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author | andrew <xdotftw@gmail.com> | 2014-02-20 14:37:15 +0100 |
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committer | andrew <xdotftw@gmail.com> | 2014-02-20 14:37:15 +0100 |
commit | 83d3a2eedf88a3a180b9dfc4c706838d7f99382a (patch) | |
tree | d96970727615c681efe3bf76793015cead438394 /src/Simulator/IncrementalRedstoneSimulator.cpp | |
parent | cMapDecorator: Implemented random rotations (diff) | |
parent | APIDump: Fixed cBlockArea:GetRelBlockType() return types. (diff) | |
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Diffstat (limited to 'src/Simulator/IncrementalRedstoneSimulator.cpp')
-rw-r--r-- | src/Simulator/IncrementalRedstoneSimulator.cpp | 222 |
1 files changed, 162 insertions, 60 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp index 5dba69455..60dabaf84 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.cpp +++ b/src/Simulator/IncrementalRedstoneSimulator.cpp @@ -31,7 +31,7 @@ cIncrementalRedstoneSimulator::~cIncrementalRedstoneSimulator() -void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) +void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk, cChunk * a_OtherChunk) { if ((a_Chunk == NULL) || !a_Chunk->IsValid()) { @@ -42,17 +42,33 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B return; } - int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width; - int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width; - + // We may be called with coordinates in a chunk that is not the first chunk parameter + // In that case, the actual chunk (which the coordinates are in), will be passed as the second parameter + // Use that Chunk pointer to get a relative position + + int RelX = 0; + int RelZ = 0; BLOCKTYPE Block; NIBBLETYPE Meta; - a_Chunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta); + + if (a_OtherChunk != NULL) + { + RelX = a_BlockX - a_OtherChunk->GetPosX() * cChunkDef::Width; + RelZ = a_BlockZ - a_OtherChunk->GetPosZ() * cChunkDef::Width; + a_OtherChunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta); + } + else + { + RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width; + RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width; + a_Chunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta); + } // Every time a block is changed (AddBlock called), we want to go through all lists and check to see if the coordiantes stored within are still valid // Checking only when a block is changed, as opposed to every tick, also improves performance - for (PoweredBlocksList::iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) + PoweredBlocksList * PoweredBlocks = a_Chunk->GetRedstoneSimulatorPoweredBlocksList(); + for (PoweredBlocksList::iterator itr = PoweredBlocks->begin(); itr != PoweredBlocks->end(); ++itr) { if (!itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -62,7 +78,7 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B if (!IsPotentialSource(Block)) { LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from powered blocks list as it no longer connected to a source", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z); - m_PoweredBlocks.erase(itr); + PoweredBlocks->erase(itr); break; } else if ( @@ -75,7 +91,7 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B ) { 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); - m_PoweredBlocks.erase(itr); + PoweredBlocks->erase(itr); break; } else if (Block == E_BLOCK_DAYLIGHT_SENSOR) @@ -93,22 +109,24 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B if (a_Chunk->GetTimeAlteredLight(SkyLight) <= 8) // Could use SkyLight - m_World.GetSkyDarkness(); { LOGD("cIncrementalRedstoneSimulator: Erased daylight sensor from powered blocks list due to insufficient light level"); - m_PoweredBlocks.erase(itr); + PoweredBlocks->erase(itr); break; } } } } - for (LinkedBlocksList::iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) + LinkedBlocksList * LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList(); + // We loop through all values (insteading of breaking out at the first) to make sure everything is gone, as there can be multiple SourceBlock entries for one AddBlock coordinate + for (LinkedBlocksList::iterator itr = LinkedPoweredBlocks->begin(); itr != LinkedPoweredBlocks->end();) { if (itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { if (!IsPotentialSource(Block)) { LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer connected to a source", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z); - m_LinkedPoweredBlocks.erase(itr); - break; + itr = LinkedPoweredBlocks->erase(itr); + continue; } else if ( // Things that can send power through a block but which depends on meta @@ -118,8 +136,8 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B ) { LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list due to present/past metadata mismatch", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z); - m_LinkedPoweredBlocks.erase(itr); - break; + itr = LinkedPoweredBlocks->erase(itr); + continue; } } else if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) @@ -127,13 +145,15 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B if (!IsViableMiddleBlock(Block)) { LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer powered through a valid middle block", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z); - m_LinkedPoweredBlocks.erase(itr); - break; + itr = LinkedPoweredBlocks->erase(itr); + continue; } } + ++itr; } - for (SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks.begin(); itr != m_SimulatedPlayerToggleableBlocks.end(); ++itr) + 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))) { @@ -143,12 +163,13 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B 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); - m_SimulatedPlayerToggleableBlocks.erase(itr); + SimulatedPlayerToggleableBlocks->erase(itr); break; } } - for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); ++itr) + 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))) { @@ -157,13 +178,19 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B if ((Block != E_BLOCK_REDSTONE_REPEATER_ON) && (Block != E_BLOCK_REDSTONE_REPEATER_OFF)) { - m_RepeatersDelayList.erase(itr); + RepeatersDelayList->erase(itr); break; } } - cRedstoneSimulatorChunkData & ChunkData = a_Chunk->GetRedstoneSimulatorData(); - for (cRedstoneSimulatorChunkData::iterator itr = ChunkData.begin(); itr != ChunkData.end(); ++itr) + if (a_OtherChunk != NULL) + { + // DO NOT touch our chunk's data structure if we are being called with coordinates from another chunk - this one caused me massive grief :P + return; + } + + cRedstoneSimulatorChunkData * RedstoneSimulatorChunkData = a_Chunk->GetRedstoneSimulatorData(); + for (cRedstoneSimulatorChunkData::iterator itr = RedstoneSimulatorChunkData->begin(); itr != RedstoneSimulatorChunkData->end(); ++itr) { if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ)) // We are at an entry matching the current (changed) block { @@ -184,7 +211,7 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B return; } - ChunkData.push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false)); + RedstoneSimulatorChunkData->push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false)); } @@ -198,20 +225,26 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int // 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 - cRedstoneSimulatorChunkData & ChunkData = a_Chunk->GetRedstoneSimulatorData(); - if (ChunkData.empty()) + m_RedstoneSimulatorChunkData = a_Chunk->GetRedstoneSimulatorData(); + if (m_RedstoneSimulatorChunkData->empty()) { return; } + m_PoweredBlocks = a_Chunk->GetRedstoneSimulatorPoweredBlocksList(); + m_RepeatersDelayList = a_Chunk->GetRedstoneSimulatorRepeatersDelayList(); + m_SimulatedPlayerToggleableBlocks = a_Chunk->GetRedstoneSimulatorSimulatedPlayerToggleableList(); + m_LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList(); + m_Chunk = a_Chunk; + int BaseX = a_Chunk->GetPosX() * cChunkDef::Width; int BaseZ = a_Chunk->GetPosZ() * cChunkDef::Width; - for (cRedstoneSimulatorChunkData::iterator dataitr = ChunkData.begin(); dataitr != ChunkData.end();) + for (cRedstoneSimulatorChunkData::iterator dataitr = m_RedstoneSimulatorChunkData->begin(); dataitr != m_RedstoneSimulatorChunkData->end();) { if (dataitr->DataTwo) { - dataitr = ChunkData.erase(dataitr); + dataitr = m_RedstoneSimulatorChunkData->erase(dataitr); continue; } @@ -221,6 +254,7 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int { 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; @@ -283,6 +317,7 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int HandlePressurePlate(a_X, dataitr->y, a_Z, dataitr->Data); break; } + default: LOGD("Unhandled block (!) or unimplemented redstone block: %s", ItemToString(dataitr->Data).c_str()); break; } ++dataitr; } @@ -291,6 +326,35 @@ 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 + { + // 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(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 2, a_BlockZ), a_Chunk); + RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 2, a_BlockZ), a_Chunk); + RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 2), a_Chunk); + RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ + 2), a_Chunk); + + return; + } + + // Not on boundary, just alert this chunk for speed + AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); +} + + + + void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState) { @@ -402,6 +466,35 @@ void cIncrementalRedstoneSimulator::HandleRedstoneLever(int a_BlockX, int a_Bloc +void cIncrementalRedstoneSimulator::HandleFenceGate(int a_BlockX, int a_BlockY, int a_BlockZ) +{ + cChunkInterface ChunkInterface(m_World.GetChunkMap()); + NIBBLETYPE MetaData = ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); + + if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) + { + if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, 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); + } + } + else + { + if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, 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); + } + } +} + + + + + void cIncrementalRedstoneSimulator::HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType) { if (IsButtonOn(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ))) @@ -507,7 +600,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block } } - if (TimesMetaSmaller == TimesFoundAWire) + if ((TimesMetaSmaller == TimesFoundAWire) && (MyMeta != 0)) { // All surrounding metas were smaller - self must have been a wire that was // transferring power to other wires around. @@ -516,7 +609,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, 0); // SetMeta & WakeUpSims doesn't seem to work here, so SetBlock return; // No need to process block power sets because self not powered } - else + else if (MyMeta != MetaToSet) { m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaToSet); } @@ -540,12 +633,15 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block { case REDSTONE_NONE: { - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); + SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); + SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); + SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); + SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); + SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_WIRE); SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_WIRE); SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, E_BLOCK_REDSTONE_WIRE); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, E_BLOCK_REDSTONE_WIRE); SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_WIRE); SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_WIRE); break; @@ -591,14 +687,14 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_B if (IsSelfPowered && !IsOn) // Queue a power change if I am receiving power but not on { - QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, 0, true); + QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, true); } else if (!IsSelfPowered && IsOn) // Queue a power change if I am not receiving power but on { - QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, 0, false); + QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, false); } - for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); ++itr) + for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -652,7 +748,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_B { 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 + m_RepeatersDelayList->erase(itr); // We can remove off repeaters which don't need further updating return; } } @@ -737,7 +833,7 @@ void cIncrementalRedstoneSimulator::HandleTNT(int a_BlockX, int a_BlockY, int a_ { if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) { - m_World.BroadcastSoundEffect("random.fuse", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f); + m_World.BroadcastSoundEffect("game.tnt.primed", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f); m_World.SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, 4); // 4 seconds to boom m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0); } @@ -755,6 +851,7 @@ void cIncrementalRedstoneSimulator::HandleDoor(int a_BlockX, int a_BlockY, int a { 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); } } @@ -764,6 +861,7 @@ void cIncrementalRedstoneSimulator::HandleDoor(int a_BlockX, int a_BlockY, int a { 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); } } @@ -836,6 +934,7 @@ void cIncrementalRedstoneSimulator::HandleTrapdoor(int a_BlockX, int a_BlockY, i if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true)) { m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) | 0x4); + m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0); SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true); } } @@ -844,6 +943,7 @@ void cIncrementalRedstoneSimulator::HandleTrapdoor(int a_BlockX, int a_BlockY, i if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, false)) { m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0xB); // Take into account that the fourth bit is needed for trapdoors too + m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0); SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false); } } @@ -960,7 +1060,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f); float Distance = (EntityPos - BlockPos).Length(); - if (Distance < 0.5) + if (Distance <= 0.7) { m_Entity = a_Entity; return true; // Break out, we only need to know for wooden plates that at least one entity is on top @@ -1009,7 +1109,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_BlockX, int a_BlockY, int a_BlockZ) { - 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))) { @@ -1025,7 +1125,7 @@ bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_BlockX, int a bool cIncrementalRedstoneSimulator::AreCoordsLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ) { - 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))) { @@ -1043,7 +1143,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY { // Repeaters cannot be powered by any face except their back; verify that this is true for a source - for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) + 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; } @@ -1073,7 +1173,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY } } - for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) + 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; } @@ -1114,7 +1214,7 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_BlockX, int a_BlockY, int OldX = a_BlockX, OldY = a_BlockY, OldZ = a_BlockZ; eBlockFace Face = cPiston::MetaDataToDirection(a_Meta); - for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) + 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; } @@ -1130,7 +1230,7 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_BlockX, int a_BlockY, a_BlockZ = OldZ; } - for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) + 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; } @@ -1153,7 +1253,7 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_BlockX, int a_BlockY, bool cIncrementalRedstoneSimulator::IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ) { - for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) + 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; } @@ -1163,7 +1263,7 @@ bool cIncrementalRedstoneSimulator::IsWirePowered(int a_BlockX, int a_BlockY, in } } - for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) + 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; } @@ -1181,7 +1281,7 @@ bool cIncrementalRedstoneSimulator::IsWirePowered(int a_BlockX, int a_BlockY, in bool cIncrementalRedstoneSimulator::AreCoordsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool IsCurrentStatePowered) { - for (SimulatedPlayerToggleableList::const_iterator itr = m_SimulatedPlayerToggleableBlocks.begin(); itr != m_SimulatedPlayerToggleableBlocks.end(); ++itr) + 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))) { @@ -1324,7 +1424,9 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, return; } - for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) // Check powered list + PoweredBlocksList * Powered = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorPoweredBlocksList(); + + for (PoweredBlocksList::const_iterator itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list { if ( itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) && @@ -1339,7 +1441,7 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, sPoweredBlocks RC; RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ); RC.a_SourcePos = Vector3i(a_SourceX, a_SourceY, a_SourceZ); - m_PoweredBlocks.push_back(RC); + Powered->push_back(RC); } @@ -1364,7 +1466,9 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered( return; } - for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) // Check linked powered list + LinkedBlocksList * Linked = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorLinkedBlocksList(); + + for (LinkedBlocksList::const_iterator itr = Linked->begin(); itr != Linked->end(); ++itr) // Check linked powered list { if ( itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) && @@ -1381,7 +1485,7 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered( 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); - m_LinkedPoweredBlocks.push_back(RC); + Linked->push_back(RC); } @@ -1390,7 +1494,7 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered( void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered) { - for (SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks.begin(); itr != m_SimulatedPlayerToggleableBlocks.end(); ++itr) + for (SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -1414,16 +1518,16 @@ void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_Bl sSimulatedPlayerToggleableList RC; RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ); RC.WasLastStatePowered = WasLastStatePowered; - m_SimulatedPlayerToggleableBlocks.push_back(RC); + m_SimulatedPlayerToggleableBlocks->push_back(RC); } -void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, short a_ElapsedTicks, bool ShouldPowerOn) +void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn) { - for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); ++itr) + for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr) { if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -1433,7 +1537,7 @@ void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a } // 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) + (ShouldPowerOn ? 1 : 0)) * 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; @@ -1441,18 +1545,16 @@ void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a } // Self not in list, add self to list - sRepeatersDelayList RC; + sRepeatersDelayList RC; RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ); // 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 apparently, MCS ticks are way faster than vanilla ticks, so repeater aren't noticeably delayed - // We don't +1 when powering off because everything seems to already delay a tick when powering off, why? No idea :P - RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + (ShouldPowerOn ? 1 : 0)) * 2; - + RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; RC.a_ElapsedTicks = 0; RC.ShouldPowerOn = ShouldPowerOn; - m_RepeatersDelayList.push_back(RC); + m_RepeatersDelayList->push_back(RC); return; } |