From ecfe6ab65bd1fc2c7f5733fe6ef4e6ddaac44a26 Mon Sep 17 00:00:00 2001 From: "madmaxoft@gmail.com" Date: Sun, 23 Sep 2012 22:09:57 +0000 Subject: Source files cleanup: The rest of the files renamed. git-svn-id: http://mc-server.googlecode.com/svn/trunk@887 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/RedstoneSimulator.cpp | 701 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 701 insertions(+) create mode 100644 source/RedstoneSimulator.cpp (limited to 'source/RedstoneSimulator.cpp') diff --git a/source/RedstoneSimulator.cpp b/source/RedstoneSimulator.cpp new file mode 100644 index 000000000..3d5fd51f0 --- /dev/null +++ b/source/RedstoneSimulator.cpp @@ -0,0 +1,701 @@ +#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules + +#include "RedstoneSimulator.h" +#include "Piston.h" +#include "World.h" +#include "BlockID.h" +#include "Torch.h" + +#include "Redstone.h" + + + +cRedstoneSimulator::cRedstoneSimulator( cWorld* a_World ) + : super(a_World) +{ +} + + + + + +cRedstoneSimulator::~cRedstoneSimulator() +{ +} + + + + + +void cRedstoneSimulator::WakeUp( int a_X, int a_Y, int a_Z ) +{ + if( cRedstone::s_UseRedstone ) return; // Using the other/broken simulator + + cCSLock Lock( m_CS ); + m_Blocks.push_back( Vector3i( a_X, a_Y, a_Z ) ); +} + + + + + +void cRedstoneSimulator::Simulate( float a_Dt ) +{ + if( cRedstone::s_UseRedstone ) return; // Using the other/broken simulator + + // Toggle torches on/off + while( !m_RefreshTorchesAround.empty() ) + { + Vector3i pos = m_RefreshTorchesAround.front(); + m_RefreshTorchesAround.pop_front(); + + RefreshTorchesAround( pos ); + } + + // Set repeaters to correct values, and decrement ticks + for( RepeaterList::iterator itr = m_SetRepeaters.begin(); itr != m_SetRepeaters.end(); ) + { + (*itr).Ticks--; + if( (*itr).Ticks <= 0 ) + { + char Block = m_World->GetBlock( (*itr).Position ); + if( (*itr).bPowerOn == true && Block == E_BLOCK_REDSTONE_REPEATER_OFF ) + { + m_World->FastSetBlock( (*itr).Position.x, (*itr).Position.y, (*itr).Position.z, E_BLOCK_REDSTONE_REPEATER_ON, m_World->GetBlockMeta( (*itr).Position ) ); + m_Blocks.push_back( (*itr).Position ); + } + else if( (*itr).bPowerOn == false && Block == E_BLOCK_REDSTONE_REPEATER_ON ) + { + m_World->FastSetBlock( (*itr).Position.x, (*itr).Position.y, (*itr).Position.z, E_BLOCK_REDSTONE_REPEATER_OFF, m_World->GetBlockMeta( (*itr).Position ) ); + m_Blocks.push_back( (*itr).Position ); + } + + if( (*itr).bPowerOffNextTime ) + { + (*itr).bPowerOn = false; + (*itr).bPowerOffNextTime = false; + (*itr).Ticks = 10; // TODO: Look up actual ticks from block metadata + ++itr; + } + else + { + itr = m_SetRepeaters.erase( itr ); + } + } + else + { + ++itr; + } + } + + // Handle changed blocks + { + cCSLock Lock( m_CS ); + std::swap( m_Blocks, m_BlocksBuffer ); + } + for( BlockList::iterator itr = m_BlocksBuffer.begin(); itr != m_BlocksBuffer.end(); ++itr ) + { + HandleChange( *itr ); + } + m_BlocksBuffer.clear(); +} + + + + + +void cRedstoneSimulator::RefreshTorchesAround( const Vector3i & a_BlockPos ) +{ + static Vector3i Surroundings [] = { + Vector3i(-1, 0, 0), + Vector3i( 1, 0, 0), + Vector3i( 0, 0,-1), + Vector3i( 0, 0, 1), + Vector3i( 0, 1, 0), // Also toggle torch on top + }; + char TargetBlockID = E_BLOCK_REDSTONE_TORCH_ON; + char TargetRepeaterID = E_BLOCK_REDSTONE_REPEATER_OFF; + if( IsPowered( a_BlockPos, true ) ) + { + TargetBlockID = E_BLOCK_REDSTONE_TORCH_OFF; + TargetRepeaterID = E_BLOCK_REDSTONE_REPEATER_ON; + //if( m_World->GetBlock( a_BlockPos ) == E_BLOCK_DIRT ) + //{ + // m_World->FastSetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_STONE, 0 ); + //} + } + else + { + //if( m_World->GetBlock( a_BlockPos ) == E_BLOCK_STONE ) + //{ + // m_World->FastSetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_DIRT, 0 ); + //} + } + + for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) + { + Vector3i TorchPos = a_BlockPos + Surroundings[i]; + const char Block = m_World->GetBlock( TorchPos ); + switch( Block ) + { + case E_BLOCK_REDSTONE_TORCH_ON: + case E_BLOCK_REDSTONE_TORCH_OFF: + if( Block != TargetBlockID ) + { + char TorchMeta = m_World->GetBlockMeta( TorchPos ); + if( cTorch::IsAttachedTo( TorchPos, TorchMeta, a_BlockPos ) ) + { + m_World->FastSetBlock( TorchPos.x, TorchPos.y, TorchPos.z, TargetBlockID, m_World->GetBlockMeta( TorchPos ) ); + m_Blocks.push_back( TorchPos ); + } + } + break; + case E_BLOCK_REDSTONE_REPEATER_ON: + case E_BLOCK_REDSTONE_REPEATER_OFF: + if( Block != TargetRepeaterID && cRedstone::IsRepeaterPointingAway( TorchPos, m_World->GetBlockMeta( TorchPos ), a_BlockPos ) ) + { + SetRepeater( TorchPos, 10, TargetRepeaterID == E_BLOCK_REDSTONE_REPEATER_ON ); + } + break; + default: + break; + }; + } +} + + + + + +void cRedstoneSimulator::HandleChange( const Vector3i & a_BlockPos ) +{ + std::deque< Vector3i > SpreadStack; + + Vector3i Surroundings[] = { + Vector3i( 1, 0, 0 ), + Vector3i( 1, 1, 0 ), + Vector3i( 1,-1, 0 ), + Vector3i(-1, 0, 0 ), + Vector3i(-1, 1, 0 ), + Vector3i(-1,-1, 0 ), + Vector3i( 0, 0, 1 ), + Vector3i( 0, 1, 1 ), + Vector3i( 0,-1, 1 ), + Vector3i( 0, 0,-1 ), + Vector3i( 0, 1,-1 ), + Vector3i( 0,-1,-1 ), + Vector3i( 0,-1, 0 ), + }; + + char Block = m_World->GetBlock( a_BlockPos ); + + // First check whether torch should be on or off + if( Block == E_BLOCK_REDSTONE_TORCH_ON || Block == E_BLOCK_REDSTONE_TORCH_OFF ) + { + static Vector3i Surroundings [] = { + Vector3i(-1, 0, 0), + Vector3i( 1, 0, 0), + Vector3i( 0, 0,-1), + Vector3i( 0, 0, 1), + Vector3i( 0,-1, 0), + }; + for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) + { + Vector3i pos = a_BlockPos + Surroundings[i]; + char OtherBlock = m_World->GetBlock( pos ); + if( (OtherBlock != E_BLOCK_AIR) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_ON) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_OFF) ) + { + RefreshTorchesAround( pos ); + } + } + Block = m_World->GetBlock( a_BlockPos ); // Make sure we got the updated block + } + else if( Block == E_BLOCK_REDSTONE_REPEATER_ON || Block == E_BLOCK_REDSTONE_REPEATER_OFF ) // Check if repeater is powered by a 'powered block' (not wires/torch) + { + Vector3i Direction = cRedstone::GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) ); + Vector3i pos = a_BlockPos - Direction; // NOTE: It's minus Direction + char OtherBlock = m_World->GetBlock( pos ); + if( (OtherBlock != E_BLOCK_AIR) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_ON) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_OFF) && (OtherBlock != E_BLOCK_REDSTONE_WIRE) ) + { + RefreshTorchesAround( pos ); + } + else + { + SetRepeater( a_BlockPos, 10, IsPowered( a_BlockPos, false ) ); + } + Block = m_World->GetBlock( a_BlockPos ); + } + + BlockList Sources; + // If torch is still on, use it as a source + if( Block == E_BLOCK_REDSTONE_TORCH_ON ) + { + Sources.push_back( a_BlockPos ); + } + else if( Block == E_BLOCK_REDSTONE_REPEATER_ON ) + { + static Vector3i Surroundings [] = { // It only spreads right in front, and one block up + Vector3i( 0, 0, 0), + Vector3i( 0, 1, 0), + }; + Vector3i Direction = cRedstone::GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) ); + for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) + { + Vector3i pos = a_BlockPos + Direction + Surroundings[i]; + if( PowerBlock( pos, a_BlockPos, 0xf ) ) + { + SpreadStack.push_back( pos ); + } + } + } + + // Power all blocks legally connected to the sources + if( Block != E_BLOCK_REDSTONE_REPEATER_ON ) + { + BlockList NewSources = RemoveCurrent( a_BlockPos ); + Sources.insert( Sources.end(), NewSources.begin(), NewSources.end() ); + while( !Sources.empty() ) + { + Vector3i SourcePos = Sources.back(); + Sources.pop_back(); + + char Block = m_World->GetBlock( SourcePos ); + switch( Block ) + { + case E_BLOCK_REDSTONE_TORCH_OFF: + case E_BLOCK_REDSTONE_TORCH_ON: + { + static Vector3i Surroundings [] = { + Vector3i(-1, 0, 0), + Vector3i( 1, 0, 0), + Vector3i( 0, 0,-1), + Vector3i( 0, 0, 1), + }; + for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) + { + Vector3i OtherPos = SourcePos + Surroundings[i]; + if( PowerBlock( OtherPos, a_BlockPos, 0xf ) ) + { + SpreadStack.push_back( OtherPos ); // Changed, so add to stack + } + } + } + break; + case E_BLOCK_REDSTONE_REPEATER_OFF: + case E_BLOCK_REDSTONE_REPEATER_ON: + { + static Vector3i Surroundings [] = { + Vector3i( 0, 0, 0), + Vector3i( 0, 1, 0), + }; + Vector3i Direction = cRedstone::GetRepeaterDirection( m_World->GetBlockMeta( SourcePos ) ); + for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) + { + Vector3i pos = SourcePos + Direction + Surroundings[i]; + if( PowerBlock( pos, a_BlockPos, 0xf ) ) + { + SpreadStack.push_back( pos ); + } + } + } + break; + }; + + + } + } + + + // Do a floodfill + while( !SpreadStack.empty() ) + { + Vector3i pos = SpreadStack.back(); + SpreadStack.pop_back(); + + char Meta = m_World->GetBlockMeta( pos ); + + for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) + { + Vector3i OtherPos = pos + Surroundings[i]; + if( PowerBlock( OtherPos, pos, Meta-1 ) ) + { + SpreadStack.push_back( OtherPos ); // Changed, so add to stack + } + } + } + + // Only after a redstone area has been completely simulated the redstone entities can react + while( !m_RefreshPistons.empty() ) + { + Vector3i pos = m_RefreshPistons.back(); + m_RefreshPistons.pop_back(); + + char Block = m_World->GetBlock( pos ); + switch( Block ) + { + case E_BLOCK_PISTON: + case E_BLOCK_STICKY_PISTON: + if( IsPowered( pos ) ) + { + cPiston Piston( m_World ); + Piston.ExtendPiston( pos.x, pos.y, pos.z ); + } + else + { + cPiston Piston( m_World ); + Piston.RetractPiston( pos.x, pos.y, pos.z ); + } + break; + default: + break; + }; + } +} + + + + + +bool cRedstoneSimulator::PowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock, char a_Power ) +{ + char Block = m_World->GetBlock( a_BlockPos ); + switch( Block ) + { + case E_BLOCK_REDSTONE_WIRE: + { + if( m_World->GetBlockMeta( a_BlockPos ) < a_Power ) + { + m_World->SetBlockMeta( a_BlockPos, a_Power ); + return true; + } + } + break; + case E_BLOCK_PISTON: + case E_BLOCK_STICKY_PISTON: + { + m_RefreshPistons.push_back( a_BlockPos ); + } + break; + case E_BLOCK_REDSTONE_REPEATER_OFF: + case E_BLOCK_REDSTONE_REPEATER_ON: + { + if( cRedstone::IsRepeaterPointingAway( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock ) ) + { + SetRepeater( a_BlockPos, 10, true ); + } + } + break; + default: + { + if( Block != E_BLOCK_AIR && Block != E_BLOCK_REDSTONE_TORCH_ON && Block != E_BLOCK_REDSTONE_TORCH_OFF ) + { + if( IsPowered( a_BlockPos, true ) ) + { + m_RefreshTorchesAround.push_back( a_BlockPos ); + } + } + } + break; + }; + + return false; +} + + + + + +int cRedstoneSimulator::UnPowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock ) +{ + char Block = m_World->GetBlock( a_BlockPos ); + switch( Block ) + { + case E_BLOCK_REDSTONE_WIRE: + { + if( m_World->GetBlockMeta( a_BlockPos ) > 0 ) + { + m_World->SetBlockMeta( a_BlockPos, 0 ); + return 1; + } + } + break; + case E_BLOCK_PISTON: + case E_BLOCK_STICKY_PISTON: + { + m_RefreshPistons.push_back( a_BlockPos ); + } + break; + case E_BLOCK_REDSTONE_TORCH_ON: + { + return 2; + } + break; + case E_BLOCK_REDSTONE_REPEATER_ON: + { + if( cRedstone::IsRepeaterPointingTo( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock ) + || cRedstone::IsRepeaterPointingTo( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock - Vector3i(0, 1, 0) ) ) // Check if repeater is next/below wire + { + return 2; + } + else if( cRedstone::IsRepeaterPointingAway( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock ) ) + { + SetRepeater( a_BlockPos, 10, false ); + } + } + case E_BLOCK_REDSTONE_REPEATER_OFF: + if( cRedstone::IsRepeaterPointingAway( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock ) ) + { + SetRepeater( a_BlockPos, 10, false ); + } + break; + default: + if( Block != E_BLOCK_AIR && Block != E_BLOCK_REDSTONE_TORCH_ON && Block != E_BLOCK_REDSTONE_TORCH_OFF ) + { + if( !IsPowered( a_BlockPos, true ) ) + { + m_RefreshTorchesAround.push_back( a_BlockPos ); + } + } + break; + }; + + return 0; +} + + + + + +// Removes current from all powered redstone wires until it reaches an energy source. +// Also returns all energy sources it encountered +cRedstoneSimulator::BlockList cRedstoneSimulator::RemoveCurrent( const Vector3i & a_BlockPos ) +{ + + + std::deque< Vector3i > SpreadStack; + std::deque< Vector3i > FoundSources; + + Vector3i Surroundings[] = { + Vector3i( 1, 0, 0 ), + Vector3i( 1, 1, 0 ), + Vector3i( 1,-1, 0 ), + Vector3i(-1, 0, 0 ), + Vector3i(-1, 1, 0 ), + Vector3i(-1,-1, 0 ), + Vector3i( 0, 0, 1 ), + Vector3i( 0, 1, 1 ), + Vector3i( 0,-1, 1 ), + Vector3i( 0, 0,-1 ), + Vector3i( 0, 1,-1 ), + Vector3i( 0,-1,-1 ), + Vector3i( 0,-1, 0 ), + }; + + char Block = m_World->GetBlock( a_BlockPos ); + if( Block == E_BLOCK_REDSTONE_REPEATER_ON || Block == E_BLOCK_REDSTONE_REPEATER_OFF ) + { + static Vector3i Surroundings [] = { // Repeaters only spread right in front and 1 block up + Vector3i( 0, 0, 0), + Vector3i( 0, 1, 0), + }; + Vector3i Direction = cRedstone::GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) ); + for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) + { + Vector3i pos = a_BlockPos + Direction + Surroundings[i]; + int RetVal = UnPowerBlock( pos, a_BlockPos ); + if( RetVal == 1 ) + { + SpreadStack.push_back( pos ); // Changed, so add to stack + } + else if( RetVal == 2 ) + { + FoundSources.push_back( pos ); + } + } + } + else if( Block == E_BLOCK_REDSTONE_TORCH_OFF || Block == E_BLOCK_REDSTONE_TORCH_ON ) + { + static Vector3i Surroundings [] = { // Torches only spread on the same level + Vector3i(-1, 0, 0), + Vector3i( 1, 0, 0), + Vector3i( 0, 0,-1), + Vector3i( 0, 0, 1), + }; + + for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) + { + Vector3i pos = Vector3i( a_BlockPos ) + Surroundings[i]; + int RetVal = UnPowerBlock( pos, a_BlockPos ); + if( RetVal == 1 ) + { + SpreadStack.push_back( pos ); // Changed, so add to stack + } + else if( RetVal == 2 ) + { + FoundSources.push_back( pos ); + } + } + } + else + { + SpreadStack.push_back( a_BlockPos ); + } + + + while( !SpreadStack.empty() ) + { + Vector3i pos = SpreadStack.back(); + SpreadStack.pop_back(); + + for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) + { + Vector3i OtherPos = pos + Surroundings[i]; + int RetVal = UnPowerBlock( OtherPos, pos ); + if( RetVal == 1 ) + { + SpreadStack.push_back( OtherPos ); // Changed, so add to stack + } + else if( RetVal == 2 ) + { + FoundSources.push_back( OtherPos ); + } + } + } + + return FoundSources; +} + + + + + +bool cRedstoneSimulator::IsPowering( const Vector3i & a_PowerPos, const Vector3i & a_BlockPos, eRedstoneDirection a_WireDirection, bool a_bOnlyByWire ) +{ + char PowerBlock = m_World->GetBlock( a_PowerPos ); + if( !a_bOnlyByWire && PowerBlock == E_BLOCK_REDSTONE_TORCH_ON ) return true; + if( PowerBlock == E_BLOCK_REDSTONE_REPEATER_ON ) // A repeater pointing towards block is regarded as wire + { + if( cRedstone::IsRepeaterPointingTo( a_PowerPos, m_World->GetBlockMeta( a_PowerPos ), a_BlockPos ) ) + { + return true; + } + } + if( PowerBlock == E_BLOCK_REDSTONE_WIRE ) + { + if( m_World->GetBlockMeta( a_PowerPos ) > 0 ) + { + if( GetDirection( a_PowerPos ) == a_WireDirection ) + { + return true; + } + } + } + + return false; +} + + + + + +bool cRedstoneSimulator::IsPowered( const Vector3i & a_BlockPos, bool a_bOnlyByWire /* = false */ ) +{ + char Block = m_World->GetBlock( a_BlockPos ); + if( Block == E_BLOCK_REDSTONE_REPEATER_OFF || Block == E_BLOCK_REDSTONE_REPEATER_ON ) + { + Vector3i Behind = a_BlockPos - cRedstone::GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) ); + char BehindBlock = m_World->GetBlock( Behind ); + if( BehindBlock == E_BLOCK_REDSTONE_TORCH_ON ) + { + return true; + } + if( BehindBlock == E_BLOCK_REDSTONE_WIRE ) + { + if( m_World->GetBlockMeta( Behind ) > 0 ) + { + return true; + } + } + if( BehindBlock == E_BLOCK_REDSTONE_REPEATER_ON ) + { + if( cRedstone::IsRepeaterPointingTo( Behind, m_World->GetBlockMeta( Behind ), a_BlockPos ) ) + { + return true; + } + } + return false; + } + + if( IsPowering( Vector3i( a_BlockPos.x-1, a_BlockPos.y, a_BlockPos.z ), a_BlockPos, REDSTONE_X_POS, a_bOnlyByWire ) ) + return true; + if( IsPowering( Vector3i( a_BlockPos.x+1, a_BlockPos.y, a_BlockPos.z ), a_BlockPos, REDSTONE_X_NEG, a_bOnlyByWire ) ) + return true; + if( IsPowering( Vector3i( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z-1 ), a_BlockPos, REDSTONE_Z_POS, a_bOnlyByWire ) ) + return true; + if( IsPowering( Vector3i( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z+1 ), a_BlockPos, REDSTONE_Z_NEG, a_bOnlyByWire ) ) + return true; + + // Only wires can power the bottom block + char PosY = m_World->GetBlock( a_BlockPos.x, a_BlockPos.y+1, a_BlockPos.z ); + if( PosY == E_BLOCK_REDSTONE_WIRE ) + { + if( m_World->GetBlockMeta( a_BlockPos.x, a_BlockPos.y+1, a_BlockPos.z ) > 0 ) + { + return true; + } + } + + return false; +} + + + + +// Believe me, it works!! TODO: Add repeaters and low/high wires +cRedstoneSimulator::eRedstoneDirection cRedstoneSimulator::GetDirection( int a_X, int a_Y, int a_Z ) +{ + int Dir = REDSTONE_NONE; + + char NegX = m_World->GetBlock( a_X-1, a_Y, a_Z ); + if( NegX == E_BLOCK_REDSTONE_WIRE || NegX == E_BLOCK_REDSTONE_TORCH_ON ) + { + Dir |= (REDSTONE_X_POS); + } + char PosX = m_World->GetBlock( a_X+1, a_Y, a_Z ); + if( PosX == E_BLOCK_REDSTONE_WIRE || PosX == E_BLOCK_REDSTONE_TORCH_ON ) + { + Dir |= (REDSTONE_X_NEG); + } + char NegZ = m_World->GetBlock( a_X, a_Y, a_Z-1 ); + if( NegZ == E_BLOCK_REDSTONE_WIRE || NegZ == E_BLOCK_REDSTONE_TORCH_ON ) + { + if( (Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG ) ) //corner + { + Dir ^= REDSTONE_X_POS; + Dir |= REDSTONE_X_NEG; + } + if( (Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS ) ) //corner + { + Dir ^= REDSTONE_X_NEG; + Dir |= REDSTONE_X_POS; + } + Dir |= REDSTONE_Z_POS; + } + char PosZ = m_World->GetBlock( a_X, a_Y, a_Z+1 ); + if( PosZ == E_BLOCK_REDSTONE_WIRE || PosZ == E_BLOCK_REDSTONE_TORCH_ON ) + { + if( (Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG ) ) //corner + { + Dir ^= REDSTONE_X_POS; + Dir |= REDSTONE_X_NEG; + } + if( (Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS ) ) //corner + { + Dir ^= REDSTONE_X_NEG; + Dir |= REDSTONE_X_POS; + } + Dir |= REDSTONE_Z_NEG; + } + + return (eRedstoneDirection)Dir; +} \ No newline at end of file -- cgit v1.2.3