f1f86c46d3
This commit includes physics handling for the following scenarios: Flat rails in orientations [N, S, W, E] Ascending/descending rails in orientations [N, S, W, E] Powered rails are NOT handled (they don't respond to redstone). Curved rails are NOT handled (I haven't figured out how to do them :P) Please note that I have not tried to emulate vanilla behaviour because of a lack of knowledge on velocity unites/C++. We can say it's a feature or something. :P
385 lines
7.3 KiB
C++
385 lines
7.3 KiB
C++
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// Minecart.cpp
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// Implements the cMinecart class representing a minecart in the world
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// Indiana Jones!
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#include "Globals.h"
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#include "Minecart.h"
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#include "../World.h"
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#include "../ClientHandle.h"
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#include "Player.h"
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cMinecart::cMinecart(ePayload a_Payload, double a_X, double a_Y, double a_Z) :
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super(etMinecart, a_X, a_Y, a_Z, 0.98, 0.7),
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m_Payload(a_Payload)
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{
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m_Mass = 20.f;
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}
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bool cMinecart::Initialize(cWorld * a_World)
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{
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if (super::Initialize(a_World))
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{
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a_World->BroadcastSpawnEntity(*this);
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return true;
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}
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return false;
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}
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void cMinecart::SpawnOn(cClientHandle & a_ClientHandle)
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{
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char Type = 0;
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switch (m_Payload) //Wiki.vg is outdated on this!!
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{
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case mpNone: Type = 9; break; //?
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case mpChest: Type = 10; break;
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case mpFurnace: Type = 11; break; //?
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case mpTNT: Type = 12; break; //?
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case mpHopper: Type = 13; break; //?
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default:
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{
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ASSERT(!"Unknown payload, cannot spawn on client");
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return;
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}
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}
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a_ClientHandle.SendSpawnVehicle(*this, Type);
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}
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enum ENUM_RAIL_DIRECTIONS
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{
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E_RAIL_NORTH_SOUTH = 0,
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E_RAIL_EAST_WEST = 1,
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E_RAIL_ASCEND_EAST = 2,
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E_RAIL_ASCEND_WEST = 3,
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E_RAIL_ASCEND_NORTH = 4,
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E_RAIL_ASCEND_SOUTH = 5,
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E_RAIL_CURVED_SOUTH_EAST = 6,
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E_RAIL_CURVED_SOUTH_WEST = 7,
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E_RAIL_CURVED_NORTH_WEST = 8,
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E_RAIL_CURVED_NORTH_EAST = 9,
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} ;
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void cMinecart::Tick(float a_Dt, cChunk & a_Chunk)
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{
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/*
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NOTE: Please bear in mind that taking away from negatives make them even more negative,
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adding to negatives make them positive, etc. Also remember that - North is -Z, South +Z, West -X, and East +Z
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*/
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super::Tick(a_Dt, a_Chunk);
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BLOCKTYPE BelowType;
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NIBBLETYPE BelowMeta;
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double SpeedX = GetSpeedX(), SpeedY = GetSpeedY(), SpeedZ = GetSpeedZ(); // Get current speed
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// Get block type & meta below the cart
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GetWorld()->GetBlockTypeMeta(floor(GetPosX()), floor(GetPosY() -1 ), floor(GetPosZ()), BelowType, BelowMeta);
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if ((BelowType == E_BLOCK_RAIL) || (BelowType == E_BLOCK_DETECTOR_RAIL) || (BelowType == E_BLOCK_ACTIVATOR_RAIL))
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{
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switch (BelowMeta)
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{
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case E_RAIL_NORTH_SOUTH:
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{
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SpeedY = 0; // Don't move vertically as on ground
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// Set Y as current Y rounded up to bypass friction
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// TODO: this causes positioning mismatches on the client, but Entity physics insists on friction!
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SetPosY(ceil(GetPosY()) + 0.05);
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if (SpeedZ != 0) // Don't do anything if cart is stationary
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{
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if (SpeedZ > 0)
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{
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// Going SOUTH, slow down
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SpeedZ = SpeedZ - 0.05;
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}
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else
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{
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// Going NORTH, slow down
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SpeedZ = SpeedZ + 0.05;
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}
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}
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break;
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}
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case E_RAIL_EAST_WEST:
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{
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SpeedY = 0;
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SetPosY(ceil(GetPosY()) + 0.05);
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if (SpeedX != 0)
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{
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if (SpeedX > 0)
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{
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SpeedX = SpeedX - 0.05;
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}
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else
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{
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SpeedX = SpeedX + 0.05;
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}
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}
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break;
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}
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case E_RAIL_ASCEND_NORTH:
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{
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if (SpeedZ >= 0)
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{
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// SpeedZ POSITIVE, going SOUTH
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if (SpeedZ <= 6) // Speed limit of 6 SOUTH (m/s??)
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{
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SpeedZ = SpeedZ + 1; // Speed up
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SpeedY = (0 - SpeedZ); // Downward movement is negative (0 minus positive numbers is negative)
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}
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else
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{
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SpeedZ = 6; // Enforce speed limit
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SpeedY = (0 - SpeedZ);
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}
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}
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else
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{
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// SpeedZ NEGATIVE, going NORTH
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SpeedZ = SpeedZ + 0.1; // Slow down
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SpeedY = (0 - SpeedZ); // Upward movement is positive (0 minus negative number is positive number)
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}
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break;
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}
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case E_RAIL_ASCEND_SOUTH:
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{
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if (SpeedX > 0)
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{
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// SpeedZ POSITIVE, going SOUTH
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SpeedZ = SpeedZ - 0.1; // Slow down
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SpeedY = SpeedZ; // Upward movement positive
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}
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else
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{
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if (SpeedZ >= -6) // Speed limit of 6 WEST (m/s??)
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{
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// SpeedZ NEGATIVE, going NORTH
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SpeedZ = SpeedZ - 1; // Speed up
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SpeedY = SpeedZ; // Downward movement negative
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}
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else
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{
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SpeedZ = 6; // Enforce speed limit
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SpeedY = SpeedZ;
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}
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}
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break;
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}
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case E_RAIL_ASCEND_WEST:
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{
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if (SpeedX >= 0)
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{
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if (SpeedX <= 6)
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{
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SpeedX = SpeedX + 1;
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SpeedY = (0 - SpeedX);
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}
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else
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{
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SpeedX = 6;
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SpeedY = (0 - SpeedX);
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}
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}
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else
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{
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SpeedX = SpeedX + 0.1;
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SpeedY = (0 - SpeedX);
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}
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break;
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}
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case E_RAIL_ASCEND_EAST:
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{
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if (SpeedX > 0)
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{
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SpeedX = SpeedX - 0.1;
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SpeedY = SpeedX;
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}
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else
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{
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if (SpeedX >= -6)
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{
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SpeedX = SpeedX - 1;
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SpeedY = SpeedX;
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}
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else
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{
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SpeedX = -6;
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SpeedY = SpeedX;
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}
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}
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break;
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}
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default:
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{
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ASSERT(!"Unhandled rail meta!");
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break;
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}
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}
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}
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// Set speed to speed variables
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SetSpeedX(SpeedX);
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SetSpeedY(SpeedY);
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SetSpeedZ(SpeedZ);
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// Pass to physics handlers in Entity.cpp and broadcast position to client
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HandlePhysics(a_Dt, a_Chunk);
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BroadcastMovementUpdate();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cEmptyMinecart:
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cEmptyMinecart::cEmptyMinecart(double a_X, double a_Y, double a_Z) :
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super(mpNone, a_X, a_Y, a_Z)
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{
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}
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void cEmptyMinecart::OnRightClicked(cPlayer & a_Player)
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{
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if (m_Attachee != NULL)
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{
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if (m_Attachee->GetUniqueID() == a_Player.GetUniqueID())
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{
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// This player is already sitting in, they want out.
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a_Player.Detach();
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return;
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}
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if (m_Attachee->IsPlayer())
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{
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// Another player is already sitting in here, cannot attach
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return;
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}
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// Detach whatever is sitting in this minecart now:
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m_Attachee->Detach();
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}
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// Attach the player to this minecart
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a_Player.AttachTo(this);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cMinecartWithChest:
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cMinecartWithChest::cMinecartWithChest(double a_X, double a_Y, double a_Z) :
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super(mpChest, a_X, a_Y, a_Z)
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{
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}
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void cMinecartWithChest::SetSlot(int a_Idx, const cItem & a_Item)
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{
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ASSERT((a_Idx >= 0) && (a_Idx < ARRAYCOUNT(m_Items)));
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m_Items[a_Idx] = a_Item;
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}
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void cMinecartWithChest::OnRightClicked(cPlayer & a_Player)
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{
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// Show the chest UI window to the player
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// TODO
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cMinecartWithFurnace:
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cMinecartWithFurnace::cMinecartWithFurnace(double a_X, double a_Y, double a_Z) :
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super(mpFurnace, a_X, a_Y, a_Z)
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{
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}
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void cMinecartWithFurnace::OnRightClicked(cPlayer & a_Player)
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{
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// Try to power the furnace with whatever the player is holding
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// TODO
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cMinecartWithTNT:
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cMinecartWithTNT::cMinecartWithTNT(double a_X, double a_Y, double a_Z) :
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super(mpTNT, a_X, a_Y, a_Z)
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{
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}
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// TODO: Make it activate when passing over activator rail
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cMinecartWithHopper:
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cMinecartWithHopper::cMinecartWithHopper(double a_X, double a_Y, double a_Z) :
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super(mpHopper, a_X, a_Y, a_Z)
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{
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}
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// TODO: Make it suck up blocks and travel further than any other cart and physics and put and take blocks
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// AND AVARYTHING!!
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