New redstone simulator. Should work without crashes!
git-svn-id: http://mc-server.googlecode.com/svn/trunk@345 0a769ca7-a7f5-676a-18bf-c427514a06d6master
parent
93d73ac520
commit
867fc8ee0d
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@ -355,6 +355,7 @@
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<ClCompile Include="..\source\cPlugin_NewLua.cpp" />
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<ClCompile Include="..\Source\cRecipeChecker.cpp" />
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<ClCompile Include="..\source\cRedstone.cpp" />
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<ClCompile Include="..\source\cRedstoneSimulator.cpp" />
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<ClCompile Include="..\Source\cReferenceManager.cpp" />
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<ClCompile Include="..\Source\cRoot.cpp" />
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<ClCompile Include="..\source\cSandSimulator.cpp" />
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@ -530,6 +531,7 @@
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<ClInclude Include="..\source\cPlugin_NewLua.h" />
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<ClInclude Include="..\Source\cRecipeChecker.h" />
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<ClInclude Include="..\source\cRedstone.h" />
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<ClInclude Include="..\source\cRedstoneSimulator.h" />
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<ClInclude Include="..\Source\cReferenceManager.h" />
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<ClInclude Include="..\Source\cRoot.h" />
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<ClInclude Include="..\source\cSandSimulator.h" />
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@ -454,6 +454,9 @@
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<Filter Include="cWebAdmin\cWebPlugin\cWebPlugin">
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<UniqueIdentifier>{31f2d7f9-9684-456b-9d70-011a10e894fd}</UniqueIdentifier>
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</Filter>
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<Filter Include="Simulator\cSimulator\cRedstoneSimulator">
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<UniqueIdentifier>{4b3b7b43-8e8b-4823-b112-2259fdfff7d3}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\source\cServer.cpp">
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@ -912,6 +915,9 @@
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<ClCompile Include="..\source\WSSCompact.cpp" />
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<ClCompile Include="..\source\StringCompression.cpp" />
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<ClCompile Include="..\source\LightingThread.cpp" />
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<ClCompile Include="..\source\cRedstoneSimulator.cpp">
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<Filter>Simulator\cSimulator\cRedstoneSimulator</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\source\cServer.h">
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@ -1408,6 +1414,9 @@
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<ClInclude Include="..\source\WorldStorage.h" />
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<ClInclude Include="..\source\StringCompression.h" />
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<ClInclude Include="..\source\LightingThread.h" />
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<ClInclude Include="..\source\cRedstoneSimulator.h">
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<Filter>Simulator\cSimulator\cRedstoneSimulator</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<None Include="..\source\AllToLua.pkg">
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@ -1555,6 +1555,8 @@ build/WSSCompact.o : source/WSSCompact.cpp
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build/StringCompression.o : source/StringCompression.cpp
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$(CC) $(CC_OPTIONS) source/StringCompression.cpp -c $(INCLUDE) -o build/StringCompression.o
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build/cRedstoneSimulator.o : source/cRedstoneSimulator.cpp
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$(CC) $(CC_OPTIONS) source/cRedstoneSimulator.cpp -c $(INCLUDE) -o build/cRedstoneSimulator.o
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# Template: copy and delete the "# "; insert filenames
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# build/.o : source/.cpp
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@ -464,6 +464,10 @@ void cChunk::Tick(float a_Dt, MTRand & a_TickRandom)
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if( m_World->GetBlock( XX, YY, ZZ ) == E_BLOCK_AIR )
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{
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SetBlock( X, Y, Z, 0, 0 );
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Vector3i wPos = PositionToWorldPosition( Vector3i(X, Y, Z) );
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m_World->GetSimulatorManager()->WakeUp(wPos.x, wPos.y, wPos.z);
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if (isRedstone) {
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cRedstone Redstone(m_World);
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Redstone.ChangeRedstone( (X+m_PosX*16), (Y+m_PosY*16), (Z+m_PosZ*16), false );
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@ -953,7 +957,8 @@ void cChunk::FastSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_B
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const int index = a_Y + (a_Z * 128) + (a_X * 128 * 16);
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const char OldBlock = m_BlockType[index];
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if (OldBlock == a_BlockType)
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const char OldBlockMeta = GetLight( m_BlockMeta, index );
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if (OldBlock == a_BlockType && OldBlockMeta == a_BlockMeta)
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{
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return;
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}
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@ -1399,6 +1404,15 @@ void cChunk::PositionToWorldPosition(int a_ChunkX, int a_ChunkY, int a_ChunkZ, i
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Vector3i cChunk::PositionToWorldPosition( const Vector3i & a_InChunkPos )
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{
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return Vector3i( m_PosX * 16 + a_InChunkPos.x, a_InChunkPos.y, m_PosZ * 16 + a_InChunkPos.z );
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}
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#if !C_CHUNK_USE_INLINE
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# include "cChunk.inc"
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#endif
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@ -210,6 +210,7 @@ public:
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void SetLight(char* a_Buffer, int x, int y, int z, char light);
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void PositionToWorldPosition(int a_ChunkX, int a_ChunkY, int a_ChunkZ, int & a_X, int & a_Y, int & a_Z);
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Vector3i PositionToWorldPosition( const Vector3i & a_InChunkPos );
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inline static unsigned int MakeIndex(int x, int y, int z )
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{
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@ -56,7 +56,8 @@ void cPiston::ExtendPiston( int pistx, int pisty, int pistz ) {
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char pistonMeta = m_World->GetBlockMeta( pistx, pisty, pistz );
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char isSticky = (char)(pistonBlock == E_BLOCK_STICKY_PISTON) * 8;
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bool recalc = false;
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if (pistonMeta < 6) {// only extend if piston is not already extended
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if ( (pistonMeta & 0x8) == 0x0 ) // only extend if piston is not already extended
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{
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unsigned short dist = FirstPassthroughBlock(pistx, pisty, pistz, pistonMeta);
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if(dist>9000) return; // too many blocks
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@ -89,7 +90,7 @@ void cPiston::ExtendPiston( int pistx, int pisty, int pistz ) {
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Action.m_Byte2 = pistonMeta;
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m_World->BroadcastToChunkOfBlock(pistx, pisty, pistz, &Action);
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m_World->FastSetBlock( pistx, pisty, pistz, pistonBlock, pistonMeta | 8 );
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m_World->FastSetBlock( pistx, pisty, pistz, pistonBlock, pistonMeta | 0x8 );
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int extx = pistx;
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int exty = pisty;
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@ -0,0 +1,523 @@
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "cRedstoneSimulator.h"
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#include "cPiston.h"
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#include "cWorld.h"
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#include "BlockID.h"
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#include "cCriticalSection.h"
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#include "cTorch.h"
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#include "cRedstone.h"
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cRedstoneSimulator::cRedstoneSimulator( cWorld* a_World )
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: super(a_World)
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{
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}
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cRedstoneSimulator::~cRedstoneSimulator()
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{
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}
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void cRedstoneSimulator::WakeUp( int a_X, int a_Y, int a_Z )
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{
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if( cRedstone::s_UseRedstone ) return; // Using the other/broken simulator
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cCSLock Lock( m_CS );
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m_Blocks.push_back( Vector3i( a_X, a_Y, a_Z ) );
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}
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void cRedstoneSimulator::Simulate( float a_Dt )
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{
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if( cRedstone::s_UseRedstone ) return; // Using the other/broken simulator
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// Toggle torches on/off
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while( !m_RefreshTorchesAround.empty() )
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{
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Vector3i pos = m_RefreshTorchesAround.back();
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m_RefreshTorchesAround.pop_back();
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RefreshTorchesAround( pos );
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}
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// Handle changed blocks
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{
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cCSLock Lock( m_CS );
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std::swap( m_Blocks, m_BlocksBuffer );
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}
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for( BlockList::iterator itr = m_BlocksBuffer.begin(); itr != m_BlocksBuffer.end(); ++itr )
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{
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HandleChange( *itr );
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}
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m_BlocksBuffer.clear();
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}
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void cRedstoneSimulator::RefreshTorchesAround( const Vector3i & a_BlockPos )
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{
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static Vector3i Surroundings [] = {
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Vector3i(-1, 0, 0),
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Vector3i( 1, 0, 0),
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Vector3i( 0, 0,-1),
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Vector3i( 0, 0, 1),
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Vector3i( 0, 1, 0), // Also toggle torch on top
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};
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char TargetBlockID = E_BLOCK_REDSTONE_TORCH_ON;
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if( IsPowered( a_BlockPos, true ) )
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{
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TargetBlockID = E_BLOCK_REDSTONE_TORCH_OFF;
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if( m_World->GetBlock( a_BlockPos ) == E_BLOCK_DIRT )
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{
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m_World->FastSetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_STONE, 0 );
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}
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}
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else
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{
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if( m_World->GetBlock( a_BlockPos ) == E_BLOCK_STONE )
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{
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m_World->FastSetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_DIRT, 0 );
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}
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}
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for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
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{
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Vector3i TorchPos = a_BlockPos + Surroundings[i];
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const char Block = m_World->GetBlock( TorchPos );
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if( Block == E_BLOCK_REDSTONE_TORCH_ON || Block == E_BLOCK_REDSTONE_TORCH_OFF )
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{
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if( Block != TargetBlockID )
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{
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char TorchMeta = m_World->GetBlockMeta( TorchPos );
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if( cTorch::IsAttachedTo( TorchPos, TorchMeta, a_BlockPos ) )
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{
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m_World->FastSetBlock( TorchPos.x, TorchPos.y, TorchPos.z, TargetBlockID, m_World->GetBlockMeta( TorchPos ) );
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m_Blocks.push_back( TorchPos );
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}
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}
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}
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}
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}
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void cRedstoneSimulator::HandleChange( const Vector3i & a_BlockPos )
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{
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std::deque< Vector3i > SpreadStack;
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Vector3i Surroundings[] = {
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Vector3i( 1, 0, 0 ),
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Vector3i( 1, 1, 0 ),
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Vector3i( 1,-1, 0 ),
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Vector3i(-1, 0, 0 ),
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Vector3i(-1, 1, 0 ),
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Vector3i(-1,-1, 0 ),
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Vector3i( 0, 0, 1 ),
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Vector3i( 0, 1, 1 ),
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Vector3i( 0,-1, 1 ),
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Vector3i( 0, 0,-1 ),
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Vector3i( 0, 1,-1 ),
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Vector3i( 0,-1,-1 ),
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Vector3i( 0,-1, 0 ),
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};
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char Block = m_World->GetBlock( a_BlockPos );
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// First check whether torch should be on or off
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if( Block == E_BLOCK_REDSTONE_TORCH_ON || Block == E_BLOCK_REDSTONE_TORCH_OFF )
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{
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static Vector3i Surroundings [] = {
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Vector3i(-1, 0, 0),
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Vector3i( 1, 0, 0),
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Vector3i( 0, 0,-1),
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Vector3i( 0, 0, 1),
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Vector3i( 0,-1, 0),
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};
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for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
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{
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Vector3i pos = a_BlockPos + Surroundings[i];
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char OtherBlock = m_World->GetBlock( pos );
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if( (OtherBlock != E_BLOCK_AIR) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_ON) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_OFF) )
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{
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RefreshTorchesAround( pos );
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}
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}
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Block = m_World->GetBlock( a_BlockPos ); // Make sure we got the updated block
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}
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BlockList Sources;
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// If torch is still on, use it as a source
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if( Block == E_BLOCK_REDSTONE_TORCH_ON )
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{
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Sources.push_back( a_BlockPos );
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}
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// Power all blocks legally connected to the sources
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{
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BlockList NewSources = RemoveCurrent( a_BlockPos );
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Sources.insert( Sources.end(), NewSources.begin(), NewSources.end() );
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while( !Sources.empty() )
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{
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static Vector3i Surroundings [] = {
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Vector3i(-1, 0, 0),
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Vector3i( 1, 0, 0),
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Vector3i( 0, 0,-1),
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Vector3i( 0, 0, 1),
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};
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Vector3i SourcePos = Sources.back();
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for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
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{
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Vector3i OtherPos = SourcePos + Surroundings[i];
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if( PowerBlock( OtherPos, a_BlockPos, 0xf ) )
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{
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SpreadStack.push_back( OtherPos ); // Changed, so add to stack
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}
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}
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Sources.pop_back();
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}
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}
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// Do a floodfill
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while( !SpreadStack.empty() )
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{
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Vector3i pos = SpreadStack.back();
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SpreadStack.pop_back();
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char Meta = m_World->GetBlockMeta( pos );
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for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
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{
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Vector3i OtherPos = pos + Surroundings[i];
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if( PowerBlock( OtherPos, pos, Meta-1 ) )
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{
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SpreadStack.push_back( OtherPos ); // Changed, so add to stack
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}
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}
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}
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// Only after a redstone area has been completely simulated the redstone entities can react
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while( !m_RefreshPistons.empty() )
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{
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Vector3i pos = m_RefreshPistons.back();
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m_RefreshPistons.pop_back();
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char Block = m_World->GetBlock( pos );
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switch( Block )
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{
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case E_BLOCK_PISTON:
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if( IsPowered( pos ) )
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{
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cPiston Piston( m_World );
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Piston.ExtendPiston( pos.x, pos.y, pos.z );
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}
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else
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{
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cPiston Piston( m_World );
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Piston.RetractPiston( pos.x, pos.y, pos.z );
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}
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break;
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default:
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break;
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};
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}
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}
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bool cRedstoneSimulator::PowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock, char a_Power )
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{
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char Block = m_World->GetBlock( a_BlockPos );
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switch( Block )
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{
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case E_BLOCK_REDSTONE_WIRE:
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{
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if( m_World->GetBlockMeta( a_BlockPos ) < a_Power )
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{
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m_World->SetBlockMeta( a_BlockPos, a_Power );
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return true;
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}
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}
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break;
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case E_BLOCK_PISTON:
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{
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m_RefreshPistons.push_back( a_BlockPos );
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}
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break;
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default:
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{
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if( Block != E_BLOCK_AIR && Block != E_BLOCK_REDSTONE_TORCH_ON && Block != E_BLOCK_REDSTONE_TORCH_OFF )
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{
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if( IsPowered( a_BlockPos, true ) )
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{
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m_RefreshTorchesAround.push_back( a_BlockPos );
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}
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}
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}
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break;
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};
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return false;
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}
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int cRedstoneSimulator::UnPowerBlock( const Vector3i & a_BlockPos )
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{
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char Block = m_World->GetBlock( a_BlockPos );
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switch( Block )
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{
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case E_BLOCK_REDSTONE_WIRE:
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{
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if( m_World->GetBlockMeta( a_BlockPos ) > 0 )
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{
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m_World->SetBlockMeta( a_BlockPos, 0 );
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return 1;
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}
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}
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break;
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case E_BLOCK_PISTON:
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{
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m_RefreshPistons.push_back( a_BlockPos );
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}
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break;
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case E_BLOCK_REDSTONE_TORCH_ON:
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{
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return 2;
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}
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break;
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default:
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if( Block != E_BLOCK_AIR && Block != E_BLOCK_REDSTONE_TORCH_ON && Block != E_BLOCK_REDSTONE_TORCH_OFF )
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{
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if( !IsPowered( a_BlockPos, true ) )
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{
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m_RefreshTorchesAround.push_back( a_BlockPos );
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}
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}
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break;
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};
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return 0;
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}
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// Removes current from all powered redstone wires until it reaches an energy source.
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// Also returns all energy sources it encountered
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cRedstoneSimulator::BlockList cRedstoneSimulator::RemoveCurrent( const Vector3i & a_BlockPos )
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{
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std::deque< Vector3i > SpreadStack;
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std::deque< Vector3i > FoundSources;
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Vector3i Surroundings[] = {
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Vector3i( 1, 0, 0 ),
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Vector3i( 1, 1, 0 ),
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Vector3i( 1,-1, 0 ),
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Vector3i(-1, 0, 0 ),
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Vector3i(-1, 1, 0 ),
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Vector3i(-1,-1, 0 ),
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Vector3i( 0, 0, 1 ),
|
||||
Vector3i( 0, 1, 1 ),
|
||||
Vector3i( 0,-1, 1 ),
|
||||
Vector3i( 0, 0,-1 ),
|
||||
Vector3i( 0, 1,-1 ),
|
||||
Vector3i( 0,-1,-1 ),
|
||||
Vector3i( 0,-1, 0 ),
|
||||
};
|
||||
|
||||
char Block = m_World->GetBlock( a_BlockPos );
|
||||
if( Block == E_BLOCK_REDSTONE_TORCH_OFF || Block == E_BLOCK_REDSTONE_TORCH_ON )
|
||||
{
|
||||
static Vector3i Surroundings [] = { // Torches only spread on the same level
|
||||
Vector3i(-1, 0, 0),
|
||||
Vector3i( 1, 0, 0),
|
||||
Vector3i( 0, 0,-1),
|
||||
Vector3i( 0, 0, 1),
|
||||
};
|
||||
|
||||
for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
|
||||
{
|
||||
Vector3i pos = Vector3i( a_BlockPos ) + Surroundings[i];
|
||||
int RetVal = UnPowerBlock( pos );
|
||||
if( RetVal == 1 )
|
||||
{
|
||||
SpreadStack.push_back( pos ); // Changed, so add to stack
|
||||
}
|
||||
else if( RetVal == 2 )
|
||||
{
|
||||
FoundSources.push_back( pos );
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SpreadStack.push_back( a_BlockPos );
|
||||
}
|
||||
|
||||
|
||||
while( !SpreadStack.empty() )
|
||||
{
|
||||
Vector3i pos = SpreadStack.back();
|
||||
SpreadStack.pop_back();
|
||||
|
||||
for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
|
||||
{
|
||||
Vector3i OtherPos = pos + Surroundings[i];
|
||||
int RetVal = UnPowerBlock( OtherPos );
|
||||
if( RetVal == 1 )
|
||||
{
|
||||
SpreadStack.push_back( OtherPos ); // Changed, so add to stack
|
||||
}
|
||||
else if( RetVal == 2 )
|
||||
{
|
||||
FoundSources.push_back( OtherPos );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return FoundSources;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cRedstoneSimulator::IsPowered( const Vector3i & a_BlockPos, bool a_bOnlyByWire /* = false */ )
|
||||
{
|
||||
char NegX = m_World->GetBlock( a_BlockPos.x-1, a_BlockPos.y, a_BlockPos.z );
|
||||
if( !a_bOnlyByWire && NegX == E_BLOCK_REDSTONE_TORCH_ON ) return true;
|
||||
if( NegX == E_BLOCK_REDSTONE_WIRE )
|
||||
{
|
||||
if( m_World->GetBlockMeta( a_BlockPos.x-1, a_BlockPos.y, a_BlockPos.z ) > 0 )
|
||||
{
|
||||
if( GetDirection( a_BlockPos.x-1, a_BlockPos.y, a_BlockPos.z ) == REDSTONE_X_POS )
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
char PosX = m_World->GetBlock( a_BlockPos.x+1, a_BlockPos.y, a_BlockPos.z );
|
||||
if( !a_bOnlyByWire && PosX == E_BLOCK_REDSTONE_TORCH_ON ) return true;
|
||||
if( PosX == E_BLOCK_REDSTONE_WIRE )
|
||||
{
|
||||
if( m_World->GetBlockMeta( a_BlockPos.x+1, a_BlockPos.y, a_BlockPos.z ) > 0 )
|
||||
{
|
||||
if( GetDirection( a_BlockPos.x+1, a_BlockPos.y, a_BlockPos.z ) == REDSTONE_X_NEG )
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
char NegZ = m_World->GetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z-1 );
|
||||
if( !a_bOnlyByWire && NegZ == E_BLOCK_REDSTONE_TORCH_ON ) return true;
|
||||
if( NegZ == E_BLOCK_REDSTONE_WIRE )
|
||||
{
|
||||
if( m_World->GetBlockMeta( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z-1 ) > 0 )
|
||||
{
|
||||
if( GetDirection( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z-1 ) == REDSTONE_Z_POS )
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
char PosZ = m_World->GetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z+1 );
|
||||
if( !a_bOnlyByWire && PosZ == E_BLOCK_REDSTONE_TORCH_ON ) return true;
|
||||
if( PosZ == E_BLOCK_REDSTONE_WIRE )
|
||||
{
|
||||
if( m_World->GetBlockMeta( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z+1 ) > 0 )
|
||||
{
|
||||
if( GetDirection( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z+1 ) == REDSTONE_Z_NEG )
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Only wires can power the bottom block
|
||||
char PosY = m_World->GetBlock( a_BlockPos.x, a_BlockPos.y+1, a_BlockPos.z );
|
||||
if( PosY == E_BLOCK_REDSTONE_WIRE )
|
||||
{
|
||||
if( m_World->GetBlockMeta( a_BlockPos.x, a_BlockPos.y+1, a_BlockPos.z ) > 0 )
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
// Believe me, it works!!
|
||||
cRedstoneSimulator::eRedstoneDirection cRedstoneSimulator::GetDirection( int a_X, int a_Y, int a_Z )
|
||||
{
|
||||
int Dir = REDSTONE_NONE;
|
||||
|
||||
char NegX = m_World->GetBlock( a_X-1, a_Y, a_Z );
|
||||
if( NegX == E_BLOCK_REDSTONE_WIRE || NegX == E_BLOCK_REDSTONE_TORCH_ON )
|
||||
{
|
||||
Dir |= (REDSTONE_X_POS);
|
||||
}
|
||||
char PosX = m_World->GetBlock( a_X+1, a_Y, a_Z );
|
||||
if( PosX == E_BLOCK_REDSTONE_WIRE || PosX == E_BLOCK_REDSTONE_TORCH_ON )
|
||||
{
|
||||
Dir |= (REDSTONE_X_NEG);
|
||||
}
|
||||
char NegZ = m_World->GetBlock( a_X, a_Y, a_Z-1 );
|
||||
if( NegZ == E_BLOCK_REDSTONE_WIRE || NegZ == E_BLOCK_REDSTONE_TORCH_ON )
|
||||
{
|
||||
if( (Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG ) ) //corner
|
||||
{
|
||||
Dir ^= REDSTONE_X_POS;
|
||||
Dir |= REDSTONE_X_NEG;
|
||||
}
|
||||
if( (Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS ) ) //corner
|
||||
{
|
||||
Dir ^= REDSTONE_X_NEG;
|
||||
Dir |= REDSTONE_X_POS;
|
||||
}
|
||||
Dir |= REDSTONE_Z_POS;
|
||||
}
|
||||
char PosZ = m_World->GetBlock( a_X, a_Y, a_Z+1 );
|
||||
if( PosZ == E_BLOCK_REDSTONE_WIRE || PosZ == E_BLOCK_REDSTONE_TORCH_ON )
|
||||
{
|
||||
if( (Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG ) ) //corner
|
||||
{
|
||||
Dir ^= REDSTONE_X_POS;
|
||||
Dir |= REDSTONE_X_NEG;
|
||||
}
|
||||
if( (Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS ) ) //corner
|
||||
{
|
||||
Dir ^= REDSTONE_X_NEG;
|
||||
Dir |= REDSTONE_X_POS;
|
||||
}
|
||||
Dir |= REDSTONE_Z_NEG;
|
||||
}
|
||||
|
||||
return (eRedstoneDirection)Dir;
|
||||
}
|
|
@ -0,0 +1,50 @@
|
|||
#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;
|
||||
};
|
|
@ -1,5 +1,7 @@
|
|||
#pragma once
|
||||
|
||||
#include "Vector3i.h"
|
||||
|
||||
class cTorch //tolua_export
|
||||
{ //tolua_export
|
||||
public:
|
||||
|
@ -48,4 +50,45 @@ public:
|
|||
return 0x0;
|
||||
} //tolua_export
|
||||
|
||||
static bool IsAttachedTo( const Vector3i & a_TorchPos, char a_TorchMeta, const Vector3i & a_BlockPos )
|
||||
{
|
||||
switch( a_TorchMeta )
|
||||
{
|
||||
case 0x0:
|
||||
case 0x5: // On floor
|
||||
if( (a_TorchPos - a_BlockPos).Equals( Vector3i(0, 1, 0 ) ) )
|
||||
{
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
case 0x4: // South -Z
|
||||
if( (a_TorchPos - a_BlockPos).Equals( Vector3i(0, 0, -1 ) ) )
|
||||
{
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
case 0x3: // North +Z
|
||||
if( (a_TorchPos - a_BlockPos).Equals( Vector3i(0, 0, 1 ) ) )
|
||||
{
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
case 0x2: // West -X
|
||||
if( (a_TorchPos - a_BlockPos).Equals( Vector3i(-1, 0, 0 ) ) )
|
||||
{
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
case 0x1: // East +X
|
||||
if( (a_TorchPos - a_BlockPos).Equals( Vector3i( 1, 0, 0 ) ) )
|
||||
{
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
};
|
||||
return false;
|
||||
}
|
||||
|
||||
}; //tolua_export
|
|
@ -19,6 +19,7 @@
|
|||
#include "cLavaSimulator.h"
|
||||
#include "cFireSimulator.h"
|
||||
#include "cSandSimulator.h"
|
||||
#include "cRedstoneSimulator.h"
|
||||
#include "cChicken.h"
|
||||
#include "cSpider.h"
|
||||
#include "cCow.h" //cow
|
||||
|
@ -160,6 +161,7 @@ cWorld::~cWorld()
|
|||
delete m_WaterSimulator;
|
||||
delete m_LavaSimulator;
|
||||
delete m_FireSimulator;
|
||||
delete m_RedstoneSimulator;
|
||||
|
||||
m_Generator.Stop();
|
||||
|
||||
|
@ -248,12 +250,14 @@ cWorld::cWorld( const AString & a_WorldName )
|
|||
m_LavaSimulator = new cLavaSimulator( this );
|
||||
m_SandSimulator = new cSandSimulator(this);
|
||||
m_FireSimulator = new cFireSimulator(this);
|
||||
m_RedstoneSimulator = new cRedstoneSimulator(this);
|
||||
|
||||
m_SimulatorManager = new cSimulatorManager();
|
||||
m_SimulatorManager->RegisterSimulator(m_WaterSimulator, 6);
|
||||
m_SimulatorManager->RegisterSimulator(m_LavaSimulator, 12);
|
||||
m_SimulatorManager->RegisterSimulator(m_SandSimulator, 1);
|
||||
m_SimulatorManager->RegisterSimulator(m_FireSimulator, 10);
|
||||
m_SimulatorManager->RegisterSimulator(m_RedstoneSimulator, 1);
|
||||
|
||||
memset( g_BlockLightValue, 0x0, 128 );
|
||||
memset( g_BlockSpreadLightFalloff, 0xf, 128 ); // 0xf means total falloff
|
||||
|
|
|
@ -14,6 +14,7 @@
|
|||
#include "cChunkMap.h"
|
||||
#include "WorldStorage.h"
|
||||
#include "cChunkGenerator.h"
|
||||
#include "Vector3i.h"
|
||||
|
||||
|
||||
|
||||
|
@ -25,6 +26,7 @@ class cFireSimulator;
|
|||
class cWaterSimulator;
|
||||
class cLavaSimulator;
|
||||
class cSandSimulator;
|
||||
class cRedstoneSimulator;
|
||||
class cItem;
|
||||
class cPlayer;
|
||||
class cClientHandle;
|
||||
|
@ -147,8 +149,11 @@ public:
|
|||
void SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); //tolua_export
|
||||
void FastSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); //tolua_export
|
||||
char GetBlock( int a_X, int a_Y, int a_Z ); //tolua_export
|
||||
char GetBlock( const Vector3i & a_Pos ) { return GetBlock( a_Pos.x, a_Pos.y, a_Pos.z ); } //tolua_export
|
||||
char GetBlockMeta( int a_X, int a_Y, int a_Z ); //tolua_export
|
||||
char GetBlockMeta( const Vector3i & a_Pos ) { return GetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z ); } //tolua_export
|
||||
void SetBlockMeta( int a_X, int a_Y, int a_Z, char a_MetaData ); //tolua_export
|
||||
void SetBlockMeta( const Vector3i & a_Pos, char a_MetaData ) { SetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z, a_MetaData ); } //tolua_export
|
||||
bool DigBlock( int a_X, int a_Y, int a_Z, cItem & a_PickupItem ); //tolua_export
|
||||
void SendBlockTo( int a_X, int a_Y, int a_Z, cPlayer* a_Player ); //tolua_export
|
||||
|
||||
|
@ -237,11 +242,12 @@ private:
|
|||
friend class cRedstone;
|
||||
std::vector<int> m_RSList;
|
||||
|
||||
cSimulatorManager * m_SimulatorManager;
|
||||
cSandSimulator * m_SandSimulator;
|
||||
cWaterSimulator * m_WaterSimulator;
|
||||
cLavaSimulator * m_LavaSimulator;
|
||||
cFireSimulator * m_FireSimulator;
|
||||
cSimulatorManager * m_SimulatorManager;
|
||||
cSandSimulator * m_SandSimulator;
|
||||
cWaterSimulator * m_WaterSimulator;
|
||||
cLavaSimulator * m_LavaSimulator;
|
||||
cFireSimulator * m_FireSimulator;
|
||||
cRedstoneSimulator * m_RedstoneSimulator;
|
||||
|
||||
cCriticalSection m_CSClients;
|
||||
cCriticalSection m_CSEntities;
|
||||
|
|
Loading…
Reference in New Issue