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cuberite-2a/source/Entities/Minecart.cpp
2013-09-03 12:33:54 +01:00

479 lines
8.9 KiB
C++

// Minecart.cpp
// Implements the cMinecart class representing a minecart in the world
// Indiana Jones!
#include "Globals.h"
#include "Minecart.h"
#include "../World.h"
#include "../ClientHandle.h"
#include "Player.h"
cMinecart::cMinecart(ePayload a_Payload, double a_X, double a_Y, double a_Z) :
super(etMinecart, a_X, a_Y, a_Z, 0.98, 0.7),
m_Payload(a_Payload)
{
SetMass(20.f);
SetMaxHealth(6);
SetHealth(6);
}
void cMinecart::SpawnOn(cClientHandle & a_ClientHandle)
{
char SubType = 0;
switch (m_Payload)
{
case mpNone: SubType = 0; break;
case mpChest: SubType = 1; break;
case mpFurnace: SubType = 2; break;
case mpTNT: SubType = 3; break;
case mpHopper: SubType = 5; break;
default:
{
ASSERT(!"Unknown payload, cannot spawn on client");
return;
}
}
a_ClientHandle.SendSpawnVehicle(*this, 10, SubType); // 10 = Minecarts, SubType = What type of Minecart
}
void cMinecart::HandlePhysics(float a_Dt, cChunk & a_Chunk)
{
if ((GetPosY() > 0) && (GetPosY() < cChunkDef::Height))
{
BLOCKTYPE BelowType = GetWorld()->GetBlock(floor(GetPosX()), floor(GetPosY() -1 ), floor(GetPosZ()));
if (
(BelowType == E_BLOCK_RAIL) ||
(BelowType == E_BLOCK_POWERED_RAIL) ||
(BelowType == E_BLOCK_DETECTOR_RAIL) ||
(BelowType == E_BLOCK_ACTIVATOR_RAIL)
)
{
HandleRailPhysics(a_Dt, a_Chunk);
}
else
{
super::HandlePhysics(a_Dt, a_Chunk);
BroadcastMovementUpdate();
}
}
else
{
super::HandlePhysics(a_Dt, a_Chunk);
BroadcastMovementUpdate();
}
}
static const double MAX_SPEED = 8;
static const double MAX_SPEED_NEGATIVE = (0 - MAX_SPEED);
void cMinecart::HandleRailPhysics(float a_Dt, cChunk & a_Chunk)
{
super::HandlePhysics(a_Dt, a_Chunk); // Main physics handling
/*
NOTE: Please bear in mind that taking away from negatives make them even more negative,
adding to negatives make them positive, etc.
*/
// Get block meta below the cart
NIBBLETYPE BelowMeta = GetWorld()->GetBlockMeta(floor(GetPosX()), floor(GetPosY() -1 ), floor(GetPosZ()));
double SpeedX = GetSpeedX(), SpeedY = GetSpeedY(), SpeedZ = GetSpeedZ(); // Get current speed
switch (BelowMeta)
{
case E_META_RAIL_ZM_ZP: // NORTHSOUTH
{
SetRotation(270);
SpeedY = 0; // Don't move vertically as on ground
SpeedX = 0; // Correct diagonal movement from curved rails
// Set Y as current Y rounded up to bypass friction
SetPosY(floor(GetPosY()));
if (SpeedZ != 0) // Don't do anything if cart is stationary
{
if (SpeedZ > 0)
{
// Going SOUTH, slow down
SpeedZ = SpeedZ - 0.1;
}
else
{
// Going NORTH, slow down
SpeedZ = SpeedZ + 0.1;
}
}
break;
}
case E_META_RAIL_XM_XP: // EASTWEST
{
SetRotation(180);
SpeedY = 0;
SpeedZ = 0;
SetPosY(floor(GetPosY()));
if (SpeedX != 0)
{
if (SpeedX > 0)
{
SpeedX = SpeedX - 0.1;
}
else
{
SpeedX = SpeedX + 0.1;
}
}
break;
}
case E_META_RAIL_ASCEND_ZM: // ASCEND NORTH
{
SetRotation(270);
SetPosY(floor(GetPosY()) + 0.2); // It seems it doesn't work without levitation :/
SpeedX = 0;
if (SpeedZ >= 0)
{
// SpeedZ POSITIVE, going SOUTH
if (SpeedZ <= MAX_SPEED) // Speed limit
{
SpeedZ = SpeedZ + 0.5; // Speed up
SpeedY = (0 - SpeedZ); // Downward movement is negative (0 minus positive numbers is negative)
}
else
{
SpeedZ = MAX_SPEED; // Enforce speed limit
SpeedY = (0 - SpeedZ);
}
}
else
{
// SpeedZ NEGATIVE, going NORTH
SpeedZ = SpeedZ + 0.4; // Slow down
SpeedY = (0 - SpeedZ); // Upward movement is positive (0 minus negative number is positive number)
}
break;
}
case E_META_RAIL_ASCEND_ZP: // ASCEND SOUTH
{
SetRotation(270);
SetPosY(floor(GetPosY()) + 0.2);
SpeedX = 0;
if (SpeedZ > 0)
{
// SpeedZ POSITIVE, going SOUTH
SpeedZ = SpeedZ - 0.4; // Slow down
SpeedY = SpeedZ; // Upward movement positive
}
else
{
if (SpeedZ >= MAX_SPEED_NEGATIVE) // Speed limit
{
// SpeedZ NEGATIVE, going NORTH
SpeedZ = SpeedZ - 0.5; // Speed up
SpeedY = SpeedZ; // Downward movement negative
}
else
{
SpeedZ = MAX_SPEED_NEGATIVE; // Enforce speed limit
SpeedY = SpeedZ;
}
}
break;
}
case E_META_RAIL_ASCEND_XM: // ASCEND EAST
{
SetRotation(180);
SetPosY(floor(GetPosY()) + 0.2);
SpeedZ = 0;
if (SpeedX >= 0)
{
if (SpeedX <= MAX_SPEED)
{
SpeedX = SpeedX + 0.5;
SpeedY = (0 - SpeedX);
}
else
{
SpeedX = MAX_SPEED;
SpeedY = (0 - SpeedX);
}
}
else
{
SpeedX = SpeedX + 0.4;
SpeedY = (0 - SpeedX);
}
break;
}
case E_META_RAIL_ASCEND_XP: // ASCEND WEST
{
SetRotation(180);
SetPosY(floor(GetPosY()) + 0.2);
SpeedZ = 0;
if (SpeedX > 0)
{
SpeedX = SpeedX - 0.4;
SpeedY = SpeedX;
}
else
{
if (SpeedX >= MAX_SPEED_NEGATIVE)
{
SpeedX = SpeedX - 0.5;
SpeedY = SpeedX;
}
else
{
SpeedX = MAX_SPEED_NEGATIVE;
SpeedY = SpeedX;
}
}
break;
}
case E_META_RAIL_CURVED_ZM_XM: // Ends pointing NORTH and WEST
{
SetRotation(315); // Set correct rotation server side
SetPosY(floor(GetPosY()) + 0.2); // Levitate dat cart
if (SpeedZ > 0) // Cart moving south
{
SpeedX = (0 - SpeedZ); // Diagonally move southwest (which will make cart hit a southwest rail)
}
else if (SpeedX > 0) // Cart moving east
{
SpeedZ = (0 - SpeedX); // Diagonally move northeast
}
break;
}
case E_META_RAIL_CURVED_ZM_XP: // Curved NORTH EAST
{
SetRotation(225);
SetPosY(floor(GetPosY()) + 0.2);
if (SpeedZ > 0)
{
SpeedX = SpeedZ;
}
else if (SpeedX < 0)
{
SpeedZ = SpeedX;
}
break;
}
case E_META_RAIL_CURVED_ZP_XM: // Curved SOUTH WEST
{
SetRotation(135);
SetPosY(floor(GetPosY()) + 0.2);
if (SpeedZ < 0)
{
SpeedX = SpeedZ;
}
else if (SpeedX > 0)
{
SpeedZ = SpeedX;
}
break;
}
case E_META_RAIL_CURVED_ZP_XP: // Curved SOUTH EAST
{
SetRotation(45);
SetPosY(floor(GetPosY()) + 0.2);
if (SpeedZ < 0)
{
SpeedX = (0 - SpeedZ);
}
else if (SpeedX < 0)
{
SpeedZ = (0 - SpeedX);
}
break;
}
default:
{
ASSERT(!"Unhandled rail meta!"); // Dun dun DUN!
break;
}
}
// Set speed to speed variables
SetSpeedX(SpeedX);
SetSpeedY(SpeedY);
SetSpeedZ(SpeedZ);
// Broadcast position to client
BroadcastMovementUpdate();
}
void cMinecart::DoTakeDamage(TakeDamageInfo & TDI)
{
super::DoTakeDamage(TDI);
if (GetHealth() == 0)
{
Destroy(true);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cEmptyMinecart:
cEmptyMinecart::cEmptyMinecart(double a_X, double a_Y, double a_Z) :
super(mpNone, a_X, a_Y, a_Z)
{
}
void cEmptyMinecart::OnRightClicked(cPlayer & a_Player)
{
if (m_Attachee != NULL)
{
if (m_Attachee->GetUniqueID() == a_Player.GetUniqueID())
{
// This player is already sitting in, they want out.
a_Player.Detach();
return;
}
if (m_Attachee->IsPlayer())
{
// Another player is already sitting in here, cannot attach
return;
}
// Detach whatever is sitting in this minecart now:
m_Attachee->Detach();
}
// Attach the player to this minecart
a_Player.AttachTo(this);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cMinecartWithChest:
cMinecartWithChest::cMinecartWithChest(double a_X, double a_Y, double a_Z) :
super(mpChest, a_X, a_Y, a_Z)
{
}
void cMinecartWithChest::SetSlot(int a_Idx, const cItem & a_Item)
{
ASSERT((a_Idx >= 0) && (a_Idx < ARRAYCOUNT(m_Items)));
m_Items[a_Idx] = a_Item;
}
void cMinecartWithChest::OnRightClicked(cPlayer & a_Player)
{
// Show the chest UI window to the player
// TODO
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cMinecartWithFurnace:
cMinecartWithFurnace::cMinecartWithFurnace(double a_X, double a_Y, double a_Z) :
super(mpFurnace, a_X, a_Y, a_Z)
{
}
void cMinecartWithFurnace::OnRightClicked(cPlayer & a_Player)
{
// Try to power the furnace with whatever the player is holding
// TODO
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cMinecartWithTNT:
cMinecartWithTNT::cMinecartWithTNT(double a_X, double a_Y, double a_Z) :
super(mpTNT, a_X, a_Y, a_Z)
{
}
// TODO: Make it activate when passing over activator rail
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cMinecartWithHopper:
cMinecartWithHopper::cMinecartWithHopper(double a_X, double a_Y, double a_Z) :
super(mpHopper, a_X, a_Y, a_Z)
{
}
// TODO: Make it suck up blocks and travel further than any other cart and physics and put and take blocks
// AND AVARYTHING!!