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#pragma once
#include "BlockHandler.h"
class cBlockFireHandler :
public cBlockHandler
{
public:
cBlockFireHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
/// Portal boundary and direction variables
// 2014_03_30 _X: What are these used for? Why do we need extra variables?
int XZP, XZM;
NIBBLETYPE Dir;
virtual void OnPlaced(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, 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 - 1: Because we want the block below the fire
FindAndSetPortalFrame(a_BlockX, a_BlockY - 1, a_BlockZ, a_ChunkInterface, a_WorldInterface);
}
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, cChunkInterface & a_ChunkInterface, int MaxY = 0)
{
if (a_ChunkInterface.GetBlock(X, Y, Z) != E_BLOCK_OBSIDIAN)
{
return 0;
}
for (int newY = Y + 1; newY < cChunkDef::Height; newY++)
{
BLOCKTYPE Block = a_ChunkInterface.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_ChunkInterface) ? -1 /* -1 = found a frame */ : 0;
}
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
bool EvaluatePortalBorder(int X, int FoundObsidianY, int Z, int MaxY, cChunkInterface & a_ChunkInterface)
{
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_ChunkInterface.GetBlock(X, checkBorder, Z) != E_BLOCK_OBSIDIAN)
{
// Base obsidian, base + 1 obsidian, base + x NOT obsidian -> not complete portal
return false;
}
}
// Everything was obsidian, found a border!
return true;
}
/// 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, cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface)
{
int MaxY = FindObsidianCeiling(X, Y, Z, a_ChunkInterface); // 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_ChunkInterface))
{
if (!FindPortalSliceZ(X, Y, Z1, Z2, MaxY, a_ChunkInterface))
{
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_ChunkInterface.SetBlock(a_WorldInterface, Width, Height, Z, E_BLOCK_NETHER_PORTAL, Dir);
}
else
{
a_ChunkInterface.SetBlock(a_WorldInterface, 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, cChunkInterface & a_ChunkInterface)
{
Dir = 1; // Set assumed direction (will change if portal turns out to be facing the other direction)
bool FoundFrameXP = false, FoundFrameXM = false;
for (; ((a_ChunkInterface.GetBlock(X1, Y, Z) == E_BLOCK_OBSIDIAN) || (a_ChunkInterface.GetBlock(X1, Y + 1, Z) == E_BLOCK_OBSIDIAN)); X1++) // Check XP for obsidian blocks, exempting corners
{
int Value = FindObsidianCeiling(X1, Y, Z, a_ChunkInterface, MaxY);
int ValueTwo = FindObsidianCeiling(X1, Y + 1, Z, a_ChunkInterface, 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
for (; ((a_ChunkInterface.GetBlock(X2, Y, Z) == E_BLOCK_OBSIDIAN) || (a_ChunkInterface.GetBlock(X2, Y + 1, Z) == E_BLOCK_OBSIDIAN)); X2--) // Go the other direction (XM)
{
int Value = FindObsidianCeiling(X2, Y, Z, a_ChunkInterface, MaxY);
int ValueTwo = FindObsidianCeiling(X2, Y + 1, Z, a_ChunkInterface, 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, cChunkInterface & a_ChunkInterface)
{
Dir = 2;
bool FoundFrameZP = false, FoundFrameZM = false;
for (; ((a_ChunkInterface.GetBlock(X, Y, Z1) == E_BLOCK_OBSIDIAN) || (a_ChunkInterface.GetBlock(X, Y + 1, Z1) == E_BLOCK_OBSIDIAN)); Z1++)
{
int Value = FindObsidianCeiling(X, Y, Z1, a_ChunkInterface, MaxY);
int ValueTwo = FindObsidianCeiling(X, Y + 1, Z1, a_ChunkInterface, MaxY);
if ((Value == -1) || (ValueTwo == -1))
{
FoundFrameZP = true;
break;
}
else if ((Value != MaxY) && (ValueTwo != MaxY))
{
return false;
}
} XZP = Z1 - 1;
for (; ((a_ChunkInterface.GetBlock(X, Y, Z2) == E_BLOCK_OBSIDIAN) || (a_ChunkInterface.GetBlock(X, Y + 1, Z2) == E_BLOCK_OBSIDIAN)); Z2--)
{
int Value = FindObsidianCeiling(X, Y, Z2, a_ChunkInterface, MaxY);
int ValueTwo = FindObsidianCeiling(X, Y + 1, Z2, a_ChunkInterface, MaxY);
if ((Value == -1) || (ValueTwo == -1))
{
FoundFrameZM = true;
break;
}
else if ((Value != MaxY) && (ValueTwo != MaxY))
{
return false;
}
} XZM = Z2 + 1;
return (FoundFrameZP && FoundFrameZM);
}
};
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