summaryrefslogtreecommitdiffstats
path: root/src/Items
diff options
context:
space:
mode:
Diffstat (limited to 'src/Items')
-rw-r--r--src/Items/CMakeLists.txt2
-rw-r--r--src/Items/ItemEnchantingTable.h63
-rw-r--r--src/Items/ItemEyeOfEnder.h144
-rw-r--r--src/Items/ItemHandler.cpp2
4 files changed, 211 insertions, 0 deletions
diff --git a/src/Items/CMakeLists.txt b/src/Items/CMakeLists.txt
index 2ade4b9df..ddec54e85 100644
--- a/src/Items/CMakeLists.txt
+++ b/src/Items/CMakeLists.txt
@@ -18,6 +18,8 @@ target_sources(
ItemDoor.h
ItemDye.h
ItemEmptyMap.h
+ ItemEnchantingTable.h
+ ItemEyeOfEnder.h
ItemFishingRod.h
ItemFood.h
ItemFoodSeeds.h
diff --git a/src/Items/ItemEnchantingTable.h b/src/Items/ItemEnchantingTable.h
new file mode 100644
index 000000000..c8eb42cac
--- /dev/null
+++ b/src/Items/ItemEnchantingTable.h
@@ -0,0 +1,63 @@
+
+#pragma once
+
+#include "ItemHandler.h"
+#include "../BlockEntities/EnchantingTableEntity.h"
+#include "../World.h"
+
+
+
+
+
+class cItemEnchantingTableHandler:
+ public cItemHandler
+{
+ using Super = cItemHandler;
+
+public:
+
+ using Super::Super;
+
+private:
+
+ virtual bool IsPlaceable(void) override
+ {
+ return true;
+ }
+
+
+ virtual bool OnPlayerPlace(
+ cWorld & a_World,
+ cPlayer & a_Player,
+ const cItem & a_EquippedItem,
+ const Vector3i a_ClickedBlockPos,
+ eBlockFace a_ClickedBlockFace,
+ const Vector3i a_CursorPos
+ ) override
+ {
+ if (!Super::OnPlayerPlace(a_World, a_Player, a_EquippedItem, a_ClickedBlockPos, a_ClickedBlockFace, a_CursorPos))
+ {
+ return false;
+ }
+
+ if (a_EquippedItem.IsCustomNameEmpty())
+ {
+ return true;
+ }
+
+ const auto PlacePos = AddFaceDirection(a_ClickedBlockPos, a_ClickedBlockFace);
+ a_World.DoWithBlockEntityAt(PlacePos.x, PlacePos.y, PlacePos.z, [&a_EquippedItem](cBlockEntity & a_Entity)
+ {
+ if (a_Entity.GetBlockType() != E_BLOCK_ENCHANTMENT_TABLE)
+ {
+ return true;
+ }
+
+ auto & EnchantingTable = static_cast<cEnchantingTableEntity &>(a_Entity);
+ EnchantingTable.SetCustomName(a_EquippedItem.m_CustomName);
+ return true;
+ });
+
+ return true;
+ }
+} ;
diff --git a/src/Items/ItemEyeOfEnder.h b/src/Items/ItemEyeOfEnder.h
index 3849feb00..6a636cb12 100644
--- a/src/Items/ItemEyeOfEnder.h
+++ b/src/Items/ItemEyeOfEnder.h
@@ -46,6 +46,11 @@ public:
{
a_Player->GetInventory().RemoveOneEquippedItem();
}
+
+ cChunkInterface ChunkInterface(a_World->GetChunkMap());
+
+ // Try to spawn portal:
+ FindAndSetPortal(a_ClickedBlockPos, FacingMeta & 3, ChunkInterface, *a_World);
return true;
}
}
@@ -58,6 +63,145 @@ public:
return false;
}
+
+
+
+ /** Returns false if portal cannot be made, true if portal was made. */
+ static bool FindAndSetPortal(Vector3i a_FirstFrame, NIBBLETYPE a_Direction, cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface)
+ {
+ /*
+ PORTAL FINDING ALGORITH
+ =======================
+ - Get clicked base block
+ - Check diagonally (clockwise) for another portal block
+ - if exists, and has eye, Continue. Abort if any are facing the wrong direction.
+ - if doesn't exist, check horizontally (the block to the left of this block). Abort if there is no horizontal block.
+ - After a corner has been met, traverse the portal clockwise, ensuring valid portal frames connect the rectangle.
+ - Track the NorthWest Corner, and the dimensions.
+ - If dimensions are valid, create the portal.
+ */
+
+ static_assert((E_META_END_PORTAL_FRAME_ZM - E_META_END_PORTAL_FRAME_XM) == 1, "Should be going clockwise");
+
+ const int MIN_PORTAL_WIDTH = 3;
+ const int MAX_PORTAL_WIDTH = 4;
+
+ // Directions to use for the clockwise traversal.
+ static const Vector3i Left[] =
+ {
+ { 1, 0, 0}, // 0, South, left block is East / XP
+ { 0, 0, 1}, // 1, West, left block is South / ZP
+ {-1, 0, 0}, // 2, North, left block is West / XM
+ { 0, 0, -1}, // 3, East, left block is North / ZM
+ };
+ static const Vector3i LeftForward[] =
+ {
+ { 1, 0, 1}, // 0, South, left block is SouthEast / XP ZP
+ {-1, 0, 1}, // 1, West, left block is SouthWest / XM ZP
+ {-1, 0, -1}, // 2, North, left block is NorthWest / XM ZM
+ { 1, 0, -1}, // 3, East, left block is NorthEast / XP ZM
+ };
+
+
+ int EdgesComplete = -1; // We start search _before_ finding the first edge
+ Vector3i NorthWestCorner;
+ int EdgeWidth[4] = { 1, 1, 1, 1 };
+ NIBBLETYPE CurrentDirection = a_Direction;
+ Vector3i CurrentPos = a_FirstFrame;
+
+ // Scan clockwise until we have seen all 4 edges
+ while (EdgesComplete < 4)
+ {
+ // Check if we are at a corner
+ Vector3i NextPos = CurrentPos + LeftForward[CurrentDirection];
+ if (IsPortalFrame(a_ChunkInterface.GetBlock(NextPos)))
+ {
+ // We have found the corner, move clockwise to next edge
+ if (CurrentDirection == E_META_END_PORTAL_FRAME_XP)
+ {
+ // We are on the NW (XM, ZM) Corner
+ // Relative to the previous frame, the portal should appear to the right of this portal frame.
+ NorthWestCorner = NextPos - Left[CurrentDirection];
+ }
+
+ if (EdgesComplete == -1)
+ {
+ // Reset current width, we will revisit it last
+ EdgeWidth[CurrentDirection] = 1;
+ }
+
+ // Rotate 90 degrees clockwise
+ CurrentDirection = (CurrentDirection + 1) % 4;
+ EdgesComplete++;
+ }
+ else
+ {
+ // We are not at a corner, keep walking the edge
+ NextPos = CurrentPos + Left[CurrentDirection];
+
+ EdgeWidth[CurrentDirection]++;
+ if (EdgeWidth[CurrentDirection] > MAX_PORTAL_WIDTH)
+ {
+ // Don't build a portal that is too long.
+ return false;
+ }
+ }
+
+ if (!IsValidFrameAtPos(a_ChunkInterface, NextPos, CurrentDirection))
+ {
+ // Neither the edge nor the corner are valid portal blocks.
+ return false;
+ }
+
+ CurrentPos = NextPos;
+ }
+
+ if ((EdgeWidth[0] != EdgeWidth[2]) || (EdgeWidth[1] != EdgeWidth[3]))
+ {
+ // Mismatched Portal Dimensions.
+ return false;
+ }
+ if ((EdgeWidth[0] < MIN_PORTAL_WIDTH) || (EdgeWidth[1] < MIN_PORTAL_WIDTH))
+ {
+ // Portal too small.
+ return false;
+ }
+
+ for (int i = 0; i < EdgeWidth[0]; i++)
+ {
+ for (int j = 0; j < EdgeWidth[1]; j++)
+ {
+ a_ChunkInterface.SetBlock(NorthWestCorner.x + i, NorthWestCorner.y, NorthWestCorner.z + j, E_BLOCK_END_PORTAL, 0);
+ }
+ }
+ return true;
+ }
+
+
+
+
+
+ /** Return true if this block is a portal frame, has an eye, and is facing the correct direction. */
+ static bool IsValidFrameAtPos(cChunkInterface & a_ChunkInterface, Vector3i a_BlockPos, NIBBLETYPE a_ShouldFace)
+ {
+ BLOCKTYPE BlockType;
+ NIBBLETYPE BlockMeta;
+
+ return (
+ a_ChunkInterface.GetBlockTypeMeta(a_BlockPos, BlockType, BlockMeta) &&
+ (BlockType == E_BLOCK_END_PORTAL_FRAME) &&
+ (BlockMeta == (a_ShouldFace | E_META_END_PORTAL_FRAME_EYE))
+ );
+ }
+
+
+
+
+ /** Return true if this block is a portal frame. */
+ static bool IsPortalFrame(BLOCKTYPE BlockType)
+ {
+ return (BlockType == E_BLOCK_END_PORTAL_FRAME);
+ }
} ;
diff --git a/src/Items/ItemHandler.cpp b/src/Items/ItemHandler.cpp
index 79a0dbcb9..d9f9c3168 100644
--- a/src/Items/ItemHandler.cpp
+++ b/src/Items/ItemHandler.cpp
@@ -23,6 +23,7 @@
#include "ItemDoor.h"
#include "ItemDye.h"
#include "ItemEmptyMap.h"
+#include "ItemEnchantingTable.h"
#include "ItemEyeOfEnder.h"
#include "ItemFishingRod.h"
#include "ItemFood.h"
@@ -112,6 +113,7 @@ cItemHandler * cItemHandler::CreateItemHandler(int a_ItemType)
// Single item per handler, alphabetically sorted:
case E_BLOCK_BIG_FLOWER: return new cItemBigFlowerHandler;
case E_BLOCK_CHEST: return new cItemChestHandler(a_ItemType);
+ case E_BLOCK_ENCHANTMENT_TABLE: return new cItemEnchantingTableHandler(a_ItemType);
case E_BLOCK_LEAVES: return new cItemLeavesHandler(a_ItemType);
case E_BLOCK_LILY_PAD: return new cItemLilypadHandler(a_ItemType);
case E_BLOCK_HEAD: return new cItemMobHeadHandler(a_ItemType);