case mtSlime:
{
WriteByte(0x10);
WriteByte(((const cSlime &)a_Mob).GetSize());
break;
}
- case cMonster::mtMagmaCube:
+ case mtMagmaCube:
{
WriteByte(0x10);
WriteByte(((const cMagmaCube &)a_Mob).GetSize());
break;
}
- case cMonster::mtHorse:
+ case mtHorse:
{
const cHorse & Horse = (const cHorse &)a_Mob;
int Flags = 0;
diff --git a/src/Simulator/CMakeLists.txt b/src/Simulator/CMakeLists.txt
index 521b145b6..5aa406717 100644
--- a/src/Simulator/CMakeLists.txt
+++ b/src/Simulator/CMakeLists.txt
@@ -10,7 +10,6 @@ SET (SRCS
FloodyFluidSimulator.cpp
FluidSimulator.cpp
IncrementalRedstoneSimulator.cpp
- RedstoneSimulator.cpp
SandSimulator.cpp
Simulator.cpp
SimulatorManager.cpp
diff --git a/src/Simulator/FireSimulator.h b/src/Simulator/FireSimulator.h
index 9ccc3ef4f..f76dbe342 100644
--- a/src/Simulator/FireSimulator.h
+++ b/src/Simulator/FireSimulator.h
@@ -16,7 +16,7 @@ it progresses to the next step (blockmeta++). This value is updated if a neighbo
The simulator reads its parameters from the ini file given to the constructor.
*/
class cFireSimulator :
- public cSimulator
+ public cSimulator<cChunk, cWorld>
{
public:
cFireSimulator(cWorld & a_World, cIniFile & a_IniFile);
diff --git a/src/Simulator/FluidSimulator.h b/src/Simulator/FluidSimulator.h
index 672b740a2..0877a7bf1 100644
--- a/src/Simulator/FluidSimulator.h
+++ b/src/Simulator/FluidSimulator.h
@@ -4,7 +4,8 @@
#include "Simulator.h"
-
+class cChunk;
+class cWorld;
enum Direction
@@ -36,9 +37,9 @@ public:
class cFluidSimulator :
- public cSimulator
+ public cSimulator<cChunk, cWorld>
{
- typedef cSimulator super;
+ typedef cSimulator<cChunk, cWorld> super;
public:
cFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid);
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp
index 7b3a2c2fa..df05a9fee 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.cpp
+++ b/src/Simulator/IncrementalRedstoneSimulator.cpp
@@ -1,2216 +1,24 @@
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+#include "Globals.h"
-#include "IncrementalRedstoneSimulator.h"
-#include "BoundingBox.h"
-#include "../BlockEntities/RedstonePoweredEntity.h"
-#include "../BlockEntities/ChestEntity.h"
-#include "../BlockEntities/CommandBlockEntity.h"
-#include "../Entities/Pickup.h"
-#include "../Blocks/BlockTorch.h"
-#include "../Blocks/BlockDoor.h"
-#include "../Blocks/BlockButton.h"
-#include "../Blocks/BlockLever.h"
-#include "../Blocks/BlockPiston.h"
-#include "../Blocks/BlockTripwireHook.h"
+#include "BlockEntities/ChestEntity.h"
+typedef cItemCallback<cChestEntity> cChestCallback;
+#include "IncrementalRedstoneSimulator.inc"
+#include "Chunk.h"
+#include "World.h"
+#include "Blocks/GetHandlerCompileTimeTemplate.h"
+#include "Blocks/BlockTorch.h"
+#include "Blocks/BlockLever.h"
+#include "Blocks/BlockButton.h"
+#include "Blocks/BlockTripwireHook.h"
+#include "Blocks/BlockDoor.h"
+#include "Blocks/BlockPiston.h"
-
-cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulator(cWorld & a_World) :
- super(a_World),
- m_RedstoneSimulatorChunkData(),
- m_PoweredBlocks(),
- m_LinkedPoweredBlocks(),
- m_SimulatedPlayerToggleableBlocks(),
- m_RepeatersDelayList(),
- m_Chunk()
-{
-}
-
-
-
-
-
-cIncrementalRedstoneSimulator::~cIncrementalRedstoneSimulator()
-{
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk, cChunk * a_OtherChunk)
-{
- if ((a_Chunk == NULL) || !a_Chunk->IsValid())
- {
- return;
- }
- else if ((a_BlockY < 0) || (a_BlockY > cChunkDef::Height))
- {
- return;
- }
-
- // We may be called with coordinates in a chunk that is not the first chunk parameter
- // In that case, the actual chunk (which the coordinates are in), will be passed as the second parameter
- // Use that Chunk pointer to get a relative position
-
- int RelX = 0;
- int RelZ = 0;
- BLOCKTYPE Block;
- NIBBLETYPE Meta;
-
- if (a_OtherChunk != NULL)
- {
- RelX = a_BlockX - a_OtherChunk->GetPosX() * cChunkDef::Width;
- RelZ = a_BlockZ - a_OtherChunk->GetPosZ() * cChunkDef::Width;
- a_OtherChunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta);
-
- // If a_OtherChunk is passed (not NULL), it is the chunk that had a block change, and a_Chunk will be the neighbouring chunk of that block
- // Because said neighbouring chunk does not know of this change but still needs to update its redstone, we set it to dirty
- a_Chunk->SetIsRedstoneDirty(true);
- }
- else
- {
- RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
- RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
- a_Chunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta);
- }
-
- // Every time a block is changed (AddBlock called), we want to go through all lists and check to see if the coordiantes stored within are still valid
- // Checking only when a block is changed, as opposed to every tick, also improves performance
-
- PoweredBlocksList * PoweredBlocks = a_Chunk->GetRedstoneSimulatorPoweredBlocksList();
- for (PoweredBlocksList::iterator itr = PoweredBlocks->begin(); itr != PoweredBlocks->end();)
- {
- if (!itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
- {
- ++itr;
- continue;
- }
-
- if (!IsPotentialSource(Block))
- {
- LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from powered blocks list as it no longer connected to a source", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
- itr = PoweredBlocks->erase(itr);
- continue;
- }
- else if (
- // Changeable sources
- ((Block == E_BLOCK_REDSTONE_WIRE) && (Meta == 0)) ||
- ((Block == E_BLOCK_LEVER) && !IsLeverOn(Meta)) ||
- ((Block == E_BLOCK_DETECTOR_RAIL) && ((Meta & 0x08) == 0)) ||
- (((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta))) ||
- ((Block == E_BLOCK_TRIPWIRE_HOOK) && ((Meta & 0x08) == 0))
- )
- {
- LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from powered blocks list due to present/past metadata mismatch", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
- itr = PoweredBlocks->erase(itr);
- continue;
- }
- ++itr;
- }
-
- LinkedBlocksList * LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList();
- // We loop through all values (insteading of breaking out at the first) to make sure everything is gone, as there can be multiple SourceBlock entries for one AddBlock coordinate
- for (LinkedBlocksList::iterator itr = LinkedPoweredBlocks->begin(); itr != LinkedPoweredBlocks->end();)
- {
- if (itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
- {
- if (!IsPotentialSource(Block))
- {
- LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer connected to a source", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
- itr = LinkedPoweredBlocks->erase(itr);
- continue;
- }
- else if (
- // Things that can send power through a block but which depends on meta
- ((Block == E_BLOCK_REDSTONE_WIRE) && (Meta == 0)) ||
- ((Block == E_BLOCK_LEVER) && !IsLeverOn(Meta)) ||
- (((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta)))
- )
- {
- LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list due to present/past metadata mismatch", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
- itr = LinkedPoweredBlocks->erase(itr);
- continue;
- }
- }
- else if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
- {
- if (!IsViableMiddleBlock(Block))
- {
- LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer powered through a valid middle block", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
- itr = LinkedPoweredBlocks->erase(itr);
- continue;
- }
- }
- ++itr;
- }
-
- SimulatedPlayerToggleableList * SimulatedPlayerToggleableBlocks = a_Chunk->GetRedstoneSimulatorSimulatedPlayerToggleableList();
- for (SimulatedPlayerToggleableList::iterator itr = SimulatedPlayerToggleableBlocks->begin(); itr != SimulatedPlayerToggleableBlocks->end(); ++itr)
- {
- if (!itr->a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ)))
- {
- continue;
- }
-
- if (!IsAllowedBlock(Block))
- {
- LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from toggleable simulated list as it is no longer redstone", itr->a_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z);
- SimulatedPlayerToggleableBlocks->erase(itr);
- break;
- }
- }
-
- RepeatersDelayList * RepeatersDelayList = a_Chunk->GetRedstoneSimulatorRepeatersDelayList();
- for (RepeatersDelayList::iterator itr = RepeatersDelayList->begin(); itr != RepeatersDelayList->end(); ++itr)
- {
- if (!itr->a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ)))
- {
- continue;
- }
-
- if ((Block != E_BLOCK_REDSTONE_REPEATER_ON) && (Block != E_BLOCK_REDSTONE_REPEATER_OFF))
- {
- RepeatersDelayList->erase(itr);
- break;
- }
- }
-
- if (a_OtherChunk != NULL)
- {
- // DO NOT touch our chunk's data structure if we are being called with coordinates from another chunk - this one caused me massive grief :P
- return;
- }
-
- cRedstoneSimulatorChunkData * RedstoneSimulatorChunkData = a_Chunk->GetRedstoneSimulatorData();
- for (cRedstoneSimulatorChunkData::iterator itr = RedstoneSimulatorChunkData->begin(); itr != RedstoneSimulatorChunkData->end(); ++itr)
- {
- if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ)) // We are at an entry matching the current (changed) block
- {
- if (!IsAllowedBlock(Block))
- {
- itr->DataTwo = true; // The new blocktype is not redstone; it must be queued to be removed from this list
- }
- else
- {
- itr->DataTwo = false;
- itr->Data = Block; // Update block information
- }
- return;
- }
- }
-
- if (!IsAllowedBlock(Block))
- {
- return;
- }
-
- for (cRedstoneSimulatorChunkData::iterator itr = a_Chunk->GetRedstoneSimulatorQueuedData()->begin(); itr != a_Chunk->GetRedstoneSimulatorQueuedData()->end(); ++itr)
- {
- if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ))
- {
- // Can't have duplicates in here either, in case something adds the block again before the structure can written to the main chunk data
- return;
- }
- }
- a_Chunk->GetRedstoneSimulatorQueuedData()->push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false));
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
-{
- m_RedstoneSimulatorChunkData = a_Chunk->GetRedstoneSimulatorData();
- if (m_RedstoneSimulatorChunkData->empty() && a_Chunk->GetRedstoneSimulatorQueuedData()->empty())
- {
- return;
- }
-
- m_RedstoneSimulatorChunkData->insert(m_RedstoneSimulatorChunkData->end(), a_Chunk->GetRedstoneSimulatorQueuedData()->begin(), a_Chunk->GetRedstoneSimulatorQueuedData()->end());
- a_Chunk->GetRedstoneSimulatorQueuedData()->clear();
-
- m_PoweredBlocks = a_Chunk->GetRedstoneSimulatorPoweredBlocksList();
- m_RepeatersDelayList = a_Chunk->GetRedstoneSimulatorRepeatersDelayList();
- m_SimulatedPlayerToggleableBlocks = a_Chunk->GetRedstoneSimulatorSimulatedPlayerToggleableList();
- m_LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList();
- m_Chunk = a_Chunk;
- bool ShouldUpdateSimulateOnceBlocks = false;
-
- if (a_Chunk->IsRedstoneDirty())
- {
- // Simulate the majority of devices only if something (blockwise or power-wise) has changed
- // Make sure to allow the chunk to resimulate after the initial run if there was a power change (ShouldUpdateSimulateOnceBlocks helps to do this)
- a_Chunk->SetIsRedstoneDirty(false);
- ShouldUpdateSimulateOnceBlocks = true;
- }
-
- HandleRedstoneRepeaterDelays();
-
- for (cRedstoneSimulatorChunkData::iterator dataitr = m_RedstoneSimulatorChunkData->begin(); dataitr != m_RedstoneSimulatorChunkData->end();)
- {
- if (dataitr->DataTwo)
- {
- dataitr = m_RedstoneSimulatorChunkData->erase(dataitr);
- continue;
- }
-
- switch (dataitr->Data)
- {
- case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_TRIPWIRE: HandleTripwire(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_TRIPWIRE_HOOK: HandleTripwireHook(dataitr->x, dataitr->y, dataitr->z); break;
-
- case E_BLOCK_WOODEN_PRESSURE_PLATE:
- case E_BLOCK_STONE_PRESSURE_PLATE:
- case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
- case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
- {
- HandlePressurePlate(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
- break;
- }
- default: break;
- }
-
- if (ShouldUpdateSimulateOnceBlocks)
- {
- switch (dataitr->Data)
- {
- case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_COMMAND_BLOCK: HandleCommandBlock(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_NOTE_BLOCK: HandleNoteBlock(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_LEVER: HandleRedstoneLever(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_FENCE_GATE: HandleFenceGate(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_TNT: HandleTNT(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_TRAPDOOR: HandleTrapdoor(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_TRAPPED_CHEST: HandleTrappedChest(dataitr->x, dataitr->y, dataitr->z); break;
-
- case E_BLOCK_ACTIVATOR_RAIL:
- case E_BLOCK_DETECTOR_RAIL:
- case E_BLOCK_POWERED_RAIL:
- {
- HandleRail(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
- break;
- }
- case E_BLOCK_WOODEN_DOOR:
- case E_BLOCK_IRON_DOOR:
- {
- HandleDoor(dataitr->x, dataitr->y, dataitr->z);
- break;
- }
- case E_BLOCK_REDSTONE_LAMP_OFF:
- case E_BLOCK_REDSTONE_LAMP_ON:
- {
- HandleRedstoneLamp(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
- break;
- }
- case E_BLOCK_DISPENSER:
- case E_BLOCK_DROPPER:
- {
- HandleDropSpenser(dataitr->x, dataitr->y, dataitr->z);
- break;
- }
- case E_BLOCK_PISTON:
- case E_BLOCK_STICKY_PISTON:
- {
- HandlePiston(dataitr->x, dataitr->y, dataitr->z);
- break;
- }
- case E_BLOCK_REDSTONE_REPEATER_OFF:
- case E_BLOCK_REDSTONE_REPEATER_ON:
- {
- HandleRedstoneRepeater(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
- break;
- }
- case E_BLOCK_REDSTONE_TORCH_OFF:
- case E_BLOCK_REDSTONE_TORCH_ON:
- {
- HandleRedstoneTorch(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
- break;
- }
- case E_BLOCK_STONE_BUTTON:
- case E_BLOCK_WOODEN_BUTTON:
- {
- HandleRedstoneButton(dataitr->x, dataitr->y, dataitr->z);
- break;
- }
- default: break;
- }
- }
- ++dataitr;
- }
-}
-
-
-
-
-void cIncrementalRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
-{
- if (AreCoordsOnChunkBoundary(a_BlockX, a_BlockY, a_BlockZ))
- {
- // On a chunk boundary, alert all four sides (i.e. at least one neighbouring chunk)
- AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
-
- // Pass the original coordinates, because when adding things to our simulator lists, we get the chunk that they are in, and therefore any updates need to preseve their position
- // RedstoneAddBlock to pass both the neighbouring chunk and the chunk which the coordinates are in and +- 2 in GetNeighbour() to accomodate for LinkedPowered blocks being 2 away from chunk boundaries
- RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 2, a_BlockZ), a_Chunk);
- RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 2, a_BlockZ), a_Chunk);
- RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 2), a_Chunk);
- RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ + 2), a_Chunk);
-
- return;
- }
-
- // Not on boundary, just alert this chunk for speed
- AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState)
-{
- static const struct // Define which directions the torch can power
- {
- int x, y, z;
- } gCrossCoords[] =
- {
- { 1, 0, 0},
- {-1, 0, 0},
- { 0, 0, 1},
- { 0, 0, -1},
- { 0, 1, 0},
- } ;
-
- if (a_MyState == E_BLOCK_REDSTONE_TORCH_ON)
- {
- // Check if the block the torch is on is powered
- int X = a_RelBlockX; int Y = a_RelBlockY; int Z = a_RelBlockZ;
- AddFaceDirection(X, Y, Z, cBlockTorchHandler::MetaDataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)), true); // Inverse true to get the block torch is on
-
- cChunk * Neighbour = m_Chunk->GetRelNeighborChunk(X, Z);
- if ((Neighbour == NULL) || !Neighbour->IsValid())
- {
- return;
- }
-
- if (AreCoordsDirectlyPowered(X, Y, Z, Neighbour))
- {
- // There was a match, torch goes off
- m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
- return;
- }
-
- // Torch still on, make all 4(X, Z) + 1(Y) sides powered
- for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
- {
- BLOCKTYPE Type = 0;
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, Type))
- {
- continue;
- }
- if (i + 1 < ARRAYCOUNT(gCrossCoords)) // Sides of torch, not top (top is last)
- {
- if (
- IsMechanism(Type) && // Is it a mechanism? Not block/other torch etc.
- (!Vector3i(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z).Equals(Vector3i(X, Y, Z))) // CAN'T power block is that it is on
- )
- {
- SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- }
- }
- else
- {
- // Top side, power whatever is there, including blocks
- SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- // Power all blocks surrounding block above torch
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YP);
- }
- }
-
- if (m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) != 0x5) // Is torch standing on ground? If NOT (i.e. on wall), power block beneath
- {
- BLOCKTYPE Type = m_Chunk->GetBlock(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ);
-
- if (IsMechanism(Type)) // Still can't make a normal block powered though!
- {
- SetBlockPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- }
- }
- }
- else
- {
- // Check if the block the torch is on is powered
- int X = a_RelBlockX; int Y = a_RelBlockY; int Z = a_RelBlockZ;
- AddFaceDirection(X, Y, Z, cBlockTorchHandler::MetaDataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)), true); // Inverse true to get the block torch is on
-
- cChunk * Neighbour = m_Chunk->GetRelNeighborChunk(X, Z);
- if ((Neighbour == NULL) || !Neighbour->IsValid())
- {
- return;
- }
-
- // See if off state torch can be turned on again
- if (AreCoordsDirectlyPowered(X, Y, Z, Neighbour))
- {
- return; // Something matches, torch still powered
- }
-
- // Block torch on not powered, can be turned on again!
- m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_TORCH_ON, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleRedstoneBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ); // Set self as powered
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleRedstoneLever(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- if (IsLeverOn(Meta))
- {
- SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
-
- eBlockFace Dir = cBlockLeverHandler::BlockMetaDataToBlockFace(Meta);
-
- Dir = ReverseBlockFace(Dir);
-
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir);
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleFenceGate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
- NIBBLETYPE MetaData = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
-
- if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
- {
- if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
- {
- if ((MetaData & 0x4) == 0)
- {
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MetaData | 0x4);
- m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
- }
- SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
- }
- }
- else
- {
- if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
- {
- if ((MetaData & 0x4) != 0)
- {
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MetaData & ~0x04);
- m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
- }
- SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
- }
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleRedstoneButton(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- if (IsButtonOn(Meta))
- {
- SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
-
- eBlockFace Dir = cBlockButtonHandler::BlockMetaDataToBlockFace(Meta);
- Dir = ReverseBlockFace(Dir);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir);
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- static const struct // Define which directions the wire can receive power from
- {
- int x, y, z;
- } gCrossCoords[] =
- {
- { 1, 0, 0}, /* Wires on same level start */
- {-1, 0, 0},
- { 0, 0, 1},
- { 0, 0, -1}, /* Wires on same level stop */
- { 1, 1, 0}, /* Wires one higher, surrounding self start */
- {-1, 1, 0},
- { 0, 1, 1},
- { 0, 1, -1}, /* Wires one higher, surrounding self stop */
- { 1, -1, 0}, /* Wires one lower, surrounding self start */
- {-1, -1, 0},
- { 0, -1, 1},
- { 0, -1, -1}, /* Wires one lower, surrounding self stop */
- } ;
-
- static const struct // Define which directions the wire will check for repeater prescence
- {
- int x, y, z;
- } gSideCoords[] =
- {
- { 1, 0, 0 },
- {-1, 0, 0 },
- { 0, 0, 1 },
- { 0, 0, -1 },
- { 0, 1, 0 },
- };
-
- // Check to see if directly beside a power source
- unsigned char MyPower;
- if (!IsWirePowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower))
- {
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0);
- m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ);
- return;
- }
-
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
-
- if (MyPower < 1)
- {
- return;
- }
-
- MyPower--;
-
- for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through all directions to transfer or receive power
- {
- if ((i >= 4) && (i <= 7)) // If we are currently checking for wire surrounding ourself one block above...
- {
- BLOCKTYPE Type = 0;
- if (a_RelBlockY + 1 >= cChunkDef::Height)
- {
- continue;
- }
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, Type))
- {
- continue;
- }
- if (cBlockInfo::IsSolid(Type)) // If there is something solid above us (wire cut off)...
- {
- continue; // We don't receive power from that wire
- }
- }
- else if ((i >= 8) && (i <= 11)) // See above, but this is for wire below us
- {
- BLOCKTYPE Type = 0;
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY, a_RelBlockZ + gCrossCoords[i].z, Type))
- {
- continue;
- }
- if (cBlockInfo::IsSolid(Type))
- {
- continue;
- }
- }
-
- BLOCKTYPE Type = 0;
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, Type))
- {
- continue;
- }
- if (Type == E_BLOCK_REDSTONE_WIRE)
- {
- SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
- }
- }
-
- for (size_t i = 0; i < ARRAYCOUNT(gSideCoords); i++) // Look for repeaters immediately surrounding self and try to power them
- {
- BLOCKTYPE Type = 0;
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gSideCoords[i].x, a_RelBlockY + gSideCoords[i].y, a_RelBlockZ + gSideCoords[i].z, Type))
- {
- continue;
- }
- if (Type == E_BLOCK_REDSTONE_REPEATER_OFF)
- {
- SetBlockPowered(a_RelBlockX + gSideCoords[i].x, a_RelBlockY + gSideCoords[i].y, a_RelBlockZ + gSideCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
- }
- }
-
- // Wire still powered, power blocks beneath
- SetBlockPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, MyPower);
-
- switch (GetWireDirection(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
- {
- case REDSTONE_NONE:
- {
- SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
- SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
- SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
- SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
-
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM, MyPower);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP, MyPower);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM, MyPower);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP, MyPower);
- break;
- }
- case REDSTONE_X_POS:
- {
- SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP, MyPower);
- break;
- }
- case REDSTONE_X_NEG:
- {
- SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM, MyPower);
- break;
- }
- case REDSTONE_Z_POS:
- {
- SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP, MyPower);
- break;
- }
- case REDSTONE_Z_NEG:
- {
- SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM, MyPower);
- break;
- }
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState)
-{
- /* Repeater Orientation Mini Guide:
- ===================================
-
- |
- | Z Axis
- V
-
- X Axis ---->
-
- Repeater directions, values from a cWorld::GetBlockMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) lookup:
-
- East (Right) (X+): 0x1
- West (Left) (X-): 0x3
- North (Up) (Z-): 0x2
- South (Down) (Z+): 0x0
- // TODO: Add E_META_XXX enum entries for all meta values and update project with them
-
- Sun rises from East (X+)
-
- */
-
- // Create a variable holding my meta to avoid multiple lookups.
- NIBBLETYPE a_Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON);
-
- if (!IsRepeaterLocked(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta)) // If we're locked, change nothing. Otherwise:
- {
- bool IsSelfPowered = IsRepeaterPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta);
- if (IsSelfPowered && !IsOn) // Queue a power change if powered, but not on and not locked.
- {
- QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, true);
- }
- else if (!IsSelfPowered && IsOn) // Queue a power change if unpowered, on, and not locked.
- {
- QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, false);
- }
- }
-}
-
-void cIncrementalRedstoneSimulator::HandleRedstoneRepeaterDelays()
-{
- for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end();)
- {
- if (itr->a_ElapsedTicks >= itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks?
- {
- int RelBlockX = itr->a_RelBlockPos.x;
- int RelBlockY = itr->a_RelBlockPos.y;
- int RelBlockZ = itr->a_RelBlockPos.z;
- BLOCKTYPE Block;
- NIBBLETYPE Meta;
- m_Chunk->GetBlockTypeMeta(RelBlockX, RelBlockY, RelBlockZ, Block, Meta);
- if (itr->ShouldPowerOn)
- {
- if (Block != E_BLOCK_REDSTONE_REPEATER_ON) // For performance
- {
- m_Chunk->SetBlock(itr->a_RelBlockPos, E_BLOCK_REDSTONE_REPEATER_ON, Meta);
- }
-
- switch (Meta & 0x3) // We only want the direction (bottom) bits
- {
- case 0x0:
- {
- SetBlockPowered(RelBlockX, RelBlockY, RelBlockZ - 1, RelBlockX, RelBlockY, RelBlockZ);
- SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_ZM);
- break;
- }
- case 0x1:
- {
- SetBlockPowered(RelBlockX + 1, RelBlockY, RelBlockZ, RelBlockX, RelBlockY, RelBlockZ);
- SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_XP);
- break;
- }
- case 0x2:
- {
- SetBlockPowered(RelBlockX, RelBlockY, RelBlockZ + 1, RelBlockX, RelBlockY, RelBlockZ);
- SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_ZP);
- break;
- }
- case 0x3:
- {
- SetBlockPowered(RelBlockX - 1, RelBlockY, RelBlockZ, RelBlockX, RelBlockY, RelBlockZ);
- SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_XM);
- break;
- }
- }
- }
- else if (Block != E_BLOCK_REDSTONE_REPEATER_OFF)
- {
- m_Chunk->SetBlock(RelBlockX, RelBlockY, RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, Meta);
- }
- itr = m_RepeatersDelayList->erase(itr);
- }
- else
- {
- LOGD("Incremented a repeater @ {%i %i %i} | Elapsed ticks: %i | Target delay: %i", itr->a_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z, itr->a_ElapsedTicks, itr->a_DelayTicks);
- itr->a_ElapsedTicks++;
- itr++;
- }
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandlePiston(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
-
- if (IsPistonPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x7)) // We only want the bottom three bits (4th controls extended-ness)
- {
- cBlockPistonHandler::ExtendPiston(BlockX, a_RelBlockY, BlockZ, &m_World);
- }
- else
- {
- cBlockPistonHandler::RetractPiston(BlockX, a_RelBlockY, BlockZ, &m_World);
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleDropSpenser(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- class cSetPowerToDropSpenser :
- public cRedstonePoweredCallback
- {
- bool m_IsPowered;
- public:
- cSetPowerToDropSpenser(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}
-
- virtual bool Item(cRedstonePoweredEntity * a_DropSpenser) override
- {
- a_DropSpenser->SetRedstonePower(m_IsPowered);
- return false;
- }
- } DrSpSP (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
-
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
- m_Chunk->DoWithRedstonePoweredEntityAt(BlockX, a_RelBlockY, BlockZ, DrSpSP);
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleRedstoneLamp(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState)
-{
- if (a_MyState == E_BLOCK_REDSTONE_LAMP_OFF)
- {
- if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
- {
- m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_LAMP_ON, 0);
- }
- }
- else
- {
- if (!AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
- {
- m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_LAMP_OFF, 0);
- }
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleTNT(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
-
- if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
- {
- m_Chunk->BroadcastSoundEffect("game.tnt.primed", (double)BlockX, (double)a_RelBlockY, (double)BlockZ, 0.5f, 0.6f);
- m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_AIR, 0);
- m_World.SpawnPrimedTNT(BlockX + 0.5, a_RelBlockY + 0.5, BlockZ + 0.5); // 80 ticks to boom
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleDoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
-
- if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
- {
- if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
- {
- cChunkInterface ChunkInterface(m_World.GetChunkMap());
- if (!cBlockDoorHandler::IsOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ))
- {
- cBlockDoorHandler::SetOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ, true);
- m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
- }
- SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
- }
- }
- else
- {
- if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
- {
- cChunkInterface ChunkInterface(m_World.GetChunkMap());
- if (cBlockDoorHandler::IsOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ))
- {
- cBlockDoorHandler::SetOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ, false);
- m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
- }
- SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
- }
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleCommandBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- class cSetPowerToCommandBlock :
- public cCommandBlockCallback
- {
- bool m_IsPowered;
- public:
- cSetPowerToCommandBlock(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}
-
- virtual bool Item(cCommandBlockEntity * a_CommandBlock) override
- {
- a_CommandBlock->SetRedstonePower(m_IsPowered);
- return false;
- }
- } CmdBlockSP (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
-
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
- m_Chunk->DoWithCommandBlockAt(BlockX, a_RelBlockY, BlockZ, CmdBlockSP);
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleRail(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType)
-{
- switch (a_MyType)
- {
- case E_BLOCK_DETECTOR_RAIL:
- {
- if ((m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x08) == 0x08)
- {
- SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_MyType);
- }
- break;
- }
- case E_BLOCK_ACTIVATOR_RAIL:
- case E_BLOCK_POWERED_RAIL:
- {
- if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
- {
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) | 0x08);
- }
- else
- {
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x07);
- }
- break;
- }
- default: LOGD("Unhandled type of rail in %s", __FUNCTION__);
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleTrapdoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
-
- if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
- {
- if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
- {
- m_World.SetTrapdoorOpen(BlockX, a_RelBlockY, BlockZ, true);
- SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
- }
- }
- else
- {
- if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
- {
- m_World.SetTrapdoorOpen(BlockX, a_RelBlockY, BlockZ, false);
- SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
- }
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleNoteBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- bool m_bAreCoordsPowered = AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
-
- if (m_bAreCoordsPowered)
- {
- if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
- {
- class cSetPowerToNoteBlock :
- public cRedstonePoweredCallback
- {
- public:
- cSetPowerToNoteBlock() {}
-
- virtual bool Item(cRedstonePoweredEntity * a_NoteBlock) override
- {
- a_NoteBlock->SetRedstonePower(true);
- return false;
- }
- } NoteBlockSP;
-
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
- m_Chunk->DoWithRedstonePoweredEntityAt(BlockX, a_RelBlockY, BlockZ, NoteBlockSP);
- SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
- }
- }
- else
- {
- if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
- {
- SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
- }
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleDaylightSensor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX, BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
- int ChunkX, ChunkZ;
- cChunkDef::BlockToChunk(BlockX, BlockZ, ChunkX, ChunkZ);
-
- if (!m_World.IsChunkLighted(ChunkX, ChunkZ))
- {
- m_World.QueueLightChunk(ChunkX, ChunkZ);
- }
- else
- {
- if (m_Chunk->GetTimeAlteredLight(m_World.GetBlockSkyLight(BlockX, a_RelBlockY + 1, BlockZ)) > 8)
- {
- SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- }
- else
- {
- WakeUp(BlockX, a_RelBlockY, BlockZ, m_Chunk);
- }
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType)
-{
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
-
- switch (a_MyType)
- {
- case E_BLOCK_STONE_PRESSURE_PLATE:
- {
- // MCS feature - stone pressure plates can only be triggered by players :D
- cPlayer * a_Player = m_World.FindClosestPlayer(Vector3f(BlockX + 0.5f, (float)a_RelBlockY, BlockZ + 0.5f), 0.5f, false);
-
- if (a_Player != NULL)
- {
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x1);
- SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
- }
- else
- {
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x0);
- SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
- }
- break;
- }
- case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
- {
- class cPressurePlateCallback :
- public cEntityCallback
- {
- public:
- cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
- m_NumberOfEntities(0),
- m_X(a_BlockX),
- m_Y(a_BlockY),
- m_Z(a_BlockZ)
- {
- }
-
- virtual bool Item(cEntity * a_Entity) override
- {
- Vector3f EntityPos = a_Entity->GetPosition();
- Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
- double Distance = (EntityPos - BlockPos).Length();
-
- if (Distance <= 0.5)
- {
- m_NumberOfEntities++;
- }
- return false;
- }
-
- bool GetPowerLevel(unsigned char & a_PowerLevel) const
- {
- a_PowerLevel = std::min(m_NumberOfEntities, MAX_POWER_LEVEL);
- return (a_PowerLevel > 0);
- }
-
- protected:
- int m_NumberOfEntities;
-
- int m_X;
- int m_Y;
- int m_Z;
- };
-
- cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ);
- m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback);
-
- unsigned char Power;
- NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- if (PressurePlateCallback.GetPowerLevel(Power))
- {
- if (Meta == E_META_PRESSURE_PLATE_RAISED)
- {
- m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.5F);
- }
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
- SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Power);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
- }
- else
- {
- if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
- {
- m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F);
- }
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
- SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
- }
-
- break;
- }
- case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
- {
- class cPressurePlateCallback :
- public cEntityCallback
- {
- public:
- cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
- m_NumberOfEntities(0),
- m_X(a_BlockX),
- m_Y(a_BlockY),
- m_Z(a_BlockZ)
- {
- }
-
- virtual bool Item(cEntity * a_Entity) override
- {
- Vector3f EntityPos = a_Entity->GetPosition();
- Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
- double Distance = (EntityPos - BlockPos).Length();
-
- if (Distance <= 0.5)
- {
- m_NumberOfEntities++;
- }
- return false;
- }
-
- bool GetPowerLevel(unsigned char & a_PowerLevel) const
- {
- a_PowerLevel = std::min((int)ceil(m_NumberOfEntities / 10.f), MAX_POWER_LEVEL);
- return (a_PowerLevel > 0);
- }
-
- protected:
- int m_NumberOfEntities;
-
- int m_X;
- int m_Y;
- int m_Z;
- };
-
- cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ);
- m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback);
-
- unsigned char Power;
- NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- if (PressurePlateCallback.GetPowerLevel(Power))
- {
- if (Meta == E_META_PRESSURE_PLATE_RAISED)
- {
- m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.5F);
- }
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
- SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Power);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
- }
- else
- {
- if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
- {
- m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F);
- }
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
- SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
- }
-
- break;
- }
- case E_BLOCK_WOODEN_PRESSURE_PLATE:
- {
- class cPressurePlateCallback :
- public cEntityCallback
- {
- public:
- cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
- m_FoundEntity(false),
- m_X(a_BlockX),
- m_Y(a_BlockY),
- m_Z(a_BlockZ)
- {
- }
-
- virtual bool Item(cEntity * a_Entity) override
- {
- Vector3f EntityPos = a_Entity->GetPosition();
- Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
- double Distance = (EntityPos - BlockPos).Length();
-
- if (Distance <= 0.5)
- {
- m_FoundEntity = true;
- return true; // Break out, we only need to know for plates that at least one entity is on top
- }
- return false;
- }
-
- bool FoundEntity(void) const
- {
- return m_FoundEntity;
- }
-
- protected:
- bool m_FoundEntity;
-
- int m_X;
- int m_Y;
- int m_Z;
- } ;
-
- cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ);
- m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback);
-
- NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- if (PressurePlateCallback.FoundEntity())
- {
- if (Meta == E_META_PRESSURE_PLATE_RAISED)
- {
- m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.5F);
- }
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
- SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
- }
- else
- {
- if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
- {
- m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F);
- }
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
- SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
- }
- break;
- }
- default:
- {
- LOGD("Unimplemented pressure plate type %s in cRedstoneSimulator", ItemToFullString(a_MyType).c_str());
- break;
- }
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleTripwireHook(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
- int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
- int RelX = a_RelBlockX, RelZ = a_RelBlockZ;
- bool FoundActivated = false;
- eBlockFace FaceToGoTowards = cBlockTripwireHookHandler::MetadataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
-
- for (int i = 0; i < 40; ++i) // Tripwires can be connected up to 40 blocks
- {
- BLOCKTYPE Type;
- NIBBLETYPE Meta;
-
- AddFaceDirection(RelX, a_RelBlockY, RelZ, FaceToGoTowards);
- m_Chunk->UnboundedRelGetBlock(RelX, a_RelBlockY, RelZ, Type, Meta);
-
- if (Type == E_BLOCK_TRIPWIRE)
- {
- if (Meta == 0x1)
- {
- FoundActivated = true;
- }
- }
- else if (Type == E_BLOCK_TRIPWIRE_HOOK)
- {
- if (ReverseBlockFace(cBlockTripwireHookHandler::MetadataToDirection(Meta)) == FaceToGoTowards)
- {
- // Other hook facing in opposite direction - circuit completed!
- break;
- }
- else
- {
- // Tripwire hook not connected at all, AND away all the power state bits
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x3);
- SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
- return;
- }
- }
- else
- {
- // Tripwire hook not connected at all, AND away all the power state bits
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x3);
- SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
- return;
- }
- }
-
- if (FoundActivated)
- {
- // Connected and activated, set the 3rd and 4th highest bits
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) | 0xC);
- SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- }
- else
- {
- // Connected but not activated, AND away the highest bit
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, (m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x7) | 0x4);
- SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleTrappedChest(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- class cGetTrappedChestPlayers :
- public cChestCallback
- {
- public:
- cGetTrappedChestPlayers(void) :
- m_NumberOfPlayers(0)
- {
- }
-
- virtual bool Item(cChestEntity * a_Chest) override
- {
- ASSERT(a_Chest->GetBlockType() == E_BLOCK_TRAPPED_CHEST);
- m_NumberOfPlayers = a_Chest->GetNumberOfPlayers();
- return (m_NumberOfPlayers <= 0);
- }
-
- unsigned char GetPowerLevel(void) const
- {
- return std::min(m_NumberOfPlayers, MAX_POWER_LEVEL);
- }
-
- private:
- int m_NumberOfPlayers;
-
- } GTCP;
-
- int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
- int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
- if (m_Chunk->DoWithChestAt(BlockX, a_RelBlockY, BlockZ, GTCP))
- {
- SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, GTCP.GetPowerLevel());
- }
- else
- {
- SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleTripwire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
- int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
-
- class cTripwireCallback :
- public cEntityCallback
- {
- public:
- cTripwireCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
- m_FoundEntity(false),
- m_X(a_BlockX),
- m_Y(a_BlockY),
- m_Z(a_BlockZ)
- {
- }
-
- virtual bool Item(cEntity * a_Entity) override
- {
- cBoundingBox bbWire(m_X, m_X + 1, m_Y, m_Y + 0.1, m_Z, m_Z + 1);
- cBoundingBox bbEntity(a_Entity->GetPosition(), a_Entity->GetWidth() / 2, a_Entity->GetHeight());
-
- if (bbEntity.DoesIntersect(bbWire))
- {
- m_FoundEntity = true;
- return true; // One entity is sufficient to trigger the wire
- }
- return false;
- }
-
- bool FoundEntity(void) const
- {
- return m_FoundEntity;
- }
-
- protected:
- bool m_FoundEntity;
-
- int m_X;
- int m_Y;
- int m_Z;
- };
-
- cTripwireCallback TripwireCallback(BlockX, a_RelBlockY, BlockZ);
- m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), TripwireCallback);
-
- if (TripwireCallback.FoundEntity())
- {
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x1);
- }
- else
- {
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x0);
- }
-}
-
-
-
-
-
-bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, cChunk * a_Chunk)
+cRedstoneSimulator<cChunk, cWorld> * MakeIncrementalRedstoneSimulator(cWorld & a_World)
{
- // Torches want to access neighbour's data when on a wall, hence the extra chunk parameter
-
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
-
- for (PoweredBlocksList::const_iterator itr = a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->begin(); itr != a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->end(); ++itr) // Check powered list
- {
- if (itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
- {
- return true;
- }
- }
- return false;
+ return new cIncrementalRedstoneSimulator<cChunk, cWorld, GetHandlerCompileTime, cChestEntity>(a_World);
}
-
-
-
-
-bool cIncrementalRedstoneSimulator::AreCoordsLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
-
- for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list
- {
- if (itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
- {
- return true;
- }
- }
- return false;
-}
-
-
-
-
-
-bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta)
-{
- // Repeaters cannot be powered by any face except their back; verify that this is true for a source
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
-
- for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
- {
- if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }
-
- switch (a_Meta & 0x3)
- {
- case 0x0:
- {
- // Flip the coords to check the back of the repeater
- if (itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ + 1))) { return true; }
- break;
- }
- case 0x1:
- {
- if (itr->a_SourcePos.Equals(Vector3i(BlockX - 1, a_RelBlockY, BlockZ))) { return true; }
- break;
- }
- case 0x2:
- {
- if (itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ - 1))) { return true; }
- break;
- }
- case 0x3:
- {
- if (itr->a_SourcePos.Equals(Vector3i(BlockX + 1, a_RelBlockY, BlockZ))) { return true; }
- break;
- }
- }
- }
-
- for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr)
- {
- if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }
-
- switch (a_Meta & 0x3)
- {
- case 0x0:
- {
- if (itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ + 1))) { return true; }
- break;
- }
- case 0x1:
- {
- if (itr->a_MiddlePos.Equals(Vector3i(BlockX - 1, a_RelBlockY, BlockZ))) { return true; }
- break;
- }
- case 0x2:
- {
- if (itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ - 1))) { return true; }
- break;
- }
- case 0x3:
- {
- if (itr->a_MiddlePos.Equals(Vector3i(BlockX + 1, a_RelBlockY, BlockZ))) { return true; }
- break;
- }
- }
- }
- return false; // Couldn't find power source behind repeater
-}
-
-
-
-
-
-bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta)
-{
- switch (a_Meta & 0x3) // We only want the 'direction' part of our metadata
- {
- // If the repeater is looking up or down (If parallel to the Z axis)
- case 0x0:
- case 0x2:
- {
- // Check if eastern(right) neighbor is a powered on repeater who is facing us
- BLOCKTYPE Block = 0;
- if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON)) // Is right neighbor a powered repeater?
- {
- NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ) & 0x3;
- if (OtherRepeaterDir == 0x3) { return true; } // If so, I am latched/locked
- }
-
- // Check if western(left) neighbor is a powered on repeater who is facing us
- if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
- {
- NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX -1, a_RelBlockY, a_RelBlockZ) & 0x3;
- if (OtherRepeaterDir == 0x1) { return true; } // If so, I am latched/locked
- }
-
- break;
- }
-
- // If the repeater is looking left or right (If parallel to the x axis)
- case 0x1:
- case 0x3:
- {
- // Check if southern(down) neighbor is a powered on repeater who is facing us
- BLOCKTYPE Block = 0;
- if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
- {
- NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1) & 0x3;
- if (OtherRepeaterDir == 0x0) { return true; } // If so, am latched/locked
- }
-
- // Check if northern(up) neighbor is a powered on repeater who is facing us
- if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
- {
- NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1) & 0x3;
- if (OtherRepeaterDir == 0x2) { return true; } // If so, I am latched/locked
- }
-
- break;
- }
- }
-
- return false; // None of the checks succeeded, I am not a locked repeater
-}
-
-
-
-
-bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta)
-{
- // Pistons cannot be powered through their front face; this function verifies that a source meets this requirement
-
- eBlockFace Face = cBlockPistonHandler::MetaDataToDirection(a_Meta);
- int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
- int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
-
- for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
- {
- if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }
-
- AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face);
-
- if (!itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
- {
- return true;
- }
-
- AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face, true);
- }
-
- for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr)
- {
- if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }
-
- AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face);
-
- if (!itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
- {
- return true;
- }
-
- AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face, true);
- }
- return false; // Source was in front of the piston's front face
-}
-
-
-
-
-bool cIncrementalRedstoneSimulator::IsWirePowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel)
-{
- a_PowerLevel = 0;
- int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
- int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
-
- for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) // Check powered list
- {
- if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
- {
- continue;
- }
- a_PowerLevel = std::max(itr->a_PowerLevel, a_PowerLevel); // Get the highest power level (a_PowerLevel is initialised already and there CAN be multiple levels for one block)
- }
-
- for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list
- {
- if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
- {
- continue;
- }
-
- BLOCKTYPE Type = E_BLOCK_AIR;
- int RelSourceX = itr->a_SourcePos.x - m_Chunk->GetPosX() * cChunkDef::Width;
- int RelSourceZ = itr->a_SourcePos.z - m_Chunk->GetPosZ() * cChunkDef::Width;
- if (!m_Chunk->UnboundedRelGetBlockType(RelSourceX, itr->a_SourcePos.y, RelSourceZ, Type) || (Type == E_BLOCK_REDSTONE_WIRE))
- {
- continue;
- }
- a_PowerLevel = std::max(itr->a_PowerLevel, a_PowerLevel);
- }
-
- return (a_PowerLevel != 0); // Answer the inital question: is the wire powered?
-}
-
-
-
-
-
-bool cIncrementalRedstoneSimulator::AreCoordsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool IsCurrentStatePowered)
-{
- for (SimulatedPlayerToggleableList::const_iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr)
- {
- if (itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
- {
- if (itr->WasLastStatePowered != IsCurrentStatePowered) // Was the last power state different to the current?
- {
- return false; // It was, coordinates are no longer simulated
- }
- else
- {
- return true; // It wasn't, don't resimulate block, and allow players to toggle
- }
- }
- }
- return false; // Block wasn't even in the list, not simulated
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::SetDirectionLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, char a_Direction, unsigned char a_PowerLevel)
-{
- BLOCKTYPE MiddleBlock = 0;
- switch (a_Direction)
- {
- case BLOCK_FACE_XM:
- {
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, MiddleBlock))
- {
- return;
- }
-
- SetBlockLinkedPowered(a_RelBlockX - 2, a_RelBlockY, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
-
- break;
- }
- case BLOCK_FACE_XP:
- {
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, MiddleBlock))
- {
- return;
- }
-
- SetBlockLinkedPowered(a_RelBlockX + 2, a_RelBlockY, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
-
- break;
- }
- case BLOCK_FACE_YM:
- {
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, MiddleBlock))
- {
- return;
- }
-
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 2, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
-
- break;
- }
- case BLOCK_FACE_YP:
- {
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, MiddleBlock))
- {
- return;
- }
-
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 2, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
-
- break;
- }
- case BLOCK_FACE_ZM:
- {
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, MiddleBlock))
- {
- return;
- }
-
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 2, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
-
- break;
- }
- case BLOCK_FACE_ZP:
- {
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, MiddleBlock))
- {
- return;
- }
-
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 2, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
-
- break;
- }
- default:
- {
- ASSERT(!"Unhandled face direction when attempting to set blocks as linked powered!"); // Zombies, that wasn't supposed to happen...
- break;
- }
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::SetAllDirsAsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char a_PowerLevel)
-{
- static const struct
- {
- int x, y, z;
- } gCrossCoords[] =
- {
- { 1, 0, 0 },
- { -1, 0, 0 },
- { 0, 0, 1 },
- { 0, 0, -1 },
- { 0, 1, 0 },
- { 0, -1, 0 }
- };
-
- for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through struct to power all directions
- {
- SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_PowerLevel);
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::SetBlockPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, unsigned char a_PowerLevel)
-{
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
- int SourceX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelSourceX;
- int SourceZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelSourceZ;
-
- cChunk * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelBlockX, a_RelBlockZ); // Adjust coordinates for the later call using these values
- if ((Neighbour == NULL) || !Neighbour->IsValid())
- {
- return;
- }
-
- PoweredBlocksList * Powered = Neighbour->GetRedstoneSimulatorPoweredBlocksList(); // We need to insert the value into the chunk who owns the block position
- for (PoweredBlocksList::iterator itr = Powered->begin(); itr != Powered->end(); ++itr)
- {
- if (
- itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) &&
- itr->a_SourcePos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ))
- )
- {
- // Check for duplicates, update power level, don't add a new listing
- itr->a_PowerLevel = a_PowerLevel;
- return;
- }
- }
-
- // No need to get neighbouring chunk as we can guarantee that when something is powering us, the entry will be in our chunk
- // TODO: on C++11 support, change this to a llama function pased to a std::remove_if
- for (PoweredBlocksList::iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
- {
- if (
- itr->a_BlockPos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ)) &&
- itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) &&
- (m_Chunk->GetBlock(a_RelSourceX, a_RelSourceY, a_RelSourceZ) == E_BLOCK_REDSTONE_WIRE)
- )
- {
- BLOCKTYPE Block;
- NIBBLETYPE Meta;
- Neighbour->GetBlockTypeMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Block, Meta);
-
- if (Block == E_BLOCK_REDSTONE_WIRE)
- {
- if (Meta < a_PowerLevel)
- {
- m_PoweredBlocks->erase(itr); // Powering source with higher power level, allow it
- break;
- }
- else
- {
- // Powered wires try to power their source - don't let them!
- return;
- }
- }
- }
- }
-
- sPoweredBlocks RC;
- RC.a_BlockPos = Vector3i(BlockX, a_RelBlockY, BlockZ);
- RC.a_SourcePos = Vector3i(SourceX, a_RelSourceY, SourceZ);
- RC.a_PowerLevel = a_PowerLevel;
- Powered->push_back(RC);
- Neighbour->SetIsRedstoneDirty(true);
- m_Chunk->SetIsRedstoneDirty(true);
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::SetBlockLinkedPowered(
- int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ,
- int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ,
- int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ,
- BLOCKTYPE a_MiddleBlock, unsigned char a_PowerLevel
- )
-{
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
- int MiddleX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelMiddleX;
- int MiddleZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelMiddleZ;
- int SourceX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelSourceX;
- int SourceZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelSourceZ;
-
- if (!IsViableMiddleBlock(a_MiddleBlock))
- {
- return;
- }
-
- cChunk * Neighbour = m_Chunk->GetNeighborChunk(BlockX, BlockZ);
- if ((Neighbour == NULL) || !Neighbour->IsValid())
- {
- return;
- }
-
- LinkedBlocksList * Linked = Neighbour->GetRedstoneSimulatorLinkedBlocksList();
- for (LinkedBlocksList::iterator itr = Linked->begin(); itr != Linked->end(); ++itr) // Check linked powered list
- {
- if (
- itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) &&
- itr->a_MiddlePos.Equals(Vector3i(MiddleX, a_RelMiddleY, MiddleZ)) &&
- itr->a_SourcePos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ))
- )
- {
- // Check for duplicates, update power level, don't add a new listing
- itr->a_PowerLevel = a_PowerLevel;
- return;
- }
- }
-
- sLinkedPoweredBlocks RC;
- RC.a_BlockPos = Vector3i(BlockX, a_RelBlockY, BlockZ);
- RC.a_MiddlePos = Vector3i(MiddleX, a_RelMiddleY, MiddleZ);
- RC.a_SourcePos = Vector3i(SourceX, a_RelSourceY, SourceZ);
- RC.a_PowerLevel = a_PowerLevel;
- Linked->push_back(RC);
- Neighbour->SetIsRedstoneDirty(true);
- m_Chunk->SetIsRedstoneDirty(true);
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool WasLastStatePowered)
-{
- for (SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr)
- {
- if (!itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
- {
- continue;
- }
-
- if (itr->WasLastStatePowered != WasLastStatePowered)
- {
- // If power states different, update listing
- itr->WasLastStatePowered = WasLastStatePowered;
- return;
- }
- else
- {
- // If states the same, just ignore
- return;
- }
- }
-
- // We have arrive here; no block must be in list - add one
- sSimulatedPlayerToggleableList RC;
- RC.a_RelBlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- RC.WasLastStatePowered = WasLastStatePowered;
- m_SimulatedPlayerToggleableBlocks->push_back(RC);
-}
-
-
-
-
-
-bool cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn)
-{
- for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr)
- {
- if (itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
- {
- if (ShouldPowerOn == itr->ShouldPowerOn) // We are queued already for the same thing, don't replace entry
- {
- return false;
- }
-
- // Already in here (normal to allow repeater to continue on powering and updating blocks in front) - just update info and quit
- itr->a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; // See below for description
- itr->a_ElapsedTicks = 0;
- itr->ShouldPowerOn = ShouldPowerOn;
- return false;
- }
- }
-
- // Self not in list, add self to list
- sRepeatersDelayList RC;
- RC.a_RelBlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
-
- // Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.)
- // Multiply by 2 because in MCS, 1 redstone tick = 1 world tick, but in Vanilla, 1 redstone tick = 2 world ticks, and we need to maintain compatibility
- RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2;
-
- RC.a_ElapsedTicks = 0;
- RC.ShouldPowerOn = ShouldPowerOn;
- m_RepeatersDelayList->push_back(RC);
- return true;
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::SetSourceUnpowered(int a_SourceX, int a_SourceY, int a_SourceZ, cChunk * a_Chunk, bool a_IsFirstCall)
-{
- if (!a_IsFirstCall) // The neighbouring chunks passed when this parameter is false may be invalid
- {
- if ((a_Chunk == NULL) || !a_Chunk->IsValid())
- {
- return;
- }
- }
- // TODO: on C++11 support, change both of these to llama functions pased to a std::remove_if
-
- for (PoweredBlocksList::iterator itr = a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->begin(); itr != a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->end();)
- {
- if (itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)))
- {
- itr = a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->erase(itr);
- a_Chunk->SetIsRedstoneDirty(true);
- continue;
- }
- ++itr;
- }
- for (LinkedBlocksList::iterator itr = a_Chunk->GetRedstoneSimulatorLinkedBlocksList()->begin(); itr != a_Chunk->GetRedstoneSimulatorLinkedBlocksList()->end();)
- {
- if (itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)))
- {
- itr = a_Chunk->GetRedstoneSimulatorLinkedBlocksList()->erase(itr);
- a_Chunk->SetIsRedstoneDirty(true);
- continue;
- }
- ++itr;
- }
-
- if (a_IsFirstCall && AreCoordsOnChunkBoundary(a_SourceX, a_SourceY, a_SourceZ))
- {
- // +- 2 to accomodate linked powered blocks
- SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX - 2, a_SourceZ), false);
- SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX + 2, a_SourceZ), false);
- SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ - 2), false);
- SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ + 2), false);
- }
-}
-
-
-
-
-
-cIncrementalRedstoneSimulator::eRedstoneDirection cIncrementalRedstoneSimulator::GetWireDirection(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- int Dir = REDSTONE_NONE;
-
- BLOCKTYPE NegX = 0;
- if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, NegX))
- {
- if (IsPotentialSource(NegX))
- {
- Dir |= (REDSTONE_X_POS);
- }
- }
-
- BLOCKTYPE PosX = 0;
- if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, PosX))
- {
- if (IsPotentialSource(PosX))
- {
- Dir |= (REDSTONE_X_NEG);
- }
- }
-
- BLOCKTYPE NegZ = 0;
- if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, NegZ))
- {
- if (IsPotentialSource(NegZ))
- {
- if ((Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG)) // corner
- {
- Dir ^= REDSTONE_X_POS;
- Dir |= REDSTONE_X_NEG;
- }
- if ((Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS)) // corner
- {
- Dir ^= REDSTONE_X_NEG;
- Dir |= REDSTONE_X_POS;
- }
- Dir |= REDSTONE_Z_POS;
- }
- }
-
- BLOCKTYPE PosZ = 0;
- if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, PosZ))
- {
- if (IsPotentialSource(PosZ))
- {
- if ((Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG)) // corner
- {
- Dir ^= REDSTONE_X_POS;
- Dir |= REDSTONE_X_NEG;
- }
- if ((Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS)) // corner
- {
- Dir ^= REDSTONE_X_NEG;
- Dir |= REDSTONE_X_POS;
- }
- Dir |= REDSTONE_Z_NEG;
- }
- }
- return (eRedstoneDirection)Dir;
-}
-
-
-
-
-
-bool cIncrementalRedstoneSimulator::IsLeverOn(NIBBLETYPE a_BlockMeta)
-{
- // Extract the ON bit from metadata and return if true if it is set:
- return ((a_BlockMeta & 0x8) == 0x8);
-}
-
-
-
-
diff --git a/src/Simulator/IncrementalRedstoneSimulator.h b/src/Simulator/IncrementalRedstoneSimulator.h
index 79740a8f6..5bd1ad95d 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.h
+++ b/src/Simulator/IncrementalRedstoneSimulator.h
@@ -3,314 +3,7 @@
#include "RedstoneSimulator.h"
-/// Per-chunk data for the simulator, specified individual chunks to simulate
-typedef cCoordWithBlockAndBoolVector cRedstoneSimulatorChunkData;
-
-
-
-
-
-class cIncrementalRedstoneSimulator :
- public cRedstoneSimulator
-{
- typedef cRedstoneSimulator super;
-public:
-
- cIncrementalRedstoneSimulator(cWorld & a_World);
- ~cIncrementalRedstoneSimulator();
-
- virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used
- virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
- virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override { return IsRedstone(a_BlockType); }
- 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);
-
-private:
-
- #define MAX_POWER_LEVEL 15
-
- struct sPoweredBlocks // Define structure of the directly powered blocks list
- {
- Vector3i a_BlockPos; // Position of powered block
- Vector3i a_SourcePos; // Position of source powering the block at a_BlockPos
- unsigned char a_PowerLevel;
- };
-
- struct sLinkedPoweredBlocks // Define structure of the indirectly powered blocks list (i.e. repeaters powering through a block to the block at the other side)
- {
- Vector3i a_BlockPos;
- Vector3i a_MiddlePos; // Position of block that is betwixt a source and the destination
- Vector3i a_SourcePos;
- unsigned char a_PowerLevel;
- };
-
- struct sSimulatedPlayerToggleableList // Define structure of the list containing simulate-on-update blocks (such as trapdoors that respond once to a block update, and can be toggled by a player)
- {
- Vector3i a_RelBlockPos;
- bool WasLastStatePowered; // Was the last state powered or not? Determines whether a source update has happened and if I should resimulate
- };
-
- struct sRepeatersDelayList // Define structure of list containing repeaters' delay states
- {
- Vector3i a_RelBlockPos;
- unsigned char a_DelayTicks; // For how many ticks should the repeater delay
- unsigned char a_ElapsedTicks; // How much of the previous has been elapsed?
- bool ShouldPowerOn; // What happens when the delay time is fulfilled?
- };
-
-public:
-
- typedef std::vector <sPoweredBlocks> PoweredBlocksList;
- typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
- typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList;
- typedef std::vector <sRepeatersDelayList> RepeatersDelayList;
-
-private:
-
- cRedstoneSimulatorChunkData * m_RedstoneSimulatorChunkData;
- PoweredBlocksList * m_PoweredBlocks;
- LinkedBlocksList * m_LinkedPoweredBlocks;
- SimulatedPlayerToggleableList * m_SimulatedPlayerToggleableBlocks;
- RepeatersDelayList * m_RepeatersDelayList;
-
- virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override { RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); }
- void RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk, cChunk * a_OtherChunk = NULL);
- cChunk * m_Chunk;
-
- // We want a_MyState for devices needing a full FastSetBlock (as opposed to meta) because with our simulation model, we cannot keep setting the block if it is already set correctly
- // In addition to being non-performant, it would stop the player from actually breaking said device
-
- /* ====== SOURCES ====== */
- /** Handles the redstone torch */
- void HandleRedstoneTorch(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
- /** Handles the redstone block */
- void HandleRedstoneBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles levers */
- void HandleRedstoneLever(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles buttons */
- void HandleRedstoneButton(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles daylight sensors */
- void HandleDaylightSensor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles pressure plates */
- void HandlePressurePlate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType);
- /** Handles tripwire hooks
- Performs correct meta and power setting for self by going in the direction it faces and looking for a continous line of tripwire bounded by another oppositely facing hook
- If this line is complete, it verifies that at least on wire reports an entity is on top (via its meta), and performs its task
- */
- void HandleTripwireHook(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles trapped chests */
- void HandleTrappedChest(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /* ==================== */
-
- /* ====== CARRIERS ====== */
- /** Handles redstone wire */
- void HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles repeaters */
- void HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
- /* ====================== */
-
- /* ====== DEVICES ====== */
- /** Handles pistons */
- void HandlePiston(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles dispensers and droppers */
- void HandleDropSpenser(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles TNT (exploding) */
- void HandleTNT(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles redstone lamps */
- void HandleRedstoneLamp(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
- /** Handles doords */
- void HandleDoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles command blocks */
- void HandleCommandBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles activator, detector, and powered rails */
- void HandleRail(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType);
- /** Handles trapdoors */
- void HandleTrapdoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles fence gates */
- void HandleFenceGate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles noteblocks */
- void HandleNoteBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles tripwires */
- void HandleTripwire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /* ===================== */
-
- /* ====== Helper functions ====== */
- /** Marks a block as powered */
- void SetBlockPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
- /** Marks a block as being powered through another block */
- void SetBlockLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, BLOCKTYPE a_MiddeBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
- /** Marks a block as simulated, who should not be simulated further unless their power state changes, to accomodate a player manually toggling the block without triggering the simulator toggling it back */
- void SetPlayerToggleableBlockAsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool WasLastStatePowered);
- /** Marks the second block in a direction as linked powered */
- void SetDirectionLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, char a_Direction, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
- /** Marks all blocks immediately surrounding a coordinate as powered */
- void SetAllDirsAsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
- /** Queues a repeater to be powered or unpowered and returns if the m_RepeatersDelayList iterators were invalidated */
- bool QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn);
- /** Removes a block from the Powered and LinkedPowered lists
- Used for variable sources such as tripwire hooks, daylight sensors, and trapped chests
- */
- void SetSourceUnpowered(int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, cChunk * a_Chunk, bool a_IsFirstCall = true);
-
- /** Returns if a coordinate is powered or linked powered */
- bool AreCoordsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { return AreCoordsDirectlyPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk) || AreCoordsLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); }
- /** Returns if a coordinate is in the directly powered blocks list */
- bool AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, cChunk * a_Chunk);
- /** Returns if a coordinate is in the indirectly powered blocks list */
- bool AreCoordsLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Returns if a coordinate was marked as simulated (for blocks toggleable by players) */
- bool AreCoordsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool IsCurrentStatePowered);
- /** Returns if a repeater is powered by testing for power sources behind the repeater */
- bool IsRepeaterPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta);
- /** Returns if a repeater is locked */
- bool IsRepeaterLocked(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta);
- /** Returns if a piston is powered */
- bool IsPistonPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta);
- /** Returns if a wire is powered
- The only diffence between this and a normal AreCoordsPowered is that this function checks for a wire powering another wire */
- bool IsWirePowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel);
- /** Handles delayed updates to repeaters **/
- void HandleRedstoneRepeaterDelays(void);
-
- /** Returns if lever metadata marks it as emitting power */
- bool IsLeverOn(NIBBLETYPE a_BlockMeta);
- /** Returns if button metadata marks it as emitting power */
- bool IsButtonOn(NIBBLETYPE a_BlockMeta) { return IsLeverOn(a_BlockMeta); }
- /* ============================== */
-
- /* ====== Misc Functions ====== */
- /** Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation */
- inline static bool IsViableMiddleBlock(BLOCKTYPE Block) { return cBlockInfo::FullyOccupiesVoxel(Block); }
-
- /** Returns if a block is a mechanism (something that accepts power and does something)
- Used by torches to determine if they power a block whilst not standing on the ground
- */
- inline static bool IsMechanism(BLOCKTYPE Block)
- {
- switch (Block)
- {
- case E_BLOCK_ACTIVATOR_RAIL:
- case E_BLOCK_COMMAND_BLOCK:
- case E_BLOCK_PISTON:
- case E_BLOCK_STICKY_PISTON:
- case E_BLOCK_DISPENSER:
- case E_BLOCK_DROPPER:
- case E_BLOCK_FENCE_GATE:
- case E_BLOCK_HOPPER:
- case E_BLOCK_NOTE_BLOCK:
- case E_BLOCK_TNT:
- case E_BLOCK_TRAPDOOR:
- case E_BLOCK_REDSTONE_LAMP_OFF:
- case E_BLOCK_REDSTONE_LAMP_ON:
- case E_BLOCK_WOODEN_DOOR:
- case E_BLOCK_IRON_DOOR:
- case E_BLOCK_REDSTONE_REPEATER_OFF:
- case E_BLOCK_REDSTONE_REPEATER_ON:
- case E_BLOCK_POWERED_RAIL:
- case E_BLOCK_REDSTONE_WIRE:
- {
- return true;
- }
- default: return false;
- }
- }
-
- /** Returns if a block has the potential to output power */
- inline static bool IsPotentialSource(BLOCKTYPE Block)
- {
- switch (Block)
- {
- case E_BLOCK_DETECTOR_RAIL:
- case E_BLOCK_DAYLIGHT_SENSOR:
- case E_BLOCK_WOODEN_BUTTON:
- case E_BLOCK_STONE_BUTTON:
- case E_BLOCK_REDSTONE_WIRE:
- case E_BLOCK_REDSTONE_TORCH_ON:
- case E_BLOCK_LEVER:
- case E_BLOCK_REDSTONE_REPEATER_ON:
- case E_BLOCK_BLOCK_OF_REDSTONE:
- case E_BLOCK_ACTIVE_COMPARATOR:
- case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
- case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
- case E_BLOCK_STONE_PRESSURE_PLATE:
- case E_BLOCK_WOODEN_PRESSURE_PLATE:
- case E_BLOCK_TRAPPED_CHEST:
- {
- return true;
- }
- default: return false;
- }
- }
-
- /** Returns if a block is any sort of redstone device */
- inline static bool IsRedstone(BLOCKTYPE Block)
- {
- switch (Block)
- {
- // All redstone devices, please alpha sort
- case E_BLOCK_ACTIVATOR_RAIL:
- case E_BLOCK_ACTIVE_COMPARATOR:
- case E_BLOCK_BLOCK_OF_REDSTONE:
- case E_BLOCK_COMMAND_BLOCK:
- case E_BLOCK_DETECTOR_RAIL:
- case E_BLOCK_DISPENSER:
- case E_BLOCK_DAYLIGHT_SENSOR:
- case E_BLOCK_DROPPER:
- case E_BLOCK_FENCE_GATE:
- case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
- case E_BLOCK_HOPPER:
- case E_BLOCK_INACTIVE_COMPARATOR:
- case E_BLOCK_IRON_DOOR:
- case E_BLOCK_LEVER:
- case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
- case E_BLOCK_NOTE_BLOCK:
- case E_BLOCK_POWERED_RAIL:
- case E_BLOCK_REDSTONE_LAMP_OFF:
- case E_BLOCK_REDSTONE_LAMP_ON:
- case E_BLOCK_REDSTONE_REPEATER_OFF:
- case E_BLOCK_REDSTONE_REPEATER_ON:
- case E_BLOCK_REDSTONE_TORCH_OFF:
- case E_BLOCK_REDSTONE_TORCH_ON:
- case E_BLOCK_REDSTONE_WIRE:
- case E_BLOCK_STICKY_PISTON:
- case E_BLOCK_STONE_BUTTON:
- case E_BLOCK_STONE_PRESSURE_PLATE:
- case E_BLOCK_TNT:
- case E_BLOCK_TRAPDOOR:
- case E_BLOCK_TRAPPED_CHEST:
- case E_BLOCK_TRIPWIRE_HOOK:
- case E_BLOCK_TRIPWIRE:
- case E_BLOCK_WOODEN_BUTTON:
- case E_BLOCK_WOODEN_DOOR:
- case E_BLOCK_WOODEN_PRESSURE_PLATE:
- case E_BLOCK_PISTON:
- {
- return true;
- }
- default: return false;
- }
- }
-
- inline static bool AreCoordsOnChunkBoundary(int a_BlockX, int a_BlockY, int a_BlockZ)
- {
- return ( // Are we on a chunk boundary? +- 2 because of LinkedPowered blocks
- ((a_BlockX % cChunkDef::Width) <= 1) ||
- ((a_BlockX % cChunkDef::Width) >= 14) ||
- ((a_BlockZ % cChunkDef::Width) <= 1) ||
- ((a_BlockZ % cChunkDef::Width) >= 14)
- );
- }
-};
-
-
-
+class cWorld;
+class cChunk;
+cRedstoneSimulator<cChunk, cWorld> * MakeIncrementalRedstoneSimulator(cWorld & a_World);
diff --git a/src/Simulator/IncrementalRedstoneSimulator.inc b/src/Simulator/IncrementalRedstoneSimulator.inc
new file mode 100644
index 000000000..eee2daa7c
--- /dev/null
+++ b/src/Simulator/IncrementalRedstoneSimulator.inc
@@ -0,0 +1,2534 @@
+
+#include "IncrementalRedstoneSimulator.h"
+#include "BoundingBox.h"
+#include "BlockEntities/RedstonePoweredEntity.h"
+#include "Blocks/ChunkInterface.h"
+#include "RedstoneSimulator.h"
+
+
+typedef cItemCallback<cEntity> cEntityCallback;
+
+
+
+
+
+typedef cItemCallback<cRedstonePoweredEntity> cRedstonePoweredCallback;
+
+
+template<class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+class cIncrementalRedstoneSimulator :
+ public cRedstoneSimulator<ChunkType, WorldType>
+{
+ typedef cRedstoneSimulator<ChunkType, WorldType> super;
+public:
+
+ cIncrementalRedstoneSimulator(WorldType & a_World)
+ : cRedstoneSimulator<ChunkType, WorldType>(a_World)
+ {
+ }
+ ~cIncrementalRedstoneSimulator();
+
+ virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used
+ virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, ChunkType * a_Chunk) override;
+ virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override { return IsRedstone(a_BlockType); }
+ virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * 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);
+
+private:
+
+ #define MAX_POWER_LEVEL 15
+
+ struct sPoweredBlocks // Define structure of the directly powered blocks list
+ {
+ Vector3i a_BlockPos; // Position of powered block
+ Vector3i a_SourcePos; // Position of source powering the block at a_BlockPos
+ unsigned char a_PowerLevel;
+ };
+
+ struct sLinkedPoweredBlocks // Define structure of the indirectly powered blocks list (i.e. repeaters powering through a block to the block at the other side)
+ {
+ Vector3i a_BlockPos;
+ Vector3i a_MiddlePos; // Position of block that is betwixt a source and the destination
+ Vector3i a_SourcePos;
+ unsigned char a_PowerLevel;
+ };
+
+ struct sSimulatedPlayerToggleableList // Define structure of the list containing simulate-on-update blocks (such as trapdoors that respond once to a block update, and can be toggled by a player)
+ {
+ Vector3i a_RelBlockPos;
+ bool WasLastStatePowered; // Was the last state powered or not? Determines whether a source update has happened and if I should resimulate
+ };
+
+ struct sRepeatersDelayList // Define structure of list containing repeaters' delay states
+ {
+ Vector3i a_RelBlockPos;
+ unsigned char a_DelayTicks; // For how many ticks should the repeater delay
+ unsigned char a_ElapsedTicks; // How much of the previous has been elapsed?
+ bool ShouldPowerOn; // What happens when the delay time is fulfilled?
+ };
+
+ class cIncrementalRedstoneSimulatorChunkData :
+ cRedstoneSimulatorChunkData
+ {
+ public:
+ /// Per-chunk data for the simulator, specified individual chunks to simulate
+ cCoordWithBlockAndBoolVector m_ChunkData;
+ cCoordWithBlockAndBoolVector m_QueuedChunkData;
+ std::vector<sPoweredBlocks> m_PoweredBlocks;
+ std::vector<sLinkedPoweredBlocks> m_LinkedBlocks;
+ std::vector<sSimulatedPlayerToggleableList> m_SimulatedPlayerToggleableBlocks;
+ std::vector<sRepeatersDelayList> m_RepeatersDelayList;
+ };
+
+public:
+
+ typedef std::vector <sPoweredBlocks> PoweredBlocksList;
+ typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
+ typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList;
+ typedef std::vector <sRepeatersDelayList> RepeatersDelayList;
+
+private:
+
+ cIncrementalRedstoneSimulatorChunkData * m_RedstoneSimulatorChunkData;
+ PoweredBlocksList * m_PoweredBlocks;
+ LinkedBlocksList * m_LinkedPoweredBlocks;
+ SimulatedPlayerToggleableList * m_SimulatedPlayerToggleableBlocks;
+ RepeatersDelayList * m_RepeatersDelayList;
+
+ virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk) override { RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); }
+ void RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk, ChunkType * a_OtherChunk = NULL);
+ ChunkType * m_Chunk;
+
+ // We want a_MyState for devices needing a full FastSetBlock (as opposed to meta) because with our simulation model, we cannot keep setting the block if it is already set correctly
+ // In addition to being non-performant, it would stop the player from actually breaking said device
+
+ /* ====== SOURCES ====== */
+ /** Handles the redstone torch */
+ void HandleRedstoneTorch(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
+ /** Handles the redstone block */
+ void HandleRedstoneBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles levers */
+ void HandleRedstoneLever(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles buttons */
+ void HandleRedstoneButton(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles daylight sensors */
+ void HandleDaylightSensor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles pressure plates */
+ void HandlePressurePlate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType);
+ /** Handles tripwire hooks
+ Performs correct meta and power setting for self by going in the direction it faces and looking for a continous line of tripwire bounded by another oppositely facing hook
+ If this line is complete, it verifies that at least on wire reports an entity is on top (via its meta), and performs its task
+ */
+ void HandleTripwireHook(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles trapped chests */
+ void HandleTrappedChest(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /* ==================== */
+
+ /* ====== CARRIERS ====== */
+ /** Handles redstone wire */
+ void HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles repeaters */
+ void HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
+ /* ====================== */
+
+ /* ====== DEVICES ====== */
+ /** Handles pistons */
+ void HandlePiston(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles dispensers and droppers */
+ void HandleDropSpenser(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles TNT (exploding) */
+ void HandleTNT(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles redstone lamps */
+ void HandleRedstoneLamp(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
+ /** Handles doords */
+ void HandleDoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles command blocks */
+ void HandleCommandBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles activator, detector, and powered rails */
+ void HandleRail(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType);
+ /** Handles trapdoors */
+ void HandleTrapdoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles fence gates */
+ void HandleFenceGate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles noteblocks */
+ void HandleNoteBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles tripwires */
+ void HandleTripwire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /* ===================== */
+
+ /* ====== Helper functions ====== */
+ /** Marks a block as powered */
+ void SetBlockPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
+ /** Marks a block as being powered through another block */
+ void SetBlockLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, BLOCKTYPE a_MiddeBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
+ /** Marks a block as simulated, who should not be simulated further unless their power state changes, to accomodate a player manually toggling the block without triggering the simulator toggling it back */
+ void SetPlayerToggleableBlockAsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool WasLastStatePowered);
+ /** Marks the second block in a direction as linked powered */
+ void SetDirectionLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, char a_Direction, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
+ /** Marks all blocks immediately surrounding a coordinate as powered */
+ void SetAllDirsAsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
+ /** Queues a repeater to be powered or unpowered and returns if the m_RepeatersDelayList iterators were invalidated */
+ bool QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn);
+ /** Removes a block from the Powered and LinkedPowered lists
+ Used for variable sources such as tripwire hooks, daylight sensors, and trapped chests
+ */
+ void SetSourceUnpowered(int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, ChunkType * a_Chunk, bool a_IsFirstCall = true);
+
+ /** Returns if a coordinate is powered or linked powered */
+ bool AreCoordsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { return AreCoordsDirectlyPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk) || AreCoordsLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); }
+ /** Returns if a coordinate is in the directly powered blocks list */
+ bool AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, ChunkType * a_Chunk);
+ /** Returns if a coordinate is in the indirectly powered blocks list */
+ bool AreCoordsLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Returns if a coordinate was marked as simulated (for blocks toggleable by players) */
+ bool AreCoordsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool IsCurrentStatePowered);
+ /** Returns if a repeater is powered by testing for power sources behind the repeater */
+ bool IsRepeaterPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta);
+ /** Returns if a repeater is locked */
+ bool IsRepeaterLocked(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta);
+ /** Returns if a piston is powered */
+ bool IsPistonPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta);
+ /** Returns if a wire is powered
+ The only diffence between this and a normal AreCoordsPowered is that this function checks for a wire powering another wire */
+ bool IsWirePowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel);
+ /** Handles delayed updates to repeaters **/
+ void HandleRedstoneRepeaterDelays(void);
+
+ /** Returns if lever metadata marks it as emitting power */
+ bool IsLeverOn(NIBBLETYPE a_BlockMeta);
+ /** Returns if button metadata marks it as emitting power */
+ bool IsButtonOn(NIBBLETYPE a_BlockMeta) { return IsLeverOn(a_BlockMeta); }
+ /* ============================== */
+
+ /* ====== Misc Functions ====== */
+ /** Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation */
+ inline static bool IsViableMiddleBlock(BLOCKTYPE Block) { return cBlockInfo::FullyOccupiesVoxel(Block); }
+
+ /** Returns if a block is a mechanism (something that accepts power and does something)
+ Used by torches to determine if they power a block whilst not standing on the ground
+ */
+ inline static bool IsMechanism(BLOCKTYPE Block)
+ {
+ switch (Block)
+ {
+ case E_BLOCK_ACTIVATOR_RAIL:
+ case E_BLOCK_COMMAND_BLOCK:
+ case E_BLOCK_PISTON:
+ case E_BLOCK_STICKY_PISTON:
+ case E_BLOCK_DISPENSER:
+ case E_BLOCK_DROPPER:
+ case E_BLOCK_FENCE_GATE:
+ case E_BLOCK_HOPPER:
+ case E_BLOCK_NOTE_BLOCK:
+ case E_BLOCK_TNT:
+ case E_BLOCK_TRAPDOOR:
+ case E_BLOCK_REDSTONE_LAMP_OFF:
+ case E_BLOCK_REDSTONE_LAMP_ON:
+ case E_BLOCK_WOODEN_DOOR:
+ case E_BLOCK_IRON_DOOR:
+ case E_BLOCK_REDSTONE_REPEATER_OFF:
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ case E_BLOCK_POWERED_RAIL:
+ case E_BLOCK_REDSTONE_WIRE:
+ {
+ return true;
+ }
+ default: return false;
+ }
+ }
+
+ /** Returns if a block has the potential to output power */
+ inline static bool IsPotentialSource(BLOCKTYPE Block)
+ {
+ switch (Block)
+ {
+ case E_BLOCK_DETECTOR_RAIL:
+ case E_BLOCK_DAYLIGHT_SENSOR:
+ case E_BLOCK_WOODEN_BUTTON:
+ case E_BLOCK_STONE_BUTTON:
+ case E_BLOCK_REDSTONE_WIRE:
+ case E_BLOCK_REDSTONE_TORCH_ON:
+ case E_BLOCK_LEVER:
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ case E_BLOCK_BLOCK_OF_REDSTONE:
+ case E_BLOCK_ACTIVE_COMPARATOR:
+ case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
+ case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
+ case E_BLOCK_STONE_PRESSURE_PLATE:
+ case E_BLOCK_WOODEN_PRESSURE_PLATE:
+ case E_BLOCK_TRAPPED_CHEST:
+ {
+ return true;
+ }
+ default: return false;
+ }
+ }
+
+ /** Returns if a block is any sort of redstone device */
+ inline static bool IsRedstone(BLOCKTYPE Block)
+ {
+ switch (Block)
+ {
+ // All redstone devices, please alpha sort
+ case E_BLOCK_ACTIVATOR_RAIL:
+ case E_BLOCK_ACTIVE_COMPARATOR:
+ case E_BLOCK_BLOCK_OF_REDSTONE:
+ case E_BLOCK_COMMAND_BLOCK:
+ case E_BLOCK_DETECTOR_RAIL:
+ case E_BLOCK_DISPENSER:
+ case E_BLOCK_DAYLIGHT_SENSOR:
+ case E_BLOCK_DROPPER:
+ case E_BLOCK_FENCE_GATE:
+ case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
+ case E_BLOCK_HOPPER:
+ case E_BLOCK_INACTIVE_COMPARATOR:
+ case E_BLOCK_IRON_DOOR:
+ case E_BLOCK_LEVER:
+ case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
+ case E_BLOCK_NOTE_BLOCK:
+ case E_BLOCK_POWERED_RAIL:
+ case E_BLOCK_REDSTONE_LAMP_OFF:
+ case E_BLOCK_REDSTONE_LAMP_ON:
+ case E_BLOCK_REDSTONE_REPEATER_OFF:
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ case E_BLOCK_REDSTONE_TORCH_OFF:
+ case E_BLOCK_REDSTONE_TORCH_ON:
+ case E_BLOCK_REDSTONE_WIRE:
+ case E_BLOCK_STICKY_PISTON:
+ case E_BLOCK_STONE_BUTTON:
+ case E_BLOCK_STONE_PRESSURE_PLATE:
+ case E_BLOCK_TNT:
+ case E_BLOCK_TRAPDOOR:
+ case E_BLOCK_TRAPPED_CHEST:
+ case E_BLOCK_TRIPWIRE_HOOK:
+ case E_BLOCK_TRIPWIRE:
+ case E_BLOCK_WOODEN_BUTTON:
+ case E_BLOCK_WOODEN_DOOR:
+ case E_BLOCK_WOODEN_PRESSURE_PLATE:
+ case E_BLOCK_PISTON:
+ {
+ return true;
+ }
+ default: return false;
+ }
+ }
+
+ inline static bool AreCoordsOnChunkBoundary(int a_BlockX, int a_BlockY, int a_BlockZ)
+ {
+ return ( // Are we on a chunk boundary? +- 2 because of LinkedPowered blocks
+ ((a_BlockX % cChunkDef::Width) <= 1) ||
+ ((a_BlockX % cChunkDef::Width) >= 14) ||
+ ((a_BlockZ % cChunkDef::Width) <= 1) ||
+ ((a_BlockZ % cChunkDef::Width) >= 14)
+ );
+ }
+};
+
+
+
+
+
+template<class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::~cIncrementalRedstoneSimulator()
+{
+}
+
+
+
+
+template<class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk, ChunkType * a_OtherChunk)
+{
+ if ((a_Chunk == NULL) || !a_Chunk->IsValid())
+ {
+ return;
+ }
+ else if ((a_BlockY < 0) || (a_BlockY > cChunkDef::Height))
+ {
+ return;
+ }
+
+ // We may be called with coordinates in a chunk that is not the first chunk parameter
+ // In that case, the actual chunk (which the coordinates are in), will be passed as the second parameter
+ // Use that Chunk pointer to get a relative position
+
+ int RelX = 0;
+ int RelZ = 0;
+ BLOCKTYPE Block;
+ NIBBLETYPE Meta;
+
+ if (a_OtherChunk != NULL)
+ {
+ RelX = a_BlockX - a_OtherChunk->GetPosX() * cChunkDef::Width;
+ RelZ = a_BlockZ - a_OtherChunk->GetPosZ() * cChunkDef::Width;
+ a_OtherChunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta);
+
+ // If a_OtherChunk is passed (not NULL), it is the chunk that had a block change, and a_Chunk will be the neighbouring chunk of that block
+ // Because said neighbouring chunk does not know of this change but still needs to update its redstone, we set it to dirty
+ a_Chunk->SetIsRedstoneDirty(true);
+ }
+ else
+ {
+ RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
+ RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
+ a_Chunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta);
+ }
+
+ // Every time a block is changed (AddBlock called), we want to go through all lists and check to see if the coordiantes stored within are still valid
+ // Checking only when a block is changed, as opposed to every tick, also improves performance
+
+ PoweredBlocksList & PoweredBlocks = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks;
+ for (typename PoweredBlocksList::iterator itr = PoweredBlocks.begin(); itr != PoweredBlocks.end();)
+ {
+ if (!itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
+ {
+ ++itr;
+ continue;
+ }
+
+ if (!IsPotentialSource(Block))
+ {
+ LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from powered blocks list as it no longer connected to a source", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
+ itr = PoweredBlocks.erase(itr);
+ continue;
+ }
+ else if (
+ // Changeable sources
+ ((Block == E_BLOCK_REDSTONE_WIRE) && (Meta == 0)) ||
+ ((Block == E_BLOCK_LEVER) && !IsLeverOn(Meta)) ||
+ ((Block == E_BLOCK_DETECTOR_RAIL) && ((Meta & 0x08) == 0)) ||
+ (((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta))) ||
+ ((Block == E_BLOCK_TRIPWIRE_HOOK) && ((Meta & 0x08) == 0))
+ )
+ {
+ LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from powered blocks list due to present/past metadata mismatch", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
+ itr = PoweredBlocks.erase(itr);
+ continue;
+ }
+ ++itr;
+ }
+
+ LinkedBlocksList & LinkedPoweredBlocks = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks;
+ // We loop through all values (insteading of breaking out at the first) to make sure everything is gone, as there can be multiple SourceBlock entries for one AddBlock coordinate
+ for (typename LinkedBlocksList::iterator itr = LinkedPoweredBlocks.begin(); itr != LinkedPoweredBlocks.end();)
+ {
+ if (itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
+ {
+ if (!IsPotentialSource(Block))
+ {
+ LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer connected to a source", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
+ itr = LinkedPoweredBlocks.erase(itr);
+ continue;
+ }
+ else if (
+ // Things that can send power through a block but which depends on meta
+ ((Block == E_BLOCK_REDSTONE_WIRE) && (Meta == 0)) ||
+ ((Block == E_BLOCK_LEVER) && !IsLeverOn(Meta)) ||
+ (((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta)))
+ )
+ {
+ LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list due to present/past metadata mismatch", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
+ itr = LinkedPoweredBlocks.erase(itr);
+ continue;
+ }
+ }
+ else if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
+ {
+ if (!IsViableMiddleBlock(Block))
+ {
+ LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer powered through a valid middle block", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
+ itr = LinkedPoweredBlocks.erase(itr);
+ continue;
+ }
+ }
+ ++itr;
+ }
+
+ SimulatedPlayerToggleableList & SimulatedPlayerToggleableBlocks = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_SimulatedPlayerToggleableBlocks;
+ for (typename SimulatedPlayerToggleableList::iterator itr = SimulatedPlayerToggleableBlocks.begin(); itr != SimulatedPlayerToggleableBlocks.end(); ++itr)
+ {
+ if (!itr->a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ)))
+ {
+ continue;
+ }
+
+ if (!IsAllowedBlock(Block))
+ {
+ LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from toggleable simulated list as it is no longer redstone", itr->a_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z);
+ SimulatedPlayerToggleableBlocks.erase(itr);
+ break;
+ }
+ }
+
+ RepeatersDelayList & RepeatersDelayList = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_RepeatersDelayList;
+ for (typename RepeatersDelayList::iterator itr = RepeatersDelayList.begin(); itr != RepeatersDelayList.end(); ++itr)
+ {
+ if (!itr->a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ)))
+ {
+ continue;
+ }
+
+ if ((Block != E_BLOCK_REDSTONE_REPEATER_ON) && (Block != E_BLOCK_REDSTONE_REPEATER_OFF))
+ {
+ RepeatersDelayList.erase(itr);
+ break;
+ }
+ }
+
+ if (a_OtherChunk != NULL)
+ {
+ // DO NOT touch our chunk's data structure if we are being called with coordinates from another chunk - this one caused me massive grief :P
+ return;
+ }
+
+ cCoordWithBlockAndBoolVector & RedstoneSimulatorChunkData = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_ChunkData;
+ for (cCoordWithBlockAndBoolVector::iterator itr = RedstoneSimulatorChunkData.begin(); itr != RedstoneSimulatorChunkData.end(); ++itr)
+ {
+ if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ)) // We are at an entry matching the current (changed) block
+ {
+ if (!IsAllowedBlock(Block))
+ {
+ itr->DataTwo = true; // The new blocktype is not redstone; it must be queued to be removed from this list
+ }
+ else
+ {
+ itr->DataTwo = false;
+ itr->Data = Block; // Update block information
+ }
+ return;
+ }
+ }
+
+ if (!IsAllowedBlock(Block))
+ {
+ return;
+ }
+
+ cCoordWithBlockAndBoolVector & QueuedData = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_QueuedChunkData;
+ for (cCoordWithBlockAndBoolVector::iterator itr = QueuedData.begin(); itr != QueuedData.end(); ++itr)
+ {
+ if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ))
+ {
+ // Can't have duplicates in here either, in case something adds the block again before the structure can written to the main chunk data
+ return;
+ }
+ }
+ QueuedData.push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false));
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, ChunkType * a_Chunk)
+{
+ m_RedstoneSimulatorChunkData = (cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData();
+ if (m_RedstoneSimulatorChunkData->m_ChunkData.empty() && ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_QueuedChunkData.empty())
+ {
+ return;
+ }
+
+ m_RedstoneSimulatorChunkData->m_ChunkData.insert(
+ m_RedstoneSimulatorChunkData->m_ChunkData.end(),
+ m_RedstoneSimulatorChunkData ->m_QueuedChunkData.begin(),
+ m_RedstoneSimulatorChunkData ->m_QueuedChunkData.end());
+
+ m_RedstoneSimulatorChunkData->m_QueuedChunkData.clear();
+
+ m_PoweredBlocks = &m_RedstoneSimulatorChunkData->m_PoweredBlocks;
+ m_RepeatersDelayList = &m_RedstoneSimulatorChunkData->m_RepeatersDelayList;
+ m_SimulatedPlayerToggleableBlocks = &m_RedstoneSimulatorChunkData->m_SimulatedPlayerToggleableBlocks;
+ m_LinkedPoweredBlocks = &m_RedstoneSimulatorChunkData->m_LinkedBlocks;
+ m_Chunk = a_Chunk;
+ bool ShouldUpdateSimulateOnceBlocks = false;
+
+ if (a_Chunk->IsRedstoneDirty())
+ {
+ // Simulate the majority of devices only if something (blockwise or power-wise) has changed
+ // Make sure to allow the chunk to resimulate after the initial run if there was a power change (ShouldUpdateSimulateOnceBlocks helps to do this)
+ a_Chunk->SetIsRedstoneDirty(false);
+ ShouldUpdateSimulateOnceBlocks = true;
+ }
+
+ HandleRedstoneRepeaterDelays();
+
+ for (cCoordWithBlockAndBoolVector::iterator dataitr = m_RedstoneSimulatorChunkData->m_ChunkData.begin(); dataitr != m_RedstoneSimulatorChunkData->m_ChunkData.end();)
+ {
+ if (dataitr->DataTwo)
+ {
+ dataitr = m_RedstoneSimulatorChunkData->m_ChunkData.erase(dataitr);
+ continue;
+ }
+
+ switch (dataitr->Data)
+ {
+ case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_TRIPWIRE: HandleTripwire(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_TRIPWIRE_HOOK: HandleTripwireHook(dataitr->x, dataitr->y, dataitr->z); break;
+
+ case E_BLOCK_WOODEN_PRESSURE_PLATE:
+ case E_BLOCK_STONE_PRESSURE_PLATE:
+ case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
+ case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
+ {
+ HandlePressurePlate(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
+ break;
+ }
+ default: break;
+ }
+
+ if (ShouldUpdateSimulateOnceBlocks)
+ {
+ switch (dataitr->Data)
+ {
+ case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_COMMAND_BLOCK: HandleCommandBlock(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_NOTE_BLOCK: HandleNoteBlock(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_LEVER: HandleRedstoneLever(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_FENCE_GATE: HandleFenceGate(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_TNT: HandleTNT(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_TRAPDOOR: HandleTrapdoor(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_TRAPPED_CHEST: HandleTrappedChest(dataitr->x, dataitr->y, dataitr->z); break;
+
+ case E_BLOCK_ACTIVATOR_RAIL:
+ case E_BLOCK_DETECTOR_RAIL:
+ case E_BLOCK_POWERED_RAIL:
+ {
+ HandleRail(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
+ break;
+ }
+ case E_BLOCK_WOODEN_DOOR:
+ case E_BLOCK_IRON_DOOR:
+ {
+ HandleDoor(dataitr->x, dataitr->y, dataitr->z);
+ break;
+ }
+ case E_BLOCK_REDSTONE_LAMP_OFF:
+ case E_BLOCK_REDSTONE_LAMP_ON:
+ {
+ HandleRedstoneLamp(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
+ break;
+ }
+ case E_BLOCK_DISPENSER:
+ case E_BLOCK_DROPPER:
+ {
+ HandleDropSpenser(dataitr->x, dataitr->y, dataitr->z);
+ break;
+ }
+ case E_BLOCK_PISTON:
+ case E_BLOCK_STICKY_PISTON:
+ {
+ HandlePiston(dataitr->x, dataitr->y, dataitr->z);
+ break;
+ }
+ case E_BLOCK_REDSTONE_REPEATER_OFF:
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ {
+ HandleRedstoneRepeater(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
+ break;
+ }
+ case E_BLOCK_REDSTONE_TORCH_OFF:
+ case E_BLOCK_REDSTONE_TORCH_ON:
+ {
+ HandleRedstoneTorch(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
+ break;
+ }
+ case E_BLOCK_STONE_BUTTON:
+ case E_BLOCK_WOODEN_BUTTON:
+ {
+ HandleRedstoneButton(dataitr->x, dataitr->y, dataitr->z);
+ break;
+ }
+ default: break;
+ }
+ }
+ ++dataitr;
+ }
+}
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk)
+{
+ if (AreCoordsOnChunkBoundary(a_BlockX, a_BlockY, a_BlockZ))
+ {
+ // On a chunk boundary, alert all four sides (i.e. at least one neighbouring chunk)
+ AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
+
+ // Pass the original coordinates, because when adding things to our simulator lists, we get the chunk that they are in, and therefore any updates need to preseve their position
+ // RedstoneAddBlock to pass both the neighbouring chunk and the chunk which the coordinates are in and +- 2 in GetNeighbour() to accomodate for LinkedPowered blocks being 2 away from chunk boundaries
+ RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 2, a_BlockZ), a_Chunk);
+ RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 2, a_BlockZ), a_Chunk);
+ RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 2), a_Chunk);
+ RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ + 2), a_Chunk);
+
+ return;
+ }
+
+ // Not on boundary, just alert this chunk for speed
+ AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleRedstoneTorch(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState)
+{
+ static const struct // Define which directions the torch can power
+ {
+ int x, y, z;
+ } gCrossCoords[] =
+ {
+ { 1, 0, 0},
+ {-1, 0, 0},
+ { 0, 0, 1},
+ { 0, 0, -1},
+ { 0, 1, 0},
+ } ;
+
+ if (a_MyState == E_BLOCK_REDSTONE_TORCH_ON)
+ {
+ // Check if the block the torch is on is powered
+ int X = a_RelBlockX; int Y = a_RelBlockY; int Z = a_RelBlockZ;
+ AddFaceDirection(X, Y, Z, GetHandlerCompileTime<E_BLOCK_TORCH>::type::MetaDataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)), true); // Inverse true to get the block torch is on
+
+ ChunkType * Neighbour = m_Chunk->GetRelNeighborChunk(X, Z);
+ if ((Neighbour == NULL) || !Neighbour->IsValid())
+ {
+ return;
+ }
+
+ if (AreCoordsDirectlyPowered(X, Y, Z, Neighbour))
+ {
+ // There was a match, torch goes off
+ m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
+ return;
+ }
+
+ // Torch still on, make all 4(X, Z) + 1(Y) sides powered
+ for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
+ {
+ BLOCKTYPE Type = 0;
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, Type))
+ {
+ continue;
+ }
+ if (i + 1 < ARRAYCOUNT(gCrossCoords)) // Sides of torch, not top (top is last)
+ {
+ if (
+ IsMechanism(Type) && // Is it a mechanism? Not block/other torch etc.
+ (!Vector3i(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z).Equals(Vector3i(X, Y, Z))) // CAN'T power block is that it is on
+ )
+ {
+ SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ }
+ }
+ else
+ {
+ // Top side, power whatever is there, including blocks
+ SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ // Power all blocks surrounding block above torch
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YP);
+ }
+ }
+
+ if (m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) != 0x5) // Is torch standing on ground? If NOT (i.e. on wall), power block beneath
+ {
+ BLOCKTYPE Type = m_Chunk->GetBlock(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ);
+
+ if (IsMechanism(Type)) // Still can't make a normal block powered though!
+ {
+ SetBlockPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ }
+ }
+ }
+ else
+ {
+ // Check if the block the torch is on is powered
+ int X = a_RelBlockX; int Y = a_RelBlockY; int Z = a_RelBlockZ;
+ AddFaceDirection(X, Y, Z, GetHandlerCompileTime<E_BLOCK_TORCH>::type::MetaDataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)), true); // Inverse true to get the block torch is on
+
+ ChunkType * Neighbour = m_Chunk->GetRelNeighborChunk(X, Z);
+ if ((Neighbour == NULL) || !Neighbour->IsValid())
+ {
+ return;
+ }
+
+ // See if off state torch can be turned on again
+ if (AreCoordsDirectlyPowered(X, Y, Z, Neighbour))
+ {
+ return; // Something matches, torch still powered
+ }
+
+ // Block torch on not powered, can be turned on again!
+ m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_TORCH_ON, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleRedstoneBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ); // Set self as powered
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleRedstoneLever(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ if (IsLeverOn(Meta))
+ {
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+
+ eBlockFace Dir = GetHandlerCompileTime<E_BLOCK_LEVER>::type::BlockMetaDataToBlockFace(Meta);
+
+ Dir = ReverseBlockFace(Dir);
+
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir);
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleFenceGate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+ NIBBLETYPE MetaData = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+
+ if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
+ {
+ if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
+ {
+ if ((MetaData & 0x4) == 0)
+ {
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MetaData | 0x4);
+ m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
+ }
+ SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
+ }
+ }
+ else
+ {
+ if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
+ {
+ if ((MetaData & 0x4) != 0)
+ {
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MetaData & ~0x04);
+ m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
+ }
+ SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
+ }
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleRedstoneButton(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ if (IsButtonOn(Meta))
+ {
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+
+ eBlockFace Dir = GetHandlerCompileTime<E_BLOCK_STONE_BUTTON>::type::BlockMetaDataToBlockFace(Meta);
+ Dir = ReverseBlockFace(Dir);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir);
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ static const struct // Define which directions the wire can receive power from
+ {
+ int x, y, z;
+ } gCrossCoords[] =
+ {
+ { 1, 0, 0}, /* Wires on same level start */
+ {-1, 0, 0},
+ { 0, 0, 1},
+ { 0, 0, -1}, /* Wires on same level stop */
+ { 1, 1, 0}, /* Wires one higher, surrounding self start */
+ {-1, 1, 0},
+ { 0, 1, 1},
+ { 0, 1, -1}, /* Wires one higher, surrounding self stop */
+ { 1, -1, 0}, /* Wires one lower, surrounding self start */
+ {-1, -1, 0},
+ { 0, -1, 1},
+ { 0, -1, -1}, /* Wires one lower, surrounding self stop */
+ } ;
+
+ static const struct // Define which directions the wire will check for repeater prescence
+ {
+ int x, y, z;
+ } gSideCoords[] =
+ {
+ { 1, 0, 0 },
+ {-1, 0, 0 },
+ { 0, 0, 1 },
+ { 0, 0, -1 },
+ { 0, 1, 0 },
+ };
+
+ // Check to see if directly beside a power source
+ unsigned char MyPower;
+ if (!IsWirePowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower))
+ {
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0);
+ this->m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ);
+ return;
+ }
+
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+
+ if (MyPower < 1)
+ {
+ return;
+ }
+
+ MyPower--;
+
+ for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through all directions to transfer or receive power
+ {
+ if ((i >= 4) && (i <= 7)) // If we are currently checking for wire surrounding ourself one block above...
+ {
+ BLOCKTYPE Type = 0;
+ if (a_RelBlockY + 1 >= cChunkDef::Height)
+ {
+ continue;
+ }
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, Type))
+ {
+ continue;
+ }
+ if (cBlockInfo::IsSolid(Type)) // If there is something solid above us (wire cut off)...
+ {
+ continue; // We don't receive power from that wire
+ }
+ }
+ else if ((i >= 8) && (i <= 11)) // See above, but this is for wire below us
+ {
+ BLOCKTYPE Type = 0;
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY, a_RelBlockZ + gCrossCoords[i].z, Type))
+ {
+ continue;
+ }
+ if (cBlockInfo::IsSolid(Type))
+ {
+ continue;
+ }
+ }
+
+ BLOCKTYPE Type = 0;
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, Type))
+ {
+ continue;
+ }
+ if (Type == E_BLOCK_REDSTONE_WIRE)
+ {
+ SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ }
+ }
+
+ for (size_t i = 0; i < ARRAYCOUNT(gSideCoords); i++) // Look for repeaters immediately surrounding self and try to power them
+ {
+ BLOCKTYPE Type = 0;
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gSideCoords[i].x, a_RelBlockY + gSideCoords[i].y, a_RelBlockZ + gSideCoords[i].z, Type))
+ {
+ continue;
+ }
+ if (Type == E_BLOCK_REDSTONE_REPEATER_OFF)
+ {
+ SetBlockPowered(a_RelBlockX + gSideCoords[i].x, a_RelBlockY + gSideCoords[i].y, a_RelBlockZ + gSideCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ }
+ }
+
+ // Wire still powered, power blocks beneath
+ SetBlockPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, MyPower);
+
+ switch (GetWireDirection(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
+ {
+ case REDSTONE_NONE:
+ {
+ SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM, MyPower);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP, MyPower);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM, MyPower);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP, MyPower);
+ break;
+ }
+ case REDSTONE_X_POS:
+ {
+ SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP, MyPower);
+ break;
+ }
+ case REDSTONE_X_NEG:
+ {
+ SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM, MyPower);
+ break;
+ }
+ case REDSTONE_Z_POS:
+ {
+ SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP, MyPower);
+ break;
+ }
+ case REDSTONE_Z_NEG:
+ {
+ SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM, MyPower);
+ break;
+ }
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState)
+{
+ /* Repeater Orientation Mini Guide:
+ ===================================
+
+ |
+ | Z Axis
+ V
+
+ X Axis ---->
+
+ Repeater directions, values from a WorldType::GetBlockMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) lookup:
+
+ East (Right) (X+): 0x1
+ West (Left) (X-): 0x3
+ North (Up) (Z-): 0x2
+ South (Down) (Z+): 0x0
+ // TODO: Add E_META_XXX enum entries for all meta values and update project with them
+
+ Sun rises from East (X+)
+
+ */
+
+ // Create a variable holding my meta to avoid multiple lookups.
+ NIBBLETYPE a_Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON);
+
+ if (!IsRepeaterLocked(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta)) // If we're locked, change nothing. Otherwise:
+ {
+ bool IsSelfPowered = IsRepeaterPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta);
+ if (IsSelfPowered && !IsOn) // Queue a power change if powered, but not on and not locked.
+ {
+ QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, true);
+ }
+ else if (!IsSelfPowered && IsOn) // Queue a power change if unpowered, on, and not locked.
+ {
+ QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, false);
+ }
+ }
+}
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleRedstoneRepeaterDelays()
+{
+ for (typename RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end();)
+ {
+ if (itr->a_ElapsedTicks >= itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks?
+ {
+ int RelBlockX = itr->a_RelBlockPos.x;
+ int RelBlockY = itr->a_RelBlockPos.y;
+ int RelBlockZ = itr->a_RelBlockPos.z;
+ BLOCKTYPE Block;
+ NIBBLETYPE Meta;
+ m_Chunk->GetBlockTypeMeta(RelBlockX, RelBlockY, RelBlockZ, Block, Meta);
+ if (itr->ShouldPowerOn)
+ {
+ if (Block != E_BLOCK_REDSTONE_REPEATER_ON) // For performance
+ {
+ m_Chunk->SetBlock(itr->a_RelBlockPos, E_BLOCK_REDSTONE_REPEATER_ON, Meta);
+ }
+
+ switch (Meta & 0x3) // We only want the direction (bottom) bits
+ {
+ case 0x0:
+ {
+ SetBlockPowered(RelBlockX, RelBlockY, RelBlockZ - 1, RelBlockX, RelBlockY, RelBlockZ);
+ SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_ZM);
+ break;
+ }
+ case 0x1:
+ {
+ SetBlockPowered(RelBlockX + 1, RelBlockY, RelBlockZ, RelBlockX, RelBlockY, RelBlockZ);
+ SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_XP);
+ break;
+ }
+ case 0x2:
+ {
+ SetBlockPowered(RelBlockX, RelBlockY, RelBlockZ + 1, RelBlockX, RelBlockY, RelBlockZ);
+ SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_ZP);
+ break;
+ }
+ case 0x3:
+ {
+ SetBlockPowered(RelBlockX - 1, RelBlockY, RelBlockZ, RelBlockX, RelBlockY, RelBlockZ);
+ SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_XM);
+ break;
+ }
+ }
+ }
+ else if (Block != E_BLOCK_REDSTONE_REPEATER_OFF)
+ {
+ m_Chunk->SetBlock(RelBlockX, RelBlockY, RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, Meta);
+ }
+ itr = m_RepeatersDelayList->erase(itr);
+ }
+ else
+ {
+ LOGD("Incremented a repeater @ {%i %i %i} | Elapsed ticks: %i | Target delay: %i", itr->a_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z, itr->a_ElapsedTicks, itr->a_DelayTicks);
+ itr->a_ElapsedTicks++;
+ itr++;
+ }
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandlePiston(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+
+ if (IsPistonPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x7)) // We only want the bottom three bits (4th controls extended-ness)
+ {
+ GetHandlerCompileTime<E_BLOCK_PISTON>::type::ExtendPiston(BlockX, a_RelBlockY, BlockZ, &this->m_World);
+ }
+ else
+ {
+ GetHandlerCompileTime<E_BLOCK_PISTON>::type::RetractPiston(BlockX, a_RelBlockY, BlockZ, &this->m_World);
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleDropSpenser(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ class cSetPowerToDropSpenser :
+ public cRedstonePoweredCallback
+ {
+ bool m_IsPowered;
+ public:
+ cSetPowerToDropSpenser(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}
+
+ virtual bool Item(cRedstonePoweredEntity * a_DropSpenser) override
+ {
+ a_DropSpenser->SetRedstonePower(m_IsPowered);
+ return false;
+ }
+ } DrSpSP (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
+
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+ m_Chunk->DoWithRedstonePoweredEntityAt(BlockX, a_RelBlockY, BlockZ, DrSpSP);
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleRedstoneLamp(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState)
+{
+ if (a_MyState == E_BLOCK_REDSTONE_LAMP_OFF)
+ {
+ if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
+ {
+ m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_LAMP_ON, 0);
+ }
+ }
+ else
+ {
+ if (!AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
+ {
+ m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_LAMP_OFF, 0);
+ }
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleTNT(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+
+ if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
+ {
+ m_Chunk->BroadcastSoundEffect("game.tnt.primed", (double)BlockX, (double)a_RelBlockY, (double)BlockZ, 0.5f, 0.6f);
+ m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_AIR, 0);
+ this->m_World.SpawnPrimedTNT(BlockX + 0.5, a_RelBlockY + 0.5, BlockZ + 0.5); // 80 ticks to boom
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleDoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+
+ typedef typename GetHandlerCompileTime<E_BLOCK_WOODEN_DOOR>::type DoorHandler;
+
+ if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
+ {
+ if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
+ {
+ cChunkInterface ChunkInterface(this->m_World.GetChunkMap());
+ if (!DoorHandler::IsOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ))
+ {
+ DoorHandler::SetOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ, true);
+ m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
+ }
+ SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
+ }
+ }
+ else
+ {
+ if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
+ {
+ cChunkInterface ChunkInterface(this->m_World.GetChunkMap());
+ if (DoorHandler::IsOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ))
+ {
+ DoorHandler::SetOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ, false);
+ m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
+ }
+ SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
+ }
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleCommandBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ class cSetPowerToCommandBlock :
+ public cRedstonePoweredCallback
+ {
+ bool m_IsPowered;
+ public:
+ cSetPowerToCommandBlock(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}
+
+ virtual bool Item(cRedstonePoweredEntity * a_CommandBlock) override
+ {
+ a_CommandBlock->SetRedstonePower(m_IsPowered);
+ return false;
+ }
+ } CmdBlockSP (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
+
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+ m_Chunk->DoWithRedstonePoweredEntityAt(BlockX, a_RelBlockY, BlockZ, CmdBlockSP);
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleRail(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType)
+{
+ switch (a_MyType)
+ {
+ case E_BLOCK_DETECTOR_RAIL:
+ {
+ if ((m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x08) == 0x08)
+ {
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_MyType);
+ }
+ break;
+ }
+ case E_BLOCK_ACTIVATOR_RAIL:
+ case E_BLOCK_POWERED_RAIL:
+ {
+ if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
+ {
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) | 0x08);
+ }
+ else
+ {
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x07);
+ }
+ break;
+ }
+ default: LOGD("Unhandled type of rail in %s", __FUNCTION__);
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleTrapdoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+
+ if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
+ {
+ if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
+ {
+ this->m_World.SetTrapdoorOpen(BlockX, a_RelBlockY, BlockZ, true);
+ SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
+ }
+ }
+ else
+ {
+ if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
+ {
+ this->m_World.SetTrapdoorOpen(BlockX, a_RelBlockY, BlockZ, false);
+ SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
+ }
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleNoteBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ bool m_bAreCoordsPowered = AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+
+ if (m_bAreCoordsPowered)
+ {
+ if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
+ {
+ class cSetPowerToNoteBlock :
+ public cRedstonePoweredCallback
+ {
+ public:
+ cSetPowerToNoteBlock() {}
+
+ virtual bool Item(cRedstonePoweredEntity * a_NoteBlock) override
+ {
+ a_NoteBlock->SetRedstonePower(true);
+ return false;
+ }
+ } NoteBlockSP;
+
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+ m_Chunk->DoWithRedstonePoweredEntityAt(BlockX, a_RelBlockY, BlockZ, NoteBlockSP);
+ SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
+ }
+ }
+ else
+ {
+ if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
+ {
+ SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
+ }
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleDaylightSensor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX, BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+ int ChunkX, ChunkZ;
+ cChunkDef::BlockToChunk(BlockX, BlockZ, ChunkX, ChunkZ);
+
+ if (!this->m_World.IsChunkLighted(ChunkX, ChunkZ))
+ {
+ this->m_World.QueueLightChunk(ChunkX, ChunkZ);
+ }
+ else
+ {
+ if (m_Chunk->GetTimeAlteredLight(this->m_World.GetBlockSkyLight(BlockX, a_RelBlockY + 1, BlockZ)) > 8)
+ {
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ }
+ else
+ {
+ WakeUp(BlockX, a_RelBlockY, BlockZ, m_Chunk);
+ }
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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 = this->m_World.FindClosestPlayer(Vector3f(BlockX + 0.5f, (float)a_RelBlockY, BlockZ + 0.5f), 0.5f, false);
+
+ if (a_Player != NULL)
+ {
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x1);
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
+ }
+ else
+ {
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x0);
+ SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
+ }
+ break;
+ }
+ case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
+ {
+ class cPressurePlateCallback :
+ public cEntityCallback
+ {
+ public:
+ cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
+ m_NumberOfEntities(0),
+ m_X(a_BlockX),
+ m_Y(a_BlockY),
+ m_Z(a_BlockZ)
+ {
+ }
+
+ virtual bool Item(cEntity * a_Entity) override
+ {
+ Vector3f EntityPos = a_Entity->GetPosition();
+ Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
+ double Distance = (EntityPos - BlockPos).Length();
+
+ if (Distance <= 0.5)
+ {
+ m_NumberOfEntities++;
+ }
+ return false;
+ }
+
+ bool GetPowerLevel(unsigned char & a_PowerLevel) const
+ {
+ a_PowerLevel = std::min(m_NumberOfEntities, MAX_POWER_LEVEL);
+ return (a_PowerLevel > 0);
+ }
+
+ protected:
+ int m_NumberOfEntities;
+
+ int m_X;
+ int m_Y;
+ int m_Z;
+ };
+
+ cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ);
+ this->m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback);
+
+ unsigned char Power;
+ NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ if (PressurePlateCallback.GetPowerLevel(Power))
+ {
+ if (Meta == E_META_PRESSURE_PLATE_RAISED)
+ {
+ m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.5F);
+ }
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Power);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
+ }
+ else
+ {
+ if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
+ {
+ m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F);
+ }
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
+ SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
+ }
+
+ break;
+ }
+ case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
+ {
+ class cPressurePlateCallback :
+ public cEntityCallback
+ {
+ public:
+ cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
+ m_NumberOfEntities(0),
+ m_X(a_BlockX),
+ m_Y(a_BlockY),
+ m_Z(a_BlockZ)
+ {
+ }
+
+ virtual bool Item(cEntity * a_Entity) override
+ {
+ Vector3f EntityPos = a_Entity->GetPosition();
+ Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
+ double Distance = (EntityPos - BlockPos).Length();
+
+ if (Distance <= 0.5)
+ {
+ m_NumberOfEntities++;
+ }
+ return false;
+ }
+
+ bool GetPowerLevel(unsigned char & a_PowerLevel) const
+ {
+ a_PowerLevel = std::min((int)ceil(m_NumberOfEntities / 10.f), MAX_POWER_LEVEL);
+ return (a_PowerLevel > 0);
+ }
+
+ protected:
+ int m_NumberOfEntities;
+
+ int m_X;
+ int m_Y;
+ int m_Z;
+ };
+
+ cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ);
+ this->m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback);
+
+ unsigned char Power;
+ NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ if (PressurePlateCallback.GetPowerLevel(Power))
+ {
+ if (Meta == E_META_PRESSURE_PLATE_RAISED)
+ {
+ m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.5F);
+ }
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Power);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
+ }
+ else
+ {
+ if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
+ {
+ m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F);
+ }
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
+ SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
+ }
+
+ break;
+ }
+ case E_BLOCK_WOODEN_PRESSURE_PLATE:
+ {
+ class cPressurePlateCallback :
+ public cEntityCallback
+ {
+ public:
+ cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
+ m_FoundEntity(false),
+ m_X(a_BlockX),
+ m_Y(a_BlockY),
+ m_Z(a_BlockZ)
+ {
+ }
+
+ virtual bool Item(cEntity * a_Entity) override
+ {
+ Vector3f EntityPos = a_Entity->GetPosition();
+ Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
+ double Distance = (EntityPos - BlockPos).Length();
+
+ if (Distance <= 0.5)
+ {
+ m_FoundEntity = true;
+ return true; // Break out, we only need to know for plates that at least one entity is on top
+ }
+ return false;
+ }
+
+ bool FoundEntity(void) const
+ {
+ return m_FoundEntity;
+ }
+
+ protected:
+ bool m_FoundEntity;
+
+ int m_X;
+ int m_Y;
+ int m_Z;
+ } ;
+
+ cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ);
+ this->m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback);
+
+ NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ if (PressurePlateCallback.FoundEntity())
+ {
+ if (Meta == E_META_PRESSURE_PLATE_RAISED)
+ {
+ m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.5F);
+ }
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
+ }
+ else
+ {
+ if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
+ {
+ m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F);
+ }
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
+ SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
+ }
+ break;
+ }
+ default:
+ {
+ LOGD("Unimplemented pressure plate type %s in cRedstoneSimulator", ItemToFullString(cItem(a_MyType)).c_str());
+ break;
+ }
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleTripwireHook(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
+ int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
+ int RelX = a_RelBlockX, RelZ = a_RelBlockZ;
+ bool FoundActivated = false;
+ eBlockFace FaceToGoTowards = GetHandlerCompileTime<E_BLOCK_TRIPWIRE_HOOK>::type::MetadataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
+
+ for (int i = 0; i < 40; ++i) // Tripwires can be connected up to 40 blocks
+ {
+ BLOCKTYPE Type;
+ NIBBLETYPE Meta;
+
+ AddFaceDirection(RelX, a_RelBlockY, RelZ, FaceToGoTowards);
+ m_Chunk->UnboundedRelGetBlock(RelX, a_RelBlockY, RelZ, Type, Meta);
+
+ if (Type == E_BLOCK_TRIPWIRE)
+ {
+ if (Meta == 0x1)
+ {
+ FoundActivated = true;
+ }
+ }
+ else if (Type == E_BLOCK_TRIPWIRE_HOOK)
+ {
+ if (ReverseBlockFace( GetHandlerCompileTime<E_BLOCK_TRIPWIRE_HOOK>::type::MetadataToDirection(Meta)) == FaceToGoTowards)
+ {
+ // Other hook facing in opposite direction - circuit completed!
+ break;
+ }
+ else
+ {
+ // Tripwire hook not connected at all, AND away all the power state bits
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x3);
+ SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
+ return;
+ }
+ }
+ else
+ {
+ // Tripwire hook not connected at all, AND away all the power state bits
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x3);
+ SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
+ return;
+ }
+ }
+
+ if (FoundActivated)
+ {
+ // Connected and activated, set the 3rd and 4th highest bits
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) | 0xC);
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ }
+ else
+ {
+ // Connected but not activated, AND away the highest bit
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, (m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x7) | 0x4);
+ SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
+ }
+}
+
+template <class ChestType>
+class cGetTrappedChestPlayers :
+ public cItemCallback<ChestType>
+{
+public:
+ cGetTrappedChestPlayers(void) :
+ m_NumberOfPlayers(0)
+ {
+ }
+
+ virtual ~cGetTrappedChestPlayers()
+ {
+ }
+
+ virtual bool Item(ChestType * a_Chest) override
+ {
+ ASSERT(a_Chest->GetBlockType() == E_BLOCK_TRAPPED_CHEST);
+ m_NumberOfPlayers = a_Chest->GetNumberOfPlayers();
+ return (m_NumberOfPlayers <= 0);
+ }
+
+ unsigned char GetPowerLevel(void) const
+ {
+ return std::min(m_NumberOfPlayers, MAX_POWER_LEVEL);
+ }
+
+private:
+ int m_NumberOfPlayers;
+
+};
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleTrappedChest(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ cGetTrappedChestPlayers<ChestType> GTCP;
+
+ int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
+ int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
+ if (m_Chunk->DoWithChestAt(BlockX, a_RelBlockY, BlockZ, GTCP))
+ {
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, GTCP.GetPowerLevel());
+ }
+ else
+ {
+ SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleTripwire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
+ int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
+
+ class cTripwireCallback :
+ public cEntityCallback
+ {
+ public:
+ cTripwireCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
+ m_FoundEntity(false),
+ m_X(a_BlockX),
+ m_Y(a_BlockY),
+ m_Z(a_BlockZ)
+ {
+ }
+
+ virtual bool Item(cEntity * a_Entity) override
+ {
+ cBoundingBox bbWire(m_X, m_X + 1, m_Y, m_Y + 0.1, m_Z, m_Z + 1);
+ cBoundingBox bbEntity(a_Entity->GetPosition(), a_Entity->GetWidth() / 2, a_Entity->GetHeight());
+
+ if (bbEntity.DoesIntersect(bbWire))
+ {
+ m_FoundEntity = true;
+ return true; // One entity is sufficient to trigger the wire
+ }
+ return false;
+ }
+
+ bool FoundEntity(void) const
+ {
+ return m_FoundEntity;
+ }
+
+ protected:
+ bool m_FoundEntity;
+
+ int m_X;
+ int m_Y;
+ int m_Z;
+ };
+
+ cTripwireCallback TripwireCallback(BlockX, a_RelBlockY, BlockZ);
+ this->m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), TripwireCallback);
+
+ if (TripwireCallback.FoundEntity())
+ {
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x1);
+ }
+ else
+ {
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x0);
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, ChunkType * a_Chunk)
+{
+ // Torches want to access neighbour's data when on a wall, hence the extra chunk parameter
+
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+
+ for (typename PoweredBlocksList::const_iterator itr = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.begin(); itr != ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.end(); ++itr) // Check powered list
+ {
+ if (itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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 (typename LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list
+ {
+ if (itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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 (typename PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
+ {
+ if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }
+
+ switch (a_Meta & 0x3)
+ {
+ case 0x0:
+ {
+ // Flip the coords to check the back of the repeater
+ if (itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ + 1))) { return true; }
+ break;
+ }
+ case 0x1:
+ {
+ if (itr->a_SourcePos.Equals(Vector3i(BlockX - 1, a_RelBlockY, BlockZ))) { return true; }
+ break;
+ }
+ case 0x2:
+ {
+ if (itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ - 1))) { return true; }
+ break;
+ }
+ case 0x3:
+ {
+ if (itr->a_SourcePos.Equals(Vector3i(BlockX + 1, a_RelBlockY, BlockZ))) { return true; }
+ break;
+ }
+ }
+ }
+
+ for (typename LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr)
+ {
+ if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }
+
+ switch (a_Meta & 0x3)
+ {
+ case 0x0:
+ {
+ if (itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ + 1))) { return true; }
+ break;
+ }
+ case 0x1:
+ {
+ if (itr->a_MiddlePos.Equals(Vector3i(BlockX - 1, a_RelBlockY, BlockZ))) { return true; }
+ break;
+ }
+ case 0x2:
+ {
+ if (itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ - 1))) { return true; }
+ break;
+ }
+ case 0x3:
+ {
+ if (itr->a_MiddlePos.Equals(Vector3i(BlockX + 1, a_RelBlockY, BlockZ))) { return true; }
+ break;
+ }
+ }
+ }
+ return false; // Couldn't find power source behind repeater
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::IsRepeaterLocked(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta)
+{
+ switch (a_Meta & 0x3) // We only want the 'direction' part of our metadata
+ {
+ // If the repeater is looking up or down (If parallel to the Z axis)
+ case 0x0:
+ case 0x2:
+ {
+ // Check if eastern(right) neighbor is a powered on repeater who is facing us
+ BLOCKTYPE Block = 0;
+ if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON)) // Is right neighbor a powered repeater?
+ {
+ NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ) & 0x3;
+ if (OtherRepeaterDir == 0x3) { return true; } // If so, I am latched/locked
+ }
+
+ // Check if western(left) neighbor is a powered on repeater who is facing us
+ if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
+ {
+ NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX -1, a_RelBlockY, a_RelBlockZ) & 0x3;
+ if (OtherRepeaterDir == 0x1) { return true; } // If so, I am latched/locked
+ }
+
+ break;
+ }
+
+ // If the repeater is looking left or right (If parallel to the x axis)
+ case 0x1:
+ case 0x3:
+ {
+ // Check if southern(down) neighbor is a powered on repeater who is facing us
+ BLOCKTYPE Block = 0;
+ if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
+ {
+ NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1) & 0x3;
+ if (OtherRepeaterDir == 0x0) { return true; } // If so, am latched/locked
+ }
+
+ // Check if northern(up) neighbor is a powered on repeater who is facing us
+ if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
+ {
+ NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1) & 0x3;
+ if (OtherRepeaterDir == 0x2) { return true; } // If so, I am latched/locked
+ }
+
+ break;
+ }
+ }
+
+ return false; // None of the checks succeeded, I am not a locked repeater
+}
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::IsPistonPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta)
+{
+ // Pistons cannot be powered through their front face; this function verifies that a source meets this requirement
+
+ eBlockFace Face = GetHandlerCompileTime<E_BLOCK_PISTON>::type::MetaDataToDirection(a_Meta);
+ int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
+ int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
+
+ for (typename PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
+ {
+ if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }
+
+ AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face);
+
+ if (!itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
+ {
+ return true;
+ }
+
+ AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face, true);
+ }
+
+ for (typename LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr)
+ {
+ if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }
+
+ AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face);
+
+ if (!itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
+ {
+ return true;
+ }
+
+ AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face, true);
+ }
+ return false; // Source was in front of the piston's front face
+}
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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 (typename PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) // Check powered list
+ {
+ if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
+ {
+ continue;
+ }
+ a_PowerLevel = std::max(itr->a_PowerLevel, a_PowerLevel); // Get the highest power level (a_PowerLevel is initialised already and there CAN be multiple levels for one block)
+ }
+
+ for (typename LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list
+ {
+ if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
+ {
+ continue;
+ }
+
+ BLOCKTYPE Type = E_BLOCK_AIR;
+ int RelSourceX = itr->a_SourcePos.x - m_Chunk->GetPosX() * cChunkDef::Width;
+ int RelSourceZ = itr->a_SourcePos.z - m_Chunk->GetPosZ() * cChunkDef::Width;
+ if (!m_Chunk->UnboundedRelGetBlockType(RelSourceX, itr->a_SourcePos.y, RelSourceZ, Type) || (Type == E_BLOCK_REDSTONE_WIRE))
+ {
+ continue;
+ }
+ a_PowerLevel = std::max(itr->a_PowerLevel, a_PowerLevel);
+ }
+
+ return (a_PowerLevel != 0); // Answer the inital question: is the wire powered?
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::AreCoordsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool IsCurrentStatePowered)
+{
+ for (typename SimulatedPlayerToggleableList::const_iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr)
+ {
+ if (itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
+ {
+ if (itr->WasLastStatePowered != IsCurrentStatePowered) // Was the last power state different to the current?
+ {
+ return false; // It was, coordinates are no longer simulated
+ }
+ else
+ {
+ return true; // It wasn't, don't resimulate block, and allow players to toggle
+ }
+ }
+ }
+ return false; // Block wasn't even in the list, not simulated
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::SetDirectionLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, char a_Direction, unsigned char a_PowerLevel)
+{
+ BLOCKTYPE MiddleBlock = 0;
+ switch (a_Direction)
+ {
+ case BLOCK_FACE_XM:
+ {
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, MiddleBlock))
+ {
+ return;
+ }
+
+ SetBlockLinkedPowered(a_RelBlockX - 2, a_RelBlockY, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+
+ break;
+ }
+ case BLOCK_FACE_XP:
+ {
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, MiddleBlock))
+ {
+ return;
+ }
+
+ SetBlockLinkedPowered(a_RelBlockX + 2, a_RelBlockY, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+
+ break;
+ }
+ case BLOCK_FACE_YM:
+ {
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, MiddleBlock))
+ {
+ return;
+ }
+
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 2, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+
+ break;
+ }
+ case BLOCK_FACE_YP:
+ {
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, MiddleBlock))
+ {
+ return;
+ }
+
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 2, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+
+ break;
+ }
+ case BLOCK_FACE_ZM:
+ {
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, MiddleBlock))
+ {
+ return;
+ }
+
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 2, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+
+ break;
+ }
+ case BLOCK_FACE_ZP:
+ {
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, MiddleBlock))
+ {
+ return;
+ }
+
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 2, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+
+ break;
+ }
+ default:
+ {
+ ASSERT(!"Unhandled face direction when attempting to set blocks as linked powered!"); // Zombies, that wasn't supposed to happen...
+ break;
+ }
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::SetAllDirsAsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char a_PowerLevel)
+{
+ static const struct
+ {
+ int x, y, z;
+ } gCrossCoords[] =
+ {
+ { 1, 0, 0 },
+ { -1, 0, 0 },
+ { 0, 0, 1 },
+ { 0, 0, -1 },
+ { 0, 1, 0 },
+ { 0, -1, 0 }
+ };
+
+ for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through struct to power all directions
+ {
+ SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_PowerLevel);
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::SetBlockPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, unsigned char a_PowerLevel)
+{
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+ int SourceX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelSourceX;
+ int SourceZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelSourceZ;
+
+ ChunkType * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelBlockX, a_RelBlockZ); // Adjust coordinates for the later call using these values
+ if ((Neighbour == NULL) || !Neighbour->IsValid())
+ {
+ return;
+ }
+
+ PoweredBlocksList & Powered = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)Neighbour->GetRedstoneSimulatorData())->m_PoweredBlocks; // We need to insert the value into the chunk who owns the block position
+ for (typename PoweredBlocksList::iterator itr = Powered.begin(); itr != Powered.end(); ++itr)
+ {
+ if (
+ itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) &&
+ itr->a_SourcePos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ))
+ )
+ {
+ // Check for duplicates, update power level, don't add a new listing
+ itr->a_PowerLevel = a_PowerLevel;
+ return;
+ }
+ }
+
+ // No need to get neighbouring chunk as we can guarantee that when something is powering us, the entry will be in our chunk
+ // TODO: on C++11 support, change this to a llama function pased to a std::remove_if
+ for (typename PoweredBlocksList::iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
+ {
+ if (
+ itr->a_BlockPos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ)) &&
+ itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) &&
+ (m_Chunk->GetBlock(a_RelSourceX, a_RelSourceY, a_RelSourceZ) == E_BLOCK_REDSTONE_WIRE)
+ )
+ {
+ BLOCKTYPE Block;
+ NIBBLETYPE Meta;
+ Neighbour->GetBlockTypeMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Block, Meta);
+
+ if (Block == E_BLOCK_REDSTONE_WIRE)
+ {
+ if (Meta < a_PowerLevel)
+ {
+ m_PoweredBlocks->erase(itr); // Powering source with higher power level, allow it
+ break;
+ }
+ else
+ {
+ // Powered wires try to power their source - don't let them!
+ return;
+ }
+ }
+ }
+ }
+
+ sPoweredBlocks RC;
+ RC.a_BlockPos = Vector3i(BlockX, a_RelBlockY, BlockZ);
+ RC.a_SourcePos = Vector3i(SourceX, a_RelSourceY, SourceZ);
+ RC.a_PowerLevel = a_PowerLevel;
+ Powered.push_back(RC);
+ Neighbour->SetIsRedstoneDirty(true);
+ m_Chunk->SetIsRedstoneDirty(true);
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::SetBlockLinkedPowered(
+ int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ,
+ int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ,
+ int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ,
+ BLOCKTYPE a_MiddleBlock, unsigned char a_PowerLevel
+ )
+{
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+ int MiddleX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelMiddleX;
+ int MiddleZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelMiddleZ;
+ int SourceX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelSourceX;
+ int SourceZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelSourceZ;
+
+ if (!IsViableMiddleBlock(a_MiddleBlock))
+ {
+ return;
+ }
+
+ ChunkType * Neighbour = m_Chunk->GetNeighborChunk(BlockX, BlockZ);
+ if ((Neighbour == NULL) || !Neighbour->IsValid())
+ {
+ return;
+ }
+
+ LinkedBlocksList & Linked = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)Neighbour->GetRedstoneSimulatorData())->m_LinkedBlocks;
+ for (typename LinkedBlocksList::iterator itr = Linked.begin(); itr != Linked.end(); ++itr) // Check linked powered list
+ {
+ if (
+ itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) &&
+ itr->a_MiddlePos.Equals(Vector3i(MiddleX, a_RelMiddleY, MiddleZ)) &&
+ itr->a_SourcePos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ))
+ )
+ {
+ // Check for duplicates, update power level, don't add a new listing
+ itr->a_PowerLevel = a_PowerLevel;
+ return;
+ }
+ }
+
+ sLinkedPoweredBlocks RC;
+ RC.a_BlockPos = Vector3i(BlockX, a_RelBlockY, BlockZ);
+ RC.a_MiddlePos = Vector3i(MiddleX, a_RelMiddleY, MiddleZ);
+ RC.a_SourcePos = Vector3i(SourceX, a_RelSourceY, SourceZ);
+ RC.a_PowerLevel = a_PowerLevel;
+ Linked.push_back(RC);
+ Neighbour->SetIsRedstoneDirty(true);
+ m_Chunk->SetIsRedstoneDirty(true);
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::SetPlayerToggleableBlockAsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool WasLastStatePowered)
+{
+ for (typename SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr)
+ {
+ if (!itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
+ {
+ continue;
+ }
+
+ if (itr->WasLastStatePowered != WasLastStatePowered)
+ {
+ // If power states different, update listing
+ itr->WasLastStatePowered = WasLastStatePowered;
+ return;
+ }
+ else
+ {
+ // If states the same, just ignore
+ return;
+ }
+ }
+
+ // We have arrive here; no block must be in list - add one
+ sSimulatedPlayerToggleableList RC;
+ RC.a_RelBlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ RC.WasLastStatePowered = WasLastStatePowered;
+ m_SimulatedPlayerToggleableBlocks->push_back(RC);
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn)
+{
+ for (typename RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr)
+ {
+ if (itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
+ {
+ if (ShouldPowerOn == itr->ShouldPowerOn) // We are queued already for the same thing, don't replace entry
+ {
+ return false;
+ }
+
+ // Already in here (normal to allow repeater to continue on powering and updating blocks in front) - just update info and quit
+ itr->a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; // See below for description
+ itr->a_ElapsedTicks = 0;
+ itr->ShouldPowerOn = ShouldPowerOn;
+ return false;
+ }
+ }
+
+ // Self not in list, add self to list
+ sRepeatersDelayList RC;
+ RC.a_RelBlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+
+ // Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.)
+ // Multiply by 2 because in MCS, 1 redstone tick = 1 world tick, but in Vanilla, 1 redstone tick = 2 world ticks, and we need to maintain compatibility
+ RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2;
+
+ RC.a_ElapsedTicks = 0;
+ RC.ShouldPowerOn = ShouldPowerOn;
+ m_RepeatersDelayList->push_back(RC);
+ return true;
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::SetSourceUnpowered(int a_SourceX, int a_SourceY, int a_SourceZ, ChunkType * a_Chunk, bool a_IsFirstCall)
+{
+ if (!a_IsFirstCall) // The neighbouring chunks passed when this parameter is false may be invalid
+ {
+ if ((a_Chunk == NULL) || !a_Chunk->IsValid())
+ {
+ return;
+ }
+ }
+ // TODO: on C++11 support, change both of these to llama functions pased to a std::remove_if
+
+ for (typename PoweredBlocksList::iterator itr = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.begin(); itr != ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.end();)
+ {
+ if (itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)))
+ {
+ itr = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.erase(itr);
+ a_Chunk->SetIsRedstoneDirty(true);
+ continue;
+ }
+ ++itr;
+ }
+ for (typename LinkedBlocksList::iterator itr = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks.begin(); itr != ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks.end();)
+ {
+ if (itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)))
+ {
+ itr = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks.erase(itr);
+ a_Chunk->SetIsRedstoneDirty(true);
+ continue;
+ }
+ ++itr;
+ }
+
+ if (a_IsFirstCall && AreCoordsOnChunkBoundary(a_SourceX, a_SourceY, a_SourceZ))
+ {
+ // +- 2 to accomodate linked powered blocks
+ SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX - 2, a_SourceZ), false);
+ SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX + 2, a_SourceZ), false);
+ SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ - 2), false);
+ SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ + 2), false);
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+typename cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::eRedstoneDirection cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::GetWireDirection(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ int Dir = REDSTONE_NONE;
+
+ BLOCKTYPE NegX = 0;
+ if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, NegX))
+ {
+ if (IsPotentialSource(NegX))
+ {
+ Dir |= (REDSTONE_X_POS);
+ }
+ }
+
+ BLOCKTYPE PosX = 0;
+ if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, PosX))
+ {
+ if (IsPotentialSource(PosX))
+ {
+ Dir |= (REDSTONE_X_NEG);
+ }
+ }
+
+ BLOCKTYPE NegZ = 0;
+ if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, NegZ))
+ {
+ if (IsPotentialSource(NegZ))
+ {
+ if ((Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG)) // corner
+ {
+ Dir ^= REDSTONE_X_POS;
+ Dir |= REDSTONE_X_NEG;
+ }
+ if ((Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS)) // corner
+ {
+ Dir ^= REDSTONE_X_NEG;
+ Dir |= REDSTONE_X_POS;
+ }
+ Dir |= REDSTONE_Z_POS;
+ }
+ }
+
+ BLOCKTYPE PosZ = 0;
+ if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, PosZ))
+ {
+ if (IsPotentialSource(PosZ))
+ {
+ if ((Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG)) // corner
+ {
+ Dir ^= REDSTONE_X_POS;
+ Dir |= REDSTONE_X_NEG;
+ }
+ if ((Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS)) // corner
+ {
+ Dir ^= REDSTONE_X_NEG;
+ Dir |= REDSTONE_X_POS;
+ }
+ Dir |= REDSTONE_Z_NEG;
+ }
+ }
+ return (eRedstoneDirection)Dir;
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::IsLeverOn(NIBBLETYPE a_BlockMeta)
+{
+ // Extract the ON bit from metadata and return if true if it is set:
+ return ((a_BlockMeta & 0x8) == 0x8);
+}
+
+
+
+
diff --git a/src/Simulator/NoopRedstoneSimulator.h b/src/Simulator/NoopRedstoneSimulator.h
index f9ed47982..88e141e85 100644
--- a/src/Simulator/NoopRedstoneSimulator.h
+++ b/src/Simulator/NoopRedstoneSimulator.h
@@ -8,9 +8,9 @@
class cRedstoneNoopSimulator :
- public cRedstoneSimulator
+ public cRedstoneSimulator<cChunk, cWorld>
{
- typedef cRedstoneSimulator super;
+ typedef cRedstoneSimulator<cChunk, cWorld> super;
public:
cRedstoneNoopSimulator(cWorld & a_World) :
diff --git a/src/Simulator/RedstoneSimulator.cpp b/src/Simulator/RedstoneSimulator.cpp
deleted file mode 100644
index a83f21106..000000000
--- a/src/Simulator/RedstoneSimulator.cpp
+++ /dev/null
@@ -1,19 +0,0 @@
-
-#include "Globals.h"
-
-#include "RedstoneSimulator.h"
-#include "../World.h"
-
-
-
-
-
-cRedstoneSimulator::cRedstoneSimulator(cWorld & a_World) :
- super(a_World)
-{
-}
-
-
-
-
-
diff --git a/src/Simulator/RedstoneSimulator.h b/src/Simulator/RedstoneSimulator.h
index b3e20c9a5..0e3dd495d 100644
--- a/src/Simulator/RedstoneSimulator.h
+++ b/src/Simulator/RedstoneSimulator.h
@@ -4,14 +4,23 @@
#include "Simulator.h"
+class cRedstoneSimulatorChunkData
+{
+public:
+ virtual ~cRedstoneSimulatorChunkData() {}
+} ;
+template <class ChunkType, class WorldType>
class cRedstoneSimulator :
- public cSimulator
+ public cSimulator<ChunkType, WorldType>
{
- typedef cSimulator super;
+ typedef cSimulator<ChunkType, WorldType> super;
public:
- cRedstoneSimulator(cWorld & a_World);
+ cRedstoneSimulator(WorldType & a_World) :
+ super(a_World)
+ {
+ }
} ;
diff --git a/src/Simulator/SandSimulator.cpp b/src/Simulator/SandSimulator.cpp
index 1380f8841..e8887ce59 100644
--- a/src/Simulator/SandSimulator.cpp
+++ b/src/Simulator/SandSimulator.cpp
@@ -7,6 +7,7 @@
#include "../Defines.h"
#include "../Entities/FallingBlock.h"
#include "../Chunk.h"
+#include "inifile/iniFile.h"
diff --git a/src/Simulator/SandSimulator.h b/src/Simulator/SandSimulator.h
index 1262f2792..feb82b4d5 100644
--- a/src/Simulator/SandSimulator.h
+++ b/src/Simulator/SandSimulator.h
@@ -3,13 +3,15 @@
#include "Simulator.h"
+/// Per-chunk data for the simulator, specified individual chunks to simulate; Data is not used
+typedef cCoordWithIntList cSandSimulatorChunkData;
-
+#include "Chunk.h"
/// Despite the class name, this simulator takes care of all blocks that fall when suspended in the air.
class cSandSimulator :
- public cSimulator
+ public cSimulator<cChunk, cWorld>
{
public:
cSandSimulator(cWorld & a_World, cIniFile & a_IniFile);
@@ -55,8 +57,7 @@ protected:
-/// Per-chunk data for the simulator, specified individual chunks to simulate; Data is not used
-typedef cCoordWithIntList cSandSimulatorChunkData;
+
diff --git a/src/Simulator/Simulator.cpp b/src/Simulator/Simulator.cpp
index 0739f0187..d26702166 100644
--- a/src/Simulator/Simulator.cpp
+++ b/src/Simulator/Simulator.cpp
@@ -1,50 +1,13 @@
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+#include "Globals.h"
-#include "Simulator.h"
#include "../World.h"
#include "../BlockID.h"
#include "../Defines.h"
#include "../Chunk.h"
+#include "Simulator.inc"
-
-
-
-cSimulator::cSimulator(cWorld & a_World)
- : m_World(a_World)
-{
-}
-
-
-
-
-
-cSimulator::~cSimulator()
-{
-}
-
-
-
-
-
-void cSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
-{
- AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
- AddBlock(a_BlockX - 1, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 1, a_BlockZ));
- AddBlock(a_BlockX + 1, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 1, a_BlockZ));
- AddBlock(a_BlockX, a_BlockY, a_BlockZ - 1, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 1));
- AddBlock(a_BlockX, a_BlockY, a_BlockZ + 1, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ + 1));
- if (a_BlockY > 0)
- {
- AddBlock(a_BlockX, a_BlockY - 1, a_BlockZ, a_Chunk);
- }
- if (a_BlockY < cChunkDef::Height - 1)
- {
- AddBlock(a_BlockX, a_BlockY + 1, a_BlockZ, a_Chunk);
- }
-}
-
-
-
+#pragma clang diagnostic ignored "-Wweak-template-vtables"
+template class cSimulator<cChunk, cWorld>;
diff --git a/src/Simulator/Simulator.h b/src/Simulator/Simulator.h
index 4d9a18867..7cc2f1344 100644
--- a/src/Simulator/Simulator.h
+++ b/src/Simulator/Simulator.h
@@ -2,23 +2,17 @@
#pragma once
#include "../Vector3.h"
-#include "inifile/iniFile.h"
-class cWorld;
-class cChunk;
-
-
-
-
+template <class ChunkType, class WorldType>
class cSimulator
{
public:
- cSimulator(cWorld & a_World);
+ cSimulator(WorldType & a_World);
virtual ~cSimulator();
/// Called in each tick, a_Dt is the time passed since the last tick, in msec
@@ -26,7 +20,7 @@ public:
/// Called in each tick for each chunk, a_Dt is the time passed since the last tick, in msec; direct access to chunk data available
virtual void SimulateChunk(float a_Dt, int a_ChunkX,
- int a_ChunkZ, cChunk * a_Chunk)
+ int a_ChunkZ, ChunkType * a_Chunk)
{
UNUSED(a_Dt);
UNUSED(a_ChunkX);
@@ -35,7 +29,7 @@ public:
}
/// Called when a block changes
- virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk);
+ virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk);
virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) = 0;
@@ -43,9 +37,9 @@ protected:
friend class cChunk; // Calls AddBlock() in its WakeUpSimulators() function, to speed things up
/// Called to simulate a new block
- virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) = 0;
+ virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk) = 0;
- cWorld & m_World;
+ WorldType & m_World;
} ;
diff --git a/src/Simulator/Simulator.inc b/src/Simulator/Simulator.inc
new file mode 100644
index 000000000..511a6b4c2
--- /dev/null
+++ b/src/Simulator/Simulator.inc
@@ -0,0 +1,45 @@
+
+
+#include "Simulator.h"
+
+
+
+
+template <class ChunkType, class WorldType>
+cSimulator<ChunkType, WorldType>::cSimulator(WorldType & a_World)
+ : m_World(a_World)
+{
+}
+
+
+
+
+template <class ChunkType, class WorldType>
+cSimulator<ChunkType, WorldType>::~cSimulator()
+{
+}
+
+
+
+
+template <class ChunkType, class WorldType>
+void cSimulator<ChunkType, WorldType>::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk)
+{
+ AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
+ AddBlock(a_BlockX - 1, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 1, a_BlockZ));
+ AddBlock(a_BlockX + 1, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 1, a_BlockZ));
+ AddBlock(a_BlockX, a_BlockY, a_BlockZ - 1, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 1));
+ AddBlock(a_BlockX, a_BlockY, a_BlockZ + 1, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ + 1));
+ if (a_BlockY > 0)
+ {
+ AddBlock(a_BlockX, a_BlockY - 1, a_BlockZ, a_Chunk);
+ }
+ if (a_BlockY < cChunkDef::Height - 1)
+ {
+ AddBlock(a_BlockX, a_BlockY + 1, a_BlockZ, a_Chunk);
+ }
+}
+
+
+
+
diff --git a/src/Simulator/SimulatorManager.cpp b/src/Simulator/SimulatorManager.cpp
index 918bac7a1..dafdcd239 100644
--- a/src/Simulator/SimulatorManager.cpp
+++ b/src/Simulator/SimulatorManager.cpp
@@ -70,7 +70,7 @@ void cSimulatorManager::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk
-void cSimulatorManager::RegisterSimulator(cSimulator * a_Simulator, int a_Rate)
+void cSimulatorManager::RegisterSimulator(cSimulator<cChunk, cWorld> * a_Simulator, int a_Rate)
{
m_Simulators.push_back(std::make_pair(a_Simulator, a_Rate));
}
diff --git a/src/Simulator/SimulatorManager.h b/src/Simulator/SimulatorManager.h
index 31a709316..185141764 100644
--- a/src/Simulator/SimulatorManager.h
+++ b/src/Simulator/SimulatorManager.h
@@ -37,10 +37,10 @@ public:
void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk);
- void RegisterSimulator(cSimulator * a_Simulator, int a_Rate); // Takes ownership of the simulator object!
+ void RegisterSimulator(cSimulator<cChunk, cWorld> * a_Simulator, int a_Rate); // Takes ownership of the simulator object!
protected:
- typedef std::vector <std::pair<cSimulator *, int> > cSimulators;
+ typedef std::vector <std::pair<cSimulator<cChunk, cWorld> *, int> > cSimulators;
cWorld & m_World;
cSimulators m_Simulators;
diff --git a/src/World.cpp b/src/World.cpp
index 8664bbec6..f272d0ebe 100644
--- a/src/World.cpp
+++ b/src/World.cpp
@@ -791,8 +791,8 @@ void cWorld::InitialiseAndLoadMobSpawningValues(cIniFile & a_IniFile)
AStringVector SplitList = StringSplitAndTrim(AllMonsters, ",");
for (AStringVector::const_iterator itr = SplitList.begin(), end = SplitList.end(); itr != end; ++itr)
{
- cMonster::eType ToAdd = cMonster::StringToMobType(*itr);
- if (ToAdd != cMonster::mtInvalidType)
+ eMonsterType ToAdd = cMonster::StringToMobType(*itr);
+ if (ToAdd != mtInvalidType)
{
m_AllowedMobs.insert(ToAdd);
LOGD("Allowed mob: %s", itr->c_str());
@@ -3198,7 +3198,7 @@ bool cWorld::IsBlockDirectlyWatered(int a_BlockX, int a_BlockY, int a_BlockZ)
-int cWorld::SpawnMob(double a_PosX, double a_PosY, double a_PosZ, cMonster::eType a_MonsterType)
+int cWorld::SpawnMob(double a_PosX, double a_PosY, double a_PosZ, eMonsterType a_MonsterType)
{
cMonster * Monster = NULL;
@@ -3334,7 +3334,7 @@ void cWorld::SetChunkAlwaysTicked(int a_ChunkX, int a_ChunkZ, bool a_AlwaysTicke
-cRedstoneSimulator * cWorld::InitializeRedstoneSimulator(cIniFile & a_IniFile)
+cRedstoneSimulator<cChunk, cWorld> * cWorld::InitializeRedstoneSimulator(cIniFile & a_IniFile)
{
AString SimulatorName = a_IniFile.GetValueSet("Physics", "RedstoneSimulator", "Incremental");
@@ -3344,11 +3344,11 @@ cRedstoneSimulator * cWorld::InitializeRedstoneSimulator(cIniFile & a_IniFile)
SimulatorName = "Incremental";
}
- cRedstoneSimulator * res = NULL;
+ cRedstoneSimulator<cChunk, cWorld> * res = NULL;
if (NoCaseCompare(SimulatorName, "Incremental") == 0)
{
- res = new cIncrementalRedstoneSimulator(*this);
+ res = MakeIncrementalRedstoneSimulator(*this);
}
else if (NoCaseCompare(SimulatorName, "noop") == 0)
{
diff --git a/src/World.h b/src/World.h
index eee0ced54..c3ceb5e7c 100644
--- a/src/World.h
+++ b/src/World.h
@@ -33,6 +33,7 @@
class cFireSimulator;
class cFluidSimulator;
class cSandSimulator;
+template <class ChunkType, class WorldType>
class cRedstoneSimulator;
class cItem;
class cPlayer;
@@ -509,7 +510,7 @@ public:
inline cFluidSimulator * GetWaterSimulator(void) { return m_WaterSimulator; }
inline cFluidSimulator * GetLavaSimulator (void) { return m_LavaSimulator; }
- inline cRedstoneSimulator * GetRedstoneSimulator(void) { return m_RedstoneSimulator; }
+ inline cRedstoneSimulator<cChunk, cWorld> * GetRedstoneSimulator(void) { return m_RedstoneSimulator; }
/** Calls the callback for each block entity in the specified chunk; returns true if all block entities processed, false if the callback aborted by returning true */
bool ForEachBlockEntityInChunk(int a_ChunkX, int a_ChunkZ, cBlockEntityCallback & a_Callback); // Exported in ManualBindings.cpp
@@ -774,7 +775,7 @@ public:
bool IsBlockDirectlyWatered(int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export
/** Spawns a mob of the specified type. Returns the mob's EntityID if recognized and spawned, <0 otherwise */
- virtual int SpawnMob(double a_PosX, double a_PosY, double a_PosZ, cMonster::eType a_MonsterType) override; // tolua_export
+ virtual int SpawnMob(double a_PosX, double a_PosY, double a_PosZ, eMonsterType a_MonsterType) override; // tolua_export
int SpawnMobFinalize(cMonster* a_Monster);
/** Creates a projectile of the specified type. Returns the projectile's EntityID if successful, <0 otherwise
@@ -917,7 +918,7 @@ private:
cFluidSimulator * m_WaterSimulator;
cFluidSimulator * m_LavaSimulator;
cFireSimulator * m_FireSimulator;
- cRedstoneSimulator * m_RedstoneSimulator;
+ cRedstoneSimulator<cChunk, cWorld> * m_RedstoneSimulator;
cCriticalSection m_CSPlayers;
cPlayerList m_Players;
@@ -929,7 +930,7 @@ private:
cChunkMap * m_ChunkMap;
bool m_bAnimals;
- std::set<cMonster::eType> m_AllowedMobs;
+ std::set<eMonsterType> m_AllowedMobs;
eWeather m_Weather;
int m_WeatherInterval;
@@ -1058,7 +1059,7 @@ private:
cFluidSimulator * InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock);
/** Creates a new redstone simulator.*/
- cRedstoneSimulator * InitializeRedstoneSimulator(cIniFile & a_IniFile);
+ cRedstoneSimulator<cChunk, cWorld> * InitializeRedstoneSimulator(cIniFile & a_IniFile);
/** Adds the players queued in the m_PlayersToAdd queue into the m_Players list.
Assumes it is called from the Tick thread. */
diff --git a/src/WorldStorage/NBTChunkSerializer.cpp b/src/WorldStorage/NBTChunkSerializer.cpp
index 08ed893f5..6cc901b0c 100644
--- a/src/WorldStorage/NBTChunkSerializer.cpp
+++ b/src/WorldStorage/NBTChunkSerializer.cpp
@@ -470,35 +470,35 @@ void cNBTChunkSerializer::AddMonsterEntity(cMonster * a_Monster)
const char * EntityClass = NULL;
switch (a_Monster->GetMobType())
{
- case cMonster::mtBat: EntityClass = "Bat"; break;
- case cMonster::mtBlaze: EntityClass = "Blaze"; break;
- case cMonster::mtCaveSpider: EntityClass = "CaveSpider"; break;
- case cMonster::mtChicken: EntityClass = "Chicken"; break;
- case cMonster::mtCow: EntityClass = "Cow"; break;
- case cMonster::mtCreeper: EntityClass = "Creeper"; break;
- case cMonster::mtEnderDragon: EntityClass = "EnderDragon"; break;
- case cMonster::mtEnderman: EntityClass = "Enderman"; break;
- case cMonster::mtGhast: EntityClass = "Ghast"; break;
- case cMonster::mtGiant: EntityClass = "Giant"; break;
- case cMonster::mtHorse: EntityClass = "Horse"; break;
- case cMonster::mtIronGolem: EntityClass = "VillagerGolem"; break;
- case cMonster::mtMagmaCube: EntityClass = "LavaSlime"; break;
- case cMonster::mtMooshroom: EntityClass = "MushroomCow"; break;
- case cMonster::mtOcelot: EntityClass = "Ozelot"; break;
- case cMonster::mtPig: EntityClass = "Pig"; break;
- case cMonster::mtSheep: EntityClass = "Sheep"; break;
- case cMonster::mtSilverfish: EntityClass = "Silverfish"; break;
- case cMonster::mtSkeleton: EntityClass = "Skeleton"; break;
- case cMonster::mtSlime: EntityClass = "Slime"; break;
- case cMonster::mtSnowGolem: EntityClass = "SnowMan"; break;
- case cMonster::mtSpider: EntityClass = "Spider"; break;
- case cMonster::mtSquid: EntityClass = "Squid"; break;
- case cMonster::mtVillager: EntityClass = "Villager"; break;
- case cMonster::mtWitch: EntityClass = "Witch"; break;
- case cMonster::mtWither: EntityClass = "WitherBoss"; break;
- case cMonster::mtWolf: EntityClass = "Wolf"; break;
- case cMonster::mtZombie: EntityClass = "Zombie"; break;
- case cMonster::mtZombiePigman: EntityClass = "PigZombie"; break;
+ case mtBat: EntityClass = "Bat"; break;
+ case mtBlaze: EntityClass = "Blaze"; break;
+ case mtCaveSpider: EntityClass = "CaveSpider"; break;
+ case mtChicken: EntityClass = "Chicken"; break;
+ case mtCow: EntityClass = "Cow"; break;
+ case mtCreeper: EntityClass = "Creeper"; break;
+ case mtEnderDragon: EntityClass = "EnderDragon"; break;
+ case mtEnderman: EntityClass = "Enderman"; break;
+ case mtGhast: EntityClass = "Ghast"; break;
+ case mtGiant: EntityClass = "Giant"; break;
+ case mtHorse: EntityClass = "Horse"; break;
+ case mtIronGolem: EntityClass = "VillagerGolem"; break;
+ case mtMagmaCube: EntityClass = "LavaSlime"; break;
+ case mtMooshroom: EntityClass = "MushroomCow"; break;
+ case mtOcelot: EntityClass = "Ozelot"; break;
+ case mtPig: EntityClass = "Pig"; break;
+ case mtSheep: EntityClass = "Sheep"; break;
+ case mtSilverfish: EntityClass = "Silverfish"; break;
+ case mtSkeleton: EntityClass = "Skeleton"; break;
+ case mtSlime: EntityClass = "Slime"; break;
+ case mtSnowGolem: EntityClass = "SnowMan"; break;
+ case mtSpider: EntityClass = "Spider"; break;
+ case mtSquid: EntityClass = "Squid"; break;
+ case mtVillager: EntityClass = "Villager"; break;
+ case mtWitch: EntityClass = "Witch"; break;
+ case mtWither: EntityClass = "WitherBoss"; break;
+ case mtWolf: EntityClass = "Wolf"; break;
+ case mtZombie: EntityClass = "Zombie"; break;
+ case mtZombiePigman: EntityClass = "PigZombie"; break;
default:
{
ASSERT(!"Unhandled monster type");
@@ -520,24 +520,24 @@ void cNBTChunkSerializer::AddMonsterEntity(cMonster * a_Monster)
m_Writer.AddByte("CustomNameVisible", (char)a_Monster->IsCustomNameAlwaysVisible());
switch (a_Monster->GetMobType())
{
- case cMonster::mtBat:
+ case mtBat:
{
m_Writer.AddByte("BatFlags", ((const cBat *)a_Monster)->IsHanging());
break;
}
- case cMonster::mtCreeper:
+ case mtCreeper:
{
m_Writer.AddByte("powered", ((const cCreeper *)a_Monster)->IsCharged());
m_Writer.AddByte("ignited", ((const cCreeper *)a_Monster)->IsBlowing());
break;
}
- case cMonster::mtEnderman:
+ case mtEnderman:
{
m_Writer.AddShort("carried", (Int16)((const cEnderman *)a_Monster)->GetCarriedBlock());
m_Writer.AddShort("carriedData", (Int16)((const cEnderman *)a_Monster)->GetCarriedMeta());
break;
}
- case cMonster::mtHorse:
+ case mtHorse:
{
const cHorse & Horse = *((const cHorse *)a_Monster);
m_Writer.AddByte("ChestedHorse", Horse.IsChested());
@@ -550,38 +550,38 @@ void cNBTChunkSerializer::AddMonsterEntity(cMonster * a_Monster)
m_Writer.AddByte("Saddle", Horse.IsSaddled());
break;
}
- case cMonster::mtMagmaCube:
+ case mtMagmaCube:
{
m_Writer.AddInt("Size", ((const cMagmaCube *)a_Monster)->GetSize());
break;
}
- case cMonster::mtSheep:
+ case mtSheep:
{
m_Writer.AddByte("Sheared", ((const cSheep *)a_Monster)->IsSheared());
m_Writer.AddByte("Color", ((const cSheep *)a_Monster)->GetFurColor());
break;
}
- case cMonster::mtSlime:
+ case mtSlime:
{
m_Writer.AddInt("Size", ((const cSlime *)a_Monster)->GetSize());
break;
}
- case cMonster::mtSkeleton:
+ case mtSkeleton:
{
m_Writer.AddByte("SkeletonType", (((const cSkeleton *)a_Monster)->IsWither() ? 1 : 0));
break;
}
- case cMonster::mtVillager:
+ case mtVillager:
{
m_Writer.AddInt("Profession", ((const cVillager *)a_Monster)->GetVilType());
break;
}
- case cMonster::mtWither:
+ case mtWither:
{
m_Writer.AddInt("Invul", ((const cWither *)a_Monster)->GetWitherInvulnerableTicks());
break;
}
- case cMonster::mtWolf:
+ case mtWolf:
{
const cWolf & Wolf = *((cWolf *)a_Monster);
if (!Wolf.GetOwnerName().empty())
@@ -597,7 +597,7 @@ void cNBTChunkSerializer::AddMonsterEntity(cMonster * a_Monster)
m_Writer.AddByte("CollarColor", (unsigned char)Wolf.GetCollarColor());
break;
}
- case cMonster::mtZombie:
+ case mtZombie:
{
m_Writer.AddByte("IsVillager", (((const cZombie *)a_Monster)->IsVillagerZombie() ? 1 : 0));
m_Writer.AddByte("IsBaby", (((const cZombie *)a_Monster)->IsBaby() ? 1 : 0));