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Merge pull request #303 from tigerw/bugfixes

Nether portal creation
This commit is contained in:
Mattes D 2013-11-02 09:10:18 -07:00
commit 56c97d6c30
4 changed files with 303 additions and 3 deletions

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="UTF-8"?>
<?xml version="1.0" encoding="UTF-8"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9,00"
@ -2259,6 +2259,10 @@
RelativePath="..\source\blocks\BlockPlanks.h"
>
</File>
<File
RelativePath="..\source\blocks\BlockPortal.h"
>
</File>
<File
RelativePath="..\source\Blocks\BlockPumpkin.h"
>

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@ -16,6 +16,28 @@ public:
{
}
/// Portal boundary and direction variables
int XZP, XZM, Dir; // For wont of a better name...
virtual void OnPlaced(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) override
{
/*
PORTAL FINDING ALGORITH
=======================
-Get clicked base block
-Trace upwards to find first obsidian block; aborts if anything other than obsidian or air is encountered.
Uses this value as a reference (the 'ceiling')
-For both directions (if one fails, try the other), BASE (clicked) block:
-Go in one direction, only stop if a non obsidian block is encountered (abort) OR a portal border is encountered (FindObsidianCeiling returns -1)
-If a border was encountered, go the other direction and repeat above
-Write borders to XZP and XZM, write direction portal faces to Dir
-Loop through boundary variables, and fill with portal blocks based on Dir with meta from Dir
*/
a_BlockY--; // Because we want the block below the fire
FindAndSetPortalFrame(a_BlockX, a_BlockY, a_BlockZ, a_World); // Brought to you by Aperture Science
}
virtual void OnDigging(cWorld * a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ) override
{
a_World->DigBlock(a_BlockX, a_BlockY, a_BlockZ);
@ -30,12 +52,176 @@ public:
{
return true;
}
virtual const char * GetStepSound(void) override
{
return "step.wood";
}
} ;
/// Traces along YP until it finds an obsidian block, returns Y difference or 0 if no portal, and -1 for border
/// Takes the X, Y, and Z of the base block; with an optional MaxY for portal border finding
int FindObsidianCeiling(int X, int Y, int Z, cWorld * a_World, int MaxY = 0)
{
if (a_World->GetBlock(X, Y, Z) != E_BLOCK_OBSIDIAN)
{
return 0;
}
int newY = Y + 1;
for (newY; newY < cChunkDef::Height; newY++)
{
BLOCKTYPE Block = a_World->GetBlock(X, newY, Z);
if ((Block == E_BLOCK_AIR) || (Block == E_BLOCK_FIRE))
{
continue;
}
else if (Block == E_BLOCK_OBSIDIAN)
{
// We found an obsidian ceiling
// Make sure MaxY has a value and newY ('ceiling' location) is at one above the base block
// This is because the frame is a solid obsidian pillar
if ((MaxY != 0) && (newY == Y + 1))
{
return EvaluatePortalBorder(X, newY, Z, MaxY, a_World);
}
else
{
// Return ceiling Y, whoever called this function will decide if it's part of a portal or not
return newY;
}
}
else { return 0; }
}
return 0;
}
/// Evaluates if coords have a valid border on top, based on MaxY
int EvaluatePortalBorder(int X, int FoundObsidianY, int Z, int MaxY, cWorld * a_World)
{
for (int checkBorder = FoundObsidianY + 1; checkBorder <= MaxY - 1; checkBorder++) // FoundObsidianY + 1: FoundObsidianY has already been checked in FindObsidianCeiling; MaxY - 1: portal doesn't need corners
{
if (a_World->GetBlock(X, checkBorder, Z) != E_BLOCK_OBSIDIAN)
{
// Base obsidian, base + 1 obsidian, base + x NOT obsidian -> not complete portal
return 0;
}
}
// Everything was obsidian, found a border!
return -1; // Return -1 for a frame border
}
/// Finds entire frame in any direction with the coordinates of a base block and fills hole with nether portal (START HERE)
void FindAndSetPortalFrame(int X, int Y, int Z, cWorld * a_World)
{
int MaxY = FindObsidianCeiling(X, Y, Z, a_World); // Get topmost obsidian block as reference for all other checks
int X1 = X + 1, Z1 = Z + 1, X2 = X - 1, Z2 = Z - 1; // Duplicate XZ values, add/subtract one as we've checked the original already the line above
if (MaxY == 0) // Oh noes! Not a portal coordinate :(
{
return;
}
if (!FindPortalSliceX(X1, X2, Y, Z, MaxY, a_World))
{
if (!FindPortalSliceZ(X, Y, Z1, Z2, MaxY, a_World))
{
return; // No eligible portal construct, abort abort abort!!
}
}
for (int Height = Y + 1; Height <= MaxY - 1; Height++) // Loop through boundary to set portal blocks
{
for (int Width = XZM; Width <= XZP; Width++)
{
if (Dir == 1)
{
a_World->SetBlock(Width, Height, Z, E_BLOCK_NETHER_PORTAL, Dir);
}
else
{
a_World->SetBlock(X, Height, Width, E_BLOCK_NETHER_PORTAL, Dir);
}
}
}
return;
}
/// Evaluates if coordinates are a portal going XP/XM; returns true if so, and writes boundaries to variable
/// Takes coordinates of base block and Y coord of target obsidian ceiling
bool FindPortalSliceX(int X1, int X2, int Y, int Z, int MaxY, cWorld * a_World)
{
Dir = 1; // Set assumed direction (will change if portal turns out to be facing the other direction)
bool FoundFrameXP = false, FoundFrameXM = false;
for (X1; ((a_World->GetBlock(X1, Y, Z) == E_BLOCK_OBSIDIAN) || (a_World->GetBlock(X1, Y + 1, Z) == E_BLOCK_OBSIDIAN)); X1++) // Check XP for obsidian blocks, exempting corners
{
int Value = FindObsidianCeiling(X1, Y, Z, a_World, MaxY);
int ValueTwo = FindObsidianCeiling(X1, Y + 1, Z, a_World, MaxY); // For corners without obsidian
if ((Value == -1) || (ValueTwo == -1)) // FindObsidianCeiling returns -1 upon frame-find
{
FoundFrameXP = true; // Found a frame border in this direction, proceed in other direction (don't go further)
break;
}
else if ((Value != MaxY) && (ValueTwo != MaxY)) // Make sure that there is a valid portal 'slice'
{
return false; // Not valid slice, no portal can be formed
}
} XZM = X1 - 2; // Set boundary of frame interior (hence the -2)
for (X2; ((a_World->GetBlock(X2, Y, Z) == E_BLOCK_OBSIDIAN) || (a_World->GetBlock(X2, Y + 1, Z) == E_BLOCK_OBSIDIAN)); X2--) // Go the other direction (XM)
{
int Value = FindObsidianCeiling(X2, Y, Z, a_World, MaxY);
int ValueTwo = FindObsidianCeiling(X2, Y + 1, Z, a_World, MaxY);
if ((Value == -1) || (ValueTwo == -1))
{
FoundFrameXM = true;
break;
}
else if ((Value != MaxY) && (ValueTwo != MaxY))
{
return false;
}
} XZP = X2 + 2; // Set boundary, see previous
return (FoundFrameXP && FoundFrameXM);
}
/// Evaluates if coords are a portal going ZP/ZM; returns true if so, and writes boundaries to variable
bool FindPortalSliceZ(int X, int Y, int Z1, int Z2, int MaxY, cWorld * a_World)
{
Dir = 2;
bool FoundFrameZP = false, FoundFrameZM = false;
for (Z1; ((a_World->GetBlock(X, Y, Z1) == E_BLOCK_OBSIDIAN) || (a_World->GetBlock(X, Y + 1, Z1) == E_BLOCK_OBSIDIAN)); Z1++)
{
int Value = FindObsidianCeiling(X, Y, Z1, a_World, MaxY);
int ValueTwo = FindObsidianCeiling(X, Y + 1, Z1, a_World, MaxY);
if ((Value == -1) || (ValueTwo == -1))
{
FoundFrameZP = true;
continue;
}
else if ((Value != MaxY) && (ValueTwo != MaxY))
{
return false;
}
} XZP = Z1 - 2;
for (Z2; ((a_World->GetBlock(X, Y, Z2) == E_BLOCK_OBSIDIAN) || (a_World->GetBlock(X, Y + 1, Z2) == E_BLOCK_OBSIDIAN)); Z2--)
{
int Value = FindObsidianCeiling(X, Y, Z2, a_World, MaxY);
int ValueTwo = FindObsidianCeiling(X, Y + 1, Z2, a_World, MaxY);
if ((Value == -1) || (ValueTwo == -1))
{
FoundFrameZM = true;
continue;
}
else if ((Value != MaxY) && (ValueTwo != MaxY))
{
return false;
}
} XZM = Z2 + 2;
return (FoundFrameZP && FoundFrameZM);
}
};

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@ -44,6 +44,7 @@
#include "BlockOre.h"
#include "BlockPiston.h"
#include "BlockPlanks.h"
#include "BlockPortal.h"
#include "BlockPumpkin.h"
#include "BlockRail.h"
#include "BlockRedstone.h"
@ -159,6 +160,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
case E_BLOCK_PISTON: return new cBlockPistonHandler (a_BlockType);
case E_BLOCK_PISTON_EXTENSION: return new cBlockPistonHeadHandler ( );
case E_BLOCK_PLANKS: return new cBlockPlanksHandler (a_BlockType);
case E_BLOCK_NETHER_PORTAL: return new cBlockPortalHandler (a_BlockType);
case E_BLOCK_PUMPKIN: return new cBlockPumpkinHandler (a_BlockType);
case E_BLOCK_JACK_O_LANTERN: return new cBlockPumpkinHandler (a_BlockType);
case E_BLOCK_PUMPKIN_STEM: return new cBlockStemsHandler (a_BlockType);

108
source/Blocks/BlockPortal.h Normal file
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@ -0,0 +1,108 @@
#pragma once
#include "BlockHandler.h"
class cBlockPortalHandler :
public cBlockHandler
{
public:
cBlockPortalHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
virtual bool GetPlacementBlockTypeMeta(
cWorld * a_World, cPlayer * a_Player,
int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
// We set to zero so MCS doesn't stop you from building weird portals like vanilla does
// CanBeAt doesn't do anything if meta is zero
// We set to zero because the client sends meta = 2 to the server (it calculates rotation itself)
a_BlockType = m_BlockType;
a_BlockMeta = 0;
return true;
}
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{
return; // No pickups
}
virtual bool CanBeAt(int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
{
if ((a_RelY - 1 < 0) || (a_RelY + 1 > cChunkDef::Height))
{
return false; // In case someone places a portal with meta 1 or 2 at boundaries, and server tries to get invalid coords at Y - 1 or Y + 1
}
switch (a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ))
{
case 0x1:
{
static const struct
{
int x, y, z;
} PortalCheck[] =
{
{ 0, 1, 0},
{ 0,-1, 0},
{ 1, 0, 0},
{-1, 0, 0},
} ;
for (int i = 0; i < ARRAYCOUNT(PortalCheck); i++)
{
BLOCKTYPE Block;
a_Chunk.UnboundedRelGetBlockType(a_RelX + PortalCheck[i].x, a_RelY + PortalCheck[i].y, a_RelZ + PortalCheck[i].z, Block);
if ((Block != E_BLOCK_NETHER_PORTAL) && (Block != E_BLOCK_OBSIDIAN))
{
return false;
}
}
break;
}
case 0x2:
{
static const struct
{
int x, y, z;
} PortalCheck[] =
{
{ 0, 1, 0},
{ 0,-1, 0},
{ 0, 0, -1},
{ 0, 0, 1},
} ;
for (int i = 0; i < ARRAYCOUNT(PortalCheck); i++)
{
BLOCKTYPE Block;
a_Chunk.UnboundedRelGetBlockType(a_RelX + PortalCheck[i].x, a_RelY + PortalCheck[i].y, a_RelZ + PortalCheck[i].z, Block);
if ((Block != E_BLOCK_NETHER_PORTAL) && (Block != E_BLOCK_OBSIDIAN))
{
return false;
}
}
break;
}
}
return true;
}
} ;