487f9a2aa9
Refactored all cBlockHandler and cItemHandler descendants to use Vector3.
265 lines
6.5 KiB
C++
265 lines
6.5 KiB
C++
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#pragma once
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#include "BlockHandler.h"
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class cBlockEndPortalFrameHandler:
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public cMetaRotator<cBlockHandler, 0x03,
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E_META_END_PORTAL_FRAME_ZM,
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E_META_END_PORTAL_FRAME_XP,
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E_META_END_PORTAL_FRAME_ZP,
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E_META_END_PORTAL_FRAME_XM
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>
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{
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using Super = cMetaRotator<
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cBlockHandler, 0x03,
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E_META_END_PORTAL_FRAME_ZM,
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E_META_END_PORTAL_FRAME_XP,
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E_META_END_PORTAL_FRAME_ZP,
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E_META_END_PORTAL_FRAME_XM
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>;
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public:
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cBlockEndPortalFrameHandler(BLOCKTYPE a_BlockType):
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Super(a_BlockType)
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{
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}
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virtual bool GetPlacementBlockTypeMeta(
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cChunkInterface & a_ChunkInterface,
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cPlayer & a_Player,
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const Vector3i a_PlacedBlockPos,
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eBlockFace a_ClickedBlockFace,
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const Vector3i a_CursorPos,
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BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
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) override
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{
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a_BlockType = m_BlockType;
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a_BlockMeta = YawToMetaData(a_Player.GetYaw());
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return true;
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}
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inline static NIBBLETYPE YawToMetaData(double a_Rotation)
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{
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a_Rotation += 90 + 45; // So its not aligned with axis
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if (a_Rotation > 360)
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{
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a_Rotation -= 360;
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}
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if ((a_Rotation >= 0) && (a_Rotation < 90))
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{
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return E_META_END_PORTAL_FRAME_XM;
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}
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else if ((a_Rotation >= 180) && (a_Rotation < 270))
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{
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return E_META_END_PORTAL_FRAME_XP;
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}
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else if ((a_Rotation >= 90) && (a_Rotation < 180))
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{
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return E_META_END_PORTAL_FRAME_ZM;
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}
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else
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{
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return E_META_END_PORTAL_FRAME_ZP;
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}
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}
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virtual void OnPlaced(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) override
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{
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// E_META_END_PORTAL_FRAME_EYE is the bit which signifies the eye of ender is in it.
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// LOG("PortalPlaced, meta %d", a_BlockMeta);
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if ((a_BlockMeta & E_META_END_PORTAL_FRAME_EYE) == E_META_END_PORTAL_FRAME_EYE)
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{
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// LOG("Location is %d %d %d", a_BlockX, a_BlockY, a_BlockZ);
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// Direction is the first two bits, masked by 0x3
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FindAndSetPortal(a_BlockPos, a_BlockMeta & 3, a_ChunkInterface, a_WorldInterface);
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}
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}
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/** Returns false if portal cannot be made, true if portal was made. */
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bool FindAndSetPortal(Vector3i a_FirstFrame, NIBBLETYPE a_Direction, cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface)
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{
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/*
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PORTAL FINDING ALGORITH
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=======================
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- Get clicked base block
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- Check diagonally (clockwise) for another portal block
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- if exists, and has eye, Continue. Abort if any are facing the wrong direction.
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- if doesn't exist, check horizontally (the block to the left of this block). Abort if there is no horizontal block.
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- After a corner has been met, traverse the portal clockwise, ensuring valid portal frames connect the rectangle.
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- Track the NorthWest Corner, and the dimensions.
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- If dimensions are valid, create the portal.
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*/
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static_assert((E_META_END_PORTAL_FRAME_ZM - E_META_END_PORTAL_FRAME_XM) == 1, "Should be going clockwise");
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const int MIN_PORTAL_WIDTH = 3;
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const int MAX_PORTAL_WIDTH = 4;
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// Directions to use for the clockwise traversal.
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static const Vector3i Left[] =
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{
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{ 1, 0, 0}, // 0, South, left block is East / XP
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{ 0, 0, 1}, // 1, West, left block is South / ZP
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{-1, 0, 0}, // 2, North, left block is West / XM
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{ 0, 0, -1}, // 3, East, left block is North / ZM
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};
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static const Vector3i LeftForward[] =
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{
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{ 1, 0, 1}, // 0, South, left block is SouthEast / XP ZP
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{-1, 0, 1}, // 1, West, left block is SouthWest / XM ZP
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{-1, 0, -1}, // 2, North, left block is NorthWest / XM ZM
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{ 1, 0, -1}, // 3, East, left block is NorthEast / XP ZM
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};
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int EdgesComplete = -1; // We start search _before_ finding the first edge
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Vector3i NorthWestCorner;
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int EdgeWidth[4] = { 1, 1, 1, 1 };
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NIBBLETYPE CurrentDirection = a_Direction;
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Vector3i CurrentPos = a_FirstFrame;
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// Scan clockwise until we have seen all 4 edges
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while (EdgesComplete < 4)
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{
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// Check if we are at a corner
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Vector3i NextPos = CurrentPos + LeftForward[CurrentDirection];
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if (IsPortalFrame(a_ChunkInterface.GetBlock(NextPos)))
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{
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// We have found the corner, move clockwise to next edge
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if (CurrentDirection == E_META_END_PORTAL_FRAME_XP)
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{
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// We are on the NW (XM, ZM) Corner
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// Relative to the previous frame, the portal should appear to the right of this portal frame.
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NorthWestCorner = NextPos - Left[CurrentDirection];
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}
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if (EdgesComplete == -1)
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{
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// Reset current width, we will revisit it last
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EdgeWidth[CurrentDirection] = 1;
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}
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// Rotate 90 degrees clockwise
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CurrentDirection = (CurrentDirection + 1) % 4;
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EdgesComplete++;
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}
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else
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{
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// We are not at a corner, keep walking the edge
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NextPos = CurrentPos + Left[CurrentDirection];
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EdgeWidth[CurrentDirection]++;
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if (EdgeWidth[CurrentDirection] > MAX_PORTAL_WIDTH)
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{
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// Don't build a portal that is too long.
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return false;
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}
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}
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if (!IsValidFrameAtPos(a_ChunkInterface, NextPos, CurrentDirection))
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{
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// Neither the edge nor the corner are valid portal blocks.
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return false;
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}
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CurrentPos = NextPos;
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}
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if ((EdgeWidth[0] != EdgeWidth[2]) || (EdgeWidth[1] != EdgeWidth[3]))
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{
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// Mismatched Portal Dimensions.
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return false;
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}
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if ((EdgeWidth[0] < MIN_PORTAL_WIDTH) || (EdgeWidth[1] < MIN_PORTAL_WIDTH))
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{
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// Portal too small.
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return false;
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}
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// LOG("NW corner (low corner) %d %d %d", Corner.x, Corner.y, Corner.z);
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// LOG("%d by %d", Width[0], Width[1]);
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for (int i = 0; i < EdgeWidth[0]; i++)
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{
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for (int j = 0; j < EdgeWidth[1]; j++)
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{
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a_ChunkInterface.SetBlock(NorthWestCorner.x + i, NorthWestCorner.y, NorthWestCorner.z + j, E_BLOCK_END_PORTAL, 0);
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// TODO: Create block entity so portal doesn't become invisible on relog.
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}
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}
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return true;
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}
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/** Return true if this block is a portal frame, has an eye, and is facing the correct direction. */
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bool IsValidFrameAtPos(cChunkInterface & a_ChunkInterface, Vector3i a_BlockPos, NIBBLETYPE a_ShouldFace)
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{
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BLOCKTYPE BlockType;
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NIBBLETYPE BlockMeta;
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return (
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a_ChunkInterface.GetBlockTypeMeta(a_BlockPos, BlockType, BlockMeta) &&
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(BlockType == E_BLOCK_END_PORTAL_FRAME) &&
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(BlockMeta == (a_ShouldFace | E_META_END_PORTAL_FRAME_EYE))
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);
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}
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/** Return true if this block is a portal frame. */
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bool IsPortalFrame(BLOCKTYPE BlockType)
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{
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return (BlockType == E_BLOCK_END_PORTAL_FRAME);
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}
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virtual bool IsClickedThrough(void) override
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{
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// TODO: Colision
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return true;
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}
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virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
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{
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UNUSED(a_Meta);
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return 27;
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}
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};
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