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Redstone simulator now directly accesses cChunk

* Redstone simulator performance improvements
* Added return values to some functions
* Minor fixes
This commit is contained in:
Tiger Wang
2014-04-27 17:35:41 +01:00
parent da931da603
commit bbc5faa723
10 changed files with 591 additions and 458 deletions

View File

@@ -55,13 +55,13 @@ private:
struct sSimulatedPlayerToggleableList // Define structure of the list containing simulate-on-update blocks (such as trapdoors that respond once to a block update, and can be toggled by a player)
{
Vector3i a_BlockPos;
Vector3i a_RelBlockPos;
bool WasLastStatePowered; // Was the last state powered or not? Determines whether a source update has happened and if I should resimulate
};
struct sRepeatersDelayList // Define structure of list containing repeaters' delay states
{
Vector3i a_BlockPos;
Vector3i a_RelBlockPos;
unsigned char a_DelayTicks; // For how many ticks should the repeater delay
unsigned char a_ElapsedTicks; // How much of the previous has been elapsed?
bool ShouldPowerOn; // What happens when the delay time is fulfilled?
@@ -91,80 +91,80 @@ private:
/* ====== SOURCES ====== */
/** Handles the redstone torch */
void HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
void HandleRedstoneTorch(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
/** Handles the redstone block */
void HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandleRedstoneBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles levers */
void HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandleRedstoneLever(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles buttons */
void HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
void HandleRedstoneButton(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles daylight sensors */
void HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandleDaylightSensor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles pressure plates */
void HandlePressurePlate(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
void HandlePressurePlate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType);
/* ==================== */
/* ====== CARRIERS ====== */
/** Handles redstone wire */
void HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles repeaters */
void HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
void HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
/* ====================== */
/* ====== DEVICES ====== */
/** Handles pistons */
void HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandlePiston(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles dispensers and droppers */
void HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandleDropSpenser(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles TNT (exploding) */
void HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandleTNT(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles redstone lamps */
void HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
void HandleRedstoneLamp(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
/** Handles doords */
void HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandleDoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles command blocks */
void HandleCommandBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandleCommandBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles activator, detector, and powered rails */
void HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
void HandleRail(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType);
/** Handles trapdoors */
void HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandleTrapdoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles fence gates */
void HandleFenceGate(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandleFenceGate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles noteblocks */
void HandleNoteBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandleNoteBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/* ===================== */
/* ====== Helper functions ====== */
/** Marks a block as powered */
void 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 = MAX_POWER_LEVEL);
void SetBlockPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
/** Marks a block as being powered through another block */
void 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_MiddeBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
void SetBlockLinkedPowered(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_MiddeBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
/** Marks a block as simulated, who should not be simulated further unless their power state changes, to accomodate a player manually toggling the block without triggering the simulator toggling it back */
void SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered);
void SetPlayerToggleableBlockAsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool WasLastStatePowered);
/** Marks the second block in a direction as linked powered */
void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
void SetDirectionLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, char a_Direction, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
/** Marks all blocks immediately surrounding a coordinate as powered */
void SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
void SetAllDirsAsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
/** Queues a repeater to be powered or unpowered */
void QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn);
void QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn);
/** Returns if a coordinate is powered or linked powered */
bool AreCoordsPowered(int a_BlockX, int a_BlockY, int a_BlockZ) { return AreCoordsDirectlyPowered(a_BlockX, a_BlockY, a_BlockZ) || AreCoordsLinkedPowered(a_BlockX, a_BlockY, a_BlockZ); }
bool AreCoordsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { return AreCoordsDirectlyPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ) || AreCoordsLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); }
/** Returns if a coordinate is in the directly powered blocks list */
bool AreCoordsDirectlyPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
bool AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Returns if a coordinate is in the indirectly powered blocks list */
bool AreCoordsLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
bool AreCoordsLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Returns if a coordinate was marked as simulated (for blocks toggleable by players) */
bool AreCoordsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool IsCurrentStatePowered);
bool AreCoordsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool IsCurrentStatePowered);
/** Returns if a repeater is powered */
bool IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
bool IsRepeaterPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta);
/** Returns if a repeater is locked */
bool IsRepeaterLocked(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
bool IsRepeaterLocked(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta);
/** Returns if a piston is powered */
bool IsPistonPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
bool IsPistonPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta);
/** Returns if a wire is powered
The only diffence between this and a normal AreCoordsPowered is that this function checks for a wire powering another wire */
bool IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ, unsigned char & a_PowerLevel);
bool IsWirePowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel);
/** Returns if lever metadata marks it as emitting power */