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-rw-r--r--src/Blocks/BlockEndPortalFrame.h258
1 files changed, 258 insertions, 0 deletions
diff --git a/src/Blocks/BlockEndPortalFrame.h b/src/Blocks/BlockEndPortalFrame.h
new file mode 100644
index 000000000..e1741f5f6
--- /dev/null
+++ b/src/Blocks/BlockEndPortalFrame.h
@@ -0,0 +1,258 @@
+
+#pragma once
+
+#include "BlockHandler.h"
+
+
+
+
+
+class cBlockEndPortalFrameHandler :
+ public cMetaRotator<cBlockHandler, 0x03,
+ E_META_END_PORTAL_FRAME_ZM,
+ E_META_END_PORTAL_FRAME_XP,
+ E_META_END_PORTAL_FRAME_ZP,
+ E_META_END_PORTAL_FRAME_XM
+ >
+{
+public:
+ cBlockEndPortalFrameHandler(BLOCKTYPE a_BlockType):
+ cMetaRotator<cBlockHandler, 0x03,
+ E_META_END_PORTAL_FRAME_ZM,
+ E_META_END_PORTAL_FRAME_XP,
+ E_META_END_PORTAL_FRAME_ZP,
+ E_META_END_PORTAL_FRAME_XM
+ >(a_BlockType)
+ {
+ }
+
+
+
+
+
+ virtual bool GetPlacementBlockTypeMeta(
+ cChunkInterface & a_ChunkInterface, cPlayer & a_Player,
+ int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
+ int a_CursorX, int a_CursorY, int a_CursorZ,
+ BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
+ ) override
+ {
+ a_BlockType = m_BlockType;
+ a_BlockMeta = YawToMetaData(a_Player.GetYaw());
+ return true;
+ }
+
+
+
+
+
+ inline static NIBBLETYPE YawToMetaData(double a_Rotation)
+ {
+ a_Rotation += 90 + 45; // So its not aligned with axis
+ if (a_Rotation > 360)
+ {
+ a_Rotation -= 360;
+ }
+
+ if ((a_Rotation >= 0) && (a_Rotation < 90))
+ {
+ return E_META_END_PORTAL_FRAME_XM;
+ }
+ else if ((a_Rotation >= 180) && (a_Rotation < 270))
+ {
+ return E_META_END_PORTAL_FRAME_XP;
+ }
+ else if ((a_Rotation >= 90) && (a_Rotation < 180))
+ {
+ return E_META_END_PORTAL_FRAME_ZM;
+ }
+ else
+ {
+ return E_META_END_PORTAL_FRAME_ZP;
+ }
+ }
+
+
+
+
+
+ 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
+ {
+ // E_META_END_PORTAL_FRAME_EYE is the bit which signifies the eye of ender is in it.
+ // LOG("PortalPlaced, meta %d", a_BlockMeta);
+ if ((a_BlockMeta & E_META_END_PORTAL_FRAME_EYE) == E_META_END_PORTAL_FRAME_EYE)
+ {
+ // LOG("Location is %d %d %d", a_BlockX, a_BlockY, a_BlockZ);
+ // Direction is the first two bits, masked by 0x3
+ FindAndSetPortal(Vector3i(a_BlockX, a_BlockY, a_BlockZ), a_BlockMeta & 3, a_ChunkInterface, a_WorldInterface);
+ }
+ }
+
+
+
+
+
+ /** Returns false if portal cannot be made, true if portal was made. */
+ 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;
+ }
+
+ // LOG("NW corner (low corner) %d %d %d", Corner.x, Corner.y, Corner.z);
+ // LOG("%d by %d", Width[0], Width[1]);
+ 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);
+ // TODO: Create block entity so portal doesn't become invisible on relog.
+ }
+ }
+ return true;
+ }
+
+
+
+
+
+ /** Return true if this block is a portal frame, has an eye, and is facing the correct direction. */
+ 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. */
+ bool IsPortalFrame(BLOCKTYPE BlockType)
+ {
+ return (BlockType == E_BLOCK_END_PORTAL_FRAME);
+ }
+
+
+
+
+
+ virtual bool IsClickedThrough(void) override
+ {
+ // TODO: Colision
+ return true;
+ }
+
+
+
+
+
+ virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
+ {
+ UNUSED(a_Meta);
+ return 27;
+ }
+};
+
+
+
+