mcserver/source/cRedstoneSimulator.h

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C
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#pragma once
#include "cSimulator.h"
#include "Vector3i.h"
class cRedstoneSimulator : public cSimulator
{
typedef cSimulator super;
public:
cRedstoneSimulator( cWorld* a_World );
~cRedstoneSimulator();
virtual void Simulate( float a_Dt );
virtual bool IsAllowedBlock( char a_BlockID ) { return true; }
virtual void WakeUp( int a_X, int a_Y, int a_Z );
enum eRedstoneDirection
{
REDSTONE_NONE = 0,
REDSTONE_X_POS = 0x1,
REDSTONE_X_NEG = 0x2,
REDSTONE_Z_POS = 0x4,
REDSTONE_Z_NEG = 0x8,
};
eRedstoneDirection GetDirection( int a_X, int a_Y, int a_Z );
eRedstoneDirection GetDirection( const Vector3i & a_Pos ) { return GetDirection( a_Pos.x, a_Pos.y, a_Pos.z ); }
private:
typedef std::deque <Vector3i> BlockList;
virtual void AddBlock(int a_X, int a_Y, int a_Z) {}
void HandleChange( const Vector3i & a_BlockPos );
BlockList RemoveCurrent( const Vector3i & a_BlockPos );
bool PowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock, char a_Power );
int UnPowerBlock( const Vector3i & a_BlockPos );
bool IsPowered( const Vector3i & a_BlockPos, bool a_bOnlyByWire = false );
BlockList m_Blocks;
BlockList m_BlocksBuffer;
BlockList m_RefreshPistons;
BlockList m_RefreshTorchesAround;
void RefreshTorchesAround( const Vector3i & a_BlockPos );
cCriticalSection m_CS;
};