From 675b4aa878f16291ce33fced48a2bc7425f635ae Mon Sep 17 00:00:00 2001 From: Alexander Harkness Date: Sun, 24 Nov 2013 14:19:41 +0000 Subject: Moved source to src --- source/Blocks/BlockFire.h | 228 ---------------------------------------------- 1 file changed, 228 deletions(-) delete mode 100644 source/Blocks/BlockFire.h (limited to 'source/Blocks/BlockFire.h') diff --git a/source/Blocks/BlockFire.h b/source/Blocks/BlockFire.h deleted file mode 100644 index 46b56d7e0..000000000 --- a/source/Blocks/BlockFire.h +++ /dev/null @@ -1,228 +0,0 @@ - -#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); - } -}; - - - - -- cgit v1.2.3