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-rw-r--r--source/Blocks/BlockFire.h228
1 files changed, 0 insertions, 228 deletions
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);
- }
-};
-
-
-
-