#pragma once #include "BlockHandler.h" class cBlockFireHandler : public cBlockHandler { public: cBlockFireHandler(BLOCKTYPE a_BlockType) : cBlockHandler(a_BlockType) { } /// 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); } virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override { // No pickups from this block } virtual bool IsClickedThrough(void) override { 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 } } XZP = X1 - 1; // Set boundary of frame interior, note that for some reason, the loop of X and the loop of Z go to different numbers, hence -1 here and -2 there 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; } } XZM = X2 + 1; // 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); } };