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author | archshift <admin@archshift.com> | 2014-07-29 22:04:00 +0200 |
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committer | archshift <admin@archshift.com> | 2014-07-29 22:04:00 +0200 |
commit | a9b597087b56b4526a3f6447789ba141568575a1 (patch) | |
tree | a08542d77b5668a25ca5e00492577ed6f4d61a9a /src/Simulator/IncrementalRedstoneSimulator.cpp | |
parent | Spacing fixes and a few more BLOCK_META constants. (diff) | |
parent | Slight cleanup after portals (diff) | |
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Diffstat (limited to 'src/Simulator/IncrementalRedstoneSimulator.cpp')
-rw-r--r-- | src/Simulator/IncrementalRedstoneSimulator.cpp | 1550 |
1 files changed, 975 insertions, 575 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp index d37d2eecf..ada8de4b8 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.cpp +++ b/src/Simulator/IncrementalRedstoneSimulator.cpp @@ -2,21 +2,32 @@ #include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "IncrementalRedstoneSimulator.h" +#include "BoundingBox.h" #include "../BlockEntities/DropSpenserEntity.h" #include "../BlockEntities/NoteEntity.h" +#include "../BlockEntities/ChestEntity.h" #include "../BlockEntities/CommandBlockEntity.h" #include "../Entities/TNTEntity.h" #include "../Entities/Pickup.h" #include "../Blocks/BlockTorch.h" #include "../Blocks/BlockDoor.h" -#include "../Piston.h" +#include "../Blocks/BlockButton.h" +#include "../Blocks/BlockLever.h" +#include "../Blocks/BlockPiston.h" +#include "../Blocks/BlockTripwireHook.h" + - -cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulator(cWorld & a_World) - : super(a_World) +cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulator(cWorld & a_World) : + super(a_World), + m_RedstoneSimulatorChunkData(), + m_PoweredBlocks(), + m_LinkedPoweredBlocks(), + m_SimulatedPlayerToggleableBlocks(), + m_RepeatersDelayList(), + m_Chunk() { } @@ -48,7 +59,7 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, // Use that Chunk pointer to get a relative position int RelX = 0; - int RelZ = 0; + int RelZ = 0; BLOCKTYPE Block; NIBBLETYPE Meta; @@ -57,6 +68,10 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, 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 { @@ -87,10 +102,9 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, // 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_DETECTOR_RAIL) && ((Meta & 0x08) == 0)) || (((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta))) || - (((Block == E_BLOCK_STONE_PRESSURE_PLATE) || (Block == E_BLOCK_WOODEN_PRESSURE_PLATE)) && (Meta == 0)) || - (((Block == E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE) || (Block == E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE)) && (Meta == 0)) + ((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); @@ -139,14 +153,14 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, SimulatedPlayerToggleableList * SimulatedPlayerToggleableBlocks = a_Chunk->GetRedstoneSimulatorSimulatedPlayerToggleableList(); for (SimulatedPlayerToggleableList::iterator itr = SimulatedPlayerToggleableBlocks->begin(); itr != SimulatedPlayerToggleableBlocks->end(); ++itr) { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (!itr->a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ))) { continue; } if (!IsAllowedBlock(Block)) { - LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from toggleable simulated list as it is no longer redstone", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z); + LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from toggleable simulated list as it is no longer redstone", itr->a_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z); SimulatedPlayerToggleableBlocks->erase(itr); break; } @@ -155,7 +169,7 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, RepeatersDelayList * RepeatersDelayList = a_Chunk->GetRedstoneSimulatorRepeatersDelayList(); for (RepeatersDelayList::iterator itr = RepeatersDelayList->begin(); itr != RepeatersDelayList->end(); ++itr) { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (!itr->a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ))) { continue; } @@ -176,15 +190,16 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, 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 ((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 + itr->DataTwo = true; // The new blocktype is not redstone; it must be queued to be removed from this list } else { - itr->Data = Block; // Update block information + itr->DataTwo = false; + itr->Data = Block; // Update block information } return; } @@ -194,8 +209,16 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, { return; } - - RedstoneSimulatorChunkData->push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false)); + + 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)); } @@ -204,25 +227,31 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) { - // We still attempt to simulate all blocks in the chunk every tick, because of outside influence that needs to be taken into account - // For example, repeaters need to be ticked, pressure plates checked for entities, daylight sensor checked for light changes, etc. - // The easiest way to make this more efficient is probably just to reduce code within the handlers that put too much strain on server, like getting or setting blocks - // A marking dirty system might be a TODO for later on, perhaps - m_RedstoneSimulatorChunkData = a_Chunk->GetRedstoneSimulatorData(); - if (m_RedstoneSimulatorChunkData->empty()) + 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; - int BaseX = a_Chunk->GetPosX() * cChunkDef::Width; - int BaseZ = a_Chunk->GetPosZ() * cChunkDef::Width; + 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();) { @@ -232,78 +261,88 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int continue; } - int a_X = BaseX + dataitr->x; - int a_Z = BaseZ + dataitr->z; switch (dataitr->Data) { - case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(a_X, dataitr->y, a_Z); break; - case E_BLOCK_LEVER: HandleRedstoneLever(a_X, dataitr->y, a_Z); break; - case E_BLOCK_FENCE_GATE: HandleFenceGate(a_X, dataitr->y, a_Z); break; - case E_BLOCK_TNT: HandleTNT(a_X, dataitr->y, a_Z); break; - case E_BLOCK_TRAPDOOR: HandleTrapdoor(a_X, dataitr->y, a_Z); break; - case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(a_X, dataitr->y, a_Z); break; - case E_BLOCK_NOTE_BLOCK: HandleNoteBlock(a_X, dataitr->y, a_Z); break; - case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(a_X, dataitr->y, a_Z); break; - case E_BLOCK_COMMAND_BLOCK: HandleCommandBlock(a_X, dataitr->y, a_Z); break; + case E_BLOCK_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_REDSTONE_TORCH_OFF: - case E_BLOCK_REDSTONE_TORCH_ON: - { - HandleRedstoneTorch(a_X, dataitr->y, a_Z, dataitr->Data); - break; - } - case E_BLOCK_STONE_BUTTON: - case E_BLOCK_WOODEN_BUTTON: - { - HandleRedstoneButton(a_X, dataitr->y, a_Z, dataitr->Data); - break; - } - case E_BLOCK_REDSTONE_REPEATER_OFF: - case E_BLOCK_REDSTONE_REPEATER_ON: - { - HandleRedstoneRepeater(a_X, dataitr->y, a_Z, dataitr->Data); - break; - } - case E_BLOCK_PISTON: - case E_BLOCK_STICKY_PISTON: - { - HandlePiston(a_X, dataitr->y, a_Z); - break; - } - case E_BLOCK_REDSTONE_LAMP_OFF: - case E_BLOCK_REDSTONE_LAMP_ON: - { - HandleRedstoneLamp(a_X, dataitr->y, a_Z, dataitr->Data); - break; - } - case E_BLOCK_DISPENSER: - case E_BLOCK_DROPPER: - { - HandleDropSpenser(a_X, dataitr->y, a_Z); - break; - } - case E_BLOCK_WOODEN_DOOR: - case E_BLOCK_IRON_DOOR: - { - HandleDoor(a_X, dataitr->y, a_Z); - break; - } - case E_BLOCK_ACTIVATOR_RAIL: - case E_BLOCK_DETECTOR_RAIL: - case E_BLOCK_POWERED_RAIL: - { - HandleRail(a_X, dataitr->y, a_Z, dataitr->Data); - 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(a_X, dataitr->y, a_Z, dataitr->Data); + HandlePressurePlate(dataitr->x, dataitr->y, dataitr->z, dataitr->Data); break; } - default: LOGD("Unhandled block (!) or unimplemented redstone block: %s", ItemToString(dataitr->Data).c_str()); break; + 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; } @@ -314,18 +353,13 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int void cIncrementalRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) { - if ( - ((a_BlockX % cChunkDef::Width) <= 1) || - ((a_BlockX % cChunkDef::Width) >= 14) || - ((a_BlockZ % cChunkDef::Width) <= 1) || - ((a_BlockZ % cChunkDef::Width) >= 14) - ) // Are we on a chunk boundary? +- 2 because of LinkedPowered blocks + 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 coordiantes are in and +- 2 in GetNeighbour() to accomodate for LinkedPowered blocks being 2 away from chunk boundaries + // 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); @@ -342,9 +376,9 @@ void cIncrementalRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_Blo -void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState) +void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState) { - static const struct // Define which directions the torch can power + static const struct // Define which directions the torch can power { int x, y, z; } gCrossCoords[] = @@ -358,64 +392,80 @@ void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_Bloc if (a_MyState == E_BLOCK_REDSTONE_TORCH_ON) { - // Check if the block the torch is on is powered - int X = a_BlockX; int Y = a_BlockY; int Z = a_BlockZ; - AddFaceDirection(X, Y, Z, cBlockTorchHandler::MetaDataToDirection(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)), true); // Inverse true to get the block torch is on + // 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 - if (AreCoordsDirectlyPowered(X, Y, Z)) + 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_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)); + m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)); return; } // Torch still on, make all 4(X, Z) + 1(Y) sides powered for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) { - BLOCKTYPE Type = m_World.GetBlock(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z); - if (i + 1 < ARRAYCOUNT(gCrossCoords)) // Sides of torch, not top (top is last) + BLOCKTYPE Type = 0; + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, Type)) + { + continue; + } + if (i + 1 < ARRAYCOUNT(gCrossCoords)) // Sides of torch, not top (top is last) { if ( - ((IsMechanism(Type)) || (Type == E_BLOCK_REDSTONE_WIRE)) && // Is it a mechanism or wire? Not block/other torch etc. - (!Vector3i(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z).Equals(Vector3i(X, Y, Z))) // CAN'T power block is that it is on + 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_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON); + SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ); } } else { // Top side, power whatever is there, including blocks - SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON); + SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ); // Power all blocks surrounding block above torch - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, E_BLOCK_REDSTONE_TORCH_ON); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YP); } } - if (m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) != 0x5) // Is torch standing on ground? If NOT (i.e. on wall), power block beneath + if (m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) != 0x5) // Is torch standing on ground? If NOT (i.e. on wall), power block beneath { - BLOCKTYPE Type = m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ); + BLOCKTYPE Type = m_Chunk->GetBlock(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ); - if ((IsMechanism(Type)) || (Type == E_BLOCK_REDSTONE_WIRE)) // Still can't make a normal block powered though! + if (IsMechanism(Type)) // Still can't make a normal block powered though! { - SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON); + SetBlockPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ); } } } else { - // Check if the block the torch is on is powered - int X = a_BlockX; int Y = a_BlockY; int Z = a_BlockZ; - AddFaceDirection(X, Y, Z, cBlockTorchHandler::MetaDataToDirection(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)), true); // Inverse true to get the block torch is on - + // 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)) + if (AreCoordsDirectlyPowered(X, Y, Z, Neighbour)) { - return; // Something matches, torch still powered + return; // Something matches, torch still powered } // Block torch on not powered, can be turned on again! - m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)); + m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_TORCH_ON, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)); } } @@ -423,28 +473,28 @@ void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_Bloc -void cIncrementalRedstoneSimulator::HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleRedstoneBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_BLOCK_OF_REDSTONE); - SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_BLOCK_OF_REDSTONE); // Set self as powered + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ); // Set self as powered } -void cIncrementalRedstoneSimulator::HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleRedstoneLever(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - if (IsLeverOn(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ))) + NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + if (IsLeverOn(Meta)) { - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_LEVER); + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_LEVER); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_LEVER); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, E_BLOCK_LEVER); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, E_BLOCK_LEVER); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_LEVER); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_LEVER); + eBlockFace Dir = cBlockLeverHandler::BlockMetaDataToBlockFace(Meta); + + Dir = ReverseBlockFace(Dir); + + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir); } } @@ -452,27 +502,34 @@ void cIncrementalRedstoneSimulator::HandleRedstoneLever(int a_BlockX, int a_Bloc -void cIncrementalRedstoneSimulator::HandleFenceGate(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleFenceGate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - cChunkInterface ChunkInterface(m_World.GetChunkMap()); - NIBBLETYPE MetaData = ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); + 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_BlockX, a_BlockY, a_BlockZ)) + if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { - if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true)) { - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaData | 0x4); - m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0); - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true); + 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_BlockX, a_BlockY, a_BlockZ, false)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false)) { - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaData & 0xFFFFFFFB); - m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0); - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false); + 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); } } } @@ -481,18 +538,16 @@ void cIncrementalRedstoneSimulator::HandleFenceGate(int a_BlockX, int a_BlockY, -void cIncrementalRedstoneSimulator::HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType) +void cIncrementalRedstoneSimulator::HandleRedstoneButton(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - if (IsButtonOn(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ))) + NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + if (IsButtonOn(Meta)) { - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_BlockType); - - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, a_BlockType); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, a_BlockType); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, a_BlockType); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, a_BlockType); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, a_BlockType); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, a_BlockType); + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + + eBlockFace Dir = cBlockButtonHandler::BlockMetaDataToBlockFace(Meta); + Dir = ReverseBlockFace(Dir); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir); } } @@ -500,9 +555,9 @@ void cIncrementalRedstoneSimulator::HandleRedstoneButton(int a_BlockX, int a_Blo -void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - static const struct // Define which directions the wire can receive power from + static const struct // Define which directions the wire can receive power from { int x, y, z; } gCrossCoords[] = @@ -515,13 +570,13 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block {-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 */ + { 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 + static const struct // Define which directions the wire will check for repeater prescence { int x, y, z; } gSideCoords[] = @@ -529,20 +584,22 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block { 1, 0, 0 }, {-1, 0, 0 }, { 0, 0, 1 }, - { 0, 0,-1 }, + { 0, 0, -1 }, { 0, 1, 0 }, }; // Check to see if directly beside a power source unsigned char MyPower; - if (!IsWirePowered(a_BlockX, a_BlockY, a_BlockZ, MyPower)) + if (!IsWirePowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower)) { - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0); - m_World.WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ); + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0); + m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ); return; } - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MyPower); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); if (MyPower < 1) { @@ -551,78 +608,102 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block MyPower--; - for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through all directions to transfer or receive power + 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... + if ((i >= 4) && (i <= 7)) // If we are currently checking for wire surrounding ourself one block above... { - if (cBlockInfo::IsSolid(m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ))) // If there is something solid above us (wire cut off)... + BLOCKTYPE Type = 0; + if (a_RelBlockY + 1 >= cChunkDef::Height) + { + continue; + } + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, Type)) { - continue; // We don't receive power from that wire + 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 + else if ((i >= 8) && (i <= 11)) // See above, but this is for wire below us { - if (cBlockInfo::IsSolid(m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ))) + BLOCKTYPE Type = 0; + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY, a_RelBlockZ + gCrossCoords[i].z, Type)) + { + continue; + } + if (cBlockInfo::IsSolid(Type)) { continue; } } - if (m_World.GetBlock(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z) == E_BLOCK_REDSTONE_WIRE) + BLOCKTYPE Type = 0; + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, Type)) { - SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower); + continue; + } + if (Type == E_BLOCK_REDSTONE_WIRE) + { + SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); } } - for (size_t i = 0; i < ARRAYCOUNT(gSideCoords); i++) // Look for repeaters immediately surrounding self and try to power them + for (size_t i = 0; i < ARRAYCOUNT(gSideCoords); i++) // Look for repeaters immediately surrounding self and try to power them { - if (m_World.GetBlock(a_BlockX + gSideCoords[i].x, a_BlockY + gSideCoords[i].y, a_BlockZ + gSideCoords[i].z) == E_BLOCK_REDSTONE_REPEATER_OFF) + BLOCKTYPE Type = 0; + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gSideCoords[i].x, a_RelBlockY + gSideCoords[i].y, a_RelBlockZ + gSideCoords[i].z, Type)) + { + continue; + } + if (Type == E_BLOCK_REDSTONE_REPEATER_OFF) { - SetBlockPowered(a_BlockX + gSideCoords[i].x, a_BlockY + gSideCoords[i].y, a_BlockZ + gSideCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower); + SetBlockPowered(a_RelBlockX + gSideCoords[i].x, a_RelBlockY + gSideCoords[i].y, a_RelBlockZ + gSideCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); } } // Wire still powered, power blocks beneath - SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, E_BLOCK_REDSTONE_WIRE, MyPower); + SetBlockPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, MyPower); - switch (GetWireDirection(a_BlockX, a_BlockY, a_BlockZ)) + switch (GetWireDirection(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { case REDSTONE_NONE: { - SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower); - SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower); - SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower); - SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower); + SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); + SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); + SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); + SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_WIRE, MyPower); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_WIRE, MyPower); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_WIRE, MyPower); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_WIRE, MyPower); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM, MyPower); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP, MyPower); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM, MyPower); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP, MyPower); break; } case REDSTONE_X_POS: { - SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_WIRE, MyPower); + SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP, MyPower); break; } case REDSTONE_X_NEG: { - SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_WIRE, MyPower); + SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM, MyPower); break; } case REDSTONE_Z_POS: { - SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_WIRE, MyPower); + SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP, MyPower); break; } case REDSTONE_Z_NEG: { - SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_WIRE, MyPower); + SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM, MyPower); break; } } @@ -632,7 +713,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block -void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState) +void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState) { /* Repeater Orientation Mini Guide: =================================== @@ -643,7 +724,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_B X Axis ----> - Repeater directions, values from a cWorld::GetBlockMeta(a_BlockX , a_BlockY, a_BlockZ) lookup: + Repeater directions, values from a cWorld::GetBlockMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) lookup: East (Right) (X+): 0x1 West (Left) (X-): 0x3 @@ -656,87 +737,81 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_B */ // Create a variable holding my meta to avoid multiple lookups. - NIBBLETYPE a_Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); + NIBBLETYPE a_Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON); - - if (!IsRepeaterLocked(a_BlockX, a_BlockY, a_BlockZ, a_Meta)) // If we're locked, change nothing. Otherwise: + + if (!IsRepeaterLocked(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta)) // If we're locked, change nothing. Otherwise: { - bool IsSelfPowered = IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta); - if (IsSelfPowered && !IsOn) // Queue a power change if powered, but not on and not locked. + bool IsSelfPowered = IsRepeaterPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta); + if (IsSelfPowered && !IsOn) // Queue a power change if powered, but not on and not locked. { - QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, true); + QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, true); } - else if (!IsSelfPowered && IsOn) // Queue a power change if unpowered, on, and not locked. + else if (!IsSelfPowered && IsOn) // Queue a power change if unpowered, on, and not locked. { - QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, false); + QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, false); } } +} - for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr) +void cIncrementalRedstoneSimulator::HandleRedstoneRepeaterDelays() +{ + for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end();) { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) - { - continue; - } - - if (itr->a_ElapsedTicks >= itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks? + 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 (!IsOn) + if (Block != E_BLOCK_REDSTONE_REPEATER_ON) // For performance { - m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); // For performance + m_Chunk->SetBlock(itr->a_RelBlockPos, E_BLOCK_REDSTONE_REPEATER_ON, Meta); } - switch (a_Meta & 0x3) // We only want the direction (bottom) bits + switch (Meta & 0x3) // We only want the direction (bottom) bits { case 0x0: { - SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_REPEATER_ON); + SetBlockPowered(RelBlockX, RelBlockY, RelBlockZ - 1, RelBlockX, RelBlockY, RelBlockZ); + SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_ZM); break; } case 0x1: { - SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_REPEATER_ON); + SetBlockPowered(RelBlockX + 1, RelBlockY, RelBlockZ, RelBlockX, RelBlockY, RelBlockZ); + SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_XP); break; } case 0x2: { - SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_REPEATER_ON); + SetBlockPowered(RelBlockX, RelBlockY, RelBlockZ + 1, RelBlockX, RelBlockY, RelBlockZ); + SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_ZP); break; } case 0x3: { - SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_REPEATER_ON); + SetBlockPowered(RelBlockX - 1, RelBlockY, RelBlockZ, RelBlockX, RelBlockY, RelBlockZ); + SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_XM); break; } } - - // Removal of the data entry will be handled in SimChunk - we still want to continue trying to power blocks, even if our delay time has reached - // Otherwise, the power state of blocks in front won't update after we have powered on - return; } - else + else if (Block != E_BLOCK_REDSTONE_REPEATER_OFF) { - if (IsOn) - { - m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta); - } - m_RepeatersDelayList->erase(itr); // We can remove off repeaters which don't need further updating - return; + m_Chunk->SetBlock(RelBlockX, RelBlockY, RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, Meta); } + itr = m_RepeatersDelayList->erase(itr); } else { - // Apparently, incrementing ticks only works reliably here, and not in SimChunk; - // With a world with lots of redstone, the repeaters simply do not delay - // I am confounded to say why. Perhaps optimisation failure. - LOGD("Incremented a repeater @ {%i %i %i} | Elapsed ticks: %i | Target delay: %i", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z, itr->a_ElapsedTicks, itr->a_DelayTicks); + LOGD("Incremented a repeater @ {%i %i %i} | Elapsed ticks: %i | Target delay: %i", itr->a_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z, itr->a_ElapsedTicks, itr->a_DelayTicks); itr->a_ElapsedTicks++; + itr++; } } } @@ -745,16 +820,18 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_B -void cIncrementalRedstoneSimulator::HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ) -{ - cPiston Piston(&m_World); - if (IsPistonPowered(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x7)) // We only want the bottom three bits (4th controls extended-ness) +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) { - Piston.ExtendPiston(a_BlockX, a_BlockY, a_BlockZ); + cBlockPistonHandler::ExtendPiston(BlockX, a_RelBlockY, BlockZ, &m_World); } else { - Piston.RetractPiston(a_BlockX, a_BlockY, a_BlockZ); + cBlockPistonHandler::RetractPiston(BlockX, a_RelBlockY, BlockZ, &m_World); } } @@ -762,7 +839,7 @@ void cIncrementalRedstoneSimulator::HandlePiston(int a_BlockX, int a_BlockY, int -void cIncrementalRedstoneSimulator::HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleDropSpenser(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { class cSetPowerToDropSpenser : public cDropSpenserCallback @@ -776,29 +853,31 @@ void cIncrementalRedstoneSimulator::HandleDropSpenser(int a_BlockX, int a_BlockY a_DropSpenser->SetRedstonePower(m_IsPowered); return false; } - } DrSpSP (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)); + } DrSpSP (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)); - m_World.DoWithDropSpenserAt(a_BlockX, a_BlockY, a_BlockZ, DrSpSP); + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + m_Chunk->DoWithDropSpenserAt(BlockX, a_RelBlockY, BlockZ, DrSpSP); } -void cIncrementalRedstoneSimulator::HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState) +void cIncrementalRedstoneSimulator::HandleRedstoneLamp(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState) { if (a_MyState == E_BLOCK_REDSTONE_LAMP_OFF) { - if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) + if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { - m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_LAMP_ON, 0); + m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_LAMP_ON, 0); } } else { - if (!AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) + if (!AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { - m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_LAMP_OFF, 0); + m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_LAMP_OFF, 0); } } } @@ -807,13 +886,16 @@ void cIncrementalRedstoneSimulator::HandleRedstoneLamp(int a_BlockX, int a_Block -void cIncrementalRedstoneSimulator::HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleTNT(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + + if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { - m_World.BroadcastSoundEffect("game.tnt.primed", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f); - m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0); - m_World.SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5); // 80 ticks to boom + m_Chunk->BroadcastSoundEffect("game.tnt.primed", (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 } } @@ -821,26 +903,35 @@ void cIncrementalRedstoneSimulator::HandleTNT(int a_BlockX, int a_BlockY, int a_ -void cIncrementalRedstoneSimulator::HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleDoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + + if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { - if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true)) { cChunkInterface ChunkInterface(m_World.GetChunkMap()); - cBlockDoorHandler::ChangeDoor(ChunkInterface, a_BlockX, a_BlockY, a_BlockZ); - m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0); - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true); + 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_BlockX, a_BlockY, a_BlockZ, false)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false)) { cChunkInterface ChunkInterface(m_World.GetChunkMap()); - cBlockDoorHandler::ChangeDoor(ChunkInterface, a_BlockX, a_BlockY, a_BlockZ); - m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0); - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false); + 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); } } } @@ -849,7 +940,7 @@ void cIncrementalRedstoneSimulator::HandleDoor(int a_BlockX, int a_BlockY, int a -void cIncrementalRedstoneSimulator::HandleCommandBlock(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleCommandBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { class cSetPowerToCommandBlock : public cCommandBlockCallback @@ -863,37 +954,39 @@ void cIncrementalRedstoneSimulator::HandleCommandBlock(int a_BlockX, int a_Block a_CommandBlock->SetRedstonePower(m_IsPowered); return false; } - } CmdBlockSP (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)); + } CmdBlockSP (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)); - m_World.DoWithCommandBlockAt(a_BlockX, a_BlockY, a_BlockZ, CmdBlockSP); + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + m_Chunk->DoWithCommandBlockAt(BlockX, a_RelBlockY, BlockZ, CmdBlockSP); } -void cIncrementalRedstoneSimulator::HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType) +void cIncrementalRedstoneSimulator::HandleRail(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType) { switch (a_MyType) { case E_BLOCK_DETECTOR_RAIL: { - if ((m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x08) == 0x08) + if ((m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x08) == 0x08) { - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_MyType); + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_MyType); } break; } case E_BLOCK_ACTIVATOR_RAIL: case E_BLOCK_POWERED_RAIL: { - if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) + if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) | 0x08); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) | 0x08); } else { - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x07); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x07); } break; } @@ -905,22 +998,25 @@ void cIncrementalRedstoneSimulator::HandleRail(int a_BlockX, int a_BlockY, int a -void cIncrementalRedstoneSimulator::HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleTrapdoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + + if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { - if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true)) { - m_World.SetTrapdoorOpen(a_BlockX, a_BlockY, a_BlockZ, true); - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true); + m_World.SetTrapdoorOpen(BlockX, a_RelBlockY, BlockZ, true); + SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true); } } else { - if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, false)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false)) { - m_World.SetTrapdoorOpen(a_BlockX, a_BlockY, a_BlockZ, false); - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false); + m_World.SetTrapdoorOpen(BlockX, a_RelBlockY, BlockZ, false); + SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false); } } } @@ -929,13 +1025,13 @@ void cIncrementalRedstoneSimulator::HandleTrapdoor(int a_BlockX, int a_BlockY, i -void cIncrementalRedstoneSimulator::HandleNoteBlock(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleNoteBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - bool m_bAreCoordsPowered = AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ); + bool m_bAreCoordsPowered = AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); if (m_bAreCoordsPowered) { - if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true)) { class cSetPowerToNoteBlock : public cNoteBlockCallback @@ -954,15 +1050,17 @@ void cIncrementalRedstoneSimulator::HandleNoteBlock(int a_BlockX, int a_BlockY, } } NoteBlockSP(m_bAreCoordsPowered); - m_World.DoWithNoteBlockAt(a_BlockX, a_BlockY, a_BlockZ, NoteBlockSP); - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true); + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + m_Chunk->DoWithNoteBlockAt(BlockX, a_RelBlockY, BlockZ, NoteBlockSP); + SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true); } } else { - if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, false)) + if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false)) { - SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false); + SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false); } } } @@ -971,21 +1069,25 @@ void cIncrementalRedstoneSimulator::HandleNoteBlock(int a_BlockX, int a_BlockY, -void cIncrementalRedstoneSimulator::HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleDaylightSensor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - int a_ChunkX, a_ChunkZ; - cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, a_ChunkX, a_ChunkZ); + 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(a_ChunkX, a_ChunkZ)) + if (!m_World.IsChunkLighted(ChunkX, ChunkZ)) { - m_World.QueueLightChunk(a_ChunkX, a_ChunkZ); + m_World.QueueLightChunk(ChunkX, ChunkZ); } else { - NIBBLETYPE SkyLight = m_World.GetBlockSkyLight(a_BlockX, a_BlockY + 1, a_BlockZ) - m_World.GetSkyDarkness(); - if (SkyLight > 8) + if (m_Chunk->GetTimeAlteredLight(m_World.GetBlockSkyLight(BlockX, a_RelBlockY + 1, BlockZ)) > 8) + { + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + } + else { - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_DAYLIGHT_SENSOR); + WakeUp(BlockX, a_RelBlockY, BlockZ, m_Chunk); } } } @@ -994,24 +1096,28 @@ void cIncrementalRedstoneSimulator::HandleDaylightSensor(int a_BlockX, int a_Blo -void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType) +void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType) { + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + switch (a_MyType) { case E_BLOCK_STONE_PRESSURE_PLATE: { // MCS feature - stone pressure plates can only be triggered by players :D - cPlayer * a_Player = m_World.FindClosestPlayer(Vector3f(a_BlockX + 0.5f, (float)a_BlockY, a_BlockZ + 0.5f), 0.5f, false); + cPlayer * a_Player = m_World.FindClosestPlayer(Vector3f(BlockX + 0.5f, (float)a_RelBlockY, BlockZ + 0.5f), 0.5f, false); if (a_Player != NULL) { - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x1); - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_STONE_PRESSURE_PLATE); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x1); + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType); } else { - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x0); - m_World.WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x0); + SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk); } break; } @@ -1035,7 +1141,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f); double Distance = (EntityPos - BlockPos).Length(); - if (Distance <= 0.7) + if (Distance <= 0.5) { m_NumberOfEntities++; } @@ -1056,95 +1162,98 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc int m_Z; }; - cPressurePlateCallback PressurePlateCallback(a_BlockX, a_BlockY, a_BlockZ); - m_World.ForEachEntity(PressurePlateCallback); + cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ); + m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback); unsigned char Power; - NIBBLETYPE Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); + NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); if (PressurePlateCallback.GetPowerLevel(Power)) { if (Meta == E_META_PRESSURE_PLATE_RAISED) { - m_World.BroadcastSoundEffect("random.click", (int)((a_BlockX + 0.5) * 8.0), (int)((a_BlockY + 0.1) * 8.0), (int)((a_BlockZ + 0.5) * 8.0), 0.3F, 0.5F); + m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.5F); } - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, E_META_PRESSURE_PLATE_DEPRESSED); - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_MyType, Power); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED); + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Power); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType); } else { if (Meta == E_META_PRESSURE_PLATE_DEPRESSED) { - m_World.BroadcastSoundEffect("random.click", (int)((a_BlockX + 0.5) * 8.0), (int)((a_BlockY + 0.1) * 8.0), (int)((a_BlockZ + 0.5) * 8.0), 0.3F, 0.6F); + m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F); } - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, E_META_PRESSURE_PLATE_RAISED); - m_World.WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED); + 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 + class cPressurePlateCallback : + public cEntityCallback { - Vector3f EntityPos = a_Entity->GetPosition(); - Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f); - double Distance = (EntityPos - BlockPos).Length(); + public: + cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ) : + m_NumberOfEntities(0), + m_X(a_BlockX), + m_Y(a_BlockY), + m_Z(a_BlockZ) + { + } - if (Distance <= 0.7) + virtual bool Item(cEntity * a_Entity) override { - m_NumberOfEntities++; + Vector3f EntityPos = a_Entity->GetPosition(); + Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f); + double Distance = (EntityPos - BlockPos).Length(); + + if (Distance <= 0.5) + { + m_NumberOfEntities++; + } + return false; } - return false; - } - bool GetPowerLevel(unsigned char & a_PowerLevel) const - { - a_PowerLevel = std::min((int)ceil(m_NumberOfEntities / (float)10), MAX_POWER_LEVEL); - return (a_PowerLevel > 0); - } + bool GetPowerLevel(unsigned char & a_PowerLevel) const + { + a_PowerLevel = std::min((int)ceil(m_NumberOfEntities / 10.f), MAX_POWER_LEVEL); + return (a_PowerLevel > 0); + } - protected: - int m_NumberOfEntities; + protected: + int m_NumberOfEntities; - int m_X; - int m_Y; - int m_Z; - }; + int m_X; + int m_Y; + int m_Z; + }; - cPressurePlateCallback PressurePlateCallback(a_BlockX, a_BlockY, a_BlockZ); - m_World.ForEachEntity(PressurePlateCallback); + cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ); + m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback); - unsigned char Power; - NIBBLETYPE Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); - if (PressurePlateCallback.GetPowerLevel(Power)) - { - if (Meta == E_META_PRESSURE_PLATE_RAISED) + unsigned char Power; + NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + if (PressurePlateCallback.GetPowerLevel(Power)) { - m_World.BroadcastSoundEffect("random.click", (int)((a_BlockX + 0.5) * 8.0), (int)((a_BlockY + 0.1) * 8.0), (int)((a_BlockZ + 0.5) * 8.0), 0.3F, 0.5F); + if (Meta == E_META_PRESSURE_PLATE_RAISED) + { + m_Chunk->BroadcastSoundEffect("random.click", (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); } - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, E_META_PRESSURE_PLATE_DEPRESSED); - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_MyType, Power); - } - else - { - if (Meta == E_META_PRESSURE_PLATE_DEPRESSED) + else { - m_World.BroadcastSoundEffect("random.click", (int)((a_BlockX + 0.5) * 8.0), (int)((a_BlockY + 0.1) * 8.0), (int)((a_BlockZ + 0.5) * 8.0), 0.3F, 0.6F); + if (Meta == E_META_PRESSURE_PLATE_DEPRESSED) + { + m_Chunk->BroadcastSoundEffect("random.click", (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); } - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, E_META_PRESSURE_PLATE_RAISED); - m_World.WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ); - } break; } @@ -1168,10 +1277,10 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f); double Distance = (EntityPos - BlockPos).Length(); - if (Distance <= 0.7) + 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 true; // Break out, we only need to know for plates that at least one entity is on top } return false; } @@ -1189,27 +1298,28 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc int m_Z; } ; - cPressurePlateCallback PressurePlateCallback(a_BlockX, a_BlockY, a_BlockZ); - m_World.ForEachEntity(PressurePlateCallback); + cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ); + m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback); - NIBBLETYPE Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); + NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); if (PressurePlateCallback.FoundEntity()) { if (Meta == E_META_PRESSURE_PLATE_RAISED) { - m_World.BroadcastSoundEffect("random.click", (int) ((a_BlockX + 0.5) * 8.0), (int) ((a_BlockY + 0.1) * 8.0), (int) ((a_BlockZ + 0.5) * 8.0), 0.3F, 0.5F); + m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.5F); } - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, E_META_PRESSURE_PLATE_DEPRESSED); - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_MyType); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED); + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType); } else { if (Meta == E_META_PRESSURE_PLATE_DEPRESSED) { - m_World.BroadcastSoundEffect("random.click", (int) ((a_BlockX + 0.5) * 8.0), (int) ((a_BlockY + 0.1) * 8.0), (int) ((a_BlockZ + 0.5) * 8.0), 0.3F, 0.6F); + m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F); } - m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, E_META_PRESSURE_PLATE_RAISED); - m_World.WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED); + SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk); } break; } @@ -1225,27 +1335,204 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc -bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::HandleTripwireHook(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) // Check powered list + int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX; + int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ; + 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 { - if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + 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) +{ + // 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 false; } -bool cIncrementalRedstoneSimulator::AreCoordsLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ) +bool cIncrementalRedstoneSimulator::AreCoordsLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + + for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list { - if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { return true; } @@ -1256,37 +1543,38 @@ bool cIncrementalRedstoneSimulator::AreCoordsLinkedPowered(int a_BlockX, int a_B -// IsRepeaterPowered tests if a repeater should be powered by testing for power sources behind the repeater. -// It takes the coordinates of the repeater the the meta value. -bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta) + +bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta) { // Repeaters cannot be powered by any face except their back; verify that this is true for a source + int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; + int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } + if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } switch (a_Meta & 0x3) { case 0x0: { // Flip the coords to check the back of the repeater - if (itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ + 1))) { return true; } + if (itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ + 1))) { return true; } break; } case 0x1: { - if (itr->a_SourcePos.Equals(Vector3i(a_BlockX - 1, a_BlockY, a_BlockZ))) { return true; } + if (itr->a_SourcePos.Equals(Vector3i(BlockX - 1, a_RelBlockY, BlockZ))) { return true; } break; } case 0x2: { - if (itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1))) { return true; } + if (itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ - 1))) { return true; } break; } case 0x3: { - if (itr->a_SourcePos.Equals(Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ))) { return true; } + if (itr->a_SourcePos.Equals(Vector3i(BlockX + 1, a_RelBlockY, BlockZ))) { return true; } break; } } @@ -1294,59 +1582,60 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } + if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } switch (a_Meta & 0x3) { case 0x0: { - if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ + 1))) { return true; } + if (itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ + 1))) { return true; } break; } case 0x1: { - if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX - 1, a_BlockY, a_BlockZ))) { return true; } + if (itr->a_MiddlePos.Equals(Vector3i(BlockX - 1, a_RelBlockY, BlockZ))) { return true; } break; } case 0x2: { - if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1))) { return true; } + if (itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ - 1))) { return true; } break; } case 0x3: { - if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ))) { return true; } + if (itr->a_MiddlePos.Equals(Vector3i(BlockX + 1, a_RelBlockY, BlockZ))) { return true; } break; } } } - return false; // Couldn't find power source behind repeater + return false; // Couldn't find power source behind repeater } -bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta) -{ - switch (a_Meta & 0x3) // We only want the 'direction' part of our metadata +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. - if (m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ) == E_BLOCK_REDSTONE_REPEATER_ON) // Is right neighbor a powered repeater? + // 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_World.GetBlockMeta(a_BlockX + 1, a_BlockY, a_BlockZ) & 0x3; - if (OtherRepeaterDir == 0x3) { return true; } // If so, I am latched/locked. + NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ) & 0x3; + if (OtherRepeaterDir == 0x3) { return true; } // If so, I am latched/locked } - // Check if western(left) neighbor is a powered on repeater who is facing us. - if (m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ) == E_BLOCK_REDSTONE_REPEATER_ON) + // 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_World.GetBlockMeta(a_BlockX -1, a_BlockY, a_BlockZ) & 0x3; - if (OtherRepeaterDir == 0x1) { return true; } // If so, I am latched/locked. + 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; @@ -1356,205 +1645,232 @@ bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_BlockX, int a_BlockY, case 0x1: case 0x3: { - // Check if southern(down) neighbor is a powered on repeater who is facing us. - if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1) == E_BLOCK_REDSTONE_REPEATER_ON) - { - NIBBLETYPE OtherRepeaterDir = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ + 1) & 0x3; - if (OtherRepeaterDir == 0x0) { return true; } // If so, am latched/locked. + // 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_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ -1) == E_BLOCK_REDSTONE_REPEATER_ON) - { - NIBBLETYPE OtherRepeaterDir = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ - 1) & 0x3; - if (OtherRepeaterDir == 0x2) { return true; } // If so, I 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. + return false; // None of the checks succeeded, I am not a locked repeater } -bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta) +bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta) { // Pistons cannot be powered through their front face; this function verifies that a source meets this requirement - int OldX = a_BlockX, OldY = a_BlockY, OldZ = a_BlockZ; - eBlockFace Face = cPiston::MetaDataToDirection(a_Meta); + 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(a_BlockX, a_BlockY, a_BlockZ))) { continue; } + if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } - AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, Face); + AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face); - if (!itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (!itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { return true; } - a_BlockX = OldX; - a_BlockY = OldY; - a_BlockZ = OldZ; + 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(a_BlockX, a_BlockY, a_BlockZ))) { continue; } + if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } - AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, Face); + AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face); - if (!itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (!itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { return true; } - a_BlockX = OldX; - a_BlockY = OldY; - a_BlockZ = OldZ; + AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face, true); } - return false; // Source was in front of the piston's front face + return false; // Source was in front of the piston's front face } -bool cIncrementalRedstoneSimulator::IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ, unsigned char & a_PowerLevel) +bool cIncrementalRedstoneSimulator::IsWirePowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel) { a_PowerLevel = 0; + int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX; + int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ; - for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) // Check powered list + for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) // Check powered list { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } - a_PowerLevel = std::max(a_PowerLevel, itr->a_PowerLevel); + 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 + for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } - a_PowerLevel = std::max(a_PowerLevel, itr->a_PowerLevel); + + 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); // Source was in front of the piston's front face + return (a_PowerLevel != 0); // Answer the inital question: is the wire powered? } -bool cIncrementalRedstoneSimulator::AreCoordsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool IsCurrentStatePowered) +bool cIncrementalRedstoneSimulator::AreCoordsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool IsCurrentStatePowered) { for (SimulatedPlayerToggleableList::const_iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr) { - if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) { - if (itr->WasLastStatePowered != IsCurrentStatePowered) // Was the last power state different to the current? + if (itr->WasLastStatePowered != IsCurrentStatePowered) // Was the last power state different to the current? { - return false; // It was, coordinates are no longer simulated + 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 true; // It wasn't, don't resimulate block, and allow players to toggle } } } - return false; // Block wasn't even in the list, not simulated + return false; // Block wasn't even in the list, not simulated } -void cIncrementalRedstoneSimulator::SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceType, unsigned char a_PowerLevel) +void cIncrementalRedstoneSimulator::SetDirectionLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, char a_Direction, unsigned char a_PowerLevel) { + BLOCKTYPE MiddleBlock = 0; switch (a_Direction) { case BLOCK_FACE_XM: { - BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ); + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, MiddleBlock)) + { + return; + } - SetBlockLinkedPowered(a_BlockX - 2, a_BlockY, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX - 1, a_BlockY + 1, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX - 1, a_BlockY - 1, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ + 1, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ - 1, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX - 2, a_RelBlockY, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); break; } case BLOCK_FACE_XP: { - BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ); + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, MiddleBlock)) + { + return; + } - SetBlockLinkedPowered(a_BlockX + 2, a_BlockY, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX + 1, a_BlockY + 1, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX + 1, a_BlockY - 1, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ + 1, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ - 1, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX + 2, a_RelBlockY, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); break; } case BLOCK_FACE_YM: { - BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ); + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, MiddleBlock)) + { + return; + } - SetBlockLinkedPowered(a_BlockX, a_BlockY - 2, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX + 1, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX - 1, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ + 1, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ - 1, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 2, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); break; } case BLOCK_FACE_YP: { - BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ); + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, MiddleBlock)) + { + return; + } - SetBlockLinkedPowered(a_BlockX, a_BlockY + 2, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX + 1, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX - 1, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ + 1, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ - 1, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 2, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); break; } case BLOCK_FACE_ZM: { - BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1); + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, MiddleBlock)) + { + return; + } - SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ - 2, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 2, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); break; } case BLOCK_FACE_ZP: { - BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1); + if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, MiddleBlock)) + { + return; + } - SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ + 2, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); - SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 2, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); + SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel); break; } default: { - ASSERT(!"Unhandled face direction when attempting to set blocks as linked powered!"); // Zombies, that wasn't supposed to happen... + ASSERT(!"Unhandled face direction when attempting to set blocks as linked powered!"); // Zombies, that wasn't supposed to happen... break; } } @@ -1564,7 +1880,7 @@ void cIncrementalRedstoneSimulator::SetDirectionLinkedPowered(int a_BlockX, int -void cIncrementalRedstoneSimulator::SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock, unsigned char a_PowerLevel) +void cIncrementalRedstoneSimulator::SetAllDirsAsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char a_PowerLevel) { static const struct { @@ -1572,16 +1888,16 @@ void cIncrementalRedstoneSimulator::SetAllDirsAsPowered(int a_BlockX, int a_Bloc } gCrossCoords[] = { { 1, 0, 0 }, - {-1, 0, 0 }, + { -1, 0, 0 }, { 0, 0, 1 }, - { 0, 0,-1 }, + { 0, 0, -1 }, { 0, 1, 0 }, - { 0,-1, 0 } + { 0, -1, 0 } }; - for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through struct to power all directions + for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through struct to power all directions { - SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, a_SourceBlock, a_PowerLevel); + SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_PowerLevel); } } @@ -1589,50 +1905,70 @@ void cIncrementalRedstoneSimulator::SetAllDirsAsPowered(int a_BlockX, int a_Bloc -void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, unsigned char a_PowerLevel) +void cIncrementalRedstoneSimulator::SetBlockPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, unsigned char a_PowerLevel) { - BLOCKTYPE Block = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ); - if (Block == E_BLOCK_AIR) + 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()) { - // Don't set air, fixes some bugs (wires powering themselves) return; } - PoweredBlocksList * Powered = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorPoweredBlocksList(); - for (PoweredBlocksList::iterator itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list + 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(a_BlockX, a_BlockY, a_BlockZ)) && - itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)) - ) + itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) && + itr->a_SourcePos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ)) + ) { - // Check for duplicates, update power level if everything else the same but either way, don't add a new listing - if (itr->a_PowerLevel != a_PowerLevel) - { - itr->a_PowerLevel = a_PowerLevel; - } + // Check for duplicates, update power level, don't add a new listing + itr->a_PowerLevel = a_PowerLevel; return; } } - PoweredBlocksList * OtherPowered = m_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ)->GetRedstoneSimulatorPoweredBlocksList(); - for (PoweredBlocksList::const_iterator itr = OtherPowered->begin(); itr != OtherPowered->end(); ++itr) // Check powered list + // 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(a_SourceX, a_SourceY, a_SourceZ)) && - itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) - ) + itr->a_BlockPos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ)) && + itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) && + (m_Chunk->GetBlock(a_RelSourceX, a_RelSourceY, a_RelSourceZ) == E_BLOCK_REDSTONE_WIRE) + ) { - // Powered wires try to power their source - don't let them! - return; + 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(a_BlockX, a_BlockY, a_BlockZ); - RC.a_SourcePos = Vector3i(a_SourceX, a_SourceY, a_SourceZ); + RC.a_BlockPos = Vector3i(BlockX, a_RelBlockY, BlockZ); + RC.a_SourcePos = Vector3i(SourceX, a_RelSourceY, SourceZ); RC.a_PowerLevel = a_PowerLevel; Powered->push_back(RC); + Neighbour->SetIsRedstoneDirty(true); + m_Chunk->SetIsRedstoneDirty(true); } @@ -1640,58 +1976,64 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, void cIncrementalRedstoneSimulator::SetBlockLinkedPowered( - int a_BlockX, int a_BlockY, int a_BlockZ, - int a_MiddleX, int a_MiddleY, int a_MiddleZ, - int a_SourceX, int a_SourceY, int a_SourceZ, - BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddleBlock, unsigned char a_PowerLevel -) + int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, + int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ, + int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, + BLOCKTYPE a_MiddleBlock, unsigned char a_PowerLevel + ) { - BLOCKTYPE DestBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ); - if (DestBlock == E_BLOCK_AIR) + 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)) { - // Don't set air, fixes some bugs (wires powering themselves) return; } - if (!IsViableMiddleBlock(a_MiddleBlock)) + + cChunk * Neighbour = m_Chunk->GetNeighborChunk(BlockX, BlockZ); + if ((Neighbour == NULL) || !Neighbour->IsValid()) { return; } - LinkedBlocksList * Linked = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorLinkedBlocksList(); + LinkedBlocksList * Linked = Neighbour->GetRedstoneSimulatorLinkedBlocksList(); for (LinkedBlocksList::iterator itr = Linked->begin(); itr != Linked->end(); ++itr) // Check linked powered list { if ( - itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) && - itr->a_MiddlePos.Equals(Vector3i(a_MiddleX, a_MiddleY, a_MiddleZ)) && - itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)) + itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) && + itr->a_MiddlePos.Equals(Vector3i(MiddleX, a_RelMiddleY, MiddleZ)) && + itr->a_SourcePos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ)) ) { - // Check for duplicates, update power level if everything else the same but either way, don't add a new listing - if (itr->a_PowerLevel != a_PowerLevel) - { - itr->a_PowerLevel = a_PowerLevel; - } + // Check for duplicates, update power level, don't add a new listing + itr->a_PowerLevel = a_PowerLevel; return; } } sLinkedPoweredBlocks RC; - RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ); - RC.a_MiddlePos = Vector3i(a_MiddleX, a_MiddleY, a_MiddleZ); - RC.a_SourcePos = Vector3i(a_SourceX, a_SourceY, a_SourceZ); + RC.a_BlockPos = Vector3i(BlockX, a_RelBlockY, BlockZ); + RC.a_MiddlePos = Vector3i(MiddleX, a_RelMiddleY, MiddleZ); + RC.a_SourcePos = Vector3i(SourceX, a_RelSourceY, SourceZ); RC.a_PowerLevel = a_PowerLevel; Linked->push_back(RC); + Neighbour->SetIsRedstoneDirty(true); + m_Chunk->SetIsRedstoneDirty(true); } -void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered) +void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool WasLastStatePowered) { for (SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr) { - if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (!itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) { continue; } @@ -1711,7 +2053,7 @@ void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_Bl // We have arrive here; no block must be in list - add one sSimulatedPlayerToggleableList RC; - RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ); + RC.a_RelBlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ); RC.WasLastStatePowered = WasLastStatePowered; m_SimulatedPlayerToggleableBlocks->push_back(RC); } @@ -1720,89 +2062,147 @@ void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_Bl -void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn) +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_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) { - if (ShouldPowerOn == itr->ShouldPowerOn) // We are queued already for the same thing, don't replace entry + if (ShouldPowerOn == itr->ShouldPowerOn) // We are queued already for the same thing, don't replace entry { - return; + 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_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; // See below for description itr->a_ElapsedTicks = 0; itr->ShouldPowerOn = ShouldPowerOn; - return; + return false; } } // Self not in list, add self to list - sRepeatersDelayList RC; - RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ); + 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.) - // * 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 + // 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; + return true; } -cIncrementalRedstoneSimulator::eRedstoneDirection cIncrementalRedstoneSimulator::GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ) +void cIncrementalRedstoneSimulator::SetSourceUnpowered(int a_SourceX, int a_SourceY, int a_SourceZ, cChunk * a_Chunk, bool a_IsFirstCall) { - int Dir = REDSTONE_NONE; + 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 - BLOCKTYPE NegX = m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ); - if (IsPotentialSource(NegX)) + 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();) { - Dir |= (REDSTONE_X_POS); + if (itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ))) + { + itr = a_Chunk->GetRedstoneSimulatorLinkedBlocksList()->erase(itr); + a_Chunk->SetIsRedstoneDirty(true); + continue; + } + ++itr; } - - BLOCKTYPE PosX = m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ); - if (IsPotentialSource(PosX)) + + if (a_IsFirstCall && AreCoordsOnChunkBoundary(a_SourceX, a_SourceY, a_SourceZ)) { - Dir |= (REDSTONE_X_NEG); + // +- 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); } - - BLOCKTYPE NegZ = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1); - if (IsPotentialSource(NegZ)) +} + + + + + +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 ((Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG)) // corner + if (IsPotentialSource(NegX)) { - Dir ^= REDSTONE_X_POS; - Dir |= REDSTONE_X_NEG; + Dir |= (REDSTONE_X_POS); } - if ((Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS)) // corner + } + + BLOCKTYPE PosX = 0; + if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, PosX)) + { + if (IsPotentialSource(PosX)) { - Dir ^= REDSTONE_X_NEG; - Dir |= REDSTONE_X_POS; + Dir |= (REDSTONE_X_NEG); } - Dir |= REDSTONE_Z_POS; } - BLOCKTYPE PosZ = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1); - if (IsPotentialSource(PosZ)) + BLOCKTYPE NegZ = 0; + if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, NegZ)) { - if ((Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG)) // corner + if (IsPotentialSource(NegZ)) { - Dir ^= REDSTONE_X_POS; - Dir |= REDSTONE_X_NEG; + if ((Dir & REDSTONE_X_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; } - if ((Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS)) // corner + } + + BLOCKTYPE PosZ = 0; + if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, PosZ)) + { + if (IsPotentialSource(PosZ)) { - Dir ^= REDSTONE_X_NEG; - Dir |= REDSTONE_X_POS; + if ((Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG)) // corner + { + Dir ^= REDSTONE_X_POS; + Dir |= REDSTONE_X_NEG; + } + if ((Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS)) // corner + { + Dir ^= REDSTONE_X_NEG; + Dir |= REDSTONE_X_POS; + } + Dir |= REDSTONE_Z_NEG; } - Dir |= REDSTONE_Z_NEG; } return (eRedstoneDirection)Dir; } |