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-rw-r--r--src/NetherPortalScanner.cpp290
1 files changed, 290 insertions, 0 deletions
diff --git a/src/NetherPortalScanner.cpp b/src/NetherPortalScanner.cpp
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+++ b/src/NetherPortalScanner.cpp
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+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "NetherPortalScanner.h"
+#include "Vector3.h"
+#include "Entities/Entity.h"
+#include "World.h"
+
+
+
+
+
+cNetherPortalScanner::cNetherPortalScanner(cEntity * a_MovingEntity, cWorld * a_DestinationWorld, Vector3d a_DestPosition, int a_MaxY) :
+ m_Entity(a_MovingEntity),
+ m_World(a_DestinationWorld),
+ m_FoundPortal(false),
+ m_BuildPlatform(true),
+ m_Dir(Direction::X),
+ m_PortalLoc(a_DestPosition.Floor()),
+ m_Position(a_DestPosition),
+ m_MaxY(a_MaxY)
+{
+ int MinX = FloorC((m_Position.x - SearchRadius) / cChunkDef::Width);
+ int MinZ = FloorC((m_Position.z - SearchRadius) / cChunkDef::Width);
+ int MaxX = CeilC((m_Position.x + SearchRadius) / cChunkDef::Width);
+ int MaxZ = CeilC((m_Position.z + SearchRadius) / cChunkDef::Width);
+ for (int x = MinX; x < MaxX; x++)
+ {
+ for (int z = MinZ; z < MaxZ; z++)
+ {
+ Add(x, z);
+ }
+ }
+ Enable(*a_DestinationWorld->GetChunkMap());
+}
+
+
+
+
+
+void cNetherPortalScanner::OnChunkAvailable(int a_ChunkX, int a_ChunkZ)
+{
+ cChunkDef::BlockTypes blocks;
+ m_World->GetChunkBlockTypes(a_ChunkX, a_ChunkZ, blocks);
+
+ // Iterate through all of the blocks in the chunk
+ for (unsigned int i = 0; i < cChunkDef::NumBlocks; i++)
+ {
+ if (blocks[i] == E_BLOCK_NETHER_PORTAL)
+ {
+ Vector3i Coordinate = cChunkDef::IndexToCoordinate(i);
+ Vector3d PortalLoc = Vector3d(Coordinate.x + a_ChunkX * cChunkDef::Width, Coordinate.y, Coordinate.z + a_ChunkZ * cChunkDef::Width);
+ if (!m_FoundPortal)
+ {
+ m_FoundPortal = true;
+ m_PortalLoc = PortalLoc;
+ }
+ else
+ {
+ if ((PortalLoc - m_Position).SqrLength() < (m_PortalLoc - m_Position).SqrLength())
+ {
+ m_FoundPortal = true;
+ m_PortalLoc = PortalLoc;
+ }
+ }
+ }
+ }
+}
+
+
+
+
+
+bool cNetherPortalScanner::IsValidBuildLocation(Vector3i a_BlockPos)
+{
+ // Check the base
+ for (int i = 0; i < SearchSolidBaseWidth; i++)
+ {
+ for (int j = 0; j < PortalLength; j++)
+ {
+ BLOCKTYPE blocktype = m_World->GetBlock(a_BlockPos.x + i, a_BlockPos.y, a_BlockPos.z + j);
+ if (!cBlockInfo::IsSolid(blocktype))
+ {
+ return false;
+ }
+
+ // Check the airspace
+ for (int k = 1; k < PortalHeight; k++)
+ {
+ blocktype = m_World->GetBlock(a_BlockPos.x + i, a_BlockPos.y + k, a_BlockPos.z + j);
+ if (blocktype != E_BLOCK_AIR)
+ {
+ return false;
+ }
+ }
+ }
+ }
+ return true;
+}
+
+
+
+
+
+bool cNetherPortalScanner::OnAllChunksAvailable(void)
+{
+ if (m_FoundPortal)
+ {
+ // Find the bottom of this portal
+ while (m_World->GetBlock(m_PortalLoc.x, m_PortalLoc.y, m_PortalLoc.z) == E_BLOCK_NETHER_PORTAL)
+ {
+ m_PortalLoc.y -= 1.0;
+ }
+ m_PortalLoc.y += 1.0;
+
+ // Figure out which way the portal is facing
+ int BXP = m_World->GetBlock(m_PortalLoc.x + 1, m_PortalLoc.y, m_PortalLoc.z);
+ int BXM = m_World->GetBlock(m_PortalLoc.x - 1, m_PortalLoc.y, m_PortalLoc.z);
+ if ((BXP == E_BLOCK_NETHER_PORTAL) || (BXM == E_BLOCK_NETHER_PORTAL))
+ {
+ // The long axis is along X
+ m_Dir = Direction::X;
+ }
+ else
+ {
+ // The long axis is along Z
+ m_Dir = Direction::Y;
+ }
+ }
+ else
+ {
+ // Scan the area for a suitable location
+ int minx = FloorC(m_Position.x) - BuildSearchRadius;
+ int minz = FloorC(m_Position.z) - BuildSearchRadius;
+ int maxx = FloorC(m_Position.x) + BuildSearchRadius;
+ int maxz = FloorC(m_Position.z) + BuildSearchRadius;
+ int maxy = m_MaxY;
+ std::vector<Vector3i> Possibilities;
+ int x, y, z;
+ for (y = 0; y < maxy - PortalHeight; y++)
+ {
+ for (x = minx; x < maxx - PortalLength; x++)
+ {
+ for (z = minz; z < maxz - SearchSolidBaseWidth; z++)
+ {
+ Vector3i Location = Vector3i(x, y, z);
+ if (IsValidBuildLocation(Location))
+ {
+ Possibilities.push_back(Vector3i(x, y, z));
+ }
+ }
+ }
+ }
+
+ if (Possibilities.size() > 0)
+ {
+ m_BuildPlatform = false;
+
+ // Find the nearest
+ double DistanceToClosest = (Possibilities[0] - m_Position).SqrLength();
+ Vector3i Closest = Possibilities[0];
+ for (const auto & itr : Possibilities)
+ {
+ double Distance = (itr - m_Position).SqrLength();
+ if (Distance < DistanceToClosest)
+ {
+ DistanceToClosest = Distance;
+ Closest = itr;
+ }
+ }
+
+ m_PortalLoc = Closest;
+ }
+ }
+ return true;
+}
+
+
+
+
+
+void cNetherPortalScanner::BuildNetherPortal(Vector3i a_Location, Direction a_Direction, bool a_IncludePlatform)
+{
+ int x = a_Location.x;
+ int y = a_Location.y;
+ int z = a_Location.z;
+
+ // Clear a 3x4x4 area starting right above the base
+ for (int i = 0; i < SearchSolidBaseWidth; i++)
+ {
+ for (int j = 0; j < PortalLength; j++)
+ {
+ for (int k = 1; k < PortalHeight; k++)
+ {
+ if (a_Direction == Direction::Y)
+ {
+ m_World->SetBlock(x + i, y + k, z + j, E_BLOCK_AIR, 0);
+ }
+ else if (a_Direction == Direction::X)
+ {
+ m_World->SetBlock(x + j, y + k, z + i, E_BLOCK_AIR, 0);
+ }
+ }
+ }
+ }
+
+ // Put in an obsidian base
+ if (a_IncludePlatform)
+ {
+ for (int j = 0; j < PortalLength; j++)
+ {
+ // +2 on the short axis because that's where we deposit the entity
+ if (a_Direction == Direction::Y)
+ {
+ m_World->SetBlock(x + 2, y, z + j, E_BLOCK_OBSIDIAN, 0);
+ }
+ else if (a_Direction == Direction::X)
+ {
+ m_World->SetBlock(x + j, y, z + 2, E_BLOCK_OBSIDIAN, 0);
+ }
+ }
+ }
+
+ // Build an obsidian frame
+ for (int i = 0; i < PortalHeight; i++)
+ {
+ if (a_Direction == Direction::Y)
+ {
+ m_World->SetBlock(x + 1, y + i, z, E_BLOCK_OBSIDIAN, 0);
+ m_World->SetBlock(x + 1, y + i, z + 3, E_BLOCK_OBSIDIAN, 0);
+ }
+ else if (a_Direction == Direction::X)
+ {
+ m_World->SetBlock(x, y + i, z + 1, E_BLOCK_OBSIDIAN, 0);
+ m_World->SetBlock(x + 3, y + i, z + 1, E_BLOCK_OBSIDIAN, 0);
+ }
+ }
+ for (int i = 0; i < PortalLength; i++)
+ {
+ if (a_Direction == Direction::Y)
+ {
+ m_World->SetBlock(x + 1, y + 4, z + i, E_BLOCK_OBSIDIAN, 0);
+ m_World->SetBlock(x + 1, y, z + i, E_BLOCK_OBSIDIAN, 0);
+ }
+ else if (a_Direction == Direction::X)
+ {
+ m_World->SetBlock(x + i, y + 4, z + 1, E_BLOCK_OBSIDIAN, 0);
+ m_World->SetBlock(x + i, y, z + 1, E_BLOCK_OBSIDIAN, 0);
+ }
+ }
+
+ // Fill the frame (place a fire in the bottom)
+ m_World->SetBlock(x + 1, y + 1, z + 1, E_BLOCK_FIRE, 0);
+}
+
+
+
+
+
+void cNetherPortalScanner::OnDisabled(void)
+{
+ // Now we actually move the player
+ if (!m_FoundPortal)
+ {
+ // Build a new nether portal.
+ LOGD("Building nether portal at {%d, %d, %d}", m_PortalLoc.x, m_PortalLoc.y, m_PortalLoc.z);
+ BuildNetherPortal(m_PortalLoc, m_Dir, m_BuildPlatform);
+ m_PortalLoc.x += 1;
+ m_PortalLoc.y += 2;
+ m_PortalLoc.z += 1;
+ }
+
+ // Put the entity near the opening
+ Vector3d Position = m_PortalLoc;
+ if (m_Dir == Direction::Y)
+ {
+ Position.x += OutOffset;
+ Position.z += AcrossOffset;
+ }
+ else if (m_Dir == Direction::X)
+ {
+ Position.x += AcrossOffset;
+ Position.z += OutOffset;
+ }
+
+ LOGD("Placing player at {%f, %f, %f}", Position.x, Position.y, Position.z);
+ m_Entity->ScheduleMoveToWorld(m_World, Position);
+ delete this;
+}
+