90 lines
2.4 KiB
C++
90 lines
2.4 KiB
C++
#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:
|
|
struct sRepeaterChange
|
|
{
|
|
Vector3i Position;
|
|
int Ticks;
|
|
bool bPowerOn;
|
|
bool bPowerOffNextTime;
|
|
};
|
|
|
|
typedef std::deque <Vector3i> BlockList;
|
|
|
|
typedef std::deque< sRepeaterChange > RepeaterList;
|
|
RepeaterList m_SetRepeaters;
|
|
void SetRepeater( const Vector3i & a_Position, int a_Ticks, bool a_bPowerOn )
|
|
{
|
|
for( RepeaterList::iterator itr = m_SetRepeaters.begin(); itr != m_SetRepeaters.end(); ++itr )
|
|
{
|
|
sRepeaterChange & Change = *itr;
|
|
if( Change.Position.Equals( a_Position ) )
|
|
{
|
|
if( Change.bPowerOn && a_bPowerOn == false )
|
|
{
|
|
Change.bPowerOffNextTime = true;
|
|
}
|
|
if( a_bPowerOn == true )
|
|
{
|
|
Change.bPowerOffNextTime = false;
|
|
}
|
|
Change.bPowerOn |= a_bPowerOn;
|
|
return;
|
|
}
|
|
}
|
|
|
|
sRepeaterChange RC;
|
|
RC.Position = a_Position;
|
|
RC.Ticks = a_Ticks;
|
|
RC.bPowerOn = a_bPowerOn;
|
|
RC.bPowerOffNextTime = false;
|
|
m_SetRepeaters.push_back( RC );
|
|
}
|
|
|
|
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, const Vector3i & a_FromBlock );
|
|
|
|
bool IsPowered( const Vector3i & a_BlockPos, bool a_bOnlyByWire = false );
|
|
bool IsPowering( const Vector3i & a_PowerPos, const Vector3i & a_BlockPos, eRedstoneDirection a_WireDirection, bool a_bOnlyByWire );
|
|
|
|
BlockList m_Blocks;
|
|
BlockList m_BlocksBuffer;
|
|
|
|
BlockList m_RefreshPistons;
|
|
|
|
BlockList m_RefreshTorchesAround;
|
|
|
|
void RefreshTorchesAround( const Vector3i & a_BlockPos );
|
|
|
|
cCriticalSection m_CS;
|
|
}; |